Promotes Lunar Pool
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@@ -0,0 +1,705 @@
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al 00FF90 .PaddingFf
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al 00FF65 .NmiHandler
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al 00FF64 .IrqHandler
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al 00FF5B .WaitFrames_Loop
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al 00FF56 .WaitFrames
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al 00FF50 .RotateCoord270
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al 00FF43 .RotateVector270
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al 00FF3D .RotateCoord180
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al 00FF2B .RotateVector180
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al 00FF25 .RotateCoord90
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al 00FF18 .RotateVector90
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al 00FF11 .GetCosine_Lookup
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al 00FF0E .GetCosine
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al 00FECE .SineTable
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al 00FECD .GetSine_Done
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al 00FEBD .GetSine_Lookup
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al 00FEC5 .GetSine_Ninety
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al 00FEA8 .GetSine
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al 00FE95 .SquareRoot16_Next
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al 00FE8E .SquareRoot16_Subtract
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al 00FE6A .SquareRoot16_Loop
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al 00FE5A .SquareRoot16
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al 00FE4A .SignExtendFixed
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al 00FE49 .NegatePtr_Done
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al 00FE37 .NegatePtr
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al 00FE36 .NegatePpuAddr_Done
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al 00FE24 .NegatePpuAddr
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al 00FE17 .SignedDivide16_Negate
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al 00FE1A .SignedDivide16_Return
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al 00FE1F .SignedDivide16_CheckDivisor
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al 00FE0E .SignedDivide16_Divide
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al 00FE06 .SignedDivide16_DivisorDone
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al 00FDFE .SignedDivide16
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al 00FDFA .Divide16_Borrow
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al 00FDE0 .Divide16_Loop
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al 00FDD8 .Divide16
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al 00FDD4 .MultiplyByte16_NextPair
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al 00FDBF .MultiplyByte16_NextBit
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al 00FDAA .MultiplyByte16_Loop
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al 00FDA8 .MultiplyByte16
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al 00FD98 .Multiply16_LowByte
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al 00FD8B .Multiply16
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al 00FD85 .ProjectCoordinate_High
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al 00FD88 .ProjectCoordinate_Done
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al 00FD60 .ProjectCoordinate
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al 00FD32 .ProjectObjectPosition_Store
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al 00FD2D .ProjectObjectPosition_Skip
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al 00FC6C .ProjectObjectPosition
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al 00FBD1 .ComputeBallVelocity_Moving
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al 00FBC2 .ComputeBallVelocity
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al 00FBA5 .ResolveBallCollision_Rotate
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al 00FBC1 .ResolveBallCollision_Done
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al 00FB99 .ResolveBallCollision
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al 00FB90 .CollisionAngleLimitTable
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al 00FB87 .ComputeCollisionAngle_Quadrant2
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al 00FB8D .ComputeCollisionAngle_Quadrant3
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al 00FB7A .ComputeCollisionAngle_Quadrant1
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al 00FB69 .ComputeCollisionAngle_ApplySigns
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al 00FB4C .ComputeCollisionAngle_Mirror
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al 00FB38 .ComputeCollisionAngle_Reject
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al 00FB39 .ComputeCollisionAngle_Steep
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al 00FB55 .ComputeCollisionAngle_Shallow
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al 00FB2C .ComputeCollisionAngle
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al 00FAF9 .ComputeFieldCellAddress
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al 00FAC9 .PaletteColorTable
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al 00FAB1 .MapColorCodeToPalette_Disabled
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al 00FAB4 .MapColorCodeToPalette_High
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al 00FA99 .MapColorCodeToPalette
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al 00FA8D .BuildPaletteFromShadeTable_Loop
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al 00FA8B .BuildPaletteFromShadeTable
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al 00FA7F .FadeInPalette_Loop
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al 00FA7D .FadeInPalette
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al 00FA6F .FadeOutPalette_Loop
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al 00FA6D .FadeOutPalette
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al 00FA5F .CopyScoreToHighScore_Loop
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al 00FA56 .CopyScoreToHighScore
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al 00FA4A .GetPlayerScoreIndex
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al 00FA40 .CompareScoreToHighScore_Next
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al 00FA34 .CompareScoreToHighScore_Loop
