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
	note: 70- is pure rdram; shown below are copied from rom to region
  1000:	70000400
		technically, this is used in bootcode and used prior to TLB registration
		memset (blanks) 8005D2E0 - 8008E360, sets SP->803AB410, JR to 80000450
	1050	70000450
		technically, this is used in bootcode and used prior to TLB registration
		registers 70000000-70400000 in TLB, JR to 70000510
	10BC	700004BC
		V0=80020D90: target address for 21990 (USA)
	10C8	700004C8
		V0=21990: ROM address of main compressed block (USA)
	10D4	700004D4
		V0=33590: ROM address of ASM from 33590-34B30 (USA)
	10E0	700004E0
		V0=33590: use unknown...
	10EC	700004EC
		V0=34B30: ROM address of 7F- TLB routines (USA)
	10F8	700004F8
		sets A3=7020141C, then jumps to address
	1110	70000510

	5114	70004514
		V0= [p@800232A8+20]; fry T6
	5124	70004524
		V0= [p@800232A8+22]; fry T6
	5134	70004534
		A0-> [p@800232A8+24]; fry T6
	5144	70004544
		
	755C	7000695C
		V0=stage#
	7568	70006968

	75B4	700069B4
		V0=state of debug menu (1:on; 0:off)
		700069B4
		
	75C0	
		70008B70
		accepts: A0=sound data offset?, A1=sample address?
		70008D04
		70008DD8
		A1->A0+0x36.  value is set in sound effect buffer?
		accepts: A0=p->SE buffer?, A1=value truncated to byte
		70008DF0
		V0= value at A0+0x3F if A0 is a valid pointer.  value is set only when sound defaults have been set
		accepts: A0=p->SE buffer?
		70008E08
		sets sound effect; used by sound effect routines
		accepts: A0=p->SE buffer, A1=SE #, A2=p->data
			data:	0x0	4	p->SE entry
				0x4	4	target volume
				0x8	4	audible range (timer)
				0xC	4	initial volume
				0x10	4	p->preset emitting sound
				0x14	4	p->object emitting sound
		70009020
		7000906C
		70009124
		redirect to 7000906C(A0=1)
		70009144
		redirect to 7000906C(A0=11)
		70009164
		redirect to 7000906C(A0=3)
		70009184
		
		70009720
		accepts: A0=[2400], A1=[4]
		
	B050	7000A450
		V0= random number; fries AT,A0,A1,A2
	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
		V0= strtok(A0,' ') - breaks up string A0, replacing spaces with NULLs
		up to 0x28 entries allowed (more will cause issues)
			80024470	#strings
			80024474	p->current substring#
			80024478	list of pointers to the start of each string
			note this routine has a glitch:
			it tests only for ' ' at 7000A518, but at 7000A55C tests for all values < 0x21
	B18C	7000A58C
		copies A0 to 80064C30, then calls 7000A4F0; used to copy memory allocation string
		7000A5C0
		7000A6A0
	B370	7000A770
		V0= strcpy(A0,A1) - copy string A1 to A0; fries V1,A1
	B3A0	7000A7A0
		V0= strncpy(A0,A1,A2) - copy A2 bytes from string A1 to A0; fries V1,A0,A1,A2
	B3FC	7000A7FC
		V0= strcat(A0,A1) - append string A1 on A0; fries V1,A1,T6,T7
	B44C	7000A84C
		V0= strcmp(A0,A1) - test if strings A0 and A1 identical; fries AT,V1,A0,A1
		returns V0= 0 if true, 1 if A0<A1, -1 if A0>A1; A0 and A1 will be p->first differing character
	B490	7000A890
		unused return
	B498	7000A898
		V0= strncmp(A0,A1,A2) - test if the next A2 bytes in strings A0 and A1 identical; fries AT,V1,A0,A1,A2
		returns V0= 0 if true, 1 if A0<A1, -1 if A0>A1; A0 and A1 will be p->first differing character
	B4F0	7000A8F0
		unused return
	B4F8	7000A8F8
		V0=tolower(A0) - if 60<A0<7B, subtract 0x20; fries AT,T6,T7
	B530	7000A930
		V0=isdigit(A0) - if 30<A0<3A, return TRUE; fries T6
	B550	7000A950
		V0=isalpha(A0) - if A0 is A-Z or a-z, return TRUE; fries V1,T6
	B58C	7000A98C
		V0=isspace(A0) - if A0=0x20, 0x9, 0xA, 0xC, 0xB, return TRUE; fries T6
		7000A9E0
		
	B870	7000AC70
		V0= mempcpy(A0,A1,A2) - copies A2 bytes from A1 to A0, returning p->next byte; fries V1,A2,T6
		redirect to 70013850.  V0= result+A2
	B894	7000AC94
		sprintf(A0,A1,A2) - calls c-parser; NULL terminates strings it outputs
		accepts: A0=p->final string, A1=p->string to parse, A2=p->data
		7000ACF0
	B924	7000AD24
		unconditional return
		7000AD38
	B980	7000AD80
		A0->SP+0, A1->SP+4, V0=0
	B990	7000AD90
		A0->SP+0, A1->SP+4, V0=0
	B9A0	7000ADA0
		unconditional return
	B9A8	7000ADA8
		unconditional return
		7000ADD0
	
	C410	7000B810
		tests for disconnected controllers
	C5F8	7000B9F8
		V0= #controllers plugged in; fries V1,T0,T1,T6,T7,T8,T9
		7000BA70

	CCEC	7000C0EC
		V0= position left<->right of controller A0's control stick
		7000C174

		7000C30C
	BDAC	7000C3AC
		test player A0's controller for button mask A1; fries V1,A0,A1,T0,T1,T2,T3,T4,T5,T6,T7,T8,T9
		used on main menus, so probably doesn't use control type mask
			8000	A button
			4000	B button
			2000	Z button
			1000	Start button
			0800	up-Dpad
			0400	down-Dpad
			0200	left-Dpad
			0100	right-Dpad
			0020	L button
			0010	R button
			0008	up-C button
			0004	down-C button
			0002	left-C button
			0001	right-C button
		7000C430
		
	CAB4	7000C4B4
		V0=state of player A0's controller; -2 left : 1 right
		accepts: A0=player#, A1=mask?, A2=1?
		these values probably indicate the deadzone or something
		7000C528
		
		70013258
		700133A0
		70013440
		700134D0
		70013560
		700135F0
		70013690
		70013710
		700137C0
		70013810
	14450	70013850
		V0= memcpy(A0,A1,A2) - copy A2 bytes from A1 to A0; fries V1,A2,T6
	1447C	7001387C
		V0= strlen(A0); fries V1,T6,T7
	144A4	700138A4
		V0= strchr(A0,A1) - V0=TRUE if value A1 occurs in string A0; fries V1,A0,T6
		700138F0
		
		
	14B60	70013F60
		parses c-style variables
		accepts: A0=[7000AC70], A1=p->final string, A2=string to parse, A3=p->arguments, each in sequence
		returns: V0=strlen, p->final string @ A1
		known allowed commands:
			%#0d	(long) value
			%#0o	(long) value
			%#0x	(long) value
			%#0X	(long) value
			%+-#0f	(float) value
			%s	p->string
			%c
		700145B0
		
	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

	1D068	7001C468
		???	uses TLB pointers at 80029A50
	1D874	7001CC74
		unconditional return
	1D87C	7001CC7C
		???	uses TLB pointers at 80029C28
	1DEA0	7001D2A0

	21940	70020D40
		wait for PI to unfill

	21990	70020D90	ENDPOINT

+-+

conversion factor	+7EFCB4D0
 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

		7F001750
		reinitializes stuff when switching menus
		7F001910
		7F001928
		7F001940
	36488	7F001958
		write monitor animation control blocks to 80075B98
	36638	7F001B08
		initialize 80071E00-80071E78
	36680	7F001B50
	36704	7F001BD4
	368CC	7F001D9C
		prepares and loads object
		7F001E28	inhibit respawn flag: "The Living Daylights"
		7F001E54	inhibit respawn flag: "Man with the Golden Gun"
 36B30:	7F002000
	37268	7F002738
		08 object expansion routine, setting guard and MP weapons
	373A0	7F002870	expansion routine for all 8 MP weapons
	374D8	7F0029A8
	3754C	7F002A1C
		redirect to 7F001D9C; used by 04 key object expansion
		REMOVED IN REVISED ROMS
	3756C	7F002A3C
		
	38720	7F003BF0
		stage loading code; contains setup, object parsing, and when finished playing cleans up memory
 38B30:	7F004000
	Object data expansion routines:
	38EB8	7F004388	12
	38F10	7F0043E0	01
	38EEC	7F0043BC	09
	38F40	7F004410	02
	38F64	7F004434	08	calls 7F002738
	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
	39940	[7F004E10]	reset 80075D00 pointers when unloading stage
	399B0	[7F004E80]	quit stage loader
	399F0	7F004EC0
	
	3A240	7F005710
		sets weapon models for thrown/generated objects: calls next 13 entries
	3A270	7F005740	03	A1=00BA	throwing knife
	3A278	7F005748	18	A1=00CB	grenade launcher round
	3A280	7F005750	19	A1=00CA	rocket
	3A288	7F005758	1A	A1=00C4	grenade
	3A290	7F005760	1B	A1=00C9	timed mine
	3A298	7F005768	1C	A1=00C8	proximity mine
	3A2A0	7F005770	1D	A1=00C7	remote mine
	3A2A8	7F005778	20	A1=00CA	rocket
	3A2B0	7F005780	21	A1=00E2	bombcase
	3A2B8	7F005788	22	A1=0111	plastique
	3A2C0	7F005790	2F	A1=00F5	bug
	3A2C8	7F005798	30	A1=00F6	microcamera
	3A2CC	7F00579C	default
	3A2F4	7F0057C4
		load camera/intro type value: calls next 9 entries
	3A5AC	7F005A7C	0 spawn point
	3A620	7F005AF0	1 weapon
	3A6A8	7F005B78	2 ammo
	3A6D0	7F005BA0	3 swirling intro camera
	3A758	7F005C28	4 intro animation
	3A76C	7F005C3C	5 cuff/character
	3A780	7F005C50	6 fixed cameras
	3A844	7F005D14	7 watch time
	3A8BC	7F005D8C	8 credits
 3AB30:	7F006000
 3CB30:	7F008000
	3CFF0	7F0084C0
		load and display Rare logo
	3D688	7F008B58
		
	3E290	7F009760
		writes text to screen at absolute coordinates
		accepts: A0=p->display list target, A1=p->x position, A2=p->y position, A3=p->text,
			SP+10=p->2nd font table, SP+14=p->1st font table, SP+18=font color,
			SP+1C=clip width, SP+20=clip height, 
			SP+24=y offset, SP+28=x offset
	3E378	7F009848
		V0= TRUE if cheat A0 is available; jumps to unlock detection routines
		7F009874	default - nonmenu cheats
		7F00987C	Invincible
		7F00989C	All Guns
		7F0098BC	No Radar
		7F0098DC	Fast Animation
		7F0098FC	Bond Invisible
		7F00991C	Infinitie Ammo
		7F00993C	DK Mode
		7F00995C	Tiny Bond
		7F00997C	Slow Animation
		7F00999C	Paintball Mode
		7F0099BC	Silver PP7
		7F0099DC	Gold PP7
		7F0099FC	Enemy Rockets
		7F009A1C	2x Rocket L.
		7F009A3C	2x Grenade L.
		7F009A5C	2x RC-P90
		7F009A7C	2x Throwing Knife
		7F009A9C	2x Hunting Knife
		7F009ABC	2x Laser
		7F009ADC	Turbo Mode
		7F009AFC	(Cradle Completed)
		7F009B10	(Aztec Completed)
		7F009B24	(Egypt Completed)
		7F009B38	DO NOT USE - infinite loop
		7F009B40	return for all types
	3E680	7F009B50

