mirror of https://github.com/g012/l65.git
nes samples :
- show anametable - show a 8x8 pixels sprite - show the metasprites
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80!1& )
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require'nes'
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-- asm code : 2019 - mara/flush
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-- gfx : mara/flush
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mappers.CNROM{chrmap = function(ci) return ci*0x2000, 0x2000, (ci&1)*0x2000 end}
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location(chrrom0)
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-- set beer tileset for sprite
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@@beer_tileset do local f, s = assert(io.open('nes_beer.chr','rb')) s=f:read('*all') f:close() byte{s:byte(1,-1)} end
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location(prgrom)
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@@nmi rti
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@@irq rti
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-- the beer sprite's palette
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local beer_pal = { 0x0F,0x10,0x38,0x30,0x0F,0x01,0x21,0x31,0x0F,0x06,0x16,0x26,0x0F,0x09,0x19,0x29 }
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-- describe oam bank for the sprite
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-- number, x position, x position, tile number, index in palette
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local sprite_beer = { 0, x=0x80, y=0x80, tile=1, palette=0 }
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@@main
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init()
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vblank_waitbegin()
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-- activate sprite
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lda #0b00011000
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sta PPUMASK
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-- load SPRITE palette in PPU RAM
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ppu_addr(OBJPAL)
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-- set sprite palette
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for _,v in ipairs(beer_pal) do lda #v sta PPUDATA end
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ppu_addr(0x2000)
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-- set the sprite on sprite bank 0
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oam_set(sprite_beer)
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-- reset scroll position
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ppu_addr(0) sta BGSCROL sta BGSCROL
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-- idle
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@_loop jmp _loop
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writebin(filename..'.nes')
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writesym(filename..'.mlb', 'mesen')
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writesym(filename..'.nes', 'fceux')
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print(stats)
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0%!10
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require'nes'
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-- samples : extacted of the demo : Let's Go To The Very Important Party 2018
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-- original code : 2018 - mara/flush
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-- asm code : 2019 - mara/flush
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-- gfx : Exocet/Up Rough
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mappers.CNROM{chrmap = function(ci) return ci*0x2000, 0x2000, (ci&1)*0x2000 end}
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location(chrrom0)
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@@ghosts_tiles do local f, s = assert(io.open('nes_ghosts.chr','rb')) s=f:read('*all') f:close() byte{s:byte(1,-1)} end
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location(prgrom)
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@@nmi rti
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@@irq rti
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-- ghosts' palette
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local ghosts_pal = { 0x0F, 0x30, 0x25, 0x15, 0x0F, 0x21, 0x31, 0x30, 0x0F, 0x1B, 0x19, 0x1B, 0x0F, 0x0F, 0x0F, 0x0F }
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-- metasprite is a set of sprites to draw a big sprite
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-- here you have two big sprites, the son and mother ghosts
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-- it's a set of oam bank
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-- index, x position, y position, tile number, palette number
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local ghosts_spr = {
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{ 2, x= 0+0x80, y= 0+0x88, tile=0x01, palette=1 }, -- begin sprite son
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{ 3, x= 8+0x80, y= 0+0x88, tile=0x02, palette=1 },
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{ 4, x=16+0x80, y= 0+0x88, tile=0x03, palette=1 },
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{ 5, x=24+0x80, y= 0+0x88, tile=0x04, palette=1 },
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{ 6, x= 0+0x80, y= 8+0x88, tile=0x07, palette=1 },
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{ 7, x= 8+0x80, y= 8+0x88, tile=0x08, palette=1 },
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{ 8, x=16+0x80, y= 8+0x88, tile=0x09, palette=1 },
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{ 9, x=24+0x80, y= 8+0x88, tile=0x0a, palette=1 },
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{ 10, x= 0+0x80, y=16+0x88, tile=0x0f, palette=1 },
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{ 11, x= 8+0x80, y=16+0x88, tile=0x10, palette=1 },
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{ 12, x=16+0x80, y=16+0x88, tile=0x11, palette=1 },
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{ 13, x=24+0x80, y=16+0x88, tile=0x12, palette=1 },
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{ 14, x= 0+0x80, y=24+0x88, tile=0x17, palette=1 },
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{ 15, x= 8+0x80, y=24+0x88, tile=0x18, palette=1 },
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{ 16, x=16+0x80, y=24+0x88, tile=0x19, palette=1 },
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{ 17, x=24+0x80, y=24+0x88, tile=0x1a, palette=1 },
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---------------------------------------------------------------
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{ 18, x= 8+0x40, y= 0+0x80, tile=0x05, palette=0 }, --begin sprite mother
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{ 19, x=16+0x40, y= 0+0x80, tile=0x06, palette=0 },
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{ 20, x= 0+0x40, y= 8+0x80, tile=0x0b, palette=0 },
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{ 21, x= 8+0x40, y= 8+0x80, tile=0x0c, palette=0 },
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{ 22, x=16+0x40, y= 8+0x80, tile=0x0d, palette=0 },
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{ 23, x=24+0x40, y= 8+0x80, tile=0x0e, palette=0 },
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{ 24, x= 0+0x40, y= 16+0x80, tile=0x13, palette=0 },
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{ 25, x= 8+0x40, y= 16+0x80, tile=0x14, palette=0 },
