mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-01 01:06:33 +00:00
3fec7e69fa
that void is mist island, but apparently really foggy
525 lines
7.3 KiB
ArmAsm
525 lines
7.3 KiB
ArmAsm
; note, the clock is a bit different in the real game
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; can't see face when pressing buttons
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; and the way the hands move is a bit more complex (or is it?)
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;======================
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; reset the puzzle inside the clock
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clock_inside_reset:
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lda #0
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sta CLOCK_TOP
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sta CLOCK_MIDDLE
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sta CLOCK_BOTTOM
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sta CLOCK_COUNT
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sta CLOCK_LAST
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rts
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;======================
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; handle the clock inside puzzle
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clock_inside_puzzle:
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lda XPOS
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cmp #25
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bcc inside_not_reset
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inside_reset:
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jsr clock_inside_reset
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rts
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inside_not_reset:
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lda CLOCK_COUNT
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cmp #9
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beq inside_done
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lda XPOS
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cmp #18
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bcc inside_left
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bcs inside_right
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inside_left:
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inc CLOCK_MIDDLE
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lda CLOCK_LAST
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cmp #1
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bne left_spin_bottom
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lda YPOS
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cmp #24
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bcs left_nospin_bottom
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left_spin_bottom:
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inc CLOCK_BOTTOM
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left_nospin_bottom:
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lda #1
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jmp wrap_wheels
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inside_right:
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inc CLOCK_MIDDLE
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lda CLOCK_LAST
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cmp #2
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bne right_spin_top
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lda YPOS
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cmp #24
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bcs right_nospin_top
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right_spin_top:
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inc CLOCK_TOP
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right_nospin_top:
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lda #2
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wrap_wheels:
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sta CLOCK_LAST
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inc CLOCK_COUNT
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ldx #0
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wrap_wheels_loop:
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lda CLOCK_TOP,X
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cmp #3
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bne no_wrap
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lda #0
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sta CLOCK_TOP,X
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no_wrap:
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inx
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cpx #3
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bne wrap_wheels_loop
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; see if done!
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; note 0->3, 1->1, 2->2 so want 2/2/1 -> 2/2/1
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lda CLOCK_TOP
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cmp #2
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bne no_open_gear
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lda CLOCK_MIDDLE
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cmp #2
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bne no_open_gear
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lda CLOCK_BOTTOM
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cmp #1
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bne no_open_gear
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lda #1
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change_gear:
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sta GEAR_OPEN
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jsr open_the_gear
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jmp inside_done
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no_open_gear:
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lda GEAR_OPEN
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beq inside_done
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; change if it was open
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lda #0
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jmp change_gear
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inside_done:
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rts
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;======================
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; draw the clock inside
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draw_clock_inside:
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lda DIRECTION
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cmp #DIRECTION_S
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bne done_draw_clock_puzzle
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; draw weight
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; lda #<clock_weight_sprite
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; sta INL
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; lda #>clock_weight_sprite
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; sta INH
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; lda #9
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; sta XPOS
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; lda CLOCK_COUNT
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; asl
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; asl
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; clc
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; adc #4
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; sta YPOS
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; jsr put_sprite_crop
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; lda CLOCK_TOP
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; asl
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; tay
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; lda clock_gear_sprites,Y
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; sta INL
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; lda clock_gear_sprites+1,Y
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; sta INH
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; lda #17
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; sta XPOS
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; lda #8
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; sta YPOS
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; jsr put_sprite_crop
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; lda CLOCK_MIDDLE
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; asl
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; tay
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; lda clock_gear_sprites,Y
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; sta INL
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; lda clock_gear_sprites+1,Y
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; sta INH
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; lda #17
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; sta XPOS
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; lda #12
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; sta YPOS
