conversion value for 21990 pointers
JAP	-0x20DD0
USA	-0x20D90
PAL	-0x1EC50
  Subtract that value from any pointer within the respective file to return an offset within 21990.  Likewise, add it to any offset to return a pointer at runtime.

Note, offsets below only refer to USA offsets.  These +will+ differ in the other regions!

+_+

3BA	7=red characters	-unverified, from GScentral
3BF	1=red screen	-unverified, from GScentral

4C6	[float] watch menu width?	-unverified, from GScentral

685	near clipping for 1st person perspective?	-unverified, from GScentral

6FC	[float] alpha modifier	-unverified, from GScentral

71D	split screen mode: 0-2pl:1-4pl

73A	7=no backgrounds	-unverified, from GScentral

22BC-22EC	
	pointer to 803AB400, pointer to debug text
	803AB400	boot
	803AB410	rmon
	803AB710	idle
	803AB750	shed
	803AB950	main
	803B3950	audi
	uses text from 7640-7670
	******safe to delete******

2574-294C	part of debug messages: RSP register display, error & exceptions, etc.
	long value, long value, pointer to text displayed
	uses text from 7A30-7CE0
	******safe to delete******
294C-2988	pointers, apparently unused
	******safe to delete******


3274-3414	looks like 32bit image, but what do I know?
3418	RESERVED current stage #

3424	RESERVED	p->current memory allocation?
3428	RESERVED	p->current memory allocation?
342C-355C	MEM0RY ALLOCATIONS	stage ID, followed by pointer
	3424 is a pointer at runtime...
	allocation text from 7CE0-8330

356C	loaded stage.  -1 until a stage starts
3570	when =1, activates debug menu

35A4	RESERVED music modifier

35C8-3648	don't know, but necessary for music

36D0-36D8	seed for random value

3788-4220	image!	0xA90
	**possibly unused...**
4220 - 42A0	display list
	calls 80024520	[0x3788]
	**possibly unused...**

5A84-5B08	pointers to {1B}[m values	(pos. part of vi_debug)
	values from 8480-8600
	******safe to delete******

5C30-6950	DISPLAY MODES 0-29	0x50 each entry
	0x0	4	index
	0x4	4	base mask for status?
	0x8	4	h width
	0xC	4	timing
	0x10	4	v sync
	0x14	4	h sync
	0x18	4	h sync leap
	0x1C	4	h video
	0x20	4	x scale (probably)
	0x24	4	?
	0x28	4	set 1: h width?
	0x2C	4	set 1: y scale (probably)
	0x30	4	set 1: v video
	0x34	4	set 1: v burst
	0x38	4	set 1: v interrupt reg
	0x3C	4	set 2: h width?
	0x40	4	set 2: y scale
	0x44	4	set 2: v video
	0x48	4	set 2: v burst
	0x4C	4	set 2: v interrupt reg

69B0-69D0	debug display background alpha
69D4-69F4	debug display background alpha

6A40-7240	causes the eye in the intro to drift left and right
7240	pointer to 80068DF0	???

7250-7280	???
7280-72B0	???
72B0	pointer to 80027FE0 [0x7250]	???
72B4	pointer to 80028010 [0x7280]	???
72B8-7450	???	dynamically constructed?
7450-7550	image?	0x100, ia? 8bit, 
7560-7570	hex (lower case) characters
7574-7584	hex (upper case) characters

7640-7670	debug text
	******safe to delete******
7670-7690	unknown binary - probably mirrored rdram pointers
7690-76D0	debug text
	******safe to delete******
76D0-7700	unknown debug text and binary values
7700-7A2C	text for image capture tools
	******safe to delete******

8330-83A4	unknown	part of memory allocation
	used someplace - required
83A4-83D0	unused debug text
	******safe to delete******

8410-8438	memory allocation debug	-mf	-mf	-ml	-ml	-me	-me
	probably originally indicated display modes (f,l,e)
	******safe to delete******
8440-847C	debug display stuff?
	more memory allocation debug?
	******safe to delete******
8480-8600	0x1B[#m	probably memory allocation debug
	******safe to delete******
8600-8610	joy_c_debug
	******safe to delete******
	
8610-8690	image!	0x80, ia, 8bit

86D0-86F4	TLB	???
8700-8934	TLB	???