	3EA38	7F009F08
		??? - loads selected icon for folder select [8002A918]
 3EB30:	7F00A000
		7F00A080
	3ED14	7F00A1E4
		V0=TRUE if cursor is on tab 1; fries AT,F4,F6,F8,F10
			h.pos>390.0 & v.pos<=130.5 (800519D8)
	3ED68	7F00A238
		???
	3EECC	7F00A39C
		V0=TRUE if cursor is on tab 3; fries AT,F4,F6,F8,F10
			h.pos>390.0 & v.pos>=223.0
	3EF20	7F00A3F0
		set default cursor position; fries AT,F4,F6
			h.pos=399.0 (800519DC), v.pos=144.0
		7F00A414
 
	3F20C	7F00A6DC
		menu 00 interface: legal screen
	3F2C8	7F00A798
		menu 16 interface: no controller warning
		7F00A7E4
	3F410	7F00A8E0
		menu 00 constructor: legal screen
	3F61C	7F00AAEC
		0->menu timer [8002A8CC]; fry AT
	3F628	7F00AAF8
		unconditional return to RA
	3F630	7F00AB00
		menu 17 interface: switch screens
	3F6D8	7F00ABA8
		menu 17 constructor: switch screens
		7F00ABC8
		7F00ACA4
	3F7F8	7F00ACC8
		menu 01 interface: Nintendo logo
	3F8C8	7F00AD98
		menu 01 constructor: Nintendo logo
		7F00B064
	3FBD4	7F00B0A4
		unconditional return to RA
	3FBDC	7F00B0AC
		menu 02 interface: Rare logo
	3FC64	7F00B134
		menu 02 constructor: Rare logo
		7F00B154
		7F00B190
	3FCE0	7F00B1B0
		menu 03 interface: Eye intro
	3FD68	7F00B238
		menu 03 constructor: Eye intro
		7F00B258
		7F00B304
	3FE60	7F00B330
		menu 04 interface: GoldenEye splash screen
	3FFAC	7F00B47C
		menu 04 constructor: GoldenEye splash screen
		7F00B724
		7F00B7C0
		sets item A1 in object instance A0 to mode A2 (1=visible:0=invisible)
		accepts: A0=p->obj. instance, A1=#offset in header for item, A2=in/visible (0:1)
		7F00B808
		selects and loads the Bond picture used on folders
		accepts: A0=p->obj. instance, A1=[beta] selected Bond (0-3)
		7F00B8AC
		7F00B990
	40518	7F00B9E8
		??? - involves selected cheat options
	40610	7F00BAE0
		7F00BB1C
		7F00BB68
		??? - accepts A0=folder#
	406FC	7F00BBCC
		menu 05 interface: file select screen (4 folders)
 40B30:	7F00C000
	40EB4	7F00C384
		writes available difficulties to screen
	40F38	7F00C408
		menu 05 constructor: file select screen (4 folders)

	41DC8	7F00D298
		menu 06 interface: main folder menu
	42118	7F00D5E8

	42358	7F00D828
		menu 06 constructor: main folder menu
	
	427F0	7F00DCC0
		V0=briefing for solo stage A0 or -1; fries V1,T6,T7,T8
		also: T6=stage text ID
	4283C	7F00DD0C
		detect if solo stage A0 completed on difficulty A1 in current eeprom folder; redirects to 7F01E2C0
		uses briefing data, called on solo stage select
		7F00DD60
		
	429E8	7F00DEB8
		menu 07 interface: solo mission select
 42B30:	7F00E000
	42F10	7F00E3E0
	
	42F88	7F00E458
		menu 07 constructor: solo mission select
	
	432F0	7F00E7C0
		menu 08 interface: mission objectives
		7F00EABC

	438C8	7F00ED98
		menu 08 constructor: mission objectives
		
	43EA4	7F00F374
		menu 09 interface: 007 options
	442C8	7F00F798
		menu 09 constructor: 007 options

 44B30:	7F010000
	44BEC	7F0100BC
		V0= player's control style; A0=player# 0-3, fry T6
	44C00	7F0100D0
		V0= TRUE if MP stage entry a0 is unlocked; fry AT,V0,V1,A0,A1,T6,T7,T8,T9
	44CA0	7F010170
		handles selecting game length under different scenarios
	44D08	7F0101D8
		copy aim settings to player data; fries AT,A0,V0,V1,T6,T7,T8
	44D6C	7F01023C
		advance aim settings selection; fries AT,A0,V0,V1,T6,T7,T8
	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 length; fry T6,T7 (T6=#selected)
	44F98	7F010468
		reset MP options for selected scenario [A0]
		7F0104DC	set normal and team scenario specific settings
		7F01051C	set you only live twice scenario specific settings
		7F010550	set the living daylights scenario specific settings
		7F010594	set man with the golden gun scenario specific settings
		7F0105C8	set license to kill scenario specific settings
	45138	7F010608
		initialize MP menu
		7F01073C
	45370	7F010840
		unconditional return
	45378	7F010848
		menu 0E interface: multiplayer options
		[7F010DD8]	press A: start stage
		[7F010DF4]	press A: 'Players' selected
		[7F010E34]	press A: 'Scenario' selected
		[7F010E50]	press A: 'Level' selected
		[7F010E6C]	press A: 'Game Length' selected
		[7F010E84]	press A: 'Select Character' selected
		[7F010EA0]	press A: 'Weapons' selected
		[7F010EB8]	press A: 'Health' selected
		[7F010ED4]	press A: 'Control Style' selected
		[7F010EF0]	press A: 'Aim' selected
		[7F010F04]	return
	45A40	7F010F10
		menu 0E constructor: multiplayer options
		7F011BD8
	467EC	7F011C3C
		construct the MP character selection window
	469FC	7F011ECC
		unconditional return - used at 7F01A978
	46A04	7F011ED4
		menu 0F interface: character select
 46B30:	7F012000
		7F0122A8
		7F01231C
	472C4	7F012794
		menu 0F constructor: character select
	47960	7F012E30
	479EC	7F012EBC
		unconditional return - used at 7F01A9B0
	479F4	7F012EC4
		menu 10 interface: handicap select
	47CAC	7F01317C
		menu 10 constructor: handicap select
		7F013574
	48130	7F013600
		unconditional return - used at 7F01A9CC
	48138	7F013608
		menu 11 interface: control style
	484B0	7F013980
		menu 11 constructor: control style
		7F013D78
	488FC	7F013DCC
		unconditional return - used at 7F01A9E8
	48904	7F013DD4
		menu 12 interface: multiplayer stage select
 48B30:	7F014000
	48B80	7F014050
		menu 12 constructor: multiplayer stage select
	49288	7F014758
		V0= MP scenario
		7F014764
	492E0	7F0147B0
		unconditional return - used at 7F01A95C
	492E8	7F0147B8
		menu 13 interface: scenario select
	49578	7F014A48
		menu 13 constructor: scenario select
	497B8	7F014C88
		V0= player A0's team/scenario item flag (stats+69); fries T6
	497D4	7F014CA4
		A1->player A0's team/scenario item flag (stats+69); fries AT,T6
	497F0	7F014CC0
		???
		resets folder tab selection and highlight
		3->80069788 if scenario 2vs1; else 2->80069788
		0->8002B560
		jumps to 7F00B8AC
	49870	7F014D40
		unconditional return - used at 7F01A994
	49878	7F014D48
		menu 14 interface: team setup
	49C68	7F015138
		menu 14 constructor: team setup
	4A040	7F015510
		A0->??? [8002A914]
		7F015520
		
	4A1CC	7F01569C
		menu 0A interface: mission briefings
		7F015A08
		
	4A8A4	7F015D74
		menu 0A constructor: mission briefings
	
 4AB30:	7F016000
	4AB94	7F016064
	4ABC4	7F016094
	4AC38	7F016108
	4AC40	7F016110
		menu 0C interface: mission failed
		7F01631C

	4AF1C	7F0163EC
		menu 0C constructor: mission failed
		
	4B208	7F0166D8
		menu 0D interface: mission complete
	4B538	7F016A08
		menu 0D constructor: mission complete
	4C680	7F017B50
		builds 800697F0 cheat menu table using available cheats
	4C724	7F017BF4
		??? - involves selected cheat options
	4C7B8	7F017C88
	
	4C7B8	7F017C88
		menu 15 interface: cheat menu
	4CA8C	7F017F5C
		menu 15 constructor: cheat menu
 4CB30:	7F018000
	4CF68	7F018438
		unconditional return - used at 7F01AC80
	4CF70	7F018440
		unconditional return - used at 7F01AA20
	4CF78	7F018448
		menu 16 interface: no controller - unconditional return
	4CF80	7F018450
		menu 16 constructor: no controller warning
	4D1A0	7F018570
	4D1CC	7F01859C
		cast of characters from intro 
		
	4D1A0	7F018670
		if A0 TRUE, play extended actor intro [8002B5FC] and do not play intro movie [8002B5E8]
		7F01869C
		
		
	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
		menu 18 constructor: actor intro

 4EB30:	7F01A000
	4EFB8	7F01A488
		menu 19 interface: ???
	4F010	7F01A4E0
		menu 19 constructor: ???
	4F104	7F01A5D4
		set menu A0 to mode A1 (0-current,1-return); fry AT,T6,T7
	4F140	7F01A610
		V0= current menu
	4F14C	7F01A61C
		primary menu handling routine
		7F01AAC8	menu 00 ???
		7F01AADC	menu 01 ???
		7F01AAF0	menu 02 ???
		7F01AB04	menu 03 ???
		7F01AB18	menu 04 ???
		7F01AB2C	menu 05 ???
		7F01AB40	menu 06 ???
		7F01AB54	menu 07 ???
		7F01AB68	menu 08 ???
		7F01AB7C	menu 09 ???
		7F01AB90	menu 0A ???
		7F01ABA4	menu 0B ??? - copies stage and difficulty settings
		7F01ABB8	menu 0C ???
		7F01ABCC	menu 0D ???
		7F01ABE0	menu 0E ???
		7F01ABF4	menu 13 ???
		7F01AC08	menu 0F ???
		7F01AC1C	menu 14 ???
		7F01AC30	menu 10 ???
		7F01AC44	menu 11 ???
		7F01AC58	menu 12 ???
		7F01AC6C	menu 15 ???
		7F01AC80	menu 16 ???
		7F01AC94	menu 18 ???
		7F01ACA8	menu 19 ???	
		7F01ACB8	menu 17 ???
		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
		[7F01AEF0]	return
	4FA2C	7F01AEFC
		menu construction
		7F01AF34	menu 00 constructor reroute
		7F01AF44	menu 17 constructor reroute
		7F01AF54	menu 01 constructor reroute
		7F01AF64	menu 02 constructor reroute
		7F01AF74	menu 03 constructor reroute
		7F01AF84	menu 04 constructor reroute
		7F01AF94	menu 05 constructor reroute
		7F01AFA4	menu 06 constructor reroute
		7F01AFB4	menu 07 constructor reroute
		7F01AFC4	menu 08 constructor reroute
		7F01AFD4	menu 09 constructor reroute
		7F01AFE4	menu 0A constructor reroute
		7F01AFF4	menu 0C constructor reroute
		7F01B004	menu 0D constructor reroute
		7F01B014	menu 0E constructor reroute
		7F01B024	menu 13 constructor reroute
		7F01B034	menu 0F constructor reroute
		7F01B044	menu 14 constructor reroute
		7F01B054	menu 10 constructor reroute
		7F01B064	menu 11 constructor reroute
		7F01B074	menu 12 constructor reroute
		7F01B084	menu 15 constructor reroute
		7F01B094	menu 16 constructor reroute
		7F01B0A4	menu 18 constructor reroute
		7F01B0B4	menu 19 constructor reroute
		7F01B0C0	menu 0B - no reroute
		7F01B0D4
 50B30:	7F01C000
	
