At Boot:
70005D30	initialize stuff in 21990 at boot, before title screen
70005FF4	
		SW 1->800241B4; fries AT,T6


TBL index---------

base conversion for runtime addresses
  1000:	70000400	note: 70- is pure rdram; shown below are copied from rom to region
	1050	70000450
		registers 70000000-70400000 in TLB
	10BC	700004BC
		V0=80020D90: target address for 21990 (USA)
	10C8	700004C8
		V0=80021990: ???
	10D4	700004D4
		V0=80033590: ???
	10E0	700004E0
		V0=80033590: ???
	10EC	700004EC
		V0=80034B30: ???
	10F8	700004F8
		sets A3=7020141C, then jumps to address


	755C	7000695C
		V0=stage#
	7568	70006968

	75B4	700069B4
		V0=state of debug menu (1:on; 0:off)
	75C0	


	B050	7000A450
		V0= random number; fries AT,A0,A1,A2,V0
	B098	7000A498
		increment random number	ret. A0=0; fries AT,A0
	B0AC	7000A4AC
		V0= rand num, using double at A0 as base; fries A1,A2,A3,V0
	B0F0	7000A4F0

	C410	7000B810
		tests for disconnected controllers
	C5F8	7000B9F8
		V0= #controllers plugged in; fries V1,T0,T1,T6,T7,T8,T9
		7000BA70

	156F8	70014AF8
		copy data or errors for controllers
		70014BC8

	15A34	70014E34
		copy data or errors for controllers - used during runtime
		70014EDC

	16AD0	70015ED0
		copy/paste SI operations
		70015F7C

	21940	70020D40
		wait for PI to unfill

	21990	70020D90	ENDPOINT

+-+

 34B30:	7F000000
	34B30	7F000000
		initialize menus and data at power-on; 	fries AT,V0,V1,F0,F4
	34C40	7F000110
		reset counters for random bodies and heads

		7F000D20
		initialize menus or reset

	35A80	7F000F50
		set new random heads and bodies

	36488	7F001958
		write monitor animation control blocks to 80075B98
	36638	7F001B08
		initialize 80071E00-80071E78
	36680	7F001B50
		7F001BD4
		7F001D9C
 36B30:	7F002000
	373A0	7F002870
		expansion routine for all 8 MP weapons 
 38B30:	7F004000
	Object data expansion routines:
	38EB8	7F004388	12
	38F10	7F0043E0	01
	38EEC	7F0043BC	09
	38F40	7F004410	02
	38F64	7F004434	08
	38F98	7F004468	04
	38FCC	7F00449C	11
	39000	7F0044D0	06
	39030	7F004500	0D
	39060	7F004530	0C
	39090	7F004560	0A
	390C0	7F004590	0B
	390F0	7F0045C0	15
	39144	7F004614	2F
	39260	7F004730	03, 05, 07, 24, 29, 2A, 2B
	39290	7F004760	14
	39344	7F004814	2D
	393D4	7F0048A4	27
	39484	7F004954	28
		7F0049CC	16
		7F004A00	25
		7F004A34	23
		7F004AC4	17
		7F004A44	2E
		7F004AD4	20
		7F004AE4	21
		7F004AF4	1E
		7F004AFC	0E, 0F, 10, 13, 18-1D, 1F, 22, 26, 2C
	sets weapon models for thrown objects
	3A270	7F005740	A1=00BA	throwing knife
	3A278	7F005748	A1=00CB	grenade launcher round
	3A280	7F005750	A1=00CA	rocket
	3A288	7F005758	A1=00C4	grenade
	3A290	7F005760	A1=00C9	timed mine
	3A298	7F005768	A1=00C8	proximity mine
	3A2A0	7F005770	A1=00C7	remote mine
	3A2A8	7F005778	A1=00CA	rocket
	3A2B0	7F005780	A1=00E2	bombcase
	3A2B8	7F005788	A1=0111	plastique
	3A2C0	7F005790	A1=00F5	bug
	3A2C8	7F005798	A1=00F6	microcamera
	3A2CC	7F00579C	default
	load camera/intro type value
	3A5AC	7F005A7C	0
	3A620	7F005AF0	1
	3A6A8	7F005B78	2
	3A6D0	7F005BA0	3
	3A758	7F005C28	4
	3A76C	7F005C3C	5
	3A780	7F005C50	6
	3A844	7F005D14	7
	3A8BC	7F005D8C	8
 3AB30:	7F006000
 3CB30:	7F008000
	3E290	7F009760
		loads the palette for folder Jtext and probably displays text on screen
	3E378	