8964-896C	" +-#0" - special characters following % in c-variables
896C	1	1<<0
8970	2	1<<1
8974	4	1<<2
8978	8	1<<3
897C	10	1<<4
8980	0
8984-8A54	TLB	???

8AA0-8AE8	TLB	???

8B00-8BD4	display assertation fault error text
	******safe to delete******
8BD4	[float]	???
8BD8-8C1C	TLB	???

8CC0-8E98	TLB	???
8E98-8EF8	TLB	???

8F48	NaN	***unknown use***
8F4C	Inf	***unknown use***

8F60-8FA0	TLB	???

8FDC-92CC	offset table for animations

94AC-94CC	list of weapon models for debug option 'weapon load'
	******safe to delete - do not allow weapon load******
94D0-9544	Monitor image object animation controller
9544-95B8	? object animation controller
95B8-962C	Taser object animation controller
	
9B30-9B78	RESERVED for runtime settings
	9B30	RESERVED current menu
	9B34	RESERVED update to current menu
	9B38	RESERVED 
	9B3C	RESERVED timer for folder select screen (resets at 30sec.)
	9B40	RESERVED 
	9B44	RESERVED 
	9B48	RESERVED 
	9B4C	RESERVED tab 1 highlight
	9B50	RESERVED tab 1 highlight
	9B54	RESERVED tab 1 highlight
	9B58	RESERVED selected folder #
	9B5C	RESERVED copy of selected folder #
	9B60	RESERVED mode: 0-solo, 1-multi, 2-cheats
	9B64	RESERVED selected stage
	9B68	RESERVED p->briefing data for selected stage
	9B6C	RESERVED selected difficulty: -1-multi, 0-agent, 1-secret, 2-00, 3-007
	9B70	RESERVED append "cheat " to select mission
	9B74	RESERVED append "cheat " to multiplayer
9B78	horiontal cursor position
9B7C	vertical cursor position

9B88	RESERVED icon on folder select screen (0-sight, 1-copy, 2-delete)
9B8C	RESERVED -1 or fodler selected for deletion
9B98	RESERVED 0-aborted; 1-killed in action
9BBC	RESERVED cheat menu availability

9C10-9C20	RESERVED floats for 007 mode slidebars - initialized at runtime
9C20-9C30	japanese text brown palette for main folder menus (RGBA)

9C3C-9D2C	text on legal screen	0x14 each entry
	long h_pos, long v_pos, long flag, long=1, short txtID, short RESERVED
9D2C-9E04	???	0x4C each entry
	prematurely ends before last three entries

9E34	[float] folder option COPY left bound
9E38	[float] folder option COPY upper bound
9E3C	[float] folder option COPY right bound
9E40	[float] folder option COPY lower bound
9E44	[float] folder option ERASE left bound
9E48	[float] folder option ERASE upper bound
9E4C	[float] folder option ERASE right bound
9E50	[float] folder option ERASE lower bound

9E54-A19C	solo missions and briefings	0x1C each entry

A264-A2C4	MP game length settings	0xC each
A2C4-A2E4	MP scenario select and player restrictions	0x4 each
A2E4-A404	MP stage select menu	0x18 each
A404	RESERVED #mp selectable characters
A408-A708	MP character selection menu	0x18 each
A708-A760	MP handicap menu	0x8 each
A760-A780	MP controller configuration menu	0x4 each
A780-A790	MP sight & aim settings	0x4 each
A790-A7D4	RESERVED MP settings
	A790	RESERVED selected # players
	A794	player 1 character	set to -1; this causes handicap/control init.
	A798	player 2 character
	A79C	player 3 character
	A7A0	player 4 character
	A7A4	MP stage selected
	A7A8	game length
	A7AC	aim and sight adjustment
	A7B0	scenario
	A7B4	1=unlock stage select
	A7B8	1=unlock game length
	A7BC	1=unlock characters
	A7C0	1=unlock weapon select
	A7C4	1=unlock handicap
	A7C8	1=unlock control style
	A7CC	1=unlock aim and sight
	A7D0	
A7D4-A84C	solo target mission times	0x6 each
	values are in # seconds - 60 (0x3C)=1 minute
	0x0	2	agent time
	0x2	2	secret agent time
	0x4	2	00 agent time
A850
A854	RESERVED option selected on MP menu
A858-A870	RESERVED floats tied to 007 mode - initialized at runtime
A870-AB2C	intros	0x14 each	condense!
	long body, long head, short text, short text, short text, short RESERVED, long flag
AB2C-AC9C	random intro animation table
	long value, float or 0, float scale?,  long value 0,1,2
ACA8-ACC0	list of random rifles used in intro
ACC0-ACEC	list of random pistols used in intro

