---------------------------
OBJECT MAPS $148400-$14FFFF
pointers: $148000-$1483FF
---------------------------

byte 1	object mold size property

byte 2	lower bits: multiple objects
	upper bits: offset flags
	0x	object offset flag (default, not really set)
	1x	treasure chest flag
	2x	battle engagement flag
byte 3	lower bits: extra movement speed
	upper bits: object behavior
	bit 3	object turns around and faces Mario when touched/engaged
	bit 4	
	bit 5	
	bit 6	sets animation sequence; if not set, no animation
	bit 7	
byte 4	object interaction
	bit 1	cannot move around if Z > 0
	bit 6	sets object(s) physical field(s)

byte 5	bits 0-1: object palette offset (0-3)
byte 5,6 (12-bit)	object attribute assignment (divide by 4 = object attribute byte)
byte 6,7 (12-bit)	movement sequence assignment (000-3FF)
byte 8,9 (12-bit)	event byte (if byte 2 = 0x)
			formation pack (if byte 2 = 2x)

byte 9	event initiator (if byte 2 = 0x)
	1x	press A from any side
	2x	press A from front
	3x	do anything EXCEPT touch any side
	4x	press A from any side / touch any side
	5X	press A from front / touch from front
	6x	do anything
	7x	hit from below
	8X	jump on
	9x	jump on / hit from below
	Ax	touch any side
	Bx	touch from front
	Cx	do anything EXCEPT press A

	treasure initiator (if byte 2 = 1x)
	1x-Cx	same as event initiator values

	battle initiator (if byte 2 = 2x)
	bit 0	fight formation #$001 (Terrapin x1)
	bit 1	returns after entering area again
	bit 2	is not removed when defeated in battle
	bit 3	returns after entering area again
	1x-Cx	same as event initiator values

byte 10	lower bits: object offset (if byte 2 = 0x)

		    star XP increments (if byte 2 = 1x) (read from 0x39BC44)
			x0  monsters give 1 XP
			x1  monsters give 2 XP
			x2  monsters give 5 XP
			x3  monsters give 8 XP
			x4  monsters give 13 XP
			x5  monsters give 11 XP
			x6  monsters give 0 XP
			x7  monsters give 5 XP
			x8  monsters give 6 XP
			x9  monsters give 9 XP	

		    movement offset (if byte 2 = 2x)

	upper bits: formation pack offset (if byte 2 = 2x)

		    treasure type/item (if byte 2 = 1x)
			0x  Mushroom (restore all HP/FP)
			1x  Invincible Star
			2x  Flower (max FP +1)
			3x  Frog Coin
			default is an item byte, but usually the event script declares the item

byte 11	X coordinate
byte 12	Y coordinate
byte 13	bits 0-4: elevation (up to 0x1F)
	bits 5-7: radial position
	00  right
	20  down-right
	40  foward
	60  down-left
	80  left
	A0  up-left
	C0  up
	E0  up-right

bytes 10-13 can be subsequently repeated (with different values) for each multiple object

------------------------------
LAND'S END UNDERGROUND, AREA 4
$14BFC3
------------------------------
65		;pointer to data

2F 48 40	;byte 1	sets 15 extra objects (for the Geckits)
		;byte 2	faces Mario when touched
		;byte 3	object interaction

7B 05 F0	;object attribute: $15E ($57B / 4)
		;movement byte: 300 (AND $F00 by $3FF)

52 C0		;byte 1  formation pack assignment: $52
		;byte 2  engage in battle

80 88 12 A0	;byte 1  formation pack offset
		 upper bits: formation pack $5A (52 + 8)
		;byte 2  X coordinate
		;byte 3  Y coordinate
		;byte 4  direction/height (faces up-left)

80 8C 11 60	;the other 15 Geckits' properties
80 86 15 20
80 89 16 A0
80 8B 15 60
80 8E 14 20
80 85 19 A0
80 88 1B 60
80 8B 19 20
80 8E 1B A0
80 87 21 60
80 8B 20 20
80 8D 1F A0
80 8A 24 60
80 8C 25 20
80 8E 23 20

00 40 50
13 14 CA	;Shaman movement/object, 0A1/413
02 A7 
00 83 15 60

00 40 40
93 11 CA	;Trampoline movement/object, 0A1/193
8F 86 
00 86 1D 60

11 40 40
DF 17 CA	;Treasure Chest (w/star) movement/object, 0A1/7DF
01 77 
18 82 95 63	;the two different treasure chests (1st star, 2nd star)
19 82 95 63

///////////////////////////////////////////////////////////////////////

byte 1	only check bits 0-1 if bit 4 set, otherwise they are redundant
bit 0	sprite 4 tile index +24
bit 1	sprite 4 tile index +32
bit 0,1 sprite 4 tile index +40

bit 4	sprite 4 tile index
bit 5	show Mario
bit 6	show Mario
bit 7	clears 00:01D3 (if not set, 00:01D3 bit 0 is set)
	stores #$09 to 00:01D2 (if not set, store #$05 to 00:01D2)

byte 2
bit 0	sprite 2 tile index +170

byte 3
bit 0	sprite 2 tile index +290
bit 1	sprite 3 tile index +56
