	V0= 8005E4A8=
	0x26F8-E
LUI	V0,8006
JR	RA
LW	V0,E4A8 (V0)

---------------------------------
	set ???; A0->800232A0, fry AT
	0x4F84-E
LUI	AT,8002
JR	RA
SW	A0,32A0 (AT)

---------------------------------
	V0= 800232A0=
	0x4F90-E
LUI	V0,8002
JR	RA
LW	V0,32A0 (V0)

---------------------------------
	set ???; A0->8002329C, fry AT
	0x4F9C-E
LUI	AT,8002
JR	RA
SW	A0,329C (AT)

---------------------------------
	V0= 8002329C=
	0x4FA8-E
LUI	V0,8002
JR	RA
LW	V0,329C (V0)

---------------------------------
	v0= 80063664=
	0x6014-E
LUI	V0,8006
JR	RA
LW	V0,3664 (V0)

---------------------------------
	set ???; A0->800242FC, fry AT
	0x7550-E
LUI	AT,8002
JR	RA
SW	A0,42FC (AT)

---------------------------------
	V0= stage #
	0x755C-E
LUI	V0,8002
JR	RA
LW	V0,41A8 (V0)

---------------------------------
	v0= 80024300=
	0x75B4-E
LUI	V0,8002
JR	RA
LW	V0,4300 (V0)

---------------------------------
	V0= 80027734=
	0x10D80-E
LUI	V0,8002
JR	RA
LW	V0,7734 (V0)

---------------------------------
	V0= 80028040=
	0x19760-E
LUI	V0,8003
JR	RA
LW	V0,8040 (V0)

---------------------------------
	V0=player A0's control style; A0=player# 0-3, fry T6
	0x44BEC-E
SLL	T6,A0,0x2
LUI	V0,8007
ADDU	V0,V0,T6
JR	RA
LW	V0,97B8 (V0)

---------------------------------
	64 MP characters available; fry AT,T6
	0x44DB0-E
ADDIU	T6,R0,0040
LUI	AT,8003
JR	RA
SW	T6,B194 (AT)

---------------------------------
	V0=selected MP # players or 1 if not MP; fry AT,T6
	0x44DC0-E
LUI	T6,8003
LW	T6,A8F0 (T6)	//T6=mode (0-solo, 1-multi, 2-cheats)
ADDIU	AT,R0,0001
ADDIU	V0,R0,0001
BNE	T6,AT, +4
NOP
LUI	V0,8003
JR	RA
LW	V0,B520 (V0)
JR	RA
NOP

---------------------------------
7F010420:	recovers time from selected MP length setting
	0x44F50-E	-J	-P
LUI	T6,8003
LW	T6,B538 (T6)	//T6=selected game length
LUI	V0,8003
SLL	T7,T6,0x2
SUBU	T7,T7,T6
SLL	T7,T7,0x2	//T7=length*0xC	(offset)
ADDU	V0,V0,T7
JR	RA
LW	V0,AFF8 (V0)	//V0=8002AFF8+offset	selected time

---------------------------------
7F010444:	recovers kills from selected MP length setting
	0x44F74-E	-J	-P
LUI	T6,8003
LW	T6,B538 (T6)	//T6=selected game length
LUI	V0,8003
SLL	T7,T6,0x2
SUBU	T7,T7,T6
SLL	T7,T7,0x2	//T7=length*0xC	(offset)
ADDU	V0,V0,T7
JR	RA
LW	V0,AFFC (V0)	//V0=8002AFFC+offset	selected #kills

---------------------------------
	V0=scenario
	0x49288-E
LUI	V0,8003
JR	RA
LW	V0,B540 (V0)

---------------------------------
	set current menu; A0->8002A8C4, fry AT,T6,A1
	0x4F104-E
ADDIU	AT,R0,000B
BEQ	A0,AT, +3	//if  menu, branch
ADDIU	T6,R0,0001
ADDIU	AT,R0,0019
BNE	A0,AT, +2	//if not  menu, branch
LUI	AT,8003
SW	T6,A948 (AT)
BEQ	A1,R0, +4
LUI	AT,8003
LUI	AT,8003
JR	RA
SW	A0,A8C4 (AT)
SW	A0,A8C8 (AT)
JR	RA
NOP

---------------------------------
	V0= current menu; 8002A8C0
	0x4F140-E
LUI	V0,8003
JR	RA
LW	V0,A8C0 (V0)

---------------------------------
	V0=# guards
	0x54060-E
LUI	V0,8003
JR	RA
LW	V0,CC68 (V0)

---------------------------------
	set ???; A0->8002CC5C, fry AT
	0x5408C-E
LUI	AT,8003
JR	RA
SW	A0,CC5C (AT)

---------------------------------
	V0= 8002CC5C=
	0x54098-E
LUI	V0,8003
JR	RA
LW	V0,CC5C (V0)

