7F001B98	object list routine...
7F001BA0	increment address to load next object in object list
7F001BB4	stop loading objects (type 0030 reached)

7F002950	if weapon=token, jumps here

7F0045D8	convert BA health value from int into float

7F004E10	unload stage pointers




------------------------

some other block:
8004EEB8	7F0027C8
		7F0027E0
		7F002870

eight entries.  used to expand MP sets
8004EF30	all eight set to 7F002700

Expansion routines for object types!
8004EF68	7F0043E0	01: doors
8004EF6C	7F004410	02: resize doors?
8004EF70	7F004730	03: std obj
8004EF74	7F004468	04: key
8004EF78	7F004730	05: alarm
8004EF7C	7F0044D0	06: surveillance camera
8004EF80	7F004730	07: ammo clip
8004EF84	7F004434	08: weapons
8004EF88	7F0043BC	09: guard
8004EF8C	7F004560	0A: displays
8004EF90	7F004590	0B: multi-image displays
8004EF94	7F004530	0C: hanging monitor rack
8004EF98	7F004500	0D: autoguns
8004EF9C	7F004AFC	0E: link pickups
8004EFA0	7F004AFC	0F: 
8004EFA4	7F004AFC	10: 
8004EFA8	7F00449C	11: hat
8004EFAC	7F004388	12: guard attribute
8004EFB0	7F004AFC	13: remote control
8004EFB4	7F004760	14: ammo boxes
8004EFB8	7F0045C0	15: body armor
8004EFBC	7F0049CC	16: handle
8004EFC0	7F004AC4	17: create objective
8004EFC4	7F004AFC	18: end objective
8004EFC8	7F004AFC	19: destroy object
8004EFCC	7F004AFC	1A: complete if true
8004EFD0	7F004AFC	1B: failed if true
8004EFD4	7F004AFC	1C: collect object
8004EFD8	7F004AFC	1D: deposit object
8004EFDC	7F004AF4	1E: photograph object
8004EFE0	7F004AFC	1F: 
8004EFE4	7F004AD4	20: enter room
8004EFE8	7F004AE4	21: deposit within room
8004EFEC	7F004AFC	22: analyze object
8004EFF0	7F004A34	23: watch text
8004EFF4	7F004730	24: gas-emitting object
8004EFF8	7F004A00	25: rename
8004EFFC	7F004AFC	26: padlock
8004F000	7F0048A4	27: wheeled vehicles
8004F004	7F004954	28: aircraft
8004F008	7F004730	29: 
8004F00C	7F004730	2A: glass
8004F010	7F004730	2B: safe
8004F014	7F004AFC	2C: place in safe
8004F018	7F004814	2D: tank
8004F01C	7F004A44	2E: cut-scene
8004F020	7F004614	2F: security glass

sets weapon models for weapons 3-30 (t.knife-tank)
(incidentally, 7F00579C is the default value)
8004F0F0	7F005740	03	A1=00BA
8004F0F4	7F00579C	04	
8004F0F8	7F00579C	05	
8004F0FC	7F00579C	06	
8004F100	7F00579C	07	
8004F104	7F00579C	08	
8004F108	7F00579C	09	
8004F10C	7F00579C	0A	
8004F110	7F00579C	0B	
8004F114	7F00579C	0C	
8004F118	7F00579C	0D	
8004F11C	7F00579C	0E	
8004F120	7F00579C	0F	
8004F124	7F00579C	10	
8004F128	7F00579C	11	
8004F12C	7F00579C	12	
8004F130	7F00579C	13	
8004F134	7F00579C	14	
8004F138	7F00579C	15	
8004F13C	7F00579C	16	
8004F140	7F00579C	17	
8004F144	7F005748	18	A1=00CB
8004F148	7F005750	19	A1=00CA
8004F14C	7F005758	1A	A1=00C4
8004F150	7F005760	1B	A1=00C9
8004F154	7F005768	1C	A1=00C8
8004F158	7F005770	1D	A1=00C7
8004F15C	7F00579C	1E	
8004F160	7F00579C	1F	
8004F164	7F005778	20	A1=00CA
8004F168	7F005780	21	A1=00E2
8004F16C	7F005788	22	A1=0111
8004F170	7F00579C	23	
8004F174	7F00579C	24	
8004F178	7F00579C	25	
8004F17C	7F00579C	26	
8004F180	7F00579C	27	
8004F184	7F00579C	28	
8004F188	7F00579C	29	
8004F18C	7F00579C	2A	
8004F190	7F00579C	2B	
8004F194	7F00579C	2C	
8004F198	7F00579C	2D	
8004F19C	7F00579C	2E	
8004F1A0	7F005790	2F	A1=00F5
8004F1A4	7F005798	30	A1=00F6