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al 00FA2B .CompareScoreToHighScore
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al 00FA1F .AddScoreDigit_Overflow
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al 00FA26 .ScoreRoutine_Return
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al 00FA07 .AddScoreDigit_Loop
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al 00F9F9 .AddScoreDigit
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al 00F9E4 .CountUpScore_WaitFrame
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al 00F9D9 .CountUpScore_PointLoop
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al 00F9D6 .CountUpScore_MultiplierLoop
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al 00F9CE .CountUpScore
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al 00F9BD .IncrementTurnBallCount_CheckBonus
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al 00F9B0 .IncrementTurnBallCount
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al 00F9AD .IncrementPlayerBallCount_Redraw
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al 00F9A0 .IncrementPlayerBallCount
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al 00F998 .SetBallSpriteTile
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al 00F990 .SetBallSpriteAttributes
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al 00F989 .SetPpuAddr
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al 00F988 .StampBallMarker_Abort
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al 00F908 .StampBallMarker_BottomRight
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al 00F8EE .StampBallMarker_BottomLeft
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al 00F8D4 .StampBallMarker_TopRight
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al 00F924 .StampBallMarker_IfEmpty
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al 00F8AB .StampBallMarker_CheckColumn
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al 00F8BB .StampBallMarker_TopLeft
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al 00F89B .StampBallMarker_Done
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al 00F89C .StampBallMarker_CheckRow
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al 00F897 .StampBallMarker
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al 00F88A .SaveHighScore_Loop
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al 00F87F .SaveHighScore
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al 00F872 .LoadHighScore_Loop
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al 00F867 .LoadHighScore
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al 00F858 .StrPerfect
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al 00F84C .ShowPerfectText
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al 00F83B .StrHiScore
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al 00F826 .StrPlayer3
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al 00F81A .ShowPlayerHiScoreText
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al 00F809 .StrGameOver
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al 00F7F4 .StrPlayer2
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al 00F7E8 .ShowPlayerGameOverText
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al 00F7DD .RestoreVramOverlay_Loop
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al 00F7CB .RestoreVramOverlay
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al 00F7BC .BeginVramOverlay_Wait
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al 00F7A7 .BeginVramOverlay
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al 00F79B .StrShot
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al 00F786 .StrPlayer1
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al 00F77A .ShowPlayerShotText
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al 00F762 .AimPhaseTable0
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al 00F73F .DrawBlinkingBallSprite_Visible
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al 00F728 .DrawBlinkingBallSprite
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al 00F725 .BuildBallSprites_Done
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al 00F71A .BuildBallSprites_Next
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al 00F6CF .BuildBallSprites_Draw2x2
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al 00F6C1 .BuildBallSprites_CheckSpecial
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al 00F69D .BuildBallSprites_Loop
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al 00F683 .BuildBallSprites
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al 00F67D .WaitForObjectSlot_Spin
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al 00F674 .WaitForObjectSlot
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al 00F66B .FillAttributeTable_Loop
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al 00F669 .FillAttributeTable
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al 00F654 .FillNametable
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al 00F5E4 .EndingCommandList
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al 00F5D6 .ShowEndingScreen_ClearRow2
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al 00F5C6 .ShowEndingScreen_ClearRow1
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al 00F585 .ShowEndingScreen_RestorePlayer
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al 00F574 .ShowEndingScreen_SwapPlayer
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al 00F56C .ShowEndingScreen
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al 00F557 .ShowGameOverScreen_CheckInput
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al 00F54C .ShowGameOverScreen_WaitLoop
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al 00F542 .ShowGameOverScreen_QueueSpawn
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al 00F540 .ShowGameOverScreen_SpawnAlt
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al 00F4B1 .TurnEnd_NextPlayer
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al 00F4DF .TurnEnd_StartTurn
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al 00F49B .TurnEnd_SaveCounts
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al 00F4F6 .ShowGameOverScreen
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al 00F487 .TurnEnd_PlayerOut_CheckCountdown
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al 00F476 .TurnEnd_PlayerOut
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al 00F457 .TurnEnd_TableCleared_Continue
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al 00F44D .TurnEnd_TableCleared_DecCount
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al 00F435 .TurnEnd_TableCleared
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al 00F41B .TurnEnd_CheckTable