---------------------------------
	V0=entry in 8002CD0C table; entry# set at 8002CE34
	0x580C0-E
LUI	T6,8003
LW	T6,CE34 (T6)
LUI	V0,8003
SLL	T7,T6,0x2
ADDU	V0,V0,T7
JR	RA
LW	V0,CD0C (V0)

---------------------------------
	V0= 80030AA0= current entry in the 8006 table (player?)
	0x6EF54-E
LUI	V0,8003
JR	RA
LW	V0,0AA0 (V0)

---------------------------------
	V0= 1 if clock on screen; fry T6
	0x8ACCC-E
LUI	V0,8003
LW	V0,0AE8 (V0)	1-clock hidden
SLTIU	T6,V0,0001
JR	RA
LW	V0,T6,R0

---------------------------------
	set clock time; F12->80030AF0, fry AT
	0x8ACE0-E
LUI	AT,8003
JR	RA
SWC1	F12,0AF0 (AT)

---------------------------------
	F0= clock time; fry AT
	0x8ACEC-E
LUI	AT,8003
JR	RA
LWC1	F0,0AF0 (AT)

---------------------------------
	set clock on[1]/off[0]; A0->80, fry AT
	0x8ACF8-E
LUI	AT,8003
JR	RA
SW	A0,0AEC (AT)

---------------------------------
	V0= clock on[1]/off[0]
	0x8AD04-E
LUI	V0,8003
JR	RA
LW	V0,0AEC (V0)

---------------------------------
	set ???; A0->80034C9C, fry AT
	0x91050-E
LUI	AT,8003
JR	RA
SW	A0,4C9C (AT)

---------------------------------
	V0= 80034C9C=
	0x9105C-E
LUI	V0,8003
JR	RA
LW	V0,4C9C (V0)

---------------------------------
	V0= current player's gun type; A0=[0]right/[1]left, fry T6,T7,T8
	0x91A30-E
LUI	T6,8008
LW	T6,A0B0 (T6)	//T6=8007A0B0=cur. player data
SLL	T7,A0,0x2
ADDU	T8,T6,T7
JR	RA
LW	V0,0800 (T8)

---------------------------------
	V0= player offset 0x810 + 0x20*A0; fry T6,T7,A0
	0x91A48-E
LUI	T6,8008
LW	T6,A0B0 (T6)	//T6=8007A0B0=cur. player data
SLL	T7,A0,0x5
ADDU	V0,T6,T7
JR	RA
LW	V0,V0,0810

---------------------------------
	V0= current player's ???; A0=[0]?/[1]?, fry T6,T7,T8,A0
	0x91A60-E
LUI	T6,8008
LW	T6,A0B0 (T6)	//T6=8007A0B0=cur. player data
SLL	T7,A0,0x2
ADDU	T8,T6,T7
JR	RA
LW	V0,0808 (T8)

---------------------------------
	V0=one of four values at 8003245C=; fry T6
	0x91A78-E
SLL	T6,A0,0x2
LUI	V0,8003
ADDU	V0,V0,T6
JR	RA
LW	V0,245C (V0)

---------------------------------
	set ???; A0->80036250, fry AT
	0xA4D04-E
LUI	AT,8003
JR	RA
SW	A0,6250 (AT)

---------------------------------
	V0= 80036250= 
	0xA4D10-E
LUI	V0,8003
JR	RA
LW	V0,6250 (V0)

---------------------------------
	V0= current camera state
	1	intro camera
	2	fade-out to swirl
	3	swirl
	4	1st person mode
	0xAF058-E
LUI	V0,8003
JR	RA
LW	V0,6494 (V0)

---------------------------------
	V0= 1 if in tank
	0xB19A8-E
LUI	V0,8003
JR	RA
LW	V0,6448 (V0)

---------------------------------
	V0= 80036450 if player in tank; fry T6,AT
	0xB19B4-E
LUI	T6,8003
LW	T6,6448 (T6)	//T6=1 if in tank
ADDIU	AT,R0,0001
OR	V0,R0,R0
BNE	T6,AT, +4
NOP
LUI	V0,8003
JR	RA
LW	V0,6450 (V0)
JR	RA
NOP

---------------------------------
	V0= player data + 0xD0; fry T6
	0xBEA68-E
LUI	T6,8008
LW	T6,A0B0 (T6)
JR	RA
LW	V0,00D0 (T6)

---------------------------------
	set player data + 0x12B6; fry T6
	0xBEA78-E
LUI	T6,8008
LW	T6,A0B0 (T6)
JR	RA
SB	A0,12B6 (T6)

---------------------------------
	V0= player data + 0x12B6; fry T6
	0xBEA88-E
LUI	T6,8008
LW	T6,A0B0 (T6)
JR	RA
LBU	V0,12B6 (T6)

