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Subject: [stella] Help! Technical problem! From: Jake Patterson <jpatters@xxxxxxxxxxx> Date: Sun, 9 Sep 2001 15:51:20 -0400 (EDT) |
Attached you will find a file named baubles2.asm. For some reason, when I try to assemble it with DASM in MPW, I get an error type 2, and MPW "unexpectidly quits". After that happens, in order to get DASM to assemble anything at all, I have to do three things: throw away the MPW preferences, replace the DASM tool in the MPW folder with an uncorrupted copy, and restart my Powerbook. It will then work normally for other asm files, but my latest version of baubles will make it go boom. After it crashes, if I attempt to assemble a different (valid) file, I get: ### MPW Shell - Unable to load code fragment "dasm" of "Ryoga Hibiki:Metrowerks CodeWarrior 6.0:CodeWarrior MPW:MPW:Tools:dasm". # Fragment container format unknown (OS error -2806) unless I have first performed the three steps above. Now, I don't think I did anything particularly weird in baubles2, but I am obviously inexperienced at this, and I could use some other eyes on that code. Any help that you folks can provide would be much appreciated.
; Baubles, a game
; by Jake Patterson, September 2001
; This has *not* been tested on actual hardware
;
; parts copied and pasted from:
; How to Draw A Playfield.
; by Nick Bensema 9:23PM 3/2/97
;
processor 6502
include vcs.h
org $F000
black = $00
Temp = $80
Selectstate = $90
Colorcounter = $91
Selectpressed = $92
Selectionmade = $93
Start
SEI ; Disable interrupts, if there are any.
CLD ; Clear BCD math bit.
LDX #$FF
TXS ; Set stack to beginning.
LDA #0
B1 STA 0,X
DEX
BNE B1
; *****************************************************************************
SplashLoop
; *****************************************************************************
JSR VerticalBlank ;Execute the vertical blank.
JSR SplashCheckSwitches ;Check Console Switches.
JSR SplashDrawScreen ;Draw the screen
JSR OverScan ;Do more calculations during overscan
LDA Selectionmade ; Only keep repeating splashscreen if and only
BEQ SplashLoop ; if no selection has been made.
LDA Selectstate ; Did the user ask for help?
CMP #%00000011
BEQ HelpLoop
JMP GameLoop ; Apparantly not, so lets go on to the game!
; *****************************************************************************
HelpLoop
; *****************************************************************************
JSR VerticalBlank
JSR HelpCheckSwitches
JSR HelpDrawScreen
JSR OverScan
LDA Selectstate
BEQ SplashLoop
JMP HelpLoop
; *****************************************************************************
GameLoop
; *****************************************************************************
JSR VerticalBlank
JSR GameCheckSwitches
JSR GameGameCalc
JSR GameDrawScreen
JSR OverScan
LDA Selectstate
BEQ SplashLoop
JMP GameLoop
; *****************************************************************************
VerticalBlank
; *****************************************************************************
LDX #0
LDA #2
STA WSYNC
STA WSYNC
STA WSYNC
STA VSYNC ;Begin vertical sync.
STA WSYNC ; First line of VSYNC
STA WSYNC ; Second line of VSYNC.
LDA #44
STA TIM64T
LDA #0
STA CXCLR
STA WSYNC ; Third line of VSYNC.
STA VSYNC ; (0)
RTS
; *****************************************************************************
SplashCheckSwitches
; Select changes selection mode, controler rl indicates selection made
; *****************************************************************************
LDA #$0000
STA PF0
STA PF1
STA PF2
STA COLUPF
STA COLUBK
LDA SWCHA
AND #%11001100
CMP #%11001100
BEQ NoStart
INC Selectionmade
RTS
NoStart
LDA SWCHB ; look at switches.
AND #%00000010 ; we only care about select at this point.
BNE NoSelect ; is select pressed?
LDA Selectpressed ; was select pressed on the previous frame?
BNE StillSelect ; if so, we are done.
LDX Selectstate ; increment Selectstate by one.
INX
TXA
AND #%00000011 ; there are only four possible Selectstates.
STA Selectstate
LDA #$01 ; select is pressed now.
