Onett Flyover (Search for [21 0A]) [04 D5 01 04 0B 00 1F EB FF 06 1F 15 6A 00 DC 01 01 08 B8 B4 C9 00 1F 21 96 1F E6 BA 00 1F 15 6A 00 DD 01 01 08 B8 B4 C9 00 1F 21 97 1F 15 6A 00 DE 01 01 08 B8 B4 C9 00 04 DD 01 04 14 02 04 ED 02 1F 21 0A 1F E9 1A 00 1F E9 1B 00 10 78 10 78 10 78 10 78 10 78 10 3C 1F 1E 1B 00 06 1F 15 6A 00 24 00 01 05 14 02 04 15 02 1F 03 1F 61 1F 1E 1A 00 06 1F EC FF 01 1F F2 6A 00 72 02 1F EF 6A 00 1F E8 FF 1F 61 1F ED 04 DC 01 05 DD 01 05 D5 01 1F B0 02] 04 D5 01 - Flag D5 01 will make the cop cars by Ness' house disappear when set. 04 0B 00 - Flag 0B 00 prevents enemies from appearing. 1F EB FF 06 - This code makes Character FF (all) invisible. 1F 15 6A 00 DC 01 01 - This moves the party (6A 00) in a northwesterly direction from the Onett police station. 08 B8 B4 C9 00 - This links to address $C9B4B8 (referenced below). 1F 21 96 - This teleports the party to behind the sign in front of the Onett hotel. 1F E6 BA 00 - Prevents the taxi cab from appearing. 1F 15 6A 00 DD 01 01 - This moves the party in a northeasterly direction from the Onett hotel. 08 B8 B4 C9 00 - This links to address $C9B4B8 (referenced below). 1F 21 97 - This teleports the party to the path from Ness' house to the suburbs. *CRITICAL* 1F 15 6A 00 DE 01 01 - This moves the party north to Ness' house. *CRITICAL* 08 B8 B4 C9 00 - This links to address $C9B4B8 (referenced below). *CRITICAL* 04 DD 01 - Flag DD 01 makes the sleeping Ness head appear when you enter Ness' room. 04 14 02 - Flag 14 02 sets the background music of Ness' room as "Meteor Fall." 04 ED 02 - Flag ED 02 sets Ness as wearing pajamas. 1F 21 0A - This teleports the party on top of Ness' bed. 1F E9 1A 00 - This makes sprite 1A 00 (Ness' head) appear. 1F E9 1B 00 - This gives makes sprite 1B 00 (Zzz) appear. 10 78 10 78 10 78 10 78 10 78 10 3C - These 6 [10 ] codes add up to a total pause of about 12 seconds. 1F 1E 1B 00 06 - This code removes the Zzz sprite. 1F 15 6A 00 24 00 01 - This code shakes the screen violently. 05 14 02 - The Meteor Fall music flag is now unset, so you won't hear it fall again. 04 15 02 - By default, the crash sound plays when you enter Ness' room. This flag prevents that. 1F 03 - This resets the music to its default value (which at the moment is cop cars.) 1F 61 - This is a movement trigger; it makes everything starting with the movement code above execute. 1F 1E 1A 00 06 - This removes Ness' head from the pillow. 1F EC FF 01 - The party is now rendered visible. 1F F2 6A 00 72 02 - This code moves the party off of the bed. 1F EF 6A 00 - Meaning unknown. 1F E8 FF - Meaning unknown. 1F 61 - This activates the movement code prior to the pointer in the above block. 1F ED - Meaning unknown. 04 DC 01 - When set, roadblocks appear on the hill. (They're seperate from the cars and other roadblocks.) 05 DD 01 - Ness' head will no longer appear on the pillow when you enter the room. 05 D5 01 - Cop cars will now appear outside. 1F B0 - This automatically saves the file. 02 - END OF BLOCK Address $C9B4B8: (Not accessible with the EB Text Editor.) [10 01 1F EF 6A 00 1F E8 FF 1F 61 1F ED 1F E5 FF 02] 10 01 - Very short pause. 1F EF 6A 00 - Meaning unknown 1F E8 FF - Meaning unknown. 1F 61 - This activates the movement code prior to the pointer in the above block. 1F ED - Meaning unknown. 1F E5 FF - This locks out player control until the code in the block finishes executing. 02 - END OF BLOCK