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ui.s
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;our list of files found is stored at the end of ram like so: {u8 TRH, u8 TRL}, this var stores next write loc (and thus total number of files indirectly)
;we allow at most 100 files to leave ourselves space for other data structures
;we look for non-game files with names ending in ".C23"
;just like the ROM, we assume hi bytes of superblock structs are all zeroes
;dir entries are 32 bytes each:
; {
; [00h] u8 type; //0x33 - savedata, 0xcc - game, 0x00 - empty dir entry, other - other file (ignored by rom)
; [01h] u8 flags; //set to 0xff to disable copying, else 0
; [02h] u16 firstBlock; //first block on disk
; [04h] char name[12]; //name (padded with space or zero)
; [10h] u8 timestamp[8]; //a mess of BCD
; [18h] u16 fileSz; //in blocks
; [1Ah] u16 hdrOfst; //in blocks, header offset in file (used by games)
; [1Ch] u8 reserved[4]; //no use observed
; }
TRH_VAL_FAT EQU $10
TRH_VAL_DIR EQU $11
FILE_LIST_WPTR EQU $12
NUM_FILES EQU $13 ;not authoritative 0 use din ui only - and calced there
TOP_FILE EQU $14 ;on screen now
SEL_FILE EQU $15 ;index of selected file onscreen
str_no_files:
.string 60 "No files found. Load some beforerunning uM23(c) dmitrygr"
str_cluster:
.string 9 "Cluster:"
str_size:
.string 6 "Size:"
str_file_sel_instr:
.string 13 "A=go B=back"
str_file_fragmented:
.string 60 "This file isfragmented &can't be runDefragment? A=yes B=no"
ui_main:
MOV #$92, OCR ;fast
MOV #$7F, SP
MOV #0, STAD
SET1 PSW, RAMBK0
MOV #$FF, FILE_LIST_WPTR
SET1 FLSHCTRL, 0
CALLF read_superblock ;init flash access
CALLF read_directory ;enum all our files
LD FILE_LIST_WPTR ;see if we found any files, if so go to ui
BNE #$FF, ui_with_files
ui_no_files:
CALLF clear_screen
MOV #<str_no_files, TRL
MOV #>str_no_files, TRH
AND #$00
ST VRMAD2
ST B
ST C
CALLF ui_rom_str
hang:
MOV #$81, OCR
CALLF ui_waitkey
JMP hang
ui_with_files:
DEC FILE_LIST_WPTR
SET1 FILE_LIST_WPTR, 0 ;if we arrive here from our own code that already INC-ed it, this will restore it whereas if we did not, it is safe
OR #$FF
SUB FILE_LIST_WPTR
ROR ;guaranteed to not have low bit set so this is safe
ST NUM_FILES
AND #$00
ST TOP_FILE
ST SEL_FILE
INC FILE_LIST_WPTR ;now points to first entry
ui_loop:
;first, we draw the ui
CALLF clear_screen
MOV #0, B
ui_draw_items_loop:
;get pointer (in FLASHCTL:TRH:TRL) to name of the onscreen file entry
LD TOP_FILE
ADD B
ROL
AND #$FE
ADD FILE_LIST_WPTR
BZ ui_draw_loop_done ;no more files - stop drawing
ST RR0
LD @R0
ST TRH
INC RR0
LD @R0
ADD #$04 ;safe to do since we know dir entry is 0x20-aligned
ST TRL
;figure out if we shoudl draw it selected or not
CLR1 VRMAD2, 0
LD B
BNE SEL_FILE, cur_file_not_selected
SET1 VRMAD2, 0
cur_file_not_selected:
;draw the name onscreen (the entire one - this is safe), also keep track of where the last period was (in C)
CALLF ui_draw_item
INC B
LD B
BNE #5, ui_draw_items_loop ;we show 5 entries onscreen=
