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https://github.com/sehugg/8bitworkshop.git
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fixed VCS presets for MAME compatibility
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82a87330ac
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@ -97,8 +97,6 @@ Start CLEAN_START
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sta XBall
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sta XBall
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ldx #4
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ldx #4
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jsr SetHorizPos2
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jsr SetHorizPos2
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sta WSYNC
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sta HMOVE
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; Set ball initial velocity
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; Set ball initial velocity
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lda #1
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lda #1
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sta YBallVel
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sta YBallVel
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@ -235,7 +233,7 @@ ScanLoop3a
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DRAW_BALL ; draw the ball on this line?
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DRAW_BALL ; draw the ball on this line?
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ScanSkipSync
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ScanSkipSync
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sta WSYNC
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sta WSYNC
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< stx COLUPF ; change colors for bricks
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stx COLUPF ; change colors for bricks
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; Load the first byte of bricks
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; Load the first byte of bricks
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; Bricks are stored in six contiguous arrays (row-major)
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; Bricks are stored in six contiguous arrays (row-major)
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lda Bricks+NBL*0,y
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lda Bricks+NBL*0,y
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@ -492,14 +490,10 @@ SkipMoveRight
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lda XBall
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lda XBall
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ldx #4
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ldx #4
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jsr SetHorizPos2
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jsr SetHorizPos2
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sta WSYNC
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sta HMOVE
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; Set player position using SetHorizPos
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; Set player position using SetHorizPos
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lda XPlyr
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lda XPlyr
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ldx #0
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ldx #0
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jsr SetHorizPos2
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jsr SetHorizPos2
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sta WSYNC
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sta HMOVE
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; Play audio from shadow register?
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; Play audio from shadow register?
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ldx AVol0
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ldx AVol0
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@ -571,10 +565,11 @@ NoBrickFound
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; X=3: missile 1
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; X=3: missile 1
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; X=4: ball
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; X=4: ball
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; This routine does a WSYNC both before and after, followed by
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; This routine does a WSYNC both before and after, followed by
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; a HMOVE and HMCLR. So it takes two scanlines to complete.
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; HMOVE. So it takes two scanlines to complete.
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SetHorizPos2
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SetHorizPos2
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sta WSYNC ; start a new line
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sec ; set carry flag
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sec ; set carry flag
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sta WSYNC ; start a new line
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sta HMCLR
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DivideLoop
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DivideLoop
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sbc #15 ; subtract 15
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sbc #15 ; subtract 15
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bcs DivideLoop ; branch until negative
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bcs DivideLoop ; branch until negative
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@ -587,7 +582,6 @@ DivideLoop
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sta RESP0,x ; fix coarse position
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sta RESP0,x ; fix coarse position
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sta WSYNC
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sta WSYNC
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sta HMOVE ; apply the previous fine position(s)
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sta HMOVE ; apply the previous fine position(s)
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sta HMCLR ; reset the old horizontal position(s)
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rts ; return to caller
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rts ; return to caller
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; Height of our sprite in lines
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; Height of our sprite in lines
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@ -654,18 +648,17 @@ ColorFrame0
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.byte #$F4;
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.byte #$F4;
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; Bitmap pattern for digits
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; Bitmap pattern for digits
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DigitsBitmap ;;{w:8,h:5,count:10,brev:1};;
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DigitsBitmap ;;{w:8,h:6,count:10,brev:1};;
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.byte $EE,$AA,$AA,$AA,$EE
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.byte $EE,$AA,$AA,$AA,$EE,$00
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.byte $22,$22,$22,$22,$22
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.byte $22,$22,$22,$22,$22,$00
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.byte $EE,$22,$EE,$88,$EE
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.byte $EE,$22,$EE,$88,$EE,$00
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.byte $EE,$22,$66,$22,$EE
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.byte $EE,$22,$66,$22,$EE,$00
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.byte $AA,$AA,$EE,$22,$22
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.byte $AA,$AA,$EE,$22,$22,$00
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.byte $EE,$88,$EE,$22,$EE
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.byte $EE,$88,$EE,$22,$EE,$00
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.byte $EE,$88,$EE,$AA,$EE
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.byte $EE,$88,$EE,$AA,$EE,$00
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.byte $EE,$22,$22,$22,$22
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.byte $EE,$22,$22,$22,$22,$00
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.byte $EE,$AA,$EE,$AA,$EE
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.byte $EE,$AA,$EE,$AA,$EE,$00
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.byte $EE,$AA,$EE,$22,$EE
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.byte $EE,$AA,$EE,$22,$EE,$00
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; Playfield bitmasks for all 40 brick columns
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; Playfield bitmasks for all 40 brick columns
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PFMaskTable
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PFMaskTable
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@ -674,6 +667,7 @@ PFMaskTable
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.byte #$80,#$40,#$20,#$10,#$08,#$04,#$02,#$01
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.byte #$80,#$40,#$20,#$10,#$08,#$04,#$02,#$01
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.byte #$01,#$02,#$04,#$08,#$10,#$20,#$40,#$80
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.byte #$01,#$02,#$04,#$08,#$10,#$20,#$40,#$80
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REPEND
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REPEND
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; Brick array byte offsets for all 40 brick columns
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; Brick array byte offsets for all 40 brick columns
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PFOfsTable
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PFOfsTable
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.byte NBL*0,NBL*0,NBL*0,NBL*0
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.byte NBL*0,NBL*0,NBL*0,NBL*0
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@ -317,6 +317,7 @@ NoFireButton
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; Set horizontal position of object
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; Set horizontal position of object
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SetHorizPos
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SetHorizPos
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sta HMCLR
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sta WSYNC ; start a new line
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sta WSYNC ; start a new line
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sec ; set carry flag
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sec ; set carry flag
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DivideLoop
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DivideLoop
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@ -331,7 +332,6 @@ DivideLoop
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sta RESP0,x ; fix coarse position
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sta RESP0,x ; fix coarse position
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sta WSYNC
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sta WSYNC
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sta HMOVE
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sta HMOVE
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sta HMCLR
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rts ; return to caller
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rts ; return to caller
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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@ -193,6 +193,7 @@ SetupRoadComponents subroutine
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lda #$90 ; right 7 pixels
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lda #$90 ; right 7 pixels
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ldy #$70 ; left 7 pixels
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ldy #$70 ; left 7 pixels
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ldx #$00 ; no movement
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ldx #$00 ; no movement
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SLEEP 14 ; wait until safe to set regs
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sta HMM0
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sta HMM0
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sty HMM1
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sty HMM1
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stx HMBL
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stx HMBL
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@ -295,6 +295,15 @@ var VCSMAMEPlatform = function(mainElement) {
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return "dasm";
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return "dasm";
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}
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}
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this.getDefaultExtension = function() { return ".a"; };
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this.getDefaultExtension = function() { return ".a"; };
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this.getOriginPC = function() {
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return (this.readAddress(0xfffc) | (this.readAddress(0xfffd) << 8)) & 0xffff;
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}
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/*
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this.getOpcodeMetadata = function(opcode, offset) {
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return Javatari.getOpcodeMetadata(opcode, offset);
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}
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*/
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}
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}
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////////////////
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////////////////
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