AD60-AD70	series of 8 16bit palette entries

B780	RESERVED for eeprom folder 1's selected Bond
B784	RESERVED for eeprom folder 2's selected Bond
B788	RESERVED for eeprom folder 3's selected Bond
B78C	RESERVED for eeprom folder 4's selected Bond
B790-B930	eeprom-ish copy for reset?	0x60 each; x6 copies
B930-BAB0	eeprom-ish copy for reset?	0x60 each; x4 copies
BAB0-BB10	eeprom-ish working copy?	0x60
BB10-BB70	blank eeprom file for reset	0x60
BB70	RESERVED for animation rate

BBB0-BEC8	unknown	linked to animations	0x2C each	ends 1st value= -1
BECC	???	set with 7F01F55C, recalled with 7F01F568
BED0	1388, which is the guardID for player 1...
BED4-BEDC	RESERVED guard data pointer + # cur guard

BF70	RESERVED for # bodies
BF74	RESERVED for # male heads
BF78	RESERVED for # female heads
BF7C-C028	list of bodies		longs, terminated with -1
C028-C090	random male heads	longs, terminated with -1
C090-C0A4	random female heads	longs, terminated with -1
C0A4	RESERVED for current random body
C0A8	RESERVED for current random male head
C0AC	RESERVED for current random female head
C0B0-D8B8	Struck Character Animation Table	0x1C each entry
	guard death animations, probably
	long offset, long flag, float, float, float, float, float
D8B8-DBAC	explosion death animations	0x1C each
	long ani off., long mirror, float rate, float start, float end?, f ->guarddata0x30, float ?
DBAC-DBD0	group offsets used by the DBD0 table to jump to exlposion animations
DBD0-DC10	pointer to index of grouped random explosion animations
	0xDBAC	forward	6	0,1,2,3,4,5
	0xDBB4	f/left	3	7,9,B
	0xDBBC	left	3	C,F,11
	0xDBC4	back	4	14,15,16,17[,12,18]
	0xDBCC	b/left	2	13,19
	0xDBC0	right	3	D,E,10
	0xDBB8	f/right	3	6,8,A
	members 12,18 probably belong to a deleted set for b/right
DC10-DF98	basic rifle firing animations
	0x48 each, 0x4 for routing pointers + 0x4 RESERVED # entries in group
DF98-E018	pointers rediecting to previous animation groups
E018-E678	basic pistol firing animations
E678-E6F8	pointers rediecting to previous animation groups
E6F8-E950	basic doubles firing animations
E950-E9D0	pointers rediecting to previous animation groups
E9D0-EBE0	crouched rifle firing animations
EBE0-EC60	pointers rediecting to previous animation groups
EC60-EF48	crouched pistol firing animations
EF48-EFC8	pointers rediecting to previous animation groups
EFC8-F268	crouched doubles firing animations
F268-F2E8	pointers rediecting to previous animation groups
F2E8-F8D0	special firing animations (ie. rolling) for all types
F8D0-FBE8	walk/run for rifle, pistol, doubles, Xdoubles, then strafing
FBE8-FBF4	RESERVED objective registers

FC68-FC9C	male guard yelps (SE when shot)	0x2 each, 0x19 total
FC9C-FCA4	female guard yelps (SE when shot)	0x2 each, 3 total
FCA4	RESERVED male guard yelp counter
FCA8	RESERVED female guard yelp counter
FCAC-FCB4	METAL ricochet SE
FCB4	
FCB8	
FCBC	
FCC0-FCD8	sound of body hitting floor, or melee or something

FD30-FD40	RESERVED alarm and gas counters - initialized at runtime
FD58-FD64	RESERVED clock, etc.

