Here's a
clever-disasm config to trace Arkista's Ring:
Code:
CertainlyData $0D13
CertainlyData $0D1B
CertainlyData $0D1D
JumpTableRoutineWithAppendix $5022
JumpTable $264D $264E 2 19
JumpTable $1CF5 $1CFC 1 8
JumpTable $3F58 $3F59 2 6
JumpTable $380E $380F 2 9
JumpTable $30E7 $30E8 2 23
JumpTable $62A7 $62A8 2 23
CertainlyCode $B988
With it, there are a few stubs of dummied-out code here and there, most of which are only a few bytes.
Clever-disasm indicates dummied-out code at $8301, $89D4, $8A93, $8D7B, $92A0, $92B2, $92C6, $95AE, $9F32,
$A35E, $AD1A, $B05B, $B06B, $B43D, $B4DD,
$B923,
$BD14, $C27E, $C326, $C500,
$C58C,
$C7EF, $C896 (bold means ≥ 47 bytes long) ... but make sure that your CDL agrees. (i.e. contains 0 at the corresponding address)
Tangent: the game uses NOP #imm ($89) at $B986.