0x0d6c,0x0001,calculate_object_shape,code
0x0d81,0x0001,set_object_shape,code
0x0de5,0x0001,calculate_direction_nibble,code
-0x0ef7,0x0010,update_a_decimal_vectors,word,code_m1
+0x0ebc,0x0001,set_decimal_0,code
+0x0ec1,0x0001,set_decimal_score_var_4b80_score_var_4b00_by_mission,code
+0x0ece,0x0001,set_decimal_1,code
+0x0ed4,0x0001,set_decimal_score_var_4880_score_var_4800,code
+0x0edc,0x0001,set_decimal_score_var_4980_score_var_4900,code
+0x0ee4,0x0001,set_decimal_score_var_4a80_score_var_4a00,code
+0x0eec,0x0001,set_decimal_score_var_4b80_score_var_4b00,code
+0x0ef2,0x0001,set_decimal_save,code
+0x0ef7,0x0010,set_decimal_vectors,word,code_m1
0x0f07,0x0010,bits_4_to_6_vectors,word,code_m1
0x0f17,0x0010,bits_0_to_2_vectors,word,code_m1
-0x0f27,0x000c,ucode_vectors,word,code_m1
+0x0f27,0x000c,ucode_08_to_0e_vectors,word,code_m1
0x0f33,0x0001,vector_on_bits_4_to_6,code
0x0f46,0x0001,vector_on_bits_0_to_2,code
0x0f57,0x0001,decimal_inc,code
0x0f66,0x0001,decimal_dec,code
-0x0f83,0x0001,vector_to_update_a_decimal,code
-0x0f8d,0x0001,ucode_score,code
+0x0f83,0x0001,vector_to_set_decimal,code
+0x0f8d,0x0001,ucode_decimal,code
0x0fb1,0x0001,adjust_score_for_reset_object,code
0x0fb9,0x0001,ucode_byte,code
-0x0fdb,0x0001,go_ucode_score,code
+0x0fdb,0x0001,go_ucode_decimal,code
# enter with ucode_pair_object = 1st byte of ucode pair, a = 2nd byte
# these values come from do_ucode_pair (I think the only external caller)
# does ldx *ucode_pair_object first, so in below, "object" refers to this
# < 0x30: set demo mode, set mission from 2nd byte bits 0..3
# < 0xa0: vector to start game
# >= 0xa0: start game demo
-# < 0x08: go to ucode_score, with unusual bcc -> bcc instruction
+# < 0x08: go to ucode_decimal, with unusual bcc -> bcc instruction
# 2nd byte bits 4..7
# == 0x30: vector to update a decimal based on 2nd byte bits 0..2
-# .dw loc_0ebc - 1
-# .dw loc_0ebc - 1
-# .dw loc_0ec1 - 1
-# .dw loc_0ece - 1
-# .dw loc_0ed4 - 1
-# .dw loc_0edc - 1
-# .dw loc_0ee4 - 1
-# .dw loc_0eec - 1
+# .dw set_decimal_0 - 1
+# .dw set_decimal_0 - 1
+# .dw set_decimal_score_var_4b80_score_var_4b00_by_mission - 1
+# .dw set_decimal_1 - 1
+# .dw set_decimal_score_var_4880_score_var_4800 - 1
+# .dw set_decimal_score_var_4980_score_var_4900 - 1
+# .dw set_decimal_score_var_4a80_score_var_4a00 - 1
+# .dw set_decimal_score_var_4b80_score_var_4b00 - 1
# == 0x40: decimal increment
# 2nd byte bits 0..2 are *2 and give index into decimals array
# == 0x50: decimal decrement
# < 0x08: go to 0$
# if object is active, change its shape using 2nd byte bits 0..1
# < 0x0e: go to 3$
-# vector to ucode_vectors routine based on 2nd byte bits 0..2
+# vector to ucode_08_to_0e_vectors routine based on 2nd byte bits 0..2
# .dw horizontal_collision_and_zero - 1
# .dw vertical_collision_and_zero - 1
# .dw horizontal_collision - 1