Promotes Lunar Pool

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tmerritt committed 2026-10-18 16:47:03 -04:00
1 parent 837007843d
commit 62866563ba
53 files changed
+115746 -4100

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al 00FF90 .PaddingFf
al 00FF65 .NmiHandler
al 00FF64 .IrqHandler
al 00FF5B .WaitFrames_Loop
al 00FF56 .WaitFrames
al 00FF50 .RotateCoord270
al 00FF43 .RotateVector270
al 00FF3D .RotateCoord180
al 00FF2B .RotateVector180
al 00FF25 .RotateCoord90
al 00FF18 .RotateVector90
al 00FF11 .GetCosine_Lookup
al 00FF0E .GetCosine
al 00FECE .SineTable
al 00FECD .GetSine_Done
al 00FEBD .GetSine_Lookup
al 00FEC5 .GetSine_Ninety
al 00FEA8 .GetSine
al 00FE95 .SquareRoot16_Next
al 00FE8E .SquareRoot16_Subtract
al 00FE6A .SquareRoot16_Loop
al 00FE5A .SquareRoot16
al 00FE4A .SignExtendFixed
al 00FE49 .NegatePtr_Done
al 00FE37 .NegatePtr
al 00FE36 .NegatePpuAddr_Done
al 00FE24 .NegatePpuAddr
al 00FE17 .SignedDivide16_Negate
al 00FE1A .SignedDivide16_Return
al 00FE1F .SignedDivide16_CheckDivisor
al 00FE0E .SignedDivide16_Divide
al 00FE06 .SignedDivide16_DivisorDone
al 00FDFE .SignedDivide16
al 00FDFA .Divide16_Borrow
al 00FDE0 .Divide16_Loop
al 00FDD8 .Divide16
al 00FDD4 .MultiplyByte16_NextPair
al 00FDBF .MultiplyByte16_NextBit
al 00FDAA .MultiplyByte16_Loop
al 00FDA8 .MultiplyByte16
al 00FD98 .Multiply16_LowByte
al 00FD8B .Multiply16
al 00FD85 .ProjectCoordinate_High
al 00FD88 .ProjectCoordinate_Done
al 00FD60 .ProjectCoordinate
al 00FD32 .ProjectObjectPosition_Store
al 00FD2D .ProjectObjectPosition_Skip
al 00FC6C .ProjectObjectPosition
al 00FBD1 .ComputeBallVelocity_Moving
al 00FBC2 .ComputeBallVelocity
al 00FBA5 .ResolveBallCollision_Rotate
al 00FBC1 .ResolveBallCollision_Done
al 00FB99 .ResolveBallCollision
al 00FB90 .CollisionAngleLimitTable
al 00FB87 .ComputeCollisionAngle_Quadrant2
al 00FB8D .ComputeCollisionAngle_Quadrant3
al 00FB7A .ComputeCollisionAngle_Quadrant1
al 00FB69 .ComputeCollisionAngle_ApplySigns
al 00FB4C .ComputeCollisionAngle_Mirror
al 00FB38 .ComputeCollisionAngle_Reject
al 00FB39 .ComputeCollisionAngle_Steep
al 00FB55 .ComputeCollisionAngle_Shallow
al 00FB2C .ComputeCollisionAngle
al 00FAF9 .ComputeFieldCellAddress
al 00FAC9 .PaletteColorTable
al 00FAB1 .MapColorCodeToPalette_Disabled
al 00FAB4 .MapColorCodeToPalette_High
al 00FA99 .MapColorCodeToPalette
al 00FA8D .BuildPaletteFromShadeTable_Loop
al 00FA8B .BuildPaletteFromShadeTable
al 00FA7F .FadeInPalette_Loop
al 00FA7D .FadeInPalette
al 00FA6F .FadeOutPalette_Loop
al 00FA6D .FadeOutPalette
al 00FA5F .CopyScoreToHighScore_Loop
al 00FA56 .CopyScoreToHighScore
al 00FA4A .GetPlayerScoreIndex
al 00FA40 .CompareScoreToHighScore_Next
al 00FA34 .CompareScoreToHighScore_Loop
al 00FA2B .CompareScoreToHighScore
al 00FA1F .AddScoreDigit_Overflow
al 00FA26 .ScoreRoutine_Return
al 00FA07 .AddScoreDigit_Loop
