Quick Reference:
GAM	[SRAM bank 1]	global game settings & certain editor settings
	scores, interface, audio
	non-item player settings, title, ending
	editor palette & BG colors

CGR	[SRAM bank 2]	common graphics data
	40 64x32 c16 images

CMD	[SRAM bank 3]	common model data
	10 model entries in ROM mode, 20 in DISK mode
	20 texture indicies

CBL	[SRAM bank 4]	common build data
	20 enemy entries
	item settings

MUS	[SRAM bank 10] user songs; 8 in ROM mode, 24 in DISK mode

ULB	user library (DISK mode only)
	8 model entries
	8 64x32 c16 images

EXE	plugin extension
	(executable code, variable in size)

(*BL, *GR, & *MD are combined in SRAM stage data)

*BL	stage build data
	180 enemy entries
	layout & map

*GR	stage graphics data
	520 64x32 c16 images

*MD	stage model data
	DISK mode: 130 model entries + 130 texture indicies


Details:	(Please note these are not complete!)
.GAM	0x559	Global Game Settings	[SRAM bank 1]
	0x0	1	final stage (marked w/ E)
	0x1	1
	0x2	1	font face (0 to 5)
	0x3	1	font color (0:gray, 1:green, 2:purple, 3:orange, 4:magenta, 5:blue, 6:yellow, 7:red)
	0x4	1	time attack: stage
	0x5	1	time attack: limit
	0x6	0xA0	high scores
	0xA6	1	item 1 score (0 to 7)
	0xA7	1	item 2 score (0 to 7)
	...
	0xB2	1	player: starting loadout
		C0	shot power (0 to 2)
		30	laser power (0 to 2)
		03	initial bombs (0 to 3)
	0xB3	1	player: initial altitude (0 to 8)
	0xB4	0xA0	high scores
	0x154	2	player object: scale
	0x156	2	shield: scale
	0x158	1	player object: frame speed (0 to 7); -1 if disabled
	0x159	1	shield: frame speed (0 to 7); -1 if disabled
	0x15A	1	player object: frame 1 model
	0x15B	1	player object: frame 2 model
	0x15C	1	player object: frame 3 model
	0x15D	1	player object: frame 4 model
	0x15E	1	shield: frame 1 model
	0x15F	1	shield: frame 2 model
	0x160	1	shield: frame 3 model
	0x161	1	shield: frame 4 model
	0x162	1	player: True if transparency enabled else False
	0x163	1	shield: True if transparency enabled else False
	0x164	1	player object: transparency initial visibility (0 to 7)
	0x165	1	shield: transparency initial visibility (0 to 7)
	0x166	1	player object: transparency final visibility (0 to 7)
	0x167	1	shield: transparency final visibility (0 to 7)
	0x168	1	player object: transparency speed (0 to 7); -1 if disabled
	0x169	1	shield: transparency speed (0 to 7); -1 if disabled
	0x16A	1	player object: transparency loop type (1:once, 2:loopback, 3:loop)
	0x16B	1	shield: transparency loop type (1:once, 2:loopback, 3:loop)
	0x16C	2	player: shot image UL xpos
	0x16E	2	player: splash image UL xpos
	0x170	2	player: laser image UL xpos
	0x172	2	enemy: laser1 image UL xpos
	0x174	2	enemy: shot1 frame 1 image UL xpos
	0x176	2	enemy: shot1 frame 2 image UL xpos
	0x178	2	enemy: shot1 frame 3 image UL xpos
	0x17A	2	enemy: shot1 frame 4 image UL xpos
	0x17C	2	player: laser flash image UL xpos
	0x17E	2	enemy: laser1 flash image UL xpos
	0x180	2	enemy: laser2 image UL xpos
	0x182	2	player: bomb image UL xpos
	0x184	2	enemy: shot2 frame 1 image UL xpos
	0x186	2	enemy: shot2 frame 2 image UL xpos
	0x188	2	enemy: shot2 frame 3 image UL xpos
	0x18A	2	enemy: shot2 frame 4 image UL xpos
	0x18C	2	blast: particle frame 1 image UL xpos
	0x18E	2	blast: particle frame 2 image UL xpos
	0x190	2	blast: particle frame 3 image UL xpos
	0x192	2	blast: particle frame 4 image UL xpos
	0x194	2	player: dust frame 1 image UL xpos
	0x196	2	player: dust frame 2 image UL xpos
	0x198	2	player: dust frame 3 image UL xpos
	0x19A	2	player: dust frame 4 image UL xpos
	0x19C	2	player: muzzle flash frame 1 image UL xpos
	0x19E	2	player: muzzle flash frame 2 image UL xpos
	0x1A0	2	player: muzzle flash frame 3 image UL xpos
	0x1A2	2	player: muzzle flash frame 4 image UL xpos
	0x1A4	2	player: mark image UL xpos
	0x1A6	2	player: sight image UL xpos
	0x1A8	2	player: sight closed image UL xpos
	0x1AA	2	blast 1: frame 1 image UL xpos
	0x1AC	2	blast 1: frame 2 image UL xpos
	0x1AE	2	blast 1: frame 3 image UL xpos
	0x1B0	2	blast 1: frame 4 image UL xpos
	0x1B2	2	blast 1: frame 5 image UL xpos
	0x1B4	2	blast 1: frame 6 image UL xpos
	0x1B6	2	blast 2: frame 1 image UL xpos
	0x1B8	2	blast 2: frame 2 image UL xpos
	0x1BA	2	blast 2: frame 3 image UL xpos
	0x1BC	2	blast 2: frame 4 image UL xpos
	0x1BE	2	blast 2: frame 5 image UL xpos
	0x1C0	2	blast 2: frame 6 image UL xpos
