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update game help for Marble Madness
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@ -1,24 +1,25 @@
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Roll to the goal
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joystick to move
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keyboard to move 8-way
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Player #1 Player #2
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Q W E I O P
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A D move K ;
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move
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A D K ;
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Z X C , . /
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open apple boost closed apple
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$ accelerate %
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or just use a joystick
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Esc* * * * * * * * * * * * * * * * pause
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[eof]
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@ -34,8 +34,8 @@ $0A (TODO down arrow)
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$0B (TODO up arrow)
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$0C rounded bottom-left quadrant circuit path
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$0D carriage return symbol
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$0E
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$0F
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$0E open apple
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$0F closed apple
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$10 dot, small
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$11 dot, medium
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$12 dot, large
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@ -19,8 +19,8 @@ FontDataRow0
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!byte $00 ; 0B
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!byte $9C ; 0C
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!byte $E0 ; 0D
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!byte $00 ; 0E
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!byte $00 ; 0F
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!byte $B0 ; 0E
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!byte $B0 ; 0F
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!byte $80 ; 10
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!byte $80 ; 11
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!byte $80 ; 12
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@ -148,8 +148,8 @@ FontDataRow1
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!byte $00 ; 0B
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!byte $BC ; 0C
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!byte $E0 ; 0D
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!byte $00 ; 0E
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!byte $00 ; 0F
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!byte $98 ; 0E
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!byte $98 ; 0F
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!byte $80 ; 10
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!byte $80 ; 11
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!byte $80 ; 12
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@ -277,8 +277,8 @@ FontDataRow2
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!byte $00 ; 0B
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!byte $FC ; 0C
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!byte $EC ; 0D
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!byte $00 ; 0E
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!byte $00 ; 0F
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!byte $B6 ; 0E
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!byte $BE ; 0F
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!byte $80 ; 10
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!byte $88 ; 11
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!byte $9C ; 12
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@ -406,8 +406,8 @@ FontDataRow3
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!byte $00 ; 0B
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!byte $F8 ; 0C
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!byte $E6 ; 0D
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!byte $00 ; 0E
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!byte $00 ; 0F
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!byte $C3 ; 0E
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!byte $FF ; 0F
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!byte $88 ; 10
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!byte $9C ; 11
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!byte $BE ; 12
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@ -535,8 +535,8 @@ FontDataRow4
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!byte $00 ; 0B
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!byte $F0 ; 0C
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!byte $FF ; 0D
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!byte $00 ; 0E
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!byte $00 ; 0F
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!byte $A3 ; 0E
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!byte $BF ; 0F
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!byte $80 ; 10
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!byte $9C ; 11
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!byte $BE ; 12
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@ -664,8 +664,8 @@ FontDataRow5
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!byte $00 ; 0B
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!byte $80 ; 0C
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!byte $BF ; 0D
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!byte $00 ; 0E
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!byte $00 ; 0F
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!byte $A3 ; 0E
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!byte $BF ; 0F
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!byte $80 ; 10
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!byte $88 ; 11
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!byte $9C ; 12
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@ -793,8 +793,8 @@ FontDataRow6
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!byte $00 ; 0B
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!byte $80 ; 0C
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!byte $86 ; 0D
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!byte $00 ; 0E
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!byte $00 ; 0F
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!byte $CA ; 0E
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!byte $FF ; 0F
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!byte $80 ; 10
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!byte $80 ; 11
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!byte $80 ; 12
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@ -922,8 +922,8 @@ FontDataRow7
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!byte $00 ; 0B
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!byte $00 ; 0C
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!byte $8C ; 0D
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!byte $00 ; 0E
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!byte $00 ; 0F
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!byte $B6 ; 0E
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!byte $B6 ; 0F
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!byte $80 ; 10
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!byte $80 ; 11
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!byte $80 ; 12
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@ -36,7 +36,7 @@ DrawPageInternal
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beq @donePage
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+ cmp #$0A
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beq @doneParsingLine
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ldx #3
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ldx #5
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- cmp @subs_a,x
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bne @nosub
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lda @subs_b,x
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@ -68,9 +68,9 @@ DrawPageInternal
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plp
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rts
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@subs_a
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!byte $2A,$7E,$3C,$3E
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!byte $2A,$7E,$3C,$3E,$24,$25
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@subs_b
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!byte $10,$11,$08,$15
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!byte $10,$11,$08,$15,$0E,$0F
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Draw40CharsInternal
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; A/Y contains address of character buffer
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