 3EB30:	7F00A000
		7F00A6DC
		menu 00 interface: legal screen
		7F00A7E4
		7F00A8E0
		7F00AAEC
		0->menu timer [8002A8CC]; fry AT
		7F00AAF8
		unconditional return to RA
		7F00AB00
		menu 17 interface: switch screens
		7F00ABAB
		7F00ABC8
		7F00ACA4
		7F00ACC8
		menu 01 interface: Nintendo logo
		7F00AD98
		7F00B064
		7F00B0A4
		unconditional return to RA
		7F00B0AC
		menu 02 interface: Rare logo
		7F00B134
		7F00B154
		7F00B190
		7F00B1B0
		menu 03 interface: Eye intro
		7F00B238
		7F00B258
		7F00B304
		7F00B330
		menu 04 interface: GoldenEye splash screen
		7F00B47C
		7F00B724
		7F00B7C0
		7F00B808
		7F00B8AC
		7F00B990
		7F00B9E8
		7F00BAE0
		7F00BB1C
		7F00BB68
		7F00BBCC
		menu 05 interface: file select screen (4 folders)
 40B30:	7F00C000
		7F00C384
		7F00C408

		7F00D298
		menu 06 interface: main folder menu
		7F00D5E8

		7F00DEB8
		menu 07 interface: solo mission select
 42B30:	7F00E000
		7F00E3E0
		
		7F00E7C0
		menu 08 interface: mission objectives
		7F00EABC

		7F00F374
		menu 09 interface: 007 options
		7F00F798

 44B30:	7F010000
	44BEC	
		V0= player's control style; A0=player# 0-3, fry T6
	44CA0	7F010170
		handles selecting game length under different scenarios
	44DB0	7F010280
		set 64 MP characters available; fry AT,T6
	44DC0	7F010290
		V0= selected MP # players or 1; fry AT,T6 (T6=mode)
	44DEC	7F0102BC
		V0= MPchar head; A0=player# 0-3, fry A0,V0,V1,T6,T7,T8
	44E3C	7F01030C
		V0= MPchar gender; A0=player# 0-3, fry A0,V0,V1,T6,T7,T8
	44E8C	7F01035C
		V0= MPchar body; A0=player# 0-3, fry A0,V0,V1,T6,T7,T8
	44EDC	7F0103AC
		F0= player handicap; A0=player# 0-3, fry AT,A0,T6,T7,T8,F0
	44F00	7F0103D0
		F0= MPchar height; A0=player# 0-3, fry AT,A0,V0,T6,T7,T8,F0
	44F50	7F010420
		V0= time f/ selected MP length; fries T6,T7 (T6=#selected)
	44F74	7F010444
		V0= score f/ selected MP ength; fry T6,T7 (T6=#selected)
	44F98	7F010468
		reset MP options for selected scenario [A0]
	4500C	7F0104DC
		set normal and team scenario specific settings
	4504C	7F01051C
		set you only live twice scenario specific settings
	45080	7F010550
		set the living daylights scenario specific settings
	450C4	7F010594
		set man with the golden gun scenario specific settings
	450F8	7F0105C8
		set license to kill scenario specific settings

	45138	7F010608
		initialize MP menu
		7F01073C
		7F010840
		unconditional return
		7F010848
		menu 0E interface: multiplayer options
		7F010F10

		7F011BD8
	467EC	7F011C3C
		construct the MPcharacter selection window
		7F011ED4
		menu 0F interface: character select
 46B30:	7F012000
		7F0122A8
		7F0122C4
		7F0122EC
		7F01231C

		7F012EC4
		menu 10 interface: handicap select
		7F01317C

		7F013608
		menu 11 interface: control style
		7F013980

		7F013DD4
		menu 12 interface: multiplayer stage select
 48B30:	7F014000
		7F014050
	49288	7F014758
		V0= MP scenario
		7F014764
		7F0147B0
		unconditional return
		7F0147B8
		menu 13 interface: scenario select
		7F014A48

		7F014D48
		menu 14 interface: team setup
		7F015138

		7F01569C
		menu 0A interface: mission briefings
		7F015A08
 4AB30:	7F016000
		7F016110
		menu 0C interface: mission failed
		7F01631C

		7F0166D8
		menu 0D interface: mission complete
		7F016A08

		7F017C88
		menu 15 interface: cheat menu
		7F017F5C

 4CB30:	7F018000
	4CF78	7F018448
		menu 16 interface: no controller - unconditional return
	4CF80	7F018450
		menu 16 construct: no controller
	4D1A0	7F018570
	4D1CC	7F01859C
		cast of characters from intro 
	4D34C	7F01881C	[noted in table at 80051AEC]
		use blue suit (17) w/ solo head (4B) for Bond
	4D360	7F018830	[noted in table at 80051AEC]
		use camo (18) w/ solo head (4B) for Bond
	4D374	7F018844	[noted in table at 80051AEC]
		use snowsuit (19) w/ solo head (4B) for Bond
	4D388	7F018858	[noted in table at 80051AEC]
		use tux (05) w/ multi head (4E) for Bond
	4D3F0	7F0188C0	[noted in table at 80051AEC]
		construct character for cast intro - calls true random head