al 00F9F9 .AddScoreDigit
al 00F9E4 .CountUpScore_WaitFrame
al 00F9D9 .CountUpScore_PointLoop
al 00F9D6 .CountUpScore_MultiplierLoop
al 00F9CE .CountUpScore
al 00F9BD .IncrementTurnBallCount_CheckBonus
al 00F9B0 .IncrementTurnBallCount
al 00F9AD .IncrementPlayerBallCount_Redraw
al 00F9A0 .IncrementPlayerBallCount
al 00F998 .SetBallSpriteTile
al 00F990 .SetBallSpriteAttributes
al 00F989 .SetPpuAddr
al 00F988 .StampBallMarker_Abort
al 00F908 .StampBallMarker_BottomRight
al 00F8EE .StampBallMarker_BottomLeft
al 00F8D4 .StampBallMarker_TopRight
al 00F924 .StampBallMarker_IfEmpty
al 00F8AB .StampBallMarker_CheckColumn
al 00F8BB .StampBallMarker_TopLeft
al 00F89B .StampBallMarker_Done
al 00F89C .StampBallMarker_CheckRow
al 00F897 .StampBallMarker
al 00F88A .SaveHighScore_Loop
al 00F87F .SaveHighScore
al 00F872 .LoadHighScore_Loop
al 00F867 .LoadHighScore
al 00F858 .StrPerfect
al 00F84C .ShowPerfectText
al 00F83B .StrHiScore
al 00F826 .StrPlayer3
al 00F81A .ShowPlayerHiScoreText
al 00F809 .StrGameOver
al 00F7F4 .StrPlayer2
al 00F7E8 .ShowPlayerGameOverText
al 00F7DD .RestoreVramOverlay_Loop
al 00F7CB .RestoreVramOverlay
al 00F7BC .BeginVramOverlay_Wait
al 00F7A7 .BeginVramOverlay
al 00F79B .StrShot
al 00F786 .StrPlayer1
al 00F77A .ShowPlayerShotText
al 00F762 .AimPhaseTable0
al 00F73F .DrawBlinkingBallSprite_Visible
al 00F728 .DrawBlinkingBallSprite
al 00F725 .BuildBallSprites_Done
al 00F71A .BuildBallSprites_Next
al 00F6CF .BuildBallSprites_Draw2x2
al 00F6C1 .BuildBallSprites_CheckSpecial
al 00F69D .BuildBallSprites_Loop
al 00F683 .BuildBallSprites
al 00F67D .WaitForObjectSlot_Spin
al 00F674 .WaitForObjectSlot
al 00F66B .FillAttributeTable_Loop
al 00F669 .FillAttributeTable
al 00F654 .FillNametable
al 00F5E4 .EndingCommandList
al 00F5D6 .ShowEndingScreen_ClearRow2
al 00F5C6 .ShowEndingScreen_ClearRow1
al 00F585 .ShowEndingScreen_RestorePlayer
al 00F574 .ShowEndingScreen_SwapPlayer
al 00F56C .ShowEndingScreen
al 00F557 .ShowGameOverScreen_CheckInput
al 00F54C .ShowGameOverScreen_WaitLoop
al 00F542 .ShowGameOverScreen_QueueSpawn
al 00F540 .ShowGameOverScreen_SpawnAlt
al 00F4B1 .TurnEnd_NextPlayer
al 00F4DF .TurnEnd_StartTurn
al 00F49B .TurnEnd_SaveCounts
al 00F4F6 .ShowGameOverScreen
al 00F487 .TurnEnd_PlayerOut_CheckCountdown
al 00F476 .TurnEnd_PlayerOut
al 00F457 .TurnEnd_TableCleared_Continue
al 00F44D .TurnEnd_TableCleared_DecCount
al 00F435 .TurnEnd_TableCleared
al 00F41B .TurnEnd_CheckTable
al 00F413 .RoundFinish_NoPotPenalty
al 00F410 .StartNextRound_ShowEnding
al 00F406 .StartNextRound_AllStagesDone
al 00F3E4 .StartNextRound_Store
al 00F3D2 .StartNextRound
al 00F3AD .RoundFinish_Wait
al 00F3BB .RoundFinish_Tail
al 00F387 .RoundFinish_Clear
al 00F36E .RoundFinish_Score_Loop
al 00F377 .RoundFinish_Advance
al 00F365 .RoundFinish_Score
al 00F344 .RoundFinish_Collect_Store
al 00F33D .RoundFinish_Collect_Empty