FD98	[float] 1.0	solo ammo multiplier - multiplies ammo recieved from ammo crates
FD9C-FDA4	throwing knife SE

FDE4-11240	microcode that constructs the monitor animations

11304-11384	blank 07 object (preset -1, fall to ground set)
11384-11404	blank 11 object (attached set)
11404-1148C	blank 08 object (unarmed, preset 0001)	explosive ordinance (ie. GL round, rocket, etc)
1148C-11514	blank 08 object (unarmed, preset 4001)

116DC-11704	ejected cartridge headers and text lookup pointers	0x8 each
11704-12B94	weapon statistics	0x70 each
12B94-13F0C	watch and equipment menu	0x38 each

15160-152C8	ammo totals 
	long max, long 0x02000000+img offset in main bank, float img y offset (+ up, - down)

152E0-152EC	RESERVED	

1533C-15598(?)	ammo on item collection
	long amount, long image from index, long scale for image

15694	1=disable 1st person weapons	-unverified, from GScentral

156AC-156BC	RESERVED credits, plastique, tank - init. @ run

15704-1570C	RESERVED camera mode

15728	RESERVED p->last 06 intro entry
1572C	RESERVED # 06 intro entries

15734	1=visible to guards (solo invisibility=0)
15738	1=object collisions (Bond Phase=0)
1573C	1="float 20ft off ground"	-unverified, from GScentral

15748-1577C	player death animation list
1577C	RESERVED total of above entries
15784	animation to use during spiral camera; uses list below
15788-15818	animations for intro block type 4	0x10 each
	offset, float, float, float
15818	watch transition time; higher means faster watch entry/exit
	corrected: replaced if 8005508C (0x342FC) lesser than cur*80055090's
1581C-158A4	PP7 08 object copied to stack during player creation
	Extroneous; patch to eliminate entirely

15B0C	RESERVED 1-display status line
15B1C	RESERVED 1-display upper text box - init @ run
	15B20	part of debug routine	(15B18 in J)
15B28-15B44	debug cardinal direction	part of manpos
	******safe to delete - do not allow cheat pos******
15B48-15D3C	pointer to animation list + values...	0x14 each

15E18-15E38	???	random value list of some sort
15E38-160A0	debug on-screen positions
	******safe to delete - do not allow debug******
160A0-161D4	debug menu text pointers
	******safe to delete - do not allow debug******
161D4	=0 do not render anything (raster only, I think)	default=2
161D8	=0 freezes processing	default=2
161DC	=0 limits control to 3D stick only	default=2
161E0	???	default=2
161E4	!=0 activates fps counters, memory bars
161E8	1=draw background
161EC	1=draw objects
161F0	1=???

16218	1=line mode

16238	1=show manpos position debugger
1623C	1=turbo mode

162E0-1674C	default action blocks & table
16758-16840	stage setup pointers (stages 1-38?)
16840-192C0	headers for objects
192C0-19494	archetypes
19498-1A494	object pointers to header, text string, scale	0xC each
1A494-1B740	object explosion details	0xE each
1B740-1B7F0	archetypes
1B7F0-1B8B4	player gait (bounce in step)
	1B860	player at rest
	1B87C	x gait	f1=amplitude, f2=period, f3=0
	1B898	z gait
1B8B4-1B8E4	???
1B8E4-1BA30	archetypes
1BA30-1C5B0	g_z HEADERS
1C5B0-1C680	archetypes
1C680-1D080	C_Z headers
1D080-1D6D4	character/head table	0x14 each
1D6D4-1E6A0	UNIDENTIFIED FLOAT VALUES - FIND OUT USE
1E6A0-1EA7C	button sequences for button cheat codes	0x14 each
1EA7C-1EF2C	button cheat codes	0x10 each
1EF30-1EF98	UNKNOWN DISPLAY LIST	i, 64x64?
1EF98-1F000	UNKNOWN DISPLAY LIST	ci, 20x20?

1FC04	RESERVED selected page (0:main, 1:inventory, 2:control, 3:options, 4:brief)
1FC08	RESERVED highlighted control option (0:style, 1:controller)
1FC0C	RESERVED highlighted watch menu option (0:music, 1:fx, etc)
1FC10	RESERVED selected watch briefing page (0:bg, 1:M, 2:Q, 3:MP, 4:objectives)
1FC14	RESERVED Abort ? "cancel":"confirm"
1FC18	RESERVED 1 if highlighted option selected (allows editting)
1FC1C	RESERVED 
1FC20	RESERVED current position in scrolling lists
1FC24	RESERVED final position in scrolling list
1FC28	RESERVED item # selected from watch inventory
1FC2C	RESERVED [float] position for entry in scrolling list
1FC30	RESERVED 0= scrolling list to entry
1FC34	RESERVED 
1FC38	RESERVED [float] 
1FC3C	RESERVED [float] 
1FC40	RESERVED 
1FC44	RESERVED 
1FC48	number of control schemes in following list
1FC4C-1FCEC	solo control types and labels for each control	0x14 each
	0x0	2	control type
	0x2	2	A button label
	0x4	2	B button label
	0x6	2	Z button label
	0x8	2	L button label
	0xA	2	R button label
	0xC	2	C button label
	0xE	2	Dpad button label
	0x10	2	Start button label
	0x12	2	Control Stick label
1FCEC-1FD4C	solo watch setting labels
	0x0	2	name of setting
	0x2	2	option 1
	0x4	2	option 2
	0x6	2	option 3 (usually blank)
	0x8	4	setting default value