STA Selectpressed
JMP StillSelect ; we are done.
NoSelect
LDA #$00 ; select is not pressed.
STA Selectpressed
StillSelect
RTS
; *****************************************************************************
HelpCheckSwitches
; Select should go immediately back to splash, controler rl move to next screen
; *****************************************************************************
LDA #$0000
STA PF0
STA PF1
STA PF2
STA COLUPF
STA COLUBK
LDA SWCHA
AND #%11001100
CMP #%11001100
BEQ NoMove
LDA #%0000001
STA Selectstate
RTS
NoMove
LDA SWCHB
AND #%00000010
BNE HelpStayPut
LDA #%0000000
STA Selectstate
LDA #%0000001
STA Selectpressed
HelpStayPut
RTS
; *****************************************************************************
GameCheckSwitches
; Select should go immediately back to splash, controlers to be read elsewhere
; *****************************************************************************
LDA #$0000
STA PF0
STA PF1
STA PF2
STA COLUPF
STA COLUBK
LDA SWCHB
AND #%00000010
BNE GameStayPut
LDA #%0000000
STA Selectstate
LDA #%0000001
STA Selectpressed
GameStayPut
RTS
; *****************************************************************************
SplashDrawScreen
; *****************************************************************************
; *************************************** 0th through 51st scanlines (52 total)
LDY #48
TopLines
LDA #black
STA COLUBK
STA COLUPF
STA PF0
STA PF1
STA PF2
STA WSYNC
DEY ; [0] + 2
BNE TopLines ; [2] + 3
; ************************************* 53rd through 128th scanlines (76 total)
LDY #76 ; [5] + 2
TopSplash
DEY ; [54] + 2
TYA ; [56] + 2
LSR ; [58] + 2 divide by 4
LSR ; [60] + 2
TAX ; [62] + 2
STA WSYNC ; [64]
LDA TopSplashColorData,X ; [0] + 4
STA COLUPF ; [4] + 3
LDA TopSplashPF0Data,X ; [7] + 4
STA PF0 ; [11] + 3
LDA TopSplashPF1Data,X ; [14] + 4
STA PF1 ; [18] + 3
LDA TopSplashPF2Data,X ; [21] + 4
STA PF2 ; [25] + 3
LDA TopSplashPF3Data,X ; [28] + 4
STA PF0 ; [32] + 3
LDA TopSplashPF4Data,X ; [35] + 4
STA PF1 ; [39] + 3
LDA TopSplashPF5Data,X ; [42] + 4
STA PF2 ; [46] + 3
TYA ; [49] + 2
BNE TopSplash ; [51] + 3
STA WSYNC ; [53]
; ************************************ 129th through 144th scanlines (16 total)
LDY #16
MidLines
LDA #black
STA COLUBK
STA COLUPF
STA PF0
STA PF1
STA PF2
STA WSYNC
DEY ; [0] + 2
BNE MidLines ; [2] + 3
; ************************************ 145th through 208th scanlines (64 total)
LDY #64 ; [5] + 2
LDA Colorcounter ; [7] + 2
STA Temp ; [9] + 3
BaublesSplash
DEY ; [57] + 5
TYA ; [62] + 2
LSR ; [64] + 2 divide by 8
LSR ; [66] + 2
LSR ; [68] + 2
TAX ; [70] + 2
STA WSYNC ; [72]
LDA Temp ; [0] + 2
STA COLUPF ; [2] + 3
LDA BaublesSplashPF0,X ; [5] + 4
STA PF0 ; [9] + 3
LDA BaublesSplashPF1,X ; [12] + 4
STA PF1 ; [16] + 3
LDA BaublesSplashPF2,X ; [19] + 4
STA PF2 ; [23] + 3
LDA BaublesSplashPF3,X ; [26] + 4
STA PF0 ; [30] + 3
LDA BaublesSplashPF4,X ; [33] + 4
STA PF1 ; [37] + 3
LDA BaublesSplashPF5,X ; [40] + 4
INC Temp ; [44] + 5
STA PF2 ; [49] + 3
TYA ; [52] + 2
BNE BaublesSplash ; [54] + 3
STA WSYNC ; [53]
INC Colorcounter
; ************************************ 209th through 244th scanlines (36 total)
LDA #black
STA COLUBK
STA COLUPF
STA PF0
STA PF1
STA PF2
STA WSYNC
STA WSYNC
STA WSYNC
STA WSYNC
STA WSYNC
LDY #28
SelectLoop
DEY ; [54] + 2
TYA ; [56] + 2
AND #%11111100 ; [58] + 2
ORA Selectstate ; [60] + 3
TAX ; [63] + 2
STA WSYNC ; [65]