	52030	7F01D500
		uses current eeprom folder to set options at start of game; redirects to 7F01F030, A0=folder#
	52054	7F01D524
		redirects to 7F01F184, A0=folder#
	52078	7F01D548
		redirects to 7F01F29C, A0=folder#; possibly copies working copy to permanent
	5209C	7F01D56C
		[beta] would have ret. V0=bond for cur. folder; now A0=folder#
		redirects to 7F01EBC0, A0=folder#
	520C0	7F01D590
		A0-> folder# (8002A8E8); fries AT
	520CC	7F01D59C
		A0-> difficulty (8002A8FC); fries AT,V0(difficulty)
		note: invalid difficulties are forced to 0 (agent)
	5211C	7F01D5EC
		set stage A0, mode solo, p->briefing data (8002A8F8); fries AT,V0,
	5214C	7F01D61C
		V0= ???	redirects to 7F01F394, A0=folder#
	52174	7F01D644
		???	copies folder# to 8002A8EC, sets current to 64, redirects to 7F01F45C
		7F01D680
	
	523F8	7F01D8C8
		V0= eeprom A0's folder# [eeprom+8's & 0x7]; fries T6
		accepts: A0=p->eeprom folder
	52408	7F01D8D8
		set eeprom A0's folder# to A1 [eeprom+8's & 0x07]; fries T0,T6,T8,T9
		accepts: A0=p->eeprom folder, A1=value (0-7)
	52424	7F01D8F4
		V0= eeprom+8's & 0x18 value (0-3); fries T6
		accepts: A0=p->eeprom folder
	52434	7F01D904
		reset eeprom+8's & 0x18 value to A1; fries T0,T1,T6,T8,T9
		accepts: A0=p->eeprom folder, A1=value (0-3)
	52454	7F01D924
		V0= selected Bond [eeprom+8's & 0x60]; fries T6
		accepts: A0=p->eeprom folder
	52464	7F01D934
		set selected Bond to A1 [eeprom+8's & 0x60]; fries T0,T1,T6,T8,T9
		accepts: A0=p->eeprom folder, A1=value (0-3)
	52484	7F01D954
		V0= TRUE if eeprom+8's & 0x80 flag set (0<[A0+8]&0x80); fries T6
		accepts: A0=p->eeprom folder
	52494	7F01D964
		A1 sets (1) or unsets (0) & 0x80 flag in eeprom+8; fries T6,T7,T8,T9
		accepts: A0=p->eeprom folder, A1=mode (0-unset:1-set)
	524C0	7F01D990
		V0= completion time for stage A1 on difficulty A2
		accepts: A0=p->eeprom folder, A1=stage#(0-13), A2=difficulty(0-3)
		fries: AT,V0,V1,A0,A3,T0
		7F01DAE4
		7F01DC20
	52790	7F01DC60
		V0= TRUE if stage A1 completed on difficulty A2
		accepts: A0=p->eeprom folder, A1=stage#(0-13), A2=difficulty(0-3)
		7F01DCB0
	52850	7F01DD20
		V0= TRUE if cheat A1 in eeprom folder A0 is unlocked
		7F01DD74
		
	528F4	7F01DDC4
		V0= p->eeprom folder A0; fries AT,V0,A0,T6
		7F01DE50
		7F01DEB4
		7F01DF90
 52B30:	7F01E000
	52DBC	7F01E28C
		V0= TRUE if A0 is a valid folder number (0-3 or 64)
	52DF0	7F01E2C0
		V0= TRUE if stage A1 complete on difficulty A2 in eeprom folder A0
			returns 3 if this was the highest difficulty unlocked
		7F01E504
		7F01E5F8
		7F01E760
	533A4	7F01E874
		returns the highest stage and difficulty completed for eeprom folder A0
		accepts: A0=eeprom folder#, A1=p->ret. stage#, A2=p->ret. difficulty
	53444	7F01E914
		V0= TRUE if Egypt completed in eeprom folder A0 on any difficulty
	534C8	7F01E998
		V0= TRUE if Egypt completed on any difficulty in any folder
	53524	7F01E9F4
		V0= TRUE if Cradle completed in eeprom folder A0 on any difficulty
	5358C	7F01EA5C
		V0= TRUE if Aztec completed in eeprom folder A0 on secret or 00 agent
	535D8	7F01EAA8
		V0= TRUE if Egypt completed in eeprom folder A0 on 00 agent
	53600	7F01EAD0
		V0= TRUE if Cradle completed on any difficulty in any folder
	53650	7F01EB20
		V0= TRUE if Aztec completed on secret or 00 agent in any folder
	536A0	7F01EB70
		V0= TRUE if Egypt completed on 00 agent in any folder
	536F0	7F01EBC0
		[beta] V0=selected Bond for folder A0
		A0->SP+0, V0=0
	536FC	7F01EBCC
		set selected bond for folder A0 to 0 (Brosnan); fries AT,T6
		[beta] set selected Bond to A1 for folder A0 (table at 8002C510)
		0->entry A0 (0-3) in table at 8002C510, A1->SP+4
	53724	7F01EBF4
		???	A0->SP+0
	5372C	7F01EBFC
		???	A0->SP+0
	53734	7F01EC04
		delete eeprom folder# A0
		7F01ED10
		
	53B60	7F01F030
		???	copies volume, screen+ratio settings at start of MP game from eeprom folder A0...
		7F01F184
		???	probably deletes eeprom file A0
	
	53DCC	7F01F29C
		update eeprom: copy eeprom file A0 or eeprom @ 8002C840 to stack, sets folder number
		[beta] - selected Bond doesn't match the 0x60 value, set it to the selected Bond
	53EC4	7F01F394
		copy eeprom file A0's data to A1, or if invalid file# copy a blank file 
		A0=folder#, A1=p->target eeprom data
	53F8C	7F01F45C
		copy eeprom file A0's data from A1 to buffer (80069B00)
		A0=folder#, A1=p->target eeprom data
	53FD0	7F01F4A0
		V0=TRUE if 007 mode unlocked: 007 flag set in eeprom folder A0 or all 00 stages complete
	54060	7F01F530
		V0= # guards
	5408C	7F01F55C
		A0->8002CC5C; fry AT
	54098	7F01F568
		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
	57AF8	7F022FC8
		V0= p->guarddata if guard# A0 is loaded; fries AT,V1,A0,A1,A2,A3,T6,T7
	57B5C	7F02302C
		V0= p->position data of item in hand A1 (0-R,1-L) listed at p->GUARDdata A0; fries T6,T7
		7F02303C
		
	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
	58D68	7F024238
		Throw weapon in guard's hand
		accepts: A0=p->GUARDdata, A1=p->weapon's pos.data (8006), A2=hand (R-0:L-1), A3=1 if using a temp object
		
 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
		accepts: A0=body, A1=head, A2=p->preset, A3=p->pad
		returns: V0=p->guard or NULL
	68D88	7F034258
		guard constructor called immediately by BD action type
		accepts: A0=p->GUARDdata, A1=body, A2=head, A3=preset, SP+10=p->action, SP+14=bitflags
	68E38	7F034308
		guard constructor called immediately by BE action type
		accepts: A0=p->GUARDdata, A1=body, A2=head, A3=preset, SP+10=p->action, SP+14=bitflags
		7F034388
		
