	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_SceneInit_b2                   ## -- Begin function SceneInit_b2
	.p2align	4, 0x90
_SceneInit_b2:                          ## @SceneInit_b2
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%r15
	pushq	%r14
	pushq	%r13
	pushq	%r12
	pushq	%rbx
	subq	$40, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	_DATA_PTRS_BANK@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	movq	_scene_bank_ptrs@GOTPCREL(%rip), %rax
	movq	_scene_index@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rdx
	shlq	$2, %rdx
	addq	(%rax), %rdx
	movq	_bank_ptr@GOTPCREL(%rip), %r15
	movq	%r15, %rsi
	callq	_ReadBankedBankPtr
	movq	_bank_data_ptrs@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	(%r15), %rdi
	movq	8(%r15), %r14
	movq	(%rax,%rdi,8), %rbx
	leaq	(%r14,%rbx), %rsi
	callq	_ReadBankedUWORD
	movq	_image_index@GOTPCREL(%rip), %rcx
	movl	%eax, (%rcx)
	movq	(%r15), %rdi
	leaq	(%r14,%rbx), %rsi
	addq	$2, %rsi
	callq	_ReadBankedUBYTE
	cltq
	leaq	(%r14,%rbx), %rcx
	addq	$3, %rcx
	movq	%rcx, -56(%rbp)                 ## 8-byte Spill
	movq	%rax, -64(%rbp)                 ## 8-byte Spill
	testl	%eax, %eax
	je	LBB0_3
## %bb.1:
	movl	$24, %r12d
	movq	-56(%rbp), %r13                 ## 8-byte Reload
	movq	-64(%rbp), %rax                 ## 8-byte Reload
	.p2align	4, 0x90
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	%rax, -48(%rbp)                 ## 8-byte Spill
	movq	(%r15), %rdi
	movq	%r13, %rsi
	callq	_ReadBankedUBYTE
	movslq	%eax, %rdx
	movq	_DATA_PTRS_BANK@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	shlq	$2, %rdx
	movq	_sprite_bank_ptrs@GOTPCREL(%rip), %rax
	addq	(%rax), %rdx
	leaq	-80(%rbp), %rsi
	callq	_ReadBankedBankPtr
	movq	_bank_data_ptrs@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	-80(%rbp), %rdi
	movq	-72(%rbp), %r15
	movq	(%rax,%rdi,8), %r14
	leaq	(%r15,%r14), %rsi
	callq	_ReadBankedUBYTE
	movl	%eax, %edi
	callq	_MUL_4
	movq	%rax, %rbx
	movq	-80(%rbp), %rdi
	leaq	(%r15,%r14), %rcx
	incq	%rcx
	movq	_bank_ptr@GOTPCREL(%rip), %r15
	movq	%r12, %rsi
	movq	%rax, %rdx
	callq	_SetBankedSpriteData
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	addq	%rbx, %r12
	incq	%r13
	decq	%rax
	jne	LBB0_2
LBB0_3:
	movq	-64(%rbp), %r14                 ## 8-byte Reload
	movq	-56(%rbp), %rbx                 ## 8-byte Reload
	leaq	(%rbx,%r14), %rsi
	movq	(%r15), %rdi
	callq	_ReadBankedUBYTE
                                        ## kill: def $eax killed $eax def $rax
	leal	1(%rax), %ecx
	movslq	%ecx, %rcx
	movq	_scene_num_actors@GOTPCREL(%rip), %rdx