	4DA90	7F018F60
		menu 18 interface: actor intro
	4DE58	7F019328

 4EB30:	7F01A000
	4EFB8	7F01A488
		menu 19 interface: ???
	4F010	7F01A4E0
		menu 19 construct: ???
	4F104	7F01A5D4
		set current menu [A0]; fry AT,T6,T7
	4F140	7F01A610
		V0= current menu
	4F14C	7F01A61C
		primary menu handling routine
		7F01ACDC	menu 00 interface reroute
		7F01ACEC	menu 17 interface reroute
		7F01ACFC	menu 01 interface reroute
		7F01AD0C	menu 02 interface reroute
		7F01AD1C	menu 03 interface reroute
		7F01AD2C	menu 04 interface reroute
		7F01AD3C	menu 05 interface reroute
		7F01AD4C	menu 06 interface reroute
		7F01AD5C	menu 07 interface reroute
		7F01AD6C	menu 08 interface reroute
		7F01AD7C	menu 09 interface reroute
		7F01AD8C	menu 0A interface reroute
		7F01AD9C	menu 0C interface reroute
		7F01ADAC	menu 0D interface reroute
		7F01ADBC	menu 0E interface reroute
		7F01ADCC	menu 13 interface reroute
		7F01ADDC	menu 0F interface reroute
		7F01ADEC	menu 14 interface reroute
		7F01ADFC	menu 10 interface reroute
		7F01AE0C	menu 11 interface reroute
		7F01AE1C	menu 12 interface reroute
		7F01AE2C	menu 15 interface reroute
		7F01AE3C	menu 16 interface reroute
		7F01AE4C	menu 18 interface reroute
		7F01AE5C	menu 19 interface reroute
		7F01AE6C	menu 0B interface reroute
	4FA2C	7F01AEFC
		menu construction
		
		7F01B0D4
 50B30:	7F01C000
		7F01D56C
		[beta] would have ret. V0=bond for cur. folder; now A0=folder#
 52B30:	7F01E000
	52DF0	7F01E2C0
		V0= 1 if stage (A1) complete on difficulty(A2) {EEPROM}; A0= folder#
	54060	
		V0= # guards
	5408C	
		A0->8002CC5C; fry AT
	54098	
		V0= [8002CC5C]
	54AF0	7F01FFC0
		returns V0=next available guard ID#; fries AT,A0,A1,A2,V0,V1,T6
 54B30:	7F020000
	54B48	7F020018
	54BEC	7F0200BC
		initializes guarddata using set values
	54EE8	7F0203B8
		loads values used by 7F0200BC

	55070	7F020540
		F12->animation speed.  sets to loaded guards as well
	55114	7F0205E4
		F0= animation speed [8002C900]; fry AT
		7F0205F0

 56B30:	7F022000
	57E18	7F0232E8
		loads models for guards?  returns V0= pointer to model stuff
	57FD8	7F0234A8
		pretty much just calls 7F0232E8
	58000	7F0234D0
		retrieves header info for body and head; calls 7F0234A8
		V0=
	580C0	7F023590
		returns V0=current random body; fries T6,T7
	580DC	7F0235AC
		solo select pseudorandom heads (4 male, 1 female); fries 
	58190	7F023660
		V0=random head
	5823C	7F02370C
		expand 09 characters; A1=pointer to 09 command
 58B30:	7F024000
 5AB30:	7F026000
 5CB30:	7F028000
 5EB30:	7F02A000
 60B30:	7F02C000
 62B30:	7F02E000
 64B30:	7F030000
 66B30:	7F032000
	67AC4	7F032F94
		Accepts A1=preset, A0=guarddata handle; V0 & A1= guard 2328 preset
	67ADC	7F032FAC
		V0=converted ID value; accepts A0=guarddata, A1=ID, fries AT
	67B70	7F033040
		V0= handle to guard ID#; A1= guard ID#
	68A78	7F033F48
		V0=unknown; linked in guard spawn; possibly accepts pad pointer
 68B30:	7F034000
	68C8C	7F03415C
		the action block guard constructor used by BD/BE
	68D88	7F034258
		guard constructor called immediately by BD action type
	68E38	7F034308
		guard constructor called immediately by BE action type
 6AB30:	7F036000
 6CB30:	7F038000
	6D29C	7F03876C
	B1	enable loop counter
	6D2B4	7F038784
	B2.rr	if loop counter enabled, return
	6D2EC	7F0387BC
	B3.xxxxxx.rr	if counter > x, return
	6D57C	7F038A4C
	BD.bb.hh.pppp.aaaa.xxxxxxxx.rr	spawn guard
	6D624	7F038AF4
	BE.bb.hh.##.aaaa.xxxxxxxx.rr	respawn guard...
 6EB30:	7F03A000
	6EF54	
		V0= current entry in 8006 table (player?)
		7F03B7B8
	image hit call - second nibble
 70B30:	7F03C000
 72B30:	7F03E000
 74B30:	7F040000
 76B30:	7F042000
 78B30:	7F044000
 7AB30:	7F046000
 7CB30:	7F048000
	7E7BC	7F049C8C
		save pointer to monitor ani code to obj ani slot; A1->A0, 0000->A0+4
	7E7C8	7F049C98
		set pointer for A1 monitor img to obj ani slot at A0
		followed by subroutines that set pointers
	7EA70	7F049F40
		save img index to obj animation slot; A1->A0+8
	7EA78	7F049F48
		Process monitor animation microcode
 7EB30:	7F04A000
	7EB54	7F04A024
		monitor animation command 00 : reset position
	7EB68	7F04A038
		monitor animation command 01: horizontal scroll
	7EBC4	7F04A094
		command 02: vertical scroll
	7EC20	7F04A0F0
		command 03: set horizontal pos
	7EC78	7F04A148
		command 04: set vertical pos
	7ECD0	7F04A1A0
		command 05: Zoom X
	7ED28	7F04A1F8
		command 06: Zoom Y
	7ED80	7F04A250
		command 07: use img from global monitor image table
	7EDA4	7F04A274
		command 08: halt processing for time
	7EDF4	7F04A2C4
		command 09: jump
	7EE10	7F04A2E0
		command 0A: jump conditional
	7EE68	7F04A338
		command 0B: restart
	7EE70	7F04A340
		command 0C: break
	7EE78	7F04A348
		command 0D: color transition
	7EEFC	7F04A3CC
		command 0E: set rotation
	7EF24	7F04A3F4
		command 0F: rotate
	7F750	7F04AC20
 80B30:	7F04C000
 82B30:	7F04E000
 84B30:	7F050000
	84F40	7F050410
		test if flag just collected, and if so place in hand
 86B30:	7F052000
 88B30:	7F054000
 8AB30:	7F056000
	8ACCC	7F05619C
		V0= 1 if clock on screen; fry T6
	8ACE0	7F0561B0
		F12->clock time; fry AT
	8ACEC	7F0561BC
		F0= clock time; fry AT
	8ACF8	7F0561C8
		set clock on[1]/off[0] [A0]; fry AT
	8AD04	7F0561D4
		V0= clock on[1]/off[0]
	8BBF0	7F0570C0
		V0= handle to tagged object#; A0= obj#
 8CB30:	7F058000
 8EB30:	7F05A000
	8F560	7F05AA30
		returns F0=lateral rotation? uses F12=x rot, F14=z rot
 90B30:	7F05C000
	91050	7F05C520
		A0->80034C9C; fry AT
	9105C	7F05C52C
		V0= [80034C9C]
	91A30	7F05CF00
		V0= current player's gun type;
		A0=[0]right/[1]left, fry T6,T7,T8
		7F05CF18
		V0=address for player's weapon obj.header; A0=[0]right/[1]left hand
		7F05CF5C
		remove cur. player's weapon in hand A0=[0]right/[1]left

