;;; BANK 15
;;; PART 1

; To fix the bug, we need to add "AND #$3f" after both the ADCs. We move the
; per-tileset background music table out of the way to make room.

cf99: a9 0b        LDA #$0b
cf9b: 20 03 fe     JSR $fe03  ; Show Bank in A in memory locations $8000-$bfff 
cf9e: a6 49        LDX $49
cfa0: bd d8 94     LDA $94d8,X ; Load per-tileset background music
cfa3: 85 4b        STA $4b
cfa5: 85 7c        STA $7c
cfa7: a9 04        LDA #$04
cfa9: 85 33        STA $33
cfab: a5 29        LDA $29
cfad: 18           CLC
cfae: 69 07        ADC #$07
cfb0: 29 3f        AND #$3f
cfb2: 85 68        STA $68
cfb4: a5 2a        LDA $2a
cfb6: 18           CLC
cfb7: 69 07        ADC #$07
cfb9: 29 3f        AND #$3f
cfbb: 85 69        STA $69
cfbd: a6 48        LDX $48    ; Map battle frequency?
cfbf: bd 01 8c     LDA $8c01,X
cfc2: 85 f8        STA $f8
cfc4: 4c 94 cb     JMP $cb94  ; p[$10]=map tile data for current position; $52 = (map tile data byte 0) & 0x1e

cfc7: ea           NOP
cfc8: ea           NOP
cfc9: ea           NOP
cfca: ea           NOP
;cfca

;;; BANK 11
;;; PART 2
; Convenient empty space to move the per-tileset background music to
94d8: 47 48 49 4a 4b 4c 4d 4e 
