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fire: maybe make a smaller, firmware version?
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@ -6,10 +6,11 @@ PNG_TO_RLE = ../gr-utils/png2rle
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all: fire.dsk
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fire.dsk: FIRE FIRE_TINY HELLO COOL_EFFECT
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fire.dsk: FIRE FIRE_TINY FIRE_FIRMWARE HELLO COOL_EFFECT
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$(DOS33) -y fire.dsk SAVE A HELLO
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$(DOS33) -y fire.dsk BSAVE -a 0x1000 FIRE
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$(DOS33) -y fire.dsk BSAVE -a 0x70 FIRE_TINY
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$(DOS33) -y fire.dsk BSAVE -a 0x70 FIRE_FIRMWARE
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$(DOS33) -y fire.dsk BSAVE -a 0x70 COOL_EFFECT
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####
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@ -29,6 +30,15 @@ FIRE_TINY: fire_tiny.o
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fire_tiny.o: fire_tiny.s
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ca65 -o fire_tiny.o fire_tiny.s -l fire_tiny.lst
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####
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FIRE_FIRMWARE: fire_firmware.o
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ld65 -o FIRE_FIRMWARE fire_firmware.o -C ../linker_scripts/apple2_70.inc
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fire_firmware.o: fire_firmware.s
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ca65 -o fire_firmware.o fire_firmware.s -l fire_firmware.lst
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####
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@ -49,6 +59,6 @@ HELLO: hello.bas
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#####
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clean:
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rm -f *~ *.o *.lst FIRE FIRE_TINY COOL_EFFECT HELLO
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rm -f *~ *.o *.lst FIRE FIRE_TINY FIRE_FIRMWARE COOL_EFFECT HELLO
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203
fire/fire_firmware.s
Normal file
203
fire/fire_firmware.s
Normal file
@ -0,0 +1,203 @@
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; Lo-res fire animation, size-optimized
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; by deater (Vince Weaver) <vince@deater.net>
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; based on code described here http://fabiensanglard.net/doom_fire_psx/
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; 611 bytes at first
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; 601 bytes -- strip out some unused code
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; 592 bytes -- don't init screen
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; 443 bytes -- remove more dead code
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; 206 bytes -- no need to clear screen
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; 193 bytes -- un-cycle exact the random16 code
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; 189 bytes -- more optimization of random16 code
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; 161 bytes -- move to 8-bit RNG
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; 152 bytes -- reduce lookup to top half colors (had to remove brown)
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; also changed maroon to pink
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; 149 bytes -- use monitor GR
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; 149 bytes -- load into zero page
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; 140 bytes -- start using zero-page addressing
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; 139 bytes -- rotate instead of mask for low bit
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; 138 bytes -- bcs instead of jmp
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; 137 bytes -- BIT nop trick to get rid of jump
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; 135 bytes -- push/pull instead of saving to zero page
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; 134 bytes -- replace half of lookup table with math
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; 119 bytes -- replace that half of lookup table with better math
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; 134 bytes -- replace other half of lookup table with math
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; 132 bytes -- replace stack with zp loads
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; 129 bytes -- use Y instead of X
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; 125 bytes -- optimize low byte generationw with branch
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; 113 bytes -- make get_row a subroutine
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; 112 bytes -- regrettable change to the low-byte code
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; 109 bytes -- replace BIT/OR in low calc with an ADC
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; 107 bytes -- replace self-modifying load/store absolute with Y-indirect
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; 106 bytes -- assume bit 8 is as random as bit 0
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; Zero Page
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SEEDL = $4E
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TEMP = $00
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TEMPY = $01
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OUTL = $02
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OUTH = $03
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INL = $04
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INH = $05
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; 100 = $64
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; Soft Switches
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SET_GR = $C050 ; Enable graphics
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FULLGR = $C052 ; Full screen, no text
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LORES = $C056 ; Enable LORES graphics
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; monitor routines
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GR = $F390
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fire_demo:
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; GR part
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jsr GR ; 3
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bit FULLGR ; 3
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;==========
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; 6
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; Setup white line on bottom
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lda #$ff ; 2
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ldy #39 ; 2
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white_loop:
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sta $7d0,Y ; hline 24 (46+47) ; 3
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dey ; 1
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bpl white_loop ; 2
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;============
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; 10
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fire_loop:
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ldx #22 ; 22 ; 2
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yloop:
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stx TEMPY ; txa/pha not any better ; 2
