7F091B64 used for text-related activated cheats
only called at beginning of stage if a cheat is active - otherwise ignored

7F091AAC decides its fate...

7F091A5C:	0x	tests if at last applicable gameplay cheat#
ADDIU	AT,R0,001C
BNE	A0,AT,7F091A70
OR	V0,R0,R0
JR	RA
ADDIU	V0,R0,0001
//7F091A70:
JR	RA
NOP

7F091A78:	0x	V0=1 if MP flag for cheat# A0 set
SLL	T6,A0,0x4
LUI	T7,8004
ADDU	T7,T7,T6
LW	T7,F808 (T7)
ADDIU	AT,R0,0004
OR	V0,R0,R0
ANDI	T8,T7,0004
BNE	T8,AT,7F091AA4
NOP
JR	RA
ADDIU	V0,R0,0001
//7F091AA4:
JR	RA
NOP


7F091AAC	0x	
	test cheat# A0
ADDIU	SP,SP,FFD0
SW	S0,0018 (SP)
LUI	S0,8004
SLL	T6,A0,0x4	T6=cheat# A0 * offset for each entry
SW	RA,0024 (SP)
SW	S2,0020 (SP)
ADDU	S0,S0,T6
OR	S2,A0,R0	S2=cheat#
SW	S1,001C (SP)
JAL	7F09B150
LW	S0,F808 (S0)	S0=cheat's activation flags
JAL	7F09A464	ret. V0=#players
SW	V0,0028 (SP)
ADDIU	AT,R0,0001
BNE	V0,AT,7F091AFC	branch if multi
OR	S1,V0,R0	S1=#players
//7F091AEC:	solo only yo
JAL	7F091B64	check for toggled cheats and display their text
OR	A0,S2,R0
BEQ	R0,R0,7F091B50
LW	RA,0024 (SP)
//7F091AFC:	multiplayer
ANDI	T7,S0,0004
BEQ	T7,R0,7F091B4C	flag 04 must be set to allow in multiplayer!
ANDI	T8,S0,0020
BEQ	T8,R0,7F091B20	loop for each character flag
NOP			note that it causes problems with some cheats
JAL	7F091B64	activate cheat# A0
OR	A0,S2,R0
BEQ	R0,R0,7F091B50
LW	RA,0024 (SP)
//7F091B20:
BLEZ	V0,7F091B44	skips if player# invalid
OR	S0,R0,R0	player counter
//7F091B28:
JAL	7F09B10C	set cur. player
OR	A0,S0,R0
JAL	7F091B64	activate cheat# A0
OR	A0,S2,R0
ADDIU	S0,S0,0001
BNE	S0,S1,7F091B28
NOP
//7F091B44:
JAL	7F09B10C	set back to original player; at least, in theory
LW	A0,0028 (SP)
//7F091B4C:
LW	RA,0024 (SP)
LW	S0,0018 (SP)
LW	S1,001C (SP)
LW	S2,0020 (SP)
JR	RA
ADDIU	SP,SP,0030




//7F0BDC0C:	runs through the list of cheats and calls for each

//7F0BEC4C:	one used in multiplayer or stage load or something, iterates them and stuff