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al 00F413 .RoundFinish_NoPotPenalty
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al 00F410 .StartNextRound_ShowEnding
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al 00F406 .StartNextRound_AllStagesDone
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al 00F3E4 .StartNextRound_Store
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al 00F3D2 .StartNextRound
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al 00F3AD .RoundFinish_Wait
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al 00F3BB .RoundFinish_Tail
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al 00F387 .RoundFinish_Clear
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al 00F36E .RoundFinish_Score_Loop
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al 00F377 .RoundFinish_Advance
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al 00F365 .RoundFinish_Score
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al 00F344 .RoundFinish_Collect_Store
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al 00F33D .RoundFinish_Collect_Empty
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al 00F341 .RoundFinish_Collect_X
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al 00F327 .RoundFinish_Collect_Loop
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al 00F31F .RoundFinish_Collect
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al 00F312 .RoundFinish
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al 00F30F .BallUpdateEnd_Next
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al 00F302 .BallUpdateEnd_Idle
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al 00F2EC .BallUpdateEnd
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al 00F2E5 .BallCollisionScan_Repeat
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al 00F2DB .BallCollisionScan_NextOuter
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al 00F2CB .BallCollisionScan_NextInner
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al 00F270 .BallCollisionScan_DY
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al 00F25B .BallCollisionScan_DX
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al 00F241 .BallCollisionScan_Next
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al 00F244 .BallCollisionScan_Test
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al 00F238 .BallCollisionScan_Inner
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al 00F233 .BallCollisionScan_Pair
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al 00F225 .BallCollisionScan_Loop
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al 00F221 .BallCollisionScan
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al 00F218 .BallFrameEnd
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al 00F211 .BallPhysicsNextStep
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al 00F206 .BallSlotAdvance
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al 00F1F6 .BallDecelerate
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al 00F1E2 .BallCommitPosition
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al 00F1D3 .BallRememberTile
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al 00F1B9 .BallBounceCommit_TestC0
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al 00F1AF .BallBounceCommit_Test80
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al 00F1BC .BallBounceCommit_Store
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al 00F19A .BallBounceCommit
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al 00F16A .BallReflectVector
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al 00F193 .BallBounceExit
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al 00F149 .BallFlipXVelocity
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al 00F13F .BallReflectX_Do
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al 00F148 .BallReflectX_Done
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al 00F125 .BallReflectX
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al 00F0EF .BallTileHandler8_Exit
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al 00F0DF .BallTileHandler8
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al 00F0DC .BallTileHandler5_Reflect
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al 00F0CE .BallTileHandler5
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al 00F098 .TileCollisionTable
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al 00F07B .BallBounce_TestC0
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al 00F071 .BallBounce_Test80
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al 00F07E .BallBounce_JumpTable
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al 00F04D .BallBounce
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al 00F031 .SinkRemainingBalls_Next
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al 00F019 .SinkRemainingBalls_Loop
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al 00F017 .SinkRemainingBalls
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al 00F037 .BallPocketed_CueBall
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al 00EFF5 .BallPocketed
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al 00F045 .BallMove_TestTile
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al 00EFD9 .BallMove_SubTile
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al 00EFD5 .BallMove_StoreTile
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al 00EFB4 .BallMove_OffTable
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al 00EFB8 .BallMove_ReadTile
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al 00EF84 .BallMove_CheckTile
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al 00EF53 .BallMove_Advance
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al 00EF50 .BallMove_Stopped
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al 00EF3A .BallMove_Step
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al 00EF31 .BallMove
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al 00EF2A .BallSinkTiles
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al 00EF27 .BallSinkAnim_Done
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al 00EEF0 .BallSinkAnim
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al 00EEE9 .BallAppearTiles
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al 00EEE0 .BallAppearAnim_Next
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al 00EEE6 .BallAppearAnim_Done
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al 00EEB9 .BallAppearAnim
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al 00EE80 .BallLaunch
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al 00EE76 .BallSlotUpdate_Next
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al 00EE79 .BallSlotUpdate_State1
