;;; PART 1 A
a385: 4c ba b3     JMP $b3ba

;;; PART 1 B
a393: 4c b5 b3     JMP $b3b5

;;; PART 1 C
a3b5: 4c bf b3     JMP $b3bf

;;; PART 1
; ITEM!
b3b5: 48           PHA
b3b6: a9 02        LDA #$02
b3b8: d0 08        BNE +$08  [$b3c2]  ; always branches, because of the LDA

; DRINK!
b3ba: 48           PHA
b3bb: a9 01        LDA #$01
b3bd: d0 03        BNE +$03  [$b3c2]  ; always branches, because of the LDA

; MAGIC!!
b3bf: 48           PHA
b3c0: a9 00        LDA #$00

; all three end up here
b3c2: 8d 8f 6c     STA $6c8f
b3c5: 68           PLA
b3c6: 8d 8c 6c     STA $6c8c
b3c9: 98           TYA
b3ca: 29 03        AND #$03
b3cc: 09 80        ORA #$80
b3ce: 48           PHA
b3cf: 8d 89 6c     STA $6c89
b3d2: 8d d1 6b     STA $6bd1
b3d5: 8e 8a 6c     STX $6c8a
b3d8: a9 00        LDA #$00
b3da: 8d a7 6d     STA $6da7
b3dd: 20 0c b0     JSR $b00c
b3e0: 20 5e b0     JSR $b05e   ; Draw attacker name
b3e3: 20 74 b0     JSR $b074   ; Draw spell name
b3e6: 68           PLA
b3e7: 20 eb b5     JSR $b5eb   ; Set pointers for warrior A: p[$92]=permanent, p[$90]=in-battle
b3ea: ad 8f 6c     LDA $6c8f   ; This does the magic: check the ITEM/DRINK/MAGIC flag
b3ed: c9 00        CMP #$00
b3ef: d0 0d        BNE +$0d  [$b3fe]
b3f1: a0 01        LDY #$01    ; MUTEd? Fail in casting
b3f3: b1 92        LDA ($92),Y
b3f5: 29 40        AND #$40
b3f7: f0 05        BEQ +$05  [$b3fe]
b3f9: a9 03        LDA #$03
b3fb: 4c 8e b2     JMP $b28e   ; Display message in A and close window?
b3fe: a9 00        LDA #$00
b400: 8d 94 6d     STA $6d94
b403: 20 5c b3     JSR $b35c   ; p[$98]=spell in $6c8c and load spell data
b406: 20 0c b4     JSR $b40c   ; Do player magic command
b409: 4c 0e b5     JMP $b50e   ; restore some stuff?

; Do player magic command
b40c: 20 84 b6     JSR $b684   ; GFX and load caster data for player
b40f: a0 03        LDY #$03    ; spell targeting
b411: b1 98        LDA ($98),Y
b413: 4a           LSR
b414: 90 03        BCC +$03  [$b419]
b416: 4c 95 b4     JMP $b495   ; Target all enemies
b419: 4a           LSR
b41a: 90 03        BCC +$03  [$b41f]
b41c: 4c 80 b4     JMP $b480   ; Target one enemy
b41f: 4a           LSR
b420: b0 05        BCS +$05  [$b427]
b422: 4a           LSR
b423: 90 12        BCC +$12  [$b437]  ; $b437
b425: b0 21        BCS +$21  [$b448]  ; $b448
b427: 20 3d b5     JSR $b53d   ; Target caster!
b42a: 20 b4 b0     JSR $b0b4   ; Print target name
b42d: 4c ad b5     JMP $b5ad   ; Load, cast, and save player magic target

;b430