	0x1C2	2	player: stock ship image UL xpos
	0x1C4	2	player: stock bomb image UL xpos
	0x1C6	2	player: boost image UL xpos
	0x1C8	2	player: shot image UL ypos
	0x1CA	2	player: splash image UL ypos
	0x1CC	2	player: laser image UL ypos
	0x1CE	2	enemy: laser1 image UL ypos
	0x1D0	2	enemy: shot1 frame 1 image UL ypos
	0x1D2	2	enemy: shot1 frame 2 image UL ypos
	0x1D4	2	enemy: shot1 frame 3 image UL ypos
	0x1D6	2	enemy: shot1 frame 4 image UL ypos
	0x1D8	2	player: laser flash image UL ypos
	0x1DA	2	enemy: laser1 flash image UL ypos
	0x1DC	2	enemy: laser2 image UL ypos
	0x1DE	2	player: bomb image UL ypos
	0x1E0	2	enemy: shot2 frame 1 image UL ypos
	0x1E2	2	enemy: shot2 frame 2 image UL ypos
	0x1E4	2	enemy: shot2 frame 3 image UL ypos
	0x1E6	2	enemy: shot2 frame 4 image UL ypos
	0x1E8	2	blast: particle frame 1 image UL ypos
	0x1EA	2	blast: particle frame 2 image UL ypos
	0x1EC	2	blast: particle frame 3 image UL ypos
	0x1EE	2	blast: particle frame 4 image UL ypos
	0x1F0	2	player: dust frame 1 image UL ypos
	0x1F2	2	player: dust frame 2 image UL ypos
	0x1F4	2	player: dust frame 3 image UL ypos
	0x1F6	2	player: dust frame 4 image UL ypos
	0x1F8	2	player: muzzle flash frame 1 image UL ypos
	0x1FA	2	player: muzzle flash frame 2 image UL ypos
	0x1FC	2	player: muzzle flash frame 3 image UL ypos
	0x1FE	2	player: muzzle flash frame 4 image UL ypos
	0x200	2	player: mark image UL ypos
	0x202	2	player: sight image UL ypos
	0x204	2	player: sight closed image UL ypos
	0x206	2	blast 1: frame 1 image UL ypos
	0x208	2	blast 1: frame 2 image UL ypos
	0x20A	2	blast 1: frame 3 image UL ypos
	0x20C	2	blast 1: frame 4 image UL ypos
	0x20E	2	blast 1: frame 5 image UL ypos
	0x210	2	blast 1: frame 6 image UL ypos
	0x212	2	blast 2: frame 1 image UL ypos
	0x214	2	blast 2: frame 2 image UL ypos
	0x216	2	blast 2: frame 3 image UL ypos
	0x218	2	blast 2: frame 4 image UL ypos
	0x21A	2	blast 2: frame 5 image UL ypos
	0x21C	2	blast 2: frame 6 image UL ypos
	0x21E	2	player: stock ship image UL ypos
	0x220	2	player: stock bomb image UL ypos
	0x222	2	player: boost image UL ypos
	0x223	1	player: death vibration
	0x224	1	player: bomb vibration
	0x225	1
	0x226	1	blast 1: blast pattern 1 vibration
	0x227	1	blast 1: blast pattern 2 vibration
	0x228	1	blast 1: blast pattern 3 vibration
	0x229	1	blast 1: blast pattern 4 vibration
	0x22A	1	blast 2: blast pattern 1 vibration
	0x22B	1	blast 2: blast pattern 2 vibration
	0x22C	1	blast 2: blast pattern 3 vibration
	0x22D	1	blast 2: blast pattern 4 vibration
	0x22E	2	title: title 1 settings
		6000	wave	(0:off, 1:vertical, 2:horizontal, 3:both)
		1000	blink	(0:off, 1:on)
		0C00	trans	(0:off, 1:-25%, 2:-50%, 3:-75%)
		03C0	in; bitflags, 0 if OFF
			0040	top
			0080	bottom
			0100	left
			0200	right
		0030	width	(0:off, 1:squish, 2:expand)
		000C	height	(0:off, 1:squish, 2:expand)
		0003	roll	(0:off, 1:counter, 2:clockwise)
	0x230	2	title: title 2 settings
	0x232	2	title: title 1 image UL ypos
	0x234	2	title: title 2 image UL ypos
	0x236	1	ending: type (0:gameplay, 1:texture)
	0x237	1	ending: start texture index (128x32 blocks)
	0x238	1	ending: end texture index
	0x239	0x1E	light: 30 light positions; 1 ea.
		00	top-down right front
		01	top-down right side
		02	top-down right rear
		03	top-down front
		04	top-down
		05	top-down back
		06	top-down left front
		07	top-down left side
		08	top-down left rear
		09	middle right front
		0A	middle right side
		0B	middle right rear
		0C	middle front
		0D	middle back
		0E	middle left front
		0F	middle left side
		10	middle left rear
		11	bottom-up right front
		12	bottom-up right side
		13	bottom-up right rear
		14	bottom-up front
		15	bottom-up
		16	bottom-up back
		17	bottom-up left front
		18	bottom-up left side
		19	bottom-up left rear
	0x257	0xB4	light: 30 directional & ambient light colors; 6ea. (directional RGB, ambient RGB)
	0x30B	3	Model Tool background color (24bit RGB)
	0x30E	3	Layout background color (24bit RGB)
	0x311	0x200	Paint Tool palette
	0x511	2	title: background texture index or -1 if disabled
	0x513	0x14	SRAM-only: 10 common area models: model indicies; 2 ea.
	0x527	0x2C	SRAM-only; 22 common area graphics: texture indicies; 2 ea.
	0x553	1	sound: title BGM; -1 if off
	0x554	1	sound: ending BGM; -1 if off
	0x555	1	sound: game over BGM; -1 if off
	0x556	1	sound: stage clear BGM; -1 if off
	0x557	1
	0x558	1