LDA SelectDataColor,X ; [0] + 4
STA COLUPF ; [4] + 3
LDA SelectDataPF0,X ; [7] + 4
STA PF0 ; [11] + 3
LDA SelectDataPF1,X ; [14] + 4
STA PF1 ; [18] + 3
LDA SelectDataPF2,X ; [21] + 4
STA PF2 ; [25] + 3
LDA SelectDataPF3,X ; [28] + 4
STA PF0 ; [32] + 3
LDA SelectDataPF4,X ; [35] + 4
STA PF1 ; [39] + 3
LDA SelectDataPF5,X ; [42] + 4
STA PF2 ; [46] + 3
TYA ; [49] + 2
BNE SelectLoop ; [51] + 3
STA WSYNC
LDA #black
STA COLUPF
STA COLUBK
STA WSYNC
STA WSYNC
RTS
; *****************************************************************************
HelpDrawScreen
; *****************************************************************************
; *************************************** 0th through 51st scanlines (52 total)
LDY #52
TopLines
LDA #black
STA COLUBK
STA COLUPF
STA PF0
STA PF1
STA PF2
STA WSYNC
DEY ; [0] + 2
BNE TopLines ; [2] + 3
; ************************************ 52nd through 243rd scanlines (192 total)
LDA Selectstate
AND #%00000010
BNE HelpFirstPage
JMP HelpSecondPage
HelpFirstPage ; *************************************************************
LDY #168
HFPFirstLoop
DEY
TYA
LSR
LSR
TAX
STA WSYNC
LDA HelpPageColors, X
STA COLUPF
LDA HelpFirstPagePF0, X
STA PF0
LDA HelpFirstPagePF1, X
STA PF1
LDA HelpFirstPagePF2, X
STA PF2
LDA HelpFirstPagePF3, X
STA PF0
LDA HelpFirstPagePF4, X
STA PF1
LDA HelpFirstPagePF5, X
STA PF2
TYA
BNE HFPFIrstLoop
LDY #28
HFPSecondLoop
DEY
TYA
LSR
LSR
TAX
STA WSYNC
LDA HelpPageColors, X
STA COLUPF
LDA HBottFirstPagePF0, X
STA PF0
LDA HBottFirstPagePF1, X
STA PF1
LDA HBottFirstPagePF2, X
STA PF2
LDA HBottFirstPagePF3, X
STA PF0
LDA HBottFirstPagePF4, X
STA PF1
LDA HBottFirstPagePF5, X
STA PF2
TYA
BNE HFPSecondLoop
HelpSecondPage ; *************************************************************
LDY #168
HSPFirstLoop
DEY
TYA
LSR
LSR
TAX
STA WSYNC
LDA HelpPageColors, X
STA COLUPF
LDA HelpSecondPagePF0, X
STA PF0
LDA HelpSecondPagePF1, X
STA PF1
LDA HelpSecondPagePF2, X
STA PF2
LDA HelpSecondPagePF3, X
STA PF0
LDA HelpSecondPagePF4, X
STA PF2
LDA HelpSecondPagePF5, X
STA PF3
TYA
BNE HSPFIrstLoop
LDY #28
HSPFSecondLoop
LDA #black
STA COLUBK
STA COLUPF
STA PF0
STA PF1
STA PF2
STA WSYNC
DEY ; [0] + 2
BNE HSPFSecondLoop ; [2] + 3
; *****************************************************************************
RTS
; *****************************************************************************
GameDrawScreen
; *****************************************************************************
; *************************************** 0th through 51st scanlines (52 total)
LDY #48
TopLines
LDA #black
STA COLUBK
STA COLUPF
STA PF0
STA PF1
STA PF2
STA WSYNC
DEY ; [0] + 2
BNE TopLines ; [2] + 3
; *****************************************************************************
RTS
; *****************************************************************************
OverScan
; *****************************************************************************
LDX #30
KillLines
STA WSYNC
DEX
BNE KillLines
RTS
; *****************************************************************************
; Graphics Data
; *****************************************************************************
org $FC00 ; 19 x 7 + 6 x 7 = 175 bytes in this page so far, max = 256
HBottFirstPagePF0
.byte $02, $04, $06, $08, $0A, $0C, $0E
HBottFirstPagePF1
.byte $02, $04, $06, $08, $0A, $0C, $0E
HBottFirstPagePF2
.byte $02, $04, $06, $08, $0A, $0C, $0E