7F005A38:	load camera/intro type value
8004F1AC	7F005A7C	0 spawn point
8004F1B0	7F005AF0	1 weapon
8004F1B4	7F005B78	2 ammo
8004F1B8	7F005BA0	3 swirling intro camera
8004F1BC	7F005C28	4 intro animation
8004F1C0	7F005C3C	5 cuff/character
8004F1C4	7F005C50	6 fixed cameras
8004F1C8	7F005D14	7 watch time
8004F1CC	7F005D8C	8 credits


--------
Objectives True/False:	80053654
7F057438	type17	create mission objective
7F057438	type18	end objective
7F0572C4	type19	destroy object
7F0572F8	type1A	complete if TRUE
7F057314	type1B	failed if TRUE
7F057330	type1C	collect object
7F05737C	type1D	deposit object
7F0573B0	type1E	photograph object
7F057438	type1F	NULL
7F0573FC	type20	enter room
7F057410	type21	deposit object in room
7F057424	type22	use key analyzer on object

--------

ties to Table entries in model data: 80054AF8
each routine expects [A1=pointer to ID tag in model data]
returns A2= type's data
7F06C840 reads in second pointer (next command)

All read in data pointer (+0x4) -> T9, then set A2=halfword within data

0xA1308
7F06C7D8	xx01	A2= halfword @ 0xC
7F06C840	xx02	
7F06C840	xx03	
7F06C840	xx04	
7F06C840	xx05	
7F06C840	xx06	
7F06C7F0	xx07	A2= halfword @ 0x1AA
7F06C7FC	xx08	A2= halfword @ 0xC
7F06C814	xx09	A2= halfword @ 0x22
7F06C840	xx0A	
7F06C820	xx0B	A2= halfword @ 0x44
7F06C82C	xx0C	A2= halfword @ 0x20
7F06C840	xx0D	
7F06C840	xx0E	
7F06C840	xx0F	
7F06C840	xx10	
7F06C840	xx11	
7F06C808	xx12	A2= halfword @ 0x4
7F06C840	xx13	
7F06C840	xx14	
7F06C840	xx15	
7F06C840	xx16	
7F06C838	xx17	A2= halfword @ 0x0
7F06C7E4	xx18	A2= halfword @ 0x1A

7F06C840:	reads the pointer to prior entry.  rechecks
when an entry is found, V0= Proportion data + (A2*4)

--------

80054E14
Expand model types.  Each expects A0=Table entry line
V0 loads the offset to the data contained in type.
Expands all offsets into rdram pointers and any other necessary conversions.
7F075678	xx01
7F075698	xx02
7F0756B8	xx03
7F0756D8	xx04
7F0757AC	xx05
7F0758F4	xx06
7F07583C	xx07
7F075904	xx08
7F07594C	xx09
7F075A44	xx0A
7F0759A0	xx0B
7F0759C4	xx0C
7F0759E8	xx0D
7F075A44	xx0E
7F075A44	xx0F
7F075A44	xx10
7F075980	xx11
7F07592C	xx12
7F075A44	xx13
7F07578C	xx14
7F075A44	xx15
7F075A20	xx16
7F075A44	xx17
7F0756FC	xx18

--------
80054E74:	set entry# for Table model data
default is 7F075C84.  kill routine is 7F075CDC