.CBL	0x9B4	common build data
0x0	0x5C each	20 common enemy data entries
0x730	0x5C	item: shot (same format as other enemy data)
0x78C	0x5C	item: laser
0x7E8	0x5C	item: bomb
0x844	0x5C	item: shield
0x8A0	0x5C	item: 1UP
0x8FC	0x5C	item: bonus1
0x958	0x5C	item: bonus2

.#BL	0x8B37	stage build data
0x0	0x5C each	enemy data entries; 180 entries total (0x40B0)
	0x0	1	motion: birth (0 to 7)
	0x1	1	motion: in (0:top, 1:bottom; note this also flips all "action cue" values below)
	0x2	1	score (0:0, 1:50, 2:100, 3:200, 4:300, 5:500, 6:1000, 7:2000, 8:3000, 9:5000, 0xA:10000, 0xB:20000, 0xC:50000, 0xD:1000000, 0xE:500000, 0xF:1000000)
	0x3	1	hit: HP (0 to 0xF)
	0x4	1	anime: frame speed; initialized to -1
		80	flag set when animation disabled
	0x5	1	anime: frame 1 model
	0x6	1	anime: frame 2 model
	0x7	1	anime: frame 3 model
	0x8	1	anime: frame 4 model
	0x9	1	enable flags
		80	rotation effect disabled
		40	scaling effect disabled
		20	transparency effect disabled
	0xA	1	altitude change: action cue (0 to 7)
	0xB	1	altitude change: initial elevation / altitude 1 (0 to 8)
	0xC	1	altitude change: final elevation / altitude 3 (0 to 8)
	0xD	1	altitude change: speed / altitude 2 (0 to 7)
	0xE	1	altitude change settings:
		03	rate (0:NO, 1:linear, 2:gradual)
		E0	loop type (0:once, 1:loopback, 2:loop, 3:erase at end, 4:die at end)
	0xF	1	scaling effect: action cue (0 to 7)
	0x10	1	rotation effect: action cue (0 to 7)
	0x11	1
	0x12	2	scale; max 9999
	0x14	1	scaling effect: initial scale (0 to 7)
	0x15	1	scaling effect: final scale (0 to 7)
	0x16	1	scaling effect: speed (0 to 7)
	0x17	1	scaling effect: loop type (1:once, 2:loopback, 3:loop)
	0x18	1	rotation effect: start rotation
	0x19	1	rotation effect: end rotation
	0x1A	1	rotation effect: speed (0 to 7)
	0x1B	1	rotation effect settings
		80	direction (0:counter-clockwise, 1:clockwise)
		03	axis (0:x, 1:y, 2:z)
	0x1C	1	rotation effect:
		C0	look (0:NO, 1:direction, 2:camera, 3:player)
		03	loop (0:NO, 1:once, 2:loopback, 3:loop)
	0x1D	1	motion: type (0:free, 1:fixed)
	0x1E	1	motion: orbit 1 (0 to 0x1D for type A, 0 to 0x13 for type B)
	0x1F	1	motion: orbit 2 (0 to 0x13)
	0x20	1	motion: orbit 3 (0 to 0x13)
	0x21	1	motion: speed 1 (0 to 7)
	0x22	1	motion: speed 2 (0 to 7)
	0x23	1	motion: speed 3 (0 to 7)
	0x24	1	shot 1 settings:
		C0	type (0:bullet 1, 1:bullet 2, 2:launch, 3:laser)
		20	direction (0:forward/player, 1:down)
		0F	variant; 0 if None, bullet variations (1 to F), laser variations (1:narrow, 2:wide), launch always 1
	0x25	1	shot 2 settings: type (0:None, 1:bullet 1)
	0x26	1	shot 3 settings: type (0:None, 1:bullet 1)
	0x27	1	shot 1 settings:
		E0	speed (0 to 7)
		10	direction (0:forward/down, 1:player)
		07	timing (triangle to 7)
	0x28	1	shot 2 settings (as above)
	0x29	1	shot 3 settings (as above)
	0x2A	1	shot 1: launched enemy number
	0x2B	1	shot 2: launched enemy number
	0x2C	1	shot 3: launched enemy number
	0x2E	2	shot 1 xpos (signed)
	0x30	2	shot 2 xpos (signed)
	0x32	2	shot 3 xpos (signed)
	0x34	2	shot 1 ypos (signed)
	0x36	2	shot 2 ypos (signed)
	0x38	2	shot 3 ypos (signed)
	0x3A	2	shot 1 zpos (signed)
	0x3C	2	shot 2 zpos (signed)
	0x3E	2	shot 3 zpos (signed)
	0x40	1	hit settings:
		80	lock-on (0:off, 1:on)
		40	stage clear (0:off, 1:on)
		03	special HP modes (0:normal, 1:no hit detection, 2:invincible, 3:switch)
	0x41	1	hit: size (0 to 7)
	0x42	1	blast settings:
		30	pattern (0 to 3)
		08	type (0:A, 1:B)
		04	particle (0:off, 1:on)