	692D0	7F0347A0
		sets sound effect source to location
		accepts: A0=slot# (0-8);
		expects 80069B60 slot to contain sound information:
			0x0	4	p->SE data
			0x4	4	volume	(default 7FFF)
			0x8	4	audibile range
			0xC	4	maximum volume	(default 7FFF)
			0x10	4	p->preset or NULL
			0x14	4	p->object or NULL
	69414	7F0348E4
		loops 7F0347A0 for slots 0-8
	69454	7F034924
		set sound effect A1 to slot A0; calls 70008E08
		7F0349BC
	6952C	7F0349FC
		V0= length of action block command at offset A1 in block A0
		accepts: A0=p->start of block, A1=current position offset
		7F034A24	action 00 length
		7F034A2C	action 01 length
		7F034A34	action 02 length
		7F034A3C	action 03 length
		7F034A44	action 04 length
		7F034A4C	action 05 length
		7F034A54	action 06 length
		7F034A5C	action 07 length
		7F034A64	action 08 length
		7F034A6C	action 09 length
		7F034A74	action 0A length
		7F034A7C	action 0B length
		7F034A84	action 0C length
		7F034A8C	action 0D length
		7F034A94	action 0E length
		7F034A9C	action 0F length
		7F034AA4	action 10 length
		7F034AAC	action 11 length
		7F034AB4	action 12 length
		7F034ABC	action 13 length
		7F034AC4	action 14 length
		7F034ACC	action 15 length
		7F034AD4	action E8 length
		7F034ADC	action E7 length
		7F034AE4	action 16 length
		7F034AEC	action 17 length
		7F034AF4	action 18 length
		7F034AFC	action 19 length
		7F034B04	action 1A length
		7F034B0C	action 1B length
		7F034B14	action 1C length
		7F034B1C	action 1D length
		7F034B24	action 1E length
		7F034B2C	action 1F length
		7F034B34	action 20 length
		7F034B3C	action 21 length
		7F034B44	action 22 length
		7F034B4C	action 23 length
		7F034B54	action 24 length
		7F034B5C	action 25 length
		7F034B64	action 26 length
		7F034B6C	action 27 length
		7F034B74	action 28 length
		7F034B7C	action 29 length
		7F034B84	action 2A length
		7F034B8C	action 2B length
		7F034B94	action 2C length
		7F034B9C	action 2D length
		7F034BA4	action 2E length
		7F034BAC	action 2F length
		7F034BB4	action 30 length
		7F034BBC	action 31 length
		7F034BC4	action 32 length
		7F034BCC	action 33 length
		7F034BD4	action 34 length
		7F034BDC	action 35 length
		7F034BE4	action 36 length
		7F034BEC	action 37 length
		7F034BF4	action 38 length
		7F034BFC	action 39 length
		7F034C04	action 3A length
		7F034C0C	action 3B length
		7F034C14	action 3C length
		7F034C1C	action 3D length
		7F034C24	action 3E length
		7F034C2C	action 3F length
		7F034C34	action 40 length
		7F034C3C	action 41 length
		7F034C44	action 42 length
		7F034C4C	action 43 length
		7F034C54	action 44 length
		7F034C5C	action 45 length
		7F034C64	action 46 length
		7F034C6C	action 47 length
		7F034C74	action 48 length
		7F034C7C	action 49 length
		7F034C84	action 4A length
		7F034C8C	action 4B length
		7F034C94	action 4C length
		7F034C9C	action 4D length
		7F034CA4	action 4E length
		7F034CAC	action 4F length
		7F034CB4	action 50 length
		7F034CBC	action 51 length
		7F034CC4	action 52 length
		7F034CCC	action 53 length
		7F034CD4	action 54 length
		7F034CDC	action 55 length
		7F034CE4	action 56 length
		7F034CEC	action 57 length
		7F034CF4	action 58 length
		7F034CFC	action 59 length
		7F034D04	action 5A length
		7F034D0C	action 5B length
		7F034D14	action 5C length
		7F034D1C	action 5D length
		7F034D24	action 5E length
		7F034D2C	action 5F length
		7F034D34	action 60 length
		7F034D3C	action 61 length
		7F034D44	action 62 length
		7F034D4C	action 63 length
		7F034D54	action 64 length
		7F034D5C	action 65 length
		7F034D64	action 66 length
		7F034D6C	action 67 length
		7F034D74	action 68 length
		7F034D7C	action 69 length
		7F034D84	action 6A length
		7F034D8C	action 6B length
		7F034D94	action 6C length
		7F034D9C	action 6D length
		7F034DA4	action 6E length
		7F034DAC	action 6F length
		7F034DB4	action 70 length
		7F034DBC	action 71 length
		7F034DC4	action 72 length
		7F034DCC	action 73 length
		7F034DD4	action 74 length
		7F034DDC	action 75 length
		7F034DE4	action 76 length
		7F034DEC	action 77 length
		7F034DF4	action 78 length
		7F034DFC	action 79 length
		7F034E04	action 7A length
		7F034E0C	action 7B length
		7F034E14	action 7C length
		7F034E1C	action 7D length
		7F034E24	action 7E length
		7F034E2C	action 7F length
		7F034E34	action 80 length
		7F034E3C	action 81 length
		7F034E44	action 82 length
		7F034E4C	action 83 length
		7F034E54	action 84 length
		7F034E5C	action 85 length
		7F034E64	action 86 length
		7F034E6C	action 87 length
		7F034E74	action 88 length
		7F034E7C	action 89 length
		7F034E84	action 8A length
		7F034E8C	action 8B length
		7F034E94	action 8C length
		7F034E9C	action 8D length
		7F034EA4	action 8E length
		7F034EAC	action 8F length
		7F034EB4	action 90 length
		7F034EBC	action 91 length
		7F034EC4	action 92 length
		7F034ECC	action 93 length
		7F034ED4	action 94 length
		7F034EDC	action 95 length
		7F034EE4	action 96 length
		7F034EEC	action 97 length
		7F034EF4	action 98 length
		7F034EFC	action 99 length
		7F034F04	action 9A length
		7F034F0C	action 9B length
		7F034F14	action 9C length
		7F034F1C	action 9D length
		7F034F24	action 9E length
		7F034F2C	action 9F length
		7F034F34	action A0 length
		7F034F3C	action A1 length
		7F034F44	action A2 length
		7F034F4C	action A3 length
		7F034F54	action A4 length
		7F034F5C	action A5 length
		7F034F64	action A6 length
		7F034F6C	action A7 length
		7F034F74	action A8 length
		7F034F7C	action A9 length
		7F034F84	action AA length
		7F034F8C	action AB length
		7F034F94	action AC length
		7F034F9C	action AE length
		7F034FA4	action AF length
		7F034FAC	action B0 length
		7F034FB4	action B1 length
		7F034FBC	action B2 length
		7F034FC4	action B3 length
		7F034FCC	action B4 length
		7F034FD4	action B5 length
		7F034FDC	action B6 length
		7F034FE4	action B7 length
		7F034FEC	action B8 length
		7F034FF4	action B9 length
		7F034FFC	action BA length
		7F035004	action BB length
		7F03500C	action BC length
		7F035014	action BD length
		7F03501C	action BE length
		7F035024	action BF length
		7F03502C	action C0 length
		7F035034	action C1 length
		7F03503C	action C2 length
		7F035044	action C3 length
		7F03504C	action C4 length
		7F035054	action C5 length
		7F03505C	action C6 length
		7F035064	action C7 length
		7F03506C	action C8 length
		7F035074	action C9 length
		7F03507C	action CA length
		7F035084	action CB length
		7F03508C	action CC length
		7F035094	action CD length
		7F03509C	action CE length
		7F0350A4	action CF length
		7F0350AC	action D0 length
		7F0350B4	action D1 length
		7F0350BC	action D2 length
		7F0350C4	action D3 length
		7F0350CC	action D4 length
		7F0350D4	action D5 length
		7F0350DC	action D6 length
		7F0350E4	action D7 length
		7F0350EC	action D8 length
		7F0350F4	action D9 length
		7F0350FC	action DA length
		7F035104	action DB length
		7F03510C	action DC length
		7F035114	action DD length
		7F03511C	action DE length
		7F035124	action DF length
		7F03512C	action E0 length
		7F035134	action E1 length
		7F03513C	action E2 length
		7F035144	action E3 length
		7F03514C	action E4 length
		7F035154	action E5 length
		7F03515C	action E6 length
		7F035164	action E9 length
		7F03516C	action EA length
		7F035174	action EB length
		7F03517C	action EC length
		7F035184	action ED length
		7F03518C	action EE length
		7F035194	action EF length
		7F03519C	action F0 length
		7F0351A4	action F1 length
		7F0351AC	action F2 length
		7F0351B4	action F3 length
		7F0351BC	action F4 length
		7F0351C4	action F5 length
		7F0351CC	action F6 length
		7F0351D4	action F7 length
		7F0351DC	action F8 length
		7F0351E4	action F9 length
		7F0351EC	action FA length
		7F0351F4	action FB length
		7F0351FC	action FC length
		7F035204	action AD length
		7F035238	invalid types (type>FD)
		7F035244
		7F035294
		
		7F0355B4	action 00
		7F0355D0	action 01
		7F0355EC	action 02
		7F0355F8	action 03
		7F03563C	action 05
		7F0356B0	action 06
		7F03570C	action 07
		7F035768	action 08
		7F03577C	action 09
		7F035790	action 0A
		7F03589C	action 0B
		7F0358D0	action 0C
		7F0358E4	action 0D
		7F0358F8	action 2F
		7F03592C	action 30
		7F035974	action 31
		7F0359B4	action 32
		7F0359E8	action 0E
		7F035A1C	action 0F
		7F035A50	action 10
		7F035A84	action 11
		7F035AB8	action 12
		7F035AEC	action 13
		7F035B20	action 14
		7F035B74	action 15
		7F035BC8	action E7
		7F035C1C	action E8
		7F035C50	action 16
		7F035CA4	action 17
		7F035CF8	action 18
		7F035D5C	action 19
	6A9A8	7F035E78	action 1A.rr	throw grenade
		7F035EAC	action 1B
		7F035EF8	action 21
		7F035F0C	action 22
		7F035F20	action 23
		7F035F54	action 24
		7F035F9C	action 25
		7F035FB0	action 26
		7F035FC4	action 27
		7F035FF8	action 28
 6AB30:	7F036000
		7F036030	action 29
		7F036068	action 2A
		7F0360A0	action 2B
		7F0360D4	action 2C
		7F036110	action 2D
		7F03614C	action 2E
		7F036188	action 33
		7F0361A0	action 34
		7F0361DC	action 35
		7F036218	action 1C
		7F036244	action 1D
		7F036260	action 1E
		7F03628C	action 1F
		7F0362B8	action 20
		7F0362D8	action 36
		7F03630C	action 37
		7F036340	action 38
		7F036374	action 39
		7F0363A8	action 3A
		7F0363DC	action 3B
		7F036410	action 3C
		7F036444	action 3D
		7F036478	action 3E
		7F0364AC	action 3F
		7F0364E0	action 40
		7F036540	action 41
		7F036578	action 42
		7F0365B4	action 43
		7F0365F4	action 44
		7F03663C	action 45
		7F036670	action 46
		7F0366A4	action 47
		7F036718	action 48
		7F03678C	action 49
		7F036800	action 4A
		7F036874	action 4B
		7F0368DC	action 4C
		7F036944	action 4D
		7F0369D4	action 4E
		7F036A64	action 4F
		7F036AD0	action 50
		7F036B3C	action 51
		7F036B98	action 52
		7F036C10	action 53
		7F036C88	action 54
		7F036CD4	action 55
		7F036D1C	action 56
		7F036D6C	action 57
		7F036DA0	action 58
		7F036E2C	action 59
		7F036E78	action 5A
		7F036EBC	action 5B
		7F036F0C	action 5C
		7F036F70	action 5D
		7F036FD0	action 5E
		7F037038	action 5F
		7F0370B4	action 60
		7F037118	action 61
		7F03714C	action 62
		7F0371BC	action 63
		7F0371FC	action 64
		7F0372A0	action 65
		7F0373BC	action 66
		7F037400	action 67
		7F037444	action 68
		7F037518	action 69
		7F03757C	action 6A
		7F0375C0	action 6B
		7F037608	action 6C
		7F037678	action 6D
		7F0376C8	action 6E
		7F037700	action 6F
		7F037738	action 78
		7F037778	action 79
		7F0377B8	action 7A
		7F0377F8	action 7B
		7F037838	action 7C
		7F0378C4	action 7D
		7F037950	action 7E
		7F0379AC	action 7F
		7F037A20	action 80
		7F037A94	action 70
		7F037AD4	action 71
		7F037B14	action 72
		7F037B74	action 73
		7F037BD4	action 74
		7F037C38	action 75
		7F037C9C	action 76
		7F037CDC	action 77
		7F037D1C	action 81
		7F037D30	action 82
		7F037D70	action 83
		7F037DA4	action 84
		7F037DE0	action 85
		7F037E1C	action 86
		7F037E30	action 87
		7F037E70	action 88
		7F037EA4	action 89
		7F037EE0	action 8A
		7F037F1C	action 8B
		7F037F50	action 8C
		7F037F80	action 8D
		7F037F94	action 8E
		7F037FA8	action 8F
		7F037FE8	action 90
 6CB30:	7F038000
		7F038028	action 91
		7F03803C	action 92
		7F038050	action 93
		7F038064	action 94
		7F03807C	action 95
		7F038094	action 96
		7F0380CC	action 97
		7F0380E8	action 98
		7F038104	action 99
		7F038140	action 9A
		7F03817C	action 9B
		7F0381B8	action 9C
		7F038214	action 9D
		7F038254	action 9E
		7F038298	action 9F
		7F0382F4	action A0
		7F038344	action A1
		7F038398	action A2
		7F03840C	action A3
		7F038464	action A4
		7F0384C0	action A5
		7F03853C	action A6
		7F038594	action A7
		7F0385F0	action A8
		7F03866C	action A9
		7F038684	action AA
		7F0386A0	action AB
		7F0386EC	action AC
		7F038718	action AD
		7F038730	action AE
		7F038744	action AF
		7F038754	action B0
	6D29C	7F03876C	action B1	enable loop counter
	6D2B4	7F038784	action B2.rr	if loop counter enabled, return
	6D2EC	7F0387BC	action B3.xxxxxx.rr	if counter > x, return
		7F038840	action B4
		7F0388C4	action B5
		7F0388DC	action B6
		7F0388F4	action B7
		7F038928	action B8
		7F03893C	action B9
		7F038950	action BA
		7F038984	action BB
		7F0389E8	action BC
	6D57C	7F038A4C	action BD.bb.hh.pppp.aaaa.xxxxxxxx.rr	spawn guard
	6D624	7F038AF4	action BE.bb.hh.##.aaaa.xxxxxxxx.rr	respawn guard...
		7F038B7C	action BF
		7F038C80	action C0
		7F038D10	action C1
		7F038EC8	action C2
		7F038EF0	action C3
		7F038F18	action C4
		7F038F44	action C9
		7F038F58	action C7
		7F039008	action C8
		7F0390C4	action C5
		7F039160	action C6
		7F039260	action CA
		7F0392D4	action CB
		7F0392FC	action CC
		7F039360	action CD
		7F0393BC	action CE
		7F039408	action CF
		7F039440	action D0
		7F0394CC	action D1
		7F039504	action D2
		7F039550	action D3
		7F039564	action D4
		7F0395F0	action D5
		7F039670	action D6
		7F0396DC	action D7
		7F039750	action D8
		7F03979C	action D9
		7F039964	action DA
		7F0399A4	action DB
		7F0399E0	action DC
		7F039A24	action DD
		7F039A80	action DE
		7F039AD4	action DF
		7F039B30	action E0
		7F039B58	action E1
		7F039B98	action E2
		7F039BD8	action E3
		7F039BFC	action E4
		7F039C20	action E5
		7F039C5C	action E6
	6E85C	7F039D2C	action E9	instantly switch to solo sky 2
	6E878	7F039D48	action EA	stop time
	6E89C	7F039D6C	action EB.rr	return if button pressed
	6E8D8	7F039DA8	action EC	disable player pickups
	6E8F0	7F039DC0	action ED	hide 1st person display
	6E90C	7F039DDC	action EE	circular camera
	6EA18	7F039EE8	action EF	start credits
	6EA30	7F039F00	action F0.rr	return when credits finished
	6EA68	7F039F38	action F1.rr	if objectives complete, return
	6EA9C	7F039F6C	action F2.##.rr	if selected Bond# (0-3), return
	6EAD8	7F039FA8	action F3.rr	if player pickups disabled, return
	6EB10	7F039FE0	action F4.ss.xx.yy	plays X-theme in slot# =0-3 for x/y seconds
 6EB30:	7F03A000
	6EB34	7F03A004	action F5.xx	turn off music in slot -1 - 3
	6EB50	7F03A020	action F6	trigger explosions around players
	6EB64	7F03A034	action F7.##.rr	if # < civilian deaths, return
	6EBA4	7F03A074	action F8.##.rr	if guardID# shot at, unset flag and return
	6EC04	7F03A0D4	action F9	set "Killed in Action"
	6EC1C	7F03A0EC	action FA	use "fawn on shoulder" animation
	6EC30	7F03A100	action FB	switch to x-sky
	6EC64	7F03A134	action FC
	6ED30	7F03A200	action 04	end
		7F03A240
		