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al 00EE6F .BallSlotUpdate_Case
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al 00EE57 .BallSlotUpdate
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al 00EE53 .BallPhysicsStep_Skip
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al 00EE3E .BallPhysicsStep
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al 00EE3A .BallPhysicsPass
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al 00EE2C .BallPhysicsBegin_Alt
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al 00EE30 .BallPhysicsBegin
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al 00EDBA .PlayPhaseLoop
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al 00EDB7 .InitBallSlots_BeginPlay
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al 00ED8B .InitBallSlots_Next
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al 00ED86 .InitBallSlots_MarkActive
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al 00ED5D .InitBallSlots_Loop
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al 00ED3F .SpritePaletteTable
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al 00ED4F .InitBallSlots
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al 00ED16 .LoadStageScene_StartPlay
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al 00ECF2 .LoadStageScene_LoadLayout_Next
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al 00ECE7 .LoadStageScene_LoadLayout_Loop
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al 00ECD5 .LoadStageScene_LoadLayout_Clear
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al 00ECD3 .LoadStageScene_LoadLayout
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al 00ECA2 .LoadStageScene_VaryTiles_Write
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al 00ECAE .LoadStageScene_VaryTiles_Next
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al 00EC87 .LoadStageScene_VaryTiles
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al 00EC63 .LoadStageScene_PlaceBalls
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al 00EC3C .LoadStageScene_CopyAttrs
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al 00EC3A .LoadStageScene
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al 00EC2A .StageAttributeTable
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al 00EBB0 .DrawStageBanner
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al 00EB7A .ClearRoundState
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al 00EB60 .SetupRound
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al 00EB06 .AimLoop_UpdatePower
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al 00EAFF .AimLoop_DecreasePower
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al 00EAEF .AimLoop_StoreStage
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al 00EAE9 .AimLoop_ClampStage
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al 00EAF5 .AimLoop_IncreasePower
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al 00EADE .AimLoop_AdjustStage
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al 00EB0D .AimLoop_FireCheck
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al 00EA9F .AimLoop_UpdatePlayers
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al 00EAB1 .AimLoop_Update
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al 00EA86 .AimLoop_CyclePlayers
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al 00EA7B .AimLoop_CheckSelect
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al 00EA75 .AimLoop_NoStart
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al 00EA51 .AimLoop
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al 00EA00 .TitleCommandList
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al 00E9CC .StartGame_CopyAttrs
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al 00E9CA .StartGame
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al 00E9B9 .StartGameAttributeRow
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al 00E9A3 .TitleColorCycleTable
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al 00E980 .UpdateTitleColors_Store
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al 00E974 .UpdateTitleColors
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al 00E971 .TitleScreenLoop_Next
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al 00E95D .TitleScreenLoop_SetPalette
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al 00E947 .TitleScreenLoop_Animate
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al 00E928 .TitleScreenLoop_WaitFrame
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al 00E923 .TitleScreenLoop
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al 00E8FF .EnterTitleScreen_CopyAttrs
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al 00E8B3 .EnterTitleScreen
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al 00E88F .Reset_InitPlayerRecords
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al 00E882 .Reset_CopySignature
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al 00E862 .BootSignatureText
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al 00E880 .Reset_ColdInit
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al 00E852 .Reset_CheckSignature
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al 00E848 .Reset_LoadSpritePalettes
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al 00E830 .Reset_ClearShadowTables
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al 00E81E .Reset_WaitVblank2
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al 00E817 .Reset_WaitVblank
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al 00E80C .Reset
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al 00E802 .CheckTileCollision_Next
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al 00E7C0 .CheckTileCollision_Probe
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al 00E7B5 .CheckTileCollision_Loop
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al 00E7B1 .CheckTileCollision
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al 00E78B .FindPocketInPath_DiffAbs
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al 00E7A6 .FindPocketInPath_Next
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al 00E771 .FindPocketInPath_Loop
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al 00E76D .FindPocketInPath
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al 00E748 .FindBlockingBall_DiffAbs
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al 00E763 .FindBlockingBall_Next
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al 00E721 .FindBlockingBall_Loop
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al 00E71D .FindBlockingBall
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al 00E71B .ComputeAngleFromDelta_Quad1
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al 00E71C .ComputeAngleFromDelta_Done