7F075B68	xx01	
7F075C84	xx02	
7F075C84	xx03	
7F075C84	xx04	
7F075C84	xx05	
7F075C84	xx06	
7F075B84	xx07	
7F075BA0	xx08	
7F075C00	xx09	
7F075C84	xx0A	
7F075C30	xx0B	
7F075C4C	xx0C	
7F075C84	xx0D	
7F075C84	xx0E	
7F075C84	xx0F	
7F075C84	xx10	
7F075C84	xx11	
7F075BC0	xx12	
7F075C84	xx13	
7F075C84	xx14	
7F075C84	xx15	
7F075C84	xx16	
7F075BE0	xx17	
7F075C68	xx18	

--------

80054ED4:

7F075D88	xx01
7F075EF4	xx02
7F075EF4	xx03
7F075EF4	xx04
7F075EF4	xx05
7F075EF4	xx06
7F075E00	xx07
7F075E18	xx08
7F075E78	xx09
7F075EF4	xx0A
7F075E9C	xx0B
7F075EB4	xx0C
7F075EF4	xx0D
7F075EF4	xx0E
7F075EF4	xx0F
7F075EF4	xx10
7F075EF4	xx11
7F075E38	xx12
7F075EF4	xx13
7F075EF4	xx14
7F075EF4	xx15
7F075EF4	xx16
7F075E5C	xx17
7F075ECC	xx18

--------

DEBUG MENU Options: 800556FC
these trigger when you select an option from the menu

