00000858 3636030301020200	impact (explosion point?)	//generic impact
00000878 3030060301020200	glass bullet impact		//impact images
00000879 4020070301020200	bullet impact (wide)
0000087A 4040000301020200	impact (explosion point?)
000000CE 4020070301020200	numerous spread shot impact
00000878 3030060301020200	glass bullet impact
00000878 3030060301020200	glass bullet impact
00000878 3030060301020200	glass bullet impact
0000087B 2020000301020200	metal bullet impact
0000087C 2020000002020200	spread shot impact
000005C3 2020060002020200	brick behind chipped paint (circular)
0000087D 2020060002020200	brick behind chipped paint
000005C4 2020060002020200	brick behind chipped paint (W)
0000087E 2020060002020200	greenish stone behind chipped paint (1)
0000087F 2020060002020200	greenish stone behind chipped paint (2)
000005C6 2020060002020200	dark old brick behind chipped paint
000005C7 2020060002020200	dark old brick behind chipped paint (more)
0000087A 4040000301020200	impact (explosion point?)
00000878 3030060301020200	glass bullet impact
00000878 3030060301020200	glass bullet impact
00000878 3030060301020200	glass bullet impact
00000880 4040000301000000	point of smoke or explosion	//explosions and smoke
00000881 4040000301000000	dissipated smoke or explosion
00000882 4040000301000000	small point of smoke or explosion
00000883 4040000301000000	medium point of smoke or explosion
00000884 4040000301000000	large point of smoke or explosion, spread a bit
00000885 4040000301000000	spread of smoke or explosion
00000886 4040000301000000	blorb of explosion
00000887 4040000301000000	blorb of explosion
00000888 4040000301000000	blorb of explosion
00000889 4040000301000000	blorb of explosion
0000088A 4040000301000000	blorb of explosion
000008B5 4040000301000000	almost like the flare from the assault rifle...	//flare?
000008B6 4040000301000000	block of white; could be anything		//unknown
00000850 1020060003000000	little red flare			//flare?
00000857 1020060003000000	horizontal flare			//flare?
00000856 2020000003000000	round flare				//flare?
000008B7 050C000003020200	9mm ammo counter
000008B8 051C000003020200	rifle ammo counter
00000877 0614000003020200	shotgun shell ammo counter
00000876 0618000003020200	knife ammo counter
00000875 0815000003000200	grenade launcher ammo counter
00000871 0716000003020200	rocket ammo counter
00000872 0E0E000003020200	mine ammo counter (generic)
00000873 0E12000003020200	grenade ammo counter
00000874 050F000003020200	magnum ammo counter
000008B9 050C000003020200	golden gun ammo counter
000008BA 0E0E000003020200	remote mine ammo counter
000008BE 0E0E000003020200	timed mine ammo counter
000008BB 0E0E000003020200	proximity mine ammo counter
000009A0 0716000301020200	tank ammo counter
000008BC 2020000003000000	crosshair (aimer)
000008BD 2020000003000000	beta crosshair
00000292 2001060301000000	streaks?			//glass reflective overlay
0000028E 3636030301020200	dark glass reflection overlay
0000088B 2020000401000000	Bond monitor image		//monitor images
0000088C 8010000401000000	ROKAYOH
0000088D 8010000401000000	BETOHAPMEH
0000088E 8010000401000000	TARGET
0000088F 8010000401000000	CEBERHAEA
00000890 8010000401000000	ROGATY TARGET
00000891 8010000401000000	Severnaya targetting image
00000892 2020060002000000	sattelite view of target
00000893 2020060002000000	monitor data
00000894 2020060002000000	heat map of region?
