Standardizes build process and adds OVERVIEW.md for each
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@@ -1,230 +1,229 @@
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; Balloon Fight application-specific RAM and forward references.
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; Spawn-dispatch state
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DispatchPointerLo = $25
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DispatchPointerHi = $26
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SpawnCommandPointerLo = $23
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SpawnCommandPointerHi = $24
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SpawnParameter = $14
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SpawnPixelPosition = $15
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; Eight-entry effect-object pool ($00-$07)
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EffectObjectState = $055D
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EffectObjectPosX = $0567
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EffectObjectPosY = $057B
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; Twenty-entry gameplay-object pool ($00-$13)
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GameplayObjectPosX = $0490
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GameplayObjectPosY = $04A4
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GameplayObjectVelocityY = $04E0
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GameplayObjectVelocityX = $04F4
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GameplayObjectParameter = $0508
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GameplayObjectPosXHi = $051C
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GameplayObjectState = $0530
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; NMI/PPU state
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PpuControlShadow = $00
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PpuMaskShadow = $01
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NmiCompletedFlag = $02
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CurrentRecord = $0003
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Temp12 = $12
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RecordIndex = $12
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CurrentRoundObjectTile = $12
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CollisionDeltaX = $12
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MotionDeltaLo = $12
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ReverseRecordIndex = $13
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CollisionDeltaY = $13
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MotionDeltaHi = $13
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SpawnParameter = $14
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SpawnPixelPosition = $15
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RenderingDisabledFlag = $16
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PpuScrollX = $17
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PpuControlBase = $18
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FrameCounter = $19
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RandomState = $1B
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RecordPtrLo = $1D
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RecordPtrHi = $1E
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DestinationPtrLo = $1F
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DestinationPtrHi = $20
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PpuSourcePtrLo = $21
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PpuSourcePtrHi = $22
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SpawnCommandPointerLo = $23
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BoundsLeftPtrLo = $23
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SpawnCommandPointerHi = $24
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BoundsLeftPtrHi = $24
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DispatchPointerLo = $25
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BoundsRightPtrLo = $25
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DispatchPointerHi = $26
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BoundsRightPtrHi = $26
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BoundsTopPtrLo = $27
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BoundsTopPtrHi = $28
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BoundsBottomPtrLo = $29
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BoundsBottomPtrHi = $2A
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RoundIndex = $3C
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CurrentObjectIndex = $3E
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SequencePlayerIndex = $3E
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PlayerCountMinusOne = $40
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PlayerActiveFlags = $41
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SelectedRecordIndex = $43
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SequenceStep = $46
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SequenceValueLo = $47
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SequenceValueHi = $48
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SelectedRecordIndexCopy = $49
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ScaledRecordValue = $4A
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PpuDestinationHi = $50
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PpuBufferReadOffset = $52
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PpuBufferWriteOffset = $53
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PpuCommandAddressHi = $54
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PpuCommandAddressLo = $55
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PpuCommandLength = $56
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Temp12 = $12
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; Temporary forward references outside the decoded block
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MainInitialization = $F1D4
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UpdatePpuTransferSources = $D60D
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BuildFrameOam = $D798
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WaitForFrame = $F465
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InitializeOrQueueObject = $D6DE
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SortOrInitializeRecords = $C579
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InitializeAudio = $F4A5
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UpdateGameplayObjects = $E691
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UpdateSpecialObjectSystem = $C6F9
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ReflectObjectYVelocity = $CA4F
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GetRandomValue = $F1B3
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RoundHudCommandAddressHi = $57
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HudCommandAddressHi = $57
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PpuCommandData0 = $57
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; Sorted five-byte record table helpers
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RecordIndex = $12
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ReverseRecordIndex = $13
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RecordPtrLo = $1D
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RecordPtrHi = $1E
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DestinationPtrLo = $1F
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DestinationPtrHi = $20
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SelectedRecordIndex = $43
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SelectedRecordIndexCopy = $49
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ScaledRecordValue = $4A
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RoundSeedValue = $0559
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SortedRecordTable = $0700
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CurrentRecord = $0003
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RoundHudCommandAddressLo = $58
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HudCommandAddressLo = $58
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PpuCommandData1 = $58
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; Temporary forward references used by the decoded record helpers
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UpdateRoundSeedSource = $D0E2
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DivideOrScaleRecordValue = $D77C
