#include "williams.h" //#link "williams.c" #include "stdlib.h" //#link "font.c" #include "font.h" // for CMOC (??) void stkcheck() { } // GRAPHIC DATA const byte palette_data[16] = {/*{pal:332,n:16}*/ 0x00, 0x03, 0x19, 0x50, 0x52, 0x07, 0x1f, 0x37, 0xe0, 0xa4, 0xfd, 0xff, 0x38, 0x70, 0x7f, 0xf8, }; const byte laser_vert[2+1*8] = { 1,8, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, }; const byte laser_horiz[2+4*2] = { 4,2, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, }; const byte playersprite1[] = { 7,16,/*{w:14,h:16,bpp:4,brev:1}*/ 0x00,0x00,0xEF,0xEF,0xE0,0x00,0x00, 0x00,0xEE,0xEE,0xFE,0xEE,0xE0,0x00, 0x0E,0xED,0xEF,0xEF,0xED,0xEE,0x00, 0x0E,0xEE,0xDD,0xDD,0xDE,0xEE,0x00, 0x0E,0xEE,0xEC,0xDC,0xEE,0xEE,0x00, 0x00,0xEE,0xEE,0xDE,0xEE,0xE0,0x00, 0x00,0xEE,0xEE,0xDE,0xEE,0xE0,0x00, 0x00,0x00,0xED,0xDD,0xE0,0x00,0x00, 0xDD,0xDD,0xEE,0xEE,0xED,0xDD,0xD0, 0x0C,0xEE,0xEE,0xEE,0xEE,0xEC,0x00, 0x0E,0xE0,0xEE,0xEE,0xE0,0xEE,0x00, 0x0E,0xE0,0xEE,0xEE,0xE0,0xEE,0x00, 0x0E,0xE0,0xDD,0xDD,0xD0,0xDE,0x00, 0x0D,0x00,0xEE,0x0E,0xE0,0x0D,0x00, 0x00,0x00,0xEC,0x0C,0xE0,0x00,0x00, 0x00,0x0D,0xDD,0x0D,0xDD,0x00,0x00, }; const byte sprite1[2+16*16/2] = { 8,16,/*{w:16,h:16,bpp:4,brev:1}*/ 0x00,0x09,0x99,0x00,0x00,0x99,0x90,0x00, 0x00,0x94,0x94,0x90,0x09,0x49,0x49,0x00, 0x04,0x49,0x49,0x90,0x09,0x94,0x94,0x90, 0x94,0x99,0x94,0x90,0x09,0x49,0x99,0x49, 0x99,0x99,0x49,0x93,0x39,0x94,0x99,0x99, 0x04,0x49,0x99,0x94,0x49,0x99,0x94,0x90, 0x00,0x94,0x94,0x43,0x34,0x49,0x49,0x00, 0x00,0x09,0x43,0x94,0x49,0x34,0x90,0x00, 0x00,0x90,0x00,0x39,0x93,0x00,0x09,0x00, 0x00,0x09,0x83,0x33,0x33,0x33,0x90,0x00, 0x00,0x09,0x32,0x23,0x32,0x23,0x90,0x00, 0x00,0x03,0x03,0x23,0x82,0x30,0x30,0x00, 0x03,0x30,0x00,0x33,0x33,0x00,0x03,0x30, 0x00,0x30,0x03,0x00,0x00,0x30,0x03,0x00, 0x00,0x00,0x00,0x30,0x03,0x00,0x00,0x00, 0x00,0x09,0x99,0x00,0x00,0x99,0x90,0x00, }; const byte sprite2[2+16*16/2] = { 8,16,/*{w:16,h:16,bpp:4,brev:1}*/ 0x00,0x08,0x80,0x40,0x00,0x00,0x8D,0x00, 0x80,0x94,0x88,0x90,0x09,0x48,0x89,0x00, 0x08,0x49,0x48,0x66,0x66,0x98,0x94,0x98, 0x94,0x89,0x66,0x66,0x66,0x66,0x98,0x89, 0x99,0x66,0x67,0x76,0x67,0x76,0x69,0x98, 0x88,0x67,0x77,0x66,0x66,0x77,0x74,0x90, 0x09,0x97,0x74,0x46,0x64,0x47,0x78,0x88, 0x09,0x89,0x43,0x96,0x69,0x34,0x99,0x90, 0x08,0x89,0xBB,0x39,0x93,0xBB,0x98,0x90, 0x80,0x99,0x3B,0x33,0x33,0xB0,0x99,0x88, 0x00,0x09,0x9C,0xC3,0x3C,0xC8,0x99,0x08, 0x00,0x00,0x03,0xC3,0x8C,0x30,0x00,0x00, 0x00,0x00,0x0D,0xD3,0x3D,0x00,0x00,0x00, 0x00,0x00,0x0D,0x00,0x0D,0xD0,0x00,0x00, 0x00,0x00,0xDD,0x30,0x03,0xD0,0x00,0x00, 0x00,0x00,0xD0,0x40,0x00,0xD0,0x00,0x00, }; const