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E09A: More of the symbol table
Ten bytes of the symbol table left between SHOW_MESSAGE and the textures, as at SYMBOLS_AFTER_MESS2. They do not parse as cleanly: read as the end of a link, a flag byte of 0 (every whole symbol at SYMBOL_TABLE has 1 there), a one-letter name (J), its value (a jump target in this release, inside CREATURE_UPDATE), and the links and flag of the next symbol, cut off by the textures. Not settled.
SYMBOLS_BEFORE_TEXTURES E09A DEFB $00,$00 The end of a link; 0; J; its value; the next symbol's links and its 1
E09C DEFB $CA
E09D DEFB $3C
E09E DEFB $F4,$B9
E0A0 DEFB $E0,$00,$00,$01
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