;;; BANK 12
;;; PART 1

; Reduce critical hit rate for BB and Ma
adbb: a0 00        LDY #$00    ; BB/Ma bare handed weapon Pal/GFX
adbd: b1 82        LDA ($82),Y ;  and critical% = level/2
adbf: c9 02        CMP #$02    ;  and #hits *= 2 for Ma only
adc1: f0 0b        BEQ +$0b  [$adce]
adc3: c9 08        CMP #$08
adc5: d0 22        BNE +$22  [$ade9]
adc7: a0 0c        LDY #$0c
adc9: b1 80        LDA ($80),Y
adcb: 0a           ASL
adcc: 91 80        STA ($80),Y
adce: a0 10        LDY #$10
add0: b1 80        LDA ($80),Y
add2: d0 1c        BNE +$1c  [$adf0]
add4: a9 ac        LDA #$ac
add6: a0 10        LDY #$10
add8: 91 80        STA ($80),Y
adda: a9 28        LDA #$28
addc: a0 11        LDY #$11
adde: 91 80        STA ($80),Y
ade0: a0 26        LDY #$26
ade2: b1 82        LDA ($82),Y
ade4: 4a           LSR
ade5: a0 0f        LDY #$0f
ade7: 91 80        STA ($80),Y
ade9: 60           RTS

;;; BANK 11
;;; PART 2a
;;; Reduce Dmg

9966: a0 00        LDY #$00     ; Is BB/Ma?
9968: b1 86        LDA ($86),Y
996a: c9 02        CMP #$02
996c: f0 04        BEQ +$04  [$9972]
996e: c9 08        CMP #$08
9970: d0 2e        BNE +$2e  [$99a0] ; go ret
9972: a0 18        LDY #$18     ; Scan for equipped weapons
9974: b1 86        LDA ($86),Y
9976: 30 13        BMI +$13  [$998b]
9978: c8           INY
9979: c0 1c        CPY #$1c
997b: 90 f7        BCC +$f7  [$9974]
997d: a0 10        LDY #$10     ; None equipped, Damage=STR/2+Level
997f: b1 86        LDA ($86),Y
9981: 4a           LSR
9982: 38           SEC   ; set C to add (Level-1)+1
9983: a0 26        LDY #$26
9985: 71 86        ADC ($86),Y
9987: a0 20        LDY #$20
9989: 91 86        STA ($86),Y
998b: a0 1c        LDY #$1c     ; Now scan for equipped armor
998d: b1 86        LDA ($86),Y
998f: 30 0f        BMI +$0f  [$99a0]
9991: c8           INY
9992: c0 20        CPY #$20
9994: 90 f7        BCC +$f7  [$998d]
9996: a0 26        LDY #$26     ; None found, Absorb=Level
9998: b1 86        LDA ($86),Y
999a: 69 00        ADC #$00  ; (C is always set if we're here, so...)
999c: a0 22        LDY #$22
999e: 91 86        STA ($86),Y
99a0: 60           RTS

; p[$80],0 -= 1
99a1: a0 00        LDY #$00
99a3: b1 80        LDA ($80),Y
99a5: 38           SEC
99a6: e9 01        SBC #$01
99a8: 91 80        STA ($80),Y
99aa: 60           RTS

99ab: 40 42 0f     .DB $40, $42, $0f  ; 1000000
99ae: e8 03        .DB $e8, $03       ; 1000

; Start of battle?
99b0: a9 00        LDA #$00
99b2: 8d b7 68     STA $68b7
99b5: 8d b8 68     STA $68b8
99b8: a9 50        LDA #$50
99ba: 85 4b        STA $4b
99bc: 8d a7 6b     STA $6ba7
99bf: a4 fa        LDY $fa
99c1: b9 22 9a     LDA $9a22,Y
99c4: 8d ac 6b     STA $6bac
99c7: a9 ba        LDA #$ba
99c9: 85 8c        STA $8c
99cb: 85 8e        STA $8e
99cd: a9 68        LDA #$68
99cf: 85 8d        STA $8d
99d1: 85 8f        STA $8f
99d3: 20 2a 9a     JSR $9a2a   ; Convert out-of-battle data to in-battle data
99d6: 20 2a a1     JSR $a12a   ; Set up the enemy party
99d9: a9 06        LDA #$06

; Start the battle
99db: 85 96        STA $96
99dd: a9 93        LDA #$93
99df: 85 97        STA $97
99e1: a9 0c        LDA #$0c
99e3: 4c 09 f2     JMP $f209  ; Go start the battle, ends up at b12:9306

99e6: ea           NOP
99e7: ea           NOP
; next: 99e8

;; Replace a bunch of pointers
;;; PART 2b
9a00: 4c b0 99     JMP $99b0
;;; PART 2c
9af2: 4c db 99     JMP $99db
;;; PART 2d
9b11: 4c db 99     JMP $99db
;;; PART 2e
9e26: a9 ab        LDA #$ab
;;; PART 2f
9e40: 4c a1 99     JMP $99a1
;;; PART 2g
9e47: a9 ae        LDA #$ae
;;; PART 2h
9e61: 20 a1 99     JSR $99a1

;;; BANK 15
;;; PART 3
;;; Reduce Dmg, other part

; Do BB/Ma bare bonuses
eeee: bd 20 61     LDA $6120,X
eef1: d0 09        BNE +$09  [$eefc]
eef3: bd 26 61     LDA $6126,X
eef6: 18           CLC
eef7: 69 01        ADC #$01
eef9: 9d 20 61     STA $6120,X
eefc: bd 10 61     LDA $6110,X
eeff: 4a           LSR
ef00: 18           CLC
ef01: 7d 20 61     ADC $6120,X
ef04: 9d 20 61     STA $6120,X
ef07: 60           RTS
ef08: 60           RTS

;;; BANK 0
;;; PART 4
; Fix starting stats to match new formula
b067: 03