al 00F341 .RoundFinish_Collect_X
al 00F327 .RoundFinish_Collect_Loop
al 00F31F .RoundFinish_Collect
al 00F312 .RoundFinish
al 00F30F .BallUpdateEnd_Next
al 00F302 .BallUpdateEnd_Idle
al 00F2EC .BallUpdateEnd
al 00F2E5 .BallCollisionScan_Repeat
al 00F2DB .BallCollisionScan_NextOuter
al 00F2CB .BallCollisionScan_NextInner
al 00F270 .BallCollisionScan_DY
al 00F25B .BallCollisionScan_DX
al 00F241 .BallCollisionScan_Next
al 00F244 .BallCollisionScan_Test
al 00F238 .BallCollisionScan_Inner
al 00F233 .BallCollisionScan_Pair
al 00F225 .BallCollisionScan_Loop
al 00F221 .BallCollisionScan
al 00F218 .BallFrameEnd
al 00F211 .BallPhysicsNextStep
al 00F206 .BallSlotAdvance
al 00F1F6 .BallDecelerate
al 00F1E2 .BallCommitPosition
al 00F1D3 .BallRememberTile
al 00F1B9 .BallBounceCommit_TestC0
al 00F1AF .BallBounceCommit_Test80
al 00F1BC .BallBounceCommit_Store
al 00F19A .BallBounceCommit
al 00F16A .BallReflectVector
al 00F193 .BallBounceExit
al 00F149 .BallFlipXVelocity
al 00F13F .BallReflectX_Do
al 00F148 .BallReflectX_Done
al 00F125 .BallReflectX
al 00F0EF .BallTileHandler8_Exit
al 00F0DF .BallTileHandler8
al 00F0DC .BallTileHandler5_Reflect
al 00F0CE .BallTileHandler5
al 00F098 .TileCollisionTable
al 00F07B .BallBounce_TestC0
al 00F071 .BallBounce_Test80
al 00F07E .BallBounce_JumpTable
al 00F04D .BallBounce
al 00F031 .SinkRemainingBalls_Next
al 00F019 .SinkRemainingBalls_Loop
al 00F017 .SinkRemainingBalls
al 00F037 .BallPocketed_CueBall
al 00EFF5 .BallPocketed
al 00F045 .BallMove_TestTile
al 00EFD9 .BallMove_SubTile
al 00EFD5 .BallMove_StoreTile
al 00EFB4 .BallMove_OffTable
al 00EFB8 .BallMove_ReadTile
al 00EF84 .BallMove_CheckTile
al 00EF53 .BallMove_Advance
al 00EF50 .BallMove_Stopped
al 00EF3A .BallMove_Step
al 00EF31 .BallMove
al 00EF2A .BallSinkTiles
al 00EF27 .BallSinkAnim_Done
al 00EEF0 .BallSinkAnim
al 00EEE9 .BallAppearTiles
al 00EEE0 .BallAppearAnim_Next
al 00EEE6 .BallAppearAnim_Done
al 00EEB9 .BallAppearAnim
al 00EE80 .BallLaunch
al 00EE76 .BallSlotUpdate_Next
al 00EE79 .BallSlotUpdate_State1
al 00EE6F .BallSlotUpdate_Case
al 00EE57 .BallSlotUpdate
al 00EE53 .BallPhysicsStep_Skip
al 00EE3E .BallPhysicsStep
al 00EE3A .BallPhysicsPass
al 00EE2C .BallPhysicsBegin_Alt
al 00EE30 .BallPhysicsBegin
al 00EDBA .PlayPhaseLoop
al 00EDB7 .InitBallSlots_BeginPlay
al 00ED8B .InitBallSlots_Next
al 00ED86 .InitBallSlots_MarkActive
al 00ED5D .InitBallSlots_Loop
al 00ED3F .SpritePaletteTable
al 00ED4F .InitBallSlots
al 00ED16 .LoadStageScene_StartPlay
al 00ECF2 .LoadStageScene_LoadLayout_Next
al 00ECE7 .LoadStageScene_LoadLayout_Loop
al 00ECD5 .LoadStageScene_LoadLayout_Clear
al 00ECD3 .LoadStageScene_LoadLayout
al 00ECA2 .LoadStageScene_VaryTiles_Write
al 00ECAE .LoadStageScene_VaryTiles_Next
al 00EC87 .LoadStageScene_VaryTiles
al 00EC63 .LoadStageScene_PlaceBalls
al 00EC3C .LoadStageScene_CopyAttrs