	movq	%rcx, (%rdx)
	leaq	(%rbx,%r14), %r12
	incq	%r12
	testl	%eax, %eax
	je	LBB0_4
## %bb.5:
	movl	$1, %eax
	xorl	%r14d, %r14d
	.p2align	4, 0x90
LBB0_6:                                 ## =>This Inner Loop Header: Depth=1
	movq	%rax, -48(%rbp)                 ## 8-byte Spill
	movq	_bank_ptr@GOTPCREL(%rip), %r13
	movq	(%r13), %rdi
	movq	%r12, %rsi
	callq	_ReadBankedUBYTE
	movq	_actors@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rcx
	movl	%eax, 96(%rcx,%r14)
	movq	_TRUE@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, 184(%rcx,%r14)
	movq	_FALSE@GOTPCREL(%rip), %r15
	movq	(%r15), %rax
	movq	%rax, 176(%rcx,%r14)
	movl	(%r15), %eax
	movq	(%rdx), %rcx
	movq	%rdx, %rbx
	movl	%eax, 100(%rcx,%r14)
	movq	(%r13), %rdi
	leaq	1(%r12), %rsi
	callq	_ReadBankedUBYTE
	movq	(%rbx), %rcx
	movl	%eax, 100(%rcx,%r14)
	movl	$0, 104(%rcx,%r14)
	movq	(%r13), %rdi
	leaq	2(%r12), %rsi
	callq	_ReadBankedUBYTE
	movq	(%rbx), %rcx
	movl	%eax, 104(%rcx,%r14)
	movq	(%r15), %rax
	movl	%eax, 108(%rcx,%r14)
	movq	$0, 168(%rcx,%r14)
	movq	%rax, 160(%rcx,%r14)
	movq	(%r13), %rdi
	leaq	3(%r12), %r15
	movq	%r15, %rsi
	callq	_ReadBankedUBYTE
	andl	$1, %eax
	movq	(%rbx), %rcx
	movl	%eax, 108(%rcx,%r14)
	movl	$0, 112(%rcx,%r14)
	movq	(%r13), %rdi
	movq	%r15, %rsi
	callq	_ReadBankedUBYTE
	sarl	%eax
	movq	(%rbx), %rcx
	movl	%eax, 112(%rcx,%r14)
	movq	$0, 116(%rcx,%r14)
	movq	(%r13), %rdi
	leaq	4(%r12), %rsi
	callq	_ReadBankedUBYTE
	movl	%eax, %edi
	callq	_MUL_8
	addq	$8, %rax
	movq	(%rbx), %rcx
	movq	%rax, 152(%rcx,%r14)
	movq	(%r13), %rdi
	leaq	5(%r12), %rsi
	callq	_ReadBankedUBYTE
	movl	%eax, %edi
	callq	_MUL_8
	addq	$8, %rax
	movq	(%rbx), %rcx
	movq	%rax, 144(%rcx,%r14)
	movq	(%r13), %rdi
	leaq	6(%r12), %rsi
	callq	_ReadBankedUBYTE
	xorl	%ecx, %ecx
	cmpl	$4, %eax
	sete	%cl
	cmpl	$2, %eax
	movl	$-1, %esi
	cmovel	%esi, %ecx
	movq	(%rbx), %rdx
	movl	%ecx, 136(%rdx,%r14)
	xorl	%ecx, %ecx
	cmpl	$1, %eax
	sete	%cl
	cmpl	$8, %eax
	cmovel	%esi, %ecx
	movl	%ecx, 140(%rdx,%r14)
	movl	$0, 124(%rdx,%r14)
	movq	(%r13), %rdi
	leaq	7(%r12), %rsi
	callq	_ReadBankedUBYTE
	movq	(%rbx), %rcx
	movl	%eax, 124(%rcx,%r14)
	movq	(%r13), %rdi
	leaq	8(%r12), %rsi
	callq	_ReadBankedUBYTE
	movq	(%rbx), %rcx
	movl	%eax, 116(%rcx,%r14)
	movq	(%r13), %rdi
	leaq	9(%r12), %rsi
	callq	_ReadBankedUBYTE
	movq	(%rbx), %rcx
	movl	%eax, 120(%rcx,%r14)
	movq	(%r13), %rdi
	leaq	10(%r12), %rsi
	callq	_ReadBankedUBYTE
	movq	(%rbx), %rcx
	movq	%rbx, %r15
	movl	%eax, 128(%rcx,%r14)
	movq	(%r13), %rdi
	leaq	11(%r12), %rsi
	callq	_ReadBankedUBYTE
