# Stage A: a player caught by a sinkhole that has just opened (touch kind 0x1B: player state 7 with
# object flag 0x11), still too small (zoom field 08 below 0x100) when the hanging time runs out, so the
# player keeps hanging until it has grown (player_state_over_edge 0040C2).
# How: tests/controls/walk_0A.txt (one player, stage A) until frame 3600; then the trackball is rolled
# 14 4 (west-north-west, no jumps) into the sinkhole that opens at x 3632, y 5273 at frame 3647 (its
# zoom grows by 1 a frame): caught at 3756, it drops at 3827. Vitality refilled to 18 as in walk_0A.
# Also: the object pool is empty for one frame when the dropping player (state 8, substep 2) allocates
# its effect object: free_object_stack's count (20E900, s16) is poked to 0 at 3857 and put back to 68
# (its value then) at 3858, so allocate_object fails once and player_dropping_fall returns (00453A),
# what a full pool would do; the allocation succeeds a frame later. (A poke lands before the code of
# the next frame.)
1800  press coin1
1860  press start1
3180  poke 20F061 08
3280  poke 20F06E 0A
3280  poke 20F06F 00
3380  press start1
3480  roll 1 12 12
3480  press button1
3480  poke 204FDE 18
3525  press button1
3570  press button1
3600  poke 204FDE 18
3600  roll 1 14 4
3720  poke 204FDE 18
3840  poke 204FDE 18
3857  poke 20E900 00
3858  poke 20E900 68
3950  end