	6EF54	7F03A424
		V0= current entry in 8006 table (player?)
	6EF60	7F03A430
	6EFB4	7F03A484
		set A0 as p->last obj.pos.data (8006 table); fries V0,T6
	6EFD4	7F03A4A4
		A0->current obj.pos.data+0x28 (8006 table); fries V0,V1,T6
	6F020	7F03A4F0
		A0->first obj.pos.data+0x24 (set last entry); fries AT,V0,V1,T6
		7F03A538
		
	702E8	7F03B7B8
		image hit call - second nibble
		
 70B30:	7F03C000
 72B30:	7F03E000
	74AF0	7F03FFC0
		V0= (obj.data+0x70)/4+1 if the object is destroyed.  accepts A0=p->obj.data
		7F03FFF8
		
 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	command 00: reset scroll/shift
	7EB68	7F04A038	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
		
	83DE4	7F04F2B4
		append text A400: "Picked up "
	83E1C	7F04F2EC
		append article "some", "a", "an", or "the" on ammo collection
		accepts A0= p->text buffer, A1= ammo type, A2= amount
		uses TLB pointers at 80052F10
		7F04F31C	display "some"
		7F04F338	display "a" or "some" if plural
		7F04F37C	display "an" or "some" if plural
		7F04F3C0	display "the" or "some" if plural
		7F04F3FC	display nothing; return
	83F3C	7F04F40C
		append name of ammo type A1 upon collection
		accepts A0= p->text buffer, A1- ammo type, A2= amount
		7F04F43C	display "ammo" (types 1-3)
		7F04F464	display "throwing" + "knife":"knives"
		7F04F4CC	display "stick":"sticks" + "of dynamite"
		[7F045F24]	jump to handler for non-special case types
		7F04F544	display "shotgun cartridge"
		7F04F560	display "magnum bullet"
		7F04F57C	display "golden bullet"
		7F04F598	display "hand grenade"
		7F04F5B4	display "grenade round"
		7F04F5D0	display "rocket"
		7F04F5EC	display "remote mine"
		7F04F608	display "proximity mine"
		7F04F624	display "timed mine"
		7F04F640	display "dart"
		7F04F65C	display "explosive pen"
		7F04F678	display "explosive case"
		7F04F694	display "flare"
		7F04F6B0	display "piton"
		7F04F6CC	display "bug"
		7F04F6E8	display "micro camera"
		7F04F704	display "GoldenEye key"
		7F04F720	display "token"
		7F04F73C	display "plastique"
		7F04F750	pluralize if multiples
		[7F04F774]	return
	842B8	7F04F788
		sets sound effects on ammo type A0 collection
		7F04F7B4	SE 0EA: firearm
		7F04F7D0	SE 0EB: mine
		7F04F7EC	SE 0E9: knife
		7F04F800	no sound; return
	84340	7F04F810
		sets sound effects on weapon type A0 collection
	84450	7F04F920
		Display ammo type collection text.  Region-specific ordering
		accepts: A0=p->final text, A1=ammo type, A2=quantity
		[7F04F950]	japanese text
		[7F04F990]	english text
	84528	7F04F9F8
		Display text when ammo collected; reroutes to 7F04F920 and 7F08A3C8
		accepts ammo type A0, amount A1
	84598	7F04FA68
		adds A1 ammo of type A0 to inventory; also unlocks weapons linked to ammo
		A2=play sound		(0-n:1-y)
		A3=display text	(0-n:1-y)
		[7F04FB04]	05 ammo unlocks grenades
		[7F04FB14]	07 ammo unlocks remote mines and detonator
		[7F04FB38]	08 ammo unlocks proximity mines
		[7F04FB54]	09 ammo unlocks timed mines
		[7F04FB70]	0A ammo unlocks throwing knives
		[7F04FB8C]	10 ammo unlocks explosive case
		[7F04FBA8]	14 ammo unlocks bug
		[7F04FBC4]	15 ammo unlocks micro camera
		[7F04FBE0]	16 ammo unlocks goldeneye key
		[7F04FBFC]	1D ammo unlocks token
		[7F04FC18]	17 ammo unlocks plastique
		[7F04FC2C]	return
	8476C	7F04FC3C
		V0= ammo collected from 07 ammo clip; first 0xE ammo types only
		A0= p->obj.data
		7F04FC70	10	type 1
		7F04FC78	10	type 2
		7F04FC80	10	type 3
		7F04FC88	5	type 4
		7F04FC90	5	type C
		7F04FC98	3	type D
		7F04FCA0	4	type E
		7F04FCA4	1	types 5, 6, 7, 8, 9, A, B
	84828	7F04FCF8
		V0= ammo collected from 08 weapon; first 0xE ammo types only
		A0= p->obj.data
		7F04FD50	10	type 1
		7F04FD58	10	type 2
		7F04FD60	10	type 3
		7F04FD68	5	type 4
		7F04FD70	5	type C
		7F04FD78	3	type D
		7F04FD80	4	type E
		7F04FD88	3	type B
		7F04FD8C	1	types 5, 6, 7, 8, 9, A
	84910	7F04FDE0
		Generates language-specific text upon collecting weapon A1: "Picked up " + "article" + "weapon name"
		accepts A0=p->final string, A1=item type
		[7F04FE04]	japanese
		[7F04FE2C]	english
 84B30:	7F050000
	84D54	7F050224
		display text for collecting weapon A0 in lower-left corner
	84D80	7F050250
		collect or interact with object
		7F0502C4	4	04 key object collection; play SE 0E5
		7F050310	7	07 ammo clip object collection
		7F050338	14	14 ammo box object collection
		7F0503DC	8	08 weapon object collection
		[7F050410]	test if flag just collected, and if so place in hand
		7F0505B4	15	15 body armor object collection
		7F05062C	default object
	8520C	7F0506DC
		object collectability subroutines
		these do not use direct links but branches, but annotating for cataloging purposes
		[7F05093C]	07 object collectability: ammo clip
		[7F050980]	14 object collectability: ammo box 
		[7F050A38]	15 object collectability: body armor
		[7F050AF0]	sets collectability for object
		[7F050D20]	finish object collectability routine
		7F050D30
		
 86B30:	7F052000
	86D44	7F052214
		V0=obj.position (8006); A1=model#, A2=type
	86F04	7F0523D4
		Guard draws weapon if possible
		accepts: A0=p->GUARDdata, A1=model, A2=item type
		returns: V0= p->weapon pos.data (8006)
		redirects to 7F052214 setting SP+10=0, SP+14=0
		7F0523F8
 
	886A8	7F053B78
		plays door opening sound effects; JR using 8005334C
	88A94	7F053F64
		plays door opening sound effects; JR using 80053390
 88B30:	7F054000
	88DF4	7F0542C4
		plays door closing sound effects; JR using 800533D4
	88FE8	7F0544B8
		plays door closing sound effects; JR using 80053418
	8927C	7F05474C
		
	8A994	7F055E64
		initializes and triggers toxic gas effect
		accepts: A0=p->3 floating point values
		7F055EF8
		
 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]
		
		7F056C38
		loads model A0
		7F056CA0
		
	8BBF0	7F0570C0
		V0= handle to tagged object#; A0= obj#

	Objectives Microcode Handler
		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
		7F0573FC	type20	enter room
		7F057410	type21	deposit object in room
		7F057424	type22	use key analyzer on object
		7F057438	default: type17	create mission objective	type18	end objective	type1F	NULL

 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]
		
