Promotes Donkey Kong Jr
Adds remaining NROM as _wip Update gitignore to not keep object files Adds AGENTS.md as this is an AI helped project
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@@ -0,0 +1,231 @@
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;------------------------------------------------------------
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; Shared zero-page pointer and scratch workspace
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;------------------------------------------------------------
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WorkPtr0Lo = $00
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WorkPtr0Hi = $01
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WorkPtr1Lo = $02
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WorkPtr1Hi = $03
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DataPtrLo = $04
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DataPtrHi = $05
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ListPtrLo = $06
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ListPtrHi = $07
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CurrentObjectPtrLo = $08
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CurrentObjectPtrHi = $09
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CurrentObjectIndex = $0A
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AlternateObjectPtrLo = $0B
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AlternateObjectPtrHi = $0C
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TempDirection = $0D
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TempClass = $0E
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LoopCounter = $0F
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;------------------------------------------------------------
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; Frame and controller shift state
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;------------------------------------------------------------
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FrameShiftRegister0 = $10
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FrameShiftRegister1 = $11
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FrameShiftRegister2 = $12
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FrameShiftRegister3 = $13
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FrameShiftRegister4 = $14
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FrameShiftRegister5 = $15
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FrameShiftRegister6 = $16
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FrameShiftRegister7 = $17
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;------------------------------------------------------------
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; Movement and collision workspace
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;------------------------------------------------------------
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CollisionRecordA0 = $20
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CollisionRecordA1 = $21
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CollisionRecordA2 = $22
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CollisionRecordA3 = $23
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VectorComponent0 = $24
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VectorComponent1 = $25
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VectorComponent2 = $26
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VectorComponent3 = $27
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TempField2C = $2C
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TempField2E = $2E
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TempField2F = $2F
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TempField33 = $33
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TempField34 = $34
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TempField3F = $3F
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;------------------------------------------------------------
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; PPU shadow and rendering state
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;------------------------------------------------------------
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ShadowPPUCTRL = $40
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ShadowPPUMASK = $41
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ScrollOrRenderState0 = $42
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ScrollOrRenderState1 = $43
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;------------------------------------------------------------
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; Controller state
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;
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; $44-$47 is accessed through overlapping indexed bases at
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; $44 and $46. Names for individual bytes remain provisional.
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;------------------------------------------------------------
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ControllerButtonsBase = $44
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ControllerButtonsAltBase = $46
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; Implicit indexed array members:
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ControllerState44 = $44
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ControllerState45 = $45
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ControllerState46 = $46
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ControllerState47 = $47
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;------------------------------------------------------------
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; Startup, context, and input state
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;------------------------------------------------------------
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StartupPreserveFlag0 = $48
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StartupPreserveFlag1 = $49
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ContextIndex = $4A
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ModeToggleFlag = $4B
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ActiveContext = $4C
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PendingStateIndex = $4D
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StateTransitionFlag = $4E
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InputLockFlag = $4F
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;------------------------------------------------------------
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; Global timers and gameplay workspace
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;------------------------------------------------------------
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GlobalTickDivider = $50
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TimerArrayBase = $51
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TimerArrayElement2 = $53
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GameVar54 = $54
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GameVar55 = $55
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GameVar56 = $56
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GameVar57 = $57
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GameVar58 = $58
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GameVar5A = $5A
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GameVar5C = $5C
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GameVar5E = $5E
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GameVar5F = $5F
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GameVar62 = $62
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GameVar63 = $63
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GameVar64 = $64
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GameVar67 = $67
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GameVar68 = $68
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GameVar6C = $6C
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GameVar70 = $70
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GameVar72 = $72
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;------------------------------------------------------------
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; Player timers and input delays
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;------------------------------------------------------------
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PlayerTimerBase = $75
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PlayerTimer1 = $76
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PlayerTimer2 = $77
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StateTimer = $78
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InputRepeatDelay = $7D
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;------------------------------------------------------------
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; Primary match and game-state variables
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;------------------------------------------------------------
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MatchState80 = $80
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MatchState81 = $81
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CurrentStageOrPlayer = $82
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StateCounter83 = $83
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StateCounter84 = $84
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StateCounter85 = $85
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StateCounter86 = $86
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PreviousContextIndex = $87
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RoundOrSubstate = $88
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ContextRoundSelector = $89
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GameState = $8A
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GameSubstate = $8B
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StateFlags8C = $8C
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StateControlFlag = $8D
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StateCounter8E = $8E
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StateCounter8F = $8F
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;------------------------------------------------------------
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; Player state and countdown
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;------------------------------------------------------------
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PlayerStateBase = $90
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PlayerState1 = $91
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CountdownValue = $92
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CountdownDivider = $93
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ObjectStateArray9F = $9F
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;------------------------------------------------------------
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; Additional gameplay and object state
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;------------------------------------------------------------
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StateVarA0 = $A0
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StateVarA1 = $A1
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StateVarA2 = $A2
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StateVarA3 = $A3
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StateVarA4 = $A4
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StateVarA5 = $A5
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StateVarA6 = $A6
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StateVarA7 = $A7
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StateVarA8 = $A8
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StateVarA9 = $A9
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StateVarAC = $AC
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StateVarAD = $AD
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StateVarAE = $AE
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StateVarAF = $AF
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ToggleStateB0 = $B0
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StateVarB2 = $B2
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;------------------------------------------------------------
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; Object and behavior state
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;------------------------------------------------------------
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ObjectVarD0 = $D0
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ObjectVarD1 = $D1
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ObjectVarD2 = $D2
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ObjectVarD4 = $D4
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ObjectVarD5 = $D5
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ObjectVarD6 = $D6
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ObjectVarD7 = $D7
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ObjectVarD8 = $D8
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ObjectVarDA = $DA
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ObjectVarE9 = $E9
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ObjectVarEE = $EE
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ObjectVarEF = $EF
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;------------------------------------------------------------
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; Audio workspace
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;------------------------------------------------------------
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AudioPulse1State = $F0
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AudioPulse2State = $F1
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AudioTriangleState = $F2
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AudioNoiseState = $F3
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AudioPeriodOrEnvelope = $F4
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AudioSequencePtrLo = $F5
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AudioSequencePtrHi = $F6
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AudioSequenceCursor = $F7
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AudioChannelCursor = $F8
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AudioChannelIndex = $F9
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AudioSequenceState = $FA
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AudioRequest0 = $FB
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AudioRequest1 = $FC
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AudioRequest2 = $FD
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AudioRequest3 = $FE
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AudioRequest4 = $FF
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; Verified vector-owned entry points
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IRQHandler = $C196
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; First-pass routine entry aliases. These emit no bytes.
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; Names beyond the vectors are provisional and intentionally conservative.
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CheckBoundingBoxOverlap = $F730
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