add puffstool ai states, optimize draw code
This commit is contained in:
@@ -27,153 +27,151 @@
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Puffstool_Prep, Sprite_Puffstool_Long)
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%Set_Sprite_Properties(Sprite_Puffstool_Prep, Sprite_Puffstool_Long)
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; =========================================================
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; =========================================================
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Sprite_Puffstool_Long:
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Sprite_Puffstool_Long:
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PHB : PHK : PLB
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{
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PHB : PHK : PLB
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JSR Sprite_Puffstool_Draw ; Call the draw code
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JSR Sprite_Puffstool_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Puffstool_Main ; Call the main sprite code
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JSR Sprite_Puffstool_Main ; Call the main sprite code
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.SpriteIsNotActive
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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RTL ; Go back to original code
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}
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; =========================================================
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; =========================================================
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Sprite_Puffstool_Prep:
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Sprite_Puffstool_Prep:
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PHB : PHK : PLB
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{
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PHB : PHK : PLB
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; Add more code here to initialize data
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PLB
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RTL
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PLB
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RTL
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}
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; =========================================================
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; =========================================================
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Sprite_Puffstool_Main:
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Sprite_Puffstool_Main:
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LDA.w SprAction, X; Load the SprAction
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{
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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LDA.w SprAction, X
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dw Action00
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Puffstool_Walking
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dw Puffstool_Stunned
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Action00:
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Puffstool_Walking:
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{
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%PlayAnimation(0,6,10)
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RTS
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}
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Puffstool_Stunned:
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{
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RTS
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%PlayAnimation(7,7,10)
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RTS
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}
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}
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; =========================================================
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; =========================================================
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Sprite_Puffstool_Draw:
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Sprite_Puffstool_Draw:
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JSL Sprite_PrepOamCoord
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{
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JSL Sprite_OAM_AllocateDeferToPlayer
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA .start_index, Y : STA $06
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PHX
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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LDY.b #$00
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.nextTile
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.nextTile
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PHX ; Save current Tile Index?
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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ASL A : TAX
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REP #$20
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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LDA $00 : STA ($90), Y
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AND.w #$0100 : STA $0E
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AND.w #$0100 : STA $0E
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INY
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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SEP #$20
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BCC .on_screen_y
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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STA $0E
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.on_screen_y
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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INY
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LDA .chr, X : STA ($90), Y
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LDA .chr, X : STA ($90), Y
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INY
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INY
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LDA .properties, X : STA ($90), Y
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LDA .properties, X : STA ($90), Y
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PHY
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PHY
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TYA : LSR #2 : TAY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX : DEX : BPL .nextTile
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PLX
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PLX
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RTS
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RTS
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; =========================================================
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; =========================================================
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.start_index
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.start_index
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db $00, $02, $04, $06, $08, $0A, $0C, $0E
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db $00, $02, $04, $06, $08, $0A, $0C, $0E
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.nbr_of_tiles
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.nbr_of_tiles
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db 1, 1, 1, 1, 1, 1, 1, 0
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db 1, 1, 1, 1, 1, 1, 1, 0
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.x_offsets
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.y_offsets
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dw 0, 0
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dw -8, 0
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dw 0, 0
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dw 0, -8
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dw 0, 0
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dw 0, -8
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dw 0, 0
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dw 0, -8
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dw 0, 0
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dw 0, -8
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dw 0, 0
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dw 0, -8
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dw 0, 0
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dw 0, -8
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dw 0
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dw 0
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.y_offsets
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.chr
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dw -8, 0
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db $C0, $D0
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dw 0, -8
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db $D2, $C2
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dw 0, -8
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db $D4, $C4
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dw 0, -8
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db $D2, $C2
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dw 0, -8
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db $D0, $C0
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dw 0, -8
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db $D2, $C2
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dw 0, -8
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db $D4, $C4
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dw 0
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db $D6
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.chr
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.properties
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db $C0, $D0
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db $33, $33
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db $D2, $C2
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db $33, $33
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db $D4, $C4
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db $33, $33
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db $D2, $C2
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db $33, $33
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db $D0, $C0
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db $33, $33
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db $D2, $C2
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db $73, $73
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db $D4, $C4
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db $73, $73
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db $D6
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db $3D
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.properties
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}
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db $33, $33
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db $33, $33
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db $33, $33
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db $33, $33
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db $33, $33
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db $73, $73
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db $73, $73
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db $3D
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.sizes
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02
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