-----------------------
SPELL ANIMATION STRINGS
-----------------------
351026 - 35107F   Enemy spell animation pointers
351080 - 351492   Enemy spell animation code pointer sets;
		  contains prepost-animation code such as screen darkeninglighting;
		  actual animation code is found from the pointers in the set;
		  more pointers are found within the animation code (prefixed by #$68) to the most specific

===SPELL		OFFSET===
---------------------------------
===Drain		351080===	

10 2B 25 	;show spell name
AB 1D 		;sound: fireball
21 00 03 00 	;0x03 = yy
10 75 24	;pointer
   34 0F	   ;...
   68 06 37	   ;pointer + (yy * 2)
      70 3C	      ;pointer
         82 3C	         ;pointer

	    01 		    ;...read coordinates of spell caster
	    37	    	    ;position indicator: spell caster
	    F8 FF	    ;byte 1 - sprite's initial X coordinate
	    F8 FF	    ;byte 1 - sprite's initial Y coordinate
	    00 00	    ;more coordinate parameters

	    00		    ;...
	    81 28	    ;
	    3E 02	    ;fireball sprite pointer
	    00 30 00 62	    ;
 
	    10 32 7F	    ;pointer to fireball animation

	       0E 	       ;...
	       0F 	       ;...
	       45 	       ;...stores character slot address to register

	       0B 	       ;...read coordinates of spell receptor
	       27 	       ;position indicator: spell receptor
	       08 00 	       ;byte 1 - sprite's conclusive X coordinate
	       F0 FF 	       ;byte 1 - sprite's conclusive Y coordinate
	       00 00	       ;more coordinate parameters

	       0C 	       ;...
	       02 	       ;subroutine pointer
	       00 02 	       ;byte 2 - frame skip (speed of fireball)
	       00 00	       ;---

	       04	       ;...
	       06 	       ;bit 1 - wait 2 frames before removal
				bit 2 - removal flag (must be set to remove fireball)
				bit 3 - break animation and continue

	       00 00	       ;---
	       11 	       ;...end

	    AB 1F	    ;sound: explosion

	    03		    ;...
	    81 20	    ;
	    07 02	    ;explosion sprite pointer
	    00		    ;

	    4E		    ;...
	    09 2F 25	    ;pointer

	       34 0F 	       ;
	       20 0F 01 00     ;
	       22 6F 6F 00     ;

	       05	       ;
	       07	       ;end

   00		   ;
   40 0F 01 	   ;
   11 		   ;end
11		;end
---------------------------------
===Lightning Orb 	35108D===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
AB 63 		;sound
21 00 08 00 	;0x08 = yy
10 75 24 
   34 0F	   ;...
   68 06 37	   ;pointer + (yy * 2)
      B9 43	      ;pointer
	 C7 43		 ;pointer

	    10 37 34 	    ;pointer

	    01		    ;...
	    37		    ;
	    00 00	    ;
	    00 00	    ;
	    E0 FF	    ;

	    70 00	    ;
	    80 28	    ;
	    04 03	    ;
	    00		    ;
	    08		    ;
	    00 62	    ;

	    85		    ;...
	    12 02	    ;(byte 1) / 8 = function: read palette

	    1A		    ;...
	    01		    ;

	    0E 		    ;...

	    08 
	    E1 
	    FF FE 
	    00 00 
	    11 00 

	    04 10 10 00 

	    0F 

	    04 10 1E 00 

	    10 48 7F 

	    05 84 03 00 34 08 
	    21 00 08 00 

	    68 06 37 
	    06 

	    68 06 37 
	    0C 

	    04 10 96 00 

	    10 B5 33 
	    10 0B 34 

	    84 03 00 

	    09 2F 25 

	    01 
	    17 
	    00 00 
	    00 00 
	    00 00 

	    0E 

	    08 
	    C2 
	    FF FB 
	    FF FB 
	    01 00 

	    10 EA 33 

	    72 02 6A 

	    85 
	    02 01 

	    8F 09 77 33 

	    10 6F 33 
	    10 F5 33 

	    7E 01 74 00 04 78 33 

	    10 99 33 

	    73 76 0F 
	    10 A7 33 
	    07 

	    0E 

	    45 

	    01 
	    27 
	    00 00 
	    F6 FF 
	    00 00 

	    C3 04 

	    10 7D 33 
	    10 DF 33 
	    AB 90 
	    20 0A 00 00 
	    20 0B 23 00 
	    20 0C 01 00 
	    10 97 32 
	    10 16 34 
	    10 8B 33 
	    10 00 34 

