mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-11-22 11:34:14 +00:00
512 lines
17 KiB
ArmAsm
512 lines
17 KiB
ArmAsm
; Test driver to exercise graphics routines.
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REL
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DSK MAINSEG
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use Locator.Macs.s
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use Misc.Macs.s
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use EDS.GSOS.MACS.s
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use Tool222.Macs.s
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use Util.Macs.s
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use CORE.MACS.s
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use GTE.Macs
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use ../../src/Defs.s
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mx %00
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TSet EXT
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; Feature flags
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NO_INTERRUPTS equ 0 ; turn off for crossrunner debugging
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NO_MUSIC equ 1 ; turn music + tool loading off
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; Typical init
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phk
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plb
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sta MyUserId ; GS/OS passes the memory manager user ID for the application into the program
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_MTStartUp ; GTE requires the miscellaneous toolset to be running
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jsr GTEStartUp ; Load and install the GTE User Tool
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; Load a tileset
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pea #^TSet
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pea #TSet
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_GTELoadTileSet
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pea $0000
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pea #^MyPalette
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pea #MyPalette
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_GTESetPalette
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pea $0000
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pea $0000
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_GTESetScreenMode
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; Set up our level data
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jsr BG0SetUp
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jsr BG1SetUp
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jsr TileAnimInit
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; Allocate room to load data
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jsl AllocBank ; Alloc 64KB for Load/Unpack
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sta BankLoad ; Store "Bank Pointer"
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jsr MovePlayerToOrigin ; Put the player at the beginning of the map
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lda #193 ; Tile ID of '0'
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jsr InitOverlay ; Initialize the status bar
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EvtLoop
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jsl DoTimers
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jsl Render
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inc frameCount
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ldal OneSecondCounter
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cmp oldOneSecondCounter
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beq :noudt
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sta oldOneSecondCounter
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jsr UdtOverlay
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stz frameCount
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:noudt
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jsl ReadControl
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and #$007F ; Ignore the buttons for now
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cmp #'q'
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bne :1
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brl Exit
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:1
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cmp #'l'
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bne :1_1
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jsr DoLoadFG
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brl EvtLoop
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:1_1 cmp #'b'
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bne :2
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jsr DoLoadBG1
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brl EvtLoop
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:2 cmp #'m'
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bne :3
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jsr DumpBanks
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brl EvtLoop
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:3 cmp #'f' ; render a 'f'rame
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bne :4
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jsl Render
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brl EvtLoop
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:4 cmp #'h' ; Show the 'h'eads up display
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bne :5
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jsr DoHUP
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brl EvtLoop
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:5 cmp #'1' ; User selects a new screen size
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bcc :6
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cmp #'9'+1
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bcs :6
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sec
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sbc #'1'
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tax
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jsl SetScreenMode
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jsr MovePlayerToOrigin
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brl EvtLoop
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:6 cmp #'t'
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bne :7
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jsr DoTiles
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brl EvtLoop
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:7 cmp #$15 ; left = $08, right = $15, up = $0B, down = $0A
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bne :8
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lda #1
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jsr MoveRight
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brl EvtLoop
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:8 cmp #$08
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bne :9
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lda #1
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jsr MoveLeft
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brl EvtLoop
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:9 cmp #$0B
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bne :10
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lda #1
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jsr MoveUp
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brl EvtLoop
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:10 cmp #$0A
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bne :11
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lda #1
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jsr MoveDown
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brl EvtLoop
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:11 cmp #'d'
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bne :12
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lda #1
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jsr Demo
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brl EvtLoop
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:12 cmp #'z'
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bne :13
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jsr AngleUp
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brl EvtLoop
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:13 cmp #'x'
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bne :14
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jsr AngleDown
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brl EvtLoop
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:14 brl EvtLoop
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; Exit code
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Exit
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jsl EngineShutDown
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_QuitGS qtRec
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bcs Fatal
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Fatal brk $00
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MyPalette dw $0000,$0777,$0F31,$0E51,$00A0,$02E3,$0BF1,$0FA4,$0FD7,$0EE6,$0F59,$068F,$01CE,$09B9,$0EDA,$0EEE
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StartMusic
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pea #^MusicFile