		03	scale (0 to 3)
	0x43	1	item; 0 if NO, 0x80 flag set when on (0 to 6)
	0x44	1	enemy set: enemy number; -1 if disabled
	0x45	1	enemy rise: enemy number; -1 if disabled
	0x46	1	motion: death; 0 if NO, 0x80 flag set when on (0 to 7)
	0x47	1	
	0x48	2	hit: xpos (signed)
	0x4A	2	hit: ypos (signed)
	0x4C	2	hit: zpos (signed)
	0x4E	1	transparency effect: action cue (0 to 7)
	0x4F	1	transparency effect: initial visibility (0 to 7)
	0x50	1	transparency effect: final visibility (0 to 7)
	0x51	1	transparency effect: speed (0 to 7)
	0x52	1	transparency effect: loop type (1:once, 2:loopback, 3:loop)
	0x53	1	shot 1: launch SE number; -1 if disabled
	0x54	1	shot 2: launch SE number; -1 if disabled
	0x55	1	shot 3: launch SE number; -1 if disabled
	0x56	1	blast: SE number; -1 if disabled
	0x57	1	shot 1: launch SE volume (0 to 7)
	0x58	1	shot 2: launch SE volume (0 to 7)
	0x59	1	shot 3: launch SE volume (0 to 7)
	0x5A	1	blast: SE volume (0 to 7)
	0x5B	1	
0x40B0	0xC each	layout enemy positions; max 0x2F04 between all layers (1000 enemies + 3 dead entries for layer endpoints)
	Each map layer ends with enemy number set to -1, 0 as all other values.
	0x0	1	enemy number
	0x1	1
	0x2	2	xpos (signed)
	0x4	2	ypos (signed)
	0x6	2
	0x8	4	offset from start frame, decrementing (signed)
0x6FB4	map global settings
	0x0	1	scale
	0x1	1	loop start frame
	0x2	1	loop end frame
0x6FB7	4 each	map entries; 256 entries total (0x400)
	0x0	2	effects
		E000	transparency (0~7)
		1C00	type (0:None, 1:2D hor., 2:2D vrt., 3:2D both, 4:3D hor., 5:3D vrt., 6:3D both, 7:all)
		0380	speed (0~7)
		0070	intensity (0~7)
		000C	cycle (0~3)
		0003	noise (0~3)
	0x2	1	True if hit detection on else False
	0x3	1	texture (150 if not set)
0x73B7	0xC each	layout effects; 500 entries total (0x1770)
	0x0	4	frame
	0x4	1	value 1 (unique per command)
	0x5	1	value 2 (unique per command)
	0x6	1	value 3 (unique per command)
	0x7	1	value 4 (unique per command)
	0x8	1	command
		0	sound effect	[v1: SE, v2: volume, v3: loop, when applicable (0:start, 1:end)]
		1	portrait	[v1: mode (0:set, -1:clear), v2: texture or -1 on clear, v3: position (f/ UL corner; 0xA per row), v4: flags (1: mode (0:remove, 1:set), 2:transparency (0:opaque, 1:composite), 4: in/out (0:instant, 1:wipe), 8: clear all)]
		2	fog	[v1,v2,v3: RGB, v4: level]
		3	altitude change	[v1: altitude (0~0xA), v2: speed]
		4	camera angle	[v2: position (0:N,... 7:A7), v3: speed]
		5	camera rotation	[v2: position (0:B,... 5:L,... 0xA:N,... 0xF:R), v3: speed]
		6	camera zoom	[v2: position (0:N,... 7:Z7), v3: speed]
		7	background texture	[v2: texture]
		8	scroll background	[v1: xpos (0:left,... 8:middle,... 0x10:right), v2: ypos (0:up,... 8:middle,... 0x10:down), v3: position (0:free, 1:zero)]
		9	stage clear	[all v = 0]
		0xA	player visibility	[v1: True if ON, False if OFF]
		0xB	player hit detection	[v1: True if ON, False if OFF]
		0xC	player splash	[v1: value (0:off, 1:constant, 2:contact)]
		0xD	song	[v1: song, v2: volume]
		0xE	demo mode	[v1: True if ON, False if OFF]
		0xF	vibration	[v1: level]
		0x10	map layer scroll rate	[v1: rate, v2: speed]
		0x11	layer A scroll rate	[v1: rate, v2: speed]
		0x12	layer B scroll rate	[v1: rate, v2: speed]
	0x9	3	RESERVED?
0x8B27	2	total layer effects
0x8B29	2	index of first map layer enemy (always 0)
0x8B2B	2	index of first layer A enemy
0x8B2D	2	index of first layer B enemy
0x8B2F	4	???; always 0?
0x8B33	2	[always 0x200?]
0x8B35	2	???; always 0?
0x8B37


