dos33fsprogs/games/mist/nibel_switches.s
Vince Weaver b1238af49d re-arranged the entire directory structure
this will probably upset people
2021-01-05 15:29:31 -05:00

962 lines
18 KiB
ArmAsm

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
beq done_open_gate_n ; see if already open
lda #<blue_path_2p5_n_lzsa
sta location20,Y ; NIBEL_BLUE_PATH_2P5
lda #>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
beq done_close_gate_n ; see if already closed
lda #<blue_path_2p5_gate_n_lzsa
sta location20,Y ; NIBEL_BLUE_PATH_2P5
lda #>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
beq done_open_gate_s ; see if already open
lda #<blue_path_2p25_s_lzsa
sta location19,Y ; NIBEL_BLUE_PATH_2P25
lda #>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
beq done_close_gate_s ; see if already closed
lda #<blue_path_2p25_gate_s_lzsa
sta location19,Y ; NIBEL_BLUE_PATH_2P25
lda #>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,Y ; NIBEL_SHACK_ENTRANCE
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,Y ; NIBEL_SHACK_ENTRANCE
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 INL
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 INL
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
lda #>button0_and_2_animation
sta current_button_animation+1
lda #0
sta NIBEL_PROJECTOR
lda #<viewer1_text
sta OUTL
lda #>viewer1_text
sta OUTH
jmp done_buttons
button1:
sta $D50+18
lda #<button1_animation
sta current_button_animation
lda #>button1_animation
sta current_button_animation+1
lda #1
sta NIBEL_PROJECTOR
lda #<viewer2_text
sta OUTL
lda #>viewer2_text
sta OUTH
jmp done_buttons
button2:
sta $D50+20
lda #<button0_and_2_animation
sta current_button_animation
lda #>button0_and_2_animation
sta current_button_animation+1
lda #2
sta NIBEL_PROJECTOR
lda #<viewer3_text
sta OUTL
lda #>viewer3_text
sta OUTH
jmp done_buttons
button3:
sta $D50+22
lda #<button3_animation
sta current_button_animation
lda #>button3_animation
sta current_button_animation+1
lda #3
sta NIBEL_PROJECTOR
lda #<viewer4_text
sta OUTL
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