; ==================================================
; DIRECT PAGE REGISTERS (VARIABLES) $0000-$00FF:
; ==================================================
;
; $10 - A doublebyte-sized Timer
; $11 - High Byte to the doublebyte-sized Timer
;
; $13 - In Intro, used as a storage for the x-Position in the Mini-Train-Scenes.
;
; $2D - Counter; gets incremented each run of the main loop
; $2E - Counter; gets decremented each run of the main loop, is always between $00 and $02
;
; $37 - Buttons_Hold_L
; $38 - Buttons_Hold_H
;
; $3B - Buttons_Pressed_L
; $3C - Buttons_Pressed_H
;
; $3F - Pseudo-Random-Number!?
; $40 - Pseudo-Random-Number!?
; $41 - Pseudo-Random-Number!?
; $42 - Pseudo-Random-Number!?
; $43 - Counter, which of the above numbers should change
;
; $47 - DMA Enable		; goes to $420B in Subroutine SetScreenOptions at $0000:0C46
; $48 - HDMA Enable		; goes to $420C in Subroutine SetScreenOptions at $0000:0C46
; $49 - BG1-H-Scroll Low
; $4A - BG1-H-Scroll High
; $4B - BG1-V-Scroll Low
; $4C - BG1-V-Scroll High
; $4D - BG2-H-Scroll Low
; $4E - BG2-H-Scroll High
; $4F - BG2-V-Scroll Low
; $50 - BG2-V-Scroll High
; $51 - BG3-H-Scroll Low
; $52 - BG3-H-Scroll High
; $53 - BG3-V-Scroll Low
; $54 - BG3-V-Scroll High
; $55 - INIDISP			; goes to $2100 in Subroutine SetScreenOptions at $0000:0C46
; $56 - BGMODE			; goes to $2105 in Subroutine SetScreenOptions at $0000:0C46
; $57 - BG1SC			; goes to $2107 in Subroutine SetScreenOptions at $0000:0C46
; $58 - BG2SC			; goes to $2108 in Subroutine SetScreenOptions at $0000:0C46
; $59 - BG12NBA			; goes to $2109 in Subroutine SetScreenOptions at $0000:0C46
; $5A - M7SEL			; goes to $211A in Subroutine SetScreenOptions at $0000:0C46
; $5B - M7AL			; goes to $211B in Subroutine SetScreenOptions at $0000:0C46
; $5C - M7AH			; goes to $211B in Subroutine SetScreenOptions at $0000:0C46
; $5D - M7BL			; goes to $211C in Subroutine SetScreenOptions at $0000:0C46
; $5E - M7BH			; goes to $211C in Subroutine SetScreenOptions at $0000:0C46
; $5F - M7CL			; goes to $211D in Subroutine SetScreenOptions at $0000:0C46
; $60 - M7CH			; goes to $211D in Subroutine SetScreenOptions at $0000:0C46
; $61 - M7DL			; goes to $211E in Subroutine SetScreenOptions at $0000:0C46
; $62 - M7DH			; goes to $211E in Subroutine SetScreenOptions at $0000:0C46
; $63 - M7XL			; goes to $211F in Subroutine SetScreenOptions at $0000:0C46
; $64 - M7XH			; goes to $211F in Subroutine SetScreenOptions at $0000:0C46
; $65 - M7YL			; goes to $2120 in Subroutine SetScreenOptions at $0000:0C46
; $66 - M7YH			; goes to $2120 in Subroutine SetScreenOptions at $0000:0C46
; $67 - TMAIN			; goes to $212C in Subroutine SetScreenOptions at $0000:0C46
; $68 - TSUB			; goes to $212D in Subroutine SetScreenOptions at $0000:0C46
; $69 - TMAIN_WINDOW		; goes to $212E in Subroutine SetScreenOptions at $0000:0C46
; $6A - TSUB_WINDOW		; goes to $212F in Subroutine SetScreenOptions at $0000:0C46
; $6B - CGWSEL			; goes to $2130 in Subroutine SetScreenOptions at $0000:0C46
; $6C - CGADSUB			; goes to $2131 in Subroutine SetScreenOptions at $0000:0C46
; $6D - COLDATA			; goes to $2132 in Subroutine SetScreenOptions at $0000:0C46
;
; $74 - Contains the backup value for resetting $75 when it's counted to 0
; $75 - A single byte-sized Timer
;
; $90 - Pointer for the Jump Table on Bank 00

