Let's say you're using it and you know that the first block of text in the game is located in the ROM at 12345 (hexidecimal). Well, that's not where it's going to be loaded in memory, because the 6502 can only address 64 KB of memory and 12345 goes past the 64 KB barrier, which is at FFFF. Instead, it is likely that a bank will be switched in somewhere around 8000 through DFFF. However, your script block will still be located at some x345 in memory. So, you set breakpoints for reads from 8345, 9345, A345, B345, C345, and D345. Then let's say emulation stops at a line like this:
$EDB5:B1 20 LDA ($20),Y @ $8B00 = #$80
That bit with the "@ $8B00" means that ($20),Y points to that address. So write down this line and look at $8B00 in memory and see if the bytes match what's in your script. If so, you've found the bit of code you need.
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