0021990	primary load table and debug handler	[size 11850]
	1F850-300B0 PAL (blank to 31450) [size 10860]
	219D0-can't remember	JAP
	(ram offset: 80020D90)

note: different region codes may have different offsets
	 236C	stage load table thingy?
	(3418)	5A with temple.  unsure, but possibly related to table
		integral to action type FB (7000695C)

	 3424	tables linking to -m values
		stage #, then pointer
		7CE0	-m values linked above.  allocates given memory totals

	 3788	resources for display list
		3790	series of images
	 	4220	display list

	 5A84	pointers to [##m [##m
	 5C30	0x29 various possible VI settings
		VI values for various screen aspects	-set 0
		(listed are best guesses as to screen aspect and features)
		320x260? RGBA 16bit non-antialiasing
		order:
		STATUS
		H_WIDTH
		TIMING
		V_SYNC
		H_SYNC
		H_SYNC_LEAP
		H_VIDEO (?)
		V_VIDEO (?)
		V_BURST (?)
		X_SCALE
		Y_SCALE
		5C60:	(8 long values)
			H_VIDEO
			V_VIDEO
			V_BURST
			X_SCALE
			Y_SCALE
			H_VIDEO
			V_VIDEO
			V_BURST

	 5C80	VI values for various screen aspects	-set 1
		320x260? RGBA 16bit non-antialiasing interlaced
	 5CD0	VI values for various screen aspects	-set 2
		320x260? RGBA 16bit antialiasing
	 5D20	VI values for various screen aspects	-set 3
		320x260? RGBA 16bit antialiasing interlaced
	 5D70	VI values for various screen aspects	-set 4
		320x260? RGBA 32bit non-antialiasing
	 5DC0	VI values for various screen aspects	-set 5
		320x260? RGBA 32bit non-antialiasing interlaced
	 5E10	VI values for various screen aspects	-set 6
		320x260? RGBA 32bit antialiasing
	 5E60	VI values for various screen aspects	-set 7
		320x260? RGBA 32bit antialiasing interlaced
	 5EB0	VI values for various screen aspects	-set 8
		1280x260? RGBA 16bit non-antialiasing interlaced
	 5F00	VI values for various screen aspects	-set 9
		640x260? RGBA 16bit non-antialiasing interlaced
	 5F50	VI values for various screen aspects	-set A
		1280x260? RGBA 16bit antialiasing interlaced
	 5FA0	VI values for various screen aspects	-set B
		640x260? RGBA 16bit antialiasing interlaced
	 5FF0	VI values for various screen aspects	-set C
		1280x260? RGBA 32bit non-antialiasing interlaced
	 6040	VI values for various screen aspects	-set D
		640x260? RGBA 32bit non-antialiasing interlaced
	 6090	VI values for various screen aspects	-set E
		320x320? RGBA 16bit non-antialiasing
	 60E0	VI values for various screen aspects	-set F
		320x320? RGBA 16bit non-antialiasing interlaced
	 6130	VI values for various screen aspects	-set 10
		320x320? RGBA 16bit antialiasing
	 6180	VI values for various screen aspects	-set 11
		320x320? RGBA 16bit antialiasing interlaced
	 61D0	VI values for various screen aspects	-set 12
		320x320? RGBA 32bit non-antialiasing
	 6220	VI values for various screen aspects	-set 13
		320x320? RGBA 32bit non-antialiasing interlaced
	 6270	VI values for various screen aspects	-set 14
		320x320? RGBA 32bit antialiasing
	 62C0	VI values for various screen aspects	-set 15
		320x320? RGBA 32bit antialiasing interlaced
	 6310	VI values for various screen aspects	-set 16
		1280x320? RGBA 16bit non-antialiasing interlaced
	 6360	VI values for various screen aspects	-set 17
		640x320? RGBA 16bit non-antialiasing interlaced
	 63B0	VI values for various screen aspects	-set 18
		1280x320? RGBA 16bit antialiasing interlaced
	 6400	VI values for various screen aspects	-set 19
		640x320? RGBA 16bit antialiasing interlaced
	 6450	VI values for various screen aspects	-set 1A
		1280x320? RGBA 32bit non-antialiasing interlaced
	 64A0	VI values for various screen aspects	-set 1B
		640x320? RGBA 32bit non-antialiasing interlaced
	PAL screen values
	 64F0	VI values for various screen aspects	-set 1C
		320x260? RGBA 16bit non-antialiasing
	...