	movl	%eax, %ebx
	shll	$8, %ebx
	movq	(%r13), %rdi
	leaq	12(%r12), %rsi
	callq	_ReadBankedUBYTE
	movq	_scene_num_actors@GOTPCREL(%rip), %rdx
	addl	%ebx, %eax
	movq	(%r15), %rcx
	movl	%eax, 132(%rcx,%r14)
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	addq	$13, %r12
	incq	%rax
	addq	$96, %r14
	cmpq	(%rdx), %rax
	jne	LBB0_6
## %bb.7:
	movq	_bank_ptr@GOTPCREL(%rip), %r13
	jmp	LBB0_8
LBB0_4:
	movq	%r15, %r13
LBB0_8:
	movq	(%r13), %rdi
	movq	%r12, %rsi
	callq	_ReadBankedUBYTE
	cltq
	movq	_scene_num_triggers@GOTPCREL(%rip), %rcx
	movq	%rax, (%rcx)
	incq	%r12
	testl	%eax, %eax
	je	LBB0_11
## %bb.9:
	xorl	%ebx, %ebx
	xorl	%r14d, %r14d
	.p2align	4, 0x90
LBB0_10:                                ## =>This Inner Loop Header: Depth=1
	movq	(%r13), %rdi
	movq	%r12, %rsi
	callq	_ReadBankedUBYTE
	movq	_triggers@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rcx
	movq	%rdx, %r15
	movl	%eax, 16(%rcx,%rbx)
	movq	(%r13), %rdi
	leaq	1(%r12), %rsi
	callq	_ReadBankedUBYTE
	movq	(%r15), %rcx
	movl	%eax, 20(%rcx,%rbx)
	movl	$0, (%rcx,%rbx)
	movq	(%r13), %rdi
	leaq	2(%r12), %rsi
	callq	_ReadBankedUBYTE
	movq	(%r15), %rcx
	movl	%eax, (%rcx,%rbx)
	movl	$0, 4(%rcx,%rbx)
	movq	(%r13), %rdi
	leaq	3(%r12), %rsi
	callq	_ReadBankedUBYTE
	movq	(%r15), %rcx
	movl	%eax, 4(%rcx,%rbx)
	movq	(%r13), %rdi
	leaq	5(%r12), %rsi
	callq	_ReadBankedUBYTE
	movq	(%r15), %rcx
	movl	%eax, 8(%rcx,%rbx)
	movq	(%r13), %rdi
	leaq	6(%r12), %rsi
	callq	_ReadBankedUBYTE
	movl	%eax, %r15d
	shll	$8, %r15d
	movq	(%r13), %rdi
	leaq	7(%r12), %rsi
	callq	_ReadBankedUBYTE
	addl	%r15d, %eax
	movq	_triggers@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movl	%eax, 12(%rcx,%rbx)
	movq	_scene_num_triggers@GOTPCREL(%rip), %rax
	addq	$8, %r12
	incq	%r14
	addq	$24, %rbx
	cmpq	(%rax), %r14
	jne	LBB0_10
LBB0_11:
	movq	(%r13), %rdi
	movq	%r12, %rsi
	callq	_ReadBankedUBYTE
	movq	_collision_tiles_len@GOTPCREL(%rip), %rcx
	movl	%eax, (%rcx)
	incq	%r12
	movq	_scene_load_col_ptr@GOTPCREL(%rip), %rax
	movq	%r12, (%rax)
	movq	(%r13), %rax
	movq	_col_bank@GOTPCREL(%rip), %rcx
	movq	%rax, (%rcx)
	addq	$40, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_DATA_PTRS_BANK,4,2             ## @DATA_PTRS_BANK
	.comm	_bank_ptr,16,3                  ## @bank_ptr
	.comm	_scene_bank_ptrs,8,3            ## @scene_bank_ptrs
	.comm	_scene_index,8,3                ## @scene_index
	.comm	_bank_data_ptrs,8,3             ## @bank_data_ptrs
	.comm	_image_index,4,2                ## @image_index
	.comm	_sprite_bank_ptrs,8,3           ## @sprite_bank_ptrs