00000895 2020060002000000	vector grid
000004A1 2020060002000000	blue windows (text doc in UR)
00000896 2020060002000000	various gauges (more like color wheels)
00000897 2020060002000000	eclipse of earth
000004A2 2020060002000000	blue windows (space in center)
000004A3 2020060002000000	blue windows (cascaded)
00000898 1010050401000000	wireframe cube front
00000246 2020060002000000	shuttle flight
00000247 2020060002000000	shuttle at launch
00000248 2020060002000000	Earth (North America)
00000899 2020060002000000	Earth (Pacific and Australia)
0000089A 2020060002000000	milky way
0000089B 2020060002000000	redish sun w/ dust cloud
0000089C 2020060002000000	bright blue gas giant
00000245 2020060002000000	satellite exploding
0000089D 2020060002000000	target selected from sattelite view
0000089E 2020060002000000	information on redish sun
000008B3 4040000401000000	bumpmap or static
000008AF 2020000401000000	sine wave
000008B0 2020000401000000	text
000008B1 2020000401000000	bar graph
000008B2 2020000401000000	series of boxes
000008AB 2020000401000000	commandant frame 1
000008AC 2020000401000000	commandant frame 2
000008AD 2020000401000000	commandant frame 3
000008AE 2020000401000000	commandant frame 4
000008AA 2020000401000000	skateboard frame 1 (leg raised)
0000089F 2020000401000000	skateboard frame 2 (going to push)
000008A0 2020000401000000	skateboard frame 3 (foot to ground)
000008A1 2020000401000000	skateboard frame 4 (leg back)
000008A2 2020060401000000	Karl yelling 1 (mouth closed)
000008A3 2020060401000000	Karl yelling 2 (opening mouth)
000008A4 2020060401000000	Karl yelling 3 (open wide)
000008A5 2020060401000000	Karl yelling 4 (grimace)
000008A6 8030000401000200	Mercator projection
000008A7 1010050401000000	wireframe cube 2 (left)
000008A8 1010050401000000	wireframe cube 3 (halfway)
000008A9 1010050401000000	wireframe cube 4 (right)
000008D7 3636000301020200	black/white
00000345 2020060002000000	white square button
000008B4 4040000301000000	cloudy sky			//sky and water
000005E4 4040000401000000	blotchy sort of image, probably for water overlay
000005E5 2020060002000000	blue water
00000000 201C000003000200	copy icon			//main folder
00000002 201C000003000200	delete icon
00000003 7A12000301020200	SELECT FILE
00000001 0F0F000301020200	X
00000004 1414000301020200	checkmark
00000A47 1010000401000000	bullet (as in a dot or tick)
000000C8 2020060002000000	multiplayer radar		//MP radar
00000A2A 4141070400020200	Brosnan UL			//MP character select screen 0-F
00000A2B 4141070400020200	Brosnan UR
00000A2C 4141070400020200	Brosnan LL
00000A2D 4141070400020200	Brosnan LR
00000A32 4141070400020200	Moore UL
00000A33 4141070400020200	Moore UR
00000A34 4141070400020200	Moore LL
00000A35 4141070400020200	Moore LR
00000A36 4141070400020200	Dalton UL
00000A37 4141070400020200	Dalton UR
00000A38 4141070400020200	Dalton LL
00000A39 4141070400020200	Dalton LR
00000A2E 4141070400020200	Connery UL
00000A2F 4141070400020200	Connery UR
00000A30 4141070400020200	Connery LL
00000A31 4141070400020200	Connery LR
00000A48 4141070400020200	Boris UL
00000A49 4141070400020200	Boris UR
00000A4A 4141070400020200	Boris LL
00000A4B 4141070400020200	Boris LR
00000A4C 4141070400020200	Ouromov UL
00000A4D 4141070400020200	Ouromov UR
00000A4E 4141070400020200	Ouromov LL
00000A4F 4141070400020200	Ouromov LR
00000A50 4141070400020200	Trevelan UL
00000A51 4141070400020200	Trevelan UR
00000A52 4141070400020200	Trevelan LL
00000A53 4141070400020200	Trevelan LR
00000A54 4141070400020200	Valentin UL
00000A55 4141070400020200	Valentin UR
00000A56 4141070400020200	Valentin LL
00000A57 4141070400020200	Valentin LR
00000A58 4141070400020200	Xenia UL
00000A59 4141070400020200	Xenia UR