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; setup the load/store addresses
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; using Y-indirect is smaller than self-modifying code
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jsr get_row ; 3
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sty OUTL ; 2
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sta OUTH ; 2
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inx ; 1
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jsr get_row ; 3
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sty INL ; 2
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sta INH ; 2
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ldy #39 ; 2
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xloop:
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;=============================
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; random8
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;=============================
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; 8-bit 6502 Random Number Generator
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; Linear feedback shift register PRNG by White Flame
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; http://codebase64.org/doku.php?id=base:small_fast_8-bit_prng
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random8:
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lda SEEDL ; 2
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beq doEor ; 2
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asl ; 1
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beq noEor ; if the input was $80, skip the EOR ; 2
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bcc noEor ; 2
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doEor: eor #$1d ; 2
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noEor: sta SEEDL ; 2
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; end inlined RNG
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bmi no_change ; assume bit 8 is as random as bit 0 ; 2
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lda (INL),Y ; load value at row+1 ; 2
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and #$7 ; mask off ; 2
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tax ; 1
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lda <(color_progression),X ; 2
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.byte $2c ; BIT trick, nops out next instruction ; 1
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no_change:
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lda (INL),Y ; load value at row+1 ; 2
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smc_sta:
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sta (OUTL),Y ; 2
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dey ; 1
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bpl xloop ; 2
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ldx TEMPY ; 2
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dex ; 1
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bpl yloop ; 2
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bmi fire_loop ; 2
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color_progression:
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.byte $00 ; 8->0 ; 1000 0000
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.byte $bb ; 9->11 ; 1001 1011
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.byte $00 ; 10->0 ; 1010 0000
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.byte $aa ; 11->10 ; 1011 1010
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.byte $00 ; 12->0 ; 1100 0000
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.byte $99 ; 13->9 ; 1101 1001
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.byte $00 ; 14->0 ; 1110 0000
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.byte $dd ; 15->13 ; 1111 1101
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; Take row X and convert to address A:Y
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get_row:
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; get low byte
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; 000X X00O
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; lsr
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; 0000 XX00 O
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; adc #1
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; 0000 XXOx
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; lsr
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; 0000 0XXO
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; lsr
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; 0000 00XX O
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; ror
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txa ; 1
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and #$19 ; 2
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lsr ; 1
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adc #1 ; 2
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lsr ; 1
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lsr ; 1
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tay ; 1
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lda <low_offsets,Y ; 2
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ror ; 1
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tay ; 1
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;===========
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; 13
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; high byte of store address
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txa ; 1
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and #$7 ; 2
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lsr ; 1
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ora #$4 ; 2
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;===========
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; 6
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rts ; 1
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; 14+6 = 20, as opposed to full lookup table which would be
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; at least 24
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; down to 13+3 at the expense of readability
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; these are shifted left by one due to the algorithm
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low_offsets:
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.byte $00,$50,$a0
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@ -1,4 +1,4 @@
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5 HOME
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10 PRINT "FIRE DEMO V1.0"
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10 PRINT "FIRE DEMO V1.1"
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40 PRINT:PRINT
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105 PRINT CHR$ (4)"BRUN FIRE_TINY"
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105 PRINT CHR$ (4)"BRUN FIRE_FIRMWARE"
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@ -1,3 +1,13 @@
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total size:
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Demo code: 5k
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MUSIC.lz4: 1k
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ball.img: 8k
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merry.img.lz4: 3k
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wreath.img.lz4: 4k
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============
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21k
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Memory Map:
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00 Zero Page
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