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318 lines
5.3 KiB
ArmAsm
318 lines
5.3 KiB
ArmAsm
; The Stone Ship Puzzles
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; by deater (Vince Weaver) <vince@deater.net>
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; at start, no electricity
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; all lights on umbrella off
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; tunnels dark and flooded
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; steps to cabin are flooded, lights off past airlock, can't
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; touch book
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; lighthouse is flooded
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; lights are always on in red/blue rooms
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; umbrella pump -- only one can be on, touching twice toggles
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; #1 drains main cabin
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; #2 drains tunnels
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; #3 drain the elevator room
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; treasure chest
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; 1st drain tower room
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; 2nd go down, open tap, let water drain
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; 3rd close tap
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; 4th raise water again
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; 5th click on chained key which will unlock chest
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; 6th click on key in chest which will get picked up
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; 7th open trapdoor. animation. lock and key fall to
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; floor down below
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; you can still pick up the key down there
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; in game if you leave the lighthouse
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; while you have the key, the key ends up on the floor
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; down below
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; charged battery turns on lights in cabin/tunnels
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; charge runs down over time
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; compass rose puzzle
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; press wrong one and lights go out?
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; press right one, lights in the cabin go on
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; lighthouse backgrounds
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; water, no trunk, hatch closed
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; water, no trunk, hatch open
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; water, trunk, hatch closed
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; water, trunk, hatch open
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; prev two, trunk open/closed
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; nowater, hatch closed
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; nowater, hatch open
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; idea: baseline with water trunk, water no trunk, nowater
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; draw hatch as sprite
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;======================
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; handle umbrella pump buttons
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umbrella_buttons:
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lda CURSOR_X
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cmp #15
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bcc left_button_pressed
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cmp #19
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bcc center_button_pressed
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right_button_pressed:
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; drain lighthouse
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lda #2
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bne done_umbrella
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left_button_pressed:
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; drain mist tunnel
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lda #0
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beq done_umbrella
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center_button_pressed:
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; drain room tunnels
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lda #1
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done_umbrella:
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sta PUMP_STATE
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rts
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;========================
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; handle generator crank
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handle_crank:
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inc CRANK_ANGLE
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lda CRANK_ANGLE
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and #$3
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sta CRANK_ANGLE
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lda BATTERY_CHARGE
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cmp #7
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beq skip_charge
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inc BATTERY_CHARGE
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skip_charge:
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rts
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do_draw_umbrella_light:
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lda DIRECTION
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cmp #DIRECTION_W
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bne done_draw_umbrella
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lda PUMP_STATE
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asl
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asl ; *4
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tay
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lda #$99 ; orange
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sta $528+15,Y ; page 0
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sta $928+15,Y ; page 1
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; 15,20
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; 19,20
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; 23,20
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done_draw_umbrella:
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rts
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do_draw_crank_handle:
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lda DIRECTION
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cmp #DIRECTION_W
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bne done_draw_it
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lda CRANK_ANGLE
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asl
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tay
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lda crank_sprites,Y
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sta INL
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lda crank_sprites+1,Y
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sta INH
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lda #17
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sta XPOS
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lda #32
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bne draw_it
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do_draw_battery_level:
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lda BATTERY_CHARGE
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and #7
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asl
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tay
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lda battery_sprites,Y
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sta INL
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lda battery_sprites+1,Y
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sta INH
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lda #16
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sta XPOS
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lda #20
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; bne draw_it
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draw_it:
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sta YPOS
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jsr put_sprite_crop
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done_draw_it:
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rts
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do_animate_magic_table:
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; handle book rising from table
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lda ANIMATE_FRAME
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asl
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tay
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lda table_movie,Y
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sta INL
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lda table_movie+1,Y
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sta INH
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lda #18
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sta XPOS
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lda #14
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sta YPOS
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jsr put_sprite_crop
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lda FRAMEL
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and #$1f
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bne done_animate_table
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lda ANIMATE_FRAME
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cmp #4
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beq done_animate_table
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inc ANIMATE_FRAME
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done_animate_table:
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rts
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crank_sprites:
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.word crank_sprite0,crank_sprite1,crank_sprite2,crank_sprite3
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battery_sprites:
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.word battery_sprite0,battery_sprite1,battery_sprite2,battery_sprite3
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.word battery_sprite4,battery_sprite5,battery_sprite6,battery_sprite7
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table_movie:
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.word table_frame0,table_frame1,table_frame2,table_frame3
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.word table_frame4
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table_frame0:
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.byte 5,5
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$dA,$dA,$dA,$dA
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table_frame1:
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.byte 5,5
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $dA,$Ad,$dA,$dA,$dA
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.byte $dd,$Ad,$Ad,$Ad,$Ad
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table_frame2:
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.byte 5,5
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $Ad,$dd,$dd,$dd,$dd
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.byte $da,$dd,$77,$7d,$da
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.byte $dd,$dd,$77,$dd,$Ad
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table_frame3:
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.byte 5,5
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.byte $AA,$dA,$dA,$da,$da
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.byte $AA,$dd,$dd,$dd,$dd
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.byte $AA,$dd,$dd,$dd,$dd
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.byte $AA,$dd,$dd,$dd,$dd
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.byte $AA,$dd,$dd,$dd,$dd
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table_frame4:
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.byte 5,5
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.byte $AA,$07,$d7,$d7,$07
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.byte $AA,$00,$dd,$dd,$dd
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.byte $AA,$00,$d5,$d5,$dd
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.byte $AA,$00,$dd,$dd,$dd
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.byte $AA,$00,$dd,$dd,$0d
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crank_sprite0:
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.byte 5,5
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$dd,$AA,$AA
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.byte $AA,$AA,$dd,$AA,$AA
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.byte $AA,$11,$AA,$AA,$AA
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crank_sprite1:
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.byte 5,5
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.byte $1A,$AA,$AA,$AA,$AA
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.byte $A1,$dA,$dA,$AA,$AA
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.byte $AA,$AA,$ad,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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crank_sprite2:
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.byte 5,5
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.byte $AA,$AA,$AA,$dA,$11
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.byte $AA,$AA,$dA,$AA,$AA
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.byte $AA,$AA,$Ad,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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crank_sprite3:
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.byte 5,5
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$Ad,$AA,$AA
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.byte $AA,$AA,$AA,$dA,$1d
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.byte $AA,$AA,$AA,$A1,$AA
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battery_sprite0:
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.byte 1,7
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.byte $51,$AA,$AA,$AA,$AA,$AA,$AA
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battery_sprite1:
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.byte 1,7
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.byte $51,$AA,$AA,$AA,$AA,$AA,$FF
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battery_sprite2:
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.byte 1,7
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.byte $51,$AA,$AA,$AA,$AA,$FF,$FF
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battery_sprite3:
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.byte 1,7
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.byte $51,$AA,$AA,$AA,$FF,$FF,$FF
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battery_sprite4:
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.byte 1,7
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.byte $51,$AA,$AA,$FF,$FF,$FF,$FF
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battery_sprite5:
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.byte 1,7
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.byte $51,$AA,$FF,$FF,$FF,$FF,$FF
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battery_sprite6:
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.byte 1,7
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.byte $51,$FF,$FF,$FF,$FF,$FF,$FF
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battery_sprite7:
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.byte 1,7
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.byte $5c,$FF,$FF,$FF,$FF,$FF,$FF
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