al 00EC3A .LoadStageScene
al 00EC2A .StageAttributeTable
al 00EBB0 .DrawStageBanner
al 00EB7A .ClearRoundState
al 00EB60 .SetupRound
al 00EB06 .AimLoop_UpdatePower
al 00EAFF .AimLoop_DecreasePower
al 00EAEF .AimLoop_StoreStage
al 00EAE9 .AimLoop_ClampStage
al 00EAF5 .AimLoop_IncreasePower
al 00EADE .AimLoop_AdjustStage
al 00EB0D .AimLoop_FireCheck
al 00EA9F .AimLoop_UpdatePlayers
al 00EAB1 .AimLoop_Update
al 00EA86 .AimLoop_CyclePlayers
al 00EA7B .AimLoop_CheckSelect
al 00EA75 .AimLoop_NoStart
al 00EA51 .AimLoop
al 00EA00 .TitleCommandList
al 00E9CC .StartGame_CopyAttrs
al 00E9CA .StartGame
al 00E9B9 .StartGameAttributeRow
al 00E9A3 .TitleColorCycleTable
al 00E980 .UpdateTitleColors_Store
al 00E974 .UpdateTitleColors
al 00E971 .TitleScreenLoop_Next
al 00E95D .TitleScreenLoop_SetPalette
al 00E947 .TitleScreenLoop_Animate
al 00E928 .TitleScreenLoop_WaitFrame
al 00E923 .TitleScreenLoop
al 00E8FF .EnterTitleScreen_CopyAttrs
al 00E8B3 .EnterTitleScreen
al 00E88F .Reset_InitPlayerRecords
al 00E882 .Reset_CopySignature
al 00E862 .BootSignatureText
al 00E880 .Reset_ColdInit
al 00E852 .Reset_CheckSignature
al 00E848 .Reset_LoadSpritePalettes
al 00E830 .Reset_ClearShadowTables
al 00E81E .Reset_WaitVblank2
al 00E817 .Reset_WaitVblank
al 00E80C .Reset
al 00E802 .CheckTileCollision_Next
al 00E7C0 .CheckTileCollision_Probe
al 00E7B5 .CheckTileCollision_Loop
al 00E7B1 .CheckTileCollision
al 00E78B .FindPocketInPath_DiffAbs
al 00E7A6 .FindPocketInPath_Next
al 00E771 .FindPocketInPath_Loop
al 00E76D .FindPocketInPath
al 00E748 .FindBlockingBall_DiffAbs
al 00E763 .FindBlockingBall_Next
al 00E721 .FindBlockingBall_Loop
al 00E71D .FindBlockingBall
al 00E71B .ComputeAngleFromDelta_Quad1
al 00E71C .ComputeAngleFromDelta_Done
al 00E706 .ComputeAngleFromDelta_Quad2
al 00E70F .ComputeAngleFromDelta_PosX
al 00E6F7 .ComputeAngleFromDelta_Adjust
al 00E6F8 .ComputeAngleFromDelta_Quadrant
al 00E6E4 .ComputeAngleFromDelta_TableUp
al 00E6ED .ComputeAngleFromDelta_Found
al 00E6D9 .ComputeAngleFromDelta_TableLoop
al 00E6D0 .ComputeAngleFromDelta_Divide
al 00E696 .ComputeAngleFromDelta_RatioSetup
al 00E68C .ComputeAngleFromDelta_Ratio
al 00E683 .ComputeAngleFromDelta_ZeroY
al 00E67A .ComputeAngleFromDelta
al 00E63E .ComputePotAimPoint_Scale
al 00E60B .ComputePotAimPoint
al 00E60A .ScoreShotLineup_Done
al 00E5F2 .ScoreShotLineup_Record
al 00E5DF .ScoreShotLineup_Tolerance
al 00E5E7 .ScoreShotLineup_Accept
al 00E5FE .ScoreShotLineup_Next
al 00E598 .ScoreShotLineup_AfterAbs
al 00E586 .ScoreShotLineup_Loop
al 00E582 .ScoreShotLineup
al 00E572 .PlanBestShot_VaryAngle
al 00E570 .PlanBestShot_VaryFar
al 00E564 .PlanBestShot_VaryLoop
al 00E57B .PlanBestShot_SetShot
al 00E550 .PlanBestShot_StorePower
al 00E54A .PlanBestShot_ClampPowerLow
al 00E53E .PlanBestShot_PowerBucket
al 00E517 .PlanBestShot_AimAtPoint
al 00E50B .PlanBestShot_TargetPointX