;clear last column of the firts 4 rows
ui_draw_loop_done:
CLR1 VRMAD2, 0
MOV #0, B
MOV #11, C
clear_last_col_loop:
MOV #$20, ACC
CALLF ui_draw_char_noclobber
INC B
LD B
BNE #5, clear_last_col_loop
;draw arrows if needed
LD TOP_FILE
BZ up_arrow_processed
MOV #$80, ACC ;up arrow
MOV #0, B
MOV #11, C
CALLF ui_draw_char_noclobber
up_arrow_processed:
LD NUM_FILES
AND #$FC
BZ dn_arrow_processed ;not enough files for an arrow
LD NUM_FILES
SUB TOP_FILE
SUB #5
BZ dn_arrow_processed ;lowest page - no arrow
MOV #$81, ACC ;down arrow
MOV #4, B
MOV #11, C
CALLF ui_draw_char_noclobber
dn_arrow_processed:
;read buttons and see what to do
wait_buttons:
CALLF ui_waitkey
BP B, 4, ui_btn_sel
BP B, 1, ui_btn_down
BP B, 0, ui_btn_up
JMPF wait_buttons
ui_btn_up:
LD SEL_FILE
BZ ui_btn_up_move_top
DEC SEL_FILE
JMPF ui_loop
ui_btn_up_move_top:
LD TOP_FILE
BZ wait_buttons
DEC TOP_FILE
JMPF ui_loop
ui_btn_down:
LD SEL_FILE
BE #4, ui_btn_dn_move_top
ADD #1
SUB NUM_FILES
BN PSW, CY, wait_buttons
INC SEL_FILE
JMPF ui_loop
ui_btn_dn_move_top:
LD TOP_FILE
ADD SEL_FILE
ADD #1
SUB NUM_FILES
BN PSW, CY, wait_buttons
INC TOP_FILE
JMPF ui_loop
ui_btn_sel: ;file is selected - show file selected ui
CALLF clear_screen
LD TOP_FILE
ADD SEL_FILE
ROL
AND #$FE
ADD FILE_LIST_WPTR
ST RR0
LD @R0
ST TRH
INC RR0
LD @R0
ADD #$04
ST TRL
;draw name on top row
MOV #0, B
SET1 VRMAD2, 0
CALLF ui_draw_item
CLR1 VRMAD2, 0
;draw cluster info
MOV #<str_cluster, TRL
MOV #>str_cluster, TRH
MOV #2, B
MOV #0, C
CALLF ui_rom_str
LD @R0 ;draw cluster number
ADD #$02
ST TRL
DEC RR0
LD @R0
ST TRH
.byte $50;LDF
ST VRMAD1
AND #$00
MOV #2, B
MOV #11, C
CALLF ui_drawnum16
;draw size info
MOV #<str_size, TRL
MOV #>str_size, TRH
MOV #3, B
MOV #0, C
CALLF ui_rom_str
LD @R0 ;draw file size number
ST TRH
INC RR0
LD @R0
ADD #$18
ST TRL
.byte $50;LDF
ROL
PUSH ACC
AND #$80
ST VRMAD1
POP ACC
AND #$7F
MOV #3, B
MOV #11, C
CALLF ui_drawnum16
MOV #<str_file_sel_instr, TRL
MOV #>str_file_sel_instr, TRH
CLR1 VRMAD2, 0
MOV #4, B
MOV #0, C
CALLF ui_rom_str
sel_item_btn_loop:
CALLF ui_waitkey
BP B, 4, ui_file_go ;A = go
BN B, 5, sel_item_btn_loop ;other buttons = ignore
JMPF ui_with_files ;B = back
ui_file_go:
CALLF clear_screen
LD @R0 ;get cluster number for code_start value core needs
ADD #$02
ST TRL
DEC RR0
LD @R0
ST TRH
.byte $50;LDF
PUSH ACC
CALLF verify_file_sequential
BZ ui_file_fragmented
POP ACC
CLR1 PSW, RAMBK0 ;values we're writing are in bank 0
ROL
PUSH ACC
AND #$FE
ST CODE_START_MI
POP ACC
AND #$01
ST CODE_START_HI
JMPF core_start
ui_file_fragmented:
MOV #<str_file_fragmented, TRL
MOV #>str_file_fragmented, TRH
AND #$00
ST VRMAD2
ST B
ST C
CALLF ui_rom_str
ui_frag_btn_loop:
CALLF ui_waitkey
BP B, 4, ui_defrag
BN B, 5, ui_frag_btn_loop
DEC SP ;ACC was pushed - no need for pop
JMPF ui_btn_sel
ui_defrag:
POP ACC ; put cluster number in ACC
JMPF defrag ; no need to call as defrag will jump back to ui_main
; since we need to recheck files after moving them around
ui_drawnum16: ;low byte in VRMAD1, high byte in ACC, B & C preset for screen coords for drawing
