Get rid of tic_tac code
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parent
76fe4ad877
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262
tic_tac.asm
262
tic_tac.asm
@ -1,262 +0,0 @@
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.include "header.inc"
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.include "snes_init.asm"
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.include "my_custom.asm"
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.BANK 0 SLOT 0
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.org 0
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.section "Vblank"
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VBlank:
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rti
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.ENDS
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.BANK 0 SLOT 0
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.ORG 0
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.section "Main"
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Start:
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Snes_Init
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; 16-bit xy, 8-bit a
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rep #%00010000
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sep #%00100000
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; Load palette by writing to $2122
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; .db $00, $00, $E0, $7F, $1F, $00, $FF, $03
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Load_Palette_Color $00, $00
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Load_Palette_Color $e0, $7f
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Load_Palette_Color $1f, $00
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Load_Palette_Color $ef, $0a
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lda #33
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sta $2121 ; address for CG RAM write
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lda.l Palette2
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sta $2122
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lda.l Palette2 + 1
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sta $2122
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ldx #UntitledData
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lda #:UntitledData
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ldy #(15*16*2)
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;$43X0 is DMA register X, X from 0 to 7
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stx $4302 ;A address low byte
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sta $4304 ;A address bank
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sty $4305 ;number of bytes to transfer
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lda #%00000001 ;set mode transfer words
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sta $4300
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lda #$18 ; $211[89]: VRAM data write
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sta $4301 ; set destination
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ldy #$0000
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sty $2116
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lda #%00000001
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sta $420b ;start DMA
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; write to BG1
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lda #%10000000 ; VRAM writing mode
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sta $2115
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ldx #$5000
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stx $2116 ; write to VRAM
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;ugly code starts here - it writes the # shape I mentioned before.
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.rept 2
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;X|X|X
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.rept 2
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ldx #$0000 ; tile 0 ( )
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stx $2118
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ldx #$0002 ; tile 2 (|)
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stx $2118
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.endr
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ldx #$0000
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stx $2118
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;first line finished, add BG's
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.rept 27
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stx $2118 ; X=0
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.endr
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;beginning of 2nd line
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;-+-+-
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.rept 2
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ldx #$0004 ; tile 4 (-)
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stx $2118
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ldx #$0006 ; tile 6 (+)
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stx $2118
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.endr
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ldx #$0004 ; tile 4 (-)
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stx $2118
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ldx #$0000
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.rept 27
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stx $2118
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.endr
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.endr
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.rept 2
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ldx #$0000 ; tile 0 ( )
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stx $2118
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ldx #$0002 ; tile 2 (|)
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stx $2118
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.endr
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; BG2 starts at $6000
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ldx #$6000
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stx $2116
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ldx #$000c ;and contains one tile
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stx $2118 ;data for VRAM write register
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; set up the screen
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lda #%00110000 ; 16x16 tiles, mode 0
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sta $2105 ; $2105 is the mode for bg mode + tile size
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lda #$50 ; data starts from $4000
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sta $2107 ; for bg1 ; $2107 is address of tile map location for BG1
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; tile map location registers:
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; %aaaaaass
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; a's <- tile map address location, << 11
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; ss <- 32x32, 32x64, 32x64, 64x64
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lda #60 ; and $6000
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sta $2108 ; for bg2 ; and $2108 is tile map location for BG2
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stz $210b ; BG1 and BG2 use the $0000 tiles
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lda #%00000011 ; enable bg1 and 2
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sta $212C
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;The PPU doesn't process the top line, so we scroll down 1 line.
