# Stage slots 01, 02, 12, 06 and 07 of the per-stage tables that run every frame, reached with
# one-frame pokes of the stage variable (20F06E): no code ever writes 01, 02 or 12 there, stage 6
# never scrolls (its only event switches to game mode 10 at once) and stage 7 (the attract stage)
# never reaches its scroll end (4AAD) in a game.
# Base: the stage_05 walk (stage 5 through Stage Select Mode; at scroll 100 game mode 0A runs the
# switch to stage 0 and the stage 0 exit scene; frames 5416-6610).
# - Frames 5460-5511: stage 5 has reached its scroll end (scroll_ended FF from frame 5439) and game
#   mode 0A still runs the stage frame: with the stage poked to 01, 02, 12, 06 and 07 for one frame
#   each, update_scroll takes the scroll-end jump table entry of that slot (016BE5, 016BE8, 016C18,
#   016BF4, 016BF7) and update_stage_tile_layers the slot's animate_stage_palette entry
#   (01AD44, 01AD47, 01AD77) before it returns (scroll ended: no tile set reload).
# - Frames 6200-6207: the stage 0 exit scene (update_stage_00_exit_scene) calls update_background_scroll
#   every frame: stage 01, 02 and 12 for one frame each run update_nbg1_scroll_stage_01/02/12,
#   update_nbg2_scroll_stage_01/02/12 -> set_nbg2_scroll_to_camera_2, update_nbg3_scroll 01B8A1,
#   01B8A4 and 01B8D4. (The tables' entries for a 20th slot, 13, are left alone: no stage number
#   reaches them.)
# Each poke is undone the next frame (back to 05, then 00 after the switch). Starting a stage with
# 00, 01, 02 or 12 instead stops the V60 (run_vram_script at 099902): those slots' tile set lists
# hold 0007xxxx pointers and get_tile_set_*_bank add no 100000 bank for them.
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
5460  poke 20F06E 01
5461  poke 20F06E 05
5470  poke 20F06E 02
5471  poke 20F06E 05
5480  poke 20F06E 12
5481  poke 20F06E 05
5490  poke 20F06E 06
5491  poke 20F06E 05
5500  poke 20F06E 07
5501  poke 20F06E 05
6200  poke 20F06E 01
6201  poke 20F06E 00
6202  poke 20F06E 02
6203  poke 20F06E 00
6204  poke 20F06E 12
6205  poke 20F06E 00
6700  end