20124	???	used by cheat menu constructor
20128	???	used by cheat menu constructor
2012C-2016C	'palette' for japanese text and window overlay

201BC-201C8	increments for tiles in clipping files

20694-23564	RESERVED room data index (run-time)
23564	???	00000096	possibly max # rooms in a stage?

236FC-23A8C	stage bg/clipping/scale table

23BB0-23FF8	UNKNOWN - components for a display list generation routine?
23FF8-24020	UNKNOWN - pointers into begin. of tables of stuff above
24020-24080	current sky/enviroment values
24080-251C0	stage skies/enviroment	0x5C each entry
251C0-252A0	reduced stage skies enviroment	0x38 each entry
252C4-27544	main ROM address index
27544	# entries in main ROM address index - required!

27574-275C8	three upper text display backdrops...
	**possibly unused?**

275D4	??? - retrieved with 7F0BDF04, possibly same as S5 in setup object parser?

275E0-27638	RESERVED time counters, runtime registers, etc
	27608	MP time setting copy	*****safe to delete - reinit at runtime*****
	2760C	MP kill setting copy	*****safe to delete - reinit at runtime*****

27660-276D8	ROM addresses for some music
276D8-2771C	RESERVED demo block runtime values

27740	language, acting as offset into below.  1=J_text trigger.
27744-278AC	text call values for each text bank
278B0-278D4	MP award text list
278E0-28360	MP weapon set data
28360-283D0	MP weapon set menu text and pointers to data
283D0	RESERVED selected mp weapon set

283E8-2841C	Huffman table sizes	0x34
2841C-28450	Huffman table sizes	0x34
28450-28484	Huffman table sizes	0x34
28484-284B8	Huffman table sizes	0x34
284B8-284EC	Huffman table sizes	0x34
284EC-28520	Huffman table sizes	0x34
28520-28554	Huffman table sizes	0x34

28570-2D9D0	image offset list
2D9D0-2DADC	impact sounds & images
2DADC-2DB10	pointers to SE/impact list entries
2DB10-2DB44	pointers to text handles for each impact type

2DD80-2DEA0	stage music table

2DEB4-2DF74	image (ia, 8bit)

2DF7C-2DF9C	16 color, 16bit palette
2DF9C-2DFC4	pointers to spectrum game list handles

2E000-2E020	crazy options	-nochr	-noprop	-noobj	-noprop
		***failing to include causes no characters, props, objects, etc!
2E020-2E120	zero field copied as base for setup name lookup
2E120	_mp	used to rectify mp stage names
2E124	[float] 0.000001	used as a floor value at 7F002604

2E128-2E1A0	TLB	assigns default models for held weapons
	deleted in rand++ 08 weapon expansion rewrite
2E1A0-2E1C0	TLB	mp ammo crate expansion (all ironically the same)
	can be deleted with use of ROM hack

2E1CC	RESERVED y rotation for all doors?

2E1D8-2E294	TLB	expansion routines for object types
2E294	[float] ???
2E298	[float] ???
2E29C-2E350	TLB	weapon expansion routines

2E360-2E418	TLB	models assigned to thrown objects of particular types

2E41C-2E440	TLB	execute intro block commands

2E480-2E53C	TLB	...should know this.  tied to objects

2E550-2E56C	TLB	

2E580-2E6F8	text values for briefing screens
2E6F8-2E728	text values for main folder menu?

