# Stage 5's switch scene (game mode 0A, stage 0): the stone platform drawn above the top of the screen
#
# stage_00_platform_stand (094C93) draws the platform the players stand on during stage 5's switch
# event through depth_to_bucket (09A102); it stays on screen (screen y 139, the camera does not move),
# so the clamp for screen y < -16 never runs. Its projected y (field 2E of the object at 204920) is
# poked 179 pixels up for one frame and back (09A11B).
# The inputs up to frame 5557 are those of tests/controls/stage_05.txt (a one-player game sent to
# stage 5 through Stage Select Mode, debug game mode 8, then a trackball walk) so that the event comes
# at the same frame (game mode 0A from 5416, the platform from about 5550 to 5800).
1800  press coin1
+120  press start1
3300  poke 20F061 08
+100  poke 20F06E 05
+0  poke 20F06F 00
+100  press start1
3600  roll 1 -12 -12
3600  press button1
3749  roll 1 -4 4
3807  roll 1 -10 10
3983  roll 1 -10 10
3983  press button1
4112  roll 1 6 6
4255  roll 1 4 0
4255  press button1
4340  roll 1 0 6
4340  press button1
4420  roll 1 -6 6
4500  roll 1 0 -8
4500  press button1
4636  roll 1 0 8
4636  press button1
4743  roll 1 9 0
4743  press button1
4800  press coin1
4860  press start1
4863  roll 1 9 -9
4863  press button1
5013  roll 1 8 0
5048  roll 1 -10 -10
5048  press button1
5185  roll 1 11 0
5185  press button1
5261  roll 1 -5 5
5409  roll 1 -12 -12
5409  press button1
5557  roll 1 -8 -8
5557  press button1
5600  poke 20494E 48                # platform projected y 06FB -> 0648
+0    poke 20494F 06
5601  poke 20494E FB                # back
+0    poke 20494F 06
5700  end