HBottFirstPagePF3
.byte $02, $04, $06, $08, $0A, $0C, $0E
HBottFirstPagePF4
.byte $02, $04, $06, $08, $0A, $0C, $0E
HBottFirstPagePF5
.byte $02, $04, $06, $08, $0A, $0C, $0E
TopSplashPF0Data ; 19 bytes
.byte %10000000, %10000000, %10000000, %10000000, %10000000, %00000000
.byte %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.byte %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.byte %00000000
TopSplashPF1Data ; 19 bytes
.byte %00010101, %10011001, %01010101, %01010101, %10011001, %00000000
.byte %00000000, %00000000, %00010001, %00010000, %00101000, %00101000
.byte %01000101, %00000000, %01110111, %01000100, %01100100, %01000100
.byte %01110100
TopSplashPF2Data ; 19 bytes
.byte %10011011, %10100000, %10010001, %10001000, %10110011, %00000000
.byte %00000000, %00000000, %00111011, %01000001, %00110001, %00001001
.byte %01110011, %00000000, %00101110, %10100010, %01100110, %10100010
.byte %00101110
TopSplashPF3Data ; 19 bytes
.byte %10110000, %10000000, %10010000, %10000000, %10110000, %00000000
.byte %00000000, %00000000, %01110000, %00100000, %00100000, %00100000
.byte %01110000, %00000000, %10010000, %10000000, %10000000, %10000000
.byte %11010000
TopSplashPF4Data ; 19 bytes
.byte %00100100, %00100100, %01100100, %10100100, %00101110, %00000000
.byte %00000000, %00000000, %01100100, %10010100, %10010101, %10010110
.byte %01100100, %00000000, %00101001, %00110010, %00101010, %00101010
.byte %10110001
TopSplashPF5Data ; 19 bytes
.byte %00010011, %00000100, %00000010, %00010001, %00000110, %00000000
.byte %00000000, %00000000, %00000010, %00000011, %00000010, %00000010
.byte %00000010, %00000000, %00000001, %00000010, %00000010, %00000010
.byte %00000001
TopSplashColorData ; 19 bytes
.byte $38, $36, $34, $32, $30, $00, $00, $00, $8A, $88
.byte $86, $84, $82, $00, $8A, $88, $86, $84, $82
BaublesSplashPF0 ; 7 bytes
.byte %00000000, %11100000, %00100000, %00100000
.byte %11100000, %00100000, %00100000, %11100000
BaublesSplashPF1 ; 7 bytes
.byte %00000000, %00100010, %10100010, %10100010
.byte %00111110, %10100010, %10010100, %00001000
BaublesSplashPF2 ; 7 bytes
.byte %00000000, %11001110, %01010001, %01010001
.byte %11010001, %01010001, %01010001, %11010001
BaublesSplashPF3 ; 7 bytes
.byte %00000000, %10010000, %10100000, %10100000
.byte %10010000, %10100000, %10100000, %10010000
BaublesSplashPF4 ; 7 bytes
.byte %00000000, %11101111, %00001000, %00001000
.byte %00001110, %00001000, %00001000, %00001111
BaublesSplashPF5 ; 7 bytes
.byte %00000000, %00011100, %00100010, %00100000
.byte %00011100, %00000010, %00100010, %00011100
; *****************************************************************************
org $FD00 ; 7 x 28 + 42 = 238 bytes in this page so far, max = 256
HelpPageColors ; 6 x 7 = 42 bytes
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
SelectDataColor
.byte $0E, $0E, $0E, $0E
.byte $0C, $0C, $0C, $0C
.byte $0A, $0A, $0A, $0A
.byte $08, $08, $08, $08
.byte $06, $06, $06, $06
.byte $04, $04, $04, $04
.byte $02, $02, $02, $02
SelectDataPF0 ; 4 x 7 = 28 bytes
; 1P STK 2P STK 1P PDL HELP
.byte %00000000, %00000000, %00000000, %00000000
.byte %01100000, %01100000, %01100000, %01100000
.byte %01000000, %01000000, %01000000, %01000000
.byte %01100000, %01100000, %01100000, %01100000
.byte %00100000, %00100000, %00100000, %00100000
.byte %01100000, %01100000, %01100000, %01100000
