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lemm: update to have all intros
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@ -85,7 +85,7 @@ LEMM: lemm.o
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lemm.o: lemm.s zp.inc hardware.inc qload.inc \
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graphics/sprites.inc \
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intro_level1.s update_time.s hgr_sprite.s draw_flames.s \
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intro_level.s update_time.s hgr_sprite.s draw_flames.s \
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draw_door.s move_lemming.s draw_lemming.s \
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hgr_hlin.s hgr_vlin.s update_menu.s \
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interrupt_handler.s keyboard.s draw_pointer.s \
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@ -133,6 +133,8 @@ lemm.inc: generate_common LEMM
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./generate_common -a 0x6000 -s exit_y1_smc lemm.lst >> lemm.inc
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./generate_common -a 0x6000 -s exit_y2_smc lemm.lst >> lemm.inc
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./generate_common -a 0x6000 -s load_music lemm.lst >> lemm.inc
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./generate_common -a 0x6000 -s intro_text_smc_l lemm.lst >> lemm.inc
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./generate_common -a 0x6000 -s intro_text_smc_h lemm.lst >> lemm.inc
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####
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@ -1,7 +1,7 @@
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;=====================================
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; print the intro message for level1
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;=====================================
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;========================
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; print the intro message
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;========================
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intro_level:
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@ -12,40 +12,26 @@ intro_level:
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level_preview_l_smc:
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lda #$DD
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sta getsrc_smc+1 ; LZSA_SRC_LO
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sta getsrc_smc+1 ; LZSA_SRC_LO
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level_preview_h_smc:
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lda #$DD
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sta getsrc_smc+2 ; LZSA_SRC_HI
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sta getsrc_smc+2 ; LZSA_SRC_HI
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lda #$20
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jsr decompress_lzsa2_fast
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; bit SET_TEXT
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; print non-inverse
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jsr set_normal
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; print messages
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lda WHICH_LEVEL
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cmp #1
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bne its_level_5_text
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its_level_1_text:
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lda #<level1_intro_text
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intro_text_smc_l:
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lda #$dd
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sta OUTL
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lda #>level1_intro_text
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jmp its_level_1_text_done
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its_level_5_text:
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lda #<level5_intro_text
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sta OUTL
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lda #>level5_intro_text
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its_level_1_text_done:
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intro_text_smc_h:
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lda #$dd
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sta OUTH
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; print the text
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@ -74,9 +60,9 @@ intro_not_iie:
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rts
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;=====================================
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; print the outro message for level1
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;=====================================
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;========================
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; print the outro message
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;========================
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outro_level1:
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@ -128,17 +114,6 @@ l1_outro_loop:
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jmp wait_until_keypress
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level1_intro_text:
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.byte 0, 8,"LEVEL 1",0
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.byte 15, 8,"JUST DIG!",0
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.byte 9,12,"NUMBER OF LEMMINGS 10",0
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.byte 12,14,"10% TO BE SAVED",0
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.byte 12,16,"RELEASE RATE 50",0
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.byte 13,18,"TIME 5 MINUTES",0
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.byte 15,20,"RATING FUN",0
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.byte 8,23,"PRESS RETURN TO CONINUE",0
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level1_win_text:
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.byte 6, 1,"ALL LEMMINGS ACCOUNTED FOR.",0
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.byte 12, 3,"YOU RESCUED 100%",0
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@ -161,16 +136,6 @@ level1_lose_text:
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.byte 10,10," ",0 ; lazy hack
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.byte 10,10," ",0
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level5_intro_text:
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.byte 0, 8,"LEVEL 5",0
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.byte 14, 8,"YOU NEED BASHERS THIS TIME",0
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.byte 9,12,"NUMBER OF LEMMINGS 50",0
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.byte 12,14,"10% TO BE SAVED",0
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.byte 12,16,"RELEASE RATE 50",0
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.byte 13,18,"TIME 5 MINUTES",0
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.byte 15,20,"RATING FUN",0
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.byte 8,23,"PRESS RETURN TO CONINUE",0
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.align $100
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@ -317,7 +317,7 @@ level_continue:
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.include "hgr_tables.s"
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.include "hgr_sprite.s"
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.include "update_time.s"
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.include "intro_level1.s"
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.include "intro_level.s"
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.include "draw_flames.s"
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.include "draw_door.s"
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@ -47,10 +47,6 @@ do_level1:
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sta exit_y2_smc+1
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;==============
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; set up intro
