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dsr_shape: more work
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280
shapetable_party/person_old5.s
Normal file
280
shapetable_party/person_old5.s
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@ -0,0 +1,280 @@
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; 248 bytes
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; zero page locations
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HGR_SHAPE = $1A
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SEEDL = $4E
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FRAME = $A4
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OUR_ROT = $A5
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RND_EXP = $C9
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HGR_PAGE = $E6
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HGR_SCALE = $E7
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HGR_ROTATION = $F9
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SCALE = $FC
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XPOS = $FD
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XPOSH = $FE
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YPOS = $FF
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; soft switches
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; Soft Switches
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KEYPRESS = $C000
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KEYRESET = $C010
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SPEAKER = $C030
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PAGE0 = $C054
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PAGE1 = $C055
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; ROM calls
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RND = $EFAE
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HGR2 = $F3D8
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HCLR = $F3F2
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HCLR_COLOR = $F3F4
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HPOSN = $F411
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XDRAW0 = $F65D
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WAIT = $FCA8 ; delay 1/2(26+27A+5A^2) us
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dsr_demo:
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;=========================================
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; SETUP
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;=========================================
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lda #$20 ; 2 ; set HGR page0
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sta HGR_PAGE ; 2
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sta XPOS ; 2 ; setup XPOS for future
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lda #$ff ; 2
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jsr HCLR_COLOR ; 3 ; clear HGR page0 to white
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jsr HGR2 ; 3 ; set/clear HGR page1 to black
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; Hi-res graphics, no text at bottom
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; Y=0, A=$60 after this call
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sty XPOSH ; 2
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sty FRAME ; 2
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sty OUR_ROT ; 2
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iny ; 1 ; set shape table scale to 1
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sty HGR_SCALE ; 2
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;=========================
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; draw crowd
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;=========================
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; XPOS already 32 from earlier
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lda #180 ; 2
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sta YPOS ; 2
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crowd_loop:
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jsr xdraw ; 3 ; xdraw on page1
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lsr HGR_PAGE ; 2 ; switch to page0 ($40 -> $20)
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jsr xdraw ; 3 ; xdraw on page 0
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asl HGR_PAGE ; 2 ; switch back to page1 $20 -> $40
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; clc ; carry should always be 0 from asl
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lda XPOS ; 2
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adc #16 ; 2
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sta XPOS ; 2
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cmp #240 ; 2
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bcc crowd_loop ; 2
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; get ready for DSR loop
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ldx #<shape_dsr ; 2 ; point to dSr shape
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stx shape_smc+1 ; 3 ; update self-modify code
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;====================================
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; 52 bytes to init/draw crowd
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;=========================================
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; OFFSCREEN RESET
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;=========================================
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reset_loop:
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lda #10 ; 2 ; set initial x,y
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sta XPOS ; 2
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sta YPOS ; 2
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inc HGR_SCALE ; 2 ; increment scale to 2
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;=========================================
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; MAIN LOOP
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;=========================================
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main_loop:
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inc OUR_ROT ; 2
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inc OUR_ROT ; 2
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; increment FRAME
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inc FRAME ; 2
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lda FRAME ; 2
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and #$1f ; 2
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beq long_frame ; 2
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jsr draw_beep ; 3
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done_frame:
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;========================
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; move dSr
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;========================
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lda YPOS
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adc #2
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sta YPOS
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lda XPOS
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adc #5
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sta XPOS
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cmp #250
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bcs reset_loop
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bcc main_loop
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;===========================
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; long frame
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;===========================
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long_frame:
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bit PAGE0 ; 3 ; switch to page0
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lsr HGR_PAGE ; 2 ; switch draw target to page0
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asl HGR_SCALE ; 2 ; make twice as big
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ldy #235 ; 2 ; smc on tone
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sty tone_smc+1 ; 3
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jsr draw_beep ; 3 ; draw and beep
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bit PAGE1 ; 3 ; display page back to page1
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lsr HGR_SCALE ; 2 ; switch scale back
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asl HGR_PAGE ; 2 ; switch draw page to page1
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bpl done_frame ; 2 ; return (can make 2 if can guarantee)
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; a flag value?
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;=======================
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; xdraw
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;=======================
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xdraw:
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ldy XPOSH ; setup X and Y co-ords
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ldx XPOS
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lda YPOS
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jsr HPOSN ; X= (y,x) Y=(a)
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shape_smc:
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ldx #<shape_person ; point to our shape
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ldy #>shape_person
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rot_smc:
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lda OUR_ROT ; set rotation
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jmp XDRAW0 ; XDRAW 1 AT X,Y
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; Both A and X are 0 at exit
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;==========================
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; draw/beep/undraw
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;==========================
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draw_beep:
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jsr xdraw ; draw
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jsr beep ; make noise/delay
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ldy #24
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sty tone_smc+1
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done_forever:
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lda FRAME
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beq done_forever
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jmp xdraw ; draw
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shape_person:
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; Person, shoulders up
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;.byte $01,$00,$04,$00,
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.byte $2d,$25,$3c,$24
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.byte $2c,$2c,$35,$37,$6f,$25,$16,$3f
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.byte $77,$2d,$1e,$37,$2d,$2d,$15,$3f
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.byte $3f,$3f,$3f,$3f,$07,$00
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shape_arm:
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;.byte $49,$49,$49,$24
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;.byte $24,$24,$ac,$36,$36,$36,$00
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shape_dsr:
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.byte $2d,$36,$ff,$3f
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.byte $24,$ad,$22,$24,$94,$21,$2c,$4d
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.byte $91,$3f,$36,$00
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;===========================
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; BEEP
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;===========================
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beep:
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lda FRAME
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and #$1f
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cmp #$1f
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beq nobeep
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and #$3
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beq actual_beep
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nobeep:
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lda #100
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jmp WAIT
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actual_beep:
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; BEEP
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; repeat 30 times
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lda #30 ; 2
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tone1_loop:
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ldy #21 ; 2
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jsr delay_tone ; 3
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ldy #24 ; 2
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jsr delay_tone ; 3
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tone_smc:
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ldy #21 ; 2
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jsr delay_tone ; 3
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sec ; 1
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sbc #1 ; 2
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bne tone1_loop ; 2
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rts ; 1
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; Try X=6 Y=21 cycles=757
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; Try X=6 Y=24 cycles=865
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; Try X=7 Y=235 cycles=9636
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delay_tone:
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loopC: ldx #6 ; 2
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loopD: dex ; 1
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bne loopD ; 2
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dey ; 1
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bne loopC ; 2
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bit SPEAKER ; 3 ; click speaker
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rts ; 1
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