	    C4 C5 

	    07 

10 FF 36 	;lighten screen
11		;end
---------------------------------
===Flame		3510A0===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
AB 1C 		;sound
21 00 03 00 
10 89 24 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Bolt			3510B3===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
AB 2C 		;sound
21 00 11 00 
10 75 24 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Crystal		3510C6===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
21 00 09 00 
10 75 24 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Flame Stone		3510D7===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
AB 1A 		;sound
21 00 03 00 
10 7F 24 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Mega Drain		3510EA===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
21 00 21 00 
10 75 24 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Willy Wisp		3510FB===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
AB 63 		;sound
21 00 08 00 
10 7F 24 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Diamond Saw		35110E===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
21 00 09 00 
10 7F 24 
8C 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Electroshock  	351123===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
AB 64 		;sound
21 00 11 00 
10 89 24 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Blast		351136===	

10 2B 25 	;show spell name
AB 0C 		;sound
21 00 1D 00 
10 75 24 
11		;end
---------------------------------
===Storm		351143===	

10 2B 25 	;show spell name
10 F8 36 	;darken screen
AB 13 		;sound
21 00 0A 00 
10 75 24 
B2 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Ice Rock		351157===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
AB C6 		;sound
21 00 09 00 
10 89 24 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Escape		35116A===	

21 38 3A 00 
27 08 00 00 
79 
11		;end
---------------------------------
===Dark Star		35117E===	

10 2B 32 
16 02 
10 74 32 
16 02 
10 2B 25 	;show spell name
10 EB 36 
AB 00 		;sound
34 0F 
21 00 00 00 
68 BE C4 
00 40 0F 01 
8C 
11		;end
---------------------------------
===Recover		351195===	

10 2B 25 	;show spell name
AB 42 		;sound
21 00 17 00 
34 0F 
68 06 37 
00 04 10 10 00 
68 06 37 
02 04 10 10 00 
68 06 37 
04 40 0F 01 
11		;end
---------------------------------
===Mega Recover  	3511B8===	

10 2B 25 	;show spell name
AB 42 		;sound
21 00 17 00 
34 0F 
68 06 37 
06 04 10 10 00 
68 06 37 
08 04 10 10 00 
68 06 37 
0A 40 0F 01 
11		;end
---------------------------------
===Flame Wall		3511DB===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
AB 1A 		;sound
21 00 03 00 
10 B1 24 
8C 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Static E!		3511F2===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
AB 66 		;sound
21 00 11 00 
10 7F 24 
8C 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Sand Storm		351209===	

10 2B 25 	;show spell name
10 EB 36 
AB 60 		;sound
21 00 0B 00 
10 93 24 
B2 
8C 
11		;end
---------------------------------
===Blizzard		35121B===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
AB 68 		;sound
21 00 09 00 
10 B1 24 
8C 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Drain Beam		351232===	