	 6990	?
	 69B0	?, though possibly a very small image
	 6A40	?, though it very well could be a palette sample or even a very boring, bizare image


	 7CE0	stage allocation totals
		-mx*0x400	size allocated
		-mgfx	memory dedicated to textures (ones caught by the facemapper)
		7CE0	-ml0 -me0 -mgfx70  -mvtx50 -mt625 -ma275	21	Dam
		7D0C	-ml0 -me0 -mgfx70  -mvtx50 -mt650 -ma160	22	Facility
		7D38	-ml0 -me0 -mgfx100 -mvtx50 -mt610 -ma300	23	Runway
		7D64	-ml0 -me0 -mgfx70  -mvtx50 -mt600 -ma300	24	Surface 1
		7D90	-ml0 -me0 -mgfx100 -mvtx50 -mt700 -ma150	09	Bunker 1
		7DBC	-ml0 -me0 -mgfx70  -mvtx50 -mt660 -ma150	14	Silo
		7DE8	-ml0 -me0 -mgfx70  -mvtx50 -mt750 -ma225	1A	Frigate
		7E14	-ml0 -me0 -mgfx100 -mvtx50 -mt550 -ma350	2B	Surface 2
		7E40	-ml0 -me0 -mgfx100 -mvtx50 -mt725 -ma150	1B	Bunker 2
		7E6C	-ml0 -me0 -mgfx70  -mvtx50 -mt750 -ma220	16	Statue
		7E98	-ml0 -me0 -mgfx70  -mvtx50 -mt600 -ma250	18	Archives
		7EC4	-ml0 -me0 -mgfx60  -mvtx40 -mt635 -ma290	1D	Streets
		7EF0	-ml0 -me0 -mgfx60  -mvtx50 -mt710 -ma300	1E	Depot
		7F1C	-ml0 -me0 -mgfx100 -mvtx50 -mt600 -ma200	19	Train
		7F48	-ml0 -me0 -mgfx70  -mvtx50 -mt500 -ma200	25	Jungle
		7F74	-ml0 -me0 -mgfx70  -mvtx50 -mt671 -ma200	17	Control
		7FA0	-ml0 -me0 -mgfx100 -mvtx50 -mt650 -ma250	29	Cradle
		7FCC	-ml0 -me0 -mgfx100 -mvtx50 -mt530 -ma250	27	Caverns
		7FF8	-ml0 -me0 -mgfx60  -mvtx40 -mt855 -ma135	1C	Aztec
		8024	-ml0 -me0 -mgfx100 -mvtx50 -mt600 -ma250	20	Egyptian
		8050	-ml0 -me0 -mgfx100 -mvtx50 -mt650 -ma150	28	Citadel
		807C	-ml0 -me0 -mgfx100 -mvtx50 -mt300 -ma300	36	Cuba
		80A8	-ml0 -me0 -mgfx80 -mvtx20 -mt646 -ma001		5A	
		80D0	-ml0 -me0 -mgfx60 -mvtx20 -mt500 -ma001		5B	
		80F8	-ml0 -me0 -mgfx60 -mvtx20 -mt500 -ma001		63	
		8120	-ml0 -me0 -mgfx130 -mvtx100 -mt390 -ma100	26	Temple
		814C	-ml0 -me0 -mgfx130 -mvtx100 -mt400 -ma100	1F	Complex
		8178	-ml0 -me0 -mgfx130 -mvtx100 -mt400 -ma100	30	Library
		81A4	-ml0 -me0 -mgfx130 -mvtx100 -mt400 -ma100	2D	Basement
		81D0	-ml0 -me0 -mgfx130 -mvtx100 -mt400 -ma100	2E	Stack
		81FC	-ml0 -me0 -mgfx130 -mvtx100 -mt400 -ma300	32	Caves
		8228	-ml0 -me0 -mgfx130 -mvtx100 -mt550 -ma170	1AB	Bunker 2 4pl
		8254	-ml0 -me0 -mgfx80  -mvtx100 -mt550 -ma250	1A8	Archives 4pl
		8280	-ml0 -me0 -mgfx130 -mvtx100 -mt440 -ma220	1B7	Caverns 4pl
		82AC	-ml0 -me0 -mgfx90  -mvtx100 -mt550 -ma230	1B2	Facility 4pl
		82D8	-ml0 -me0 -mgfx110 -mvtx100 -mt350 -ma400	1B0	Egyptian 4pl
		8304	-ml0 -me0 -mgfx100 -mvtx50 -mt700 -ma400		
		8330	-level_
		8338	          -ml0 -me0 -mgfx100 -mvtx50 -mt700 -ma400	default.
			8338 is overwritten by above loaded lines
		

