Onett Flyover  (Search for [21 0A])

[04 D5 01 04 0B 00 1F EB FF 061F 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          - This locks out player control.
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.
1F 15 6A 00 DE 01 01 - This moves the party north to Ness' house.
08 B8 B4 C9 00       - This links to address $C9B4B8 (referenced below).
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 gives the Ness-head sprite the designation 1A 00.
1F E9 1B 00          - This gives the Zzz sprite the desgination 1B 00.
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       - The crash now occurs, and this code removes the Zzz sprite.
1F 15 6A 00 24 00 01 - This code shakes the screen, and moves the party off of the bed.
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, as far as I can tell, locks the party in as a sprite.
1F EF 6A 00          - This locks out player control and sets the party as a moveable sprite (6A 00).
1F E8 FF             - This is some sort of event trigger.
1F 61                - This activates the movement code prior to the pointer in the above block.
1F ED                - This is another movement trigger of some sort.
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 toggles (returns) player control.
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       -
1F EF 6A 00 - This locks out player control and sets the party as a moveable sprite (6A 00).
1F E8 FF    - This is some sort of event trigger.
1F 61       - This activates the movement code prior to the pointer in the above block.
1F ED       - This is another movement trigger of some sort.
1F E5 FF    - This is some sort of event trigger.
02          - END OF BLOCK

Turn on the light in the hallway  (Search for 1F 63 45)

[06 D1 00 2F 99 C9 00 06 05 02 2F 99 C9 00 1F 63 45 99 C9 00 02]

06 D1 00 2F 99 C9 00 - If some unknown condition is met, go to address $C9992F (the [02] end block below).
06 05 02 2F 99 C9 00 - If the lights are already on, go to address $C9992F (the [02] end block below).
1F 63 45 99 C9 00    - This must be some sort of conditional pointer.  It goes to address $C99945 (see below).
02                   - END OF BLOCK

Address $C99945
[10 1E 04 05 02 1F E1 10 03 1E 06 D5 01 2F 99 C9 00 04 DC 01 04 0B 00 02]

10 1E                - Pause for about 0.6 seconds.
04 05 02             - This makes all the lights in Ness' house remain on.
1F E1 10 03 1E       - This changes to the lights-on pallet in Ness' house (10 03)
06 D5 01 2F 99 C9 00 - If the cops are outside, go to address $C9992F (a [02] end block).
04 DC 01             - Otherwise, it goes on, setting this flag that makes roadblocks appear on the hill.
04 0B 00             - This flag prevents enemies from appearing.
02                   - 02