	.comm	_scene_num_actors,8,3           ## @scene_num_actors
	.comm	_actors,8,3                     ## @actors
	.comm	_TRUE,4,2                       ## @TRUE
	.comm	_FALSE,8,3                      ## @FALSE
	.comm	_scene_num_triggers,8,3         ## @scene_num_triggers
	.comm	_triggers,8,3                   ## @triggers
	.comm	_collision_tiles_len,4,2        ## @collision_tiles_len
	.comm	_scene_load_col_ptr,8,3         ## @scene_load_col_ptr
	.comm	_col_bank,8,3                   ## @col_bank
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal8,8byte_literals
	.p2align	3                               ; -- Begin function SceneInit_b2
lCPI0_0:
	.long	2                               ; 0x2
	.long	8                               ; 0x8
lCPI0_1:
	.long	4                               ; 0x4
	.long	1                               ; 0x1
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_SceneInit_b2
	.p2align	2
_SceneInit_b2:                          ; @SceneInit_b2
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #160
	.cfi_def_cfa_offset 160
	stp	d11, d10, [sp, #32]             ; 16-byte Folded Spill
	stp	d9, d8, [sp, #48]               ; 16-byte Folded Spill
	stp	x28, x27, [sp, #64]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #80]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #96]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #112]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #128]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #144]            ; 16-byte Folded Spill
	add	x29, sp, #144
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	.cfi_offset w21, -40
	.cfi_offset w22, -48
	.cfi_offset w23, -56
	.cfi_offset w24, -64
	.cfi_offset w25, -72
	.cfi_offset w26, -80
	.cfi_offset w27, -88
	.cfi_offset w28, -96
	.cfi_offset b8, -104
	.cfi_offset b9, -112
	.cfi_offset b10, -120
	.cfi_offset b11, -128
Lloh0:
	adrp	x24, _DATA_PTRS_BANK@GOTPAGE
Lloh1:
	ldr	x24, [x24, _DATA_PTRS_BANK@GOTPAGEOFF]
Lloh2:
	adrp	x8, _scene_bank_ptrs@GOTPAGE
Lloh3:
	ldr	x8, [x8, _scene_bank_ptrs@GOTPAGEOFF]
	ldr	w0, [x24]
Lloh4:
	ldr	x8, [x8]
Lloh5:
	adrp	x9, _scene_index@GOTPAGE
Lloh6:
	ldr	x9, [x9, _scene_index@GOTPAGEOFF]
Lloh7:
	ldr	x9, [x9]
	add	x2, x8, x9, lsl #2
Lloh8:
	adrp	x19, _bank_ptr@GOTPAGE
Lloh9:
	ldr	x19, [x19, _bank_ptr@GOTPAGEOFF]
	mov	x1, x19
	bl	_ReadBankedBankPtr
Lloh10:
	adrp	x25, _bank_data_ptrs@GOTPAGE
Lloh11:
	ldr	x25, [x25, _bank_data_ptrs@GOTPAGEOFF]
	ldr	x8, [x25]
	ldp	x0, x9, [x19]
	ldr	x8, [x8, x0, lsl #3]
	add	x20, x9, x8
	mov	x1, x20
	bl	_ReadBankedUWORD
Lloh12:
	adrp	x8, _image_index@GOTPAGE
Lloh13:
	ldr	x8, [x8, _image_index@GOTPAGEOFF]
Lloh14:
	str	w0, [x8]
	ldr	x0, [x19]
	add	x1, x20, #2
	bl	_ReadBankedUBYTE
                                        ; kill: def $w0 killed $w0 def $x0
	sxtw	x8, w0
	str	x8, [sp, #8]                    ; 8-byte Folded Spill
	add	x27, x20, #3
	cbz	w0, LBB0_3
; %bb.1:
	mov	w20, #24
Lloh15:
	adrp	x28, _sprite_bank_ptrs@GOTPAGE
Lloh16:
	ldr	x28, [x28, _sprite_bank_ptrs@GOTPAGEOFF]
	mov	x21, x27
	ldr	x26, [sp, #8]                   ; 8-byte Folded Reload
LBB0_2:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x0, [x19]
	mov	x1, x21
	bl	_ReadBankedUBYTE
	ldr	w8, [x24]
	ldr	x9, [x28]
	add	x2, x9, w0, sxtw #2
	add	x1, sp, #16
	mov	x0, x8
	bl	_ReadBankedBankPtr
	ldr	x8, [x25]
	ldp	x0, x9, [sp, #16]
	ldr	x8, [x8, x0, lsl #3]
	add	x22, x9, x8
	mov	x1, x22
	bl	_ReadBankedUBYTE
	bl	_MUL_4
	mov	x23, x0
	ldr	x0, [sp, #16]
	add	x3, x22, #1
	mov	x1, x20
	mov	x2, x23
	bl	_SetBankedSpriteData
	add	x20, x23, x20
	add	x21, x21, #1
	subs	x26, x26, #1
	b.ne	LBB0_2
LBB0_3:
	ldr	x8, [sp, #8]                    ; 8-byte Folded Reload
	add	x20, x27, x8
	ldr	x0, [x19]
	mov	x1, x20
	bl	_ReadBankedUBYTE
	add	w8, w0, #1
	sxtw	x8, w8
Lloh17:
	adrp	x22, _scene_num_actors@GOTPAGE
Lloh18:
	ldr	x22, [x22, _scene_num_actors@GOTPAGEOFF]
	str	x8, [x22]
	add	x20, x20, #1
	cbz	w0, LBB0_6
; %bb.4:
	mov	w23, #1
Lloh19:
	adrp	x24, _actors@GOTPAGE
Lloh20:
	ldr	x24, [x24, _actors@GOTPAGEOFF]
Lloh21:
	adrp	x25, _TRUE@GOTPAGE
Lloh22:
	ldr	x25, [x25, _TRUE@GOTPAGEOFF]
Lloh23:
	adrp	x26, _FALSE@GOTPAGE
Lloh24:
	ldr	x26, [x26, _FALSE@GOTPAGEOFF]
	mov	w27, #96
Lloh25:
	adrp	x8, lCPI0_0@PAGE
Lloh26:
	ldr	d8, [x8, lCPI0_0@PAGEOFF]
	movi.2s	v9, #1
Lloh27:
	adrp	x8, lCPI0_1@PAGE
Lloh28:
	ldr	d10, [x8, lCPI0_1@PAGEOFF]
LBB0_5:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x0, [x19]
	mov	x1, x20
	bl	_ReadBankedUBYTE
	ldr	x8, [x24]
	add	x8, x8, x27
	str	w0, [x8]
	ldr	w9, [x25]
	str	w9, [x8, #88]
	ldr	x9, [x26]
	str	x9, [x8, #80]
	ldr	x8, [x26]
	ldr	x9, [x24]
	add	x9, x9, x27
	str	w8, [x9, #4]
	ldr	x0, [x19]
	add	x1, x20, #1
	bl	_ReadBankedUBYTE
	ldr	x8, [x24]
	add	x8, x8, x27
	stp	w0, wzr, [x8, #4]
	ldr	x0, [x19]
	add	x1, x20, #2
	bl	_ReadBankedUBYTE
	ldr	x8, [x24]
	add	x8, x8, x27
	str	w0, [x8, #8]
	ldr	x9, [x26]
	str	w9, [x8, #12]
	stp	x9, xzr, [x8, #64]
	ldr	x0, [x19]
	add	x21, x20, #3
	mov	x1, x21
	bl	_ReadBankedUBYTE
	and	w8, w0, #0x1
	ldr	x9, [x24]
	add	x9, x9, x27
	stp	w8, wzr, [x9, #12]
	ldr	x0, [x19]
	mov	x1, x21
	bl	_ReadBankedUBYTE
	asr	w8, w0, #1