	 8480	[##m [##m

	 86D0	TBL pointers	??? -9
	 8700	TBL pointers	??? -8D
	 8984	TBL pointers	??? -34
	 8AA0	TBL pointers	??? -11
	 8B00	Assertation Fault text
	 

	 9B30	UNKNOWN - linked via rom @ 34B30
	 9C14	intro splash screen text
	 9E54	solo mission folders
	 A264	multiplayer game length select	x7
		(name(i), then time(l) or kills(l) - 9xxx.0000.time.kills)
	 A2C4	multiplayer scenario select	x8
		(name(i), then min(c) and max(c) players - 9xxx.mn.mx)
	 A2E4	multiplayer stage select	xC
		(select name(i), name(i), pic(l), level(l), available after stage #(l),
		 min players?(l), max players (l) - 
		 9xxx.9xxx.0000pp.ssssssss.aaaaaaaa.000000mn.000000mx)
	 A404	minimum multiplayer characters available
	 A408	multiplayer character select	x40
		
	 A708	multiplayer handicap select
	 A760	controller setup select
		2E580	solo mission text and briefing calls
	 A7D4 cheat option target times for missions 
	 A870 cast of characters bodies, heads, text lines and set numbers (00-intro, 01-outro)

	 B790	cool!  EEPROM reset values -3	(you could save eeprom to it to automatically have all stuff!)
	 B8D0	more EEPROM resets -7
	 C0B0	unknown table.  Includes float values and some sort of offset value.

	 FCF8	just something from ram, tied to action type FB

	11704	weapon statistics	0x2F
	12B94	watch/weapon list	0x5A
		11704	weapon statistics
		1BA30	G...Z call lines
		329D0	text call names
	140C8	?

	158A0	? - differs in J

	160A0	debug menu text pointers
		15B20	part of debug routine	(15B18 in J)
		15E38	debug on-screen positions
		345E0	debug text

			1BA30	load lines: fileZ
	1D080	character/head table
		(load line(P), internal name(P), scale mod(f), scale mod(f), type(i) - 
		8003xxxx.8005xxxx.FloatVal.FloatVal.type.0000)
			1C680	load lines: CfileZ
			(NULL(P), body only(P), NULL(P), ??(i), sections(i),
			float value(f), type?(i), images(i), NULL(P), NULL(P))

	1D6D4	unknown float values

	1EA7C	button cheat codes	x4A
		(#(c), display(0A/00), button sequence(P), text(i), flags indicating allowed time of use(i) -
		##.dd.0000.Ppointer.B0xx.0000000000.ff)
			1E6A0	button sequences
			(controller state (i) x14 - xxxx,xxxx...xxxx,xxxx)
	24020	fog/sky modifiers	(current sky)
		24080	first sky, etc
	252C4	start of rom address list
		38014	"80058DA0" - text calls for each above entry
			252C4	bg calls
			25480	characters
			25840	1st person weapons
			25C90	objects
			26C80	clipping
			26E24	briefing text
			26F14	multiplayer setups
			26FB0	solo setups
			270AC	stage-specific text
	275D4	???, in break on stage load
	27660	Demos (if game idles) pointers in ROM, 00000000 ends
	27744	language files
	278B0	multiplayer award text
	278E0	multiplayer weapon sets
	28360	multiplayer weapon select text	xE
		(name(i), pointer to weapons(l) - A8xx.0000.pppppppp)
	283D0	?

	283E8	Huffman table sizes	0x34
	2841C	Huffman table sizes	0x34
	28450	Huffman table sizes	0x34
	28484	Huffman table sizes	0x34
	284B8	Huffman table sizes	0x34
	284EC	Huffman table sizes	0x34
	28520	Huffman table sizes	0x34

***	28568	offsets between images in ROM!

sound effect/impact registers
	2D9D0	00	HIT_DEFAULT
	2D9E4	11	HIT_STONE
	2D9F8	22	HIT_WOOD
	2DA0C	33	HIT_METAL
	2DA24	44	HIT_GLASS
	2DA38	55	HIT_WATER
	2DA4C	66	HIT_SNOW
	2DA60	77	HIT_DIRT
	2DA74	88	HIT_MUD
	2DA8C	99	HIT_TILE
	2DAA0	AA	HIT_METALOBJ
	2DAB4	BB	HIT_CHR
	2DAC8	0C	HIT_GLASS_XLU
		2DADC	pointers to SE/Impact registers
		2DB10	pointers to HIT_X words

Music Table
	2DD80	level-specific table
		2DE40	multiplayer random select music list
	2DF9C	pointers to spectrum game names