; ==================================================
; RAM USAGE
; ==================================================
;[$0000 - $00FF - DP-Registers, see above]
; $0100 - $0103 - Variables
; $0104 - $01FF - Stack(?)
; $0200 - $03FF - OAM TEMP - Low Table
; $0400 - $041F - OAM TEMP - High Table
;
; $0440 - $04?? - VRAM DMA Pipeline (Data for the DMA Registers, transfer in Subroutine VRAM_DMA at $0000:0AA2)
;
; $06FE - $06FF - Pointer for the next free slot in the VRAM DMA Pipeline ($0440 onwards).
; $0700 - $077F - DMA Pipeline (transfer in Subroutine Flexi_VRAM_DMA at $0000:1570).
; $0800 - $09FF?- Sort of "Pre-Temp"; Palette-Data are loaded here and are later transfered to $0A00
; $0A00 - $0BFF - CGRAM TEMP
;
; $0E00 - $0E07 - VRAM DMA Pipeline (Data for the DMA Registers, transfere in Subroutine Single_VRAM_DMA at $0000:1690)
;
; $1000 - $102D - Sound registers?
;
; $105B - $105C - Used in Intro
;
; $13FE - $13FF - Another DMA Pointer?

; BANK 7F seems to be (from $0002 on) a mirror for VRAM

; ==========
; IN DETAIL
; ==========
; $0100 - Variable for VBLANK-Jump Table
;
; $0103 - VBLANK-Flag (is set to $00 if VBLANK is finished)
;
; $0440 - DMA On/Off-Switch in Subroutine VRAM_DMA at $0000:0AA2
; $0441 - $2116 Low Byte in Subroutine VRAM_DMA at $0000:0AA2
; $0442 - $2116 High Byte in Subroutine VRAM_DMA at $0000:0AA2
; $0443 - Source Address Low Byte in Subroutine VRAM_DMA at $0000:0AA2
; $0444 - Source Address High Byte in Subroutine VRAM_DMA at $0000:0AA2
; $0445 - Source Bank in Subroutine VRAM_DMA at $0000:0AA2
; $0446 - Data Size Low Byte in Subroutine VRAM_DMA at $0000:0AA2
; $0447 - Data Size Low Byte in Subroutine VRAM_DMA at $0000:0AA2
;
; $102D - It's value says which song is playing at the moment
;
; $105B - In the Closeup Intro Scenes, it gets decremented each frame, counting for an update of the animation
; $105C - In the Closeup Intro Scenes, it contains the number of the current animation step

; ==================================================
; SRAM USAGE
; ==================================================
; $0000 - $01FF - Game Slot (temporary one?)
; $0200 - $03FF - Game Slot
; $0400 - $05FF - Game Slot
; $0600 - $07FF - Game Slot

; ==========
; IN DETAIL
; $00xx
; $01xx
; ==========
;
; $0010 - MAIN MENU: (?)
; $0011 - MAIN MENU: (?)
; $0100 - MAIN MENU: Cursor Position in Main Menu
; $0101 - MAIN MENI: Possibly the Cursor Position if the Game is played with Mouse?

