added splashscreen, 1, 2 player select
This commit is contained in:
parent
30af9e1c58
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a564826ed4
BIN
DROPBLOCK.dsk
BIN
DROPBLOCK.dsk
Binary file not shown.
409
DROPBLOCKS.s
409
DROPBLOCKS.s
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@ -1,4 +1,4 @@
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DSK ONEPLAYER
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DSK DROPBLOCK
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**************************************************
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* single-player mode - add 1 or 2 switch?
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@ -16,7 +16,7 @@ BLOCKCHAR EQU $CE ; color of current dropping block
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NEXTBLOCK EQU $CD ; color of next block to drop
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BLOCKROW EQU $1D ; dropping block row
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BLOCKCOLUMN EQU $1E ; dropping block column
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ATTRACTING EQU $40 ; in attract mode?
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PLAYERS EQU $40 ; in attract mode? 0, 1 or 2 players
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PROCESSING EQU $41 ; do we need to loop again?
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BORDERCOLOR EQU $09 ; border color changes to indicate level up
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@ -35,51 +35,56 @@ LOSEFLAG EQU $CC ; lose the game
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**************************************************
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* Apple Standard Memory Locations
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**************************************************
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CLRLORES EQU $F832
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LORES EQU $C050
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TXTSET EQU $C051
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MIXCLR EQU $C052
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MIXSET EQU $C053
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TXTPAGE1 EQU $C054
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TXTPAGE2 EQU $C055
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KEY EQU $C000
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C80STOREOFF EQU $C000
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C80STOREON EQU $C001
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STROBE EQU $C010
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SPEAKER EQU $C030
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VBL EQU $C02E
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RDVBLBAR EQU $C019 ;not VBL (VBL signal low
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WAIT EQU $FCA8
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RAMWRTAUX EQU $C005
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RAMWRTMAIN EQU $C004
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SETAN3 EQU $C05E ;Set annunciator-3 output to 0
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SET80VID EQU $C00D ;enable 80-column display mode (WR-only)
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HOME EQU $FC58 ; clear the text screen
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CH EQU $24 ; cursor Horiz
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CV EQU $25 ; cursor Vert
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VTAB EQU $FC22 ; Sets the cursor vertical position (from CV)
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COUT EQU $FDED ; Calls the output routine whose address is stored in CSW,
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; normally COUTI
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STROUT EQU $DB3A ;Y=String ptr high, A=String ptr low
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ALTTEXT EQU $C055
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ALTTEXTOFF EQU $C054
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ROMINIT EQU $FB2F
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ROMSETKBD EQU $FE89
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ROMSETVID EQU $FE93
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CLRLORES EQU $F832
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LORES EQU $C050
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TXTSET EQU $C051
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MIXCLR EQU $C052
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MIXSET EQU $C053
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TXTPAGE1 EQU $C054
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TXTPAGE2 EQU $C055
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KEY EQU $C000
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C80STOREOF EQU $C000
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C80STOREON EQU $C001
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STROBE EQU $C010
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SPEAKER EQU $C030
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VBL EQU $C02E
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RDVBLBAR EQU $C019 ;not VBL (VBL signal low
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WAIT EQU $FCA8
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RAMWRTAUX EQU $C005
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RAMWRTMAIN EQU $C004
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SETAN3 EQU $C05E ;Set annunciator-3 output to 0
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SET80VID EQU $C00D ;enable 80-column display mode (WR-only)
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CLR80VID EQU $C00C
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HOME EQU $FC58 ; clear the text screen
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CH EQU $24 ; cursor Horiz
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CV EQU $25 ; cursor Vert
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VTAB EQU $FC22 ; Sets the cursor vertical position (from CV)
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COUT EQU $FDED ; Calls the output routine whose address is stored in CSW,
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; normally COUTI
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STROUT EQU $DB3A ;Y=String ptr high, A=String ptr low
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ALTTEXT EQU $C055
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ALTTEXTOFF EQU $C054
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ROMINIT EQU $FB2F
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ROMSETKBD EQU $FE89
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ROMSETVID EQU $FE93
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ALTCHAR EQU $C00F ; enables alternative character set - mousetext
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BLINK EQU $F3
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SPEED EQU $F1
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**************************************************
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* START - sets up various fiddly zero page bits
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**************************************************
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ORG $2000 ; PROGRAM DATA STARTS AT $2000
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JSR SPLASHSCREEN ; Interrupt Game right at the start
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JSR ROMSETVID ; Init char output hook at $36/$37
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JSR ROMSETKBD ; Init key input hook at $38/$39
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JSR ROMINIT ; GR/HGR off, Text page 1
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@ -95,6 +100,11 @@ SPEED EQU $F1
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STA BUMPFLAG
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STA LOSEFLAG
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lda #$01
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sta $c029
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lda SETAN3
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sta CLR80VID ; turn 80 column off
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LDA #$00 ; all the way to the left side
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STA FIELDLEFT
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CLC
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@ -104,8 +114,8 @@ SPEED EQU $F1
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JSR CLRLORES ; clear screen
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JSR DRAWBOARD
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LDA #$01
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STA ATTRACTING ; in ATTRACT mode
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; LDA #$00
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; STA PLAYERS ; start in ATTRACT mode, 0 players
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JSR RANDOMBLOCK ; get a block color
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STA NEXTBLOCK ; get initial block color
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@ -115,34 +125,46 @@ SPEED EQU $F1
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* waits for keyboard input, plays at random
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**************************************************
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ATTRACT
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;ATTRACT
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;
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;* attract loop animation? instructions?
