-------------------------------------------------------------------
MONSTER ANIMATION SET POINTERS <350202-350401>
-------------------------------------------------------------------
BYTE   DEATH  FLOAT  SHADOW  HIT REACTION    ATTRIBUTES
-------------------------------------------------------------------
058A   pop    --     --      normal          no movement for Escape
0596   pop    --     --      slide backward
05A2   (Bowser clone)
05AE   (Mario clone)
05BA   pop    --     --      none
0898   pop    --     shadow  normal
0985   pop    float  shadow  normal
0991   pop    float  --      normal
0AD3   pop    float  --      slide backward
0ADF   pop    float  --      slide backward
0AEB   fade   float  --      normal
0CF2   fade   --     --      normal
0CFE   fade   --     --      normal          no coin animation
0D0A   fade   --     --      normal          Smithy 1 sprite casting animation
0D16   fade   --     --      normal          no casting animation for Escape
0E60   fade   --     --      normal          doesn't move foward for Escape
0E6C   pop    --     --      normal          no casting animation
0E78   pop    --     --      none

----------------------
COMMON STRING POINTERS
----------------------
10 F5 80   Mario runs up
10 27 81   Mario raises arms to cast spell (before Spade animation appears)

10 F8 36   Darken screen (cumulative)
10 2B 25   Display spell name
10 FF 36   Lighten screen (NOT cumulative)
AB xx      Sound effect

10 F2 77   target gets hit
10 C4 23   attacker returns to base stance

09 2F 25   removes sprite and ends animation

01 37      start of animation

---------------------------------
MONSTER ATTACKS <351493 - 351594>
---------------------------------

$352042

69 		;read attack byte
63 00 		;display special attack name
10 3B 30 	;run code string at $35303B

   34 00
   20 50 20 00
   37 00 F0
   24 00 00 00 90 30	;jump to $353090

      AB 00 
      11	;end code string

10 8E 78 	;run code string at $35788E - Jinx approaches

   0E 
   45 
   44 60 
   0C 04 00 04 40 00 
   04 06 00 00 
   0F 
   11 		;end code string

E1 46 00 00 	;execute battle event #$0046, sequence 00 ($3A6090) - Jinx does a series of attacks

   86 6B
      8C 6B

         10 31 75	;run code string at $3A7531

34 08 
22 18 1C E0 
22 18 1D E0 
22 18 1E E0 
22 18 1F E0 
11 		;end code string

         10 BF EB	;run code string at $3AEBBF

5D 40 00 E6 EB 		;run character's reaction animation

///
43 13 			;playback sequence #$13 (surprised)
04 10 3C 00 		;frame duration - 60 (bit 4: playback sequence only as long as frame count)
43 23 			;show sequence #$13, frame 1
04 10 1E 00 		;frame duration - 30
AB 5C 			;sound effect (fly upward)
08 C1 FF FB FF FB 01 00	;shift character object upward (Jinx lifts them up)
04 10 0A 00 		;frame duration - 10
0F 
43 28 			;show sequence #$18, frame 1 (fallen down)
04 10 0E 00 		;frame duration - 14
AB 6F 			;sound effect (hit ground)
08 C1 00 08 00 08 01 00 ;shift character object down (Jinx drops them)
04 08 00 00 
0F 
08 E1 FF FB 00 04 81 00	;shift character object up (bounce off ground after landing)
04 10 04 00 		;frame duration - 04
04 08 00 00 
0F 
43 20 			;show sequence #$10, frame 1
10 5E 75		;run code string at $3A755E
   \\\
34 08 
20 18 1F E0 
36 08 01 
22 18 1F E0 
11 			;end code string
   ///
5E			;end simultaneous code string
\\\

03 C1 20 C3 01 00 	;01C3 - object byte
43 03 			;03 - sequence byte
AB CD 			;sound effect (punch)
04 10 04 00 		;frame duration - 04
AB CD 			;sound effect (punch)
04 10 04 00 		;frame duration - 04
AB CD 			;sound effect (punch)
4E 
03 C1 20 DA 01 00 	;01DA - object byte
7F 
10 1E 77 
11 			;end code string

