touch_gate_n: lda #2 sta ANIMATE_FRAME rts update_gate_n: lda ANIMATE_FRAME beq open_gate_n bne close_gate_n open_gate_n: ldy #LOCATION_NORTH_BG lda location20,Y ; NIBEL_BLUE_PATH_2P5 cmp #blue_path_2p5_n_lzsa sta location20+1,Y ; NIBEL_BLUE_PATH_2P5 jsr change_direction done_open_gate_n: rts close_gate_n: ldy #LOCATION_NORTH_BG lda location20,Y ; NIBEL_BLUE_PATH_2P5 cmp #blue_path_2p5_gate_n_lzsa sta location20+1,Y ; NIBEL_BLUE_PATH_2P5 jsr change_direction done_close_gate_n: lda FRAMEL and #$3f bne really_done_close_gate_n dec ANIMATE_FRAME really_done_close_gate_n: rts update_gate_s: lda ANIMATE_FRAME beq open_gate_s bne close_gate_s open_gate_s: ldy #LOCATION_SOUTH_BG lda location19,Y ; NIBEL_BLUE_PATH_2P25 cmp #blue_path_2p25_s_lzsa sta location19+1,Y ; NIBEL_BLUE_PATH_2P25 jsr change_direction done_open_gate_s: rts close_gate_s: ldy #LOCATION_SOUTH_BG lda location19,Y ; NIBEL_BLUE_PATH_2P25 cmp #blue_path_2p25_gate_s_lzsa sta location19+1,Y ; NIBEL_BLUE_PATH_2P25 ; lda ANIMATE_FRAME ; pha jsr change_direction ; pla ; sta ANIMATE_FRAME done_close_gate_s: lda FRAMEL and #$3f bne really_done_close_gate_s dec ANIMATE_FRAME really_done_close_gate_s: rts ;draw_gate_animation_s: ; lda DIRECTION ; cmp #DIRECTION_S ; bne done_gate_s ; lda ANIMATE_FRAME ; beq done_gate_s ;done_gate_s: ; rts ;draw_gate_animation_n: ; lda DIRECTION ; cmp #DIRECTION_N ; bne done_gate_n ; lda ANIMATE_FRAME ; beq done_gate_n ;done_gate_n: ; rts ;================================= ; it's a trap ;================================= touch_trap: lda #1 sta ANIMATE_FRAME lda #0 sta FRAMEL rts draw_trap: lda DIRECTION cmp #DIRECTION_S bne done_draw_trap lda ANIMATE_FRAME beq done_draw_trap asl tay lda trap_animation,Y sta INL lda trap_animation+1,Y sta INH lda #13 sta XPOS lda #18 sta YPOS jsr put_sprite_crop lda FRAMEL and #$7 bne done_draw_trap inc ANIMATE_FRAME lda ANIMATE_FRAME cmp #12 bne done_draw_trap lda #0 sta ANIMATE_FRAME done_draw_trap: rts trap_animation: .word empty_sprite .word trap_sprite1 .word trap_sprite2 .word trap_sprite3 .word trap_sprite4 .word trap_sprite4 .word trap_sprite3 .word trap_sprite3 .word trap_sprite2 .word trap_sprite2 .word trap_sprite1 .word trap_sprite1 trap_sprite1: .byte 15,7 .byte $88,$00,$00,$00,$00,$00,$88,$88,$88,$00,$99,$88,$88,$88,$00 .byte $08,$00,$00,$00,$00,$00,$88,$88,$88,$00,$99,$88,$88,$88,$00 .byte $00,$11,$20,$11,$20,$11,$28,$11,$28,$11,$29,$11,$28,$11,$00 .byte $12,$72,$72,$72,$72,$72,$72,$02,$72,$72,$72,$72,$72,$21,$20 .byte $01,$77,$77,$77,$77,$57,$55,$55,$55,$57,$77,$77,$07,$02,$11 .byte $10,$00,$17,$77,$15,$55,$15,$55,$15,$55,$15,$77,$10,$00,$12 .byte $21,$20,$21,$27,$21,$25,$21,$20,$21,$25,$21,$27,$21,$20,$21 trap_sprite2: .byte 15,7 .byte $88,$00,$00,$00,$00,$00,$88,$88,$88,$00,$99,$88,$88,$88,$00 .byte $08,$00,$00,$00,$00,$00,$88,$88,$88,$00,$99,$88,$88,$88,$00 .byte $00,$11,$17,$77,$70,$71,$28,$11,$28,$71,$79,$77,$17,$88,$00 .byte $12,$02,$07,$07,$77,$77,$72,$02,$72,$77,$77,$07,$07,$78,$20 .byte $77,$77,$70,$70,$00,$50,$55,$55,$55,$50,$00,$70,$71,$77,$77 .byte $77,$77,$17,$77,$17,$77,$15,$55,$15,$77,$17,$77,$17,$77,$77 .byte $27,$27,$21,$27,$21,$27,$21,$20,$21,$27,$21,$27,$21,$27,$27 trap_sprite3: .byte 15,7 .byte $88,$00,$00,$10,$00,$00,$88,$88,$88,$00,$99,$18,$88,$88,$00 .byte $08,$00,$77,$10,$00,$00,$88,$88,$88,$00,$99,$18,$77,$78,$00 .byte $00,$77,$77,$70,$00,$01,$28,$11,$28,$01,$09,$77,$77,$77,$70 .byte $72,$77,$77,$77,$70,$00,$02,$02,$02,$00,$70,$77,$77,$77,$77 .byte $77,$77,$77,$77,$77,$70,$00,$55,$00,$70,$77,$77,$77,$77,$77 .byte $77,$77,$17,$77,$17,$77,$10,$55,$10,$77,$17,$77,$17,$77,$77 .byte $27,$27,$21,$27,$21,$27,$21,$20,$21,$27,$21,$27,$21,$27,$27 trap_sprite4: .byte 15,7 .byte $88,$00,$00,$50,$55,$55,$55,$11,$55,$55,$55,$58,$88,$88,$00 .byte $08,$00,$75,$77,$77,$77,$77,$88,$77,$77,$77,$77,$75,$58,$00 .byte $00,$77,$77,$77,$77,$77,$77,$11,$77,$77,$77,$77,$77,$77,$50 .byte $72,$77,$77,$77,$77,$77,$77,$02,$77,$77,$77,$77,$77,$77,$55 .byte $77,$77,$77,$77,$77,$77,$77,$55,$77,$77,$77,$77,$77,$77,$55 .byte $77,$77,$17,$77,$17,$77,$17,$55,$17,$77,$17,$77,$17,$77,$77 .byte $27,$27,$21,$27,$21,$27,$21,$20,$21,$27,$21,$27,$21,$27,$27 close_rts: rts draw_projection: lda DIRECTION cmp #DIRECTION_S bne close_rts lda ANIMATE_FRAME beq close_rts cmp #2 ; blt bcc projection_inc_frame ; start with nothing beq setup_background bne projector_animation ; setup light background with text setup_background: ldy #LOCATION_SOUTH_BG lda #shack_entrance_playing_s_lzsa sta location28+1,Y ; NIBEL_SHACK_ENTRANCE lda #DIRECTION_S|DIRECTION_SPLIT jsr change_direction bit TEXTGR lda DRAW_PAGE pha lda #8 sta DRAW_PAGE lda NIBEL_PROJECTOR asl tay lda viewer_text,Y sta OUTL lda viewer_text+1,Y sta OUTH jsr move_and_print jsr move_and_print jsr move_and_print jsr move_and_print pla sta DRAW_PAGE inc ANIMATE_FRAME projector_animation: lda NIBEL_PROJECTOR cmp #3 bne draw_achenar draw_sirrus: lda ANIMATE_FRAME asl tay lda sirrus_projection_sprites,Y sta INL lda sirrus_projection_sprites+1,Y jmp draw_common draw_achenar: lda ANIMATE_FRAME asl tay lda achenar_projection_sprites,Y sta INL lda achenar_projection_sprites+1,Y draw_common: sta INH lda #11 sta XPOS lda #10 sta YPOS jsr put_sprite_crop ; increment animation projection_inc_frame: lda FRAMEL and #$3f bne done_projection inc ANIMATE_FRAME lda ANIMATE_FRAME cmp #20 bne done_projection ; reset lda #0 sta ANIMATE_FRAME ldy #LOCATION_SOUTH_BG lda #shack_entrance_s_lzsa sta location28+1,Y ; NIBEL_SHACK_ENTRANCE lda #DIRECTION_S jsr change_location