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Added victory screen
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90
fonts.s
90
fonts.s
@ -6420,156 +6420,156 @@ font16char32:
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font16char33:
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tya
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tcs
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; Line 15, Pixel values: 2222 2000 0000 0000
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; Line 15, Pixel values: faaa a000 0000 0000
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tsc
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sec
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sbc #6
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tcs
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pea $2222
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pea $aafa
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lda 3,S
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and #$ff0f
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ora #$0020
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ora #$00a0
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sta 3,S
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; Line 14, Pixel values: 2222 2000 0000 0000
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; Line 14, Pixel values: fbbb a000 0000 0000
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tsc
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sec
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sbc #158
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tcs
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pea $2222
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pea $bbfb
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lda 3,S
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and #$ff0f
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ora #$0020
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ora #$00a0
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sta 3,S
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; Line 13, Pixel values: 2222 2000 0000 0000
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; Line 13, Pixel values: fbbb a000 0000 0000
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tsc
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sec
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sbc #158
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tcs
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pea $2222
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pea $bbfb
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lda 3,S
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and #$ff0f
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ora #$0020
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ora #$00a0
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sta 3,S
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; Line 12, Pixel values: 2222 2000 0000 0000
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; Line 12, Pixel values: fbbb a000 0000 0000
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tsc
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sec
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sbc #158
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tcs
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pea $2222
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pea $bbfb
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lda 3,S
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and #$ff0f
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ora #$0020
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ora #$00a0
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sta 3,S
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; Line 11, Pixel values: 2222 2000 0000 0000
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; Line 11, Pixel values: ffff f000 0000 0000
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tsc
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sec
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sbc #158
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tcs
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pea $2222
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pea $ffff
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lda 3,S
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and #$ff0f
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ora #$0020
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ora #$00f0
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sta 3,S
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; Line 10, Pixel values: 0000 0000 0000 0000
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; Line 9, Pixel values: 2222 2000 0000 0000
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; Line 9, Pixel values: faaa a000 0000 0000
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tsc
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sec
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sbc #318
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tcs
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pea $2222
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pea $aafa
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lda 3,S
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and #$ff0f
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ora #$0020
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ora #$00a0
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sta 3,S
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; Line 8, Pixel values: 2222 2000 0000 0000
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; Line 8, Pixel values: fbbb a000 0000 0000
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tsc
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sec
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sbc #158
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tcs
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pea $2222
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pea $bbfb
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lda 3,S
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and #$ff0f
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ora #$0020
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ora #$00a0
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sta 3,S
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; Line 7, Pixel values: 8222 2000 0000 0000
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; Line 7, Pixel values: fbbb a000 0000 0000
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tsc
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sec
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sbc #158
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tcs
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pea $2282
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pea $bbfb
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lda 3,S
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and #$ff0f
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ora #$0020
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ora #$00a0
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sta 3,S
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; Line 6, Pixel values: 8822 2000 0000 0000
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; Line 6, Pixel values: fbbb a000 0000 0000
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tsc
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sec
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sbc #158
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tcs
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pea $2288
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pea $bbfb
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lda 3,S
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and #$ff0f
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ora #$0020
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ora #$00a0
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sta 3,S
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; Line 5, Pixel values: 8882 2000 0000 0000
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; Line 5, Pixel values: fbbb a000 0000 0000
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tsc
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sec
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sbc #158
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tcs
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pea $8288
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pea $bbfb
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lda 3,S
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and #$ff0f
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ora #$0020
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ora #$00a0
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sta 3,S
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; Line 4, Pixel values: 8888 2000 0000 0000
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; Line 4, Pixel values: fbbb a000 0000 0000
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tsc
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sec
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sbc #158
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tcs
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pea $8888
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pea $bbfb
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lda 3,S
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and #$ff0f
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ora #$0020
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ora #$00a0
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sta 3,S
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; Line 3, Pixel values: 8888 8000 0000 0000
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; Line 3, Pixel values: fbbb a000 0000 0000
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tsc
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sec
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sbc #158
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tcs
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pea $8888
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pea $bbfb
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lda 3,S
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and #$ff0f
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ora #$0080
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ora #$00a0
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sta 3,S
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; Line 2, Pixel values: 8888 8000 0000 0000
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; Line 2, Pixel values: fbbb a000 0000 0000
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tsc
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sec
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sbc #158
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tcs
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pea $8888
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pea $bbfb
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lda 3,S
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and #$ff0f
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ora #$0080
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ora #$00a0
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sta 3,S
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; Line 1, Pixel values: 8888 8000 0000 0000
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; Line 1, Pixel values: fbbb a000 0000 0000
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tsc
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sec
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sbc #158
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tcs
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pea $8888
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pea $bbfb
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lda 3,S
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and #$ff0f
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ora #$0080
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ora #$00a0
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sta 3,S
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; Line 0, Pixel values: 8888 8000 0000 0000
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; Line 0, Pixel values: ffff f000 0000 0000
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tsc
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sec
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sbc #158
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tcs
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pea $8888
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pea $ffff
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lda 3,S
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and #$ff0f
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ora #$0080
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ora #$00f0
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sta 3,S
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jmp renderCharJumpReturn_font16
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@ -334,8 +334,28 @@ endTurnWrap:
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; Handles someone winning
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;
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endGame:
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SAVE_AXY
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lda currentPlayer
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beq endGame0
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lda #victoryText1
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bra endGameRender
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endGame0:
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lda #victoryText0
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endGameRender:
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sta PARAML0
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ldy #$48b7
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lda #2
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jsl renderStringFar
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jsr kbdWaitForAnyKey
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lda #1
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sta quitRequested
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RESTORE_AXY
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rts
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@ -535,3 +555,7 @@ mapScrollPos:
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rightScreenEdge: ; Right edge minus one game object width, for easy render clipping
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.word 160-GAMEOBJECTWIDTH/4-2
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victoryText0:
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pstring "SPROCKET WINS!"
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victoryText1:
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pstring " TINKER WINS!"
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