Sprites, their animation layers and the resource slots they draw from.
Field objects: the object pool, dissolving sprites, starting scripts.
Screen shake, the copied BG row drawer and the ground plane scanlines.
The world map: its perspective view, its tiles, and the still picture of the view BG1 shows while a m...
What every part of the field object shares: its includes and the few names more than one part uses.
Timed map effects: tile animation, the blend script, palette cycles.
Layered maps: loading, drawing and scrolling, and copying cells.
The object cameras, which place every object's sprite each frame.
Object motion, each frame, and the first object script commands.
Player control: the configured keys and moving objects by the pad.
Object script commands: waits, jumps, flags, moves and work values.
Drawing sprites: composing their layers and placing them on screen.
Terrain: ground heights and the collision of cells and the world map.