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;==============
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@ -60,6 +56,11 @@ do_level1:
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lda #>level1_preview_lzsa
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sta level_preview_h_smc+1
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lda #<level1_intro_text
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sta intro_text_smc_l+1
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lda #>level1_intro_text
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sta intro_text_smc_h+1
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;==============
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; set up music
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;==============
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@ -308,3 +309,12 @@ lemm5_part5_lzsa:
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.incbin "music/lemm5.part5.lzsa"
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level1_intro_text:
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.byte 0, 8,"LEVEL 1",0
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.byte 15, 8,"JUST DIG!",0
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.byte 9,12,"NUMBER OF LEMMINGS 10",0
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.byte 12,14,"10% TO BE SAVED",0
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.byte 12,16,"RELEASE RATE 50",0
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.byte 13,18,"TIME 5 MINUTES",0
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.byte 15,20,"RATING FUN",0
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.byte 8,23,"PRESS RETURN TO CONINUE",0
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@ -56,6 +56,12 @@ do_level2:
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lda #>level2_preview_lzsa
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sta level_preview_h_smc+1
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lda #<level2_intro_text
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sta intro_text_smc_l+1
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lda #>level2_intro_text
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sta intro_text_smc_h+1
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;==============
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; set up music
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;==============
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@ -308,3 +314,12 @@ lemm8_part6_lzsa:
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.incbin "music/lemm8.part6.lzsa"
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level2_intro_text:
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.byte 0, 8,"LEVEL 2",0
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.byte 9, 8,"ONLY FLOATERS CAN SURVIVE THIS",0
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.byte 9,12,"NUMBER OF LEMMINGS 10",0
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.byte 12,14,"10% TO BE SAVED",0
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.byte 12,16,"RELEASE RATE 50",0
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.byte 13,18,"TIME 5 MINUTES",0
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.byte 15,20,"RATING FUN",0
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.byte 8,23,"PRESS RETURN TO CONINUE",0
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@ -55,6 +55,12 @@ do_level3:
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lda #>level3_preview_lzsa
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sta level_preview_h_smc+1
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lda #<level3_intro_text
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sta intro_text_smc_l+1
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lda #>level3_intro_text
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sta intro_text_smc_h+1
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;==============
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; set up music
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;==============
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@ -304,3 +310,12 @@ lemm11_part7_lzsa:
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.incbin "music/lemm11.part7.lzsa"
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level3_intro_text:
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.byte 0, 8,"LEVEL 3",0
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.byte 9, 8,"TAILOR-MADE FOR BLOCKERS",0
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.byte 9,12,"NUMBER OF LEMMINGS 50",0
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.byte 12,14,"10% TO BE SAVED",0
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.byte 12,16,"RELEASE RATE 50",0
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.byte 13,18,"TIME 5 MINUTES",0
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.byte 15,20,"RATING FUN",0
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.byte 8,23,"PRESS RETURN TO CONINUE",0
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@ -55,6 +55,12 @@ do_level4:
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lda #>level4_preview_lzsa
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sta level_preview_h_smc+1
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lda #<level4_intro_text
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sta intro_text_smc_l+1
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lda #>level4_intro_text
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sta intro_text_smc_h+1
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;==============
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; set up music
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;==============
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@ -305,3 +311,12 @@ lemm9_part7_lzsa:
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.incbin "music/lemm9.part7.lzsa"
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level4_intro_text:
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.byte 0, 8,"LEVEL 4",0
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.byte 9, 8,"NOW USE MINERS AND CLIMBERS",0
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.byte 9,12,"NUMBER OF LEMMINGS 10",0
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.byte 12,14,"100% TO BE SAVED",0
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.byte 12,16,"RELEASE RATE 1",0
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.byte 13,18,"TIME 5 MINUTES",0
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.byte 15,20,"RATING FUN",0
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.byte 8,23,"PRESS RETURN TO CONINUE",0
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@ -39,6 +39,11 @@ do_level5:
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lda #>level5_preview_lzsa
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sta level_preview_h_smc+1
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lda #<level5_intro_text
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sta intro_text_smc_l+1
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lda #>level5_intro_text
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sta intro_text_smc_h+1
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;==============
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; set up music
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@ -294,4 +299,12 @@ lemm6_part9_lzsa:
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lemm6_part10_lzsa:
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.incbin "music/lemm6.part10.lzsa"
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level5_intro_text:
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.byte 0, 8,"LEVEL 5",0
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.byte 9, 8,"YOU NEED BASHERS THIS TIME",0
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.byte 9,12,"NUMBER OF LEMMINGS 50",0
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.byte 12,14,"10% TO BE SAVED",0
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.byte 12,16,"RELEASE RATE 50",0
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.byte 13,18,"TIME 5 MINUTES",0
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.byte 15,20,"RATING FUN",0
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.byte 8,23,"PRESS RETURN TO CONINUE",0
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