255 lines
6.3 KiB
NASM
255 lines
6.3 KiB
NASM
; =========================================================
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; Wolfos Sprite Properties
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; =========================================================
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!SPRID = $A9 ; The sprite ID you are overwriting (HEX)
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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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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 20 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 01 ; 01 = Impervious to arrows
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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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%Set_Sprite_Properties(Sprite_Wolfos_Prep, Sprite_Wolfos_Long)
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; =========================================================
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Sprite_Wolfos_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Wolfos_Draw
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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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JSR Sprite_Wolfos_Main ; Call the main sprite code
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.SpriteIsNotActive
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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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}
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; =========================================================
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Sprite_Wolfos_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$40 : STA.w SprTimerA, X
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LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
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LDA #$04 : STA $0E40, X ; Nbr Oam Entries
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LDA #$40 : STA $0E60, x ; Impervious props
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LDA #$E0 : STA $0F60, X ; Persist
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PLB
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RTL
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}
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; =========================================================
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Sprite_Wolfos_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Wolfos_Main
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dw Wolfos_AttackBack
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Wolfos_Main:
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{
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%PlayAnimation(0, 2, 10)
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LDA SprTimerA, X : BNE .end
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LDA.b #$40 : STA.w SprTimerA, X
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%GotoAction(1)
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.end
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RTS
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}
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Wolfos_AttackBack:
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{
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%PlayAnimation(3, 5, 10)
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LDA SprTimerA, X : BNE .end
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LDA.b #$40 : STA.w SprTimerA, X
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%GotoAction(0)
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.end
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RTS
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}
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}
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; =========================================================
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; Animation Frame
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; 0-2 Attack Forward
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; 3-5 Attack Back
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; 6-8 Walk Right
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; 9-11 Walk Left
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; 12-13 Attack Right
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; 14-15 Attack Left
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Sprite_Wolfos_Draw:
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{
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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 .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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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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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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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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INY
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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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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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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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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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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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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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.start_index
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db $00, $02, $04, $06, $08, $0A, $0C, $10, $14, $18, $1C, $20, $24, $28, $2B, $2F
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.nbr_of_tiles
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db 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 2, 3, 2
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 8, 8, -8, -8
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dw -8, 8, 8, -8
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dw -8, 8, -8, 8
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dw -8, -8, 8, 8
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dw 8, -8, -8, 8
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dw 8, -8, 8, -8
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dw -8, 8, 8, -8
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dw -8, 8, 8
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dw 8, -8, -8, 8
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dw 8, -8, -8
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.y_offsets
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dw 0, -16
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dw 0, -16
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dw 0, -16
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dw 0, -16
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dw 0, -16
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dw 0, -16
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dw -8, 0, 0, -16
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dw 0, 0, -16, -16
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dw -16, -16, 0, 0
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dw -8, 0, 0, -16
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dw 0, 0, -16, -16
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dw -16, -16, 0, 0
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dw 0, 0, -16, -16
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dw 0, 0, -16
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dw 0, 0, -16, -16
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dw 0, 0, -16
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.chr
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db $E0, $C0
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db $E4, $C4
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db $E6, $C6
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db $E2, $C2
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db $E8, $C8
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db $EA, $CA
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db $92, $A2, $A0, $80
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db $A4, $A6, $86, $84
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db $88, $8A, $A8, $AA
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db $92, $A2, $A0, $80
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db $A4, $A6, $86, $84
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db $88, $8A, $A8, $AA
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db $AC, $AE, $8E, $8C
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db $EC, $EE, $CE
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db $AC, $AE, $8E, $8C
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db $EC, $EE, $CE
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.properties
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db $39, $39
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db $39, $39
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db $39, $39
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db $39, $39
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db $39, $39
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db $39, $39
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db $39, $39, $39, $39
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db $39, $39, $39, $39
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db $39, $39, $39, $39
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db $79, $79, $79, $79
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db $79, $79, $79, $79
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db $79, $79, $79, $79
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db $39, $39, $39, $39
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db $39, $39, $39
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db $79, $79, $79, $79
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db $79, $79, $79
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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, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02
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db $02, $02, $02, $02
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db $02, $02, $02
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} |