PUSH TRH
PUSH TRL
PUSH B
PUSH C
PUSH ACC
LD VRMAD1
ST C
POP ACC
JMPF ui_drawnum16_loop_has_work ;always draw at least a zero
ui_drawnum16_loop:
BNZ ui_drawnum16_loop_has_work
BE C, ui_drawnum16_loop_done
ui_drawnum16_loop_has_work:
MOV #10, B
DIV
ST TRH
LD C
ST TRL
LD B
ADD #$30
POP C
POP B
CALLF ui_draw_char_noclobber
DEC C
PUSH B
PUSH C
LD TRL
ST C
LD TRH
JMPF ui_drawnum16_loop
ui_drawnum16_loop_done:
POP C
POP B
POP TRL
POP TRH
RET
ui_rom_str: ;assumes TRH:TRL points to name in low ROM (LDC is used), B and C set for starting coords (r, c). Clobbers VRMAD1, B, C
;stops after screen end or NULL char. assumes VRMAD2 set properly too
MOV #0, VRMAD1
ui_rom_str_loop:
LD VRMAD1
LDC
BZ ui_rom_str_out
CALLF ui_draw_char_noclobber
INC VRMAD1
INC C
LD C
SUB #12
BNZ ui_rom_str_loop
MOV #0, C
INC B
LD B
SUB #5
BNZ ui_rom_str_loop
ui_rom_str_out:
RET
ui_draw_item: ;assumes FLASHCTRL:TRH:TRL points to name, VRMAD2 has "is highlited" bit set, B is current row to draw on
MOV #0, C
item_draw_loop:
.byte $50;LDF
BNZ ui_char_not_zero ;replace zeroes with spaces
MOV #$20, ACC
ui_char_not_zero:
PUSH C
ST VRMAD1
LD TRL
AND #$1F
SUB #4
ST C
LD VRMAD1
CALLF ui_draw_char_noclobber
LD VRMAD1
BNE #$2E, item_char_not_dot
POP ACC ;throw away the pushed C and replace with current
PUSH C
item_char_not_dot:
POP C
INC TRL ;when addr gets to 0x1? from start of direntry, we're done with the name
BN TRL, 4, item_draw_loop
;now replace all columns on and after the last dot with spaces
item_spaces_loop:
MOV #$20, ACC
CALLF ui_draw_char_noclobber
INC C
LD C
BNE #12, item_spaces_loop
;if we're not donw drawing all files yet, go on to the next iteration
RET
ui_waitkey: ;returns single key mask in B
MOV #$FF, P3
LD P3
BNE #$FF, ui_waitkey ;wait for all buttons up
ui_waitkey2: ;returns single key mask in B
MOV #$FF, P3
LD P3
XOR #$FF ;invert
BZ ui_waitkey2 ;wait for some buttons down
ST B ;save button(s)
SUB #1
AND B
BNZ ui_waitkey ;if more than one, go wait some more
BP B, 7, waitkey_btn_sleep
BP B, 6, waitkey_btn_quit
RET
waitkey_btn_sleep:
PUSH OCR
MOV #$81, OCR
CALLF API_sleep
POP OCR
JMPF ui_main
waitkey_btn_quit:
MOV #$81, OCR
JMPF API_game_end
read_superblock:
;pepare to read superblock
MOV #$FE, TRH
;read where FAT is
MOV #$46, TRL
.byte $50;LDF
ROL
AND #$FE
ST TRH_VAL_FAT
;read where directory starts
MOV #$4A, TRL
.byte $50;LDF
ROL
AND #$FE
ST TRH_VAL_DIR
RET
clear_screen:
PUSH OCR
MOV #$81, OCR
PUSH RR2
AND #$00
ST XBNK
clr_screen_loop_outer:
MOV #$80, RR2
clr_screen_loop_inner:
ST @R2
INC RR2
BP RR2, 7, clr_screen_loop_inner
INC XBNK
BN XBNK, 1, clr_screen_loop_outer
POP RR2
POP OCR
RET
read_directory:
LD FILE_LIST_WPTR
ST RR0
LD TRH_VAL_DIR
dir_block_read_loop_start_iter:
ST TRH
MOV #0, TRL
dir_block_read_loop:
PUSH TRL
.byte $50;LDF
BNE #$33, dir_ent_is_not_interesting
;check name
LD TRL
ADD #12 + 4 - 1 ;point to last byte of name
ST TRL
MOV #12, B
name_search_loop:
.byte $50;LDF
DEC TRL
BE #$33, name_search_loop_mrkr_found
