This area seems to load the pointers for item usage text. It's organized by the item type. --- TOP LEVEL: C1/AFDC --- Type 0n = Store 0x1 at $02/24, load the root of battle effects to $0A/0C, get the 1Dth byte of an item entry (battle effect presumably), multiply by 12 and add four for the text pointer, stash it in $06/08 and $26/28. Type 1n = Load the address of "The ___ is one of the items that can be equipped." to $06/06 and $26/28. Type 2n = Same code as Type 0n. (0n, 1n, 2n = 0x00 + n, 0x10 + n, 0x20 +n for item type.) This code works with text, evidently. Type 3n = $04 is transferred to X and decremented, then used to get one of four values (01, 02, 04, 08) from a microtable at 45AAB. ($04 = 01-04 evidently). The accumulator is ANDed by the 1Cth byte of the chosen item. If nonzero, go to B0AF... (I think this is usage checking.) B09A = can't use, B0AF = can use, under current theory... B09A: Load "___ could not use the ___ very well." to $06/08 and $26/28. B0AF: Continue parsing. B28C = Common point code goes to after loading a text pointer to $06/08 and $26/28. --- SUB LEVEL: C1/B0B2 --- Continued parsing, Type C: Same as 0n and 2n. Continued parsing, Type 4: Load "The ___ can't be used here." to $06/08 and $26/28. Continued parsing, Type 8: Even more parsing. --- LOW LEVEL: C1/B117 --- Final parsing, Type 0: Same as 0n and 2n. Final parsing, Type 1: Same as 0n and 2n. Final parsing, Type 2: A bunch of code to deal with the Bicycle, and the 0n/2n ASM + a loading of "The ___ can't be used here." for the other items. Final parsing, Type 3: C1B1F2.txt