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RoundHudCommandLength = $59
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HudCommandLength = $59
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PpuCommandData2 = $59
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RoundHudTile = $5A
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HudCommandTile0 = $5A
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HudCommandTile1 = $5B
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HudCommandTile2 = $5C
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PpuBufferHead = $5D
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SequencePointerLo = $68
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SequencePointerHi = $69
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; Carrier/rescue sequence state
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PlayerLifecycleState = $7F
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CarrierDisplayMode = $87
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PlayerSlotState = $88
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CarrierPhase = $89
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PlayerPosX = $91
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Player0PosX = $92
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CarrierTargetX = $99
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PlayerPosY = $9A
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Player0PosY = $9B
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CarrierPosY = $A2
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RoundSpawnRandomLimit = $A3
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SelectedSpawnIndex = $A4
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SelectedSpawnIndexCopy = $A5
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RoundSpawnBaseX = $B2
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RoundSpawnBaseY = $B5
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RoundSpawnDelay = $B8
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SpawnSelector = $BA
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PlayerCollisionDisable = $BD
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SequenceState = $BE
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BonusEffectCounter = $CB
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GameplayObjectCollisionFlags = $CC
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BoundsCandidateIndex = $CD
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SoundRequestFlags0 = $F0
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SoundRequestFlags1 = $F1
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SoundRequestFlags2 = $F2
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SoundRequestFlags3 = $F3
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OamBuffer = $0200
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ParticleOamBase = $0250
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OamEntryE0Y = $02E0
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OamEntryE4Y = $02E4
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OamEntryE8Y = $02E8
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PlayerHorizontalImpulse = $041B
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PlayerVerticalImpulse = $042D
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PlayerVariantTable = $0448
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CarrierSavedValue = $0450
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PlayerAnimationState = $0451
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PlayerStateTimer = $045A
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CarrierSequenceActive = $0489
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CarrierMode = $048A
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CarrierTargetPlayer = $048B
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CarrierDropPending = $048C
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CarrierSequenceTimer = $048D
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CarrierSavedValue = $0450
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PlayerVariantTable = $0448
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PlayerAnimationState = $0451
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; Forward references used by the carrier display/update code
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BuildObjectMetasprite = $E3A4
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; Round initialization state
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RoundIndex = $3C
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CurrentObjectIndex = $3E
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RoundSpawnDelay = $B8
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SpawnSelector = $BA
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SoundRequestFlags3 = $F3
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GameplayObjectAuxState = $0544
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OamEntryE0Y = $02E0
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OamEntryE4Y = $02E4
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OamEntryE8Y = $02E8
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; Forward references used by round initialization
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SpawnRoundObjects = $C77A
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; Round spawner and HUD state
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RoundSpawnRandomLimit = $A3
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SelectedSpawnIndex = $A4
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SelectedSpawnIndexCopy = $A5
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RoundHudTile = $5A
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; Three-byte HUD command staged at $57-$59 before buffer append
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RoundHudCommandAddressHi = $57
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RoundHudCommandAddressLo = $58
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RoundHudCommandLength = $59
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SoundRequestFlags0 = $F0
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SoundRequestFlags1 = $F1
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GameplayObjectPosX = $0490
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GameplayObjectPosY = $04A4
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GameplayObjectVelocityFracY = $04B8
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GameplayObjectVelocityIntY = $04CC
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GameplayObjectVelocityY = $04E0
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GameplayObjectVelocityX = $04F4
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; Temporary forward references for round spawn parameter tables
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GameplayObjectParameter = $0508
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GameplayObjectPosXHi = $051C
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GameplayObjectState = $0530
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GameplayObjectAuxState = $0544
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; Round-object renderer state
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CurrentRoundObjectTile = $12
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RoundSpawnBaseX = $B2
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RoundSpawnBaseY = $B5
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OamBuffer = $0200
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ParticleSequenceIndex = $0558
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RoundSeedValue = $0559
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ParticleSequenceValue = $0559
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ParticleScrollDelta = $055A
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SequenceDataLo = $055B
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SequenceDataHi = $055C
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; Forward tables and routines used by the round-object renderer
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EffectObjectState = $055D
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ParticleState = $055D
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; Table-driven gameplay-object boundary tests
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BoundsLeftPtrLo = $23
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BoundsLeftPtrHi = $24
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BoundsRightPtrLo = $25
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BoundsRightPtrHi = $26
