^func:(nucore|numath|nu3d|nups2|nusound|edtools|gamelib|sdk)/  # US 1.00's older engine and libraries: layouts, debug line numbers; no rate code
^func:game/sfx/  # PAL 1.03 has more sounds: its sound tables, ids and their sizes
^func:game/(ai|chase|game|jeep|main|move|vehicle|cut)/(WaterCrunchFunction_Punch1|WaterCrunchFunction_Punch2|UpdateCRUNCHTIME|UpdateChase|HubSelect|UpdateLevel|DeathTransporter|FireBossWaterFire|ProcessFireBoss|InitWorld|MoveSCOOTER|MoveMINECART|MoveOFFROADER|ShootRoksSkyward|ProcessWeatherBoss_a|ProcessGliderBombs|ProcessGunBoat|CheckAtlasGround|ProcessAtlasAtlasCollisions_a|ProcessSatellite|ProcessSpaceStation|MoveZoffaUFO|ProcessAsteroid|CheckGliderCollisions|MoveGlider|DeadGliderCoco|GliderFire|ProcessBattleShip|ProcessSpaceArenaLevel|ProcessEarthBossLevel|ProcessEarthBossActions|ExplodeGlider|DeadGliderWB|UpdateGameCut)\b  # PAL 1.03's sound ids, 20-25 above US 1.00's
^func:game/(game|font3d|credits|panel|loadsave|camera)/(ProcMenu|DrawMenu|NewMenu|GetMenuInfo|MakeEditText|DrawNameInputTable|DrawMenuEntry|DrawMenuEntry2|InputNewLetter|CleanLetters|ResetGame|ResetCheckpoint|Text3D|DrawCredits|DrawTimeTrialTimes|BigOutOf|Draw3DCheckpointLetters|DrawGameMessage|DrawPanel|UpdatePlayerStats|MakeTimeI|MakeTimeF|MakeLevelTimeString|NewLevelTime|HubDrawItems|CheckFinish|UpdateSaveSlots|DrawGameSlot|DrawGameSlots|MoveGameCamera)\b  # PAL 1.03's languages: menu ids, the cursor and menu structs, text and its layout
^func:game/game/(NewMask|UpdateMask|DrawMask|MakeMaskMatrix|LoseMask|AddMaskFeathers|UpdateMaskFeathers)\b  # the mask struct; US 1.00 animates the mask in its own AnimateMask
^func:game/game/(ResetKabooms|AddKaboom|UpdateKabooms|DrawKabooms)\b  # the kaboom table: 72-byte records in PAL 1.03, 64 in US 1.00
^func:game/(game|game_obj|main|move|creature)/(InitLevel|DoInput|PickupItem|PickupPower|MoveMECH|MoveCRASH|MoveCOCO|MovePlayer|ResetPlayer|ManageCreatures|ProcessCreatures)\b  # level and menu mode ids, the creature struct's layout
^func:game/(move|game_obj|lights|main|creature)/(MoveSWIMMING|MoveFIREENGINE|MoveGYRO|MoveSUBMARINE|MoveSNOWBOARD|MoveMINETUB|PlayerCreatureCollisions|CrateCollisions|KillPlayer|UpdateProjectiles|LightEverythingInEditor|SetTexAnimSignals)\b  # struct layouts
^func:game/(main|bgload|cut)/(main|BGLoad|BGLoadInit|BGLoadStart|BGLoadEnd|BGLoadCutMovie|LoadLevel|TextureDestroy|InitTexAnimScripts|AppCutSceneFindCharacters)\b  # the video mode (512 vs 448 lines), thread priorities, debug line numbers; the pad recording keeps its 30000 frames (PadData's size)
^func:game/cut/(CutSceneNextFunction|StartCutMovie|PlayCutMovie|UpdateCutMovie|NewGameCutAnim)\b  # localised cut voices; US 1.00 inlines SetCutMovieRate in UpdateCutMovie
^func:game/(game|game_obj|ai|bug|camera|crate|deb3|vehicle)/(GameTiming|BonusTransporter|GetSurfaceInfo|MoveCreature|UpdateBugLight|BlendGameCamera|CrateOff|InitDeb3|AddDeb3|LaunchObjects|DrawCRUNCHTIME|ResetVehicleLevel)\b  # PAL 1.03 code changes and sound ids beside the rate sites
^data:(SfxTab|LData|ADeb|GameCut_|HData|cortex_gameover_tab|CMD_WATERCRUNCH|CMD_GONGBONGER|UFOEXPLODEID|sfxcount_global)  # PAL 1.03's sound and music ids, above US 1.00's
-^data:SfxTab(GLOBAL\+0x2152|FRONTEND\+0x(4a2|4d2|502|532))$  # sound ids whose shift fits a ratio
^data:LANGUAGEOPTION\+  # the language menu, PAL only
^data:CData\+0x6e4$  # a creature tweak in PAL 1.03
^data:(PadData|AkuAkuAnim|Mask|Kaboom|Cursor|Font3DTab|Credit|edit_txt|tCHECKINGMEMORYCARD|tMEMORYCARDISNOTFORMATTED|tNOTENOUGHSPACEONMEMORYCARD)\+size  # sized for PAL 1.03's languages, the pad recording buffer and runtime state