---------------------------------
	set ???; A0->800364C4, fry AT
	0xBEA98-E
LUI	AT,8003
JR	RA
SW	A0,64C4 (AT)

---------------------------------
	V0= 800364C4= 
	0xBEAA4-E
LUI	V0,8003
JR	RA
LW	V0,64C4 (V0)

---------------------------------
	set ???; A0->800364C8, fry AT
	0xBEA98-E
LUI	AT,8003
JR	RA
SW	A0,64C8 (AT)

---------------------------------
	V0= 800364C8= 
	0xBEAA4-E
LUI	V0,8003
JR	RA
LW	V0,64C8 (V0)

---------------------------------
	V0= cur. player's room; fry V1,AT,T6,T7,A0
	0xBEAC8-E
LUI	V1,8008
LW	V1,A0B0 (V1)	//V1=cur. player data
ADDIU	AT,R0,0001
LW	T6,0000 (V1)
BNEL	T6,AT, +7
LW	T7,04D8 (V1)	//T7=current tile
LW	A0,0034 (V1)	//A0=current tile
BEQL	A0,R0, +4
LW	T7,04D8 (V1)
JR	RA
LW	V0,0003 (A0)	//V0=room number
LW	T7,04D8 (V1)
LBU	V0,0003 (T7)
JR	RA
NOP

---------------------------------
	V0= 80079A20=
	0xC0AE8-E
LUI	V0,8008
JR	RA
LW	V0,9A20 (V0)

---------------------------------
	trigger explosions around players; A0=delay(sec), fry AT,A0,T6,T7,T8
	0xC0AF4-E
LUI	T7,8005
LW	T7,837C (T7)	//T7=plastique timer
ADDIU	T6,R0,0001
LUI	AT,8003
SW	T6,6444 (AT)	//1->plastique register
LUI	AT,8008
ADDU	T8,A0,T7
SW	T8,999C (AT)	//trigger event when stage time=T8
LUI	AT,8008
JR	RA
SW	R0,99A0 (AT)	//0->800799A0

---------------------------------
	V0= 80036B70
	0xC4CE0-E
LUI	V0,8003
JR	RA
LW	V0,6B70 (V0)

---------------------------------
	set ???; A0->80036B70, fry AT
	0xC4CEC-E
LUI	AT,8003
JR	RA
SW	A0,6B70 (AT)

---------------------------------
	V0= 80036F64
	0xC5A2C-E
LUI	V0,8003
JR	RA
LW	V0,6F64 (V0)

---------------------------------
	V0=  80036F68
	0xC5A44-E
LUI	V0,8003
JR	RA
LW	V0,6F68 (V0)

---------------------------------
	V0= 80036F6C
	0xC5A44-E
LUI	V0,8003
JR	RA
LW	V0,6F6C (V0)

---------------------------------
	set ???; 80036F70->80036F6C, fry AT,T6
	0xC5A50-E
LUI	T6,8003
LW	T6,6F70 (T6)
LUI	AT,8003
JR	RA
SW	T6,6F6C (AT)

---------------------------------
	V0= 80036F74=
	0xC5A64-E
LUI	V0,8003
JR	RA
LW	V0,6F74 (V0)

---------------------------------
	V0= 80036F78=
	0xC5A70-E
LUI	V0,8003
JR	RA
LW	V0,6F78 (V0)

---------------------------------
	V0= 80036F7C=
	0xC5A7C-E
LUI	V0,8003
JR	RA
LW	V0,6F7C (V0)

---------------------------------
	V0= 80036F84=
	0xC5A88-E
LUI	V0,8003
JR	RA
LW	V0,6F84 (V0)

---------------------------------
	V0= 80036F88=
	0xC5A94-E
LUI	V0,8003
JR	RA
LW	V0,6F88 (V0)

---------------------------------
	V0= 80036F8C
	0xC5AA0-E
LUI	V0,8003
JR	RA
LW	V0,6F8C (V0)

---------------------------------
	V0= 80036F90=
	0xC5AAC-E
LUI	V0,8003
JR	RA
LW	V0,6F90 (V0)

---------------------------------
	V0= 80036FC8=
	0xC5AB8-E
LUI	V0,8003
JR	RA
LW	V0,6FC8 (V0)

---------------------------------
	set ???; A0->80036FC8, fry AT
	0xC5AC4-E
LUI	AT,8003
JR	RA
SW	A0,6FC8 (AT)

---------------------------------
	V0= 80036F98=
	0xC5AD0-E
LUI	V0,8003
JR	RA
LW	V0,6F98 (V0)

---------------------------------
	V0=80036F9C=
	0xC5ADC-E
LUI	V0,8003
JR	RA
LW	V0,6F9C (V0)