al 00E4F9 .PlanBestShot_TargetPointY
al 00E4DC .PlanBestShot_FallbackAccept
al 00E4E6 .PlanBestShot_FallbackNext
al 00E4C1 .PlanBestShot_FallbackLoop
al 00E4B9 .PlanBestShot_Fallback
al 00E4AA .PlanBestShot_Next
al 00E48D .PlanBestShot_Evaluate
al 00E473 .PlanBestShot_StoreBall
al 00E43B .PlanBestShot_Measure
al 00E47B .PlanBestShot_AdvanceBall
al 00E429 .PlanBestShot_BallPoint
al 00E417 .PlanBestShot_ScanLoop
al 00E415 .PlanBestShot_ScanStart
al 00E40E .PlanBestShot
al 00E405 .ComputeDeltaVector_StoreHigh
al 00E3FB .ComputeDeltaVector_Square
al 00E3E7 .ComputeDeltaVector_AbsY
al 00E3CE .ComputeDeltaVector_AbsX
al 00E3BF .ComputeDeltaVector
al 00E3BE .UpdateCpuAim_Steer_Done
al 00E3B1 .UpdateCpuAim_Steer_SetButtons
al 00E3AB .UpdateCpuAim_Steer_TurnLeft
al 00E3AF .UpdateCpuAim_Steer_AngleMatch
al 00E39C .UpdateCpuAim_Steer_LengthKey
al 00E392 .UpdateCpuAim_Steer_LengthDown
al 00E39A .UpdateCpuAim_Steer_LengthMatch
al 00E381 .UpdateCpuAim_Steer
al 00E37C .UpdateCpuAim_Check
al 00E370 .UpdateCpuAim
al 00E367 .TestShootButton_Ready
al 00E364 .TestShootButton_Fail
al 00E34A .TestShootButton
al 00E349 .ReadPlayerButtons_Done
al 00E341 .ReadPlayerButtons_ReturnToCaller
al 00E333 .ReadPlayerButtons_CheckPlayer
al 00E322 .ReadPlayerButtons
al 00E31D .ResetAimPhase
al 00E318 .ByteToDecimal3_Units
al 00E30F .ByteToDecimal3_Tens
al 00E30D .ByteToDecimal3_AfterHundreds
al 00E304 .ByteToDecimal3_Hundreds
al 00E2FE .ByteToDecimal3
al 00E2DB .DrawTurnMarker_Store
al 00E2D7 .DrawTurnMarker_Alt
al 00E2C8 .DrawTurnMarker
al 00E2BB .DrawShotIcons_Store
al 00E2B2 .DrawShotIcons_Loop
al 00E2A2 .DrawShotIcons
al 00E286 .PrintMenuPower
al 00E275 .PrintBallCount_Blank
al 00E270 .PrintBallCount_Value
al 00E25C .PrintBallCount
al 00E24F .PrintRate
al 00E240 .PrintTwoDigitValue_Units
al 00E22F .PrintTwoDigitValue
al 00E22D .PrintTwoDigitValue_Stage
al 00E225 .PrintStageNumberTop
al 00E21A .PrintStageNumber
al 00E215 .PrintHiScore_Source
al 00E20D .PrintHiScoreHud
al 00E202 .PrintHiScoreMenu
al 00E1F2 .PrintMenuPlayerScore
al 00E1ED .PrintPlayer2Score_Source
al 00E1BB .PrintScoreDigits_Loop
al 00E1AE .PrintScoreDigits
al 00E1AC .PrintPlayer1Score_Source
al 00E1E5 .PrintPlayer2Score
al 00E1A4 .PrintPlayer1Score
al 00E19D .PrintCurrentPlayerScore
al 00E194 .UpdateAimInput_PowerBar_Next
al 00E17C .UpdateAimInput_PowerBar_Fill
al 00E171 .UpdateAimInput_PowerBar_Loop
al 00E162 .UpdateAimInput_PowerBar
al 00E15D .UpdateAimInput_ClampTop
al 00E147 .UpdateAimInput_RescaleY
al 00E145 .UpdateAimInput_ClampBottom
al 00E14E .UpdateAimInput_NegY
al 00E118 .UpdateAimInput_TraceY
al 00E113 .UpdateAimInput_ClampLeft
al 00E0E7 .UpdateAimInput_Rescale
al 00E0E3 .UpdateAimInput_RescaleX
al 00E0FE .UpdateAimInput_StoreEndX
al 00E0E1 .UpdateAimInput_ClampRight
al 00E104 .UpdateAimInput_NegX
al 00E0BA .UpdateAimInput_Trace