2E980	RESERVED music table for level

2F2DC-2F2E8	numerals next to difficulty	%d	/r

2FE9C-2FEC8	specifics UNKNOWN	%d%%	%d%%	%d%%	%d%%	%d	a.	\r
	First four 007 percentage display
	Known to be used for the a., b., etc on PRIMARY OBJECTIVES list

30A7C-30B10	end of stage statistic string display	
30B10-30C38	TLB	determines if cheats are available in cheat menu
30C38	[float] 0.075	???
30C3C	[float] 0.075	???
30C40	[float] 0.075	???
30C44	[float] 0.075	???	
30C48	[float] 130.5	lower bounds for upper tab on menus
30C4C	[float] 399.0	default horizontal cursor position
30C50	[float] 130.5	???
30C54	[float] 1.3-	???
30C58	[float] 10000.0	???
30C5C	[float] 1.3-	???
30C60	[float] 10000.0	???


30C8C-30C94	[float]	4-folder layer x/z dimentions
30C94	[float]	4-folder menu: folder scale
30C98	[float]	4-folder menu: COPY icon y (vertical) position
30C9C	[float]	4-folder menu: ERASE icon x pos
30CA0	[float]	4-folder menu: ERASE icon y pos
30CA4	[float]	4-folder menu: SELECT FILE y pos
30CA8-30CB0	[float]	main menu folder x/z dimentions
30CB0	[float]	main menu folder option selection spacing values (vert. bounds for Cheat)
30CB4-30CBC	[float]	solo stage select folder x/z dimentions
30CBC-30CC4	[float]	DIFFICULTY folder x/z dimentions
30CC4	[float]	DIFFICULTY folder option selection spacing values
30CC8-30CD0	[float]	007 options folder x/z dimentions
30CD0-30CF0	TLB	set scenario-specific settings on MP menus
30CF0-30CF8	[float]	MP settings folder x/z dimentions
30CF8-30D00	[float]	MP character select folder x/z dimentions
30D00-30D08	[float]	Handicap folder x/z dimentions
30D08-30D10	[float]	control style folder x/z dimentions
30D10-30D18	[float]	MP stage select folder x/z dimentions
30D18-30D20	[float]	scenario folder x/z dimentions
30D20-30D28	[float]	team select folder x/z dimentions
30D28-30D30	[float]	BRIEFING folder x/z dimentions
30D30-30D44	TLB	display proper name on each briefing page; ie. "Q Branch"
	**can eliminate through ROM hacking - incrementation**
30D44-30D4C	[float]	DEBRIEFING folder x/z dimentions
30D4C-30D54	[float]	STATISTICS folder x/z dimentions
30D54-30D5C	[float]	CHEAT folder x/z dimentions
30D5C-30D70	TLB	select random Bond in intro movies
	**can eliminate through ROM hacking**

30DB8	[float]	??? - used initializing for legal screen
30DBC-30E24	TLB	???	something with menu swapping; each calls an unconditional return, then sets A0=p->menu, V0=update to menu
30E24-30E8C	TLB	???	something with menu swapping
30E8C-30EF4	TLB	menu interfaces
30EF4-30F5C	TLB	menu constructors

31000	[float] global character scale modifier	0.1
31004	[float] further global character scale value for special case	0.8

311EC-31238	TLB	

312E0-31340	TLB	

31370-31764	TLB	length of each action block command in bytes
31764	[float]	???
31768-31B5C	TLB	action block executables

31B6C-31BE4	TLB	

31BF0-31C30	TLB	

31C40	0x0A	\r - appended to japanese " picked up." ammo collection text
31C44	2E0A	.\r - appended to english ammo collection text
31C48-31CAC	NULL field to initialize ammo collection string
31CAC	NULL	japanese: NULL starting weapon collection text
31CB0	0x0A	\r - appended to japanese " picked up." weapon collection text
31CB4	3A0A	:\r - used in ??? text

31D14	[float]	projectile gravity modifier

31E08-31ED8	TLB	set addresses for monitor animation command lists
31ED8	[float]	???
31EDC-31F18	TLB	process monitor animation commands

3200C-32164	TLB	

32180-321F4	TLB	append "some", "a", "an", or "the" when ammo is collected
321F4-3225C	TLB	append name of ammo type collected
3225C-322D0	TLB	set sound effects on ammo collection
322D0-32308	TLB	sets amount of ammo received from ammo clips; first 0xE ammo types only
32308-32340	TLB	sets amount of ammo received from weapons; first 0xE ammo types only
32340-3249C	TLB	appends weapon name for weapon collection text.  starts at 7F04FE9C
3249C-32550	TLB	ammo collection: some trigger sound effects (watch, knives, BA, laser for instance)
			7F0502C4-7F05062C(default)
			
32564-32594	TLB	returns V0=4,1,3,5,0, or 2, depending on which selected...