00000A5A 4141070400020200	Xenia LL
00000A5B 4141070400020200	Xenia LR
00000A5C 4141070400020200	Natalia UL
00000A5D 4141070400020200	Natalia UR
00000A5E 4141070400020200	Natalia LL
00000A5F 4141070400020200	Natalia LR
00000A60 4141070400020200	Baron Samedi UL
00000A61 4141070400020200	Baron Samedi UR
00000A62 4141070400020200	Baron Samedi LL
00000A63 4141070400020200	Baron Samedi LR
00000A64 4141070400020200	Jaws UL
00000A65 4141070400020200	Jaws UR
00000A66 4141070400020200	Jaws LL
00000A67 4141070400020200	Jaws LR
00000A68 4141070400020200	Mayday UL
00000A69 4141070400020200	Mayday UR
00000A6A 4141070400020200	Mayday LL
00000A6B 4141070400020200	Mayday LR
00000A6C 4141070400020200	Oddjob UL
00000A6D 4141070400020200	Oddjob UR
00000A6E 4141070400020200	Oddjob LL
00000A6F 4141070400020200	Oddjob LR
00000A7A 4143070400020200	Other Character UL
00000A7B 4143070400020200	Other Character UR
00000A7C 4143070400020200	Other Character LL
00000A7D 4143070400020200	Other Character LR
00000A86 4141070400020200	Mishkin UL
00000A85 4141070400020200	Mishkin UR
00000A83 4141070400020200	Mishkin LL
00000A84 4141070400020200	Mishkin LR
00000A20 442C000401020200	Bunker II			//MP stage select images 0-10
00000A16 442C000401020200	Water Caverns
00000A12 442C000401020200	Archives
00000A19 442C000401020200	Dam
00000A14 442C000401020200	Facility
00000A1E 442C000401020200	Runway
00000A1B 442C000401020200	Frigate
00000A24 442C000401020200	Statue
00000A17 442C000401020200	Cradle
00000A15 442C000401020200	Aztec
00000A18 442C000401020200	Egyptian
00000A1A 442C000401020200	Depot
00000A7E 442C000401020200	Temple
00000A7F 442C000401020200	Library/Basement/Stack
00000A80 442C000401020200	Complex
00000A81 442C000401020200	Caves
00000A87 442C000401020200	Random

29D160	930	main menu image bank (solo, multi select + menus and overlays)
first loads to 80165AC8	196 images

8008D0B0		base address for block in RDRAM, -02000000
8008D0B4	+0	explosion DLs (uses unique ID calling method not used elsewhere)
8008D0B8	+AC8	[1] generic impact
8008D0BC	+AD4	[14] impact images
8008D0C0	+BC4	[6] explosions and smoke 1
8008D0C4	+C0C	[5] scattered explosions
8008D0C8	+C48	[1] flare 1
8008D0CC	+C54	[1] flare 2
8008D0D0	+C60	[1] flare 3
8008D0D4	+C6C	[1] flare 4
8008D0D8	+C78	[1] flare 5
8008D0DC	+C84	[1] 9mm ammo counter
8008D0E0	+C90	[1] rifle ammo counter
8008D0E4	+C9C	[1] shotgun shell ammo counter
8008D0E8	+CA8	[1] knife ammo counter
8008D0EC	+CB4	[1] grenade launcher ammo counter
8008D0F0	+CC0	[1] rocket ammo counter
8008D0F4	+CCC	[1] generic mine ammo counter
8008D0F8	+CD8	[1] grenade ammo counter
8008D0FC	+CE4	[1] magnum ammo counter
8008D100	+CF0	[1] golden gun ammo counter
8008D104	+CFC	[1] remote mine ammo counter
8008D108	+D08	[1] timed mine ammo counter
8008D10C	+D14	[1] proximity mine ammo counter
8008D110	+D20	[1] tank ammo counter
8008D114	+D2C	[1] crosshair
8008D118	+D38	[1] beta crosshair
8008D11C	+D44	[2] glass overlay
8008D120	+D5C	[32] monitor images
8008D124	+FB4	[3] sky and water
8008D128	+FD8	[6] main folder icons
8008D12C	+1020	[1] MP radar
8008D130	+102C	[40] MP character select (4 each char)
8008D134	+132C	[11] MP stage select


7F011C3C-7F011ED0:	PULLS MULTI CHARACTER IMAGES
LUI	AT,8003
SW	R0,A8D0(AT)	//8002A8D0=0
LUI	AT,8003
SW	R0,A8D4(AT)	//8002A8D4=0
LUI	AT,8003
ADDIU	SP,SP,FFD0
SW	R0,A8D8(AT)	//8002A8D8=0
LUI	AT,8003
SW	R0,A8E4(AT)	//8002A8E4=0
LUI	AT,8003
SW	S4,0028(SP)
SW	S2,0020(SP)
SW	S1,001C(SP)
SW	R0,A8E0(AT)	//8002A8E0=0
SW	S3,0024(SP)
LUI	AT,8003
LUI	S1,8003
LUI	S2,8009
LUI	S4,8003
SW	RA,002C(SP)
SW	S0,0018(SP)
SW	R0,A8DC(AT)
ADDIU	S4,S4,B498	//S4=8002B498	MP health menu; follows the MP char list, so endpoint!
