mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-17 14:12:58 +00:00
311 lines
4.3 KiB
ArmAsm
311 lines
4.3 KiB
ArmAsm
.include "zp.inc"
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.include "hardware.inc"
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.include "qload.inc"
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.include "lemm.inc"
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.include "lemming_status.inc"
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.byte 2 ; level 2
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do_level2:
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;======================
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; set up initial stuff
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;======================
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lda #3
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sta DOOR_X
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lda #5
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sta DOOR_Y
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lda #7
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sta INIT_X
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lda #15
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sta INIT_Y
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; flame locations
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lda #29 ; 196
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sta l_flame_x_smc+1
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lda #122
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sta l_flame_y_smc+1
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sta r_flame_y_smc+1
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lda #33 ; 245
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sta r_flame_x_smc+1
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; door exit location
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lda #29 ;
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sta exit_x1_smc+1
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lda #33
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sta exit_x2_smc+1
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lda #121
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sta exit_y1_smc+1
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lda #144
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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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lda #<level2_preview_lzsa
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sta level_preview_l_smc+1
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lda #>level2_preview_lzsa
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sta level_preview_h_smc+1
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;==============
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; set up music
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;==============
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lda #0
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sta CURRENT_CHUNK
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sta DONE_PLAYING
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sta BASE_FRAME_L
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sta BUTTON_LOCATION
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; set up first song
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lda #<music8_parts_l
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sta chunk_l_smc+1
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lda #>music8_parts_l
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sta chunk_l_smc+2
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lda #<music8_parts_h
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sta chunk_h_smc+1
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lda #>music8_parts_h
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sta chunk_h_smc+2
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lda #$D0
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sta CHUNK_NEXT_LOAD ; Load at $D0
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jsr load_song_chunk
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lda #$D0 ; music starts at $d000
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sta CHUNK_NEXT_PLAY
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sta BASE_FRAME_H
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lda #1
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sta LOOP
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sta CURRENT_CHUNK
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;=======================
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; show title screen
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;=======================
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jsr intro_level
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;=======================
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; Load Graphics
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;=======================
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lda #$20
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sta HGR_PAGE
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jsr hgr_make_tables
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bit SET_GR
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bit PAGE0
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bit HIRES
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bit FULLGR
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lda #<level2_lzsa
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sta getsrc_smc+1 ; LZSA_SRC_LO
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lda #>level2_lzsa
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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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lda #<level2_lzsa
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sta getsrc_smc+1 ; LZSA_SRC_LO
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lda #>level2_lzsa
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sta getsrc_smc+2 ; LZSA_SRC_HI
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lda #$40
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jsr decompress_lzsa2_fast
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;=======================
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; Setup cursor
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;=======================
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lda #0
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sta OVER_LEMMING
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lda #10
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sta CURSOR_X
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lda #100
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sta CURSOR_Y
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;=======================
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; init vars
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;=======================
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lda #0
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sta LEVEL_OVER
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sta DOOR_OPEN
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sta FRAMEL
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sta LOAD_NEXT_CHUNK
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sta LEMMINGS_OUT
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jsr update_lemmings_out ; update display
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lda #1
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sta LEMMINGS_TO_RELEASE
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jsr clear_lemmings_out
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; set up time
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lda #$5
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sta TIME_MINUTES
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lda #$00
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sta TIME_SECONDS
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sta TIMER_COUNT
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;=======================
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; Play "Let's Go"
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;=======================
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jsr play_letsgo
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;===================
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;===================
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; Main Loop
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;===================
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;===================
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l2_main_loop:
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;=========================
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; load next chunk of music
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; if necessary
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;=========================
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jsr load_music
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;=========================
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; open door
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;=========================
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lda DOOR_OPEN
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bne l2_door_is_open
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jsr draw_door
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l2_door_is_open:
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;======================
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; release lemmings
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;======================
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lda LEMMINGS_TO_RELEASE
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beq l2_done_release_lemmings
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lda DOOR_OPEN
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beq l2_done_release_lemmings
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lda FRAMEL
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and #$f
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bne l2_done_release_lemmings
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inc LEMMINGS_OUT
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jsr update_lemmings_out
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jsr release_lemming
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l2_done_release_lemmings:
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;======================
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; animate flames
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;======================
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jsr draw_flames
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lda TIMER_COUNT
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cmp #$50
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bcc l2_timer_not_yet
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jsr update_time
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lda #$0
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sta TIMER_COUNT
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l2_timer_not_yet:
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; main drawing loop
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jsr erase_lemming
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jsr erase_pointer
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jsr move_lemmings
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jsr draw_lemming
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jsr handle_keypress
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jsr draw_pointer
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lda #$ff
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jsr wait
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inc FRAMEL
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lda LEVEL_OVER
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bne l2_level_over
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jmp l2_main_loop
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l2_level_over:
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jsr disable_music
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jsr outro_level1
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rts
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.include "release_lemming.s"
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.include "graphics/graphics_level2.inc"
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music8_parts_h:
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.byte >lemm8_part1_lzsa,>lemm8_part2_lzsa,>lemm8_part3_lzsa
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.byte >lemm8_part4_lzsa,>lemm8_part5_lzsa,>lemm8_part6_lzsa
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.byte $00
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music8_parts_l:
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.byte <lemm8_part1_lzsa,<lemm8_part2_lzsa,<lemm8_part3_lzsa
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.byte <lemm8_part4_lzsa,<lemm8_part5_lzsa,<lemm8_part6_lzsa
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lemm8_part1_lzsa:
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.incbin "music/lemm8.part1.lzsa"
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lemm8_part2_lzsa:
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.incbin "music/lemm8.part2.lzsa"
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lemm8_part3_lzsa:
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.incbin "music/lemm8.part3.lzsa"
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lemm8_part4_lzsa:
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.incbin "music/lemm8.part4.lzsa"
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lemm8_part5_lzsa:
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.incbin "music/lemm8.part5.lzsa"
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lemm8_part6_lzsa:
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.incbin "music/lemm8.part6.lzsa"
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