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; JSR NEXTSCREEN
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;
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; LDA LOSEFLAG ; did the game end?
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; BNE LOSEGAME
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;
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; LDA KEY ; check for keydown
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; CMP #$B2 ; 2 for 2 player
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; BEQ STARTGAME2 ;
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;
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; CMP #$B1 ; 1 for 1 player
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; BEQ STARTGAME1 ;
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;
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; CMP #$9B ; ESC
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; BEQ END ; exit on ESC?
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;
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; LDA SPEED ; let's do an interframe delay
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; JSR WAIT
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;
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; JMP ATTRACT
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;
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;STARTGAME1 STA STROBE
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; LDA #$01
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; STA PLAYERS ; start in 1 player mode (for now)
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; JMP PLAYBALL
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;
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;STARTGAME2 STA STROBE
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; LDA #$02
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; STA PLAYERS ; start in 2 player mode (for now)
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; JMP PLAYBALL
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;
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* attract loop animation? instructions?
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JSR NEXTSCREEN
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LDA LOSEFLAG ; did the game end?
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BNE LOSEGAME
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LDA KEY ; check for keydown
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CMP #$A0 ; space bar
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BEQ STARTGAME ; advance to game on SPACE
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CMP #$9B ; ESC
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BEQ END ; exit on ESC?
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LDA SPEED ; let's do an interframe delay
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JSR WAIT
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JMP ATTRACT
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STARTGAME STA STROBE
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JMP PLAYBALL
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LOSEGAME LDA ATTRACTING ; in attract mode or not?
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BEQ STARTOVER ; start at level 1
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JMP GOTRESET ; reset in attract mode
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STARTOVER JMP PLAYBALL ;
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PLAYBALL ;LDA #$01
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;STA PLAYERS ; leave ATTRACT mode
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JSR RESTART
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JMP MAINLOOP
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END STA STROBE
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STA ALTTEXTOFF
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@ -241,22 +263,16 @@ GOTRIGHT STA STROBE
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JSR MOVEBLOCKRIGHT
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JMP MAINLOOP
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PLAYBALL LDA #$00
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STA ATTRACTING ; leave ATTRACT mode
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GOTRESET ;LDA #$00
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;STA PLAYERS ; ATTRACT mode
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JSR RESTART
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JMP MAINLOOP
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GOTRESET LDA #$01
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STA ATTRACTING ; ATTRACT mode
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JSR RESTART
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JMP ATTRACT ; otherwise, attract loop.
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JMP PLAYBALL ; otherwise, attract loop.
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RESTART LDA #$00
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STA STROBE
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STA BORDERCOLOR
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STA LOSEFLAG
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STA FIELDLEFT
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CLC
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ADC #$14 ; 20 columns to start
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@ -268,10 +284,38 @@ RESTART LDA #$00
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LDA #$01
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STA PLOTROW ; stop the current block from polluting the new game
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STA BLOCKROW
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STA SWITCHSIDE ; reset for next turn
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JSR SWITCHSIDES
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JSR RANDOMBLOCK ; get a new block color to start off with.
