--/---- Walk damage -------------------|-----------------------------------------------
Skip Tintinabar/Poison effect (out-of-battle)

C0/4A3F	6B      	RTL

--/---- Free space --------------------|-----------------------------------------------
Available address:	C0/4A40 - C0/4AEB
A,X,Y: 16-bits

**/****	Restore X and Y

C0/4A40	AE F8 1C	LDX $1CF8	restore X
C0/4A43	AC FA 1C	LDY $1CFA	restore Y
			
**/****	Update HP

C0/4A46	BD 1C 3C	LDA $3C1C,X	load max HP - battle
C0/4A49	99 09 16	STA $1609,Y	save current HP - field

**/****	Update MP

C0/4A4C	BD 30 3C	LDA $3C30,X	load max MP - battle
C0/4A4F	F0 06		BEQ $4A57	skip MP update if max MP is zero (Umaro's case)

C0/4A51	BD 08 3C	LDA $3C08,X	load current MP - battle
C0/4A54	99 0D 16	STA $160D,Y	save current MP - field
			
**/****	Return

C0/4A57	6B		RTL			

--/---- Recovery ----------------------|-----------------------------------------------
Available address:	C2/4957 - C2/497A

**/****	Filter status after battle

C2/4957	BD F9 3E	LDA $3EF9,X	in-battle status byte 4
C2/495A	29 40		AND #$40	only keep dog status
C2/495C	EB		XBA 
C2/495D	BD E4 3E	LDA $3EE4,X	in-battle status byte 1
C2/4960	29 08		AND #$08	only keep magitek status
	
**/****	Save filtered status	
	
C2/4962	C2 30		REP #$30	Set 16-bit Accumulator, 16-bit X and Y
C2/4964	BC 10 30	LDY $3010,X	get offset to character info block
C2/4967	99 14 16	STA $1614,Y	save in-battle status bytes 1 and 4

**/****	HP/MP update

C2/496A	8E F8 1C	STX $1CF8	save X for JSL
C2/496D	8C FA 1C	STY $1CFA	save Y for JSL
C2/4970	22 40 4A C0	JSL $C04A40	HP/MP update

**/****	Continue

C2/4974	E2 30		SEP #$30
C2/4976	80 03		BRA $497B