; ==========
; IN DETAIL
; $02xx
; $04xx
; $06xx
; ==========

; $14 - Game Chapter: $00 = New Game ; $01-$08 = Chapter 1-8 ; $09 = Final Chapter

; ==========
; IN DETAIL
; $03xx
; $05xx
; $07xx
; ==========


; ==================================================
; VRAM USAGE
; ==================================================
; (At least in the Intro)
; $2000 - BG3 Tileset
; $3000 - BG1/2 Tilesets
; $6800 - BG1 Tilemap
; $7000 - BG2 Tilemap
; $7800 - BG3 Tilemap

; ==========
; GAME SLOTS
; ==========
; $000 - $007 - "IHA_Ram." - ($49, $48, $41, $5F, $52, $61, $6D, $2E)
;
; $1FE - $1FF - 16 Bit Checksum

; ==================================================
; ROM
; ==================================================
; ==========
; BANK $00
; ==========
; $0000 - $0031 - ROM STARTS HERE. FBlank, STZ DMA/HDMA, STZ APU-Register; JML to Bank $0A
; $0032 - $022A - INITIALIZATION
; $022B - $0276 - Intro(?): First Loop
; $0277 - $027C - SUBROUTINE: VBLANK Jump Table Entry #$00
; $027D - $02A5 - SUBROUTINE: (?)
;
; $0301 - $0360 - SUBROUTINE: Jump Table Entry #$10
; $0361 - $0370 - SUBROUTINE: Jump Table Entry #$11
; $0371 - $038D - SUBROUTINE: Jump Table Entry #$12
; $038E - $0469 - JUMP TABLE
; $046A - $04C3 - SUBROUTINE: Jump Table Entry #$00
;
; $04E4 - $04FA - SUBROUTINE: SRAM: If combination of buttons is pressed, SRAM gets cleared completely
;
; $0671 - $0695 - SUBROUTINE: Graphics: Turning some Sprites of, in dependence of some register values
;
; $071D - $0737 - SUBROUTINE: (?)
; $0738		- SUBROUTINE: Special Jump Table Entry: RTS
; $0739 - $0778 - Graphic Data(?)
; $0779 - $0783 - SUBROUTINE: Sets new values to counter variables $2D and $2E
; $0784 - $078B - VBLANK JUMP TABLE
; $078C         - SUBROUTINE: VBLANK Jump Table Entry #$02
; $078D - $07AA - SUBROUTINE: (?)
; $07AB - $07AC - Possible Ending of the VBLANK that comes next
; $07AD - $080C - VBLANK
; $080D - $0825 - SUBROUTINE: (?)
; $0826 - $0925 - TABLE: (?)
;
; $0952 - $0955 - SUBROUTINE: Possible additional Beginning of the subroutine that comes next
; $0956 - $0989 - SUBROUTINE: Preparation for DMA
; $098A - $09DA - SUBROUTINE: Preparation for DMA
;
; $0A11 - $0A35 - SUBROUTINE: Graphics: Decompressor of a Tilemap
; $0A36 - $0A6C - SUBROUTINE: Graphics: Register Preparation for the Decompressor above
;
; $0AA2 - $0AEC - SUBROUTINE: DMA: DMA-Registers filled with data in pipeline at $0400 (sent to VRAM)
; $0AED - $0B3B - SUBROUTINE: DMA: Super Flexible DMA Subroutine
; $0B3C - $0B7C - SUBROUTINE: DMA: WRAM-Temp-Registers to OAM & CGRAM
;
; $0BFD - $0C45 - SUBROUTINE: Screen: BG1/2/3-Scroll set according to DP-Registers $49 to $54
; $0C46 - $0CBB - SUBROUTINE: Screen: Transfering some DP-Registers to Screen-Setting-Registers (like Mode 7-regs)