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STA BLOCKCHAR
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STA NEXTBLOCK
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RTS
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*** LOSE FLAG
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LOSEGAME JSR BONK
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LDA #$17
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STA BLOCKROW
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LOSELOOP LDA #$1
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STA BUMPFLAG ; just do this once (for now)
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JSR BUMPPIXELS
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JSR CLICK ; bump playfield up and CLICK?
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DEC BLOCKROW
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BNE LOSELOOP
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LDA PLAYERS ; in attract mode or not?
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BNE STARTOVER ; start at level 1
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JMP GOTRESET ; reset in attract mode
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STARTOVER JMP PLAYBALL ;
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*** LOSE GAME
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**************************************************
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@ -394,16 +438,19 @@ PROCESSPIXELS
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LDA PROCESSING ; PROCESSING updated with each combine action
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BNE PROCESSPIXELS ; keep combining until done.
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*** TOURNAMENT MODE or 2 PLAYER MODE
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; LDA SWITCHSIDE
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; BEQ DRAWNEXTBLOCK ; with each new point, switch sides
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;
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; LDA #$0
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; STA SWITCHSIDE ; reset for next turn
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;
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; JSR SWITCHSIDES
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***
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LDA PLAYERS ; how many players?
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CMP #$01
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BEQ DRAWNEXTBLOCK ; 1 player - skip the switchside
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TOURNAMENTMODE ;0/2 PLAYER MODE
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LDA SWITCHSIDE
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BEQ DRAWNEXTBLOCK ; with each new point, switch sides
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LDA #$0
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STA SWITCHSIDE ; reset for next turn
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JSR SWITCHSIDES
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DRAWNEXTBLOCK ; all done PROCESSING/combining, add new block at top of screen
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; draw upcoming block at 0, move previous upcoming down to 1
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@ -412,8 +459,8 @@ DRAWNEXTBLOCK ; all done PROCESSING/combining, add new block at top of scr
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STA PLOTROW
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STA BLOCKROW
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LDA ATTRACTING ; if ATTRACTING, do random column.
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BEQ MIDDLETOP ; 0=done attracting, now playing with block in middle
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LDA PLAYERS ; if PLAYERS=0, do random column.
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BNE MIDDLETOP ; 1 or 2 =done attracting, now playing with block in middle
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JSR RANDOMCOLUMN ; gets random column from 2-18 for attract mode
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JMP RANDOMTOP
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@ -1291,6 +1338,118 @@ RND16 JSR RND ; limits RND output to 0-F
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AND #$0F ; strips high nibble
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RTS
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**************************************************
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* Thanks to Craig Bower for the splash screen
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* and this code (I modified it slightly)
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**************************************************
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SPLASHSCREEN
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; move graphic data to $3000
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LDA SPLASHLO ; Setup pointers to move memory
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STA $3C ; $3C and $3D for source start
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LDA SPLASHHI
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STA $3D
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LDA SPLASHLO
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STA $3E ; $3E and $3F for source end
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LDA SPLASHHI
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CLC
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ADC #$04 ; add $400 to start == end of graphic
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STA $3F ;
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LDA #$00
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STA $42 ; $42 and $43 for destination
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LDA #$30
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STA $43
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LDA #$00 ; Clear ACC, X,Y for smooth operation
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TAX
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TAY
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JSR $FE2C ; F8ROM:MOVE ; Do the memory move
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LDA #$15 ; Kill 80-Column mode whether active or not
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JSR $FDED ; F8ROM:COUT
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STA $C050 ; rw:TXTCLR ; Set Lo-res page 1, mixed graphics + text
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STA $C053 ; rw:MIXSET
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STA $C054 ; rw:TXTPAGE1
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STA $C056 ; rw:LORES
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; display the data from $3000 at $400
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RESETVPTR LDA #$00 ; Move titlepage from $3000 to $400 (screen)
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STA $FE ; pointer for where we are at vertically on screen
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TAY ; Y-Reg used for indexing across (horiz) screen
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VERTICALPTR LDA $FE ; pointer for where we are at vertically on screen
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JSR $F847 ; F8ROM:GBASCALC
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LDA $26
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STA $FA ; $FA is our offset GBASL Byte (Source data titlepage)
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LDA $27 ; Add 04 w/ Carry to get to $3000 where graphic data is
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ADC #$2C
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STA $FB ; $FB is our offset GBASH Byte (Source data titlepage)
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GRABSTORAGE LDA ($FA),Y ; Grab from storage
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STA ($26),Y ; Put to screen
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INY
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CPY #$28 ; #$28 past the width of screen?