byte sprite3[2+16*16/2] = { 8,16,/*{w:16,h:16,bpp:4,brev:1}*/ 0x00,0x00,0x00,0x01,0x10,0x00,0x00,0x00, 0x00,0x00,0x00,0x11,0x11,0x00,0x00,0x00, 0x00,0x00,0x00,0x01,0x10,0x00,0x00,0x00, 0x00,0x00,0x00,0x01,0x10,0x00,0x00,0x00, 0x00,0x11,0x10,0x01,0x10,0x01,0x11,0x00, 0x11,0x00,0x10,0x11,0x11,0x01,0x00,0x11, 0x10,0x00,0x11,0x11,0x11,0x11,0x00,0x01, 0x10,0x00,0x00,0x11,0x11,0x00,0x00,0x01, 0x00,0x01,0x10,0x11,0x41,0x01,0x10,0x00, 0x00,0x10,0x11,0x11,0x11,0x11,0x01,0x00, 0x01,0x00,0x00,0x51,0x15,0x00,0x00,0x10, 0x01,0x00,0x01,0x10,0x01,0x10,0x00,0x10, 0x01,0x00,0x10,0x00,0x00,0x01,0x00,0x10, 0x00,0x10,0x01,0x00,0x00,0x10,0x01,0x00, 0x00,0x10,0x00,0x00,0x00,0x00,0x01,0x00, 0x00,0x01,0x10,0x00,0x00,0x01,0x10,0x00, }; const byte sprite4[2+16*16/2] = { 8,16,/*{w:16,h:16,bpp:4,brev:1}*/ 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0xbb,0xbb,0x00,0x00,0x00, 0x00,0x00,0x00,0xbb,0xbb,0x00,0x00,0x00, 0x00,0x00,0xbb,0xbb,0xbb,0xbb,0x00,0x00, 0x00,0x0b,0x4b,0xbb,0xbb,0xb4,0xb0,0x00, 0x00,0x0b,0x44,0xbb,0xbb,0x49,0xb0,0x00, 0x00,0xbb,0x99,0x4b,0xb4,0x99,0xbb,0x00, 0x00,0x4b,0xb9,0x9b,0xb4,0x4b,0xb4,0x00, 0x00,0x04,0xbb,0x4b,0xb9,0xbb,0x40,0x00, 0x00,0x00,0x4b,0xbb,0xbb,0xb4,0x00,0x00, 0x11,0x00,0x0b,0xbb,0xbb,0xb0,0x00,0x11, 0x10,0x10,0x0b,0x41,0x14,0xb0,0x01,0x01, 0x10,0x00,0x05,0x11,0x11,0x50,0x00,0x01, 0x01,0x00,0x01,0x51,0x15,0x10,0x00,0x10, 0x00,0x10,0x01,0x10,0x01,0x10,0x01,0x00, 0x01,0x01,0x10,0x10,0x01,0x01,0x10,0x10, }; const byte sprite5[2+16*16/2] = { 8,16, 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, 0x00,0x00,0x22,0x00,0x00,0x22,0x00,0x00, 0x00,0x20,0x20,0x00,0x00,0x02,0x02,0x00, 0x02,0x22,0x12,0x00,0x00,0x21,0x22,0x20, 0x00,0x02,0x11,0x00,0x00,0x11,0x20,0x00, 0x00,0x00,0x02,0x11,0x11,0x20,0x00,0x00, 0x00,0x00,0x02,0x22,0x22,0x20,0x00,0x00, 0x00,0x00,0x21,0x22,0x22,0x12,0x00,0x00, 0x00,0x00,0x22,0x12,0x21,0x22,0x00,0x00, 0x02,0x00,0x22,0x12,0x21,0x22,0x00,0x20, 0x20,0x02,0x21,0x11,0x11,0x12,0x20,0x02, 0x02,0x22,0x15,0x12,0x21,0x51,0x22,0x20, 0x02,0x11,0x15,0x52,0x25,0x51,0x11,0x20, 0x20,0x00,0x22,0x12,0x21,0x22,0x00,0x02, 0x20,0x02,0x20,0x20,0x02,0x02,0x20,0x02, 0x02,0x02,0x00,0x20,0x02,0x00,0x20,0x20, }; const byte sprite6[2+10*16/2] = { 8,10,/*{w:16,h:10,bpp:4,brev:1}*/ 0x00,0x00,0x00,0x00,0x04,0x04,0x04,0x00, 0x00,0x00,0x00,0x00,0x44,0x44,0x44,0x40, 0x00,0x00,0x04,0x04,0x49,0x49,0x99,0x44, 0x00,0x00,0x44,0x44,0x99,0x94,0x44,0x40, 0x00,0x04,0x49,0x99,0x94,0x49,0x99,0x40, 0x00,0x44,0x99,0x94,0x49,0x99,0x44,0x00, 0x04,0x49,0x44,0x99,0x99,0x44,0x00,0x00, 0x04,0x44,0x00,0x49,0x44,0x40,0x00,0x00, 