; $0CBC - $0D05 - SUBROUTINE: OAMTemp in $0200 - $0420 gets cleared; All Sprite-X-Coordinates are set offscreen
;
; $0DCC - $0DE9 - SUBROUTINE: Graphics: Transfer of CG-Data from Bank $04 to $0800
;
; $0ED0 - $0F0C - SUBROUTINE: Graphics: Transfer of Sprite Palettes into the CGRAM transfer pipeline
; $0F0D - $0F20 - SUBROUTINE: Graphics: Transfer of $0800 (CG-Data-Pre-TEMP) to $0A00 (CG-Temp)
;
; $1042 - $106D - SUBROUTINE: Graphics: Part of Tilemap decoder/builder 1/2
; $106E - $107E - SUBROUTINE: Screen: Turns the brightness up to $F
; $107F - $1081 - SUBROUTINE: Possible Ending of the subroutine that comes next
; $1082 - $1092 - SUBROUTINE: Screen: Turns the brightness down to 0 (Intro Hector Logo)
;
; $10B3 - $10E5 - SUBROUTINE: Graphics: Clears Tilemap area in VRAM
; $10E6 - $10EA - SUBROUTINE: Possible Ending of the subroutine that comes next
; $10EB - $1207 - SUBROUTINE: Graphics: Decompresses the Titlescreen
;
; $123C - $12AB - SUBROUTINE: Graphics: Part of Tilemap decoder/builder 1/2
;
; $1426 - $14CA - SUBROUTINE: Graphics: Part of Tilemap decoder/builder 1
; $14CB - $146F - SUBROUTINE: Graphics: Part of Tilemap decoder/builder 2
; $1570 - $15B1 - SUBROUTINE: DMA: DMA-Registers filled with data in pipeline at $0700
;
; $1690 - $16C2 - SUBROUTINE: DMA: DMA-Registers filled with data in pipeline at $0E00 (sent to VRAM)
;
; $3578 - $35BE - SUBROUTINE: (?)
; $35BF - $361F - SUBROUTINE: (?)
; $3620 - $36B2 - SUBROUTINE: Graphics: Tilemap decoder/builder 1 (assembles it in RAM)
; $36B3 - $3745 - SUBROUTINE: Graphics: Tilemap decoder/builder 2 (assembles it in RAM)
;
; $381A - $3A9D - SUBROUTINE: (?)
;
; $3D28 - $3D3D - MOUSE-BIOS: "START OF MOUSE BIOS"
; $3D3E - $3D57 - MOUSE-BIOS: SUBROUTINE: JoyPad: Update Hold/Pressed-Registers
; $3D58 - $3D5A - MOUSE-BIOS: JUMP
; $3D5B - $3D88 - MOUSE-BIOS: SUBROUTINE: JoyPad: (?)
; $3D89 - $3E1C - MOUSE-BIOS: SUBROUTINE: JoyPad: (?)
; $3E1D - $3E90 - MOUSE-BIOS: SUBROUTINE: JoyPad: (?)
; $3E91 - $3EA7 - MOUSE-BIOS: SUBROUTINE: JoyPad: Main-SR that calls different other JoyPad-SRs
; $3EA8 - $3EDD - MOUSE-BIOS: "MODIFIED FROM SHVC MOUSE BIOS Ver1.00END OF MOUSE BIOS"
;
; $43E9 - $440D - SUBROUTINE: SRAM: Check (and probably clear) all save states
; $440E - $4473 - SUBROUTINE: SRAM: Check a save state if it contains valid data; else clear it
; $4474 - $448A - SUBROUTINE: SRAM: Check Sum calculation
;
; $4491 - $44A9 - SUBROUTINE: Jump Table Entry #$14
; $44AA - $44C5 - SUBROUTINE: Jump Table Entry #$15
;
; $44EE - $4501 - DATA: Tilemap:  (Compressed) Title Screen "(c) Hect 1993"
; $4502 - $45AA - SUBROUTINE: Jump Table Entry #$19
; $45AB - $45DD - SUBROUTINE: Jump Table Entry #$1A
;
; $46DA - $46E6 - SUBROUTINE: Jump Table Entry #$1B
; $46E7 - $470E - SUBROUTINE: Jump Table Entry #$1C
;
; $4713 - $478D - SUBROUTINE: Jump Table Entry #$16
