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mist: selena: some cleanups as we start working on this age again
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@ -203,7 +203,7 @@ selena.o: selena.s zp.inc hardware.inc common_defines.inc \
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keyboard.s \
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draw_pointer.s \
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speaker_beeps.s \
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organ_puzzle.s \
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selena_organ_puzzle.s \
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gr_copy.s audio.s text_print.s decompress_fast_v2.s
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ca65 -o selena.o selena.s -l selena.lst
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38
mist/README
38
mist/README
@ -12,3 +12,41 @@ Compiling:
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utils to compile
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Then run "make" and hope for the best
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Sizes:
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sectors on disk = 35*16 = 560
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three tracks for dos -48
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one track for VTOC -16
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======
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496
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disk1:
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HELLO 566 -> 768 -> 3
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LOADER 4006 -> 4096 -> 16
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MIST_TITLE 21008 -> 21248 -> 83
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MIST 39780 -> 39936 -> 156
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OCTAGON 32627 -> 32768 -> 128
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VIEWER 4834 -> 4864 -> 19
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DENTIST 7879 -> 7936 -> 31
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D'NI 6863 -> 6912 -> 27
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SAVE0 74 -> 256 -> 1
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SHIP 5047 -> 5120 -> 20
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========
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484+10 = 494 = 126k
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disk2:
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CHANNEL 34418 -> 34560 -> 135
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ARBOR 31591 -> 31744 -> 124
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NIBEL 15467 -> 15616 -> 61
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CABIN 15398 -> 15616 -> 61
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========
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381+4= 385 = 98k
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disk3:
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MECHE 28857 -> 28928 -> 113
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SELENA 32902 -> 33024 -> 129
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STONEY 29984 -> 30208 -> 118
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GENERATOR 7456 -> 7680 -> 30
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========
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390+4=394 = 100k
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@ -7,14 +7,18 @@ For release 1.0
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+ MIST
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-- open door to clock puzzle?
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-- only allow entering ship if it's up
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-- maybe another location on dock to ship
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+ OCTAGON
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-- load "red page" sound into LC and play it?
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+ SELENA
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-- maybe another location on dock to ship
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-- sounds/door puzzle
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-- load 1s clip of sounds (4k each) into language card?
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-- have sub background change
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-- enable turning on lights
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-- flame trench has left/right mixed, left view missing
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+ STONEY
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-- hook up compass rose
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@ -2,7 +2,7 @@
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.include "common_defines.inc"
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.if 1
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.if 0
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; if doing playthrough
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.include "playthrough_save.inc"
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.endif
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@ -37,7 +37,15 @@
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.byte OCTAGON_CENTER ; LOCATION = $82
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.endif
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.if 0
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.if 1
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; Selena
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.byte LOAD_SELENA ; WHICH_LOAD = $80
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.byte DIRECTION_N ; DIRECTION = $81
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.byte SELENA_WALKWAY1 ; LOCATION = $82
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.endif
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.if 1
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.byte $00 ; RED_PAGES_TAKEN = $83
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.byte $00 ; BLUE_PAGES_TAKEN = $84
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.byte $00 ; CLOCK_BRIDGE = $85
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@ -527,8 +527,8 @@ location28:
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.byte DIRECTION_W ; west exit_dir
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.word $0000 ; north bg
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.word $0000 ; south bg
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.word tunnel_steps_e_lzsa ; east bg
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.word tunnel_steps_w_lzsa ; west bg
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.word tunnel_steps_w_lzsa ; east bg
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.word tunnel_steps_e_lzsa ; west bg
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.byte BG_EAST|BG_WEST
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.byte $ff
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@ -551,6 +551,12 @@ go_to_selena:
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lda #LOAD_SELENA ; Selena
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sta WHICH_LOAD
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lda #SELENA_INSIDE_SHIP