AND #$DF ;convert 0x20 and 0x00 to 0x00
BNZ dir_ent_is_not_interesting
DBNZ B, name_search_loop
JMP dir_ent_is_not_interesting
name_search_loop_mrkr_found:
LD TRL
AND #$1F ;check for enough length left to contain our full ext and at least a char of name
SUB #5
BP PSW, CY, dir_ent_is_not_interesting
.byte $50;LDF
BNE #$32, dir_ent_is_not_interesting
DEC TRL
.byte $50;LDF
BNE #$4D, dir_ent_is_not_interesting
DEC TRL
.byte $50;LDF
BNE #$2E, dir_ent_is_not_interesting
;we found something of interest - record it
POP ACC
PUSH ACC ;makes life easier later to re-push trl
ST @R0
DEC RR0
LD TRH
ST @R0
DEC RR0
LD RR0 ;prevent overflow with too many files
BE #255 - 100 * 2, no_more_dir_blocks
dir_ent_is_not_interesting:
POP ACC
ADD #$20
ST TRL
BN PSW, CY, dir_block_read_loop ; no trl overflow - we did not even finish a single 256-byte area
BP TRH, 0, dir_block_done ; we just finished a 512-byte block
INC TRH
JMP dir_block_read_loop
dir_block_done:
LD TRH ;has low bit set - good - we'l ROR it to top bit which we need set
ROR
CALLF get_next_cluster
BE #$FF, no_more_dir_blocks ;if no more blocks then no more blocks
CLR1 PSW, CY
ROLC ;convert to TRH address (and simultaneously move top bit to CY for checking that it is high)
ST TRH
MOV #0, TRL
BP PSW, CY, dir_block_read_loop_start_iter
no_more_dir_blocks:
LD RR0
ST FILE_LIST_WPTR
RET
; verify if all blocks of file are sequential
; input: ACC = first block
; output: ACC == 0 if not sequential else sequential
verify_file_sequential:
PUSH B ; save B to stack
verify_file_sequential_loop:
ST B ; store block in B
CALLF get_next_cluster ; Input ACC as current block
; Output ACC as next block
; 0xFF if none
BE #$FF, verify_file_sequential_success ; branch if no more blocks
SUB B ; calc difference between current block
; and next block found
BNE #$01, verify_file_sequential_fail ; anything other than 1 block
; difference is a failure
ADD B ; advance to next block
JMPF verify_file_sequential_loop ; check next block
verify_file_sequential_success:
OR #$FF ; set ACC to 0xFF
POP B ; restore B from stack
RET
verify_file_sequential_fail:
AND #$00 ; clear ACC
POP B ; restore B from stack
RET
; get next block from flash
; input: ACC = block
; output: ACC = next block, 0xFF if none
get_next_cluster:
; store values to be restored later
PUSH TRL
PUSH TRH
PUSH FLSHCTRL ; store existing FLASH page reg
SET1 FLSHCTRL, 0 ; select upper (DATA) flash area
; Calculate offset into Fat Block from Last Block
SET1 PSW, CY ; Set Carry Flag
ROLC ; Multiply Block x2 and add 1 from carry
; this is because the FatBlock is formated
; as uint16_t[256]. Adding 1 to the address
; selects the upper byte (normally lower is
; 0 due to VMU flash size)
ST TRL ; Store in lower flash addr reg
AND #$00 ; Clear ACC
ADDC TRH_VAL_FAT ; Add Carry from rotate to TRH_VAL_FAT
ST TRH ; Write upper Table Reference Reg
LDF ; load flash byte into ACC
BZ get_next_cluster_continue ; if upper byte == 0 then goto reading lower byte
; is it stores the next block positions.