		7F05D9D0
		V0= hand A0's weapon (0-R,1-L); fries T6,T7,T8
		7F05DA44
		V0= hand A0's ammo (0-R,1-L); fries V1,A1,T6,T7
 92B30:	7F05E000
 94B30:	7F060000
 96B30:	7F062000
 98B30:	7F064000
 9AB30:	7F066000
 9CB30:	7F068000
	9DC60	7F069130
		add ammo type A0, amount A1 to cur. player
	9DE04	7F0692D4
		V0= max ammo for type A0
	9DE20	7F0692F0
		set max ammo totals for cur. player
 9EB30:	7F06A000
 A0B30:	7F06C000
 A2B30:	7F06E000
 A4B30:	7F070000
	A4D04	
		A0->80036250; fry AT
	A4D10	
		V0= [80036250]
 A6B30:	7F072000
		7F052214
		V0=obj.position (8006); A1=model#, A2=type
 A8B30:	7F074000
		7F075CF4
		set obj. use flag, compute group #s; A0=p->obj.header
 AAB30:	7F076000
		7F0764A4
		loads obj and fills header; A1=p->recall string, A2=target loc, A3=size left
 ACB30:	7F078000
		7F079CF0
		load player and set up their character's obj.instance
 AEB30:	7F07A000
		7F07A4A0
	AF058	7F07B3C4
		V0= current camera state
 B0B30:	7F07C000
	B19A8	7F07CE78
		V0= 1 if player in tank
	B19B4	7F07CE84
		V0= [80036450] if player in tank; fry AT,T6
 B2B30:	7F07E000
		7F07E400
		trigger watch zoom: F12=final, F14=time; fries: V0,V1,T6,T7,T8,F4,F6
		7F07E438

	B305C	7F07E52C
		zoom to watch menu on open
	B30C4	7F07E594
		zoom from watch menu on exit
	B312C	
		
 B4B30:	7F080000
		7F080A10
		set cur. player fade; F12=timer (ms), F14=final level (1.00=100%)
 B6B30:	7F082000
 B8B30:	7F084000
 BAB30:	7F086000
 BCB30:	7F088000
	BEA68	
		V0= [cur. player data + 0xD0]; fry T6 (cur. player data)
	BEA78	7F089F48
		A0->invincibility flag [cur. pldata + 0x12B6]; fry T6
	BEA88	7F089F58
		V0= invincibility flag [cur. pldata + 0x12B6]; fry T6
	BEA98	7F089F68
		A0->invisible to guards flag [800364C4]
	BEAA4	7F089F74
		V0= invisible to guards flag [800364C4]
	BEAB0	7F089F80
		A0->player object collisions (Bond Phase) [800364C8]
	BEABC	7F089F8C
		V0= Bond Phase flag [800364C8]
	BEAC8	7F089F98
		V0= cur. player's room; fry AT,A0,V1,T6,T7 (cur. tile)
		7F089FD4
 BEB30:	7F08A000
	BEB30	7F08A000
	BEB5C	7F08A02C