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pea #MusicFile
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_NTPLoadOneMusic
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pea $0001 ; loop
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_NTPPlayMusic
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rts
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; Position the screen with the botom-left corner of the tilemap visible
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MovePlayerToOrigin
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lda #0 ; Set the player's position
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jsl SetBG0XPos
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lda #0
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jsl SetBG1XPos
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lda TileMapHeight
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asl
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asl
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asl
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sec
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sbc ScreenHeight
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pha
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jsl SetBG0YPos
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pla
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jsl SetBG1YPos
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rts
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ClearBankLoad
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lda BankLoad
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phb
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pha
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plb
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ldx #$FFFE
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:lp sta: $0000,x
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dex
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dex
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cpx #0
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bne :lp
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plb
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plb
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rts
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SecondsStr str 'SECONDS'
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TicksStr str 'TICKS'
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; Print a bunch of messages on screen
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DoHUP
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lda #SecondsStr
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ldx #{160-12*4}
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ldy #$7777
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jsr DrawString
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lda OneSecondCounter ; Number of elapsed seconds
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ldx #{160-4*4} ; Render the word 4 charaters from right edge
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jsr DrawWord
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lda #TicksStr
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ldx #{8*160+160-12*4}
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ldy #$7777
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jsr DrawString
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PushLong #0
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_GetTick
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pla
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plx
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ldx #{8*160+160-4*4}
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jsr DrawWord
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rts
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; Fill up the virtual buffer with tile data
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DoTiles
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:row equ 1
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:column equ 3
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:tile equ 5
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pea $0000 ; Allocate local variable space
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pea $0000
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pea $0000
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:rowloop
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lda #0
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sta :column,s
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lda #$0010
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sta :tile,s
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:colloop
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lda :row,s
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tay
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lda :column,s
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tax
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lda :tile,s
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jsl CopyBG0Tile
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lda :column,s
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inc
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sta :column,s
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cmp #41
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bcc :colloop
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lda :row,s
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inc
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sta :row,s
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cmp #26
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bcc :rowloop
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pla ; restore the stack
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pla
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pla
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rts
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; Load a binary file in the BG1 buffer
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DoLoadBG1
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lda BankLoad
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ldx #BG1DataFile
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jsr LoadFile
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ldx BankLoad
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lda #0
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ldy BG1DataBank
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jsl CopyBinToBG1
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lda BankLoad
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ldx #BG1AltDataFile
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jsr LoadFile
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lda altBG1Bank
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jsl SetBG1Bank
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ldx BankLoad
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lda #0
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ldy BG1DataBank
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jsl CopyBinToBG1
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rts
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; Load a raw pixture into the code buffer
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DoLoadFG
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lda BankLoad
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ldx #FGName
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jsr LoadFile
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ldx BankLoad ; Copy it into the code field
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lda #0
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jsl CopyBinToField
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rts
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; Load a simple picture format onto the SHR screen
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DoLoadPic
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lda BankLoad
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ldx #ImageName ; Load+Unpack Boot Picture
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jsr LoadPicture ; X=Name, A=Bank to use for loading
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ldx BankLoad ; Copy it into the code field
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lda #0
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jsl CopyPicToField
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rts
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; Graphics helpers
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LoadPicture
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jsr LoadFile ; X=Nom Image, A=Banc de chargement XX/00
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bcc :loadOK
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rts
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:loadOK
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jsr UnpackPicture ; A=Packed Size
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rts
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UnpackPicture sta UP_PackedSize ; Size of Packed Data
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lda #$8000 ; Size of output Data Buffer
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sta UP_UnPackedSize
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lda BankLoad ; Banc de chargement / Decompression
