	| $FFFF0200 primary collision data
		length 1024 bytes
	| $FFFF0600 secondary collision data
		length 1024 bytes
	w $FFFFC030 VBlank handler opcode
	l $FFFFC032 VBlank handler address
	w $FFFFC036 HBlank handler opcode
	l $FFFFC038 HBlank handler address
?	w $FFFFC1DE horizontal scroll position for foreground plane
?	w $FFFFC1EE vertical scroll position for foreground plane
	l $FFFFC1FE RAM address of uncompressed level layout
	l $FFFFC202 RAM address of uncompressed primary 128x128 block mappings
	l $FFFFC206 RAM address of uncompressed primary 16x16 block mappings
	l $FFFFC242 RAM address of uncompressed secondary 128x128 block mappings
	l $FFFFC246 RAM address of uncompressed secondary 16x16 block mappings
	| $FFFFD460 palette cache
		length $40 words
	| $FFFFD560 level palette cache (loaded only when a level is loaded, also copied to $FFFFD460 when bonus stage ends)
		length $40 words
	| $FFFFD860 32X palette cache
		length unknown (?)
	| $FFFFDD16 function (unknown);
		length $E words
	w $FFFFDFDE game mode
	w $FFFFDFE0 game submode
	w $FFFFDFEC camera X position
	w $FFFFDFEE camera Y position
	w $FFFFDFF2 current level
		0 botanic base
		1 speed slider
		2 amazing arena
		3 techno tower
		4 marina madness
		5 isolated island (tutorial)
		6 isolated island (scenario quest)
		7 world entrance
		8 [not used] (crashes gens/gs)
		9 bonus stage
		A special stage
	w $FFFFDFF4 current stage #
	w $FFFFDFF6 current time of day
	w $FFFFE008 # of rings
	l $FFFFE00A current score
	w $FFFFE01A # of Chaos Rings
*4?	w $FFFFE038 current character
*4?	w $FFFFE03A current second character
	l $FFFFE09C address of current object placement data
	w $FFFFE0A0 index into level object placement array of leftmost onscreen object
	| $FFFFE0A2 level object cache (values unknown)
		length $100 bytes
	b $FFFFFCE6 current pan of the ring sound (>0 -> left; <=0 -> right)
	b $FFFFFCFC current song; set when a certain function is called; only used by bonus stage to "resume" songs
	b $FFFFFFD0 current demo # (0-4)
