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-# Red/Blue Scripting Reference
-
-## PLAY\_CRY $13d0
-
-1. select Mon ID:
- * ld a,xx
-2. call $13d0
-
-## PRINT\_BCD\_NUMBER $15cd
-
-1. select flags (bit 765) and length of number (low nybble):
- * ld c,xx
-2. select location of number:
- * ld de,ddee
-3. select location on the screen ($C3A0-c507):
- * ld hl,hhll
-4. call $15cd
-
-<table>
-<thead><tr><th> Upper three bits </th><th> Leading zeros </th><th> Print ¥</th></tr></thead>
-<tr><td> 000 </td><td> 0 = zero </td><td> </td></tr>
-<tr><td> 001 </td><td> 0 = zero </td><td> YES </td></tr>
-<tr><td> 010 </td><td> 0 = zero </td><td> </td></tr>
-<tr><td> 011 </td><td> 0 = zero </td><td> YES </td></tr>
-<tr><td> 100 </td><td> 0 = space </td><td> </td></tr>
-<tr><td> 101 </td><td> 0 = space </td><td> YES </td></tr>
-<tr><td> 110 </td><td> 0 = nothing </td><td> </td></tr>
-<tr><td> 111 </td><td> 0 = nothing </td><td> YES </td></tr>
-</table>
-
-## COPY\_GFX\_1BPP $1886
-
-1. set source:
- * ld a,aa ;bank
- * ld de,ddee ;pointer
-2. set destination:
- * ld hl,hhll
-3. set tile number:
- * ld c,cc
-4. call $1886
-
-## CLEAN\_SCREEN\_PART $18c4 (or DRAW\_BOX?)
-
-1. set height(b) and width(c) of area (unit is tile):
- * ld bc,hhww
-2. set starting tile on screen (screen begins at c3a0):
- * ld hl,$c???
-3. call $18c4
-
-## MUSIC\_RELATED $23b1/$23a1
-
-### STOP music
-
-1. select stop\_marker:
- * ld a,$ff
-2. call $23b1
-
-(read also APPENDIX $23b1)
-
-### LOAD music
-
-1. select music\_bank
- * ld c,xx
-2. select music\_specifics(???)
- * ld a,yy
-3. call $23a1
-
-## SCRIPT\_TEXT $2920
-
-Check Text Pointer Structure for in‐depth examination
-
-1. select text\_ID
- * ld a,xx
- * ld [ff00+8c],a
-2. call $2920
-
-<table>
-<thead><tr><th>val</th><th>text</th></tr></thead>
-<tr><td> $00</td><td>menu </td></tr>
-<tr><td> $d3</td><td>“PA: your safari game is over!” </td></tr>
-<tr><td> $d0</td><td>“\n fainted” </td></tr>
-<tr><td> $d1</td><td>black‐out sentence </td></tr>
-<tr><td> $d2</td><td>“REPEL’s effect wore off” </td></tr>
-<tr><td> $f5</td><td>vending machine </td></tr>
-<tr><td> $f6</td><td>Cable Club </td></tr>
-<tr><td> $f7</td><td>slot machines </td></tr>
-<tr><td> $fc</td><td>turn on PC </td></tr>
-<tr><td> $fd</td><td>“switch on!” (Mon Storage Sys) </td></tr>
-<tr><td> $fe</td><td>mart buy/sell menu </td></tr>
-<tr><td> $ff</td><td>pokécenter heal speech </td></tr>
-</table>
-
-## COPY\_DATA\_[cf7b]\_FF $2a5a
-
-Writes data from hl into [cf7b]. FF-terminated.
-
-1. select source:
- * ld hl,hhll
-2. call $2a5a
-
-## COUNT\_SET\_BITS $2b7f
-
-Value is stored always in $d11e.
-
-1. select starting byte:
- * ld hl,hhll
-2. select number of bytes (i.e number of bits/8)
- * ld b,bb
-3. call $2a5a
-
-## ADD\_ITEM\_LIST $2bcf
-
-This is probably a sub-routine of GIVE\_ITEM.
-
-1. select list’s starting byte:
- * ld hl,hhll
-2. select type and quantity of items:
- * ld a,xx ;type
- * ld [$cf91],a
- * ld a,yy
- * ld [$cf96],a ;quantity
-3. call $2bcf
-
-## GET\_MON\_NAME\_[cd6d] $2f9e
-
-Write the Pokémon name (real name, not nickname), at cd6d.
-Used mainly for texts (that use command[01] to write text
-from RAM).