	BEEF8	7F08A3C8
		display text A0 in lower-left corner

	C0AE8	
		V0= 80079A20
	C0AF4	7F08BFC4
		trigger explosions around players; A0=delay (sec)
		fry AT,A0,T6,T7,T8
 C0B30:	7F08C000
		7F08C29C
		A0->all guns flag [cur. player data + 0x11EC]; fry T6
		7F08C2AC
		V0= all guns flag [cur. player data + 0x11EC]; fry T6
	C0FB8	7F08C488
		Add item A0 to inventory
		I think this returns V0=1 if added item is selectable (<21)
	C113C	7F08C50C
		Add doubles A0 (right) and A1 (left) to inventory
		*this is the routine missing in mulitplayer that mirrors held weapons
 C2B30:	7F08E000
 C4B30:	7F090000
	C4CE0	7F0901B0
		V0= [80036B70]
	C4CEC	7F0901BC
		A0->[80036B70]; fry AT

	C50D0	7F0905A0
		processor for debug menu; executables for debug menu follow
		7F090778
		Debug Menu: move view
		7F090788
		Debug Menu: stan view
		7F090798
		Debug Menu: bond view
		7F0907A8
		Debug Menu: generic copy 80036B70->80036F70 [level]
		7F0907BC
		Debug Menu: generic copy 80036B70->80036F70 [region]
		7F0907D0
		Debug Menu: generic copy 80036B70->80036F70 [scale]
		7F090A60
		Debug Menu: play title
		7F090A70
		Debug Menu: bond die
	C5314	7F0907E4
		Debug Menu: generic copy 80036B70->80036F70 [select anim]
	C5328	7F0907F8
		Debug Menu: generic copy 80036B70->80036F70 [gun pos]
	C533C	7F09080C
		Debug Menu: generic copy 80036B70->80036F70 [flash colour]
	C5350	7F090820
		Debug Menu: generic copy 80036B70->80036F70 [hit colour]
	C538C	7F09085C
		Debug Menu: generic copy 80036B70->80036F70 [music]
	C53B8	7F090888
		Debug Menu: generic copy 80036B70->80036F70 [sfx]
	C53CC	7F09089C
		Debug Menu: invincible
	C53E4	7F0908B4
		Debug Menu: visible (to guards)
	C53FC	7F0908CC
		Debug Menu: collisions
	C5414	7F0908E4
		Debug Menu: all guns
		7F090934
		Debug Menu: max ammo
		7F090990
		Debug Menu: display speed
		7F0909B8
		Debug Menu: background
		7F0909D0
		Debug Menu: props
		7F0909E8
		Debug Menu: stan hit
		7F090A00
		Debug Menu: stan region
		7F090A18
		Debug Menu: stan problems
		7F090A30
		Debug Menu: print man pos
		7F090870
		Debug Menu: port close
		7F090870
		Debug Menu: port inf
		7F090870
		Debug Menu: port approx
		7F090A80
		Debug Menu: pr room loads
		7F090A98
		Debug Menu: show mem use
		7F090AA8
		Debug Menu: show mem bars
		7F090AB8
		Debug Menu: grab rgb
		7F090ADC
		Debug Menu: grab jpeg
		7F090B00
		Debug Menu: grab task
		7F090E74
		Debug Menu: rnd walk
		7F090B18
		Debug Menu: record ramrom
		7F090B28
		Debug Menu: record 1
		7F090B38
		Debug Menu: record 2
		7F090B48
		Debug Menu: record 3
		7F090B58
		Debug Menu: replay ramrom
		7F090B68
		Debug Menu: save ramrom
		7F090B78
		Debug Menu: load ramrom
		7F090B88
		Debug Menu: auto y aim
		7F090BA0
		Debug Menu: auto x aim
		7F090BB8
		Debug Menu: 007
		7F090BD0
		Debug Menu: agent
		7F090BE8
		Debug Menu: all
		7F090C00
		Debug Menu: fast
		7F090C18
		Debug Menu: 
		7F090E74
		Debug Menu: return; used for NULL options
		7F090E74
		7F090E74
		7F090E74
		7F090E74
		7F090834
		Debug Menu: generic copy 80036B70->80036F70 []
		7F090848
		Debug Menu: generic copy 80036B70->80036F70 []
		7F090C30
		Debug Menu: 
		7F090C48
		Debug Menu: 
		7F090E64
		Debug Menu: 
		7F090C58
		Debug Menu: 
		7F090C78
		Debug Menu: 
		7F090D18
		Debug Menu: 
		7F090D44
		Debug Menu: 
		7F090D2C
		Debug Menu: 
		7F090DFC
		Debug Menu: 
		7F090E0C
		Debug Menu: 
		7F090E44
		Debug Menu: 
	C5984	7F090E54
		Debug Menu: weapon load; sole caller of 7F00140C
		7F090D5C
		Debug Menu: 
		7F090D74
		Debug Menu: 
		7F090D8C
		Debug Menu: 
		7F090DA4
		Debug Menu: 
		7F090DBC
		Debug Menu: 
		7F090DE4
		Debug Menu: 
		7F090A48
		Debug Menu: 
		7F090DD0
		Debug Menu: 
		7F090EB0
		Debug Menu: 
		7F090EB0
		7F090EB0
		7F090EB0
		7F090EB0 