(standard return from these is 7F090E74)
(not listed)	7F090E74	move view
7F090778	stan view	[JAL 7F0904C4]
7F090788	bond view	[JAL 7F090508]
7F0907A8	level		[JAL 7F0901B0; V0->80036F70]	{7F0901B0 V0<-80036F70}
7F0907BC	region		[JAL 7F0901B0; V0->80036F70]
7F0907D0	scale		[JAL 7F0901B0; V0->80036F70]
7F090A60	play title	[JAL 70006950 (A0=5A)]
7F090A70	bond die	[JAL 7F0897A8]
7F0907E4	select anim	[JAL 7F0901B0; V0->80036F70]
7F0907F8	gun pos		[JAL 7F0901B0; V0->80036F70]
7F09080C	flash colour	[JAL 7F0901B0; V0->80036F70]
7F090820	hit colour	[JAL 7F0901B0; V0->80036F70]
7F09085C	music		[JAL 7F0901B0; V0->80036F70]
7F090888	sfx		[JAL 7F0901B0; V0->80036F70]
7F09089C	invincible	[JAL 7F089F58; JAL 7F089F48 (SLTIU A0,V0,0001)] 
7F0908B4	visible		[JAL 7F089F74; JAL 7F089F68 (SLTIU A0,V0,0001)] 
7F0908CC	collisions	[JAL 7F089F8C; JAL 7F089F80 (SLTIU A0,V0,0001)] 
7F0908E4	all guns	RELATIVELY COMPLEX
7F090934	max ammo	
7F090990	display speed	[toggle: 80036F74]
7F0909B8	background	[toggle: 80036F78]
7F0909D0	props		[toggle: 80036F7C]
7F0909E8	stan hit	[toggle: 80036F84]
7F090A00	stan region	[toggle: 80036F88]
7F090A18	stan problems	[toggle: 80036F8C]
7F090A30	print man pos	[toggle: 80036F90]
7F090870	port close	[toggle: 80036FD4]
7F090870	port inf	[toggle: 80036FD4]
7F090870	port approx	[toggle: 80036FD4]
7F090A80	pr room loads	[toggle: 80036F94]
7F090A98	show mem use	[JAL 70005FF4]
7F090AA8	show membars	[JAL 70006004]
7F090AB8	grab rgb	[1->80036FFC; JAL 7000E2D0 (A0=1); JAL 70003C10]
7F090ADC	grab jpeg	[1->80037000; JAL 7000E2D0 (A0=1); JAL 70003C10]
7F090B00	grab task	[toggle: 80036FC4]
7F090E74	rnd walk	does nothing
7F090B18	record ramrom	[JAL 7F0C07BC (A0=0)]
7F090B28	record 1	[JAL 7F0C07BC (A0=1)]
7F090B38	record 2	[JAL 7F0C07BC (A0=2)]
7F090B48	record 3	[JAL 7F0C07BC (A0=3)]
7F090B58	replay ramrom	[JAL 7F0C08A8]
7F090B68	save ramrom	[JAL 7F0BFD60]
7F090B78	load ramrom	[JAL 7F0BFE00]
7F090B88	auto y aim	[JAL 7F07C580; JAL 7F07C570 (A0=V0<1)]
7F090BA0	auto x aim	[JAL 7F07C668; JAL 7F07C658 (A0=V0<1)]
7F090BB8	007		[toggle: 80036FAC]
7F090BD0	agent		[toggle: 80036FB0]
7F090BE8	all		[toggle: 80036FB4]
7F090C00	fast		[toggle: 80036FCC]
7F090C18	objectives	[toggle: 80036FD0]
7F090E74	marg top	does nothing
7F090E74	marg bot	does nothing
7F090E74	marg left	does nothing
7F090E74	marg right	does nothing
7F090E74	marg reset	does nothing
7F090834	screen size	[JAL 7F0901B0; V0->80036F70]
7F090848	screen pos	[JAL 7F0901B0; V0->80036F70]
7F090C30	show patrols	[JAL 7F01F568; JAL 7F01F55C (SLTIU A0,V0,0001)]
7F090C48	intro		[JAL 7F07A9B8 (A0=3)]
7F090E64	intro edit	[JAL 7F0901B0; V0->80036F70]
7F090C58	intro pos	[if 80036F64=0, JAL 7F091618]
7F090C78	world pos	[if 80036F64=0, JAL 7F09166C]
	7F090C98	[JAL 7F089798]
	7F090CA8	series of operations on floats at 80037004
7F090D18	chr key pos	[JAL 7F0901B0; V0->80036F70]
7F090D44	vis cvc (line mode)	[toggle: 80036FA8]
7F090D2C	chr num		[toggle: 80036FB8]
7F090DFC	room blocks	[JAL 7F03E698]
7F090E0C	profile		[Toggle: 80036FC0; JAL 7F090590 or JAL 7F090598]
7F090E44	obj load	[JAL 7F001258]
7F090E54	weapon load	[JAL 7F00140C]
7F090D5C	joy2 sky edit	[Toggle: 80036F98]
7F090D74	joy2 hits edit	[Toggle: 80036F9C]
7F090D8C	joy2 detail edit	[Toggle: 80036FA0]
7F090DA4	explosion info	[Toggle: 80036FA4]
7F090DBC	magic fog	[JAL 7F0901B0; V0->80036F70] (same as fog)
7F090DE4	gun watch pos	[Toggle: 80036FBC]
7F090A48	testing man pos	[Toggle: 80036FC8]
7F090DD0	fog	(copies value from 36B70) [value: 80036F70]
7F090EB0
7F090EB0
7F090EB0
7F090EB0
7F090EB0

-------------------
80052100	action block types - number of words per type
FD listings total
handled by routine at 7F0349FC

7F034A24 etc...

-------------------
800524F8	action block types - execute
FD listings total
handled by routine at 7F03558C

