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mode7: trim off some of the extra code
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parent
4724b09570
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598043e3ed
209
mode7/utils.s
209
mode7/utils.s
@ -63,114 +63,6 @@ memset_loop:
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bne memset_loop
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rts
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;=================
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; load RLE image
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;=================
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; Output is BASH/BASL
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; Input is in GBASH/GBASL
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load_rle_gr:
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lda #$0
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tax
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tay ; init X and Y to 0
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sta CV ; ycoord=0
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lda (GBASL),y ; load xsize
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sta CH
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iny ; (we should check if we had
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; bad luck and overflows page)
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iny ; skip ysize
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rle_loop:
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lda (GBASL),y ; load run value
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cmp #$ff ; if 0xff
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beq rle_done ; we are done
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sta RUN
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iny ; point to next value
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bne rle_yskip1 ; if overflow, increment address
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inc GBASH
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rle_yskip1:
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lda (GBASL),y ; load value to write
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iny
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bne rle_yskip2
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inc GBASH
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rle_yskip2:
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sty TEMP2 ; save y for later
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pha
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lda #$0
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tay
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pla ; convoluted way to set y to 0
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rle_run_loop:
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sta (BASL),y ; write out the value
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inc BASL ; increment the pointer
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bne rle_skip3 ; if wrapped
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inc BASH ; then increment the high value
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rle_skip3:
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inx ; increment the X value
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cpx CH ; compare against the image width
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bcc rle_not_eol ; if less then keep going
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pha ; save out value on stack
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lda BASL ; cheat to avoid a 16-bit add
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cmp #$a7 ; we are adding 0x58 to get
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bcc rle_add_skip ; to the next line
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inc BASH
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rle_add_skip:
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clc
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adc #$58 ; actually do the 0x58 add
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sta BASL ; and store it back
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inc CV ; add 2 to ypos
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inc CV ; each "line" is two high
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lda CV ; load value
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cmp #15 ; if it's greater than 14 it wraps
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bcc rle_no_wrap ; Thanks Woz
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lda #$0 ; we wrapped, so set to zero
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sta CV
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; when wrapping have to sub 0x3d8
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sec ; this is a 16-bit subtract routine
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lda BASL
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sbc #$d8 ; LSB
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sta BASL
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lda BASH ; MSB
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sbc #$3 ;
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sta BASH
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rle_no_wrap:
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lda #$0 ; set X value back to zero
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tax
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pla ; restore value to write from stack
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rle_not_eol:
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dec RUN ; decrement run value
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bne rle_run_loop ; if not zero, keep looping
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ldy TEMP2 ; restore the input pointer
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sec
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bcs rle_loop ; and branch always
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rle_done:
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lda #$15 ; move the cursor somewhere sane
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sta CV
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rts
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;==========================================================
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; set_text_page0
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;==========================================================
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;
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set_text_page0:
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bit PAGE0 ; set page0
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bit TEXT ; set text mode
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rts
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;==========================================================
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; set_gr_page0
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;==========================================================
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@ -184,55 +76,6 @@ set_gr_page0:
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bit SET_GR ; set graphics
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rts
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;=========================================================
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; gr_copy_to_current
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;=========================================================
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; copy 0xc00 to DRAW_PAGE
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; 2 + 8*38 + 4*80*23 + 4*120*26 + 13 = 20,159 = 20ms = 50Hz
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;
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gr_copy_to_current:
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ldx #0 ; set y to zero ; 2
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gr_copy_loop:
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stx TEMP ; save y ; 3
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txa ; move to A ; 2
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asl ; mult by 2 ; 2
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tay ; put into Y ; 2
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lda gr_offsets,Y ; lookup low byte for line addr ; 5
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sta OUTL ; out and in are the same ; 3
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sta INL ; 3
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lda gr_offsets+1,Y ; lookup high byte for line addr ; 5
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adc DRAW_PAGE
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sta OUTH ; 3
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lda gr_offsets+1,Y ; lookup high byte for line addr ; 5
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adc #$8 ; for now, fixed 0xc ; 2
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sta INH ; 3
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ldx TEMP ; restore y ; 3
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ldy #0 ; set X counter to 0 ; 2
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gr_copy_line:
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lda (INL),Y ; load a byte ; 5
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sta (OUTL),Y ; store a byte ; 6
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iny ; increment pointer ; 2
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cpx #$4 ; don't want to copy bottom 4*40 ; 2
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bcs gr_copy_above4 ; 3
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gr_copy_below4:
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cpy #120 ; for early ones, copy 120 bytes ; 2
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bne gr_copy_line ; 3
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beq gr_copy_line_done ; 3
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gr_copy_above4: ; for last four, just copy 80 bytes
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cpy #80 ; 2
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bne gr_copy_line ; 3
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gr_copy_line_done:
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inx ; increment y value ; 2
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cpx #8 ; there are 8 of them ; 2
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bne gr_copy_loop ; if not, loop ; 3
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rts ; 6
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;==========================================================
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; Wait until keypressed
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;==========================================================
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@ -525,58 +368,6 @@ print_both_pages:
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rts ; oops forgot this initially
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; explains the weird vertical stripes on the screen
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;=========================================
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; vlin
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;=========================================
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; X, V2 at Y
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vlin:
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sty TEMPY ; save Y (x location)
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vlin_loop:
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txa ; a=x (get first y)
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and #$fe ; Clear bottom bit
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tay ;
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lda gr_offsets,Y ; lookup low-res memory address low
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sta GBASL ; put it into our indirect pointer
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iny
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lda gr_offsets,Y ; lookup low-res memory address high
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clc
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adc DRAW_PAGE ; add in draw page offset
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sta GBASH ; put into top of indirect
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ldy TEMPY ; load back in y (x offset)
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txa ; load back in x (current y)
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lsr ; check the low bit
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bcc vlin_low ; if not set, skip to low
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vlin_high:
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lda #$F0 ; setup masks
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sta MASK
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lda #$0f
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bcs vlin_too_slow
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vlin_low: ; setup masks
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lda #$0f
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sta MASK
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lda #$f0
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vlin_too_slow:
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and (GBASL),Y ; mask current byte
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sta (GBASL),Y ; and store back
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lda MASK ; mask the color
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and COLOR
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ora (GBASL),Y ; or into the right place
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sta (GBASL),Y ; store it
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inx ; increment X (current y)
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cpx V2 ; compare to the limit
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bcc vlin_loop ; if <= then loop
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rts ; return
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;================================
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; hlin_setup
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18
mode7/zp.inc
18
mode7/zp.inc
@ -98,24 +98,6 @@ COLOR_MASK EQU $8B
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SHIPY EQU $E4
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;; World Map Only
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ODD EQU $7B
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DIRECTION EQU $7C
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REFRESH EQU $7D
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ON_BIRD EQU $7E
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MOVED EQU $7F
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STEPS EQU $80
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TFV_X EQU $81
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TFV_Y EQU $82
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NEWX EQU $83
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NEWY EQU $84
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MAP_X EQU $85
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GROUND_COLOR EQU $86
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KEYPRESS EQU $C000
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KEYRESET EQU $C010
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