	C5A2C	
		V0= [80036F64]
	C5A38	7F090F08
		V0= [80036F68]
	C5A44	7F090F14
		V0= [80036F6C]
	C5A50	7F090F20
		copy [80036F70] -> 80036F6C; fry AT,T6 ([80036F70])
	C5A64	7F090F34
		V0= [80036F74]
	C5A70	7F090F40
		V0= [80036F78]
	C5A7C	7F090F4C
		V0= [80036F7C]
	C5A88	7F090F58
		V0= [80036F84]
	C5A94	7F090F64
		V0= [80036F88]
	C5AA0	7F090F70
		V0= [80036F8C]
	C5AAC	7F090F7C
		V0= [80036F90]
	C5AB8	7F090F88
		V0= position debugger flag [80036FC8]
	C5AC4	7F090F94
		A0->position debugger flag [80036FC8]; fry AT
	C5AD0	7F090FA0
		V0= [80036F98]
	C5ADC	7F090FAC
		V0= [80036F9C]
	C5AE8	7F090FB8
		V0= [80036FA0]
	C5AF4	7F090FC4
		V0= [80036FA4]
	C5B00	7F090FD0
		V0= [80036F94]
	C5B0C	7F090FDC
		V0= line mode flag [80036FA8]
	C5B18	7F090FE8
		A0->line mode flag [80036FA8]; fry AT
	C5B24	7F090FF4
		V0= [80036FAC]
	C5B30	7F091000
		V0= [80036FB0]
	C5B3C	7F09100C
		V0= [80036FB4]
	C5B48	7F091018
		V0= turbo mode flag [80036FCC]
	C5B54	7F091024
		A0->turbo mode flag [80036FCC]; fry AT
	C5B60	7F091030
		V0= [80036FD0]
	C5B6C	7F09103C
		V0= [80036FD4]
	C5B78	7F091048
		V0= [80036FB8]
	C5B84	7F091054
		V0= [80036FBC]
	C5B90	7F091060
		V0= [80036FC0]
	C5B9C	7F09106C
		V0= [80036FC4]