	2E120	
	2E128	TBL pointers	???
	2E1A0	TBL pointers	set ammo boxes (multi)
	2E1D8	TBL pointers	expansion routines for object types
	2E29C	TBL pointers	weapon expansion? (prob not)
	2E360	TBL pointers	weapon data (equip routines)
	2E41C	TBL pointers	camera/intro types
	2E480	TBL pointers	??? -2F
	2E550	TBL pointers	??? -7
	2E580	briefing screen text and load
	2F2DC	%d	display of value
	2FE9C	display values
	30A7C	used to display debug data?
	30B10	TBL pointers	??? -4A
	30C38	floats	???
	30CD0	TBL pointers	??? -8
	30cf0	floats	???
	30D30	TBL pointers	??? -5
	30D5C	TBL pointers	??? -5
	30DBC	TBL pointers	??? -68
	30F5C	floats	???
	311EC	TBL pointers	??? -13
	31238	floats ???
	312E0	TBL pointers	??? -18
	31370	TBL pointers	size of each action type.
				used to offset after each action is read in.
	31768	TBL pointers	execute for each action type
				handled by routine at 7F03558C
	31B6C	TBL pointers	??? -1E	(ammo types?)
	31BF0	TBL pointers	??? -10
	31CB0	floats ???
	31E08	TBL pointers	??? -34
	31EDC	TBL pointers	??? -10
	31F1C	floats ???
	3200C	TBL pointers	??? -56
	32180	TBL pointers	??? -F4
	32550	float ???
	32564	TBL pointers	??? -C
	32594	float ???
	325BC	TBL pointers	??? -44
	326cc	float ???
	32700	TBL pointers	size of object data -2E
	327BC	TBL pointers	something else with object data -2E
	328C4	TBL pointers	size of Objective types
	32900	float values
	32930	float values.  unknown.  called during stage load

	329D0	weapon inventory text calls
	32E84	floats ???
	32F20	TBL pointers	??? -46
	33038	floats ???
	330A8	TBL pointers	??? -14
	330f8	floats ???
	33194	TBL pointers	??? -93
	333e0	floats ???
	33404	TBL pointers	??? -3E	music?
	33504	TBL pointers	??? -3E	music?
	335FC	floats ???
	33690	drawjointlist debug text
	33700	TBL pointers	??? -5A
	33870	object debug text
	33D68	Table types used in model data Tables
		Expects A1= ID tag in model data; returns A2= type's data (offset 0x4)
	33DD0	TBL pointers	??? -15
	33e24	floats ???
	33E90	TBL pointers	??? -48
	33FC4	TBL pointers	??? -8D
	34084	TBL pointers	expand offsets found in model data using Table types

	34254	TBL pointers	??? -12
	3429C	floats ???
	34500	TBL pointers	??? -7
	3451C	floats ???
	345B0	debug menu text
	3496C	TBL pointers	debug menu options -52
				triggers effect at TBL when selected from menu

	34AE0	stage setup text calls
		in stage # order, for RAM string searches
	34CD0	object text calls
	360F0	character text calls
	36520	TBL pointers	??? -4A
	3664C	TBL pointers	??? -4A
	367B4	TBL pointers	??? -10
	36800	TBL pointers	??? -10
	36840	floats ???
	3689C	TBL pointers	??? -20
	36920	floats ???
	369D0	controller key assignment

	37860	background/clipping text calls
			used to set actual bg/clip for each setup, using setup numbers
			use to edit bg/clip rom file searched for
	37EC8	TBL pointers	??? -9
	37EF0	TBL pointers	??? -35
	37FF0	TBL pointers	??? -5
	38014	ROM calls
		38014	background ROM calls
		3A014	clipping ROM calls
		3A304	briefing ROM calls
		3A408	MP setup ROM calls
		3A4DC	solo setup ROM calls	3A644
		3A5EC	language files	3A754
	3AA00	TBL pointers	??? -15
	3AA58	TBL pointers	??? -23

	3AAF0	briefing text calls
	3ADD0	TBL pointers	??? -2E
	3AEB0	TBL pointers	??? -10
	3AEF8	TBL pointers	MP overlays,scoring,scenario -26
	3AF00	TBL pointers	??? -54
	3AFA0	Huffman compression type jumps	0x150, but not all of them (only 9 known...)
		
	3B0F0	hit type names
	3B190	TBL pointers	??? -15
	3B290	list of spectrum games
	3B39C	TBL pointers	??? -EE
	3B754	TBL pointers	??? -12
	3B79C	TBL pointers	??? -BB
	3BD00	RSP credits

azt 84d160
cat 8426e0
mp_setupcat 844150
mp_setuprun 844560
845220 - 846740

BE6D10