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al 00E706 .ComputeAngleFromDelta_Quad2
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al 00E70F .ComputeAngleFromDelta_PosX
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al 00E6F7 .ComputeAngleFromDelta_Adjust
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al 00E6F8 .ComputeAngleFromDelta_Quadrant
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al 00E6E4 .ComputeAngleFromDelta_TableUp
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al 00E6ED .ComputeAngleFromDelta_Found
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al 00E6D9 .ComputeAngleFromDelta_TableLoop
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al 00E6D0 .ComputeAngleFromDelta_Divide
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al 00E696 .ComputeAngleFromDelta_RatioSetup
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al 00E68C .ComputeAngleFromDelta_Ratio
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al 00E683 .ComputeAngleFromDelta_ZeroY
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al 00E67A .ComputeAngleFromDelta
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al 00E63E .ComputePotAimPoint_Scale
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al 00E60B .ComputePotAimPoint
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al 00E60A .ScoreShotLineup_Done
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al 00E5F2 .ScoreShotLineup_Record
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al 00E5DF .ScoreShotLineup_Tolerance
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al 00E5E7 .ScoreShotLineup_Accept
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al 00E5FE .ScoreShotLineup_Next
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al 00E598 .ScoreShotLineup_AfterAbs
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al 00E586 .ScoreShotLineup_Loop
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al 00E582 .ScoreShotLineup
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al 00E572 .PlanBestShot_VaryAngle
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al 00E570 .PlanBestShot_VaryFar
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al 00E564 .PlanBestShot_VaryLoop
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al 00E57B .PlanBestShot_SetShot
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al 00E550 .PlanBestShot_StorePower
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al 00E54A .PlanBestShot_ClampPowerLow
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al 00E53E .PlanBestShot_PowerBucket
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al 00E517 .PlanBestShot_AimAtPoint
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al 00E50B .PlanBestShot_TargetPointX
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al 00E4F9 .PlanBestShot_TargetPointY
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al 00E4DC .PlanBestShot_FallbackAccept
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al 00E4E6 .PlanBestShot_FallbackNext
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al 00E4C1 .PlanBestShot_FallbackLoop
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al 00E4B9 .PlanBestShot_Fallback
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al 00E4AA .PlanBestShot_Next
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al 00E48D .PlanBestShot_Evaluate
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al 00E473 .PlanBestShot_StoreBall
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al 00E43B .PlanBestShot_Measure
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al 00E47B .PlanBestShot_AdvanceBall
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al 00E429 .PlanBestShot_BallPoint
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al 00E417 .PlanBestShot_ScanLoop
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al 00E415 .PlanBestShot_ScanStart
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al 00E40E .PlanBestShot
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al 00E405 .ComputeDeltaVector_StoreHigh
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al 00E3FB .ComputeDeltaVector_Square
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al 00E3E7 .ComputeDeltaVector_AbsY
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al 00E3CE .ComputeDeltaVector_AbsX
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al 00E3BF .ComputeDeltaVector
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al 00E3BE .UpdateCpuAim_Steer_Done
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al 00E3B1 .UpdateCpuAim_Steer_SetButtons
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al 00E3AB .UpdateCpuAim_Steer_TurnLeft
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al 00E3AF .UpdateCpuAim_Steer_AngleMatch
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al 00E39C .UpdateCpuAim_Steer_LengthKey
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al 00E392 .UpdateCpuAim_Steer_LengthDown
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al 00E39A .UpdateCpuAim_Steer_LengthMatch
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al 00E381 .UpdateCpuAim_Steer
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al 00E37C .UpdateCpuAim_Check
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al 00E370 .UpdateCpuAim
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al 00E367 .TestShootButton_Ready
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al 00E364 .TestShootButton_Fail
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al 00E34A .TestShootButton
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al 00E349 .ReadPlayerButtons_Done
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al 00E341 .ReadPlayerButtons_ReturnToCaller
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al 00E333 .ReadPlayerButtons_CheckPlayer
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al 00E322 .ReadPlayerButtons
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al 00E31D .ResetAimPhase
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al 00E318 .ByteToDecimal3_Units
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al 00E30F .ByteToDecimal3_Tens
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al 00E30D .ByteToDecimal3_AfterHundreds
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al 00E304 .ByteToDecimal3_Hundreds
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al 00E2FE .ByteToDecimal3
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al 00E2DB .DrawTurnMarker_Store
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al 00E2D7 .DrawTurnMarker_Alt
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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
|
||||
Reference in new issue
Block a user