Listed are fixed areas of memory dedicated to various functions.
----------------------------------------------------------------
80063B50

Text allocation sizes for stages:	80028A70

Images:			800C31E0	edit@ 8008C248
index of loaded images:	80164730	last entry.	edit@ 8008C72C
			8016xxxx	first image loaded.	edit@ 8008C724
				address for next image	edit@ 8008C728

clipping data:
	calculated address for tile "0000"	edit@ 80040F58
	start of file				edit@ 80040F5C
	end of file				edit@ 80040F60
background data:	edit@ 8007BF90
clipping location:	looksee 8007BF94

# rooms in stage:	80041400
room information block:	80041414
room model buffer:	8008E360	edit@ 80063BF0
	edit@ 80063C20
amount of memory dedicated to room models:	19000	EDIT@ 800241B0
	(also used as offset to player data)
			USED IN MODEL CALCULATIONS	edit@ 80063C24	
index of address/count for loaded rooms:	80063C30

-800A7360 (player data temple 2pl)

current player data offset:	8007A0B0	(0x2A80 in size)
player 1 data offset:		80079EE0
player 2 data offset:		80079EE4
player 3 data offset:		80079EE8
player 4 data offset:		80079EEC

---------------------
Room Information:	0x50 each
0x0	4	bitflags probably
		xxxx01xx	set when the model binaries have been loaded (prior to collisions)
0x4	4	pointer to point index in model buffer or NULL
0x8	4	pointer to expanded mapping information in model buffer or NULL
0xC	4	pointer to secondary expanded mapping information in model buffer or NULL
0x10	4	compressed size of point index binary or 0
0x14	4	compressed size of primary display list or 0
0x18	4	compressed size of secondary display list or 0
0x1C	4	uncompressed size of point index binary or 0
0x20	4	uncompressed and expanded size of primary display list or 0
0x24	4	uncompressed and expanded size of secondary display list or 0
0x28	4	total size dedicated to current room 
		(above binaries are increased +0x4-0x10 bits to align to 128bit bounds)
0x2C	4	pointer to index of unique points used in room for collision purposes
		(xxx1yyy1zzz1,xxx2yyy2zzz2,etc.)
0x30	4	bitflags probably
0x34	4	0000FFFF when room is not loaded
0x38	4	float: minimum x bounds
0x3C	4	float: minimum y bounds
0x40	4	float: minimum z bounds
0x44	4	float: maximum x bounds
0x48	4	float: maximum y bounds
0x4C	4	float: maximum z bounds
---------------------
setting the size of memory for a specific stage!
 -ma####
the # is coverted from ASCII and multiplied by 0x400
(as in MAlloc...  sigh)
this is set to 800241B0, then copied to 80063C24 when loading rooms, setup, etc.

Translates text copied to 80064C30
80024470:
0x0	selected (bunker1 = 7)
0x4	800291F0
0x8+	pointers to each individual word in 8006 buffer

results for each stored to:
-ml	????????	not stored?
-me	????????	not stored?
-mgfx	800482E4	area allocated to general graphics (stuff caught by facemapper)
			added to base address at 8008C230, stored to 8008C234; add again, store to 8008C238
-mvtx	800482F4	area dedicated to room models
			*4; subtracted from base at 80063BF8, store to 63bf4
-mt	800482EC
-ma	800482F0

[800D2060]	BONDdata1	0x2A80
[800D4AE0]	BONDdata2	0x2A80
[800D7560]	display list buffer
[800F0560]	
[80109560]	
[80115D60]	
[80122560]	start of image buffer - runs to at least 80173C10
[80176DE0]	ASCII font, loaded from 0x2E63F0 - 0x2EBDE0
[8017C7D0]	nintendologo, goldeneyelogo, and walletbond object data; p->data at 8002A950
[801867D0]	images for above files?  ; p->data @ 8006958C
...
[801C40E0]	possible start of image buffer (aka facemapper buffer)
[801C4D60]	???
[801C5000]	main image bank	0x29D160 - 0x29E560
[801C6400]	0x2AE280 - 0x2AE840
[801C6BD0]	0x2A4D50 - 0x2BF2D0
[801CCB50]	BG file
[801CE0E0]	clipping
[801D4000]	
[801E1150]	
---------------------
at load - SNIPPETS
700099B0:
LW	T9,0000 (V0)	//T9<-80063BF0
SW	A0,0000 (SP)
SW	R0,000C (V0)	//0->80063BFC
JR	RA
SW	T9,0004 (V0)	//T9->80063BF4

7000976C:
LW	A0,0008 (V1)	//A0<-80063BF8 = 802AC000
ADDU	T5,V0,A2	//T5=8008E360 + 19000
SLTU	AT,A0,V0	//AT ? 802AC000 < 8008E360
BEQL	AT,R0,70009794
SLTU	AT,A0,T5	//AT ? 802AC000 < 800A7360
-JAL	700098F0
-ADDIU	A3,R0,0006
-BEQ	R0,R0,70009788	//infinite loop of DOOM!
-
70009794:
BEQL	AT,R0,700097E8
ADDU	T5,V0,A2	//T5=800A7360

so, the checks here must be buggered to ensure it runs smoothly