; $478E - $47B8 - SUBROUTINE: Jump Table Entry #$17
; $47B9 - $47C5 - SUBROUTINE: Jump Table Entry #$18
;
; $4846 - $48B5 - SUBROUTINE: (?)
; $48B6 - $48DD - DATA: Tilemap:  (Compressed) (?)
; 
; $4C69 - $4??? - JUMP TABLE(?)
;
; $4F75 - $4FA0 - SUBROUTINE: (?)
;
; $576D - $57B6 - SUBROUTINE: Jump Table Entry #$42
;
; $585E - $58E1 - SUBROUTINE: Jump Table Entry #$43
; $58E2 - $5921 - DATA: Tilemap:  (Compressed) (?)
; $5922 - $59EB - SUBROUTINE: Jump Table Entry #$45
; $59EC - $5A14 - SUBROUTINE: Jump Table Entry #$47
; $5A15 - $5A2D - SUBROUTINE: Jump Table Entry #$46
;
; $5A91 - $5B07 - SUBROUTINE: Jump Table Entry #$46
; $5B08 - $5B29 - SUBROUTINE: Jump Table Entry #$48
;
; $5BAE - $5C03 - SUBROUTINE: (?)
;
; $5D36 - $5DB9 - SUBROUTINE: (?)
;
; $672D - $674C - SUBROUTINE: (?)
;
; $6DBE - $6DEF - SUBROUTINE: Graphics: Palette Transfer
; $6DF0 - $6E01 - SUBROUTINE: Jump Table Entry #$56
; $6E02 - $6E25 - DATA: OAM-Data-Entries for the Mini-Train in the Intro
; $6E26 - $6E65 - DATA: OAM-Data-Entries for the Mini-Train in the Intro
; $6E66 - $6EC5 - SUBROUTINE: Screen: Moves the Mini-Train and animates it's steam in the Intro
; $6EC6 - $6ECE - SUBROUTINE: Variable Incrementer - Part of Jump Table Entries #$61 and #$62
; $6ECF - $6F16 - SUBROUTINE: Animates Intro Scenes 1 and 5 (Train Shaking)
; $6F17 - $6F5E - SUBROUTINE: Animates Intro Scene 3 (Changing Steam Graphics)
; $6F5F - $6FEC - SUBROUTINE: Jump Table Entry #$54
; $6FED - $7051 - SUBROUTINE: Jump Table Entry #$57
; $7052 - $705B - SUBROUTINE: Jump Table Entry #$58
; $705C - $7065 - SUBROUTINE: Jump Table Entry #$59
; $7066 - $7084 - SUBROUTINE: Animates Intro Scenes 1 and 5 (Changing Steam Graphics)
; $7085 - $70E3 - SUBROUTINE: Jump Table Entry #$60
; $70E4 - $70ED - SUBROUTINE: Jump Table Entry #$61
; $70EE - $70F7 - SUBROUTINE: Jump Table Entry #$62
; $70F8 - $7169 - SUBROUTINE: Jump Table Entry #$5D
; $716A - $7173 - SUBROUTINE: Jump Table Entry #$5E
; $7174 - $717D - SUBROUTINE: Jump Table Entry #$5F
; $717E - $719C - SUBROUTINE: Animates Intro Scene 3 (Train Shaking)
; $719D - $7212 - SUBROUTINE: Jump Table Entry #$5A
; $7213 - $721B - SUBROUTINE: Jump Table Entry #$5B
; $721C - $7224 - SUBROUTINE: Jump Table Entry #$5C
;
; $7225 - $722D - SUBROUTINE: Variable Incrementer - Part of Jump Table Entries #$69 and #$6A
; $722E - $72A3 - SUBROUTINE: Jump Table Entry #$66
; $72A4 - $72AC - SUBROUTINE: Jump Table Entry #$67
; $72AD - $72B4 - SUBROUTINE: Jump Table Entry #$68
; $72B5 - $72BE - SUBROUTINE: Jump Table Entry #$69
; $72C9 - $72CD - SUBROUTINE: Jump Table Entry #$6A
;
; $7673 - $767D - SUBROUTINE: SPC: (?)
;
; ==========
; BANK $02
; ==========
; $0000 - $03FF - DATA: Graphics: Hector-Logo
; $0340 - $035F - DATA: Palette:  Hector-Logo
; $0360 - $03FF - DATA: Tilemap:  Hector-Logo (compressed)

