{ 0x54c2e, STOP_AT_WAIT_INPUT }, /* after pressing 'HELP' key while showing menu line on benson */
{ 0x55446, STOP_AT_WAIT_INPUT }, /* after pressing 'RETURN' while game waits for other key to resume */
{ 0x51620, STOP_AT_WAIT_VBL }, /* after dying, waiting for VBL to fade out palette */
- { 0x596BC, STOP_AT_CLEAR_SCREEN1 }, /* clear the screen (here we know the color 8, this is wy we cannot do it earlier) */
- { 0x596F4, STOP_AT_CLEAR_SCREEN1 },
- { 0x59720, STOP_AT_CLEAR_SCREEN1 },
- { 0x598A8, STOP_AT_CLEAR_SCREEN1 },
+ { 0x596BC, STOP_AT_CLEAR_SCREEN1 }, /* clear the screen inside building, no windows (here we know the color 8, this is wy we cannot do it earlier) */
+ { 0x596F4, STOP_AT_CLEAR_SCREEN1 }, /* walking above ground */
+ { 0x59720, STOP_AT_CLEAR_SCREEN1 }, /* unknown */
+ { 0x598A8, STOP_AT_CLEAR_SCREEN1 }, /* space craft on ground */
{ 0x598E6, STOP_AT_CLEAR_SCREEN2 }, /* special case where we use color index 15 when we are flying (no raster split for ground color) */
{ 0x59982, STOP_AT_CLEAR_SCREEN3 }, /* special case where we are in universe and do not have any ground */
{ 0x55F2E, STOP_AT_DRAW_GROUND }, /* the ground is rendered. the color index is captured at CLEAR_SCREEN */
- { 0x59710, STOP_AT_DRAW_GROUND }, /* at this point there is ground rendered, because game uses raster split for ground color, but we do render opengl */
+ { 0x596CE, STOP_AT_DRAW_GROUND }, /* at this point there is ground (inside building) rendered, because game uses raster split for ground color, but we do render opengl */
+ { 0x59710, STOP_AT_DRAW_GROUND }, /* at this point there is ground (outside) rendered, because game uses raster split for ground color, but we do render opengl */
{ 0x531EA, STOP_AT_INFO_OBJECT_MOVING }, /* get ID and position of next object */
/* note: there a no fix objects in this game (no taxi/bus/intercity) */
{ 0x534EA, STOP_AT_TAG_IS_OBJECT_1 }, /* indicates that the next tag is an object */
{ 0x55d94, STOP_AT_WAIT_INPUT }, /* after pressing 'HELP' key while showing menu line on benson */
{ 0x563a6, STOP_AT_WAIT_INPUT }, /* after pressing 'RETURN' while game waits for other key to resume */
{ 0x52946, STOP_AT_WAIT_VBL }, /* after dying, waiting for VBL to fade out palette */
- { 0x5A456, STOP_AT_CLEAR_SCREEN1 }, /* clear the screen (here we know the color 8, this is wy we cannot do it earlier) */
- { 0x5A48E, STOP_AT_CLEAR_SCREEN1 },
- { 0x5A4BA, STOP_AT_CLEAR_SCREEN1 },
- { 0x5A672, STOP_AT_CLEAR_SCREEN1 },
+ { 0x5A456, STOP_AT_CLEAR_SCREEN1 }, /* clear the screen inside building, no windows (here we know the color 8, this is wy we cannot do it earlier) */
+ { 0x5A48E, STOP_AT_CLEAR_SCREEN1 }, /* walking above ground */
+ { 0x5A4BA, STOP_AT_CLEAR_SCREEN1 }, /* unknown */
+ { 0x5A672, STOP_AT_CLEAR_SCREEN1 }, /* space craft on ground */
{ 0x5A6B0, STOP_AT_CLEAR_SCREEN2 }, /* special case where we use color index 15 when we are flying (no raster split for ground color) */
{ 0x5A770, STOP_AT_CLEAR_SCREEN3 }, /* special case where we are in universe and do not have any ground */
{ 0x56E00, STOP_AT_DRAW_GROUND }, /* the ground is rendered. the color index is captured at CLEAR_SCREEN */
- { 0x5A4AA, STOP_AT_DRAW_GROUND }, /* at this point there is ground rendered, because game uses raster split for ground color, but we do render opengl */
+ { 0x5A468, STOP_AT_DRAW_GROUND }, /* at this point there is ground (inside building) rendered, because game uses raster split for ground color, but we do render opengl */
+ { 0x5A4AA, STOP_AT_DRAW_GROUND }, /* at this point there is ground (outside) rendered, because game uses raster split for ground color, but we do render opengl */
{ 0x53FE2, STOP_AT_INFO_OBJECT_MOVING }, /* get ID and position of next object */
{ 0x53E42, STOP_AT_INFO_OBJECT_FIX }, /* next object is FIX (taxi/bus/intercity) */
{ 0x53E8E, STOP_AT_INFO_OBJECT_FIX },