10 F8 36 	;darken screen
10 EB 36 
10 2B 25 	;show spell name
AB 13 		;sound
21 00 1B 00 
10 89 24 
10 FF 36 	;lighten screen
8C 
11		;end
---------------------------------
===Meteor Blast  	351249===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
AB 69 		;sound
21 00 18 00 
10 75 24 
8C 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Light Beam		351260===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
AB 6A 		;sound
21 00 00 00 
10 A7 24 
8C 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Water Blast		351277===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
AB B2 		;sound
21 00 1E 00 
10 75 24 
8C 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Solidify		35128E===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
AB AE 		;sound
+---------------------------------------------
|34 0F 		;start offset pointer set
|21 00 1A 00    ;yy = 0x1A
|68 06 37 	;offset pointer 1 + (yy * 2) = $373A
|   E3 56	   ;pointer 1 + P byte = $56E5
|      16 57	      ;pointer 2
|	 +-------------------------------------------------------------
|	 |10 37 34	 ;direct pointer
|	 |  +---------------------------+
|	 |  |34 08 			
|	 |  |22 18 1B E0 		
|	 |  |11 			
|	 |  +---------------------------+
|	 |01		 ;...set position of ice BG effect from caster
|	 |07		 ;set initial position flag (screen edge)
|	 |00 00		 ;(no modifications)
|	 |00 00		 ;
|	 |00 00		 ;
|	 |
|	 |72 04		 ;...set spell GFX assignment
|	 |3C		 ;ice BG effect graphic assignment
|	 |***now read from $56ED***
|	 +------------------------------------------------
|	 |10 EA 33	    ;
|	 |  +---------------------------+
|	 |  |0A 	    ;...
|	 |  |20 18 1B E0    ;...
|	 |  |
|	 |  |39 08 02	    ;...
|	 |  |EA 33	    ;direct pointer
|	 |  |11		    ;end
|	 |  +---------------------------+
|	 |***now read from $337D***
|	 |85 02 02 	 ;byte 2 - slowdown (higher value = slower animation)
|	 |77 12 	 ;
|	 |04 10 14 00 
|	 |10 8B 33 
|	 |74 00 04 
|	 |7E 02 
|	 |74 00 04 
|	 |78 12 73 76 	 ;
|	 |07 		 ;end
|	 +----------------------------------------------
|02		;offset pointer 1 P byte
+-----|  |----------------------------------------------
+-----|  |----------------------------------------------
|68 06 37 	;offset pointer 2
|   E3 56	   ;pointer 1 + P byte = $56E3
|      ED 56	      ;pointer 2
|	 +---------------------------------------------------------------
|	 |01 		 ;...set position of ice spires from screen edge
|	 |07 		 ;set initial position flag (screen edge)
|	 |30 00		 ;0x30 pixels from left
|	 |50 00		 ;0x50 pixels from top
|	 |00 00		 ;
|	 |
|	 |72 04		 ;...set spell GFX assignment
|	 |16		 ;ice spires graphic assignment
|	 |***now read offset pointer set ending function***
|	 +----------------------------------------------
|	 |10 7D 33	 ;
|	 |10 F5 33	 ;
|	 |
|	 |85 02 01 
|	 |77 14 
|	 |74 00 08 
|	 |04 10 1E 00 
|	 |7E 02 
|	 |74 00 08 
|	 |78 14 73 76 
|	 |
|	 |09 2F 25 
|	 +----------------------------------------------
|00 		;offset pointer 2 P byte
+-----|  |----------------------------------------------
+-----|  |----------------------------------------------
|40 0F 01 	;end offset pointer set
+------------------------------------------------------
|8C 
|10 FF 36 	;lighten screen
|11		;end
+---------------------------------

===Petal Blast		3512AF===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
AB BC 		;sound
34 0F 
21 00 1A 00 	;0x1A = yy

---BGL 2 petals---
68 06 37 	;pointer + (yy * 2) = $373A
   E3 56	   ;pointer 2 (+P byte) = $56E9
      55 57	      ;pointer 3 to code

	 01		 ;
	 07 
	 00 00 
	 00 00 
	 00 00 

	 72 01 
	 4D	 	 ;spell GFX assignment

	 04 10 08 00 

	 0E 

	 08 
	 C4 
	 FF FC 
	 FF FC 
	 01 00 

	 08 
	 C2 
	 80 01 
	 80 01 
	 01 00 

	 85 02 02 
	 77 12 
	 74 00 04 
	 04 10 5A 00 
	 7E 02 
	 74 00 04 
	 78 12 
	 73 0F 

	 10 99 33 

	 76 

	 09 2F 25 

06 		;P byte

---BGL 3 petals---
68 06 37 	;pointer + (yy * 2) = $373A
   E3 56	   ;pointer 2 (+P byte) = $56EB
      91 57	      ;pointer 3 to code

	 01 
	 07 
	 00 00 
	 00 00 
	 00 00 

	 72 01 4E 

	 08 
	 C4 
	 FF FE 
	 FF FE 
	 01 00 

	 08 
	 C2 
	 80 00 
	 80 00 
	 01 00 

	 85 02 02 
	 77 14 
	 74 00 08 
	 04 10 5A 00 
	 7E 02 
	 74 00 08 
	 78 14 
	 73 0F 
	 10 A7 33 
	 76 

	 07 

08 		;P byte

04 10 10 00 

---sprite layer petals---
68 06 37 	;pointer + (yy * 2) = $373A
   E3 56	   ;pointer 2 (+P byte) = $56E7
      40 57	      ;pointer 3 to code