; ==========
; BANK $04
; ==========
; $0000 - $003F - DATA: Palette: Intro(?)

; ==========
; BANK $06
; ==========
;
; $4B1B - $6B1A?- DATA: Graphics: Intro Sequence Tilemap (compressed) (1/2)

; ==========
; BANK $0A
; ==========
; $0000 - $000D - JUMP TABLE: To SPC-Subroutines
; $000E - $0050 - JUMP TABLE: Songs
; $0051 - $0092 - JUMP TABLE: Sample-Sets for Songs
; $0093 - $00E3 - JUMP TABLE: Samples
; $00E4 - $195B - DATA: SPC: Main SPC Program for Song Playing(???) 
; $195C - $1E63 - DATA: SPC: Song #$15
; $1E64 - $1E6E - DATA: SPC: Sample Set Table Entry #$15
; $1E6F - $1E7A - SUBROUTINE: Additional Intro to the following Subroutine
; $1E7B - $1E88 - SUBROUTINE: SPC: Some Init (?)
; $1E89 - $1EB6 - SUBROUTINE: SPC: Storing four DP-regs into the APU-regs and waiting for them
; $1EB7 - $1EF1 - SUBROUTINE: SPC: A Main SR, calling the following SRs
; $1EF2 - $1EFD - SUBROUTINE: SPC: Value deformation/preparation
; $1EFE - $1F10 - SUBROUTINE: SPC: Value deformation/preparation
; $1F11 - $1F1C - SUBROUTINE: SPC: Value deformation/preparation
; $1F1D - $1F26 - SUBROUTINE: SPC: Value deformation/preparation
; $1F27 - $1F3A - SUBROUTINE: SPC: Value deformation/preparation
; $1F3B - $1F5C - SUBROUTINE: SPC: Value deformation/preparation
; $1F5D - $1F63 - SUBROUTINE: SPC: Jumping to two different SPC-SRs
; $1F64 - $1F76 - SUBROUTINE: SPC: A Main SR, calling other SRs
; $1F77 - $1FDC - SUBROUTINE: SPC: The data-transfer-SR to the SPC
; $1FDD - $2003 - SUBROUTINE: SPC: A Main SR, calling the following SRs (and a few preceding)
; $2004 - $2030 - SUBROUTINE: SPC: Value deformation/preparation
; $2031 - $20EB - SUBROUTINE: SPC: Transfers all samples from ROM to SPC (see also following SR)
; $20EC - $215E - SUBROUTINE: SPC: Transfers a sample from ROM to WRAM buffer
;
; $5E2C - $6BB8 - DATA: SPC: Sample #$09
; $6BB9 - $714A - DATA: SPC: Sample #$02
; $714B - $789E - DATA: SPC: Sample #$1A

; ==========
; BANK $0B
; ==========
; $0000 - $065F - DATA: SPC: Song #$03
; $0660 - $1212 - DATA: SPC: Song #$0D
; $1213 - $1858 - DATA: SPC: Song #$01
; $1859 - $1FD8 - DATA: SPC: Song #$02
; $1FD9 - $28D8 - DATA: SPC: Song #$0C
; $28D9 - $368A - DATA: SPC: Song #$08/#$09
; $368B - $3DF0 - DATA: SPC: Song #$07
; $3DF1 - $42EC - DATA: SPC: Song #$06
; $42ED - $4615 - DATA: SPC: Song #$0A
; $4616 - $4F56 - DATA: SPC: Song #$05
; $4F57 - $59E7 - DATA: SPC: Song #$0E
; $59E8 - $5F77 - DATA: SPC: Song #$0F
; $5F78 - $6472 - DATA: SPC: Song #$10
; $6473 - $6B49 - DATA: SPC: Song #$11
; $6B4A - $6FB4 - DATA: SPC: Song #$12
; $6FB5 - $766A - DATA: SPC: Song #$13
; $766B - $7CFC - DATA: SPC: Song #$14
; $7CFD - $7D82 - DATA: SPC: Sample Set Table Entry #$00 to #$14