	ldr	x9, [x24]
	add	x9, x9, x27
	stp	wzr, wzr, [x9, #20]
	str	w8, [x9, #16]
	ldr	x0, [x19]
	add	x1, x20, #4
	bl	_ReadBankedUBYTE
	bl	_MUL_8
	add	x8, x0, #8
	ldr	x9, [x24]
	add	x9, x9, x27
	str	x8, [x9, #56]
	ldr	x0, [x19]
	add	x1, x20, #5
	bl	_ReadBankedUBYTE
	bl	_MUL_8
	add	x8, x0, #8
	ldr	x9, [x24]
	add	x9, x9, x27
	str	x8, [x9, #48]
	ldr	x0, [x19]
	add	x1, x20, #6
	bl	_ReadBankedUBYTE
	ldr	x8, [x24]
	dup.2s	v0, w0
	cmeq.2s	v1, v0, v8
	cmeq.2s	v0, v0, v10
	and.8b	v0, v0, v9
	orr.8b	v0, v0, v1
	add	x8, x8, x27
	str	d0, [x8, #40]
	str	wzr, [x8, #28]
	ldr	x0, [x19]
	add	x1, x20, #7
	bl	_ReadBankedUBYTE
	ldr	x8, [x24]
	add	x8, x8, x27
	str	w0, [x8, #28]
	ldr	x0, [x19]
	add	x1, x20, #8
	bl	_ReadBankedUBYTE
	ldr	x8, [x24]
	add	x8, x8, x27
	str	w0, [x8, #20]
	ldr	x0, [x19]
	add	x1, x20, #9
	bl	_ReadBankedUBYTE
	ldr	x8, [x24]
	add	x8, x8, x27
	str	w0, [x8, #24]
	ldr	x0, [x19]
	add	x1, x20, #10
	bl	_ReadBankedUBYTE
	ldr	x8, [x24]
	add	x8, x8, x27
	str	w0, [x8, #32]
	ldr	x0, [x19]
	add	x1, x20, #11
	bl	_ReadBankedUBYTE
	mov	x21, x0
	ldr	x0, [x19]
	add	x1, x20, #12
	bl	_ReadBankedUBYTE
	add	w8, w0, w21, lsl #8
	ldr	x9, [x24]
	add	x9, x9, x27
	str	w8, [x9, #36]
	add	x20, x20, #13
	add	x23, x23, #1
	ldr	x8, [x22]
	add	x27, x27, #96
	cmp	x23, x8
	b.ne	LBB0_5
LBB0_6:
	ldr	x0, [x19]
	mov	x1, x20
	bl	_ReadBankedUBYTE
                                        ; kill: def $w0 killed $w0 def $x0
	sxtw	x8, w0
Lloh29:
	adrp	x22, _scene_num_triggers@GOTPAGE
Lloh30:
	ldr	x22, [x22, _scene_num_triggers@GOTPAGEOFF]
	str	x8, [x22]
	add	x20, x20, #1
	cbz	w0, LBB0_9
; %bb.7:
	mov	x23, #0
	mov	x24, #0
Lloh31:
	adrp	x25, _triggers@GOTPAGE
Lloh32:
	ldr	x25, [x25, _triggers@GOTPAGEOFF]
LBB0_8:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x0, [x19]
	mov	x1, x20
	bl	_ReadBankedUBYTE
	ldr	x8, [x25]
	add	x8, x8, x23
	str	w0, [x8, #16]
	ldr	x0, [x19]
	add	x1, x20, #1
	bl	_ReadBankedUBYTE
	ldr	x8, [x25]
	add	x8, x8, x23
	str	w0, [x8, #20]
	str	wzr, [x8]
	ldr	x0, [x19]
	add	x1, x20, #2
	bl	_ReadBankedUBYTE
	ldr	x8, [x25]
	add	x8, x8, x23
	stp	w0, wzr, [x8]
	ldr	x0, [x19]
	add	x1, x20, #3
	bl	_ReadBankedUBYTE
	ldr	x8, [x25]
	add	x8, x8, x23
	str	w0, [x8, #4]
	ldr	x0, [x19]
	add	x1, x20, #5
	bl	_ReadBankedUBYTE
	ldr	x8, [x25]
	add	x8, x8, x23
	str	w0, [x8, #8]
	ldr	x0, [x19]
	add	x1, x20, #6
	bl	_ReadBankedUBYTE
	mov	x21, x0
	ldr	x0, [x19]
	add	x1, x20, #7
	bl	_ReadBankedUBYTE
	add	w8, w0, w21, lsl #8
	ldr	x9, [x25]
	add	x9, x9, x23
	str	w8, [x9, #12]
	add	x20, x20, #8
	add	x24, x24, #1
	ldr	x8, [x22]
	add	x23, x23, #24
	cmp	x24, x8