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sta UP_Packed+1 ; Packed Data
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clc
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adc #$0080
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stz UP_UnPacked ; On remet a zero car modifie par l'appel
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stz UP_UnPacked+2
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sta UP_UnPacked+1 ; Unpacked Data buffer
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PushWord #0 ; Space for Result : Number of bytes unpacked
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PushLong UP_Packed ; Pointer to buffer containing the packed data
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PushWord UP_PackedSize ; Size of the Packed Data
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PushLong #UP_UnPacked ; Pointer to Pointer to unpacked buffer
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PushLong #UP_UnPackedSize ; Pointer to a Word containing size of unpacked data
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_UnPackBytes
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pla ; Number of byte unpacked
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rts
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UP_Packed hex 00000000 ; Address of Packed Data
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UP_PackedSize hex 0000 ; Size of Packed Data
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UP_UnPacked hex 00000000 ; Address of Unpacked Data Buffer (modified)
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UP_UnPackedSize hex 0000 ; Size of Unpacked Data Buffer (modified)
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; Basic I/O function to load files
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LoadFile
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stx openRec+4 ; X=File, A=Bank (high word) assumed zero for low
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stz readRec+4
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sta readRec+6
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jsr ClearBankLoad
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:openFile _OpenGS openRec
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bcs :openReadErr
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lda openRec+2
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sta eofRec+2
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sta readRec+2
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_GetEOFGS eofRec
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lda eofRec+4
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sta readRec+8
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lda eofRec+6
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sta readRec+10
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_ReadGS readRec
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bcs :openReadErr
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:closeFile _CloseGS closeRec
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clc
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lda eofRec+4 ; File Size
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rts
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:openReadErr jsr :closeFile
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nop
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nop
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PushWord #0
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PushLong #msgLine1
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PushLong #msgLine2
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PushLong #msgLine3
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PushLong #msgLine4
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_TLTextMountVolume
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pla
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cmp #1
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bne :loadFileErr
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brl :openFile
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:loadFileErr sec
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rts
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msgLine1 str 'Unable to load File'
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msgLine2 str 'Press a key :'
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msgLine3 str ' -> Return to Try Again'
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msgLine4 str ' -> Esc to Quit'
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; Data storage
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MusicFile str '1/main.ntp'
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BG1DataFile strl '1/bg1a.bin'
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BG1AltDataFile strl '1/bg1b.bin'
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ImageName strl '1/test.pic'
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FGName strl '1/fg1.bin'
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openRec dw 2 ; pCount
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ds 2 ; refNum
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adrl FGName ; pathname
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eofRec dw 2 ; pCount
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ds 2 ; refNum
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ds 4 ; eof
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readRec dw 4 ; pCount
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ds 2 ; refNum
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ds 4 ; dataBuffer
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ds 4 ; requestCount
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ds 4 ; transferCount
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closeRec dw 1 ; pCount
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ds 2 ; refNum
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qtRec adrl $0000
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da $00
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; Load the GTE User Tool and install it
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GTEStartUp
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pea $0000
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_LoaderStatus
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pla
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pea $0000
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pea $0000
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pea $0000
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pea $0000
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pea $0000 ; result space
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lda MyUserId
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pha
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pea #^ToolPath
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pea #ToolPath
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pea $0001 ; do not load into special memory
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_InitialLoad
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bcc :ok1
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brk $01
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:ok1
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ply
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pla ; Address of the loaded tool
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plx
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ply
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ply
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pea $8000 ; User toolset
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pea $00A0 ; Set the tool set number
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phx
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pha ; Address of function pointer table
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_SetTSPtr
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bcc :ok2
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brk $02
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:ok2
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clc ; Give GTE a page of direct page memory
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tdc
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adc #$0100
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pha
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pea #ENGINE_MODE_DYN_TILES+ENGINE_MODE_TWO_LAYER ; Enable Dynamic Tiles and Two Layer
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lda MyUserId ; Pass the userId for memory allocation
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pha
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_GTEStartUp
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bcc :ok3
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brk $03
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:ok3
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rts
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PUT App.Msg.s
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PUT Actions.s
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PUT font.s
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PUT gen/App.TileMapBG0.s
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PUT gen/App.TileMapBG1.s
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PUT gen/App.TileSetAnim.s
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PUT Overlay.s
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