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BoundsTopPtrLo = $27
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BoundsTopPtrHi = $28
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BoundsBottomPtrLo = $29
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BoundsBottomPtrHi = $2A
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GameplayObjectCollisionFlags = $CC
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BoundsCandidateIndex = $CD
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EffectObjectPosX = $0567
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ParticlePosX = $0567
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; Forward routine at the next decoded boundary
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ParticlePosXFrac = $0571
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; Gameplay-object/player interaction state
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CollisionDeltaX = $12
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CollisionDeltaY = $13
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PlayerCollisionDisable = $BD
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PlayerStateTimer = $045A
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PlayerHorizontalImpulse = $041B
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PlayerVerticalImpulse = $042D
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EffectObjectPosY = $057B
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ParticlePosY = $057B
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ParticlePosYFrac = $0585
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ParticleVelocityXHi = $058F
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ParticleVelocityXLo = $0599
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ParticleVelocityYLo = $05B7
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ParticleVelocityYHi = $05C1
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ParticleSpawnRemaining = $05CB
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ParticleSpawnCountdown = $05CC
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PlayerParticleHitCount = $05CD
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PlayerParticleHitCount2 = $05CE
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; Bonus-object subsystem
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BonusEffectCounter = $CB
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ActiveBonusObjectIndex = $05D1
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BonusObjectPosX = $05D2
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BonusObjectPosY = $05DC
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BonusHudAddressLo = $05E6
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BonusHudAddressHi = $05F0
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BonusObjectPhase = $05FA
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BonusObjectTimer = $0604
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BonusObjectPhaseTimer = $060E
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; Bonus HUD command staged at $57-$5C
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HudCommandAddressHi = $57
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HudCommandAddressLo = $58
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HudCommandLength = $59
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HudCommandTile0 = $5A
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HudCommandTile1 = $5B
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HudCommandTile2 = $5C
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SortedRecordTable = $0700
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; Forward references used by interaction and bonus-object code
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AbsoluteDifference = $F08E
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UpdateSignedMotionAccumulator = $F1A6
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GetRandomValue = $F1B3
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MainInitialization = $F1D4
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WaitForFrame = $F465
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InitializeAudio = $F4A5
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SortOrInitializeRecords = $C579
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SpawnRoundObjects = $C77A
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UpdateRoundSeedSource = $D0E2
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UpdatePpuTransferSources = $D60D
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InitializeOrQueueObject = $D6DE
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BuildFrameOam = $D798
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DivideOrScaleRecordValue = $D77C
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BuildObjectMetasprite = $E3A4
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UpdateGameplayObjects = $E691
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ApplyBonusEffect = $E983
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AdjustPlayerHorizontalState = $EBB2
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AdjustPlayerVerticalState = $EBBB
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; Ten-slot particle/effect subsystem
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RandomState = $1B
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MotionDeltaLo = $12
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MotionDeltaHi = $13
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ParticleScrollDelta = $055A
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ParticleState = $055D
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ParticlePosX = $0567
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ParticlePosXFrac = $0571
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ParticlePosY = $057B
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ParticlePosYFrac = $0585
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ParticleVelocityXHi = $058F
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ParticleVelocityXLo = $0599
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ParticleVelocityYLo = $05B7
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ParticleVelocityYHi = $05C1
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ParticleSpawnRemaining = $05CB
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ParticleSpawnCountdown = $05CC
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ParticleOamBase = $0250
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; Forward references used by the particle subsystem
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UpdateSignedMotionAccumulator = $F1A6
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; Particle result/sequence state
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ParticleSequenceIndex = $0558
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ParticleSequenceValue = $0559
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SequenceDataLo = $055B
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SequenceDataHi = $055C
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PlayerParticleHitCount = $05CD
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PlayerParticleHitCount2 = $05CE
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SequencePlayerIndex = $3E
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SequenceStep = $46
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SequenceValueLo = $47
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SequenceValueHi = $48
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SequencePointerLo = $68
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SequencePointerHi = $69
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SequenceState = $BE
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; Forward parameter tables for the next sequence-data block
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; Shared player-count and PPU staging aliases used by the particle sequence
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PlayerCountMinusOne = $40
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PlayerActiveFlags = $41
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PpuCommandData0 = $57
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PpuCommandData1 = $58
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PpuCommandData2 = $59
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PpuBufferHead = $5D
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ReflectObjectYVelocity = $CA4F
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UpdateSpecialObjectSystem = $C6F9
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