325BC-326CC	TLB	

32700-327BC	TLB	size in words of each setup object type
327BC-32878	TLB	returns either pointer if OBJ or 0 if OBJECTIVE
328B4-328C4	objective #: messages	%s	%c	%s	%c:

32E64-32E84	ammo display	%d	%s: %d	%s %d %s	%s: %d

32F20-33038	TLB	expands group values in object model data?

33074	[float]	global G_Z scale mod

330A8-330F8	TLB	

33194-333E0	TLB	
333E4	[float]	weapon recoil multiplier: initial volley
333E8	[float]	weapon recoil multiplier: recoil backward
333EC	[float]	weapon recoil multiplier: reset to stationary

33404-334FC	TLB	

33504-335FC	TLB	

33674	[float]	expended shell gravity modifier
33678	[float]	expended shell scale multiplier
3367C	[float]	far clipping for expended shells	note: clipping values hide the DL from view unless within range
33680	[float]	near clipping for expended shells; closer than 20.0 will usually clip shells on ejection

33690-33700	debug text: failure to draw objects
	******safe to delete******
33700-33870	TLB	
33870-33D68	debug text: DL parsing or data errors
	******safe to delete******
33D68-33DC8	TLB	used to compute and tally obj.table group numbers
33DC8	[float]	???
33DCC	[float]	???
33DD0-33E24	TLB	

33E90-33FB0	TLB	

33FC4-34084	TLB	
34084-341F8	TLB	expand offsets in model data types

34230-34254	debug pos display	%8s	x %4.0f	y %4.0f	z %4.0f	%s %3d
	******safe to delete - do not allow cheat pos******
34254-34278	TLB	solo bodies (assigned by cuff)
34278-3429C	TLB	solo heads  (assigned by cuff)

342EC	[float]	5.9	zoom factor for main watch page, used on entry
342F0	[float]	
342F4	[float]		
342F8	[float]	0.1	multiplied by scale value for watch to make final (0.01)
342FC	[float] 1.7	maximum watch transition speed
34300	[float] 1.1	watch transition multiplier

34344	[float] 1st person weapon vertical movement restrictor
34348	[float] 1st person weapon horizontal movement restrictor

343D8	[float] movement rate in aiming mode; setting to 1.125 or above forces sight to edge of screen

34500-3451C	TLB	

34520	[float] Pi
34524	[float] Pi*2
34528	[float] Pi*2	[used by 7F089F10]
3452C	[float] Pi*2

3456C	[float] player perspective modifier

345B0-3496C	debug menu text
	******safe to delete - do not allow debug******
3496C-34AB4	TLB	execute debug menu option
	******safe to delete - do not allow debug******

34AE0-36520?	stage setup text lookup handles

36520-36648	TLB	activate in-game cheats and text
36648	[float]	???
3664C-36774	TLB	deactivate in-game cheats and text	(txtID=A0->7F0C1DD8)

367B4-367F4	TLB	???	float-math intensive stuff...

36800-36840	TLB	???	multiply one set of float values by another...

3689C-3691C	TLB	model loaded for when a weapon drops, etc. called by: 7F09B264

369D0-36A34	debug display?
		%d, %d	%d, %d\n%d %f	(A)	(B)	(Z)	(L)	(R)
		(C)	(+)	(S)	(3D)
	******safe to delete******

376B0-376C8	watch mission objective	 \n	 \n\n	%c: 	 \n	 \n\n
	Used to assemble the watch objective list.  can tamper with and remove lines
	*safe to edit - do not delete*
376C8	[float]	zoom for main->objective/briefing watch menu	[40933333]
376CC	[float]	zoom for main->inventory watch menu		[40933333]
376D0	[float]	zoom for inventory->main watch menu		[40BCCCCD]
376D4	[float]	zoom for inventory->control watch menu		[407CCCCD]
376D8	[float]	unused zoom for control->options watch menu	[407CCCCD]
376DC	[float]	zoom for control->inventory watch menu		[40933333]
376E0	[float]	zoom for options->objective/briefing watch menu	[40933333]
376E4	[float]	zoom for objective/briefing->options watch menu	[407CCCCD]
376E8	[float]	zoom for objective/briefing->main watch menu	[40BCCCCD]
376EC	[float]	
376F0	[float]	
376F4	[float]	low bound for advancement through watch menu items; -=auto backward
376F8	[float]	bound for quick advancement through watch menu items
376F8	[float]	advance rate though inventory
37700	[float]	quick advance rate through inventory

