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split: draw sprite too
lost vapor lock
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@ -32,7 +32,7 @@ RAINBOW: rainbow.o
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RAINBOW.BAS: rainbow.bas
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$(TOKENIZE) < rainbow.bas > RAINBOW.BAS
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credits.o: credits.s
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credits.o: credits.s tfv_sprites.inc
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ca65 -o credits.o credits.s -l credits.lst
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CREDITS: credits.o
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@ -8,7 +8,8 @@ int main(int argc, char **argv) {
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// desired=4152;
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// desired=5196;
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// desired=4547;
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desired=9685;
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// desired=9685;
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desired=2481;
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printf("You want %d cycles\n",desired);
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@ -130,6 +130,10 @@ line_loop:
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; The blanking happens at the *beginning*
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; So 65 bytes are scanned, starting at adress of the line - 25
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; the scan takes 8 cycles, look for 4 repeats of the value
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; to avoid false positive found if the horiz blanking is mirroring
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; the line (max 3 repeats in that case)
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vapor_lock_loop:
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LDA #$44
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zloop:
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@ -268,11 +272,36 @@ loop6:
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; Try X=13 Y=64 cycles=4545 R2
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; DRAW SPRITES
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; do this during blanking interval
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lda #>bird_stand_right ; 2
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sta INH ; 3
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lda #<bird_stand_right ; 2
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sta INL ; 3
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lda #17 ; 2
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sta XPOS ; 3
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lda #30 ; 2
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sta YPOS ; 3
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jsr put_sprite ; 6
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; + 2040
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;========
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; 2066
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; 2481 is new number
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; Try X=2 Y=155 cycles=2481
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lda #0 ; 2
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ldy #64 ; 2
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ldy #155 ; 2
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loop7:
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ldx #13 ; 2
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ldx #2 ; 2
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loop8:
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dex ; 2
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bne loop8 ; 2nt/3
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@ -290,6 +319,135 @@ wait_until_keypressed:
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bit KEYRESET
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rts
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;=============================================
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; put_sprite
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;=============================================
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; Sprite to display in INH,INL
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; Location is XPOS,YPOS
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; Note, only works if YPOS is multiple of two
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; time= 28 setup
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; Y*outerloop
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; outerloop = 36 setup
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; X*innerloop
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; innerloop = 30 if $00 17+13(done)
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; 53 if if $XX 16+8+8+8(put_all)+13(done)
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; 68 if $X0 16+8+7+5+19(put_sprite_mask)+13(done)
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; 63 if $0X 16+7+8+19(put_sprite_mask)+13(done)
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; -1 for last iteration
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; 18 (-1 for last)
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; 6 return
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; so cost = 28 + Y*(36+18)+(INNER-X) -1 + 6
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; = 33 + Y*(53)+(INNER-X)
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; = 33 + Y*(53)+ [30A + 53B + 68C + 63D]-X
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; bird_stand_right = X=6, Y=7 A=28 B=9 C=2 D=3
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; = 33 + 7*53+(30*28+53*9+68*2+63*3)-6 = 2040 cycles
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put_sprite:
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ldy #0 ; byte 0 is xsize ; 2
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lda (INL),Y ; 5
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sta CH ; xsize is in CH ; 3
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iny ; 2
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lda (INL),Y ; byte 1 is ysize ; 5
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sta CV ; ysize is in CV ; 3
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iny ; 2
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lda YPOS ; make a copy of ypos ; 3
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sta TEMPY ; as we modify it ; 3
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;===========
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; 28
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put_sprite_loop:
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sty TEMP ; save sprite pointer ; 3
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ldy TEMPY ; 3
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lda gr_offsets,Y ; lookup low-res memory address ; 5
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clc ; 2
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adc XPOS ; add in xpos ; 3
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sta OUTL ; store out low byte of addy ; 3