al 00E0B1 .UpdateAimInput_StoreLength
al 00E0A4 .UpdateAimInput_LengthDown
al 00E089 .UpdateAimInput_PowerMeterBounce
al 00E094 .UpdateAimInput_LengthUp
al 00E079 .UpdateAimInput_PowerMeterDown
al 00E055 .UpdateAimInput_AimRight
al 00E062 .UpdateAimInput_PowerMeter
al 00E048 .UpdateAimInput_AimLeft
al 00E040 .UpdateAimInput_RepeatDelay
al 00E02F .UpdateAimInput_RepeatStart
al 00E01E .UpdateAimInput
al 00D559 .LayoutData
al 00D536 .ComputeStageLayoutAddress
al 00D4FA .LayoutScriptTable
al 00D4ED .SelectLayoutScript_Index
al 00D4E4 .SelectLayoutScript
al 00D4CC .ReadStageLayoutId
al 00D4C4 .ClassifyLayoutTile_Bits
al 00D4BD .ClassifyLayoutTile_Mid
al 00D4B6 .ClassifyLayoutTile_High
al 00D4AF .ClassifyLayoutTile
al 00D4AD .GetConnectionIndex_Result
al 00D48F .GetConnectionIndex
al 00D488 .PlaceLayoutTile_Neighbour_Clear
al 00D487 .PlaceLayoutTile_Neighbour_Skip
al 00D45E .PlaceLayoutTile_Neighbour_Compose
al 00D444 .PlaceLayoutTile_Neighbour_Pick
al 00D449 .PlaceLayoutTile_Neighbour_Blend
al 00D45D .PlaceLayoutTile_Neighbour_Return
al 00D41F .PlaceLayoutTile_Neighbour
al 00D405 .PlaceLayoutTile_Cell
al 00D400 .PlaceLayoutTile_Row
al 00D3E5 .PlaceLayoutTile_Simple
al 00D41E .PlaceLayoutTile_Done
al 00D3D3 .PlaceLayoutTile
al 00D3CB .DrawPocketCorner_RemapC7
al 00D3BF .DrawPocketCorner_RemapC6
al 00D3B3 .DrawPocketCorner_RemapC5
al 00D3A0 .DrawPocketCorner_Remap
al 00D39F .DrawPocketCorner_Return
al 00D392 .DrawPocketCorner
al 00D384 .DefinePockets_Next
al 00D325 .DefinePockets
al 00D31B .DrawCellGrid_NextColumn
al 00D317 .DrawCellGrid_TileNext
al 00D30D .DrawCellGrid_TileCell
al 00D2DF .DrawCellGrid_AttrLoop
al 00D300 .DrawCellGrid_TileRow
al 00D2D4 .DrawCellGrid
al 00D2A0 .RunCellCommandList
al 00D29C .RemapTileIndex_Found
al 00D291 .RemapTileIndex_Loop
al 00D28F .RemapTileIndex
al 00D22C .FixIsolatedCells_Fix
al 00D222 .FixIsolatedCells_Next
al 00D212 .FixIsolatedCells_Loop
al 00D20A .FixIsolatedCells
al 00D1FB .UploadFieldMap_Store
al 00D1F5 .UploadFieldMap_Found
al 00D1EB .UploadFieldMap_HighNibbleSearch
al 00D1E8 .UploadFieldMap_HighNibble
al 00D1DA .UploadFieldMap_LowNibble
al 00D1CC .UploadFieldMap_Loop
al 00D1BB .UploadFieldMap
al 00D1BA .PlaceFieldTile_Done
al 00D197 .PlaceFieldTile_NorthEdge
al 00D174 .PlaceFieldTile_WestEdge
al 00D151 .PlaceFieldTile_SouthEdge
al 00D129 .PlaceFieldTile_KeepTile
al 00D12C .PlaceFieldTile_Store
al 00D0F3 .PlaceFieldTile
al 00D0E4 .DrawCellRun_Vertical
al 00D0D5 .DrawCellRun_Horizontal
al 00D073 .DrawCellRun_Block2x2
al 00D088 .DrawCellRun_Corner2x2
al 00D057 .DrawCellRun_TileTable
al 00D0C3 .DrawCellRun_DiagonalAlt
al 00D0B1 .DrawCellRun_Diagonal
al 00D047 .DrawCellRun_SetTile
al 00D03D .DrawCellRun_PickTile
al 00D05B .DrawCellRun_TileFromBit
al 00D02D .DrawCellRun_Kind40
al 00D026 .DrawCellRun_Kind20
al 00D017 .DrawCellRun
al 00D00D .RunSceneScript_Advance