	913E4	7F05C8B4
		V0= p->weapon A0's statistics (80032494 table); fries V1,T6,T7,T8
	91420	7F05C8F0
		copies weapon in hand A0's (0-R,1-L) position to A1
	91468	7F05C938
		copies weapon in hand A0's (0-R,1-L) position from A1 to main list
		7F05C980
		
	91A30	7F05CF00
		V0= current player's gun type;
		A0=[0]right/[1]left, fry T6,T7,T8
	91A48	7F05CF18
		V0=address for player's weapon obj.header; A0=[0]right/[1]left hand
	91A8C	7F05CF5C
		remove cur. player's weapon in hand A0=[0]right/[1]left
	91AD4	7F05CFA4
		places weapon A1 in hand A0 (0-R,1-L) if allowed; fries V1,A2,T0,T3,T6,T7,T8
		tests update registers and ensures weapon code has changed.  Swaps and makes visible
	91B48	7F05D018
		V0=p->weapon A0's text call line
	91B78	7F05D048
		V0=p->weapon A0's model header line; fries AT,A0,V0,T6,T7
	91BA8	7F05D078
		V0=[BONDdata+2A38]
		7F05D088

	91F64	7F05D434
		V0= next weapon in cycle for hand A0 (0-R,1-L); fries AT,V0,V1,T6,T7,T8,T9
		mode A1:
			0	
			1	previously drawn weapon
		7F05D4E0
		
	92200	7F05D6D0
		advance through inventory
	92298	7F05D768
		advance backward through inventory
	92330	7F05D800
		auto-advance inventory when last of ammo for weapon spent
	92444	7F05D914
		Draw weapon A1 in hand A0 (0-R,1-L); fries V0,V1,T0,T1,T2,T6,T7,T8,T9
	92494	7F05D964
		reload weapon in hand A0 (0-R,1-L) if more ammo available; fries A0,V0,T0,T6,T7,T8,T9
	92500	7F05D9D0
		V0= hand A0's weapon (0-R,1-L); fries T6,T7,T8
	92530	7F05DA00
		Draw weapon A1 in hand A0 (0-R,1-L); fries V0,T0,T6,T7,T8,T9
	92574	7F05DA44
		V0= hand A0's weapon (0-R,1-L) - prefers 0x874 value if found; fries V1,A1,T6,T7
		7F05DA8C
		7F05DAE4
		
	92684	7F05DB54
		remove hand A0's weapon.  Probably the stock method of doing so when switching weapons
		also returns its clip ammo to stock and tests if < 21
	927B8	7F05DC88
		V0= hand A0's firing status (0-R,1-L); fries T6,T7,T8
		7F05DCE8
		
 92B30:	7F05E000
	92B8C	7F05E05C
		V0=TRUE if you have ammo for weapon A0; calls 7F05E0B4 + 7F06942C + 7F069450
		fries: A0,A1,V1,T6,T7,T8,T9
	92BE4	7F05E0B4
		V0=TRUE if any of mask A1 is present in weapon A0's statistics+0x6C
		7F05E0E4
		
	93194	7F05E664
		if hand A0's (0-R,1-L) weapon is watch (1E/17), F0=80053C78
		else, F0=80053C7C
	931E4	7F05E6B4
		
 94B30:	7F060000
 96B30:	7F062000
 98B30:	7F064000
 9AB30:	7F066000

	9BB70	7F067040
		V0= p->first title line for item A0; fries A0,V1,T0,T6,T7,T8,T9
		recalls watch entry + 0x12
	9BBA4	7F067074
		V0= p->second title line for item A0; fries A0,V1,T0,T6,T7,T8,T9
		recalls watch entry + 0x12
	9BBD8	7F0670A8
		V0= p->short watch text for item A0; fries A0,V1,T0,T6,T7,T8,T9
		recalls watch entry + 0x2A
	9BC0C	7F0670DC
		V0= p->long watch text for item A0; fries A0,V1,T0,T6,T7,T8,T9
		recalls watch entry + 0x28
	9BC40	7F067110
		F0=45.0, A0->SP+0; fries AT
	9BC50	7F067120
		F0= watch entry A0 +0x2C; fries AT,T6
	9BC6C	7F06713C
		F0= watch entry A0 +0x30; fries AT,T6
	9BC88	7F067158
		F0= watch entry A0 +0x34; fries AT,T6
		7F067174
		
 
	9BCD4	7F0671A4
		??? - looks at left hand and right hand weapon
	
	9BEE4	7F0673B4
		??? - looks at hand A0 (0-R,1-L)
	9BF50	7F067420
	
 9CB30:	7F068000
	9DC60	7F069130
		add ammo type A0, amount A1 to cur. player
	9DD70	7F069240
		V0= ammo of type A0 in cur. player's inventory; fries T6,T7,T8
	9DD88	7F069258
		V0= total ammo of type A0, including in weapon clips; fries A0,V0,V1,T6,T7,T8
	9DE04	7F0692D4
		V0= max ammo for type A0; fries T6
	9DE20	7F0692F0
		set max ammo for cur. player; fries  V0,V1,A0,A1,T6,T7,T8,T9
	9DE74	7F069344
		V0= hand A0's (0-R,1-L) ammo on clip (+89C); fries T6,T7,T8
	9DEA4	7F069374
		V0= ammo for hand A0's weapon, used to handle shotguns to display shells
	9DF24	7F0693F4	REVISED ROMS ONLY
		RESERVED FOR FUTURE USE
	9DF5C	7F06942C
		V0= ammo type for weapon A0; fries V1,T6,T7,T8
	9DF80	7F069450
		V0= ammo for weapon A0 in cur. player's inventory; fries V1,T6,T7,T8,T9
	9DFB4	7F069484
		add A1 of ammo for weapon A0 to cur. player; calls 7F05C8B4 + 7F069130
	9DFE0	7F0694B0
		V0= max ammo for weapon A0; fries  V1,T6,T7,T8,T9
	9E018	7F0694E8
		microcode generation for image display
		accepts: A0=p->microcode buffer, A1=p->image declaration,
			A2=(float)horizontal position, A3=(float)-1?, 
			SP+10=(float)vertical position, SP+14=?, 
			SP+18=(float)vertical offset, SP+1C=?
			SP+20=red, SP+24=green, SP+28=blue, SP+2C=alpha
	9E514	7F0699E4
		sets RGBA values and redirects to display ammo type image
		accepts: A0=p->microcode buffer, A1=p->image declaration, A2=(float), A3=(float), SP+10=(float)hor. offset, SP+14=, SP+18=(float)vert. offset, SP+1C=
		calls: 7F0694E8
		7F069A50
		
 9EB30:	7F06A000
	9F454	7F06A924
		V0=player's total kill count (stats+0x1C); fry T6
	9F464	7F06A934
		increment #killed MwtGX special weapon owner (stats+0x20); fry V0,T6,T7
	9F47C	7F06A94C
		V0=player's #killed MwtGX special weapon owner (stats+0x20); fry T6
	9F48C	7F06A95C
		
 A0B30:	7F06C000
		extracts ID values from object structure microcode
		7F06C7D8	xx01	A2= halfword @ 0xC
		7F06C7E4	xx18	A2= halfword @ 0x1A
		7F06C7F0	xx07	A2= halfword @ 0x1AA
		7F06C7FC	xx08	A2= halfword @ 0xC
		7F06C808	xx12	A2= halfword @ 0x4
		7F06C814	xx09	A2= halfword @ 0x22
		7F06C820	xx0B	A2= halfword @ 0x44
		7F06C82C	xx0C	A2= halfword @ 0x20
		7F06C838	xx17	A2= halfword @ 0x0
		7F06C840	default

 A2B30:	7F06E000
 A4B30:	7F070000
	A4D04	
		A0->80036250; fry AT
	A4D10	
		V0= [80036250]
 A6B30:	7F072000
 A8B30:	7F074000
		Converts object microcode offsets into rdram addresses
		7F075678	xx01
		7F075698	xx02
		7F0756B8	xx03
		7F0756D8	xx04
		7F0756FC	xx18
		7F07578C	xx14
		7F0757AC	xx05
		7F07583C	xx07
		7F0758F4	xx06
		7F075904	xx08
		7F07592C	xx12
		7F07594C	xx09
		7F075980	xx11
		7F0759A0	xx0B
		7F0759C4	xx0C
		7F0759E8	xx0D
		7F075A20	xx16
		7F075A44	default: 0A, 0E, 0F, 10, 13, 15, 17

		7F075B1C
		Set object microcode entry numbers; A0=p->obj.table, A1=p->obj.header
		7F075B68	xx01	
		7F075B84	xx07	
		7F075BA0	xx08	
		7F075BC0	xx12	
		7F075BE0	xx17	
		7F075C00	xx09	
		7F075C30	xx0B	
		7F075C4C	xx0C	
		7F075C68	xx18	
		7F075C84	default: 02, 03, 04, 05, 06, 0A, 0D, 0E, 0F, 10, 11, 13, 14, 15, 16
		7F075CDC	kill routine
		7F075CF4
		set obj. use flag, compute group #s, set obj loaded byte; A0=p->obj.header
		redirect to 7F075B1C, setting A0=p->obj.table, A1=p->obj.header
		returns V0=TRUE if object loaded byte is set
		7F075D2C

		object microcode handler (use unknown)
		7F075D88	xx01
		7F075E00	xx07
		7F075E18	xx08
		7F075E78	xx09
		7F075E9C	xx0B
		7F075EB4	xx0C
		7F075E38	xx12
		7F075E5C	xx17
		7F075ECC	xx18
		7F075EF4	default: 02, 03, 04, 05, 06, 0A, 0D, 0E, 0F, 10, 11, 13, 14, 15, 16

 AAB30:	7F076000
	AAFD4	7F0764A4
		loads obj and fills header; A0=p->header, A1=p->recall string, A2=target loc, A3=size left, SP+10= ?
		