ADDIU	S2,S2,D130	//S2=8008D130	pointer to MP char pics
ADDIU	S1,S1,B198	//S1=8002B198	MP character list
ADDIU	S3,R0,000C	//S3=C
LBU	V1,0003(S1)	//V1=character pic to display
LW	T7,0000(S2)	//T7=start of mp char pic list
SLL	T6,V1,2	//T6=pic# * 4 (accounting for four char images)
MULTU	T6,S3
MFLO	S0		//S0=pic# * C, which is size of entry
ADDU	V0,T7,S0	//V0=pic entry address
LW	A2,0000(V0)	//pull UL image from table
SLTIU	AT,A2,0BB8	//7F011CC0	AEGH!  arbitrary pic limit!
BEQ	AT,R0,7F011CDC
OR	A0,A2,R0	//A0=pic ID#
JAL	7F0CBEE8
OR	A1,R0,R0	//A1=0
LW	T8,0000(S2)
ADDU	V0,T8,S0
LW	V1,000C(V0)	//pull UR image from table
SLTIU	AT,V1,0BB8	//7F011CE0	AEGH!  arbitrary pic limit!
BEQ	AT,R0,7F011CFC
OR	A0,V1,R0
JAL	7F0CBEE8
OR	A1,R0,R0
LW	T9,0000(S2)
ADDU	V0,T9,S0
LW	V1,0018(V0)	//pull LL image from table
SLTIU	AT,V1,0BB8	//7F011D00	AEGH!  arbitrary pic limit!
BEQ	AT,R0,7F011D1C
OR	A0,V1,R0
JAL	7F0CBEE8
OR	A1,R0,R0
LW	T0,0000(S2)
ADDU	V0,T0,S0
LW	V1,0024(V0)	//pull LR image from table
SLTIU	AT,V1,0BB8	//7F011D20	AEGH!  arbitrary pic limit!
BEQ	AT,R0,7F011D34
OR	A0,V1,R0
JAL	7F0CBEE8
OR	A1,R0,R0
ADDIU	S1,S1,000C	//S1+=C next character in list!
SLTU	AT,S1,S4	//true if you haven't rolled over into the health list
BNEL	AT,R0,7F011CA8
LBU	V1,0003(S1)	V1=selected char
//7F011D44:
LUI	S1,8003
ADDIU	S1,S1,B194
LW	T1,0000(S1)	//T1=8002B194	# characters unlocked
ADDIU	AT,R0,0040	//AT=40	maximum number of characters - usually!
LUI	A0,8003
BEQ	T1,AT,7F011DE8	//don't bother if all chars unlocked...