-------------------
80053490	obj type table - read
7F0568F4	read in object data

number of words for each object type
JR RA; ADDIU V0,R0,0x00xx
03E00008 240200xx

table @ 80053490
7F05691C	V0=0007	09 guard
7F056924	V0=0040	01 door
7F05692C	V0=0002	02 resize?  unusual...
7F056934	V0=0020	03 std. obj.
7F05693C	V0=0020	2A glass
7F056944	V0=0025	2F security glass
7F05694C	V0=0020	2B safe
7F056954	V0=0020	24 gas-emitting object
7F05695C	V0=0021	04 key
7F056964	V0=0020	05 alarm
7F05696C	V0=003B	06 camera
7F056974	V0=0021	07 ammo clip
7F05697C	V0=0022	08 weapon type
7F056984	V0=0040	0A single-screen display
7F05698C	V0=0095	0B multi-screen display
7F056994	V0=0020	0C monitor rack
7F05699C	V0=0036	0D autoguns
7F0569A4	V0=0003	0E link pickups
7F0569AC	V0=0020	11 hat
7F0569B4	V0=0003	12 guard attribute type
7F0569BC	V0=0004	13 remote control
7F0569C4	V0=0005	2C place in safe
7F0569CC	V0=002D	14 ammo box
7F0569D4	V0=0022	15 BA type
7F0569DC	V0=0004	16 object handle
7F0569E4	V0=000A	25 rename
7F0569EC	V0=0004	17 objective start
7F0569F4	V0=0001	18 objective end
7F0569FC	V0=0002	19 destroy object
7F056A04	V0=0002	1A complete if return true
7F056A0C	V0=0002	1B failed if return true
7F056A14	V0=0002	1C collect object
7F056A1C	V0=0002	1D deposit object
7F056A24	V0=0004	1E photograph object
7F056A2C	V0=0001	1F dud
7F056A34	V0=0004	20 enter room
7F056A3C	V0=0005	21 deposit object in room
7F056A44	V0=0001	22 use key analyzer on following objective
7F056A4C	V0=0004	23 watch text
7F056A54	V0=0004	26 padlock
7F056A5C	V0=002C	27 wheeled vehicles
7F056A64	V0=002D	28 aircraft
7F056A6C	V0=0038	2D tank
7F056A74	V0=0007	2E cutscene
7F056A7C	V0=0001	F, 10, 29 - nothing

Objectives!:
80053654	7F057438	17 start objective list
80053658	7F057438	18 end objective list
8005365C	7F0572C4	19 destroy object
80053660	7F0572F8	1A complete if true
80053664	7F057314	1B failed if true
80053668	7F057330	1C collect object
8005366C	7F05737C	1D deposit object
80053670	7F0573B0	1E photograph object
80053674	7F057438	1F technically, nothing.
80053678	7F0573FC	20 enter room
8005367C	7F057410	21 deposit object in room
80053680	7F057424	22 use key analyzer



table pointer array:
8005BC88	7F0C3634	
8005BC8C	7F0C369C	
8005BC90	7F0C3710	mp menu 2vs2...
8005BC94	7F0C3778	mp menu 2vs2...
8005BC98	7F0C37EC	mp menu 2vs2...
8005BC9C	7F0C3854	mp menu 2vs2...
/*these impact the radar overlay and scoring*/
8005BCA0	7F0C3954	Normal			check computed kill count(add pl kills, subtract suicides)
8005BCA4	7F0C3B14	You Only Live Twice	check # deaths?
8005BCA8	7F0C3B24	The Living Daylights	check time with flag
8005BCAC	7F0C3954	Man With the Golden Gun	check computed kill count
8005BCB0	7F0C3954	Licence to Kill		check computed kill count
8005BCB4	7F0C3B2C	
8005BCB8	7F0C3B2C	
8005BCBC	7F0C3B2C	
8005BCC0	7F0C3F8C	
8005BCC4	7F0C3F94	
8005BCC8	7F0C3F8C	
8005BCCC	7F0C3F8C	
8005BCD0	7F0C3F8C	
8005BCD4	7F0C3F8C	
8005BCD8	7F0C3F8C	
8005BCDC	7F0C3F8C	
8005BCE0	7F0C3FFC	
8005BCE4	7F0C4004	
8005BCE8	7F0C4004	
8005BCEC	7F0C3FFC	
8005BCF0	7F0C3FFC	
8005BCF4	7F0C3FFC	
8005BCF8	7F0C3FFC	
8005BCFC	7F0C3FFC	
8005BD00	7F0C40C8	
8005BD04	7F0C40C8	
8005BD08	7F0C40C8	
8005BD0C	7F0C40C8	
8005BD10	7F0C4128	
8005BD14	7F0C4170	
8005BD18	7F0C4170	
8005BD1C	7F0C4118	
	