	C658C	7F091A5C
		V0=1 if A0=0x1C - last applicable gameplay cheat#; fry AT
	C65A8	7F091A78
		V0=1 if cheat# A0 usable MP; fry AT,T6,T7,T8
	C65DC	7F091AAC
		tests and reroutes cheat# A0 to activation routine
	C6694	7F091B64
		activated cheat processor; all below are linked
	C6740	7F091C10
		activate cheat1: all characters MP
	C6750	7F091C20
		activate cheat2: Invincibility
	C6780	7F091C50
		activate cheat3: All Guns
	C67B0	7F091C80
		activate cheat4: Max Ammo
	C67D0	7F091CA0
		activate cheat5: ???	some twist on invincible...
	C6858	7F091D28
		activate cheat6: Line Mode
	C6868	7F091D38
		activate cheat7: Super 2x Health
	C68E8	7F091DB8
		activate cheat8: Super 2x Body Armor
	C695C	7F091E2C
		activate cheat9: Invisibility
	C698C	7F091E5C
		activate cheat10: Infinite Ammo
	C69A4	7F091E74
		activate cheat11: DK Mode
	C69C4	7F091E94
		activate cheat12: Extra Weapons
	C6A8C	7F091F5C
		activate cheat13: Tiny Bond
	C6B0C	7F091FDC
		activate cheat14: Paintball Mode
	C6B24	7F091FF4
		activate cheat15: Super x10 Health
	C6B98	7F092068
		activate cheat16: Magnum
	C6BC8	7F092098
		activate cheat17: Laser
	C6BE4	7F0920B4
		activate cheat18: Golden Gun
	C6C14	7F0920E4
		activate cheat19: Silver PP7
	C6C44	7F092114
		activate cheat20: Gold PP7
	C6C74	7F092144
		activate cheat21: Invisibility (Multi)
	C6C90	7F092160
		activate cheat22: Turbo Mode
	C6CC0	7F092190
		activate cheat23: ManPos position debugger
	C6CE0	7F0921B0
		activate cheat24: Fast Animation
	C6D2C	7F0921FC
		activate cheat25: Slow Animation
	C6D78	7F092248
		activate cheat26: x2 R. Launcher
	C6DA8	7F092278
		activate cheat27: x2 G. Launcher
	C6DD8	7F0922A8
		activate cheat28: x2 RC-P90
	C6E08	7F0922D8
		activate cheat29: x2 Throwing Knives
	C6E38	7F092308
		activate cheat30: x2 Hunting Knives
	C6E54	7F092324
		activate cheat31: x2 Laser
	C6E70	7F092340
		activate cheat32: Unlock Cheat #
	C6EB0	7F092380
		activate cheat33: Unlock Stage #
	C6F68	7F092438
		Handles cheat deactivation
	C7008	7F0924D8
		deactivate cheat2: Invincibility
	C7038	7F092508
		deactivate cheat3: All Guns
	C7068	7F092538
		deactivate cheat6: Line Mode
	C7078	7F092548
		deactivate cheat9: Invisibility
	C70A8	7F092578
		deactivate cheat10: Infinite Ammo
	C70C0	7F092590
		deactivate cheat11: DK Mode
	C70E0	7F0925B0
		deactivate cheat13: Tiny Bond
	C7160	7F092630
		deactivate cheat14: Paintball Mode
	C7178	7F092648
		deactivate cheat21: Invisibility (Multi)
	C7198	7F092668
		deactivate cheat22: Turbo Mode
	C71C8	7F092698
		deactivate cheat23: ManPos position debugger
	C71E0	7F0926B0
		quit for deactivation routines and target for untogglable ones
	C71F0	7F0926C0
 C6B30:	7F092000
		7F0927F4
		set DK mode; A0=[0]off, [1]on
 C8B30:	7F094000
 CAB30:	7F096000
 CCB30:	7F098000
 CEB30:	7F09A000
	CEF94	7F09A464
		V0= # players; fries V0,V1,T6,T7,T8,T9
	CFC3C	7F09B10C
		sets 8007A0B0-B8 to player A0=0-3
	CFC80	7F09B150
		V0= player# killed (MP); also used to iterate players at load
	CFC8C	7F09B15C
		V0= player# shot (MP); well, probably...
 D0B30:	7F09C000
 D2B30:	7F09E000
 D4B30:	7F0A0000
 D6B30:	7F0A2000
 D8B30:	7F0A4000
	[D9398]	[7F0A4868]
		initialize watch menu at start of stage; part of larger routine

	D9D9C	7F0A526C
		interaction w/ main page of watch menu
	D9F08	7F0A53D8	
		interaction w/ inventory page of watch menu
	DA034	7F0A5504
		interaction w/ control page of watch menu (unused?)
	DA0F4	7F0A55C4
		interaction w/ control page of watch menu
	DA1D4	7F0A56A4
		interaction w/ options page of watch menu
	DA2B4	7F0A5784
		interaction w/ objectives/briefing page of watch menu
	DA390	7F0A5860
	DA430	7F0A5900
	DA4C8	7F0A5998

 DAB30:	7F0A6000
	DB4D8	7F0A69A8
		initialize watch menu when entering menu from play
 DCB30:	7F0A8000
 DEB30:	7F0AA000
 E0B30:	7F0AC000
 E2B30:	7F0AE000
 E4B30:	7F0B0000
 E6B30:	7F0B2000
 E8B30:	7F0B4000
 EAB30:	7F0B6000
 ECB30:	7F0B8000
 EEB30:	7F0BA000
 F0B30:	7F0BC000
 F2B30:	7F0BE000
	F4728	7F0BFBF8
		A0->80048370; fry AT
	F4734	7F0BFC04
		V0= [80048370]
	F4740	7F0BFC10
		V0= difficulty
	F474C	7F0BFC1C
		A0->difficulty; fry AT
	F4758	7F0BFC28
		A0->MP time setting; fry AT
	F4764	7F0BFC34
		A0->MP point setting; fry AT
	F4770	7F0BFC40
		F0= current MP time (sec); fry AT
	F477C	7F0BFC4C
		F0= current MP time (min); fry AT
	F4788	7F0BFC58
		F0= stage time (sec); fry AT
	F4794	7F0BFC64
		F0= power-on time (sec); fry AT
	F47A0	7F0BFC70
		clear demo block, buffer, and heading addy; fry AT
 F4B30:	7F0C0000
		7F0C081C
		replay recorded movie; called by intros and debug features