	AB07C	7F07654C
		loads object into memory; A0=p->header, A1=p->recall string
		redirects to 7F0764A4, setting A2, A3, & SP+10 = 0
	AB0A4	7F076574
		loads object into memory; A0=p->header, A1=p->recall string, A2=target loc, A3=size left
		redirects to 7F0764A4, setting SP+10 = 0
	AB0C4	7F076594
			next three words blank
	AB0D0	7F0765A0
		determines if A0 is less than a certain power of 2; fries AT
		A0<2		V0=0
		A0=2		V0=1
		A0=3-4		V0=2
		A0=5-8		V0=3
		A0=9-10	V0=4
		A0=11-20	V0=5
		A0=21-40	V0=6
		A0=41-80	V0=7
		A0>80		V0=8
		7F076648
		
	AB898	7F076D68
		???	image processor of some type
		accepts: A0=?, A1=p->imgcall, A2=?
	AC6E8	7F077BB8
		???	copies A0->SP+0, A1->SP+4, A2->SP+8, A3->SP+C
	AC6FC	7F077BCC
		unconditional return
	AC708	7F077BD8
		???	F12->BONDdata+1090, F14->BONDdata+1094, F12/2->BONDdata+10AC, F14/2->BONDdata+10B0
		accepts: F12=?, F14=?
		fries: AT,V0,T6,T7,T8,T9,F0,F4,F6
	AC744	7F077C14
		???	F12->BONDdata+1098 & F14->BONDdata+109C; fries V0,T6,T7
	AC760	7F077C30
		???	F12->BONDdata+10A0, F14->BONDdata+10A4, A2[float]->BONDdata+10A8; fries V0,T6,T7,T8,F4,SP+8
		7F077C5C
		
		
 ACB30:	7F078000
	AE820	7F079CF0
		load player and set up their character's obj.instance
		7F079E00	body=16: cuff 3 - Boiler
		7F079E0C	body=18: cuff 2 - Jungle
		7F079E18	body=19: cuff 4 - Snowsuit
		7F079E24	body=05: cuff 1 - Brosnan Tux
		7F079E30	body=05: cuff 5 - Connery
		7F079E3C	body=05: cuff 6 - Moore
		7F079E48	body=05: cuff 7 - Dalton
		7F079E54	selected Bond body
		7F079EF4	head=4A: cuff 3 - Boiler
		7F079F00	head=4C: cuff 2 - Jungle
		7F079F0C	head=4E: cuff 1 - Brosnan Tux
		7F079F18	head=4E: cuff 5 - Connery
		7F079F24	head=4E: cuff 6 - Moore
		7F079F30	head=4E: cuff 7 - Dalton
		7F079F3C	head=4E: cuff 8 - selected Bond: Brosnan
		7F079F60	multiplayer bodies and heads
		
 AEB30:	7F07A000
	AEFD0	7F07A4A0
		solo intro camera handler?  Something like that...
	AF4E8	7F07A9B8
		use intro camera mode A0 (0-9)
		[7F07A9E8]	1-solo static intro camera
		[7F07AA88]	2-fade to swirl
		[7F07AAC4]	9-MP rotating intro camera
		[7F07AB1C]	3-solo rotating intro camera
		[7F07AC88]	4-1st person mode
		[7F07AD74]	5-(used during death+respawn)
		[7F07B0AC]	6-
		[7F07B0E8]	7-
		[7F07B110]	8-return to 1st person mode from camera
		[7F07B130]	A-
		[7F07B194]	default - return
	AFCD4	7F07B1A4
	AFDD0	7F07B2A0
	AF058	7F07B3C4
		V0= current camera state
 B0B30:	7F07C000
	B19A8	7F07CE78
		V0= 1 if player in tank
	B19B4	7F07CE84
		V0= p->8006 for object 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
		
	B52E0	7F0807B0
		???	fries: V0,T6,T7,T8,T9,F12
		A0->BONDdata+3D0, A1->BONDdata+3D4, A2->BONDdata+3D8, (float) A3->BONDdata+3DC
	B5310	7F0807E0
		fries: V0,V1,T0,T1,T2,T3,T4,T6,T7,T8,T9,F4,F6,F8,F12
	B5388	7F080858
		fade to F14 over F12 seconds
		redirect to 7F0807E0; fries: V0,V1,A1,A2,A3,T0,T1,T2,T3,T4,T6,T7,T8,T9,F4,F6,F8,F12
		sets V0=BONDdata, A1=BONDdata+3D0, A2=BONDdata+3D4, A3=BONDdata+3D8,SP+10=F14
		7F08088C
		
	B5540	7F080A10
		set cur. player fade; F12=timer (ms), F14=final level (1.00=100%)
		7F080A80
		
 B6B30:	7F082000
		
		[7F082BD0]	REVISED ROMS ONLY - embedded in routine
		RESERVED FOR FUTURE USE
		[7F082C20]	button handler
		
 B8B30:	7F084000
 BAB30:	7F086000
		
	BB770	7F086C40
		??? - uses screen and ration settings during play
		7F086CC4
		
 BCB30:	7F088000
 
		7F0896C0
		
	BE2C8	7F089798
		V0= p->cur. player's 8006 position data; fries T6 (T6=p->BONDdata)
	BE2D8	7F0897A8
	
	BEA40	7F089F10
		F0= [float] cur. player's vertical rotation in degrees; fries AT,T6,F4,F6,F8
	BEA68	7F089F38
		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

	BEEE4	7F08A3B4
		A0->800368A4, A1->800368A0; fries AT
	BEEF8	7F08A3C8
		display string A0 in lower-left corner; A0=p->text
		7F08A4E4
		7F08A5FC
		7F08A900
		7F08A928
		7F08A944
	BF48C	7F08A95C
		display string A0 at top of screen; A0=p->text
		7F08A9F8
		7F08AAE8
		7F08B0F0
	
	C0AE8	7F08BFB8
		V0= 80079A20
	C0AF4	7F08BFC4
		trigger explosions around players; A0=delay (sec)
		fry AT,A0,T6,T7,T8
		
 C0B30:	7F08C000
		7F08C054
	C0CC4	7F08C194
		add an additional weapon slot to player inventory?  guessing, honestly
	C0D2C	7F08C1FC
		re-order inventory pointers based on ID code?
	C0D74	7F08C244
		V0=p->next available weapon?
	C0DCC	7F08C29C
		A0->all guns flag [cur. player data + 0x11EC]; fry T6
	C0DDC	7F08C2AC
		V0= all guns flag [cur. player data + 0x11EC]; fry T6
	C0DEC	7F08C2BC
		V0=p->inventory item A0 or NULL if not found; fries V1,A0,A1,T6,T7,T8
	C0E44	7F08C314
		V0=TRUE if item A0 is in inventory; fries V1,A0,A1,T6,T7,T8
	C0E68	7F08C338
		V0=p->inventory item A0 for hand A1 or NULL if not found
	C0ECC	7F08C39C
		V0=TRUE if item A0 for hand A1 is in inventory
	C0EF0	7F08C3C0
		V0=TRUE if item A0 (1-20) is available; fries AT,V1,A0,A1,T6,T7,T8
		returns TRUE when all guns in effect
	C0F3C	7F08C40C
		V0=TRUE if item A0 for hand A1 is available
		solo:  V0=TRUE if if weapon A0's 00100000 flag set at stats+0x6C
		multi: V0=TRUE if item A0 for hand A1 is in inventory
	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
	C10A0	7F08C570
		???	tests doubles, I think...  remove a right-handed weapon?
	C114C	7F08C61C
		???	tinkers with ammo totals
		7F08C724
		7F08C764
	C139C	7F08C86C
		load next weapon(s) from inventory
	C1640	7F08CB10
		load previous weapon(s) from inventory
		7F08CE70
		
	C1AB0	7F08CF80
		V0=TRUE if possess Flag (item 58)
	C1AF0	7F08CFC0
		V0=TRUE if Golden Gun (item 13) is in inventory
		7F08CFE0
		
	C1D4C	7F08D21C
		V0=p->right or left weapon data if A0 matches either's item type; fries V1,T6,T7
		7F08D25C
		
	C248C	7F08D95C
		7F08D9A4
		
		
 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
	C52A8	7F090778
		Debug Menu: move view
	C52B8	7F090788
		Debug Menu: stan view
	C52C8	7F090798
		Debug Menu: bond view
	C52D8	7F0907A8
		Debug Menu: generic copy 80036B70->80036F70 [level]
	C52EC	7F0907BC
		Debug Menu: generic copy 80036B70->80036F70 [region]
	C5300	7F0907D0
		Debug Menu: generic copy 80036B70->80036F70 [scale]
	C5590	7F090A60
		Debug Menu: play title
	C55A0	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
	C5464	7F090934
		Debug Menu: max ammo
	C54C0	7F090990
		Debug Menu: display speed
	C54E8	7F0909B8
		Debug Menu: background
	C5500	7F0909D0
		Debug Menu: props
	C5518	7F0909E8
		Debug Menu: stan hit
	C5530	7F090A00
		Debug Menu: stan region
	C5548	7F090A18
		Debug Menu: stan problems
	C5560	7F090A30
		Debug Menu: print man pos
	C53A0	7F090870
		Debug Menu: port close
	C53A0	7F090870
		Debug Menu: port inf
	C53A0	7F090870
		Debug Menu: port approx
	C55B0	7F090A80
		Debug Menu: pr room loads
	C55C8	7F090A98
		Debug Menu: show mem use
	C55D8	7F090AA8
		Debug Menu: show mem bars
	C55E8	7F090AB8
		Debug Menu: grab rgb
	C560C	7F090ADC
		Debug Menu: grab jpeg
	C5630	7F090B00
		Debug Menu: grab task
	C59A4	7F090E74
		Debug Menu: rnd walk
	C5648	7F090B18
		Debug Menu: record ramrom
	C5658	7F090B28
		Debug Menu: record 1
	C5668	7F090B38
		Debug Menu: record 2
	C5678	7F090B48
		Debug Menu: record 3
	C5688	7F090B58
		Debug Menu: replay ramrom
	C5698	7F090B68
		Debug Menu: save ramrom
	C56A8	7F090B78
		Debug Menu: load ramrom
	C56B8	7F090B88
		Debug Menu: auto y aim
	C56D0	7F090BA0
		Debug Menu: auto x aim
	C56E8	7F090BB8
		Debug Menu: 007
	C5700	7F090BD0
		Debug Menu: agent
	C5718	7F090BE8
		Debug Menu: all
	C5730	7F090C00
		Debug Menu: fast
	C5748	7F090C18
		Debug Menu: 
	C59A4	7F090E74
		Debug Menu: return; used for NULL options
	C5364	7F090834
		Debug Menu: generic copy 80036B70->80036F70 []
	C5378	7F090848
		Debug Menu: generic copy 80036B70->80036F70 []
	C5760	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
 C6B30:	7F092000
	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
		7F0926C0
	C72A4	7F092774
		V0= p->text for cheat A0 or "NO NAME" otherwise; fries A0,V1,T0,T6,T7,T8,T9
		redirects to 7F0C1DD8
		7F0927BC
	C7324	7F0927F4
		set DK mode; A0=[0]off, [1]on
		7F092890
		
 C8B30:	7F094000
 CAB30:	7F096000
 CCB30:	7F098000
 CEB30:	7F09A000
	CEF94	7F09A464
		V0= # players; fries V0,V1,T6,T7,T8,T9
	CFC3C	7F09B10C
		sets current player to player A0=0-3; sets data at 8007A0B0-B8
	CFC80	7F09B150
		V0= cur player # (player# killed MP)
	CFC8C	7F09B15C
		V0= player# shot (MP); well, probably...
		7F09B1DC
		
	CFE98	7F09B368
		??? - accepts hand A0 (0-R:1-L); redirects to 7F0521E8 w/ A0=p->player's GUARDdata, A1=hand
		7F09B398
		
	D0130	7F09B600
		[7F09B6C4]	loop to calculate the file checksums
		7F09B740
		
 D0B30:	7F09C000
 D2B30:	7F09E000
 D4B30:	7F0A0000
 D6B30:	7F0A2000
 D8B30:	7F0A4000
	D9398	[7F0A4868]	initialize watch menu at start of stage; part of larger routine
		[7F0A4918]	initialize difficulty multipliers
		7F0A4A98