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BNE GRABSTORAGE ; No? Back for another round
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LDA #$00
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TAX
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TAY
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INC $FE ; Next line down vertically
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LDA #$00
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TAX
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TAY
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LDA $FE
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CMP #$18 ; #$18 bottom of screen?
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BNE VERTICALPTR ; No? Go back and do next line down
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LDA #$00
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STA $C010 ; r:KBDSTRB ; Clear keyboard strobe
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; LOOP HERE TO WAIT FOR KEYPRESS
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SPLASHLOOP LDA KEY ; check for keydown
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CMP #$B2 ; 2 for 2 player
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BEQ STARTGAME2 ;
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CMP #$B1 ; 1 for 1 player
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BEQ STARTGAME1 ;
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CMP #$B0 ; 1 for 1 player
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BEQ STARTGAME0 ;
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JMP SPLASHLOOP ; got a key?
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;/SPLASHSCREEN
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STARTGAME0 STA STROBE
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LDA #$00
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STA PLAYERS ; start in 1 player mode (for now)
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RTS ; We now return you to your regular programming
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STARTGAME1 STA STROBE
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LDA #$01
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STA PLAYERS ; start in 1 player mode (for now)
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RTS ; We now return you to your regular programming
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STARTGAME2 STA STROBE
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LDA #$02
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STA PLAYERS ; start in 2 player mode (for now)
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RTS ; We now return you to your regular programming
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**************************************************
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* Data Tables
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*
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@ -1423,3 +1582,81 @@ AltLineTableL db <Alt01,<Alt02,<Alt03
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db <Alt19,<Alt20,<Alt21
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db <Alt22,<Alt23,<Alt24
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SPLASHLO db <SPLASHSCREENDATA
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SPLASHHI db >SPLASHSCREENDATA
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SPLASHTABLE da SPLASHLO,SPLASHHI
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SPLASHSCREENDATA HEX 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
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HEX 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
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HEX 00,00,00,00,00,00,00,00,66,77,FF,CF,44,44,CF,4C
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HEX 44,44,FF,77,00,00,CC,00,00,00,00,CC,00,00,CC,00
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HEX 00,CC,00,00,CC,00,00,00,00,00,00,00,00,00,00,00
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||||
HEX 00,00,00,00,00,00,00,00,00,00,00,99,BB,FF,FF,22
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||||
HEX 22,22,22,22,26,FF,BB,00,66,00,00,00,60,60,00,00
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HEX 00,60,60,00,00,66,00,00,FF,FF,FF,FF,FF,FF,FF,FF
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HEX 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
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HEX 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
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HEX 00,00,00,00,00,00,00,00,66,77,FF,44,44,44,44,44
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||||
HEX F4,FF,FF,77,00,C0,CC,C0,00,00,00,0C,C0,C0,0C,00
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HEX 00,CC,C0,C0,0C,00,00,00,00,00,00,00,00,00,00,00
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HEX 00,00,00,00,00,00,00,00,00,00,00,99,BB,FF,6F,22
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HEX 22,6F,6F,22,22,FF,BB,00,66,00,00,66,00,00,66,00
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HEX 66,00,00,06,00,66,60,06,FF,FF,FF,FF,FF,FF,FF,FF
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HEX 60,77,F7,F7,F7,F7,F7,F7,F7,F7,F7,77,00,00,00,00
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HEX 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
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HEX 00,00,00,00,00,00,00,00,06,77,7F,7F,7F,7F,7F,7F
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HEX 7F,7F,7F,77,00,00,00,00,00,00,00,00,00,00,00,00
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HEX 00,CC,00,00,00,00,00,00,00,00,00,00,00,00,00,00
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HEX 00,00,00,00,00,00,00,00,00,00,00,99,BB,FF,22,22
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||||
HEX 22,22,22,22,F2,FF,BB,00,66,00,00,66,00,00,66,00
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HEX 66,00,00,60,00,66,06,60,FF,FF,FF,FF,FF,FF,FF,FF
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HEX 66,77,FF,4C,4C,4C,4C,4C,CF,FF,FF,77,00,00,00,00
|
||||
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||||
|
||||
|
||||
|
||||
|
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Reference in New Issue