	 10 37 34 	 ;
	    34 08 	    ;
	    22 18 1B E0     ;
	    11 		    ;
	 21 00 05 00 	 ;0x05 = yy
	 68 4B 62 	 ;pointer + (yy * 2) = $6255
	    49 66	    ;pointer 2 (+P byte) = $664D
	       8A 66	       ;pointer 3 to code

		  01 		  ;
		  37 		  ;
		  00 00 	  ;
		  00 01 	  ;
		  00 00 	  ;

		  00 		  ;...set sprite assignment
		  C1 28 	  ;
		  20 02 	  ;sprite assignment
		  00 38 00 62 	  ;
		  
		  34 08 
		  34 09 
		  34 04 

		  21 00 00 00 	  ;...set 00 = yy
		  68 15 6B 	  ;
		     2D 6B	     ;pointer 2 (+P byte) = $6B49
			D5 6B		;pointer 3 to code
			   10 E6 2A 

			      6B 00 19 00 64 
			      EE 2A 
				 20 2B

				    01 
				    06 
				    20 00 
				    20 00 
				    00 00 
				    11 

			      11 
			      20 2B

				 01 
				 06 
				 20 00 
				 20 00 
				 00 00 
				 11 

			   83 83 0F 
			   08 
			   C4 
			   FF FB 
			   FF FB 
			   01 00 
			   08 
			   C2 
			   00 02 
			   00 02 
			   01 00 
			   04 10 14 00 
			   09 F4 6A 

		  1C 		  ;P byte

		  04 10 04 00 

		  30 04 

		  26 04 20 00 
		  A5 66 

		  0A 

		  26 09 20 00 
		  B5 66 

		  09 01 6B 
		     2C 08 01 00 
		     22 68 68 00 
		     05 
		     07 

	 04 		 ;
	 10 52 25 	 ;
	    0A 
	    20 38 68 00 
	    26 08 01 00 
	    52 25 
	    11 		    ;end
	 10 00 34 	 ;
	 10 0B 34 	 ;
	 07 		 ;end, return to 1st code bank
                   
04 		;P byte

40 0F 01 	;end animation sequence
AB 73 		;sound
8C 		;infliction animation
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Aurora Flash  	3512DA===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
AB 14 		;sound
21 00 12 00 	;0x12 = yy
10 75 24 

   34 0F	   ;...
   68 06 37	   ;pointer + (yy * 2) = $372A

      11 4F	      ;pointer 2 (+P byte) = $4F11
	 19 4F		 ;pointer 3 to code
	    01 
	    07 
	    10 00 
	    00 00 
	    00 00 

	    72 04 
	    42		 ;spell GFX assignment

	    77 12 

	    04 10 78 00 
	    78 12 
	    73 76 
	    09 2F 25 

   00		   ;P byte
   40 0F 01 	   ;
   11 		   ;end

8C 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Boulder		3512F1===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
AB 60 		;sound
21 00 12 00 
10 7F 24 
B2 
8C 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Corona		351309===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
21 00 21 00 
10 7F 24 
8C 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Meteor Swarm  	35131E===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
21 00 20 00 
10 9D 24 
8C 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Knock Out	 	351333===	

10 2B 25 	;show spell name
10 EB 36 
AB 00 		;sound
21 00 03 00 
10 75 24 
8C 
11		;end
---------------------------------
===Weird Mushroom	351344===	

10 2B 25 	;show spell name
21 00 06 00 
34 0F 
68 06 37 
0C 40 0F 01 
AB 42 		;sound
21 00 17 00 
7F 34 0F 
68 06 37 
00 04 10 10 00 
68 06 37 
02 04 10 10 00 
68 06 37 
04 40 0F 01 
11		;end
---------------------------------
===Breaker Beam  	351375===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
43 03 4E 34 0F 
21 00 1C 00 
68 06 37 
06 40 0F 01 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Shredder		35138F===	

10 2B 25 	;show spell name
10 EB 36 
21 00 00 00 
34 0F 
68 FE C5 
00 40 0F 01 
8C 
11		;end
---------------------------------
===Sledge		3513A4===	