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lda gr_offsets+1,Y ; look up high byte ; 5
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adc DRAW_PAGE ; ; 3
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sta OUTH ; and store it out ; 3
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ldy TEMP ; restore sprite pointer ; 3
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; OUTH:OUTL now points at right place
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ldx CH ; load xsize into x ; 3
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;===========
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; 36
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put_sprite_pixel:
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lda (INL),Y ; get sprite colors ; 5
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iny ; increment sprite pointer ; 2
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sty TEMP ; save sprite pointer ; 3
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ldy #$0 ; 2
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; check if completely transparent
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; if so, skip
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cmp #$0 ; if all zero, transparent ; 2
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beq put_sprite_done_draw ; don't draw it ; 2nt/3
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;==============
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; 17
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sta COLOR ; save color for later ; 3
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; check if top pixel transparent
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and #$f0 ; check if top nibble zero ; 2
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bne put_sprite_bottom ; if not skip ahead ; 2nt/3
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lda #$f0 ; setup mask ; 2
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sta MASK ; 3
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bmi put_sprite_mask ; always? ; 3
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put_sprite_bottom:
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lda COLOR ; re-load color ; 3
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and #$0f ; check if bottom nibble zero ; 2
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bne put_sprite_all ; if not, skip ahead ; 2nt/3
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lda #$0f ; 2
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sta MASK ; setup mask ; 3
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put_sprite_mask:
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lda (OUTL),Y ; get color at output ; 5
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and MASK ; mask off unneeded part ; 3
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ora COLOR ; or the color in ; 3
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sta (OUTL),Y ; store it back ; 5
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jmp put_sprite_done_draw ; we are done ; 3
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put_sprite_all:
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lda COLOR ; load color ; 3
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sta (OUTL),Y ; and write it out ; 5
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put_sprite_done_draw:
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ldy TEMP ; restore sprite pointer ; 3
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inc OUTL ; increment output pointer ; 5
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dex ; decrement x counter ; 2
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bne put_sprite_pixel ; if not done, keep looping ; 2nt/3
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inc TEMPY ; each line has two y vars ; 5
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inc TEMPY ; 5
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dec CV ; decemenet total y count ; 5
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bne put_sprite_loop ; loop if not done ; 2nt/3
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rts ; return ; 6
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line1:.asciiz " * . "
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line2:.asciiz " * . T A L B O T . "
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line3:.asciiz " * F A N T A S Y "
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@ -300,6 +458,7 @@ line6:.asciiz " . "
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.include "../asm_routines/gr_offsets.s"
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.include "../asm_routines/text_print.s"
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.include "../asm_routines/gr_hlin_double.s"
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.include "tfv_sprites.inc"
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.align $1000
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34
split_screen/tfv_sprites.inc
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34
split_screen/tfv_sprites.inc
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@ -0,0 +1,34 @@
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bird_stand_right:
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.byte $6,$7
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.byte $00,$00,$00,$00,$00,$00
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.byte $00,$00,$00,$00,$dd,$90
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.byte $00,$00,$00,$00,$dd,$00
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.byte $0d,$dd,$dd,$dd,$dd,$00
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.byte $00,$00,$0d,$dd,$0d,$00
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.byte $00,$00,$00,$99,$00,$00
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.byte $00,$00,$00,$99,$90,$00
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bird_walk_right:
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.byte $6,$7
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.byte $00,$00,$00,$00,$00,$00
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.byte $00,$00,$00,$00,$dd,$90
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.byte $00,$00,$00,$00,$dd,$00
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.byte $0d,$dd,$dd,$dd,$dd,$00
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.byte $00,$00,$0d,$dd,$0d,$00
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.byte $00,$00,$00,$99,$00,$00
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.byte $00,$00,$99,$00,$99,$00
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small_tree:
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.byte $3,$3
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.byte $00,$CC,$00
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.byte $CC,$CC,$CC
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.byte $00,$88,$00
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big_tree:
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.byte $5,$5
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.byte $00,$00,$CC,$00,$00
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.byte $00,$C0,$CC,$C0,$00
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.byte $00,$CC,$CC,$CC,$00
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.byte $c0,$CC,$CC,$CC,$c0
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.byte $00,$00,$88,$00,$00
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