	F6110	7F0C15E0
		return text bank # for stage# A0
	F621C	7F0C16EC
		initialize text bank and load the global text
	F6838	7F0C1D08
		load mission text bank (A0)
	F6894	7F0C1D64
		load briefing text from bank A0
	F68F4	7F0C1DC4
		blank text bank A0; fries AT,T6
	F6908	7F0C1DD8
		text ID (A0) -> text pointer (V0); fries V1,T0,T6,T7,T8,T9
 F6B30:	7F0C2000
 F8B30:	7F0C4000
 FAB30:	7F0C6000
	FB144	7F0C6614
		returns V0=pointer to MP weapon set data
 FCB30:	7F0C8000
 FEB30:	7F0CA000
100B30:	7F0CC000
102B30:	7F0CE000
		7F0CE894
		returns V0=8008D350(T6) + 8008D358(T7)
104B30:	7F0D0000
106B30:	7F0D2000
108B30:	7F0D4000
10AB30:	7F0D6000
10CB30:	7F0D8000
10EB30:	7F0DA000
110B30:	7F0DC000
112B30:	7F0DE000
114B30:	7F0E0000
116B30:	7F0E2000
118B30:	7F0E4000
11AB30:	7F0E6000
11CB30:	7F0E8000
11EB30:	7F0EA000
120B30:	7F0EC000
122B30:	7F0EE000
124B30:	7F0F0000
126B30:	7F0F2000
128B30:	7F0F4000
12AB30:	7F0F6000
12CB30:	7F0F8000
12EB30:	7F0FA000
130B30:	7F0FC000
132B30:	7F0FE000
134B30:	7F100000
136B30:	7F102000
138B30:	7F104000
13AB30:	7F106000
13CB30:	7F108000
13EB30:	7F10A000
140B30:	7F10C000
142B30:	7F10E000
144B30:	7F110000
146B30:	7F112000
148B30:	7F114000
14AB30:	7F116000
14CB30:	7F118000
14EB30:	7F11A000
150B30:	7F11C000
152B30:	7F11E000
154B30:	7F120000
156B30:	7F122000
158B30:	7F124000
15AB30:	7F126000
15CB30:	7F128000
15EB30:	7F12A000
160B30:	7F12C000
162B30:	7F12E000
164B30:	7F130000
166B30:	7F132000
168B30:	7F134000
16AB30:	7F136000
16CB30:	7F138000
16EB30:	7F13A000
170B30:	7F13C000
172B30:	7F13E000
174B30:	7F140000
176B30:	7F142000
178B30:	7F144000
17AB30:	7F146000
17CB30:	7F148000
17EB30:	7F14A000
180B30:	7F14C000
182B30:	7F14E000
184B30:	7F150000
186B30:	7F152000
188B30:	7F154000
18AB30:	7F156000
18CB30:	7F158000
18EB30:	7F15A000
190B30:	7F15C000
192B30:	7F15E000
194B30:	7F160000
196B30:	7F162000
198B30:	7F164000
19AB30:	7F166000
19CB30:	7F168000
19EB30:	7F16A000
1A0B30:	7F16C000
1A2B30:	7F16E000
1A4B30:	7F170000
1A6B30:	7F172000
1A8B30:	7F174000
1AAB30:	7F176000
1ACB30:	7F178000
1AEB30:	7F17A000
1B0B30:	7F17C000
1B2B30:	7F17E000
1B4B30:	7F180000
1B6B30:	7F182000
1B8B30:	7F184000
1BAB30:	7F186000
1BCB30:	7F188000
1BEB30:	7F18A000
1C0B30:	7F18C000
1C2B30:	7F18E000
1C4B30:	7F190000
1C6B30:	7F192000
1C8B30:	7F194000
1CAB30:	7F196000
1CCB30:	7F198000
1CEB30:	7F19A000
1D0B30:	7F19C000
1D2B30:	7F19E000
1D4B30:	7F1A0000
1D6B30:	7F1A2000
1D8B30:	7F1A4000
1DAB30:	7F1A6000
1DCB30:	7F1A8000
1DEB30:	7F1AA000
1E0B30:	7F1AC000
1E2B30:	7F1AE000
1E4B30:	7F1B0000
1E6B30:	7F1B2000
1E8B30:	7F1B4000
1EAB30:	7F1B6000
1ECB30:	7F1B8000
1EEB30:	7F1BA000
1F0B30:	7F1BC000
1F2B30:	7F1BE000
1F4B30:	7F1C0000
1F6B30:	7F1C2000
1F8B30:	7F1C4000
1FAB30:	7F1C6000
1FCB30:	7F1C8000
1FEB30:	7F1CA000
200B30:	7F1CC000
202B30:	7F1CE000
204B30:	7F1D0000
206B30:	7F1D2000
208B30:	7F1D4000
20AB30:	7F1D6000
20CB30:	7F1D8000
20EB30:	7F1DA000
210B30:	7F1DC000
212B30:	7F1DE000
214B30:	7F1E0000
216B30:	7F1E2000
218B30:	7F1E4000
21AB30:	7F1E6000
21CB30:	7F1E8000
21EB30:	7F1EA000
220B30:	7F1EC000
222B30:	7F1EE000
224B30:	7F1F0000
226B30:	7F1F2000
228B30:	7F1F4000
22AB30:	7F1F6000
22CB30:	7F1F8000
22EB30:	7F1FA000
230B30:	7F1FC000
232B30:	7F1FE000
234B30:	7F200000
236B30:	7F202000
238B30:	7F204000
23AB30:	7F206000
23CB30:	7F208000
23EB30:	7F20A000
240B30:	7F20C000
242B30:	7F20E000
244B30:	7F210000
246B30:	7F212000
248B30:	7F214000
24AB30:	7F216000
24CB30:	7F218000
24EB30:	7F21A000