; ==========
; BANK $0C
; ==========
; $0000 - $407D - DATA: SPC: Sample #$17
; $407E - $646F - DATA: SPC: Sample #$18
; $6470 - $6485 - DATA: SPC: Sample #$19

; ==========
; BANK $0D
; ==========
; $0000 - $068B - DATA: SPC: Sample #$0D
; $068C - $0B74 - DATA: SPC: Sample #$0F
; $0B75 - $1927 - DATA: SPC: Sample #$0E
; $1928 - $2BC2 - DATA: SPC: Sample #$0A
; $2BC3 - $32D7 - DATA: SPC: Sample #$03
; $32D8 - $4868 - DATA: SPC: Sample #$12
; $4869 - $4BC3 - DATA: SPC: Sample #$04
; $4BC4 - $4F6F - DATA: SPC: Sample #$00
; $4F70 - $5279 - DATA: SPC: Sample #$01
; $527A - $5520 - DATA: SPC: Sample #$10
; $5521 - $6253 - DATA: SPC: Sample #$16
; $6254 - $7863 - DATA: SPC: Sample #$0B

; ==========
; BANK $0E
; ==========
; $0000 - $0A9D - DATA: SPC: Sample #$0C
; $0A9E - $15A6 - DATA: SPC: Sample #$08
; $15A7 - $1A18 - DATA: SPC: Sample #$11
; $1A19 - $1A7F - DATA: SPC: Sample #$15
; $1A80 - $1AE6 - DATA: SPC: Sample #$14
; $1AE7 - $1B83 - DATA: SPC: Sample #$13
; $1B84 - $38D0 - DATA: SPC: Sample #$05
; $38D1 - $4F1E - DATA: SPC: Sample #$06
; $4F1F - $7493 - DATA: SPC: Sample #$07

; ==========
; BANK $0F
; ==========
;
; $0B84 - $0BC3 - DATA: Tilemap:  (Compressed) Yes/No
; $0BC4 - $0C13 - DATA: Tilemap:  (Compressed) Main Menu: "Are you sure?"
;
; $0C64 - $0C73 - DATA: Tilemap:  (Compressed) Main Menu: Cursor
;
; $0CAC - $0CCB - DATA: Tilemap:  (Compressed) Main Menu: Fixed Savestate Text
; $0CCC - $0CF3 - DATA: Tilemap:  (Compressed) Main Menu: New Game Button
; $0CF4 - $0DE3 - DATA: Tilemap:  (Compressed) Main Menu: Chapter Names for the Savestates
;
; $5120 - $531F - (?)
;
; $5DF7 - $E5F6 - DATA: Tilemap:  Intro Poem
;
; $7C64 - $7C73 - DATA: Tilemap:  The Menu Cursor (is on BG3 in the menu)
;

; ==========
; BANK $10
; ==========
;
; $4000 - $5FFF - DATA: Graphics: Big Kanjis for the Menu
; $6000 - $62FF - DATA: Graphics: Latin alphabet for Title Screen Copyright

; ==========
; BANK $17
; ==========
; $0000 - $05CF - DATA: Graphics: Intro Steam
; $05D0 - $4FCF - DATA: Graphics: Intro Landscape & Scenery
; $4FD0 - $5ECF - DATA: Graphics: Intro Mini Train
; $5ED0 - $66CF - DATA: Tilemap:  Intro Window Frame
; $66D0 - $66D7 - JUMP TABLE for Sprite Color SR at $0000:6DBE
; $66D8 - $6797 - DATA: Palette:  Entry #1 from aforementioned Jump Table
; $6798 - $6857 - DATA: Palette:  Entry #2 from aforementioned Jump Table
; $6858 - $6917 - DATA: Palette:  Entry #3 from aforementioned Jump Table
; $6918 - $69D7 - DATA: Palette:  Entry #4 from aforementioned Jump Table
; $69D8?- $69E3?- (?) (Jump Table?)
; $69E4 - $7FFF?- DATA: Graphics: Intro Sequence Tilemap (compressed) (2/2)