10 AD 35 	;character gets hit and Jinx returns to initial stance

20 18 0F E0 
24 08 01 00 
8A 35 
09 C4 23 

   3A 
   34 0F 
   3F 80 15 00 00 84 
   40 0F 
   FF 
   11 

10 F2 77 
11 

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

Bombs Away ($35207D)
----------
10 73 7B 
AB 23    (power up sound)
03 C1 20 
C4 01 
04 
04 10 3C 
00 
AB 66    (blast sound)
21 00 
1C 
00 
10 75 24 (blue ball shot)
03 
C1 
20 
DA 01 00 7F 
10 AD 35 (target gets hit)
10 F2 77
11

351782   Wild Card
------------------
34 0F 
68 06 37   PTR; add to 02 doubled to get 370A
04         add to PTR at 35370A
40 0F 
01 
11                   

353B39
------
01 37 
F8 FF 
F8 FF 
00 00 
00 
81 20 
15 02       spark sprite animation before throwing cards
00 30 00 
62 4E 05 

01 37 
F0 FF 
08 01 
00 00 
00 
81 28 
26 03       card sprite animation
00 30 00 
62 21 00 
02 00 


pointers (393AD3 - 393AD8)
39 3B       for value of 06 (1st CARD)
84 3B       for value of 08 (2nd & 4th CARD)
A6 3B       for value of 0A (3rd CARD)


68 06 37 
06          tells what part of animation to read from; add to PTR at ($353706 + 4)
04 10 0A 00 

68 06 37 
08 
04 10 0A 00 

68 06 37 
0A 
04 10 0A 00 

68 06 37 
08 
04 10 0A 00 

09 2F 25 

1st CARD
--------
01 37 
FC FF 
00 FF 
00 00 
83 
83 0E 45 
0B 27 
08 00 
F0 FF 
00 00 
0C 02 00 
06         speed of card
00 00 
04 06 00 00 
AB 0F 
05 07 

2nd & 4th CARD
--------------
01 37 
F8 FF 
F8 FE 
00 00 
83 
83 0E 45 
0B 27 
00 00 
F8 FF 
00 00 
0C 02 00 
04         speed of card
00 00 
04 06 00 00 
AB 0F 
05 07 

3rd CARD
--------
01 37 
F8 FF 
FC FE 
00 00 
83 
83 0E 45 
0B 27 
04 00 
EE FF 
00 00 
0C 02 00 
03         speed of card
00 00 
04 06 00 00 
AB 0F 
05 07                                              

3543B9 PTR to animation
3543C7 actual animation code

Triple Kick ($352056)
-----------
69 63 00 
10 F1 78 
E1 46 00 02 (Jinx jumps up and kicks opponent)
10 AD 35    (opponent takes a hit)
10 F2 77    (Jinx returns to base stance)
11           

$3A6B93
$3AECBB
0E 45 5D 40 
00 2D EC 
AB 45 
03 C1 20 
C4 01 
05 04 
10 28 00 
AB 55                                  

Quicksilver ($352067)
-----------
69 63 00 
AB A9 
10 BE 7E 
E1 46 00 04 
10 AD 35 
10 F2 77 
11                                        

Bombs Away ($35207D)
----------
10 73 7B 
AB 23    (power up sound)
03 C1 20 
C4 01 
04 
04 10 3C 
00 
AB 66    (blast sound)
21 00 
1C 00 
10 75 24 (blue ball shot)
03 
C1 20 
DA 01 00 7F 
10 AD 35 (target gets hit)
10 F2 77
11

Jinxed ($351581$352042)
------
69 63 00 
10 3B 30 
10 8E 78 
E1 46 00 00 
10 AD 35 
10 F2 77 
11 
($3A6090$3A6B86)
($3AEBBF)
5D 
40 
00 
E6 EB    (opponent's reaction)
[Jinx punches]
03 C1 20 
C3 01 
00 43 03 
AB CD    (punch sound)
04 
10 04 00 
AB CD    (punch sound)
04 
10 04 00 
AB CD    (punch sound)
4E 
03 C1 20 
DA 01 
00 7F 

10 1E 77 (Jinx returns to base stance)
11    
                        
Opponent's reaction to 'Jinxed'($3AEBE6)

43 13 04 
10 3C 00 
43 23 04 
10 1E 00 
AB 5C      (dropfalling sound)
08 C1 
FF FB 
FF FB 
01 00 04 
10 0A 00 
0F 43 28 04 
10 0E 00 
AB 6F       (body slam sound)
08 C1 00 08 00 08 01 00 04 08 00 00 0F 
08 E1 
FF FB 
00 04 81 00 04 
10 04 00 
04 08 00 00 
0F 43 20 10 5E 75 5E 