done_projection: rts achenar_projection_sprites: .word achenar_sprite0 ; 0 skipped .word achenar_sprite0 ; 1 skipped .word achenar_sprite0 ; 2 only bg .word achenar_sprite0 ; 3 .word achenar_sprite1 ; 4 .word achenar_sprite2 ; 5 .word achenar_sprite1 ; 6 .word achenar_sprite2 ; 7 .word achenar_sprite1 ; 8 .word achenar_sprite2 ; 9 .word achenar_sprite1 ; 10 .word achenar_sprite3 ; 11 .word achenar_sprite1 ; 12 .word achenar_sprite2 ; 13 .word achenar_sprite1 ; 14 .word achenar_sprite3 ; 15 .word achenar_sprite1 ; 16 .word achenar_sprite2 ; 17 .word achenar_sprite0 ; 18 .word empty_sprite ; 19 sirrus_projection_sprites: .word sirrus_sprite0 ; 0 skipped .word sirrus_sprite0 ; 1 skipped .word sirrus_sprite0 ; 2 only bg .word sirrus_sprite0 ; 3 .word sirrus_sprite1 ; 4 .word sirrus_sprite2 ; 5 .word sirrus_sprite3 ; 6 .word sirrus_sprite2 ; 7 .word sirrus_sprite3 ; 8 .word sirrus_sprite2 ; 9 .word sirrus_sprite3 ; 10 .word sirrus_sprite2 ; 11 .word sirrus_sprite3 ; 12 .word sirrus_sprite2 ; 13 .word sirrus_sprite3 ; 14 .word sirrus_sprite2 ; 15 .word sirrus_sprite1 ; 16 .word sirrus_sprite1 ; 17 .word sirrus_sprite0 ; 18 .word empty_sprite ; 19 empty_sprite: .byte 1,1 .byte $AA sirrus_sprite0: .byte 6,9 .byte $AA,$0A,$A0,$0A,$AA,$AA .byte $A0,$6A,$A5,$6A,$AE,$AA .byte $A6,$0A,$A5,$0A,$AE,$AA .byte $A6,$6A,$A5,$5A,$AE,$AA .byte $AE,$6A,$AE,$5A,$AE,$AA .byte $AE,$6A,$AE,$5A,$AE,$AA .byte $A6,$6A,$AF,$5A,$AE,$AA .byte $AA,$6A,$A5,$6A,$AA,$AA .byte $AA,$EA,$A0,$5A,$A5,$5A sirrus_sprite1: .byte 6,9 .byte $0A,$00,$00,$00,$0A,$AA .byte $60,$66,$55,$66,$EE,$AA .byte $06,$06,$55,$06,$0E,$AA .byte $66,$60,$E5,$50,$EE,$AA .byte $EE,$66,$EE,$55,$EE,$AA .byte $EE,$66,$5E,$55,$EE,$AA .byte $66,$6F,$FF,$5F,$EE,$AA .byte $AA,$66,$55,$66,$AA,$AA .byte $AA,$E0,$50,$50,$55,$5A sirrus_sprite2: .byte 6,9 .byte $0A,$60,$50,$E0,$0A,$AA .byte $60,$66,$55,$66,$EE,$AA .byte $66,$60,$55,$60,$EE,$AA .byte $60,$60,$EE,$50,$E0,$AA .byte $EE,$66,$EE,$55,$EE,$AA .byte $EE,$66,$50,$55,$EE,$AA .byte $66,$60,$00,$50,$EE,$AA .byte $AA,$06,$55,$06,$AA,$AA .byte $AA,$EE,$50,$55,$55,$5A sirrus_sprite3: .byte 6,9 .byte $0A,$00,$00,$00,$0A,$AA .byte $60,$66,$55,$EE,$00,$AA .byte $06,$06,$55,$06,$0E,$AA .byte $66,$60,$E5,$50,$EE,$AA .byte $EE,$66,$EE,$55,$EE,$AA .byte $EE,$6E,$5E,$55,$EE,$AA .byte $66,$60,$60,$55,$EE,$AA .byte $AA,$06,$05,$06,$AA,$AA .byte $AA,$EA,$55,$55,$55,$5A achenar_sprite0: .byte 7,8 .byte $AA,$EA,$A0,$0A,$A0,$0A,$AA .byte $A5,$EA,$AE,$6A,$A6,$6A,$A0 .byte $AE,$0A,$AE,$FA,$A6,$0A,$A0 .byte $AE,$EA,$A0,$FA,$A0,$6A,$A0 .byte $AE,$EA,$AE,$EA,$A6,$6A,$A0 .byte $AE,$EA,$A0,$0A,$A6,$0A,$A0 .byte $A0,$0A,$A6,$5A,$A0,$0A,$A0 .byte $A6,$0A,$A0,$0A,$A0,$AA,$AA achenar_sprite1: .byte 7,8 .byte $AA,$E0,$E0,$00,$00,$0A,$AA .byte $55,$EE,$EE,$66,$66,$66,$00 .byte $EE,$0E,$0E,$F6,$06,$06,$00 .byte $EE,$EE,$E0,$FF,$60,$66,$00 .byte $EE,$EE,$5E,$EF,$66,$66,$00 .byte $0E,$EE,$00,$00,$06,$00,$00 .byte $00,$00,$56,$56,$00,$00,$00 .byte $A6,$00,$00,$00,$00,$A0,$AA achenar_sprite2: .byte 7,8 .byte $AA,$E0,$E0,$00,$00,$0A,$AA .byte $55,$EE,$EE,$66,$66,$66,$00 .byte $EE,$EE,$EE,$F6,$66,$66,$00 .byte $EE,$E0,$E0,$FF,$60,$60,$00 .byte $EE,$EE,$0E,$EF,$66,$66,$00 .byte $0E,$0E,$F0,$F0,$06,$00,$00 .byte $00,$00,$E6,$E6,$00,$00,$00 .byte $A6,$00,$00,$00,$00,$A0,$AA achenar_sprite3: .byte 7,8 .byte $AA,$E0,$E0,$00,$00,$0A,$AA .byte $55,$EE,$EE,$66,$66,$66,$00 .byte $EE,$E0,$00,$F6,$00,$60,$00 .byte $EE,$EE,$E0,$FF,$60,$66,$00 .byte $EE,$EE,$0E,$0F,$66,$66,$00 .byte $0E,$00,$2F,$2F,$00,$00,$00 .byte $00,$00,$22,$22,$00,$00,$00 .byte $A6,$00,$00,$00,$00,$A0,$AA goto_shack_outside: lda #NIBEL_SHACK_OUTSIDE sta LOCATION lda #DIRECTION_N sta DIRECTION jmp change_location goto_wall: lda #NIBEL_BLUE_PATH_2P75 sta LOCATION lda #DIRECTION_N sta DIRECTION jmp change_location scary_entrance: lda #NIBEL_SHACK_ENTRANCE sta LOCATION lda #DIRECTION_S sta DIRECTION jsr change_location lda #$1 sta ANIMATE_FRAME lda #$f sta FRAMEL rts handle_shack_door: lda CURSOR_X cmp #17 bcc face_door ; blt cmp #26 bcc go_straight ; blt ; swing gate (26,27,28,29) lda #2 sta ANIMATE_FRAME rts go_straight: lda #NIBEL_BLUE_PATH_2P5 sta LOCATION jmp change_location face_door: lda #DIRECTION_E sta DIRECTION jmp change_direction ;============================= ;============================= ; elevator2 handle pulled ;============================= ;============================= ; FIXME: animate elevator2_handle: ; click speaker bit SPEAKER ; check for water power? ; in theory can't get here unless there is water power ; so assume it is still active lda #ARBOR_INSIDE_ELEV2_CLOSED sta LOCATION lda #LOAD_ARBOR sta WHICH_LOAD lda #$ff sta LEVEL_OVER rts ;========================= ;========================= ; close elevator2 door ;========================= ;========================= elevator2_close_door: lda #NIBEL_IN_ELEV2_TOP_CLOSED sta LOCATION jmp change_location nibel_take_red_page: lda #CHANNEL_PAGE jmp take_red_page nibel_take_blue_page: lda #CHANNEL_PAGE jmp take_blue_page draw_blue_page: lda DIRECTION cmp #DIRECTION_E bne no_draw_page lda BLUE_PAGES_TAKEN and #CHANNEL_PAGE bne no_draw_page lda #6 sta XPOS lda #42 sta YPOS lda #blue_page_sprite sta INH jmp put_sprite_crop ; tail call no_draw_page: rts draw_red_page: lda DIRECTION cmp #DIRECTION_S bne no_draw_page lda RED_PAGES_TAKEN and #CHANNEL_PAGE bne no_draw_page lda #13 sta XPOS lda #36 sta YPOS lda #red_page_sprite sta INH jmp put_sprite_crop ; tail call projector_button: lda DRAW_PAGE pha ; mixed text and graphics bit TEXTGR ; lda DIRECTION ; ora #DIRECTION_SPLIT ; sta DIRECTION lda #$8 sta DRAW_PAGE jsr clear_bottom ; reset button colors lda #$44 sta $D50+16 sta $D50+18 sta $D50+20 sta $D50+22 lda #$cc ldy CURSOR_X cpy #19 bcs button3 cpy #17 bcs button2 cpy #15 bcs button1 button0: sta $D50+16 lda #button0_and_2_animation sta current_button_animation+1 lda #0 sta NIBEL_PROJECTOR lda #viewer1_text sta OUTH jmp done_buttons button1: sta $D50+18 lda #button1_animation sta current_button_animation+1 lda #1 sta NIBEL_PROJECTOR lda #viewer2_text sta OUTH jmp done_buttons button2: sta $D50+20 lda #button0_and_2_animation sta current_button_animation+1 lda #2 sta NIBEL_PROJECTOR lda #viewer3_text sta OUTH jmp done_buttons button3: sta $D50+22 lda #button3_animation sta current_button_animation+1 lda #3 sta NIBEL_PROJECTOR lda #viewer4_text sta OUTH jsr move_and_print jsr move_and_print jsr move_and_print done_buttons: jsr move_and_print pla sta DRAW_PAGE lda #1 sta ANIMATE_FRAME rts nibel_view_torn_page: lda #NIBEL_HALF_LETTER sta LOCATION jsr change_location bit SET_TEXT ; set text mode rts ;============================= ; open the elevator door ;============================= nibel_open_elevator: lda #NIBEL_OUTSIDE_ELEV2_OPEN sta LOCATION jmp change_location ;============================= ; get into the elevator ;============================= nibel_getin_elevator: lda #NIBEL_IN_ELEV2_TOP_OPEN sta LOCATION lda #DIRECTION_E sta DIRECTION jmp change_location ;============================= ; open the drawer in red room ;============================= nibel_open_drawer: lda #NIBEL_RED_TABLE_OPEN sta LOCATION jmp change_location ; viewer viewer_text: .word viewer1_text .word viewer2_text .word viewer3_text .word viewer4_text ; position 1 ; [talking in another language] viewer1_text: .byte 5,22,"[ WORDS IN ANOTHER LANGUAGE ]",0 .byte 0,23,0 .byte 0,23,0 .byte 0,23,0 ; position 2 ; [scary talking in another language] viewer2_text: .byte 1,22,"[ OMINOUS WORDS IN ANOTHER LANGUAGE ]",0 .byte 0,23,0 .byte 0,23,0 .byte 0,23,0 ; position 3 ; [ more talking in another language] viewer3_text: .byte 9,22,"[ MORE OMINOUS WORDS ]",0 .byte 0,23,0 .byte 0,23,0 .byte 0,23,0 ; position 4 ; Sirrus: I hope I pushed the right button ; my dear brother.what an interesting device you have here ; I'm not erasing anything important am I? haha ; remember he is preparing. take only 1 page my dear ; brother viewer4_text: ; 1 2 3 ; 0123456789012345678901234567890123456789 .byte 4,20,"I HOPE I PUSHED THE RIGHT BUTTON.",0 .byte 0,21,"WHAT AN INTERESTING DEVICE YOU HAVE HERE",0 .byte 1,22,"NOT ERASING ANYTHING IMPORTANT, AM I?",0 .byte 3,23,"TAKE ONLY ONE PAGE MY DEAR BROTHER.",0 current_button_animation: .word button0_and_2_animation button0_and_2_animation: .word viewer_static1_sprite .word viewer_static2_sprite .word viewer_static1_sprite .word viewer_static2_sprite .word viewer_ach_sprite button1_animation: .word viewer_static1_sprite .word viewer_static2_sprite .word viewer_static1_sprite .word viewer_static2_sprite .word viewer_ach_zoom_sprite button3_animation: .word viewer_static1_sprite .word viewer_static2_sprite .word viewer_static1_sprite .word viewer_static2_sprite .word viewer_sir_sprite viewer_static1_sprite: .byte 12,8 .byte $55,$fd,$2f,$62,$26,$65,$f0,$6f,$26,$65,$5d,$ff .byte $ff,$65,$56,$62,$26,$ff,$55,$52,$26,$62,$ff,$65 .byte $26,$62,$26,$55,$2f,$62,$26,$65,$f6,$6f,$26,$62 .byte $26,$62,$f6,$6f,$55,$62,$26,$ff,$26,$55,$26,$62 .byte $26,$ff,$26,$62,$26,$f5,$5f,$62,$26,$62,$55,$52 .byte $2f,$62,$26,$62,$f6,$6f,$25,$52,$26,$62,$26,$65 .byte $dd,$62,$26,$f2,$2f,$62,$26,$65,$56,$62,$26,$d2 .byte $dd,$d2,$f6,$6f,$26,$02,$26,$62,$26,$55,$dd,$dd viewer_static2_sprite: .byte 12,8 .byte $55,$fd,$6f,$26,$62,$25,$f0,$2f,$62,$25,$5d,$ff .byte $ff,$25,$52,$26,$62,$ff,$55,$62,$62,$26,$ff,$25 .byte $02,$06,$02,$55,$0f,$06,$02,$05,$f2,$0f,$02,$06 .byte $00,$00,$f0,$0f,$55,$00,$00,$ff,$00,$55,$00,$00 .byte $60,$ff,$60,$20,$60,$f5,$5f,$20,$60,$20,$55,$50 .byte $6f,$26,$62,$26,$f2,$2f,$65,$56,$62,$26,$62,$25 .byte $dd,$26,$62,$f6,$6f,$26,$62,$25,$52,$26,$62,$d6 .byte $dd,$d6,$f2,$2f,$62,$06,$62,$26,$62,$55,$dd,$dd viewer_ach_sprite: .byte 12,8 .byte $55,$fd,$0f,$00,$00,$05,$f0,$0f,$00,$05,$5d,$ff .byte $ff,$05,$50,$20,$62,$ff,$55,$50,$00,$00,$ff,$05 .byte $00,$00,$00,$55,$2f,$66,$26,$25,$f0,$0f,$00,$00 .byte $00,$00,$f0,$6f,$55,$66,$62,$ff,$00,$55,$00,$00 .byte $00,$ff,$00,$66,$66,$f5,$5f,$66,$00,$00,$55,$50 .byte $0f,$00,$e0,$26,$f2,$2f,$25,$56,$00,$00,$00,$05 .byte $dd,$0e,$e6,$f2,$6f,$62,$62,$05,$50,$00,$00,$d0 .byte $dd,$d0,$f0,$0f,$02,$06,$02,$00,$00,$55,$dd,$dd viewer_ach_zoom_sprite: .byte 12,8 .byte $55,$fd,$6f,$66,$66,$05,$f0,$0f,$00,$65,$5d,$ff .byte $ff,$e5,$5e,$66,$66,$ff,$55,$56,$66,$66,$ff,$05 .byte $66,$e6,$6e,$55,$0f,$06,$06,$05,$f6,$6f,$66,$00 .byte $66,$e6,$f6,$0f,$55,$00,$00,$ff,$00,$55,$66,$00 .byte $66,$ff,$66,$68,$86,$f5,$5f,$68,$66,$6e,$55,$50 .byte $6f,$e6,$6e,$66,$f6,$6f,$65,$56,$68,$86,$66,$05 .byte $dd,$e6,$6e,$f6,$6f,$00,$00,$05,$50,$00,$00,$d0 .byte $dd,$d6,$f6,$0f,$06,$00,$00,$00,$00,$55,$dd,$dd viewer_sir_sprite: .byte 12,8 .byte $55,$fd,$0f,$00,$00,$e5,$fe,$ef,$c0,$05,$5d,$ff .byte $ff,$05,$50,$00,$ee,$ff,$55,$54,$ee,$44,$ff,$05 .byte $00,$00,$00,$55,$4f,$ee,$44,$45,$fe,$4f,$00,$00 .byte $00,$00,$f0,$0f,$55,$ce,$44,$ff,$ee,$55,$00,$00 .byte $00,$ff,$00,$00,$4c,$f5,$5f,$44,$ee,$44,$55,$50 .byte $2f,$32,$23,$00,$fe,$4f,$c5,$5e,$cc,$32,$23,$35 .byte $dd,$32,$23,$f2,$2f,$34,$c4,$85,$5c,$32,$23,$d2 .byte $dd,$d2,$f3,$3f,$23,$02,$2e,$8c,$c8,$55,$dd,$dd