2022-04-20 01:36:44 +00:00
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; Floppy Expansion Take 1
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.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 6 ; level 6
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do_level6:
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;======================
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; set up initial stuff
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;======================
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lda #10
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sta CLIMBER_COUNT
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sta EXPLODER_COUNT
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sta STOPPER_COUNT
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sta BUILDER_COUNT
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sta BASHER_COUNT
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sta MINER_COUNT
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sta DIGGER_COUNT
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sta FLOATER_COUNT
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lda #0
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sta DOOR_X
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lda #0
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sta DOOR_Y
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lda #3
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sta INIT_X
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lda #8
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sta INIT_Y
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; flame locations
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lda #33
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sta l_flame_x_smc+1
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lda #106
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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 #37
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sta r_flame_x_smc+1
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; door exit location
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lda #33 ;
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sta exit_x1_smc+1
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lda #37
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sta exit_x2_smc+1
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lda #95
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sta exit_y1_smc+1
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lda #130
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sta exit_y2_smc+1
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lda #$10 ; BCD
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sta PERCENT_NEEDED
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sta PERCENT_ADD
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;==============
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; set up intro
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;==============
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lda #<hr_level6_preview_lzsa
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sta level_preview_l_smc+1
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lda #>hr_level6_preview_lzsa
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sta level_preview_h_smc+1
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lda #<level6_intro_text
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sta intro_text_smc_l+1
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lda #>level6_intro_text
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sta intro_text_smc_h+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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2022-04-22 05:56:34 +00:00
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lda #<never_parts_l
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2022-04-20 01:36:44 +00:00
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sta chunk_l_smc+1
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2022-04-22 05:56:34 +00:00
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lda #>never_parts_l
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2022-04-20 01:36:44 +00:00
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sta chunk_l_smc+2
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2022-04-22 05:56:34 +00:00
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lda #<never_parts_h
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2022-04-20 01:36:44 +00:00
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sta chunk_h_smc+1
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2022-04-22 05:56:34 +00:00
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lda #>never_parts_h
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2022-04-20 01:36:44 +00:00
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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 #<hr_level6_lzsa
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sta getsrc_smc+1 ; LZSA_SRC_LO
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lda #>hr_level6_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 #<hr_level6_lzsa
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sta getsrc_smc+1 ; LZSA_SRC_LO
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lda #>hr_level6_lzsa
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sta getsrc_smc+2 ; LZSA_SRC_HI
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lda #$40
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jsr decompress_lzsa2_fast
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;=======================
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; Setup cursor
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;=======================
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lda #$FF
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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 #10
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sta LEMMINGS_TO_RELEASE
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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 ; 1/50
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jsr init_level
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jsr update_remaining_all
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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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l6_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 l6_door_is_open
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jsr draw_door
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l6_door_is_open:
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;======================
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; release lemmings
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;======================
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jsr release_lemming
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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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jsr update_timer
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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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; wait a bit
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lda #$f0
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jsr wait
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inc FRAMEL
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lda LEVEL_OVER
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bne l6_level_over
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jmp l6_main_loop
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l6_level_over:
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rts
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.include "update_timer.s"
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.include "hr_graphics/graphics_hr_level6.inc"
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2022-04-22 05:56:34 +00:00
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never_parts_h:
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.byte >never_part1_lzsa,>never_part2_lzsa,>never_part3_lzsa
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.byte >never_part4_lzsa,>never_part5_lzsa,>never_part6_lzsa
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.byte >never_part7_lzsa,>never_part8_lzsa,>never_part9_lzsa
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.byte >never_part10_lzsa,>never_part11_lzsa,>never_part12_lzsa
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.byte >never_part13_lzsa,>never_part14_lzsa; ,>never_part15_lzsa
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2022-04-20 01:36:44 +00:00
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.byte $00
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2022-04-22 05:56:34 +00:00
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never_parts_l:
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.byte <never_part1_lzsa,<never_part2_lzsa,<never_part3_lzsa
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.byte <never_part4_lzsa,<never_part5_lzsa,<never_part6_lzsa
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.byte <never_part7_lzsa,<never_part8_lzsa,<never_part9_lzsa
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.byte <never_part10_lzsa,<never_part11_lzsa,<never_part12_lzsa
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.byte <never_part13_lzsa,<never_part14_lzsa ;,<never_part15_lzsa
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never_part1_lzsa:
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.incbin "hr_music/never.part1.lzsa"
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never_part2_lzsa:
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.incbin "hr_music/never.part2.lzsa"
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never_part3_lzsa:
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.incbin "hr_music/never.part3.lzsa"
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never_part4_lzsa:
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.incbin "hr_music/never.part4.lzsa"
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never_part5_lzsa:
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.incbin "hr_music/never.part5.lzsa"
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never_part6_lzsa:
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.incbin "hr_music/never.part6.lzsa"
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never_part7_lzsa:
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.incbin "hr_music/never.part7.lzsa"
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never_part8_lzsa:
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.incbin "hr_music/never.part8.lzsa"
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never_part9_lzsa:
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.incbin "hr_music/never.part9.lzsa"
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never_part10_lzsa:
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.incbin "hr_music/never.part10.lzsa"
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never_part11_lzsa:
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.incbin "hr_music/never.part11.lzsa"
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never_part12_lzsa:
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.incbin "hr_music/never.part12.lzsa"
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never_part13_lzsa:
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.incbin "hr_music/never.part13.lzsa"
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never_part14_lzsa:
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.incbin "hr_music/never.part14.lzsa"
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;never_part15_lzsa:
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;.incbin "hr_music/never.part15.lzsa"
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2022-04-20 01:36:44 +00:00
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level6_intro_text:
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.byte 0, 8,"LEVEL 6",0
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.byte 9, 8,"DON'T COPY THAT FLOPPY...",0
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.byte 9,12,"NUMBER OF LEMMINGS 10",0
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.byte 12,14,"10% TO BE SAVED",0
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.byte 12,16,"RELEASE RATE 50",0
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.byte 13,18,"TIME 5 MINUTES",0
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.byte 15,20,"RATING FUN",0
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.byte 8,23,"PRESS RETURN TO CONTINUE",0
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