10 2B 25 	;show spell name
10 EB 36 
10 EB 36 
AB 00 		;sound
21 00 20 00 
10 75 24 
8C 
11		;end
---------------------------------
===Sword Rain		3513B8===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
21 00 20 00 
10 7F 24 
B2 
8C 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Spear Rain		3513CE===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
21 00 20 00 
10 89 24 
B2 
8C 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Arrow Rain		3513E4===	

10 F8 36 	;darken screen
10 2B 25 	;show spell name
10 EB 36 
21 00 20 00 
10 93 24 
B2 
8C 
10 FF 36 	;lighten screen
11		;end
---------------------------------
===Big Bang		3513FA===	

10 2B 25 	;show spell name
10 EB 36 
21 00 0B 00 
34 0F 
68 06 37 
0A 04 10 08 00 1B 01 40 0F 01 
8C 
11		;end
---------------------------------

//////////////////////////////////////////////////////////////////

ALLIES

35C9C8	 @Jump
35C9CC	 @Fire Orb
35C9D6	 @Super Jump
35C9DA	 @Super Flame
35C9E4	 @Ultra Jump
35C9E8	 @Ultra Flame
35C9F2	 @Therapy
35C9FC	 @Group Hug
35CA00	 @Sleepy Time
35CA07	 @Come Back
35CA11	 @Mute
35CA1B	 @Psych Bomb
35CA22	 @Terrorize
35CA2C	 @Poison Gas
35CA36	 @Crusher
35CA40	 @Bowser Crush  
35CA47	 @Geno Beam
35CA4E	 @Geno Boost
35CA58	 @Geno Whirl
35CA62	 @Geno Blast
35CA69	 @Geno Flash
35CA73	 @Thunderbolt
35CA7D	 @HP Rain
35CA84	 @Psychopath
35CA8E	 @Shocker
35CA98	 @Snowy
35CAA2	 @Star Rain

FUNCTIONS
---------
10 xx xx	;pointer to code
68 xx xx	;indirect pointer to code (more often used in in-depth code)
AB xx		;sound

//////////////////////////////////////////

21 xx yy zz	;sprite animation register
10 75 24	;common pointer
10 7F 24	;common pointer
10 89 24	;common pointer

yy  ANIMATION
-------------

10 75 24

00  aura light ball
01  medium spike shot
02  small knife throw
03  drain
04  Bullet Bill
05  ___dummy
06  three pink spores
07  ink blast
08  lightning orb
09  crystal
0A  storm
0B  suicide explosion
0C  dust spray
0D  scream sonar field
0E  split-image of caster from right
0F  bell chimes
10  thrown hammer
11  bolt
12  aurora flash
13  yellow droplet
14  electroshock sparks
15  arrow button locker: right
16  arrow strike
17  recover
18  meteor blast
19  egg shot
1A  solidify spires
1B  ---
1C  bombs away
1D  blast
1E  water blast
1F  fear roulette
20  sledge
21  mega drain
22  pollen nap

10 7F 24

00  heart
01  small spike shot
02  card toss
03  flame stone
04  blazer bullet
05  orb shot
06  three pink spores
07  ink blast exhaust tail
08  willy wisp
09  diamond saw
0A  black rock shot
0B  white fireworks explosion
0C  ---
0D  ---
0E  split-image of caster from behind
0F  elegy
10  bomb throw
11  static e!
12  boulder (opaque FG layer)
13  water droplet
14  coin fountain from boss death
15  arrow button locker: left
16  G'night
17  recover
18  ---
19  egg ricocheted
1A  ---
1B  ---
1C  ---
1D  ---
1E  King Bomb explosion
1F  ---
20  sword rain
21  corona

10 89 24

00  ---
01  big spike shot
02  wild card
03  flame
04  slingshot
05  underground dive rock debris
06  sleep sauce
07  endobubble
08  ---
09  ice rock
0A  small spike shot
0B  migraine/psyche
0C  water spout
0D  ---
0E  split-image of caster from left
0F  ---
10  spritz bomb
11  electroshock
12  boulder (partially transparent BG layer)
13  water droplet
14  ---
15  arrow button locker: middle
16  ---
17  recover
18  ---
19  egg ricocheted
1A  petal blast: FG petals
1B  drain beam
1C  __sound
1D  ---
1E  ---
1F  ---
20  spear rain
21  ___red BG glitch