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{ 26, x=16+0x40, y= 16+0x80, tile=0x15, palette=0 },
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{ 27, x=24+0x40, y= 16+0x80, tile=0x16, palette=0 },
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{ 28, x= 0+0x40, y= 24+0x80, tile=0x1b, palette=0 },
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{ 29, x= 8+0x40, y= 24+0x80, tile=0x1c, palette=0 },
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{ 30, x=16+0x40, y= 24+0x80, tile=0x1d, palette=0 },
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{ 31, x=24+0x40, y= 24+0x80, tile=0x1e, palette=0 },
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{ 32, x= 0+0x40, y= 32+0x80, tile=0x1f, palette=0 },
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{ 33, x= 8+0x40, y= 32+0x80, tile=0x20, palette=0 },
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{ 34, x=16+0x40, y= 32+0x80, tile=0x21, palette=0 },
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{ 35, x=24+0x40, y= 32+0x80, tile=0x22, palette=0 }
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}
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@@main
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init()
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vblank_waitbegin()
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lda #0b00011000
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sta PPUMASK
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lda #0
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sta PPUCTRL
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-- load SPRITE palette in PPU RAM
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ppu_addr(OBJPAL)
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for _,v in ipairs(ghosts_pal) do lda #v sta PPUDATA end
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-- load the metasprites
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for _,v in ipairs(ghosts_spr) do oam_set(v) end
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-- reset scroll position
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ppu_addr(0) sta BGSCROL sta BGSCROL
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-- idle
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@_loop jmp _loop
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writebin(filename..'.nes')
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writesym(filename..'.mlb', 'mesen')
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writesym(filename..'.nes', 'fceux')
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print(stats)
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require'nes'
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-- samples : extacted of the demo : Let's Go To The Very Important Party 2018
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-- original code : 2018 - mara/flush
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-- asm code : 2019 - mara/flush
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-- gfx : Exocet/Up Rough
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mappers.CNROM{chrmap = function(ci) return ci*0x2000, 0x2000, (ci&1)*0x2000 end}
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location(chrrom0)
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-- create a variable house_tiles which contains tileset.chr's data (house's tiles)
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@@house_tiles do local f, s = assert(io.open('nes_house_tileset.chr','rb')) s=f:read('*all') f:close() byte{s:byte(1,-1)} end
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-- don't define nmi and irq routines
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location(prgrom)
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@@nmi rti
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@@irq rti
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-- create the house palette
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local home_pal = { 0x32,0x22,0x11,0x30,0x32,0x06,0x16,0x26,0x32,0x27,0x37,0x17,0x32,0x0f,0x00,0x10 }
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-- create a variable nam which contains the house's nametable (map of house)
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do
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local f, s = assert(io.open('nes_house.nam','rb')) s=f:read('*all') f:close()
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@@nam byte{s:byte(1,-1)}
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end
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local nam_high = 1
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local nam_low = 0
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@@main
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-- initialize the hardware registers
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init()
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-- wait a vertical blank
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vblank_waitbegin()
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-- load BG palette in PPU RAM
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ppu_addr(BGPAL)
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-- put the house's palette
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for _,v in ipairs(home_pal) do lda #v sta PPUDATA end
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ppu_addr(0x2000)
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-- load and set nametable
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lda #nam>>8&0xff
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sta nam_high
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lda #nam & 0xff
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sta nam_low
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jsr loadBG
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-- reset scroll position
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ppu_addr(0) sta BGSCROL sta BGSCROL
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lda #0x0a sta PPUMASK
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-- idle
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@_loop jmp _loop
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-- routine to load a nametable with the attributes
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@loadBG
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ldy #0
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ldx #0
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@loopLoadBG
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lda (nam_low), y -- can only be used with y
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sta 0x2007
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iny
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bne loopLoadBG
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inc nam_high
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inx
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cpx #04
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bne loopLoadBG
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rts
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-- produce NES file, and debug symbols
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writebin(filename..'.nes')
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writesym(filename..'.mlb', 'mesen')
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writesym(filename..'.nes', 'fceux')
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print(stats)
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