Update switch and track sprite format for code review
This commit is contained in:
@@ -1,3 +1,6 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $AF ; The sprite ID you are overwriting (HEX)
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!SPRID = $AF ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 02 ; Number of tiles used in a frame
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!NbrTiles = 02 ; Number of tiles used in a frame
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@@ -29,6 +32,7 @@
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%Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long);
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%Set_Sprite_Properties(Sprite_LeverSwitch_Prep, Sprite_LeverSwitch_Long);
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; =========================================================
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Sprite_LeverSwitch_Long:
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Sprite_LeverSwitch_Long:
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{
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{
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@@ -45,6 +49,7 @@ Sprite_LeverSwitch_Long:
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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_LeverSwitch_Prep:
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Sprite_LeverSwitch_Prep:
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{
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{
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@@ -57,6 +62,7 @@ Sprite_LeverSwitch_Prep:
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RTL
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RTL
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}
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}
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; =========================================================
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Sprite_LeverSwitch_Main:
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Sprite_LeverSwitch_Main:
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{
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{
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@@ -140,6 +146,7 @@ Sprite_LeverSwitch_Main:
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}
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}
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}
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}
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; =========================================================
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Sprite_LeverSwitch_Draw:
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Sprite_LeverSwitch_Draw:
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{
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{
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@@ -217,5 +224,4 @@ Sprite_LeverSwitch_Draw:
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.sizes
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.sizes
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db $02
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db $02
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db $02
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db $02
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}
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}
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@@ -1,3 +1,7 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $B0 ; The sprite ID you are overwriting (HEX)
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!SPRID = $B0 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 04 ; Number of tiles used in a frame
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!NbrTiles = 04 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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@@ -28,6 +32,8 @@
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%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
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%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
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; =========================================================
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Sprite_RotatingTrack_Long:
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Sprite_RotatingTrack_Long:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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@@ -43,6 +49,8 @@ Sprite_RotatingTrack_Long:
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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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; Modes
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; Modes
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; 0 = TopLeft -> TopRight
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; 0 = TopLeft -> TopRight
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; 1 = TopRight -> BottomRight
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; 1 = TopRight -> BottomRight
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@@ -61,6 +69,8 @@ Sprite_RotatingTrack_Prep:
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RTL
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RTL
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}
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}
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; =========================================================
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SwitchRam = $37
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SwitchRam = $37
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Sprite_RotatingTrack_Main:
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Sprite_RotatingTrack_Main:
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@@ -148,87 +158,89 @@ Sprite_RotatingTrack_Main:
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}
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}
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Sprite_RotatingTrack_Draw:
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Sprite_RotatingTrack_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 : CLC : ADC .x_offsets, X : 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 .sizes, X : 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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.start_index
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.start_index
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db $00, $01, $02, $03
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db $00, $01, $02, $03
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.nbr_of_tiles
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.nbr_of_tiles
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db 0, 0, 0, 0
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db 0, 0, 0, 0
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.x_offsets
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.x_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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.y_offsets
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.y_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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.chr
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.chr
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db $44
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db $44
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db $44
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db $44
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db $44
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db $44
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db $44
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db $44
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.properties
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.properties
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db $7D
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db $7D
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db $3D
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db $3D
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db $FD
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db $FD
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db $BD
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db $BD
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.sizes
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.sizes
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db $02
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db $02
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db $02
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db $02
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db $02
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db $02
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db $02
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db $02
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}
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