C $95C7 clear screen C $95CA set interrupt mode 2 C $95CD call $C0DD C $95D0 wait for a bit - not sure if there's a handler for IM2 or whether that is just for devices C $95D2 set "current player" to zero C $95D7 point HL at "unknown table 3" C $95DA add "current player" as an offset to HL to point into "unknown table 3" C $95E1 load A with byte pointed to by HL C $95E2 jump to $9665 is bit 4 is NOT zero C $95E7 bit 4 is zero so call $97D1 C $95EA jump to $96F3 if current player is computer-controlled C $95F1 point HL at $9156 (?) and use "current player" as an offset C $95FB copy the byte pointed to by HL into CURSP C $95FF jump to $9665 if A is zero C $9603 call GETHIS C $9606 set loop counter to $13 C $9608 load A with CURSP C $9608 jump ahead to $961B if A is one C $960F jump ahead to $9617 if byte pointed to by HL (in unknown table 3) is not the same as CURSP C $9613 set byte pointed to by HL to zero and jump ahead to $961B C $9617 increment HL twice because ... C $9619 loop back to $960F 18 times C $961B call CHAN_C C $961E Display wizard name, spell being cast, spell casting range C $9621 call $BBB0 C $9624 clear bottom of screen (line 22) C $962A use current player as an offset to add to HL C $9631 copy byte pointed to by HL into "unknown ***" C $9632 jump ahead to $964C if "unknown ***" is not zero C $9638 load A with a random number between 11 and 15 C $963B load current chaos/law* into E, increment it, and compare with A C $9641 jump ahead to $964C if A < E C $9644 set unknown2 to zero and jump ahead to $9659 C $964C set current chaos/law* to 1 C $9651 add unknown5 to CH_LAW C $9659 not quite sure what this is as $9663 is part of the statement "CALL $9975" C $9662 call CreatureCast spell C $9665 clear bottom of screen (line 22)