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; jsr put_sprite_crop
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; lda CLOCK_BOTTOM
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; asl
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; tay
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; lda clock_gear_sprites,Y
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; sta INL
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; lda clock_gear_sprites+1,Y
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; sta INH
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; lda #17
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; sta XPOS
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; lda #16
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; sta YPOS
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; jsr put_sprite_crop
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done_draw_clock_puzzle:
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rts
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;======================
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; open the gear
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open_the_gear:
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lda GEAR_OPEN
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beq no_gear_open
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yes_gear_open:
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ldy #LOCATION_NORTH_EXIT
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lda #MIST_OPEN_GEAR
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sta location15,Y ; MIST_GEAR
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ldy #LOCATION_NORTH_EXIT_DIR
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lda #DIRECTION_E
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sta location15,Y ; MIST_GEAR
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ldy #LOCATION_NORTH_BG
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lda #<gear_open_n_lzsa
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sta location15,Y ; MIST_GEAR
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lda #>gear_open_n_lzsa
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sta location15+1,Y ; MIST_GEAR
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ldy #LOCATION_SOUTH_BG
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lda #<clock_inside_open_lzsa
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sta location23,Y ; MIST_CLOCK_INSIDE
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lda #>clock_inside_open_lzsa
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sta location23+1,Y ; MIST_CLOCK_INSIDE
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jmp done_open_the_gear
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no_gear_open:
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ldy #LOCATION_NORTH_EXIT
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lda #$FF
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sta location15,Y ; MIST_GEAR
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; ldy #LOCATION_NORTH_EXIT_DIR
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; lda #DIRECTION_E
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; sta location15,Y
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ldy #LOCATION_NORTH_BG
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lda #<gear_n_lzsa
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sta location15,Y ; MIST_GEAR
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lda #>gear_n_lzsa
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sta location15+1,Y ; MIST_GEAR
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ldy #LOCATION_SOUTH_BG
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lda #<clock_inside_s_lzsa ; MIST_CLOCK_INSIDE
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sta location23,Y
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lda #>clock_inside_s_lzsa
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sta location23+1,Y
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done_open_the_gear:
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jsr change_location
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rts
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;======================
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; raise bridge
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raise_bridge:
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lda CLOCK_BRIDGE
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beq lower_bridge
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ldy #LOCATION_SOUTH_EXIT
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lda #MIST_CLOCK_ISLAND
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sta location21,Y ; MIST_CLOCK_PUZZLE
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ldy #LOCATION_SOUTH_EXIT_DIR
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lda #DIRECTION_S
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sta location21,Y ; MIST_CLOCK_PUZZLE
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ldy #LOCATION_SOUTH_BG
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lda #<clock_puzzle_bridge_lzsa
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sta location21,Y ; MIST_CLOCK_PUZZLE
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lda #>clock_puzzle_bridge_lzsa
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sta location21+1,Y ; MIST_CLOCK_PUZZLE
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; draw it on other too
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lda #<clock_bridge_lzsa
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sta location11,Y ; MIST_CLOCK
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lda #>clock_bridge_lzsa
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sta location11+1,Y ; MIST_CLOCK
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jmp done_clock_bridge
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lower_bridge:
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ldy #LOCATION_SOUTH_EXIT
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; lda #MIST_TREE_CORRIDOR_5
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lda #$ff
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sta location21,Y ; MIST_CLOCK_PUZZLE
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ldy #LOCATION_SOUTH_EXIT_DIR
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lda #DIRECTION_N
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sta location21,Y ; MIST_CLOCK_PUZZLE
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ldy #LOCATION_SOUTH_BG
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lda #<clock_puzzle_s_lzsa
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sta location21,Y ; MIST_CLOCK_PUZZLE
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lda #>clock_puzzle_s_lzsa
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sta location21+1,Y ; MIST_CLOCK_PUZZLE
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; lower on other too
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lda #<clock_s_lzsa
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sta location11,Y ; MIST_CLOCK
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lda #>clock_s_lzsa
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sta location11+1,Y ; MIST_CLOCK
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done_clock_bridge:
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rts
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;======================
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; draw the clock face
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draw_clock_face:
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lda DIRECTION
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cmp #DIRECTION_S
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bne done_draw_clock_face
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lda CLOCK_HOUR
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asl
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tay
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; lda clock_hour_sprites,Y
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; sta INL
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; lda clock_hour_sprites+1,Y
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; sta INH
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lda LOCATION
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cmp #MIST_CLOCK
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bne old_clock_face
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new_clock_face:
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lda #24
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sta XPOS
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lda #8
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bne done_clock_face ; bra
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old_clock_face:
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lda #20
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sta XPOS
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lda #6
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done_clock_face:
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sta YPOS
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; jsr put_sprite_crop