-
-1. select monID:
- * ld a,xx
- * ld [$d11e],a
-2. call $2f9e
-
-## LOAD\_LEVEL $3071
-
-Loads map specified in $d35e and all related to it?
-
-1. call $3071
-
-[load mapID in [$D35E]; maybe event displacement could be necessary too.]
-
-## TOSS\_ITEM $30c4
-
-1. load starting address:
- * ld hl,$d31d
-2. call $30c4
-
-[add more info]
-
-## CC57\_SCRIPTS $310e
-
- IF (bit 0,[$d736])
- {
- ld b,6
- ld hl,$63e0
- jp Bankswitch
- }
-
-$CC57 must be ≠ 0 for
-this function to be activated.
-
-1. set subScript ptr:
- * ld a,xx ;subScriptID
-2. call $310e ???
-
-## TRAINER\_IN\_MAP $3160
-
-Handles both level script and trainer events:
-
-1. Select data:
- * ld hl,TrainerHeaders
- * ld de,ScriptPtrTable
-2. call correctly:
- * ld a,[ScriptFlag]
- * call $3160
- * ld [ScriptFlag],a
- * ret
-
-;ScriptFlag ex: Viridian Gym = [$D5FB]
-
-## STORE\_2\_STRINGS $317f
-
-Stores 2 strings in RAM:
-
-* [$CF5F] $11 bytes max
-* [$CF70] $0B bytes max
-
-1. load ptrs:
- * ld hl,string1
- * ld de,string2
-2. call $317f
-
-* string1: [char][char]…[$50]
-* string2: [char][char]…[$50]
-
-## SET\_BATTLE $31cc
-
-This is a map-script (not text-script)
-
-1. set Battle Specs ptr:
- * ld hl,TrainerHeaders
-2. set ptr to battle ptrs:
- * ld de,ddee
-3. call $31cc
-
-TrainerHeaders:
-
-*[flagbit (and textscriptID)]
-*[trainer’s view range x 0x10]
-*[flag-byte ptr]
-*[ptr to text before battle]
-*[ptr to text later on]
-*[ptr to text ending battle]
-*[ptr to text (same as previous)]
-*[0xFF]
-
-[check Appendix:Trainer scripts]
-
-## HEX\_DEC\_CONVERT $323d
-
-1. select mode:
- * ld b,xyz000vw\\
-; x = write zeros\\
-; y = don’t\\
-; z = P?\\
-; v = 2B\\
-; w = 1B\\
-;vw = 3B
-2. select RAM location:
- * ld de,ddee
-3. call $323d
-
-## SAVE\_OAM\_POS? $32ef
-
-1. select Object\_ID:
- * ld a,xx
- * ld [$cf13],a
-2. call $32ef
-
-[not sure]
-
-## STORE\_WINLOSE\_TEXT $3354
-
-1. select win\_text and lose\_text:
- * ld hl,hhll
- * ld de,ddee
-2. call $3354
-
-## HANDLE\_SPINNERS $3442
-
-1. Set spinners’ table:
- * ld hl,.Spinners
-2. call $3442
-
-Spinners:
-
-*[Y][X][Mov1.Ptr]
-*[Y][X][Mov2.Ptr]
-*…
-*[Y][X][MovN.Ptr]
-*[$FF]
-
-Mov.Ptr:
-
-*[Direction][n. of steps]
-*…
-*[$FF]
-
-sound\_A7, outside, is spin sound
-
-## FORCE\_PLAYER\_MOVE $3486
-
-1. load path in $ccd3 (check $350c)
-2. set length\_of\_path:
- * ld a,xx
- * ld [$cd38]
-3. call $3486
-
-[$cd38] > 0 until path\_move is over.
-
-## CHECK\_ITEM $3493
-
-1. select Item\_ID:
- * ld b,xx
-2. call $3493
-
-## FACE\_OBJECT $34a6
-
-1. select person’s ID:
- * ld a,xx
- * ld [$ff8c],a
-2. select direction:
- * ld a,yy
- * ld [$ff8d],a
-3. call $34a6
-
-## CHECK\_COORDS $34bf
-
-Sets carry if finds a match.
-
-CoordsTable = [Y][X]…[FF]
-
-1. select CoordsTable pointer:
- * ld hl,hhll
-2. call $34bf
-
-(example: Seafoam holes)
-
-## COPY\_RLE\_DATA $350c
-
-Note: ‘de’ is source, ‘hl’ is dest
-
-1. select source (run-length encoded)
- * ld de,ddee
- * ld [$ff00+8c],a
-2. select destination (in RAM area): preferably $CCD3
- * ld hl,hhll
-3. call $350c
-
-* [OUT: ccd2 = data decompressed length]
-* [OUT: a = [ccd2] + 1]
-
-## CALL\_ANOTHER\_BANK $35d6
-
-1. select Bank:
- * ld b,xx
-2. select Address
- * ld hl,aabb
-3. call $35d6
-
-## YES\_NO\_CHOICE $35ec
-
-1. call $35ec
-2. check choice (0 = Yes, 1 = No)
- * ld a,[$cc26]
- * and a
-3. Highly customizable (ret nz; jr z,xx; etc..)
-
-## APPLY\_PATH $363a
-
-1. select people\_ID
- * ld a,xx
- * ld [$ff00+8c],a
-2. path\_structure pointer
- * ld de,yyzz
-3. call $363a
-
-[bit 0,[$d730] ≠ 0 until path\_move is over.]
-
-## LOAD\_FONT\_GFX $3680
-
-Simple as that:
-
-1. call $3680
-
-## LOAD\_TEXTBOX\_GFX $36a0
-
-Simple as that (loads fullCaps chars,apices,jpn chars and textboxes’ borders):
-
-1. call $36a0
-
-## LOAD\_HEALTHBAR\_GFX $36c0
-
-Simple as that (loads healthbar, textbox borders, monMenu gfx):
-
-1. call $36c0
-
-## BACKUP\_SCREEN\_BUFF $36f4
-
-Saves area $C3A0-$C507 to $CD81-$CEE8
-
-1. call $36f4
-
-## RESTORE\_SCREEN\_BUFF $3701
-
-Loads area $CD81-$CEE8 to $C3A0-$C507 and print it to screen.
-
-1. call $3701
-
-## REFRESH\_SCREEN $3739
-
-1. select how many times to refresh:
- * ld c,xx
-2. call $3739
-
-## WAIT\_END\_CRY $3748
-
-Usually used right after “$13d0”
-
-1. call $3748
-
-## GET\_KEY\_PRESS $3831
-
-1. call $3831
-2. Read what key is pressed:
- * ld a,[$ffb5]
-
-* [ffb7 = keyDown] ;XXX
-* [ffb5 = keyPress] ;XXX
-
-## MULTIPLY $38ac
-
-RESULT is stored in [$ff96]-[$ff98], obviously in little-endian.
-
-1. clean result’s MSB [$ff96]:
- * xor a
- * ld [$ff96],a
-2. load factors:
- * ;1st factor [16 bit]
- * ld a,hh
- * ld [$ff97],a
- * ld a,ll
- * ld [$ff98],a
- * ;2nd factor [8 bit]
- * ld a,ii
- * ld [$ff99],a
-3. call $38ac
-
-## DIVIDE $38b9
-
-Formats are Big-Endian (!).
-Result is 16 bit.
-
-1. load dividend in area [$ff93 + {reg.b}] through [$ff95 + {reg.b}].
-2. load divisor:
- * ld a,dd
- * ld [$ff99],a
-3. Load HRAM-used shift:
- * ld b,bb ;2 ≤ bb ≤ 4
-4. call $38b9
-
-[result is rounded down (int)]
-
-## ADD\_MON\_ASK\_NICK $3927 ;??? needs fix
-
-Actually adds monster to the party and asks for nickname:
-
-1. Don’t know why:
- * or a
- * ld [$cc49],a
-2. select level and specie:
- * ld a,lv
- * ld [$d127],a
- * ld a,xx
- * ld a,[$cf91]
- * ld a,[$d11e]
-3. call $3927
-
-## MULTIPLY\_$3a87
-
-hl = (a x bc) + hl
-
-1. Load values (a, bc, hl)
-2. call $3a87
-
-## PRINT\_TEXT $3c49
-
-1. select {Pointer\_offset - 1} (must point to a byte=$17):
- * ld hl,xxyy
-2. call $3c49
-
-Pointed structure is a text command.
-
-## SELECT\_CODE\_POINTER $3d97
-
-1. select pointer\_ID:
- * ld a,xx
- * ld a,(vvww)
-2. select pointertable’s pointer:
- * ld hl,yyzz
-3. call $3d97
-
-[for more info check APPENDIX($3d97)]
-
-## GIVE\_ITEM 0x3e2e
-
-1. select item ID(b) and quantity(c):
- * ld bc,xxyy
-
-Double choice:
-
-1. call $3e2e
-
-1. ld a,$1e
- * call $3e6d
-
-## GIVE\_PKMN $3e48
-
-1. select pkmn(b) & level(c):
- * ld bc,xxyy
-2. call $3e48
-3. check carry
-
-## GET\_RND\_NUM $3e5c
-
-1. call $3e5c
-
- a = 1st random value
- [$FFD3] = 1st random value
- [$FFD4] = 2nd random value
-
-## GENERAL SCRIPT $3e6d
-
-### How to use
-
-1. [OPTIONAL] value needed in the subroutine
- * ld a,xx
- * ld [$cc4d],a
-2. subroutine ID
- * ld a,yy
-3. call subroutine selection
- * call $3e6d
-
-[for more info check APPENDIX($3e6d)]
-
-## RESTORE\_REGS\_PREDEF $3e94
-
-This routine is used by routines called by Predef (routine at $3e6d) and
-restores registers that were saved in the following RAM locations:
-
-* cc4f: h
-* cc50: l
-* cc51: d
-* cc52: e
-* cc53: b
-* cc54: c
-
-1. call $3e94
-
-[skip this]
-## APPLY\_DOUBLE\_PATH 06:64
-
-1. select pkmn(b) & level(c):
- * ld bc,xxyy
-2. call $3e48
-3. check carry
-
-[/end skip]
-
-## TEXT ZONE (pointer table pointed by TextPointer [MapHeader])
-
-## APPENDIX ($23b1)
-
-97 = poisoned pokemon sound (while walking in overworld)
-
-## APPENDIX TRAINER SCRIPTS
-
- Text-script part:
- {
- db $08
- ld hl,MyTrainerHeader1
- call $31cc
- jp $24d7
- MyTrainerHeaders:
- MyTrainerHeader1:
- ;(…)
- ;(…)
- MyTrainerHeaderN:
- ;(…)
- db $FF
- }
-
- Map-script part:
- {
- ld hl,MyTrainerHeaders
- ld de,TrainerScriptPtrs
- ld a,[MapFlag]
- call $3160
- ld [MapFlag],a
- ret
- TrainerScriptPtrs:
- dw $3219
- dw $324c
- dw $3275
- }
-
- 3219:
- {
- Reads trainerHeader (first of all checks flag, if set skip to next trainerHeader, until FF-endByte)
- }
- 324c:
- {
- }
- 3275:
- {
- }
-
-## APPENDIX ($3d97)
-
-example Pallet town:
-
- …
- ROM6:4E6A 21 73 4E ld hl,4e73 ;pointer to pointers’table
- ROM6:4E6D FA F1 D5 ld a,(d5f1) ;PalletRAM for code\_ID
-
- ;jp xxyy with yy = (hl + ax2), xx = (hl + 1 + ax2)
-
- ROM6:4E70 C3 97 3D jp 3d97
- …
-
-## APPENDIX ($3e6d)
-
-RAM used:
-
-* cc4e: subroutine\_ID
-* cf12: old bank number
-* d0b7: new bank number
-* cc4f: h
-* cc50: l
-* cc51: d
-* cc52: e
-* cc53: b
-* cc54: c
-* + lot of other RAMs, depending on which subr is called.
-
-To recover registers’ values ‘call $3e94’
-
-note1: various “clone” pointers[$09=$0a=$0d=$0e], why?
-
-note2: pointers that point to bank0 (ID=$1d,$1e)load bank3, is it just padding?
-
-note3: following pointers are little-endian (actually middle-endian: |bank|little-endian ptr|).
-
-<table>
-<thead><tr><th>ID</th><th>Pointer</th><th>Purpose</th></tr></thead>
-<tr><td> 00</td><td> 0F 604D</td><td> </td></tr>
-<tr><td> 01</td><td> 0F C670</td><td> </td></tr>
-<tr><td> 02</td><td> 0F 7370</td><td> </td></tr>
-<tr><td> 03</td><td> 0B 407E</td><td> </td></tr>
-<tr><td> 04</td><td> 0F 0371 </td><td>magnify backpics </td></tr>
-<tr><td> 05</td><td> 1E BA5A</td><td> </td></tr>
-<tr><td> 06</td><td> 03 3271</td><td> </td></tr>
-<tr><td> 07</td><td> 03 A576 </td><td>restore mon’s health (es.: 1st rival battle) </td></tr>
-<tr><td> 08</td><td> 1E 5E4D </td><td>animations maybe?? </td></tr>
-<tr><td> 09</td><td> 03 1E77</td><td> </td></tr>
-<tr><td> 0a</td><td> 03 1E77</td><td> </td></tr>
-<tr><td> 0b</td><td> 03 1D78</td><td> </td></tr>
-<tr><td> 0c</td><td> 03 3678</td><td>subtract coins (BCD operation (decimal adjust)) </td></tr>
-<tr><td> 0d</td><td> 03 1E77</td><td> </td></tr>
-<tr><td> 0e</td><td> 03 1E77</td><td> </td></tr>
-<tr><td> 0f</td><td> 03 5078</td><td> </td></tr>
-<tr><td> 10</td><td> 03 6676 </td><td>RAMtbls:D737/9A/ED..setBit,resByte(\{bit}),b={0,1,2}c=[aaaaabbb] </td></tr>
-<tr><td> 11</td><td> 03 D771 </td><td>make an object visible (flags: d5a6-d5c6) [opposite of ID=15] </td></tr>
-<tr><td> 12</td><td> 03 A671 </td><td>check shown/hidden objects (flags starting at $d5a6) </td></tr>
-<tr><td> 13</td><td> 03 9C46</td><td> </td></tr>
-<tr><td> 14</td><td> 0F 834A</td><td> </td></tr>
-<tr><td> 15</td><td> 03 C871 </td><td>make an object invisible (flags: d5a6-) [opposite of ID=11] </td></tr>
-<tr><td> 16</td><td> 03 C871</td><td> </td></tr>
-<tr><td> 17</td><td> 03 9E6E</td><td> </td></tr>
-<tr><td> 18</td><td> 03 5078 </td><td>initialize flags (and things like itemsack, etc.) </td></tr>
-<tr><td> 19</td><td> 03 5447 </td><td>load tileset header </td></tr>
-<tr><td> 1a</td><td> 0E 5B6F </td><td>GetLevUpAtks_ </td></tr>
-<tr><td> 1b</td><td> 01 436E</td><td> </td></tr>
-<tr><td> 1c</td><td> 03 A578 </td><td>check item in bag </td></tr>
-<tr><td> 1d</td><td> 03 B53E</td><td> </td></tr>
-<tr><td> 1e</td><td> 03 2E3E </td><td>give item (b = item_ID, c = item_num) </td></tr>
-<tr><td> 1f</td><td> 12 EB40 </td><td>blink screen for 4 frames [example: poisoned pokemon] </td></tr>
-<tr><td> 20</td><td> 03 BA78 </td><td>somehow related to apply_movement </td></tr>
-<tr><td> 21</td><td> 12 FF40</td><td> </td></tr>
-<tr><td> 22</td><td> 03 2979 </td><td>somehow related to apply_movement </td></tr>
-<tr><td> 23</td><td> 03 A079</td><td> </td></tr>
-<tr><td> 24</td><td> 12 2541</td><td> </td></tr>
-<tr><td> 25</td><td> 03 1D7A</td><td> </td></tr>
-<tr><td> 26</td><td> 03 DC79</td><td> </td></tr>
-<tr><td> 27</td><td> 01 B05A</td><td> </td></tr>
-<tr><td> 28</td><td> 0F 026D</td><td> </td></tr>
-<tr><td> 29</td><td> 10 0040</td><td> </td></tr>
-<tr><td> 2a</td><td> 0E 1C6D </td><td>GetEvos’ subset (label: Predef_2a_) </td></tr>
-<tr><td> 2b</td><td> 1C 8C77</td><td> </td></tr>
-<tr><td> 2c</td><td> 0F 186F</td><td> </td></tr>
-<tr><td> 2d</td><td> 01 5F5A</td><td> </td></tr>
-<tr><td> 2e</td><td> 03 036A </td><td>Bio screen, gym-leaders/badges arrangement </td></tr>
-<tr><td> 2f</td><td> 10 F350</td><td> </td></tr>
-<tr><td> 30</td><td> 1C 6D49</td><td> </td></tr>
-<tr><td> 31</td><td> 1E DA5D</td><td> </td></tr>
-<tr><td> 32</td><td> 10 8256 </td><td>load intro(copyrights,Gamefreak,NidoVSJigg) </td></tr>
-<tr><td> 33</td><td> 1E 6958</td><td> </td></tr>
-<tr><td> 34</td><td> 1C 5D4B</td><td> </td></tr>
-<tr><td> 35</td><td> 03 8645</td><td> </td></tr>
-<tr><td> 36</td><td> 04 5369</td><td> </td></tr>
-<tr><td> 37</td><td> 04 576B</td><td> </td></tr>
-<tr><td> 38</td><td> 10 E250</td><td> </td></tr>
-<tr><td> 39</td><td> 15 0F69</td><td> </td></tr>
-<tr><td> 3a</td><td> 10 1050 </td><td>convert Mon_ID Chaotic-to-Dex </td></tr>
-<tr><td> 3b</td><td> 01 A162 </td><td>decompr sprite(hl=ptr,b=bank)& arrange[used in BioMenu & not only] </td></tr>
-<tr><td> 3c</td><td> 03 546F</td><td> </td></tr>
-<tr><td> 3d</td><td> 10 D142 </td><td>load DexPage (INPUT:[$d11e]=DexMonID) </td></tr>
-<tr><td> 3e</td><td> 0E B86F </td><td>GetWildMonAtks_ </td></tr>
-<tr><td> 3f</td><td> 1C 0A77 </td><td>SAVE GAME </td></tr>
-<tr><td> 40</td><td> 1C 2B60 </td><td>send SGB-packs at beginning (MLT_REQ,DATA_SND,PCT_TRN,…) </td></tr>
-<tr><td> 41</td><td> 03 1371</td><td> </td></tr>
-<tr><td> 42</td><td> 17 5E5B</td><td> </td></tr>
-<tr><td> 43</td><td> 04 3E77</td><td> </td></tr>
-<tr><td> 44</td><td> 04 6377</td><td> </td></tr>
-<tr><td> 45</td><td> 1C DF5D </td><td>load SGB packages (PAL_SET) </td></tr>
-<tr><td> 46</td><td> 17 DC40 </td><td>load dex screen (es:lab when choosing starter) </td></tr>
-<tr><td> 47</td><td> 03 E572</td><td> </td></tr>
-<tr><td> 48</td><td> 03 1D7A</td><td> </td></tr>
-<tr><td> 49</td><td> 0F EC4D</td><td> </td></tr>
-<tr><td> 4a</td><td> 1C 604F </td><td>TownMap (in Dex only?) </td></tr>
-<tr><td> 4b</td><td> 09 6B7D</td><td> </td></tr>
-<tr><td> 4c</td><td> 05 477C </td><td>balloon over head (cd4f:personID, cd50:([!][?][^_^]) </td></tr>
-<tr><td> 4d</td><td> 01 AF5A</td><td> </td></tr>
-<tr><td> 4e</td><td> 01 EB64</td><td> </td></tr>
-<tr><td> 4f</td><td> 0D A17C</td><td> </td></tr>
-<tr><td> 50</td><td> 1C 0F78 </td><td>save dex & party infos to SRAM1 </td></tr>
-<tr><td> 51</td><td> 1C BD76 </td><td>load dex & party infos from SRAM1 </td></tr>
-<tr><td> 52</td><td> 1C E875 </td><td>load SAV from SRAM1 </td></tr>
-<tr><td> 53</td><td> 1C E277 </td><td>save current bank’s stored mons to SRAM1 </td></tr>
-<tr><td> 54</td><td> 1C D95A</td><td> </td></tr>
-<tr><td> 55</td><td> 1D 5C40</td><td> </td></tr>
-<tr><td> 56</td><td> 11 6941</td><td> </td></tr>
-<tr><td> 57</td><td> 1E BA45</td><td> </td></tr>
-<tr><td> 58</td><td> 1E 1045</td><td> </td></tr>
-<tr><td> 59</td><td> 03 BE45</td><td> </td></tr>
-<tr><td> 5a</td><td> 03 0B46</td><td> </td></tr>
-<tr><td> 5b</td><td> 03 994D</td><td> </td></tr>
-<tr><td> 5c</td><td> 01 E14D </td><td>check H/S obj (RAM_Table D5CE, FF-term.) ??? </td></tr>
-<tr><td> 5d</td><td> 09 987D</td><td> </td></tr>
-<tr><td> 5e</td><td> 03 7374 </td><td>related to AttacksData </td></tr>
-<tr><td> 5f</td><td> 04 EF68</td><td> </td></tr>
-<tr><td> 60</td><td> 04 F668</td><td> </td></tr>
-<tr><td> 61</td><td> 07 C649</td><td> </td></tr>
-<tr><td> 62</td><td> 16 3550</td><td> </td></tr>
-</table>