	b.ne	LBB0_8
LBB0_9:
	ldr	x0, [x19]
	mov	x1, x20
	bl	_ReadBankedUBYTE
Lloh33:
	adrp	x8, _collision_tiles_len@GOTPAGE
Lloh34:
	ldr	x8, [x8, _collision_tiles_len@GOTPAGEOFF]
Lloh35:
	str	w0, [x8]
Lloh36:
	adrp	x8, _scene_load_col_ptr@GOTPAGE
Lloh37:
	ldr	x8, [x8, _scene_load_col_ptr@GOTPAGEOFF]
	add	x9, x20, #1
Lloh38:
	str	x9, [x8]
	ldr	x8, [x19]
Lloh39:
	adrp	x9, _col_bank@GOTPAGE
Lloh40:
	ldr	x9, [x9, _col_bank@GOTPAGEOFF]
Lloh41:
	str	x8, [x9]
	ldp	x29, x30, [sp, #144]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #128]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #112]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #96]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #80]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #64]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp, #48]               ; 16-byte Folded Reload
	ldp	d11, d10, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #160
	ret
	.loh AdrpLdrGotStr	Lloh12, Lloh13, Lloh14
	.loh AdrpLdrGot	Lloh10, Lloh11
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh2, Lloh3, Lloh4
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh15, Lloh16
	.loh AdrpLdrGot	Lloh17, Lloh18
	.loh AdrpLdr	Lloh27, Lloh28
	.loh AdrpAdrp	Lloh25, Lloh27
	.loh AdrpLdr	Lloh25, Lloh26
	.loh AdrpLdrGot	Lloh23, Lloh24
	.loh AdrpLdrGot	Lloh21, Lloh22
	.loh AdrpLdrGot	Lloh19, Lloh20
	.loh AdrpLdrGot	Lloh29, Lloh30
	.loh AdrpLdrGot	Lloh31, Lloh32
	.loh AdrpLdrGotStr	Lloh39, Lloh40, Lloh41
	.loh AdrpLdrGotStr	Lloh36, Lloh37, Lloh38
	.loh AdrpLdrGotStr	Lloh33, Lloh34, Lloh35
	.cfi_endproc
                                        ; -- End function
	.comm	_DATA_PTRS_BANK,4,2             ; @DATA_PTRS_BANK
	.comm	_bank_ptr,16,3                  ; @bank_ptr
	.comm	_scene_bank_ptrs,8,3            ; @scene_bank_ptrs
	.comm	_scene_index,8,3                ; @scene_index
	.comm	_bank_data_ptrs,8,3             ; @bank_data_ptrs
	.comm	_image_index,4,2                ; @image_index
	.comm	_sprite_bank_ptrs,8,3           ; @sprite_bank_ptrs
	.comm	_scene_num_actors,8,3           ; @scene_num_actors
	.comm	_actors,8,3                     ; @actors
	.comm	_TRUE,4,2                       ; @TRUE
	.comm	_FALSE,8,3                      ; @FALSE
	.comm	_scene_num_triggers,8,3         ; @scene_num_triggers
	.comm	_triggers,8,3                   ; @triggers
	.comm	_collision_tiles_len,4,2        ; @collision_tiles_len
	.comm	_scene_load_col_ptr,8,3         ; @scene_load_col_ptr
	.comm	_col_bank,8,3                   ; @col_bank
.subsections_via_symbols