; This is only an acceptable check as the VMU has
; 0-255 (0x0000-0x00FF) blocks. 0xFFFA are
; an end of chain, and 0xFFFC is an
; empty block
OR #$FF ; set return value for no block found
JMP get_next_cluster_out
get_next_cluster_continue:
DEC TRL ; Decrement Flash Address to lower byte
LDF ; Read next block number into ACC
get_next_cluster_out:
POP FLSHCTRL ; restore FLASH page reg
POP TRH ; restore flash address from stack
POP TRL
RET
ui_draw_char_noclobber: ;char in A, row in B, col in C; VRMAD2's bottom bit set means invert char, else not, chars are 4 wide and 6 tall
PUSH B
PUSH C
PUSH RR2
PUSH TRH
PUSH TRL
PUSH TMPBYTE0
PUSH TMPBYTE1
PUSH TMPBYTE2
CALL ui_draw_char
POP TMPBYTE2
POP TMPBYTE1
POP TMPBYTE0
POP TRL
POP TRH
POP RR2
POP C
POP B
RET
ui_draw_char: ;char in A, row in B, col in C; VRMAD2's bottom bit set means invert char, else not, chars are 4 wide and 6 tall, clobbers R2, B, C, TRH, TRL,
SUB #$20
;get pointer to char in TRH:TRL
PUSH ACC
ADD #<font_4x6
ST TRL
AND #$00
ADDC #>font_4x6
ST TRH
POP ACC
CLR1 PSW, CY
ROLC
ADD TRL
ST TRL
AND #$00
ADDC TRH
ST TRH
;convert B from "char row" to "pixel row", then get pointer to said row into XBNK: R2
LD B
ROL
ADD B ;A = B * 3. each 2 rows of LCD are 16 bytes, mul by 16
MOV #$80, RR2
MOV #0, XBNK
CALLF ror4
CALLF adjRR2 ;now carry is our bank number and A is the pointer in bank to the row
;get pointer to byte of the char we'll be using
LD C
ROR
AND #$7F
ADD RR2
ST RR2 ;guaranteed to nor overflow
;prepare to draw
MOV #3, B
char_two_rows:
MOV #3, ACC
SUB B
LDC
BN VRMAD2, 0, no_invert
XOR #$FF
no_invert:
ST TMPBYTE0
AND #$F0
MOV #2, TMPBYTE2
ST TMPBYTE1
char_row:
PUSH OCR
MOV #$81, OCR
LD @R2
BN C, 0, char_not_second_1
CALLF ror4
char_not_second_1:
AND #$0F
OR TMPBYTE1
BN C, 0, char_not_second_2
CALLF ror4
char_not_second_2:
ST @R2
POP OCR
MOV #6, ACC
CALLF adjRR2
LD TMPBYTE0
CALLF ror4
AND #$F0
ST TMPBYTE1
DEC TMPBYTE2
BP TMPBYTE2, 0, char_row
MOV #4, ACC
CALLF adjRR2
DBNZ B, char_two_rows
RET
ror4:
ROR
ROR
ROR
ROR
RET
adjRR2:
BP XBNK, 0, adjRR2_bank0
CLR1 RR2, 7
adjRR2_bank0:
ADD RR2
MOV #0, XBNK
BN ACC, 7, adjRR2_bank1
INC XBNK
adjRR2_bank1:
OR #$80
ST RR2
RET
font_4x6:
;top nibble is higher row. LSB is left. 0x20..0x7f. missing char 0x7f
;"tom thumb" font
.byte $00
.byte $00
.byte $00
.byte $44
.byte $40
.byte $40
.byte $AA
.byte $00
.byte $00
.byte $AE
.byte $AE
.byte $A0
.byte $6C