al 00D004 .RunSceneScript_Next
al 00CFE5 .RunSceneScript
al 00CFDE .RunCommandList_Done
al 00CFA6 .RunCommandList_Loop
al 00CF9B .RunCommandList
al 00CF87 .LoadScene_Done
al 00CF70 .LoadScene_CheckVsMode
al 00CF40 .VsCommandList
al 00CF15 .DrawLayoutRows_Cell
al 00CF10 .DrawLayoutRows
al 00CEEE .ClearFieldMap
al 00CE9E .UploadFieldRows
al 00CE55 .FillFieldEmpty
al 00CE35 .LoadScene
al 00CE25 .WritePpuDataAtTemp
al 00CE14 .ReadPpuDataAtSrc
al 00CDF4 .PrintTextToNametable_Char
al 00CDE4 .PrintTextToNametable_RowStart
al 00CE09 .PrintTextToNametable_NextRow
al 00CDDA .PrintTextToNametable_Row
al 00CDD3 .PrintTextToNametable
al 00CDB9 .MixChecksum
al 00CDAE .UploadAttributeShadow_Loop
al 00CD9D .UploadAttributeShadow
al 00CD73 .SetAttributeCell_Align
al 00CD7E .SetAttributeCell_Store
al 00CD65 .SetAttributeCell
al 00CD5F .GetAttributeCell_Read
al 00CD58 .GetAttributeCell_Column
al 00CD3C .GetAttributeCell
al 00CD1C .ReadControllers_Loop
al 00CD0E .ReadControllers
al 00CCF3 .FlushPaletteToPpu_Loop
al 00CCD9 .DrainVramQueue_ReadLoop
al 00CCE5 .FlushPaletteToPpu
al 00CCA9 .DrainVramQueue_CopyLoop
al 00CCBA .DrainVramQueue_NextSlot
al 00CC91 .DrainVramQueue_Slot
al 00CC8F .DrainVramQueue
al 00CC7D .ResetVramQueue_Loop
al 00CC7B .ResetVramQueue
al 00CC49 .QueueVramByte_Store
al 00CC5E .QueueVramByte_NewSlot
al 00CC2E .QueueVramByte_WaitSpace
al 00CC29 .QueueVramByte
al 00CC12 .BeginVramWrite_Alloc
al 00CC05 .BeginVramWrite_FindSlot
al 00CBFD .BeginVramWrite_WaitSpace
al 00CBFB .BeginVramWrite
al 00CBF4 .PrintInlineString_Done
al 00CBE5 .PrintInlineString_Loop
al 00CBDC .PrintInlineString
al 00CBC9 .PrintInlineStringToVram
al 00CBC8 .WriteStringToPpuData_Done
al 00CBB9 .WriteStringToPpuData
al 00CBB2 .FillOamOffscreen_Loop
al 00CBAE .FillOamOffscreen
al 00CBA9 .SetPpuAddrFromXY
al 00CB92 .SwapPpuAddrAndPtr
al 00CB82 .CopyFromVram_Loop
al 00CB7F .CopyFromVram
al 00CB6F .CopyToVram_Loop
al 00CB69 .CopyToVram
al 00CB66 .IncCount16_Hi
al 00CB61 .IncCount16
al 00CB5F .IncPpuAddr
al 00CB5A .IncPtr
al 00CB4F .DecCount16_Return
al 00CB50 .DecCount16_Borrow
al 00CB45 .DecCount16
al 00CB39 .DecPpuSrcCount
al 00CB30 .FillVramByte_Loop
al 00CB2B .FillVramByte
al 00CB25 .TriggerOamDma
al 00CB1D .SetPpuCtrlAndMask
al 00CAF7 .ComputeTileAddress
al 00CABD .WritePpuData
al 00CAB9 .ReadPpuData
al 00CAAE .ReadVramByte
al 00CAA3 .WritePpuAddr
al 00CA8F .SetNtBaseFromA
al 00CA86 .UpdateNtBaseFromPpuCtrl_Base0
al 00CA77 .UpdateNtBaseFromPpuCtrl
al 00CA6F .SetNtSelectBit
al 00CA60 .SetNtBase2000
al 00CA52 .WritePpuCtrlAndResetScroll
al 00CA48 .EnableNmi
al 00CA42 .EnableNmiAndRendering
al 00CA3C .WritePpuCtrl
al 00CA38 .DisableNmi
al 00CA2E .EnableRendering
al 00CA21 .DisableRendering
al 00C559 .SpriteAnimationTable
al 00C552 .AnimationPointerTable
al 00C543 .StateTimerTable
al 00C522 .SpawnObjectTable
al 00C47A .ObjectStatePointerTable