10 93 24

00  ---
01  small spike shot
02  ---
03  flame engulf
04  booster express
05  echofinder
06  bubbles
07  ---
08  ---
09  ---
0A  black rock toss
0B  sand storm FG
0C  ---
0D  ---
0E  ---
0F  ---
10  hammer time
11  ---
12  sand storm BG
13  water splash
14  red sparks
15  A button land
16  ---
17  yellow recover
18  ---
19  egg ricocheted
1A  petal blast BG 2
1B  ---
1C  breaker beam
1D  ---
1E  water spout
1F  ---
20  arrow rain

10 B1 24

00  ---
01  large spike shot
02  royal flush
03  flame wall
04  bullet
05  egg shot
06  weird mushroom
07  ---
08  ---
09  blizzard
0A  ---
0B  ---
0C  ---
0D  ---
0E  ---
0F  ---
10  musical note toss
11  ---
12  ---
13  water splash

//////////////////////////////////////

SPELL GRAPHIC ASSIGNMENTS

byte 1	palette offset
byte 2	graphic assignment
byte 3	
byte 4	

251000	00 00 00 00 	[00]	---
251004	00 00 00 00 	[01]	---
251008	00 01 20 70 	[02]	thundershock
25100C	00 3E 50 40 	[03]	thundershock effect
251010	00 02 20 80 	[04]	crusher
251014	00 03 00 00 	[05]	meteor blast
251018	00 25 28 60 	[06]	bolt
25101C	00 22 00 00 	[07]	star rain
251020	00 04 10 70 	[08]	flame engulf
251024	00 23 00 00 	[09]	mute balloon
251028	00 35 20 20 	[0A]	flame stone
25102C	00 05 40 40 	[0B]	bowser crush
251030	00 0D 20 18 	[0C]	spell cast spade
251034	00 0E 20 18 	[0D]	spell cast heart
251038	00 0F 20 18 	[0E]	spell cast club
25103C	00 10 20 18 	[0F]	spell cast diamond
251040	00 1E 20 18 	[10]	spell cast star
251044	00 06 30 40 	[11]	terrorize
251048	00 19 00 00 	[12]	snowy snow 1
25104C	00 1A 00 00 	[13]	snowy snow 2
251050	00 07 20 20 	[14]	endobubble black ball
251054	00 00 00 00 	[15]	---
251058	00 34 00 00 	[16]	solidify
25105C	00 00 00 00 	[17]	---
251060	00 00 00 00 	[18]	---
251064	00 08 00 00 	[19]	psych bomb sphere
251068	00 00 00 00 	[1A]	---
25106C	01 22 00 00 	[1B]	black star rain
251070	00 09 00 00 	[1C]	blue orb/ball
251074	00 00 00 00 	[1D]	---
251078	00 00 00 00 	[1E]	---
25107C	00 00 00 00 	[1F]	---
251080	00 3D 00 00 	[20]	Geno whirl
251084	00 00 00 00 	[21]	---
251088	00 00 00 00 	[22]	---
25108C	00 00 00 00 	[23]	---
251090	00 1D 00 00 	[24]	blank white flash
251094	00 24 00 00 	[25]	blank white flash
251098	00 0A 00 00 	[26]	boulder
25109C	00 0B 10 10 	[27]	black ball/orb
2510A0	01 1D 00 00 	[28]	blank blue flash
2510A4	02 1D 00 00 	[29]	blank red flash
2510A8	01 24 00 00 	[2A]	blank blue flash
2510AC	02 24 00 00 	[2B]	blank red flash
2510B0	00 00 00 00 	[2C]	---
2510B4	03 1D 00 00 	[2D]	black flash
2510B8	03 24 00 00 	[2E]	black flash
2510BC	03 2A 00 00 	[2F]	meteor shower snow/confetti
2510C0	04 24 00 00 	[30]	black flash
2510C4	05 24 00 00 	[31]	black flash
2510C8	02 29 00 00 	[32]	dark red bomb blast
2510CC	03 29 00 00 	[33]	dark blue bomb blast
2510D0	01 2A 00 00 	[34]	greenish snow/confetti
2510D4	01 29 00 00 	[35]	blue bomb blast
2510D8	00 0B 10 10 	[36]	black ball/orb
2510DC	02 0B 10 10 	[37]	red ball/orb