.MUS	0x42E70	collection of 24 user songs; in non-disk mode, only 8 available (TUT_SRAM-10.SYS)
	0x0	0x2C9A	song 1
	0x2C9A	0x2C9A	song 2
	0x5934	0x2C9A	song 3
	0x85CE	0x2C9A	song 4
	0xB268	0x2C9A	song 5
	0xDF02	0x2C9A	song 6
	0x10B9C	0x2C9A	song 7
	0x13836	0x2C9A	song 8
	0x164D0	0x2C9A	song 9
	0x1916A	0x2C9A	song 10
	0x1BE04	0x2C9A	song 11
	0x1EA9E	0x2C9A	song 12
	0x21738	0x2C9A	song 13
	0x243D2	0x2C9A	song 14
	0x2706C	0x2C9A	song 15
	0x29D06	0x2C9A	song 16
	0x2C9A0	0x2C9A	song 17
	0x2F63A	0x2C9A	song 18
	0x322D4	0x2C9A	song 19
	0x34F6E	0x2C9A	song 20
	0x37C08	0x2C9A	song 21
	0x3A8A2	0x2C9A	song 22
	0x3D53C	0x2C9A	song 23
	0x401D6	0x2C9A	song 24
	song format:
	0	1	tempo (0 to 0x20); index in this table:
		42 3C 39 36 34 31 2F 2D 2B 2A 28 27 26 24 23 22 21 20 1F 1E 1D 1C 1B 1A 19 18 17 16 15 14 13 12
	1	1	echo (0 to 7); index in this table:
		00 14 1E 23 28 2D 32 40
	2	1	loop start point; default 0 (loops entire song)
	3	1	total length in blocks, -1.  0 to 0x1F
	4	1	track 1: volume	# see music/mixer
			80	muted
			7F	volume
	5	1	track 2: volume
	6	1	track 3: volume
	7	1	track 4: volume
	8	1	instr 1 (chorus 1): volume	# these are * value in 8005D044 table
	9	1	instr 2 (chorus 2): volume
	A	1	instr 3 (chorus 3): volume
	B	1	instr 4 (bass): volume
	C	1	instr 5 (drums 1): volume	# these three set in unison
	D	1	instr 6 (drums 2): volume
	E	1	instr 7 (drums 3): volume
	F	1	track 1: pan; 0x40 center
	10	1	track 2: pan
	11	1	track 3: pan
	12	1	track 4: pan
	13	1	instr 1 (chorus 1): pan	# these three set in unison
	14	1	instr 2 (chorus 2): pan
	15	1	instr 3 (chorus 3): pan
	16	1	instr 4 (bass): pan
	17	1	instr 5 (drums 1): pan	# these three set in unison
	18	1	instr 6 (drums 2): pan
	19	1	instr 7 (drums 3): pan
	1A	1080	score; 0x20 entries, 0x84 each.
	109A	1C00	accompaniment; 0x20 entries, 0xE0 each.
	# Tracks (4).  0x84 each.  8009C150[0:2] & ~0xF is current thing; FF030500 when unused
	1A	1	{->800ABDF8[0:2]} automatic accompaniment setting
		"off"	FF
		"on"	percussion instrument set 0-8
	1B	1	{->800A4300[0:2]} when "on", data for percussion pattern; 00 if "on"
		displayed value - 1
	1C	1	{->800C10E0[0:2]} when "on", data for chorus setting
		01	bass on flag
		0E	"face" setting (chord type)
			00	yellow smiling face	major
			02	blue neutral face
			04	green sad face
			06	red angry face
			08	grey woobly face
	1D	1	{->8007A4BC[0:2]} when "on", data for chorus key pitch
		00	C
		01	C#
		02	D
		03	D#
		04	E
		05	F
		06	F#
		07	G
		08	G#
		09	A
		0A	A#
		0B	B
	1E	40	pitches
		1E	track 1 pitches
		2E	track 2 pitches
		3E	track 3 pitches
		4E	track 4 pitches
	5E	40	instruments
		5E	track 1 score
		5F	track 2 score
		60	track 3 score
		61	track 4 score
	# Accompaniment lines; 0xE0 each.
	109A	70	pitches
		109A	chorus 1 pitches
		10AA	chorus 2 pitches
		10BA	chorus 3 pitches
		10CA	bass pitches
		10DA	drums 1 pitches
		10EA	drums 2 pitches
		10FA	drums 3 pitches
	110A	70	instruments
			C0	volume flags
			3F	instrument
		110A	chorus 1 score
		111A	chorus 2 score
		112A	chorus 3 score
		113A	bass score
		114A	drums 1 score
		115A	drums 2 score
		116A	drums 3 score
	
	Instrument flags:
	Volume w/ a multiplier
		white	1/4	C0 (3)
		yellow	1/2	80 (2)
		red	3/4	40 (1)
		purple	full	00 (0)
	
	percussion format:
	"pitch" = sound in instrument table.
	"instrument" is the same, except 0x40 will be used for sustain (ie. bass drum) to avoid clipping.  This is separate from 80, which is a tie.
	f/ editor:
		line		pitch
		bass		3C	F2 normal, 40 sustain (usually 2-3 beats)
		hit/clap	3D	32, 40 sustain added in the beat before & after
		snare		3E
		tamborine	3F
		tom low		41
		closed hat	42	F2 normal hit (white), B2 emphasis (yellow)
		tom low *	43
		tom mid		45
		open hat	46
		tom mid *	47
		tom high	48
		cymbal splash	49
		tom high *	4A
		cymbal hit	4B
	
	800C4EA0	41600	auto accompaniment instruments; note all lines will use percussion format
				37 38 39 3A 3B 3C 3D 3E 3F
	800C4EAC	4160C	auto accompaniment data; 0x4EC0 total
			0x8C0 each percussion instrument set, 9 total sets
			0x230 each percussion setting, 0-3
			0x70  each chord type, 0-4
			0x10  each track line, 7 total (chorus 1, 2, 3, bass, drums 1, 2, 3)
	
	TUT_SRAM-10.SYS is default music file.
	