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sta LOCATION
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lda #DIRECTION_E
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sta DIRECTION
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lda #$ff
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sta LEVEL_OVER
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@ -4,15 +4,15 @@
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.byte DIRECTION_S ; DIRECTION = $81
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.byte OCTAGON_TEMPLE_CENTER ; LOCATION = $82
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.byte (OCTAGON_PAGE|MECHE_PAGE)
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.byte (OCTAGON_PAGE|MECHE_PAGE|CHANNEL_PAGE)
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; RED_PAGES_TAKEN = $83
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.byte (OCTAGON_PAGE|MECHE_PAGE)
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.byte (OCTAGON_PAGE|MECHE_PAGE|CHANNEL_PAGE)
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; BLUE_PAGES_TAKEN = $84
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.byte $1
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; CLOCK_BRIDGE = $85
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.byte $1
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; GEAR_OPEN = $86
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.byte (MARKER_DOCK|MARKER_GEARS|MARKER_SPACESHIP|MARKER_CLOCK|MARKER_POOL)
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.byte (MARKER_DOCK|MARKER_GEARS|MARKER_SPACESHIP|MARKER_CLOCK|MARKER_POOL|MARKER_CABIN)
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; MARKER_SWITCHES = $87
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.byte $2
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; CLOCK_HOUR = $88
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@ -53,15 +53,15 @@
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.byte $00 ; MECHE_LOCK4 = $A8
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.byte $00 ; HOLDING_PAGE = $A9
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.byte $2
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.byte $3
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; RED_PAGE_COUNT = $AA
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.byte $2
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.byte $3
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; BLUE_PAGE_COUNT = $AB
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.byte $00 ; VIEWER_CHANNEL = $AC
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.byte $00 ; VIEWER_LATCHED = $AD
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.byte $2
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.byte $4
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; TOWER_ROTATION = $AE
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.byte $00 ; SHIP_RAISED = $AF
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; stoneship
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@ -32,6 +32,7 @@ selena_start:
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lda #0
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sta DRAW_PAGE
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sta LEVEL_OVER
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; init cursor
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@ -54,33 +55,15 @@ selena_start:
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; hook up the special functions
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; these might be disabled if we've been here before
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; FIXME: this means we cannot save game inside spaceship on selena
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ldy #LOCATION_SPECIAL_EXIT
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lda #DIRECTION_E
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sta location1,Y ; enable controls
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lda #DIRECTION_W
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sta location2,Y ; enable organ
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lda #DIRECTION_N
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sta location0,Y ; enable mist exit
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lda #0
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sta LEVEL_OVER
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.if 1
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lda #SELENA_INSIDE_SHIP
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sta LOCATION
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lda #DIRECTION_E
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sta DIRECTION
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.else
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lda #SELENA_WALKWAY1
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sta LOCATION
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lda #DIRECTION_N
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sta DIRECTION
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.endif
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lda #DIRECTION_E ; enable controls
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sta location1,Y ; SELENA_CONTROLS
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lda #DIRECTION_W ; enable organ
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sta location2,Y ; SELENA_ELECTRIC_ORGAN
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lda #DIRECTION_N ; enable mist exit
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sta location0,Y ; SELENA_INSIDE_SHIP
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; set up initial location
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@ -394,7 +377,7 @@ keypad_press:
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.include "graphics_selena/selena_graphics.inc"
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; puzzles
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.include "organ_puzzle.s"
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.include "selena_organ_puzzle.s"
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; linking books
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@ -2,6 +2,9 @@
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; second time switches us to selenetic, plays sound
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; disables organ and display
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; FIXME: cannot save game in ship on selena
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; as selena.s resets puzzle back to myst on entry
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dome_pressed:
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lda ANIMATE_FRAME
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@ -73,10 +76,6 @@ dome_press_second:
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rts
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linking_filename:
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.byte "LINK_NOISE.BTC",0
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;==========================
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; o/` Standing in my yard
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; where they tore down the garage
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