2510E0	03 0B 10 10 	[38]	green ball/orb
2510E4	00 2A 00 00 	[39]	greyish-red snow/confetti
2510E8	02 2A 00 00 	[3A]	red snow/confetti
2510EC	00 29 00 00 	[3B]	fire bomb
2510F0	00 28 00 00 	[3C]	ice bomb/solidify BG
2510F4	00 27 00 00 	[3D]	static e!
2510F8	00 0C 00 00 	[3E]	green star bunches
2510FC	01 0C 00 00 	[3F]	blue star bunches
251100	02 0C 00 00 	[40]	pink star bunches
251104	03 0C 00 00 	[41]	yellow star bunches
251108	00 11 00 00 	[42]	aurora flash
25110C	00 3C 00 00 	[43]	storm
251110	00 12 20 B8 	[44]	electroshock
251114	00 3F 00 00 	[45]	treasure head spell 1
251118	01 3F 00 00 	[46]	treasure head spell 2
25111C	02 3F 00 00 	[47]	treasure head spell 3
251120	03 3F 00 00 	[48]	treasure head spell 4
251124	00 00 00 00 	[49]	---
251128	00 00 00 00 	[4A]	---
25112C	00 00 00 00 	[4B]	---
251130	00 1C 00 00 	[4C]	flame wall
251134	00 13 00 00 	[4D]	petals
251138	00 14 00 00 	[4E]	faster petals
25113C	00 15 00 00 	[4F]	drain beam
251140	00 16 00 00 	[50]	drain beam effect
251144	00 00 00 00 	[51]	---
251148	00 17 30 70 	[52]	electric bolt
25114C	00 33 00 00 	[53]	black flash
251150	00 00 00 00 	[54]	---
251154	01 3A 00 00 	[55]	dark yellow pollen
251158	00 18 00 00 	[56]	geno beam
25115C	01 18 00 00 	[57]	geno beam - red
251160	02 18 00 00 	[58]	geno beam - gold
251164	03 18 00 00 	[59]	geno beam - yellow
251168	04 18 00 00 	[5A]	geno beam - green
25116C	00 1B 00 00 	[5B]	thunderbolt
251170	00 21 00 00 	[5C]	light beam
251174	00 2B 00 00 	[5D]	meteor shower stars
251178	00 3A 00 00 	[5E]	purple pollen
25117C	00 1F 00 00 	[5F]	HP rain - blue
251180	00 20 00 00 	[60]	HP rain - dark blue
251184	00 2C 00 00 	[61]	wavy dark blue lines
251188	01 2C 00 00 	[62]	wavy blue lines
25118C	02 2C 00 00 	[63]	wavy red lines
251190	03 2C 00 00 	[64]	wavy brown lines
251194	00 26 00 00 	[65]	sand storm sand
251198	00 2D 00 00 	[66]	sledge
25119C	00 2E 00 00 	[67]	arrow rain BG
2511A0	00 2F 00 00 	[68]	spear rain BG
2511A4	00 30 00 00 	[69]	sword rain BG
2511A8	00 31 00 00 	[6A]	lightning orb dome waves
2511AC	00 32 00 00 	[6B]	echofinder
2511B0	00 36 00 00 	[6C]	poison gas BG 1
2511B4	00 37 00 00 	[6D]	poison gas BG 2
2511B8	00 38 00 00 	[6E]	poison gas green BG
2511BC	00 39 00 00 	[6F]	beige beam effect
2511C0	00 3B 00 00 	[70]	molten liquid Smelter

common string pointers
10 75 24	;common indirect pointer to spell animation
		;conditioned by sprite animation register
10 2B 25	;show spell name
10 F8 36	;darken screen
10 FF 36	;lighten screen

34 0F 35 00 suit appears
68 ## ##  (suit)
00 40 0F 01 suit disappears

Suit Animations
68 99 84  Spade
68 DB 83  Club
68 7C 83  Diamond
68 1D 83  Heart

Geno's Star)
68 3A 84  Star

3593AF   'Fire Orb' spell message
00   Exp. up 0 point(s)!
01   Got a(n) Weapon!
02   Got 0 coin(s)!
08   Get a freebie!
0A   Hit Y repeatedly!
0C   Rotate control pad!
0E   The flock is full!
35AC71   'Rotate Control Pad' text pointer