	Four channels.
	pitch values: (based on editor, not sure if any instruments can go below that)
		00	silence, stopping any prior note
		37	G3	(lowest possible displayed note in editor)
		38	G#3
		39	A3
		3A	A#3
		3B	B3
		3C	C4	(middle C)
		3D	C#4
		3E	D4
		3F	D#4
		40	E4
		41	F4
		42	F#4
		43	G4
		44	G#4
		45	A4
		46	A#4
		47	B4
		48	C5
		49	C#5
		4A	D5
		4B	D#5
		4C	E5
		4D	F5
		4E	F#5
		4F	G5
		50	G#5
		51	A5
		52	A#5
		53	B5
		54	C6
		55	C#6
		56	D6
		57	D#6
		58	E6
		59	F6
		5A	F#6
		5B	G6
		5C	G#6
		5D	A6
		5E	A#6
		5F	B6
		60	C7	(highest possible note in editor)
		80	tie (hold previous note); if no note, just ignore
	score values = instrument in B1soundbank_0.
		00	black keyboard
		01	red keyboard
		02	green keyboard
		03	blue keyboard
		04	yellow keyboard
		05	purple keyboard
		06	pan flute
		07	orange keyboard
		08	music box
		09	xylophone (metal)
		0A	xylophone (wood)
		0B	red bass guitar
		0C	green bass guitar
		0D	yellow electric guitar
		0E	white rocket
		0F	orange rocket
		10	violin
		11	viola
		12	blue planet (star)
		13	blue planet
		14	bell
		15	orchestra 1
		16	orchestra 2
		17	flute
		18	sax
		19	horn
		1A	acoustic guitar
		1B	blue electric guitar
		1C	blue electric guitar strum
		1D	blue electric guitar pluck
		1E	kettle drum
		1F	ukulele?  biwa?
		20	guy
		21	whistle
		22	white ufo
		23	sine wave
		24	triangle wave
		25	square wave
		26	red ufo
		27	green ufo
		28	ice
		29	frog
		2A	squid
		2B	medusa
		2C	mouth
		2D	star
		2E	snare drum
		2F	tom/bass drum
		30	cymbal
		31	tympani
		# Dedicated percussion sets below.  Key maps them to pitch above
		{32	yellow drumkit}
			index	key	desc.
			00	3C	bass drum
			01	3D	sticks/rim shot
			02	3E	snare drum
			03	3F	tamborine
			04	41	tom low
			05	42	closed hihat
			06	43	tom low *
			07	45	tom mid
			08	46	open hihat
			09	47	tom mid *
			0A	48	tom high
			0B	49	cymbal splash
			0C	4A	tom high *
			0D	4B	cymbal hit, high on the crown
		{33	blue drumkit}
			00	bass drum
			01	rim shot
			02	snare drum w/ snare disabled?
			03	tamborine?
			04	toms
			05	cymbal splash
			06	toms, higher key
			07	toms, higher key
			08	cymbal splash, diff. key
			09	toms, higher key
			0A	toms, higher key
			0B	lower (aka larger) cymbal splash
			0C	toms, higher key
			0D	cymbal, high on the crown
		{34	electronic 1}
			00	bass drum
			01	clap
			02	snare drum
			03	tamborine?
			04	toms
			05	cymbal splash
			06	toms, higher key
			07	toms, higher key
			08	cymbal splash, diff. key
			09	toms, higher key
			0A	toms, higher key
			0B	lower (aka larger) cymbal splash
			0C	toms, higher key
			0D	cymbal, high on the crown
		{35	electronic 2}
			00	bass drum
			01	clap
			02	snare drum
			03	tamborine? hihat?
			04	toms
			05	cymbal splash
			06	toms, higher key
			07	toms, higher key
			08	cymbal splash, diff. key
			09	toms, higher key
			0A	toms, higher key
			0B	lower (aka larger) cymbal splash
			0C	toms, higher key
			0D	cymbal, high on the crown
		{36	hip-hop (w/ arguably racist icon)}
			00	bass drum
			01	clap
			02	snare drum
			03	tamborine? hihat?
			04	toms
			05	cymbal splash
			06	toms, higher key
			07	toms, higher key
			08	cymbal splash, diff. key
			09	toms, higher key
			0A	toms, higher key
			0B	lower (aka larger) cymbal splash
			0C	toms, higher key
			0D	cymbal, high on the crown
		{37	auto accomp 0: beat only}
			00	bass drum
			01	snare drum
			02	cymbal splash
			03	cymbal splash, higher key
		{38	auto accomp 1: rock}
			00	bass drum
			01	snare drum
			02	electric bass
			03	electric bass, diff. key range etc.
			04	electric guitar: strum
			05	electric guitar: strum, diff. key
			06	electric guitar: pick
			07	electric guitar: pick, diff. key
			08	violin
			09	violin, diff. key
			0A	violin, diff. key
			0B	violin, diff. key
			0C	cymbal splash
			0D	cymbal splash, diff. key
		{39	auto accomp 2: pop?  Intros to 60's sitcoms, or anything showa era}
			00	bass drum
			01	snare drum
			02	electric bass
			03	electric bass, diff. key range etc.
			04	keyboard, each at increasing key ranges
			05	keyboard
			06	keyboard
			07	keyboard
			08	keyboard
			09	keyboard
			0A	keyboard
			0B	cymbal splash
			0C	cymbal splash, diff. key
			0D	cymbal splash, diff. key
			0E	cymbal splash, diff. key
		{3A	auto accomp 3: orchestra}
			00	bass drum, each at increasing key ranges
			01	bass drum
			02	bass drum
			03	bass drum
			04	bass drum
			05	orchestra, each at increasing key ranges
			06	orchestra
			07	orchestra
			08	violin, each at increasing key ranges
			09	violin
			0A	violin
			0B	violin
			0C	violin
			0D	violin
			0E	violin
		{3B	auto accomp 4: wtf? Icon of an Indian guy doing the Egyptian}
		{3C	auto accomp 5: romantic?  70's background music?}
		{3D	auto accomp 6: electronic keyboard}
		{3E	auto accomp 7: latin}
			00	bass drum
			01	snare drum
			02	electric bass
			03	electric bass, diff. key range etc.
			04	keyboard, each at increasing key ranges
			05	keyboard
			06	keyboard
			07	keyboard
			08	keyboard
			09	keyboard
			0A	electric guitar?, each at increasing key ranges
			0B	electric guitar?
			0C	electric guitar?
			0D	electric guitar?
			0E	wood knock
			0F	wood knock, higher key
			10	cowbell
			11	cowbell, higher key
			12	swish
			13	swish, higher key
			14	electronic sound, each 1 key higher than last
			15	electronic sound, each 1 key higher than last
		{3F	auto accomp 8: nightclub}
			00	bass drum
			01	snare drum
			02	electric bass
			03	electric bass, diff. key range etc.
			04	piano, each at increasing key ranges
			05	piano
			06	piano
			07	piano
			08	piano
			09	piano
			0A	electronic sound, each 1 key higher than last
			0B	electronic sound, each 1 key higher than last
			0C	electronic sound, each 1 key higher than last
			0D	electronic sound, each 1 key higher than last
			0E	cymbal splash
			0F	cymbal splash, higher key
		{40 - 45 are really NULL; 40 is a placeholder for sustain in percussion.}
		{40	piano; all of these 'piano' are identical}
		{41	piano}
		{42	piano}
		{43	piano}
		{44	piano}
		{45	piano}
		{46	in-editor sounds, 0x18 of them}


