# Structures that keep the EE's layout: their pointer members are 32-bit slots (pc/tools/slotify.py).
# Not here: lookup tables that are only ever static data initialised with addresses (function and
# data tables: ACT_TBL_WORK, EA_WORK, _proc_wrk, PT_WORK, SS_WORK, ...). They keep host pointers.
# The game's own structures
ADMIN
ADV_WORK
ADXF_INFO
ADXT_INFO
AFS_INFO
ANM_WORK
AudioDec
BACKUPINFO
BH_PWORK
BH_SCEWORK
BUF_QUEUE
CAM_KEYF_WORK
CAM_WORK
CNK_LIGHTING
COM_EVT_WORK
CUT_WORK
CscVu1
D_WORK
E02_WORK
EB_WORK
EFF5SNOWGRP
EFF5SNOWRECT
EFFPRM_WORK
EVT_WORK
EXPAND_CTRL_BUF
FM_WORK
FSD_WORK
FT_WORK
FV_WORK
FW_WORK
FZ_WORK
HM
LFOPEN_INFO
LGT_WORK
LIP_WORK
LOAD_SCREEN
MASK_WORK
MDLSTR2
MEMORYCARDSTATE
ML_WORK
MN_WORK
MOV_INFO
MW
NJS_MDATA2_MOD
NP_WORK
OR_WORK
O_WRK
PAW_WORK
PMB_WRK
PP_WORK
PRM_WRK
PS2_OT
PS2_TEX_SAVE
PS2_TP_CACHE
P_WRK
R09_WORK
R0B_WORK
R0_WK
R49_WORK
RMI_WORK
ROM_WORK
SAVE_SCREEN
SCISSOR
SELECTFILEWINDOW
SITEM
SYSLOAD_SCREEN
SYSSAVE_SCREEN
SYS_WORK
S_WORK
StrFile
TXB_WORK
TYP_WORK
ViBuf
VoBuf
_cnc_wrk_typ
_door_wrk
_e19_dmg_typ
_eaw_typ
_eff30b_vtx_buf_typ
_en29_freework
_func_wrk_typ
_map_wrk
_rap_tex_typ
_search
_tag_wrk_typ
# Ninja (Katana SDK) model, motion and texture structures
NJS_ACTION
NJS_ACTION_LINK
NJS_CACTION
NJS_CNK_MODEL
NJS_LACTION
NJS_LIGHT_ATTR
NJS_MDATA1
NJS_MDATA2
NJS_MDATA3
NJS_MDATA4
NJS_MDATA5
NJS_MESHSET
NJS_MKEY_P
NJS_MODEL
NJS_MOTION
NJS_MOTION_DATA
NJS_MOTION_LINK
NJS_POINT2COL
NJS_POINT3COL
NJS_SCROLL
NJS_SPLINE
NJS_SPRITE
NJS_TEXINFO
NJS_TEXLIST
NJS_TEXNAME
NJS_TEXPALETTE
NJS_TEXSURFACE
cnkobj
obj
# Katana SDK structures embedded in the game's (SYS_WORK.ms_per)
PDS_PERIPHERAL
# Katana GD file system: the game places the handles at a literal offset after the work area
GDS_FS_HANDLE
GDS_FS_WORK