.byte $6C
.byte $40
.byte $82
.byte $48
.byte $20
.byte $CC
.byte $EA
.byte $60
.byte $44
.byte $00
.byte $00
.byte $24
.byte $44
.byte $20
.byte $42
.byte $22
.byte $40
.byte $A4
.byte $A0
.byte $00
.byte $04
.byte $E4
.byte $00
.byte $00
.byte $04
.byte $80
.byte $00
.byte $E0
.byte $00
.byte $00
.byte $00
.byte $40
.byte $22
.byte $48
.byte $80
.byte $6A
.byte $AA
.byte $C0
.byte $4C
.byte $44
.byte $40
.byte $C2
.byte $48
.byte $E0
.byte $C2
.byte $42
.byte $C0
.byte $AA
.byte $E2
.byte $20
.byte $E8
.byte $C2
.byte $C0
.byte $68
.byte $EA
.byte $E0
.byte $E2
.byte $48
.byte $80
.byte $EA
.byte $EA
.byte $E0
.byte $EA
.byte $E2
.byte $C0
.byte $04
.byte $04
.byte $00
.byte $04
.byte $04
.byte $80
.byte $24
.byte $84
.byte $20
.byte $0E
.byte $0E
.byte $00
.byte $84
.byte $24
.byte $80
.byte $E2
.byte $40
.byte $40
.byte $4A
.byte $E8
.byte $60
.byte $4A
.byte $EA
.byte $A0
.byte $CA
.byte $CA
.byte $C0
.byte $68
.byte $88
.byte $60
.byte $CA
.byte $AA
.byte $C0
.byte $E8
.byte $E8
.byte $E0
.byte $E8
.byte $E8
.byte $80
.byte $68
.byte $EA
.byte $60
.byte $AA
.byte $EA
.byte $A0
.byte $E4
.byte $44
.byte $E0
.byte $22
.byte $2A
.byte $40
.byte $AA
.byte $CA
.byte $A0
.byte $88
.byte $88
.byte $E0
.byte $AE
.byte $EA
.byte $A0
.byte $AE
.byte $EE
.byte $A0
.byte $4A
.byte $AA
.byte $40
.byte $CA
.byte $C8
.byte $80
.byte $4A
.byte $AE
.byte $60
.byte $CA
.byte $EC
.byte $A0
.byte $68
.byte $42
.byte $C0
.byte $E4
.byte $44
.byte $40
.byte $AA
.byte $AA
.byte $60
.byte $AA
.byte $A4
.byte $40
.byte $AA
.byte $EE
.byte $A0
.byte $AA
.byte $4A
.byte $A0
.byte $AA
.byte $44
.byte $40
.byte $E2
.byte $48
.byte $E0
.byte $E8
.byte $88
.byte $E0
.byte $08
.byte $42
.byte $00
.byte $E2
.byte $22
.byte $E0
.byte $4A
.byte $00
.byte $00
.byte $00
.byte $00
.byte $E0
.byte $84
.byte $00
.byte $00
.byte $0C
.byte $6A
.byte $E0
.byte $8C
.byte $AA
.byte $C0
.byte $06
.byte $88
.byte $60
.byte $26
.byte $AA
.byte $60
.byte $06
.byte $AC
.byte $60
.byte $24
.byte $E4
.byte $40
.byte $06
.byte $AE
.byte $24
.byte $8C
.byte $AA
.byte $A0
.byte $40
.byte $44
.byte $40
.byte $20
.byte $22
.byte $A4
.byte $8A
.byte $CC
.byte $A0
.byte $C4
.byte $44
.byte $E0
.byte $0E
.byte $EE
.byte $A0
.byte $0C
.byte $AA
.byte $A0
.byte $04
.byte $AA
.byte $40
.byte $0C
.byte $AA
.byte $C8
.byte $06
.byte $AA
.byte $62
.byte $06
.byte $88
.byte $80
.byte $06
.byte $C6