C01AE0   read room header

C01B5C   load palette PTR for rooms in houses

C02BC9   JSR to 2BF5
C02BF5   load palette for most areas

C02CD3   'Freebie' timer

C03E93   read event data

C06A56   load joypad register and store to RAM
C06B8B   random number generator

C0B975   read event pointer

C0C4FF   recover all HP after fight
C0C50C   recover all FP after fight

C004B7   menu accessibility
C004ED   inaccessible in Bowser's Castle, 1st time

$C0/4E16 B9 01 00    LDA $0001,y[$DE:F82B]  load Mario's Pipehouse palette PTR

C08B81   sprite mapping (SA-1)
C0F782   decompression (SA-1)

C20C4F   load spell animation data

C22294   'Run Away' timer
C2299B   Lucky Jewel counter (part 1)
C22C07   Lamb's Lure Counter
C22C19   Lucky Jewel counter (part 2)
C22C6D   Mystery Egg counter
C22FF4   fade-out code?
C241A7   load constant to limit spell/attack name length

C24973   fade-out code?
C25DCD   monster explosion pointer (universal)

C266AB   load Shocker timing ranges
C26713   load Super/Ultra Jump, Thunderbolt, Come Back, Geno Boost
C2676E   load Fire Orb, Super/Ultra Flame timing ranges
C26803   load Psych Bomb, Bowser Crush timing ranges
C2682D   load d-pad rotation timing ranges
C268F8   load Geno Beam timing ranges

C29092   load formation pack formation bytes
C2926D   copy post-battle stats to character RAM
C292DD   Coin Trick
C293DE   copy monster stats to RAM

C2A6A9   battle script function: ED

C2AE6F   subtract FP cost
C2B2FE   Miss
C2B58E   load timing variables for weapon
C2C1F4   final damage read
C2C266   modify final damage
C2C55E   subtract final damage from current HP
C2BD69   damage type
C2BE09   reusable item
C2BEDE   check if monster dead
C2C19E   Hit % and Evade %
C2C266   damage modifier
C2C55E   subtract damage from HP
C2C6A6   Flower Bonus
C2C7A0   status ailments
C2C82F   regenerate HP (mushroom)
C2C86F   reduce HP (poison)
C2C8E3   timed attack damage modifier
C2C952   timed defense
C2CA23   9999 damage/instant death
C2CF35   Geno Boost
C2DC76   load XP won and store to current XP

--------------------------------------------------------
C2CBEB   read Super Jump timer, branch if timed too late

$C2/CBEB AD DE 30    LDA $30DE  [$00:30DE]      ;load counter
$C2/CBEE 3A          DEC A                      ;decrement
$C2/CBEF 85 B0       STA $B0    [$00:00B0]      ;store
$C2/CBF1 10 01       BPL $01    [$CBF4]         ;branch if greater than 0 (timed too late)
$C2/CBF4 AE 50 07    LDX $0750  [$00:0750]   
$C2/CBF7 86 C8       STX $C8    [$00:00C8]   
$C2/CBF9 AE 30 07    LDX $0730  [$00:0730]   
$C2/CBFC 86 CA       STX $CA    [$00:00CA]   
$C2/CBFE A9 00 01    LDA #$0100              
$C2/CC01 85 CE       STA $CE    [$00:00CE]   
$C2/CC03 BF 5E 00 7E LDA $7E005E,x[$7E:FC5E] 
$C2/CC07 85 C2       STA $C2    [$00:00C2]   
$C2/CC09 BF 44 00 7E LDA $7E0044,x[$7E:FC44] 
$C2/CC0D 89 80 00    BIT #$0080                 ;carry bit 7
$C2/CC10 D0 06       BNE $06    [$CC18]         ;branch if bit 7 not clear
$C2/CC18 BF 45 00 7E LDA $7E0045,x[$7E:FC45]    ;load current damage
$C2/CC1C 18          CLC                        ;carry clear
$C2/CC1D 65 C2       ADC $C2    [$00:00C2]      ;add damage for every jump
$C2/CC1F 9F 45 00 7E STA $7E0045,x[$7E:FC45]    ;store to damage
$C2/CC23 BF 11 00 7E LDA $7E0011,x[$7E:FC11]    ;load monster's current HP
$C2/CC27 F0 1A       BEQ $1A    [$CC43]         ;branch if at 0
$C2/CC43 60          RTS                     
---------------------------------------------------------------

C2CE85   Geno Beam final damage calculator

C2CFF2   Star Rain timer

C2CFAE   load 9999 variable for timed Geno Whirl

C31604	starting address of overworld menu frame: top menu, character stats
C31669	X position of character objects on overworld menu: top menu

C318D6	X position of cursor on overworld menu: item menu

C32742	starting address of overworld menu text: item menu, item list
C32792	starting address of overworld menu frame: item menu, item list
C3279F	length of overworld menu frame: item menu, item list

C328DE	starting address of overworld menu frame: item menu, character stats
C3290C	X position of character objects on overworld menu: item menu
C32968	starting address of overworld menu frame: item menu, item description
C3296A	length of overworld menu frame: item menu, item description
C3296C	starting address of overworld menu frame: item menu, flowers
C3296E	length of overworld menu frame: item menu, flowers

C32E1A	starting address of overworld menu frame: status menu, battle stats
C32E20	length of overworld menu frame: status menu, battle stats
C32E30	X position of character objects on overworld menu: status menu
C32F96	starting address of overworld menu text: status menu, character stats
C32FA8	length of overworld menu text: status menu, character stats
C32FDF	starting address of overworld menu frame: status menu, character stats
C32FF2	length of overworld menu frame: status menu, character stats

C33279	starting addresses of stats

C332E5	starting address of overworld menu frame: special, character stats
C332F0	starting address of overworld menu empty space: special, item description
C332F8	starting address of overworld menu text: special, flowers
C3330A	X position of character objects on overworld menu: special
C3334E	starting address of overworld menu frame: special, specials
C33352	starting address of overworld menu frame: special, flowers
C33356	starting address of overworld menu frame: special, special descriptions
C3335B	starting address of overworld menu text: special, special descriptions flower used
C33588	starting address of overworld menu text: special, special descriptions clear space
C335EB	starting address of overworld menu text: special, flower points
C33632	clearer
C33665	
C3366D	
C33741	starting address of overworld menu text: special, specials

C3618C	starting address of overworld menu frame: switch
C361CA	X position of character objects on overworld menu: switch

C36EB6   load tilemap for overworld menu

C36F5C	length of overworld menu frame: item menu, character stats

C3786C   load text for overworld menu

C9576D   read door exit pointer
C96CBC   read exit field pointer
C96DFA   read room data
C96FB7   read room byte PTR

C9CD69	check object engagement property