0x04,0x40,0x00,0x04,0x00,0x00,0x00,0x00, 0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00, }; const byte sprite7[2+14*16/2] = { 8,14,/*{w:16,h:14,bpp:4,brev:1}*/ 0x00,0x60,0x00,0x00,0x00,0x00,0x06,0x00, 0x60,0x60,0x00,0x00,0x00,0x00,0x06,0x06, 0x60,0x60,0x50,0x00,0x00,0x05,0x06,0x06, 0x60,0x60,0x06,0x00,0x00,0x60,0x06,0x06, 0x66,0x60,0x06,0x06,0x60,0x60,0x06,0x66, 0x66,0x60,0x66,0x66,0x66,0x66,0x06,0x66, 0x66,0x60,0x6b,0x6b,0xb6,0xb6,0x06,0x66, 0x06,0x66,0x66,0xb6,0x6b,0x66,0x66,0x60, 0x00,0x67,0x66,0x66,0x66,0x66,0x66,0x00, 0x00,0x11,0x11,0x66,0x66,0x11,0x11,0x00, 0x01,0x11,0x21,0x11,0x11,0x12,0x11,0x10, 0x00,0x10,0x01,0x01,0x10,0x10,0x01,0x00, 0x00,0x10,0x11,0x00,0x00,0x11,0x01,0x00, 0x00,0x00,0x10,0x00,0x00,0x01,0x00,0x00, }; const byte sprite8[2+15*16/2] = { 8,15,/*{w:16,h:15,bpp:4,brev:1}*/ 0x00,0x00,0x11,0x11,0x11,0x11,0x00,0x00, 0x00,0x01,0x61,0x11,0x21,0x12,0x10,0x00, 0x00,0x11,0x12,0x11,0x61,0x11,0x11,0x00, 0x00,0x11,0x71,0x21,0x61,0x17,0x11,0x00, 0x00,0x11,0x77,0x11,0x12,0x77,0x11,0x00, 0x00,0x11,0x17,0x17,0x71,0x72,0x11,0x00, 0x00,0x16,0x21,0x78,0x87,0x11,0x11,0x00, 0x00,0x01,0x81,0x88,0x88,0x18,0x10,0x00, 0x00,0x08,0x18,0x58,0x85,0x81,0x80,0x00, 0x00,0x88,0x01,0x88,0x88,0x10,0x88,0x00, 0x00,0x08,0x07,0x78,0x87,0x70,0x80,0x00, 0x08,0x80,0x07,0x80,0x08,0x70,0x08,0x80, 0x88,0x00,0x88,0x00,0x00,0x88,0x00,0x88, 0x80,0x00,0x08,0x80,0x08,0x80,0x00,0x08, 0x00,0x00,0x00,0x80,0x08,0x00,0x00,0x00, }; const byte sprite9[2+13*16/2] = { 8,13,/*{w:16,h:13,bpp:4,brev:1}*/ 0x00,0x00,0xaa,0x00,0x00,0xaa,0x00,0x00, 0x00,0x00,0xa0,0x0a,0xa0,0x0a,0x00,0x00, 0x0a,0xaa,0xa4,0xaa,0xaa,0x3a,0xaa,0xa0, 0x00,0x0a,0x3a,0x9a,0xa9,0xa3,0xa0,0x00, 0x00,0x0a,0xaa,0x99,0xa4,0xaa,0xa0,0x00, 0x00,0x0a,0xaa,0x99,0x94,0xaa,0xa0,0x00, 0x00,0xaa,0x33,0xaa,0xaa,0x43,0xaa,0x00, 0x0a,0x3a,0xaa,0x3a,0xa3,0xaa,0xa3,0xa0, 0x00,0xaa,0xaa,0x30,0x03,0xaa,0xaa,0x00, 0x00,0x0a,0xa0,0x30,0x03,0x0a,0xa0,0x00, 0x00,0xa3,0xa0,0x00,0x00,0x0a,0x4a,0x00, 0x00,0xaa,0xa0,0x00,0x00,0x0a,0xaa,0x00, 0x00,0x0a,0xa0,0x00,0x00,0x0a,0xa0,0x00, }; const byte* const all_sprites[9] = { sprite1, sprite2, sprite3, sprite4, sprite5, sprite6, sprite7, sprite8, sprite9, }; // GAME CODE typedef struct Actor { struct Actor* next; struct Actor** prevptr; byte x,y; const byte* shape; void (*update)(struct Actor* a); void (*draw)(struct Actor* a); union u { struct { sbyte dx,dy; } laser; struct { byte exploding; } enemy; } u; } Actor; #define MAX_ACTORS 128 static Actor actors[MAX_ACTORS]; static Actor* player_list; static Actor* fast_list; static Actor* slow_lists[4]; static