al 00C475 .SpawnObject_NextSlot
al 00C445 .SpawnObject_CopyField
al 00C471 .SpawnObject_EndRecord
al 00C429 .SpawnObject_SlotLoop
al 00C415 .SpawnObject_Return
al 00C416 .SpawnObject_Create
al 00C409 .SpawnObject_JumpTable
al 00C404 .SpawnObject
al 00C401 .AdvanceScriptPtr_HiCarry
al 00C3FC .AdvanceScriptPtr
al 00C3F5 .ResetGameState
al 00C3F0 .QueueSpawnRequest_Done
al 00C3EB .QueueSpawnRequest_NextSlot
al 00C3E0 .QueueSpawnRequest_FindSlot
al 00C3DA .QueueSpawnRequest
al 00C3C7 .ClearGameState_LoopArrays
al 00C3BE .ClearGameState_LoopByte
al 00C3BC .ClearGameState
al 00C3B4 .SoundChannelMask
al 00C3AE .UpdateObjectSound_CheckVolume
al 00C392 .UpdateObjectSound_EnableChannel
al 00C38A .UpdateObjectSound_UseVolume
al 00C39F .UpdateObjectSound_Sustain
al 00C331 .UpdateObjectSound_Return
al 00C332 .UpdateObjectSound_Emit
al 00C321 .UpdateObjectSound_Silence
al 00C32A .UpdateObjectSound_Check
al 00C314 .UpdateObjectSound
al 00C304 .AdvanceAnimFrame_ReadCount
al 00C2FE .AdvanceAnimFrame_Restart
al 00C2EC .AdvanceAnimFrame_Relative
al 00C306 .AdvanceAnimFrame_Commit
al 00C2CB .AdvanceAnimFrame_Next
al 00C2CA .AdvanceAnimFrame_Return
al 00C2BB .AdvanceAnimFrame
al 00C2B8 .DecodeAnimOffset_Literal
al 00C2AD .DecodeAnimOffset_Restart
al 00C29E .DecodeAnimOffset_Relative
al 00C294 .DecodeAnimOffset_Back
al 00C28D .DecodeAnimOffset
al 00C275 .BuildObjectSprite_ClampY
al 00C286 .BuildObjectSprite_NoAnim
al 00C22F .BuildObjectSprite
al 00C21C .SetObjPtr_FromStateTable
al 00C20C .SetObjPtr_NonZero
al 00C205 .SetObjPtr
al 00C200 .AdvanceScriptPtrKeepA
al 00C1DA .EnterObjectState
al 00C1D5 .SetObjectState_Store
al 00C1D1 .SetObjectState_Table
al 00C1C0 .SetObjectState_Resolve
al 00C1A2 .ObjOp_LowOpcode
al 00C18D .SetStateFromOpcode
al 00C18B .ObjOp8F_StateFromScriptPtr
al 00C185 .ObjOp8A_SpawnFromScript
al 00C175 .ObjOp8E_SkipTwoBytes
al 00C16F .ObjOp86_SetFlags
al 00C166 .ObjOp89_StoreNibble
al 00C15E .ObjOp89_ClampNibble
al 00C14A .ObjOp89_SetFlagsNibble
al 00C13D .ComputeRecordIndex
al 00C12B .ObjOp8C_SetRecordByte
al 00C125 .ObjOp84_StoreSpeed
al 00C11F .ObjOp_AddSpeed
al 00C119 .ObjOp87_SetAnimSelector
al 00C113 .ObjOp83_SetSoundParam
al 00C109 .ObjOp82_StopScript
al 00C0F2 .ObjOp81_Loop
al 00C0E6 .ObjOp80_SetScriptPtr
al 00C0C0 .ObjectOpcodeHandlerTable
al 00C0A9 .DispatchObjectScript_Table
al 00C0A1 .DispatchObjectScript_High
al 00C092 .DispatchObjectScript
al 00C08F .NextScriptOpcode
al 00C082 .ResumeObjectScript
al 00C07C .FlushSoundRegisters_Next
al 00C072 .FlushSoundRegisters_Loop
al 00C06A .FlushSoundRegisters
al 00C05C .UpdateObjects_Render_Sound
al 00C054 .UpdateObjects_Render
al 00C05F .UpdateObjects_Next
al 00C02E .UpdateObjects
al 00C024 .ClearObjectWork_Loop
al 00C01B .DrainSpawnQueue_Next
al 00C00C .DrainSpawnQueue_Loop
al 00C00A .DrainSpawnQueue
al 00C003 .RunObjectFrame
al 00C000 .ResetStub