---------------------------------
	V0= 80036FA0=
	0xC5AE8-E
LUI	V0,8003
JR	RA
LW	V0,6FA0 (V0)

---------------------------------
	V0= 80036FA4=
	0xC5AF4-E
LUI	V0,8003
JR	RA
LW	V0,6FA4 (V0)

---------------------------------
	V0= 80036F94=
	0xC5B00-E
LUI	V0,8003
JR	RA
LW	V0,6F94 (V0)

---------------------------------
	V0= 80036FA8=
	0xC5B0C-E
LUI	V0,8003
JR	RA
LW	V0,6FA8 (V0)

---------------------------------
	set ???; A0->80036FA8, fry AT
	0xC5B18-E
LUI	AT,8003
JR	RA
SW	A0,6FA8 (AT)

---------------------------------
	V0= 80036FAC=
	0xC5B24-E
LUI	V0,8003
JR	RA
LW	V0,6FAC (V0)

---------------------------------
	V0= 80036FB0=
	0xC5B30-E
LUI	V0,8003
JR	RA
LW	V0,6FB0 (V0)

---------------------------------
	V0= 80036FB4=
	0xC5B3C-E
LUI	V0,8003
JR	RA
LW	V0,6FB4 (V0)

---------------------------------
	V0= 80036FCC=
	0xC5B48-E
LUI	V0,8003
JR	RA
LW	V0,6FCC (V0)

---------------------------------
	set ???; A0->80036FCC, fry AT
	0xC5B54-E
LUI	AT,8003
JR	RA
SW	A0,6FCC (AT)

---------------------------------
	V0= 80036FD0=
	0xC5B60-E
LUI	V0,8003
JR	RA
LW	V0,6FD0 (V0)

---------------------------------
	V0= 80036FD4=
	0xC5B6C-E
LUI	V0,8003
JR	RA
LW	V0,6FD4 (V0)

---------------------------------
	V0= 80036FB8=
	0xC5B78-E
LUI	V0,8003
JR	RA
LW	V0,6FB8 (V0)

---------------------------------
	V0= 80036FBC=
	0xC5B84-E
LUI	V0,8003
JR	RA
LW	V0,6FBC (V0)

---------------------------------
	V0= 80036FC0=
	0xC5B90-E
LUI	V0,8003
JR	RA
LW	V0,6FC0 (V0)

---------------------------------
	V0= 80036FC4=
	0xC5B9C-E
LUI	V0,8003
JR	RA
LW	V0,6FC4 (V0)

---------------------------------
	V0= player# killed (MP)
	0xCFC80-E
LUI	V0,8008
JR	RA
LW	V0,A0B8 (V0)

---------------------------------
pick up at D9968
these are solo watch setting toggles, read and write

---------------------------------
	V0= 80048370=
	0xF4734-E
LUI	V0,8005
JR	RA
LW	V0,8370 (V0)

---------------------------------
	V0= difficulty
	0xF4740-E
LUI	V0,8005
JR	RA
LW	V0,8384 (V0)

---------------------------------
	save difficulty; A0-> 80048384, fry AT
	0xF474C-E
LUI	AT,8005
JR	RA
SW	A0,8384 (AT)

---------------------------------
7F0BFC28:	save MP time setting; A0->80048398, FRY AT
	0xF4758-E	-J	-P
LUI	AT,8005
JR	RA
SW	A0,8398 (AT)

---------------------------------
7F0BFC34:	save MP kills setting; A0->8004839C, FRY AT
	0xF4764-E	-J	-P
LUI	AT,8005
JR	RA
SW	A0,839C (AT)

---------------------------------
	returns F0=MP current time in seconds; fry AT
	0xF4770-E
LUI	AT,8005
JR	RA
LWC1	F0,83A4 (AT)

---------------------------------
	returns F0=MP current time in minutes; fry AT
	0xF477C-E
LUI	AT,8005
JR	RA
LWC1	F0,83AC (AT)

---------------------------------
	returns F0=seconds in stage; fry AT
	0xF4788-E
LUI	AT,8005
JR	RA
LWC1	F0,83B4 (AT)

---------------------------------
	returns F0=seconds since power-on; fry AT
	0xF4794-E
LUI	AT,8005
JR	RA
LWC1	F0,83BC (AT)

---------------------------------
	clears demo block address, buffer address, and heading pointer
	0xF47A0-E
LUI	AT,8005
SW	R0,8468 (AT)
LUI	AT,8005
SW	R0,846C (AT)
LUI	AT,8005
JR	RA
SW	R0,8470 (AT)






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

	0x-E
LUI	V0,80
JR	RA
LW	V0, (V0)

---------------------------------
	set ???; A0-> 80048370, fry AT
	0xF474C-E
LUI	AT,8005
JR	RA
SW	A0,8370 (AT)