3773C-37778	TLB	retrieve selected watch menu option for each page

377E0-377F4	TLB	briefing page names in watch menu	(txtID->7F0C1DD8)
377F4-37808	TLB	set up each of the 5 watch menu pages

37810-3783C	clipping debug	%c%d%c%c	stan_c_debug	-stanlinelog
		would have displayed the current PAD# (p##a#)
	******safe to delete******

37EB8-378C8	PORT%d	ROOM%d
	******safe to delete******

37EC8-37EEC	TLB	executes camera modes 0-8
37EEC	[float]	???
37EF0-37F24	TLB	global visibility command processing	types 50-5C
37F24-37FC4	TLB	global visibility command processing	types 0-27

37FF0-38004	TLB	???	uses random selection, with 10 samples...

38014-3A8DC	ROM main lookup handles
3A8DC-3A8FC	POSSIBLY UNUSED?
	1172	1172	ob_c_debug	dyn_c_debug
	******safe to delete******
3A8FC-3A920	REQUIRED FOR MEMORY ALLOCATION LOOKUP!
	-mgfx	-mgfx	-mvtx	-mvtx	
3A920-3A974	lv_c_debug	-standshow_	-stanshow_
		-stanshow_	-stanshow_	-stanshow_	-stanshow_
	******safe to delete******

3A974-3A984	One Minute Left
3A984-3A9AC	POSSIBLY UNUSED?	setdetail %d %d %d %d %d %d %d %d %d
	******safe to delete******

3A9C0-3A9F4	DEBUG?	replay/demo %d	replay/demo %d	replay/demo load
	******safe to delete******
3AA00-3AA1C	TLB	???	CALLS FROM 0x3AA1C-3AA54
3AA1C-3AA54	TLB	???
3AA54	[float]	???
3AA58-3AAE4	TLB	

3ADD0-3AE88	TLB	stage-specific text; <<2 to convert to txtID upper byte!
	sets V0=values:	(might be errors...)  theoretical are marked as well
	1E	!?	!?	!?	!?	!?	!?	!?
	!?	!?	!?	22	!?	23	08	02
	24	0D	1D	05	19	0C	1A	0A
	0B	03	1C	1F	12	0E	07	!? [06]
	09	!? [21]	20	!? [10]	11	04	!? [16]	01
	!? [1B]	17	!? [0F]	!? [13]	!? [15]	14	-- [25]	-- [18]
3AE90	%d	MP watch menu
3AE94	NULL	MP watch menu window text for blank window
3AE98	<	MP watch menu left of window text
3AE9C	>	MP watch menu right of window text
3AEA0-3AEA8	%s%d %s	P# KILLS
3AEA8-3AEB0	%s%d %s	P# LOSSES
3AEB0-3AEF0	TLB	???	DOES SOMETHING WITH PLAYERDATA

3AEF8-3AF10	TLB	MP overlays, scoring, scenario
3AF10-3AF30	TLB	MP scoring (watch menu)
3AF30-3AF50	TLB	MP overlays, scoring, scenario
3AF50-3AF70	TLB	MP overlays, scoring, scenario
3AF70-3AF90	TLB	set MP menu window text

3AFA0-3AFC8	TLB	huffman decompression routines (9 types)
3AFC8-3B0F0	TLB	
3B0F0-3B190	Impact type handles
3B190-3B1E4	TLB	
3B1F0-3B218	1172 - FAKE COMPRESSED FILES for spectrum games
	******safe to delete******
3B220-3B288	UNUSED?	rsp_c_debug	sleep 5; /etc/killall ghost gload
		game_c_debug	Jun 29 1997 20:46:05
	******safe to delete******
3B290-3B39C	spectrum game list
	******safe to delete******
3B39C-3B754	TLB	
3B754-3BA88	TLB	

3BD00-3BD60	RSP SIGNATURE
	RSP SW Version: 2.0G, 09-30-96
	SGI U64 GFX SW TEAM: S Anderson, S Carr, H Cheng, K Luster, R Moo
	******safe to delete******
	note: SW revision 2.0G is based off 2.0D, which was Mario.  Obvious addition is tri4, plus point buffer citation
3BD60-3BD70	???	each byte is incremental; +0xA each

3C34E-3C550	???
3C550	end of file