.CGR	0x28000	common graphics
	40 64x32 c16 images

.#GR	0x104000	stage-specific graphics
	520 64x32 c16 tilesets


.CMD	0xF2A8	common models
	0x0	0xC20 ea.	20 model entries
	0xF280	2 ea.		20 texture indicies
Cartridge variant	0x7968	(first 10 user-created; 10 f/ library store textures here, model IDs in GAM)
	0x0	0xC20 ea.	10 model entries
	0x7940	2 ea.		20 texture indicies

.#MD	0x62944	stage-specific models (aka. ".de2" files; textures are external)
	0x0	130 model entries; 0xC20 ea. (0x62840)
		0x0	1	#vertices; max 100 (0x64)
		0x1	1	#faces; max 100 (0x64)
		0x2	0x258	vertices; 100 entries, 6 ea.
			0x0	2	xpos
			0x2	2	ypos
			0x4	2	zpos
		0x25A	0x7D0	faces; 100 entries, 0x14 ea.
			0x0	1	vertex 1
			0x1	1	vertex 2
			0x2	1	vertex 3
			0x3	1
			0x4	2	U 1
			0x6	2	V 1
			0x8	2	U 2
			0xA	2	V 2
			0xC	2	U 3
			0xE	2	V 3
			0x10	3	pre-calculated light (RGB)
			0x13	1	texturing
				80	untextured
				40	light mask applied
				0F	tile index
		0xA2A	2
		0xA2C	0x140	tiles; 16 entries, 0x14 ea.
			0x0	4	offset to UL corner of selection (0 to 0x1EF); pixel offset for 4x4 blocks, 0x20 per row
			0x4	4	vertical mirroring if True
			0x8	4	tile width; power of 2 (4 = 32, 5 = 64, etc.)
			0xC	4	horizontal mirroring if True
			0x10	4	tile height; power of 2
		0xB6C	0x20	tile horizontal scale (0x64 to 0x400); 16 entries, 2 ea.
		0xB8C	0x20	tile vertical scale (0x64 to 0x400); 16 entries, 2 ea.
		0xBAC	0x64	group; one per vertex (-1 if ungrouped, otherwise group number)
		0xC10	1	light (0 to 0x1D)
		0xC11	???
	# Note this entry is external in IDX/STR entries along with a light assignment file!
	0x62840	130 entries; 2 ea.	texture index for each entry above
	0x62944

.ULB	0xE100	user library models; only saved in DISK mode!
	0x0	8 model entries; 0xC20 ea.
	0x6100	8 64x32 c16 textures; 0x1000 ea.
	0xE100

.EXE	variable	plugin
	Executable code for a "menu" loaded to 802400B0.  Runs in editor shell, not game shell.
	Yes, this allows arbitrary code execution!