ADDIU	A1,R0,0011	//A1=11
//7F011D60:	bunch of nonsense you do if all characters not unlocked
LW	A0,A8E8(A0)	//A0=8002A8E8
JAL	7F01E2C0
OR	A2,R0,R0
ADDIU	AT,R0,0003
BNE	V0,AT,7F011D84
ADDIU	T3,R0,0008
ADDIU	T2,R0,0021
BEQ	R0,R0,7F011DE8
SW	T2,0000(S1)
LUI	S2,8003
LUI	S3,8003
SW	T3,0000(S1)
ADDIU	S3,S3,B534
ADDIU	S2,S2,B524
LW	V0,0000(S1)
LW	T4,0000(S2)
SLT	AT,T4,V0
BNEL	AT,R0,7F011DE0
ADDIU	S2,S2,0004
BLEZ	V0,7F011DD8
OR	S0,R0,R0
JAL	7F011BD8
OR	A0,S0,R0
BEQL	V0,R0,7F011DDC
SW	S0,0000(S2)
LW	T5,0000(S1)
ADDIU	S0,S0,0001
SLT	AT,S0,T5
BNEZ	AT,7F011DB4
NOP
SW	S0,0000(S2)
ADDIU	S2,S2,0004
BNEL	S2,S3,7F011D9C
LW	V0,0000(S1)
//7F011DE8:	initialize UI
LUI	V0,8003
LW	V0,B524(V0)	//V0=player 1 selected character
LUI	AT,8007
LUI	V1,8003
SW	V0,9710(AT)	//selected->80029710
LUI	AT,8007
SW	V0,9720(AT)	//selected->80029720
LUI	AT,8007
SW	R0,9730(AT)	//0->80069730
LUI	AT,8007
SW	R0,9740(AT)	//0->80069740
LW	V1,B528(V1)	//V1=player 2 selected character (etc...)
LUI	AT,8007
SW	R0,9750(AT)	//0->80069750
LUI	AT,8007
SW	V1,9714(AT)
LUI	AT,8007
SW	V1,9724(AT)
LUI	AT,8007
SW	R0,9734(AT)
LUI	AT,8007
SW	R0,9744(AT)
LUI	A0,8003
LW	A0,B52C(A0)	//A0=player 3 selected character (etc...)
LUI	AT,8007
SW	R0,9754(AT)
LUI	AT,8007
SW	A0,9718(AT)
LUI	AT,8007
SW	A0,9728(AT)
LUI	AT,8007
SW	R0,9738(AT)
LUI	AT,8007
SW	R0,9748(AT)
LUI	A1,8003
LW	A1,B530(A1)	//A1=player 4 selected character (etc...)
LUI	AT,8007
SW	R0,9758(AT)
LUI	AT,8007
SW	A1,971C(AT)
LUI	AT,8007
SW	A1,972C(AT)
LUI	AT,8007
SW	R0,973C(AT)
LUI	AT,8007
SW	R0,974C(AT)
LUI	AT,8007
JAL	7F00B8AC
SW	R0,975C(AT)
LW	RA,002C(SP)
LW	S0,0018(SP)
LW	S1,001C(SP)
LW	S2,0020(SP)
LW	S3,0024(SP)
LW	S4,0028(SP)
JR	RA
ADDIU	SP,SP,0030
JR	RA
NOP


Stunning! it actually uses the width/height and image again!
This is an ENTIRELY DIFFERENT img handler implementation!!  WTF?!?
7F076E3C:
LW	V0,0000 (S7)	//pic ID#
LBU	S5,0004 (S7)	//width
LBU	S4,0005 (S7)	//height
SLTIU	AT,V0,0BB9	//7F076E48	AEGH!  arbitrary pic limit again!!
BEQ	AT,R0,7F076E60
OR	A0,S7,R0	//A0=address of image entry
JAL	7F0CBC18
OR	A1,R0,R0
LW	V0,0000 (S7)
LUI	AT,8000
OR	V1,V0,AT
LHU	A0,FFF8 (V1)
JAL	7F0CBB0C
OR	A1,R0,R0
//7F076E74:
LBU	V1,0006 (S7)	//img type
OR	S6,V0,R0
BNEL	V1,R0,7F07741C
SW	R0,00D0 (SP)
...
//7F07741C:
BEQ	V0,R0,7F07744C
SW	V1,00CC (SP)
LW	V1,0008 (V0)	//HALF of the img entry details
ANDI	T6,V1,0003
SB	T6,00CA (SP)
LW	S2,000C (V0)
SLL	S1,V1,0x1B
SRL	T9,S1,0x1D
SRL	T8,S2,0x1E
ANDI	S1,T9,00FF
BEQ	R0,R0,7F07745C
SLL	S2,T8,0xE