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; lda CLOCK_MINUTE
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; asl
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; tay
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; lda clock_minute_sprites,Y
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; sta INL
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; lda clock_minute_sprites+1,Y
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; sta INH
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lda LOCATION
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cmp #MIST_CLOCK
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bne old_clock_face2
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new_clock_face2:
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lda #24
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sta XPOS
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lda #8
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bne done_clock_face2 ; bra
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old_clock_face2:
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lda #20
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sta XPOS
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lda #6
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done_clock_face2:
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sta YPOS
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; jsr put_sprite_crop
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done_draw_clock_face:
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rts
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;======================
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; clock puzzle
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clock_puzzle:
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lda CURSOR_X
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cmp #19
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bcc clock_puzzle_minutes ; blt
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cmp #24
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bcc clock_puzzle_hours ; blt
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bcs clock_puzzle_button ; bge
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clock_puzzle_hours:
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inc CLOCK_HOUR
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lda CLOCK_HOUR
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cmp #12
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bne clock_puzzle_done
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lda #0
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sta CLOCK_HOUR
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beq clock_puzzle_done
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clock_puzzle_minutes:
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inc CLOCK_MINUTE
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lda CLOCK_MINUTE
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cmp #12
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bne clock_puzzle_done
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lda #0
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sta CLOCK_MINUTE
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beq clock_puzzle_done
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clock_puzzle_button:
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lda CLOCK_MINUTE
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cmp #8
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bne bridge_down
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lda CLOCK_HOUR
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cmp #2
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bne bridge_down
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lda #1
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jmp bridge_adjust
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bridge_down:
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lda #0
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bridge_adjust:
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sta CLOCK_BRIDGE
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jsr click_speaker ; click speaker
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jsr raise_bridge
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; update the background
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jsr change_location
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clock_puzzle_done:
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rts
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;.include "clock_sprites.inc"
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; put at 12,6 on screen 4 N
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gear_block_sprite1:
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.byte 4,3
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.byte $ff,$ff,$ff,$ff
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.byte $df,$df,$df,$df
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.byte $ff,$dd,$ff,$0f
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; put at 9,6 on screen 20 N
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gear_block_sprite2:
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.byte 7,4
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.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff
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.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff
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.byte $fd,$fd,$dd,$ff,$dd,$fd,$df
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.byte $ff,$ff,$dd,$ff,$dd,$ff,$0f
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; put at 21,4 on screen 5 N
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gear_block_sprite3:
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.byte 2,2
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.byte $ff,$ff
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.byte $ff,$ff
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check_gear_delete:
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; all views of gear are when looking north?
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lda DIRECTION
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cmp #DIRECTION_N
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bne done_gear_delete
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lda LOCATION
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cmp #MIST_ABOVE_DOCK
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beq gear_look1
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cmp #MIST_DOCK_STEPS
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beq gear_look2
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cmp #MIST_GEAR_BASE
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beq gear_look2
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cmp #MIST_BASE_STEPS
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beq gear_look3
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cmp #MIST_STEPS_1ST_LANDING
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beq gear_look3
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bne done_gear_delete
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gear_look1:
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lda #<gear_block_sprite1
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sta INL
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lda #>gear_block_sprite1
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sta INH
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lda #12
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sta XPOS
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lda #6
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jmp draw_gear_delete
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gear_look2:
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lda #<gear_block_sprite2
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sta INL
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lda #>gear_block_sprite2
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sta INH
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lda #9
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sta XPOS
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lda #6
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jmp draw_gear_delete
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gear_look3:
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lda #<gear_block_sprite3
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sta INL
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lda #>gear_block_sprite3
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sta INH
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lda #21
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sta XPOS
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lda #4
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draw_gear_delete:
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sta YPOS
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; jsr put_sprite_crop
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done_gear_delete:
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rts
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