Cartridge SRAM variants
SRAM banks 5,6,7,8,9:	0x8FC2	stage 1, 2, 3, 4, or 5 *BL
	0x0	2 each	stage area models: 130 model indicies (0x104)
	0x104	0x5C each	enemy data; 180 entries total (0x40B0)
	0x41B4	0xC each	layout enemy positions; max 0x2F04 between all layers (1000 enemies + 3 dead entries for layer endpoints)
	0x70B8	1	map global settings: scale
	0x70B9	1	map global settings: loop start frame
	0x70BA	1	map global settings: loop end frame
	0x70BB	4 each	map entries; 256 entries total (0x400)
	0x74BB	0xC each	layout effects; 500 entries total (0x1770)
	0x8C2B	2	total layer effects
	0x8C2D	2	index of first map layer enemy (always 0)
	0x8C2F	2	index of first layer A enemy
	0x8C31	2	index of first layer B enemy
	0x8C33	2 each	stage area graphics; 260 texture indicies (0x208)
	0x8E3B	1 each	stage area models: 130 light indicies (0x82)
	0x8EBD	2 each	stage area models: 130 texture indicies (0x104)
	0x8FC1	1	[0]


Other Filetypes:
DEZA3D.SYS	0x290	saved settings and scores [SRAM bank 11]
0x0	8	completion bitflags for the tutorials
0x8	1	background music
	80	disable
	7F	bgm 1-99
0x9	1	wallpaper
	80	roll wallpaper
	4F	wallpaper 1-80
0xA	1	cursor speed (0-2)
0xB	1	[UNUSED]
0xC	1	disables help tooltips if True
0xD	1	Use custom editor wallpaper and changes fileserver IO addresses from 11000000 to 080C0000.
0xE	1	RAMSIE unlocked if True
0xF	1	[UNUSED]
0x10	0x10ea.	high score entries for User Game & built-ins; 10 entries each.

DEZA3D.HSC	0x3E80	high scores for the 50 possible disk games
	10 entries for normal mode, followed by another 10 for time attack

key###.bin	0x1000	recorded input for demos, etc.
  It is believed all original tutorial demos were made with a mouse and gameplay demos with a controller.
0x0	2	(little-endian) size of recorded input
		Only stops reading at this point.  + Down does not terminate when read!
0x2	2	first Control Stick input
		Despite the first button input being ignored, the first 3D movement *is* replayed!
0x4	4ea.	button & Control Stick input


tut.bin	0x10000	tutorial script
  Primarily used as a tutorial script but can be exploited for evil.
  All data is stored as halfwords (2 bytes).  All tiles are 16x16.
8000	command; if not set, a normal text index
	7C00	command type
Commands:
	00	box: draws a text box containing up to a certain number of rows and columns of text
		Note at setting columns to a value other than 12 will disable the text backtrack features for the remaining script!
		03FE 0000	xpos upper-left corner (screen coords.)
		0001 FE00	ypos upper-left corner (screen coords.)
		0000 01F0	text columns (max wchars per line); width is value * 16
		0000 000F	rows of text (max lines on screen); height is value * 16
	01	close: closes an open text box
	02	position (unused): sets a new text print location
		01F0	xpos (column)
		000F	ypos (row)
	03	newline
	04	wait: displays the "push A animation" until the player advances
	05	next: displays the "page turn animation" until the player advances
	06	rate: sets how many iterations are skipped until the next command/letter is processed (usually 1)
		03FF	frame count
	07	end: terminates the script and sets a completion bitflag in user setting data (but does NOT save it automatically!)
	08	play demo: replays keyboard input.
		03FF	demo file index in STR.SYS; normally a number ranging 0 to 999.  In fileserver mode, reads a file "key%3.3d.bin" from PC.
	09	audio: plays SE or sets color of ovals
		03FF	SE number 0 to 100.  If >= 100, oval color bitflags.  (1 = blue, 2 = green, 4 = red)
	0A	oval: draws a highlight oval in the current color (default red unless set with audio cmd above)
		0300 0000 0000	index; up to four ovals can be on-screen at once
		00FF 8000 0000	xpos centerpoint (screen coords.)
		0000 7F80 0000	ypos centerpoint (screen coords.)
		0000 007F C000	width
		0000 0000 3FC0	height
	0B	close oval
		0300	index, matching a previously opened oval
	0C	show face: displays a face or controller on the screen at the given position
		03FE 0000	index for face in TUTFACE.SYS (0: controller, 1:Kenta neutral, 2:Kenta happy, 3:Kenta shock, 4:Kenta grumpy, 5:Kenta brainwipe, 6:Deza neutral, 7:Deza smile, 8:Deza pain, 9:Deza brainwipe, 0xA:Deza masquerade)
		0001 FF00	xpos upper-left corner (screen coords.)
		0000 00FF	ypos upper-left corner (screen coords.)
	0D	move face: slides the face currently displayed from its current position to the new one
		03FE 0000	xpos upper-left corner (screen coords.)
		0001 FF00	ypos upper-left corner (screen coords.)
	0E	change face: changes the image in the current face
		03FE	index for face in TUTFACE.SYS
	0F	hide face: hides face by scaling it to nothing
	10	set cursor position
		03FE 0000	xpos (screen coords.)
		0001 FF00	ypos (screen coords.)
	11	tooltips ON
	12	tooltips OFF
	13	record demo: when fileserver active records player input, otherwise skipped.
		03FF	demo file index in STR.SYS; normally a number ranging 0 to 999.  In fileserver mode, writes a file "key%3.3d.bin" to PC.
	14	select random label: randomly selects one of the labels following this command and jumps there.  Executes script until the next label, then jumps to the final label and continues normally.  This command disables text backtrack feature!
		03FF	total labels following this command; the final label is the "continue" point for the script
	15	label: used with above to mark individual lines of text
Japanese Font:
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