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rep #$20 ; 16bit a
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lda #$07FF ; this is -1 for BG1
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sep #$20 ; 8bit a
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sta $210E ; BG1 vert scroll
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xba
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sta $210E
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rep #$20 ; 16bit a
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lda #$FFFF ; this is -1 for BG2
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sep #$20 ; 8bit a
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sta $2110 ; BG2 vert scroll
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xba
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sta $2110
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lda #%00001111 ; enable screen, set brightness to 15
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sta $2100
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lda #%10000001 ; enable NMI and joypads
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sta $4200
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mainloop:
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Spin_Loop $02
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Reset_Palette_Offset
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Load_Palette_Color $00, $00
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Load_Palette_Color $e0, $7f
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Load_Palette_Color $1f, $00
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Load_Palette_Color $ff, $0a
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lda #$00
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sta $2122
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lda #$00
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sta $2122
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lda #$e0
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sta $2122
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lda #$7f
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sta $2122
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lda #$1f
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sta $2122
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lda #$00
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sta $2122
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lda #$ff
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sta $2122
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lda #$0a
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sta $2122
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;change brightness
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;lda #%00000011
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;sta $2100
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;lda #%00110000
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;sta $2105
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Spin_Loop $02
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Reset_Palette_Offset
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Load_Palette_Color $09, $00
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Load_Palette_Color $e0, $7f
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Load_Palette_Color $1f, $00
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Load_Palette_Color $ff, $7f
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;lda #$0f
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;sta $2100
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;lda #%00000000
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;sta $2105
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jmp mainloop
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.ENDS
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.BANK 1 SLOT 0
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.org 0
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.section "TileData"
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UntitledData:
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03
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.db $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $FF, $FF, $FF, $FF
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $FF, $FF, $FF, $FF
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.db $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $FF, $FF, $FF, $FF
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.db $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $FF, $FF, $FF, $FF
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.db $00, $C0, $00, $E0, $00, $70, $00, $38, $00, $1C, $00, $0E, $00, $07, $00, $03
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.db $00, $03, $00, $07, $00, $0E, $00, $1C, $00, $38, $00, $70, $00, $E0, $00, $C0
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.db $00, $07, $00, $0F, $00, $18, $00, $30, $00, $60, $00, $C0, $00, $C0, $00, $C0
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.db $00, $E0, $00, $F0, $00, $18, $00, $0C, $00, $06, $00, $03, $00, $03, $00, $03
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.db $FC, $00, $F8, $00, $F0, $00, $E0, $00, $C0, $00, $80, $00, $00, $00, $00, $00
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.db $3F, $00, $1F, $00, $0F, $00, $07, $00, $03, $00, $01, $00, $00, $00, $00, $00
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03
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.db $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0
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.db $FF, $FF, $FF, $FF, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $FF, $FF, $FF, $FF, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $FF, $FF, $FF, $FF, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03
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.db $FF, $FF, $FF, $FF, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0
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.db $00, $03, $00, $07, $00, $0E, $00, $1C, $00, $38, $00, $70, $00, $E0, $00, $C0
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.db $00, $C0, $00, $E0, $00, $70, $00, $38, $00, $1C, $00, $0E, $00, $07, $00, $03
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.db $00, $C0, $00, $C0, $00, $C0, $00, $60, $00, $30, $00, $18, $00, $0F, $00, $07
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.db $00, $03, $00, $03, $00, $03, $00, $06, $00, $0C, $00, $18, $00, $F0, $00, $E0
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.db $00, $00, $00, $00, $80, $00, $C0, $00, $E0, $00, $F0, $00, $F8, $00, $FC, $00
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.db $00, $00, $00, $00, $01, $00, $03, $00, $07, $00, $0F, $00, $1F, $00, $3F, $00
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UntitledPalette:
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;color schema here is %0RRRRRBB BBBGGGGG
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; final 2 bytes seem to be grid
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;.db %00000000, %00000000, %11100000, %01111111, %00011111, %00000000, %00000011 %11111111
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.db $00, $00, $E0, $7F, $1F, $00, $FF, $03
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Palette2:
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.db $E0, $7F
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; 30 tiles (2 spaces)
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; 480 bytes
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.ENDS
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@ -1,2 +0,0 @@
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[objects]
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tic_tac.obj
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