Actor* obstacle_list; static Actor* free_list; static Actor* effects_list; static byte frame; static word score; // bcd score #define PLAYER 1 #define LASER 2 void add_actor(Actor** list, Actor* a) { if (*list) (*list)->prevptr = &a->next; a->next = *list; a->prevptr = list; *list = a; } void remove_actor(Actor* a) { if (a->next) a->next->prevptr = a->prevptr; *a->prevptr = a->next; } void draw_actor_normal(Actor* a) { blit_sprite(a->shape, a->x, a->y); } void draw_actor_exploding(Actor* a) { unblit_sprite_strided(a->shape, a->x, a->y, a->u.enemy.exploding); if (a->u.enemy.exploding > 10) { a->draw = NULL; } else { blit_sprite_strided(a->shape, a->x, a->y, ++a->u.enemy.exploding); } } void update_actor(Actor* a) { // if NULL shape, we don't have anything if (a->shape) { // erase the sprite blit_sprite_solid(a->shape, a->x, a->y, 0); // call update callback if (a->update) { a->update(a); } // did we delete it? if (a->shape) { // draw the sprite if (a->draw) { a->draw(a); } } else { // shape became null, remove from list remove_actor(a); } } } // word lfsr = 1; word xrand() { byte lsb = (byte)lfsr & 1; lfsr >>= 1; if (lsb) lfsr ^= 0xd400; return lfsr; } signed char random_dir() { byte x = (byte)xrand(); if (x < 85) return 0; else if (x < 85*2) return -1; else return 1; } void update_actor_list(Actor* a) { while (a) { update_actor(a); a = a->next; } } static byte g_section; void update_actors_partial(Actor* a) { while (a) { if (g_section ^ (a->y < 0x80)) { update_actor(a); } a = a->next; } } void update_screen_section(byte section) { g_section = section; update_actors_partial(player_list); update_actors_partial(fast_list); update_actors_partial(slow_lists[frame & 3]); } static Actor* test_actor; static byte test_x, test_y; byte minbyte(byte a, byte b) { return ab?a:b; } bool test_actor_pixels(Actor* a) { if (a->shape) { byte x,y; const byte *p1, *p2; byte x1 = maxbyte(test_actor->x, a->x); byte y1 = maxbyte(test_actor->y, a->y); byte x2 = minbyte(test_actor->x + test_actor->shape[0]*2, a->x + a->shape[0]*2); byte y2 = minbyte(test_actor->y + test_actor->shape[1], a->y + a->shape[1]); if (x2 < x1) x2 = 255; // clip to 8-bit coord. if (y2 < y1) y2 = 255; // clip to 8-bit coord. if (x2 <= x1 || y2 <= y1) return false; //draw_box(x1,y1,x2,y2,0xff); p1 = &test_actor->shape[2+(y1-test_actor->y)*test_actor->shape[0]]; p2 = &a->shape[2+(y1-a->y)*a->shape[0]]; p1 += (x1 - test_actor->x) >> 1; p2 += (x1 - a->x) >> 1; for (y=y1; yshape[0]; p2 += a->shape[0]; } } return false; } bool test_collision_actor(Actor* a) { return ((byte)(test_y - a->y + 16) < 32 && (byte)(test_x - a->x + 16) < 32 && test_actor_pixels(a)); } Actor* test_collisions(Actor* a) { while (a) { if (test_collision_actor(a)) { return a; } a = a->next; } return NULL; } void setup_collision(Actor* a) { test_actor = a; test_x = a->x; test_y = a->y; } void destroy_player() { Actor* a = &actors[PLAYER]; byte i; sound_pia = 1; // play sound for (i=0; i<60; i++) { WATCHDOG; while (video_counter != 0xfc) ; blit_sprite_solid(a->shape, a->x, a->y, i); while (video_counter == 0xfc) ; } for (i=1; i<60; i++) { WATCHDOG; while (video_counter != 0xfc) ; blit_sprite_strided(a->shape, a->x+i, a->y, i); blit_sprite_strided(a->shape, a->x-i, a->y, i); while (video_counter == 0xfc) ; } } void random_walk(Actor* a) { a->x += random_dir(); a->y += random_dir(); setup_collision(a); if (actors[PLAYER].shape && test_collision_actor(&actors[PLAYER])) { destroy_player(); actors[PLAYER].shape = NULL; } } void laser_move(Actor* a) { // did we hit something? Actor* collided; setup_collision(a); collided = test_collisions(fast_list); if (!collided) collided = test_collisions(slow_lists[0]); if (!collided) collided = test_collisions(slow_lists[1]); if (!collided) collided = test_collisions(slow_lists[2]); if (!collided) collided = test_collisions(slow_lists[3]); if (collided) { // get rid of laser (we can do this in our 'update' fn) a->shape = NULL; // set exploding counter for enemy, change fn pointers collided->draw = draw_actor_exploding; collided->update = NULL; collided->u.enemy.exploding = 1; // move enemy to effects list remove_actor(collided); add_actor(&effects_list, collided); // play sound sound_pia = 2; // add score score = bcd_add(score, 5); return; } // move laser // check for wall collisions a->x += a->u.laser.dx; if (a->u.laser.dx > 0 && a->x < 8) a->shape = NULL; if (a->u.laser.dx < 0 && a->x > 255-8) a->shape = NULL; a->y += a->u.laser.dy; if (a->y > 255-8) a->shape = NULL; } void shoot_laser(sbyte dx, sbyte dy, const byte* shape) { Actor* a = &actors[LASER]; a->shape = (byte*) shape; a->x = actors[PLAYER].x + 6; a->y = actors[PLAYER].y + 8; a->u.laser.dx = dx; a->u.laser.dy = dy; add_actor(&player_list, a); } void player_laser() { // is the laser being used? if (actors[LASER].shape == NULL) { // no, check controls if (UP2) shoot_laser(0,-8,laser_vert); else if (DOWN2) shoot_laser(0,8,laser_vert); else if (LEFT2) shoot_laser(-8,0,laser_horiz); else if (RIGHT2) shoot_laser(8,0,laser_horiz); } } void player_move(Actor* a) { byte x = a->x; byte y = a->y; if (UP1) y-=1; if (DOWN1) y+=1; if (LEFT1) x-=1; if (RIGHT1) x+=1; a->x = x; a->y = y; player_laser(); } static Actor* current_effect; void effects_new_frame() { current_effect = effects_list; } void effects_next() { if (current_effect) { if (current_effect->draw) { current_effect->draw(current_effect); } else { remove_actor(current_effect); } current_effect = current_effect->next; } } Actor* new_actor() { Actor* a = free_list; remove_actor(a); a->draw = draw_actor_normal; return a; } Actor* new_effect(void (*draw)(struct Actor *)) { Actor* a = new_actor(); a->draw = draw; add_actor(&effects_list, a); return a; } void init() { byte i; blit_solid(0, 0, 255, 255, 0); memset(actors, 0, sizeof(actors)); memcpy(palette, palette_data, 16); player_list = fast_list = obstacle_list = free_list = NULL; memset(slow_lists, 0, sizeof(slow_lists)); // add all actors to free list for (i=MAX_ACTORS-1; i>0; i--) { add_actor(&free_list, &actors[i]); } score = 0; } void make_player_actors() { // make player Actor* a = new_actor(); a->x = 128; a->y = 120; a->shape = (byte*) playersprite1; a->update = player_move; add_actor(&player_list, a); // make laser a = new_actor(); a->update = laser_move; a->shape = NULL; } void make_enemy_actors() { byte i; const byte num_actors = 32; for (i=3; ix = (byte)xrand(); a->y = (byte)xrand() + 24; } while ((byte)(a->x - 96) < 64 && (byte)(a->y - 96) < 64); a->shape = (byte*) all_sprites[i%9]; a->update = random_walk; a->draw = draw_actor_normal; if (i < 5) add_actor(&fast_list, a); else add_actor(&slow_lists[i&3], a); WATCHDOG; } } void draw_bcd_word(word bcd, word x, byte y, byte color) { byte j; x += 4*4; for (j=0; j<4; j++) { x -= 4; draw_char('0'+((byte)bcd & 0xf), x, y, color); bcd >>= 4; } } void draw_score(Actor* a) { a; draw_string("Plyr 1", 278, 8, 0xee); // draw digits in color 0 so the background is erased draw_bcd_word(score, 278, 20, 0); // last two digits of score are "00" draw_char('0', 278+16, 20, 0); draw_char('0', 278+20, 20, 0); } void draw_playfield(Actor* a) { // draw_box(0,0,275,255,0x11); } int main() { init(); make_player_actors(); make_enemy_actors(); // add low-priority effects here, because new effects // are added to the head of the list new_effect(draw_score); new_effect(draw_playfield); // main loop while (actors[PLAYER].shape) { WATCHDOG; effects_new_frame(); while (video_counter >= 0x90) effects_next(); update_screen_section(1); while (video_counter < 0x90) effects_next(); update_screen_section(0); switch (frame & 7) { case 0: break; } score = bcd_add(score, 1); frame++; } return 0; 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