.byte %00000000, %00000000, %00000000, %00000000
SelectDataPF1 ; 4 x 7 = 28 bytes
.byte %00000000, %00000000, %00000000, %00000000
.byte %11011010, %11011010, %11011010, %11011010
.byte %10010000, %10010000, %10010000, %10010000
.byte %11010000, %11010000, %11010000, %11010000
.byte %10010010, %10010010, %10010010, %10010010
.byte %11010000, %11010000, %11010000, %11010000
.byte %00000000, %00000000, %00000000, %00000000
SelectDataPF2 ; 4 x 7 = 28 bytes
.byte %00000000, %00000000, %00000000, %00000000
.byte %00010111, %00010111, %00010111, %10110101
.byte %00010010, %00010010, %00010010, %10010101
.byte %00110010, %00110100, %00110010, %10110111
.byte %01010011, %01010101, %01010011, %10010101
.byte %00110010, %00110010, %00110010, %10110101
.byte %00000000, %00000000, %00000000, %00000000
SelectDataPF3 ; 4 x 7 = 28 bytes
.byte %00000000, %00000000, %00000000, %00000000
.byte %10110000, %10110000, %10110000, %01010000
.byte %10010000, %10010000, %10010000, %01000000
.byte %10010000, %10010000, %10010000, %11000000
.byte %10010000, %10010000, %10010000, %01000000
.byte %10010000, %10010000, %10010000, %11000000
.byte %00000000, %00000000, %00000000, %00000000
SelectDataPF4 ; 4 x 7 = 28 bytes
.byte %00010000, %00010000, %00010000, %00000000
.byte %01010110, %01010110, %01010100, %00000000
.byte %01010010, %01010010, %01010100, %00000000
.byte %10010110, %10010110, %10010110, %00000000
.byte %01010100, %01010100, %01010101, %10000000
.byte %10010110, %10010110, %10010110, %00000000
.byte %00010000, %00010000, %00010000, %00000000
SelectDataPF5 ; 4 x 7 = 28 bytes
.byte %00000000, %00000000, %00000000, %00000000
.byte %01010010, %01010010, %01100110, %00000000
.byte %01010010, %01010010, %00101010, %00000000
.byte %00110010, %00110010, %00101010, %00000000
.byte %01010010, %01010010, %00101010, %00000000
.byte %01010111, %01010111, %00100110, %00000000
.byte %00000000, %00000000, %00000000, %00000000
; *****************************************************************************
org $FE00 ; 0 bytes in this page so far, max = 256
HelpSecondPagePF0
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
HelpSecondPagePF1
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
HelpSecondPagePF2
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
HelpSecondPagePF3
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
HelpSecondPagePF4
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
HelpSecondPagePF5
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
; *****************************************************************************
org $FF00 ; 0 bytes in this page so far, max = 252
HelpFirstPagePF0
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
HelpFirstPagePF1
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
HelpFirstPagePF2
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
HelpFirstPagePF3
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
HelpFirstPagePF4
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
HelpFirstPagePF5
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
.byte $02, $04, $06, $08, $0A, $0C, $0E
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; *****************************************************************************
org $FFFC
.word Start
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org $FF00
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