	D9968	7F0A4E38
		V0=look up/down setting [80040A84]
	D9974	7F0A4E44
		A0->look up/down setting; fry AT
	D9980	7F0A4E50
		V0=auto-aim control setting [80040A90]
	D998C	7F0A4E5C
		A0->auto-aim control setting; fry AT
	D9998	7F0A4E68
		V0=look-ahead setting [80040AB4]
	D99A4	7F0A4E74
		A0->look-ahead setting; fry AT
	D99B0	7F0A4E80
		V0=aim control setting [80040A9C]
	D99BC	7F0A4E8C
		A0->=aim control setting; fry AT
	D99C8	7F0A4E98
		V0=sight on-screen setting [80040AA8]
	D99D4	7F0A4EA4
		A0->sight on-screen setting; fry AT
	D99E0	7F0A4EB0
		V0=ammo on-screen setting [80040AC0]
	D99EC	7F0A4EBC
		A0->ammo on-screen setting; fry AT
	D99F8	7F0A4EC8
		V0=screen setting [80040ACC]
	D9A04	7F0A4ED4
		A0->screen setting; fry AT
	D9A10	7F0A4EE0
		V0=ratio [80040AD8]
	D9A1C	7F0A4EEC
		A0->ratio; fry AT
		7F0A4EF8
	D9A74	7F0A4F44
		0->??? [800409A8]; fry AT
		7F0A4F50
		7F0A4F74
	D9AC8	7F0A4F98
		V0=??? [80040ADC]
	D9AD4	7F0A4FA4
		0->??? [80040ADC]; fry AT
		7F0A4FB0
		7F0A4FEC
		7F0A5028
		7F0A504C
	D9BA0	7F0A5070
		V0=??? [80040AE0]
	D9BAC	7F0A507C
		0->??? [80040AE0]
		7F0A5088
		7F0A50C4
		7F0A5100
		7F0A5124
	D9C78	7F0A5148
		V0=??? [80040AE4]
	D9C84	7F0A5154
		0->??? [80040AE4]; fry AT
		7F0A5160
		7F0A519C
		7F0A51D8
		7F0A5210
	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
		??? submenu option of watch menu - tests d/c-up, then d/c-down
	DA430	7F0A5900
		??? submenu option of watch menu - tests d/c-up, then d/c-down; probably inventory select
	DA4C8	7F0A5998
		??? submenu option of watch menu - tests d/c-up, then d/c-down
	DA594	7F0A5A64
		??? submenu option of watch menu - tests d/c-up, then d/c-down
	DA624	7F0A5AF4
		??? submenu option of watch menu - tests d/c-up, then d/c-down
		7F0A5B80
		
 DAB30:	7F0A6000

	DAC4C	7F0A611C
		??? submenu option of watch menu - tests d/c-up, then d/c-down
	DB148	7F0A6618
		??? submenu option of watch menu - tests d/c-up, then d/c-down
	DB1D0	7F0A66A0
		??? submenu option of watch menu - tests d/c-up, then d/c-down
	DB25C	7F0A672C
		??? submenu option of watch menu - tests d/c-up, then d/c-down
	DB2EC	7F0A67BC
		??? submenu option of watch menu - tests d/c-up, then d/c-down
	DB37C	7F0A684C
		??? submenu option of watch menu - tests d/c-up, then d/c-down
	DB408	7F0A68D8
	DB4D8	7F0A69A8
		initialize watch menu when entering menu from play
		7F0A6A04
		7F0A6A2C
		7F0A6A58
		7F0A6A80
	
 DCB30:	7F0A8000
 DEB30:	7F0AA000
 
	E02D4	7F0AB7A4
		change screen or ratio options in watch menu
		7F0AB7D8
		
 E0B30:	7F0AC000
		7F0AD014
		inserts radar blip DL to A0
		accepts: A0=p->DL, SP+10=???, SP+14=RGBA value for square
		7F0AD0F8
 
 E2B30:	7F0AE000
 E4B30:	7F0B0000
 E6B30:	7F0B2000
		7F0B2D50
		converts stan tile name string to integer values
		accepts: A0=p->tile name string, A1=p->short integer value target, A2=p->letter code target
		returns: V0=short integer part, values to targets; note A1 and A2 are overwritten, so ensure you can recover their values!
	E7988	7F0B2E58
		V0= match for stan tile name at pointer A0
		accepts: A0=p->tile name string, SP+22=name numeral, SP+21=name letter code
	E7A30	7F0B2F00
		redirect to 7F0B2E58: sends A0=A0, returns A0=p->hit
	E7A5C	7F0B2F2C
		determines end of clipping file A0
		accepts: A0=p->stan tile list
		7F0B2FD8
		
 E8B30:	7F0B4000
	E93B4	7F0B4884
		camera modes 1-9 timers, among other things
		uses TLB at 80058C58
		7F0B4914	1,2,3,7,9
		7F0B491C	4,5,6,8,default
		7F0B4A50
		
 EAB30:	7F0B6000
 ECB30:	7F0B8000
	ECF44	7F0B8414
		global visibility parsing routine
		7F0B84D0	type 00	normal termination
		7F0B84D8	type 01	???
		7F0B84F8	type 02	???
		7F0B8518	type 03	???
		7F0B8548	type 04	???
		7F0B8578	type 05	???
		7F0B85A0	type 06	???
		7F0B85D0	type 14	range of rooms capable of sight
		7F0B8614	type 1E	
		7F0B8654	type 1F	
		7F0B8788	type 20	visible room
		7F0B8914	type 21	begin new block
		7F0B86A8	type 22	
		7F0B8714	type 23	
		7F0B87F4	type 24	
		7F0B8828	type 25	
		7F0B8884	type 26	
		7F0B88B8	type 27	
		7F0B8930	type 50	
		7F0B896C	type 51	
		7F0B8954	type 52	
		7F0B8990	type 5A	
		7F0B89C8	type 5B	
		7F0B89E0	type 5C	
		7F0B89F0	terminate (invalid types)
		7F0B8A24	

 EEB30:	7F0BA000
 F0B30:	7F0BC000
	F1834	7F0BCD04
		load resource to rdram using string value A0; redirects to 7F0BCE0C
		accepts: A0=p->string, A1=?, A2=?, A3=?
	F1870	7F0BCD40
		load resource to rdram using string value A0; redirects to 7F0BCFE0
		accepts: A0=p->string, A1=?, A2=p->target, A3=size of target buffer
		7F0BCD7C
	F193C	7F0BCE0C
		loads ROM index# A0 into memory
		accepts: A0=index#, A1=0-2, A2=???, A3=?? (1 byte)
	F1B10	7F0BCFE0
		loads ROM index# A0 into memory
		accepts: A0=index#, A1=?, A2=p->target, A3=size of target buffer
		7F0BD100
		7F0BD11C
		7F0BD138
		7F0BD188
		7F0BD1BC
		7F0BD234
	F1D84	7F0BD254
		V0=index# in ROM table for string A0
		7F0BD384
		7F0BD38C
		7F0BD3E4
		7F0BD410
		7F0BD460
		7F0BD48C
		
	F2420	7F0BD8F0
		V0= pause [800483C0]
	F242C	7F0BD8FC
		A0->pause; fries AT
		7F0BD908
 
	F25E0	7F0BDAB0
		??? - involves selected cheat options
		calls necessary stuff for stage loading!
	F2A34	7F0BDF04
		V0= 80048364: ???
	F2A40	7F0BDF10
		
 F2B30:	7F0BE000
	F3400	7F0BE8D0
		set settings based on difficulty - called constantly
	F36B8	7F0BEB88
		run MP game, its scoring and time - involves selected cheat options
	F4330	7F0BF800
	F4650	7F0BFB20
	F4728	7F0BFBF8
		A0->80048370; fry AT
	F4734	7F0BFC04
		V0= [80048370]
	F4740	7F0BFC10
		V0= difficulty [80048384]
	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
	F47BC	7F0BFC8C
		V0= TRUE if demos starting or loaded [80048474]
	F47C8	7F0BFC98
		V0= [80048480]
	F47D4	7F0BFCA4
		menu 0B interface: -active gameplay-
		V0= [8004847C]
		7F0BFCB0
		7F0BFD60
		7F0BFE00
		7F0B5E5C
		
 F4B30:	7F0C0000
	F4ED8	7F0C03A8
		copy current in-game registers before playing ramrom
	F5024	7F0C04F4
		copy recorded ramrom values to appropriate in-game registers
		accepts: A0=p->ramrom data
		7F0C0640
		
	F534C	7F0C081C
		replay recorded movie; called by intros and debug features
		
	F5550	7F0C0A20	
		V0=set #; fries T6 (unsure in unhacked rom)
		7F0C0A70
		
	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
 
	F8408	7F0C38D8
		V0=# points for player in MP stage
		7F0C3954	# player kills (Normal, MwtGX, LtK)
		7F0C3B14	# deaths (YOLT)
		7F0C3B24	Time w/ Flag	(TLD)
		7F0C3B2C	Team # player kills (Teams)
	F87C4	7F0C3C94
		
	F8A8C	7F0C3F5C
		??? - uses scenario TLB pointers at 8005BCC0
		7F0C3F8C	??? - all scenarios except YOLT
		7F0C3F94	??? - YOLT
	F8AFC	7F0C3FCC
		??? - uses scenario TLB pointers at 8005BCE0
		7F0C3FFC	??? - all scenarios except YOLT + TLD
 F8B30:	7F0C4000
		7F0C4004	??? - YOLT, TLD
	F8B54	7F0C4024
		multiplayer watch menu display
		uses scenario TLB pointers at 8005BD00 to set window text
		7F0C40C8	0,1,2,3 - play
		7F0C4118	7 - blank
		7F0C4128	4 - pause/unpause
		7F0C4170	5,6 - exit
 FAB30:	7F0C6000
 	FAB78	7F0C6048
		??? - pulls 8008C704
	FABC0	7F0C6090
		Display red/blue positions on radar; uses scenario flags for TLD, MwtGX, and all the teams
	FB100	7F0C65D0
		advance MP weapon set menu one option & save updated value; fries AT,V0,T6,T7,T8
	FB128	7F0C65F8
		V0= p->current weapon set's text code; fries T6,T7,T8
	FB144	7F0C6614
		returns V0=pointer to MP weapon set data; fries T6,T7
	FB160	7F0C6630
		A0-> selected MP weapon set; fries AT
	FB16C	7F0C663C
		V0= selected MP weapon set
	FB180	7F0C6650
		Does Nothing
	FB188	7F0C6658
		
 FCB30:	7F0C8000
 FEB30:	7F0CA000
	100AE0	7F0CBFB0
		loads and sets up global image bank
100B30:	7F0CC000
	100FEC	7F0CC4BC
		unconditional return
		7F0CC4C8
		7F0CC51C
		7F0CC548
		7F0CC574
		7F0CC690
		7F0CC714
	10132C	7F0CC7FC
		if A1=0, return V0=A0+9; else, V0=corresponding entry in 8008C738
		fries V0,V1,A2,A3,T0,T1,T2,T6,T8,T9
		7F0CC87C
		
		
102B30:	7F0CE000
	1033C4	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

	117880	7F0E2D50
		:possibly actual end of TLB range:
	117880		DL snippet: vertex colors + shade
	1178A0		DL snippet: vertex colors + shade + depth buffer
	1178C0		DL snippet: blender options for font
	117938		8xxx japanese font
	123040		Cxxx japanese font
	124AC0		unknown... not executable or rsp
	...
	17BD48		unknown. 0x3C entries @ 0x44 each
	17CD38

24EB30:	7F21A000
		:end registered in TLB:
