Load Klarth

`$C0/6D75 E2 20 SEP #$20 A:0000 X:0000 Y:6B91 P:envmxdiZc`

$C0/6D77 B9 1B 00 LDA $001B,y[$7E:6BAC] A:0000 X:0000 Y:6B91 P:envMxdiZc - Loads PC2 Status

$C0/6D7A 89 06 BIT #$06 A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/6D7C F0 03 BEQ $03 [$6D81] A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/6D81 B9 18 00 LDA $0018,y[$7E:6BA9] A:0000 X:0000 Y:6B91 P:envMxdiZc - Loads if poison is active

$C0/6D84 89 80 BIT #$80 A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/6D86 F0 03 BEQ $03 [$6D8B] A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/6D8B AD 67 06 LDA $0667 [$7E:0667] A:0000 X:0000 Y:6B91 P:envMxdiZc - Checks Victory status

$C0/6D8E F0 04 BEQ $04 [$6D94] A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/6D94 B9 BA 00 LDA $00BA,y[$7E:6C4B] A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/6D97 D0 07 BNE $07 [$6DA0] A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/6D99 A9 00 LDA #$00 A:0000 X:0000 Y:6B91 P:envMxdiZc - Loads idle animation

$C0/6D9B 99 79 00 STA $0079,y[$7E:6C0A] A:0000 X:0000 Y:6B91 P:envMxdiZc - Stores to character animation

$C0/6D9E 80 04 BRA $04 [$6DA4] A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/6DA4 C2 20 REP #$20 A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/6DA6 64 0A STZ $0A [$00:000A] A:0000 X:0000 Y:6B91 P:envmxdiZc

$C0/6DA8 64 0C STZ $0C [$00:000C] A:0000 X:0000 Y:6B91 P:envmxdiZc

$C0/6DAA B9 00 00 LDA $0000,y[$7E:6B91] A:0000 X:0000 Y:6B91 P:envmxdiZc - Character position in battle (Where do they stand)

$C0/6DAD 29 FF 00 AND #$00FF A:0601 X:0000 Y:6B91 P:envmxdizc

$C0/6DB0 0A ASL A A:0001 X:0000 Y:6B91 P:envmxdizc

$C0/6DB1 AA TAX A:0002 X:0000 Y:6B91 P:envmxdizc

$C0/6DB2 BD 4F 06 LDA $064F,x[$7E:0651] A:0002 X:0002 Y:6B91 P:envmxdizc - Load X coordinates in battle

$C0/6DB5 85 04 STA $04 [$00:0004] A:0070 X:0002 Y:6B91 P:envmxdizc

$C0/6DB7 AD 05 06 LDA $0605 [$7E:0605] A:0070 X:0002 Y:6B91 P:envmxdizc

$C0/6DBA 38 SEC A:0090 X:0002 Y:6B91 P:envmxdizc

$C0/6DBB ED 4F 06 SBC $064F [$7E:064F] A:0090 X:0002 Y:6B91 P:envmxdizC

$C0/6DBE 18 CLC A:0000 X:0002 Y:6B91 P:envmxdiZC

$C0/6DBF 65 04 ADC $04 [$00:0004] A:0000 X:0002 Y:6B91 P:envmxdiZc

$C0/6DC1 10 01 BPL $01 [$6DC4] A:0070 X:0002 Y:6B91 P:envmxdizc

$C0/6DC4 85 04 STA $04 [$00:0004] A:0070 X:0002 Y:6B91 P:envmxdizc

$C0/6DC6 D9 04 00 CMP $0004,y[$7E:6B95] A:0070 X:0002 Y:6B91 P:envmxdizc - PC 2 X coordinates

$C0/6DC9 F0 20 BEQ $20 [$6DEB] A:0070 X:0002 Y:6B91 P:envmxdiZC

$C0/6DEB C2 20 REP #$20 A:0070 X:0002 Y:6B91 P:envmxdiZC

$C0/6DED 22 DE AF C1 JSL $C1AFDE[$C1:AFDE] A:0070 X:0002 Y:6B91 P:envmxdiZC

Load Mint

`$C0/46D5 E2 20 SEP #$20 A:0000 X:0000 Y:6B91 P:envmxdiZc`

$C0/46D7 B9 1B 00 LDA $001B,y[$7E:6BAC] A:0000 X:0000 Y:6B91 P:envMxdiZc - Loads PC2 Status

$C0/46DA 89 06 BIT #$06 A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/46DC F0 03 BEQ $03 [$46E1] A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/46E1 B9 18 00 LDA $0018,y[$7E:6BA9] A:0000 X:0000 Y:6B91 P:envMxdiZc - Loads if poison is active

$C0/46E4 89 80 BIT #$80 A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/46E6 F0 03 BEQ $03 [$46EB] A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/46EB AD 67 06 LDA $0667 [$7E:0667] A:0000 X:0000 Y:6B91 P:envMxdiZc - Checks Victory status

$C0/46EE F0 04 BEQ $04 [$46F4] A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/46F4 B9 BA 00 LDA $00BA,y[$7E:6C4B] A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/46F7 D0 07 BNE $07 [$4700] A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/46F9 A9 00 LDA #$00 A:0000 X:0000 Y:6B91 P:envMxdiZc - Loads idle animation

$C0/46FB 99 79 00 STA $0079,y[$7E:6C0A] A:0000 X:0000 Y:6B91 P:envMxdiZc - Stores to character animation

$C0/46FE 80 04 BRA $04 [$4704] A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/4704 C2 20 REP #$20 A:0000 X:0000 Y:6B91 P:envMxdiZc

$C0/4706 64 0A STZ $0A [$00:000A] A:0000 X:0000 Y:6B91 P:envmxdiZc

$C0/4708 64 0C STZ $0C [$00:000C] A:0000 X:0000 Y:6B91 P:envmxdiZc

$C0/470A B9 00 00 LDA $0000,y[$7E:6B91] A:0000 X:0000 Y:6B91 P:envmxdiZc - Character position in battle (Where do they stand)

$C0/470D 29 FF 00 AND #$00FF A:0201 X:0000 Y:6B91 P:envmxdizc

$C0/4710 0A ASL A A:0001 X:0000 Y:6B91 P:envmxdizc

$C0/4711 AA TAX A:0002 X:0000 Y:6B91 P:envmxdizc

$C0/4712 BD 4F 06 LDA $064F,x[$7E:0651] A:0002 X:0002 Y:6B91 P:envmxdizc - Load X coordinates in battle

$C0/4715 85 04 STA $04 [$00:0004] A:0070 X:0002 Y:6B91 P:envmxdizc

$C0/4717 AD 05 06 LDA $0605 [$7E:0605] A:0070 X:0002 Y:6B91 P:envmxdizc

$C0/471A 38 SEC A:0090 X:0002 Y:6B91 P:envmxdizc

$C0/471B ED 4F 06 SBC $064F [$7E:064F] A:0090 X:0002 Y:6B91 P:envmxdizC

$C0/471E 18 CLC A:0000 X:0002 Y:6B91 P:envmxdiZC

$C0/471F 65 04 ADC $04 [$00:0004] A:0000 X:0002 Y:6B91 P:envmxdiZc

$C0/4721 10 01 BPL $01 [$4724] A:0070 X:0002 Y:6B91 P:envmxdizc

$C0/4724 85 04 STA $04 [$00:0004] A:0070 X:0002 Y:6B91 P:envmxdizc

$C0/4726 D9 04 00 CMP $0004,y[$7E:6B95] A:0070 X:0002 Y:6B91 P:envmxdizc - PC 2 X coordinates

$C0/4729 F0 20 BEQ $20 [$474B] A:0070 X:0002 Y:6B91 P:envmxdiZC

$C0/474B C2 20 REP #$20 A:0070 X:0002 Y:6B91 P:envmxdiZC

$C0/474D 22 DE AF C1 JSL $C1AFDE[$C1:AFDE] A:0070 X:0002 Y:6B91 P:envmxdiZC

Old data that I'm starting to take a look at. This is an example of loading the character's battle data, coordinates, etc..

This is a chunk of data between Klarth and Mint. Hilariously, they share the EXACT same code in this chunk. All the other PC's share something extremely similar as well. Same data just completely different location in banks. I even took the liberty awhile ago to re-write that bit for a few PC's and bumped all this similar code to a new area then had each of their routines JSL to it. They still worked flawlessly.

Not really 'bad coding', but more or less it's just a huge waste of room.