@L|}6CD l0C)HCC WhL/h `CmCDiD`  R@W1  Y0@R !L` D  C D     )16CS S)  C)D1 p p 0 C9DI pCDL~CiCDiD`@@D B Vԩȍ$@%HԩЩ o>/@ԩ0D1Hx؍(t48ҩҩ}ҍЍЩxЍC|ЩТKLMN8DLLDM`DNCCL@C;)LCCЅMCCCC}CcC@ADDD Cx) CCiL,A)CCCiiІMzЩC C)C5D J6D5D}ЭC4D!mCCCiCة C CLA CCCͳC8CCCCCحC 莮CEC)ȭC}) ȭC)#ȭABC)(L1BCJJJJiEC)iECJJJJiEC)iE6D5CαCLBV C 5DtDJCi }6DLB5D5D tDJLB J6D5D8CCCCCCآDC)+ȭC).ȭC)3ȩ J }6D5DЍCL CBCC)iDCJJJJiDC)iDC δC~DҬC εCDҬC ζCDέCCCC ʎԎCLb }CԭDDP DSDD8DDDDiDDiDLWC ɋ&&Xe }D)?4D`5D8mCDCJJJJ7D6D80JJJ8D ff7De8DemDDe` }888|@@@@@@p`P((((%%*/5}DC #4 STA HPOSP1 STX ATRACT ;PREVENT ATRACTJST3 ;COLIS ;CHECK FOR MISSLE LDA M3PF ;HIT BEQ C?}LSEND STA HITCLR ;CLEAR HIT LDA #20 ;SET PAUSE TO DELAY STA PAUSE ;NEXT MISSLE JSR PMTOCHAR ;GE@}T CHAR ADDRESS LDY #0 LDA (ZPINDEX),Y ;GET CHARACTER AND #$0F STA TARGET ;SAVE FOR LATERCLS1 ;ERASE A}MISSLE LDY MSVERT LDX #10 LDA #0CLS2 STA MSRAM-1,Y DEY DEX BNE CLS2 STX MSHORZ ;ZERO HORZ AND VERT STX MSVERTB} STX HPOSM3 ;CHKANS ;CHECK ANSWER LDA TARGET ;THIS ROUTINE IS CMP SOLUT ;ONLY EXECUTED ON BNE CC}KA1 ;MISSLE HITS TAY ;CHECK FOR ZERO BNE CKA0 LDA #$10 ;IF ZERO MAKE IT 10CKA0 CLC D} ;CORRECT SED ;SO ADD TO SCORE ADC SSCORE+1 STA SSCORE+1 LDA SSCORE ADC #0 STA SSCORE CLD LDA #12 SE}TA SOUND2 ;START SOUND JSR SETPROB ;AND GET NEW PROB JMP CLSENDCKA1 ;WRONG ANSWER GETS LDA #12 F} ;HERE STA SOUND3 ;START SOUND LDA SSCORE BNE CKA2 ;CHECK SCORE BEFORE LDA SSCORE+1 ;SUBTRACTING G}WRONG CMP TARGET ;ANSWER BCC CLSEND ;TOO SMALL SO EXITCKA2 ;OTHERWISE SED ;SUBTRACTH} FROM SEC ;SCORE LDA SSCORE+1 SBC TARGET STA SSCORE+1 LDA SSCORE SBC #0 STA SSCORE CLD ;CLSEND ;ADJSI}PD ;ADJUST SPEED BASED LDA SSCORE ;ON SCORE LDX #1 CMP #4 ;SCORE OVER 400? BCS ADJ1 INX CMP J}#3 ;SCORE OVER 300? BCS ADJ1 INX CMP #2 ;SCORE OVER 200? BCS ADJ1 INXADJ1 STX SSPEED ;DSPSCR K} ;DISPLAY SCORE LDX #4 ;CLEAR LAST SCORE LDA #0DPS0 STA SCORE1-1,X DEX BNE DPS0 ;DPS1 ;L}TEST 16 BITS LDA SSCORE ;FIRST NON-ZERO AND #$F0 ;DIGIT IS MOVED TO BNE DPS2 ;THE SCREEN INY LDA SM}SCORE AND #$0F BNE DPS3 INY LDA SSCORE+1 AND #$F0 BNE DPS4 INY LDA SSCORE+1 AND #$0F BNE DPS5 JMP DPS6 ;DPS2 N} ;DISPLAY THOUSANDS LDA SSCORE ;DIGIT LSR A LSR A LSR A LSR A CLC ADC #$90 ;ADD COLOR STA SCORO}E1DPS3 ;DISPLAY HUNDREDS LDA SSCORE ;DIGIT AND #$0F CLC ADC #$90 ;ADD COLOR STA SCORE1+1DPSP}4 ;DISPLAY TENS DIGIT LDA SSCORE+1 LSR A LSR A LSR A LSR A CLC ADC #$90 ;ADD COLR STA SCORE1+2DQ}PS5 ;DISPLAY ONES DIGIT LDA SSCORE+1 AND #$0F CLC ADC #$90 ;ADD COLOR STA SCORE1+3DPS6 R} ;END DISPLAY SCORE ;MISL ;FIRE AND CONTROL LDA MSHORZ ;CHECK FOR MISSLE BNE MSL2 ;IN PROGRESS}S LDA PAUSE ;SEE IF JUST MADE BEQ MSL0 ;A HIT AND DELAY DEC PAUSE ;NEXT MISSLE JMP MSLENDMSL0 LDAT} STRIG0 ;CHECK TRIGGER BNE MSLEND ;NO TRIGGER SO END LDA #12 ;OTHERWISE FIRE STA SOUND1 ;START U}SOUND LDX #10 LDY #$9C ;AND START MISSLE STY MSVERTMSL1 LDA MS0S-1,X ;DRAW MISSLE STA MSRAM-1,Y DEY DEX V}BNE MSL1 LDA PLHORZ ;SET MISSLE HORZ CLC ;FROM PLAYER HORZ ADC #6 STA MSHORZ STA HPOSM3 JMP MSLENDMW}SL2 ;UPDATE MISSLE LDY MSVERT ;GET LAST VERT POS DEY ;MOVE UP 4 SCAN DEY ;LINX}ES DEY DEY CPY #$18 ;CHECK IF AT TOP BCC MSL4 STY MSVERT LDX #10MSL3 ;DRAW MISSLE LDA MS0S-1,X Y}STA MSRAM-1,Y DEY DEX BNE MSL3 JMP MSLENDMSL4 ;ERASE MISSLE LDX #10 LDA #0MSL5 STA MSRAM-1,Y DEY DEXZ} BNE MSL5 STX MSHORZ ;ZERO HORZ AND VERT STX MSVERT STX HPOSM3MSLEND ;END OF MISSLE CODE ;DECTIME [} ;DO TIMER SED ;USE DECIMAL AND SEC ;SUBTRACT ONE FROM LDA STIME+2 ;24 BIT TIMER SBC \}#1 STA STIME+2 LDA STIME+1 SBC #0 STA STIME+1 LDA STIME SBC #0 STA STIME CLD ;CLEAR DECIMAL ; LDX #4 ]} ;CLEAR LAST TIME LDA #0DCT0 STA TIME1-1,X DEX BNE DCT0 ;DCT1 ;TEST TOP 16 BITS LDA STIME ^} ;FIRST NON-ZERO AND #$0F ;DIGIT IS MOVED TO BNE DCT3 ;THE SCREEN INY LDA STIME+1 AND #$F0 BNE DCT4 IN_}Y LDA STIME+1 AND #$0F BNE DCT5 ;IF THIS BRANCH NOT INY ;TAKEN MUST BE END LDA #0 ;OF GAM`}E LDX #10DCT2 ;CLEAR ANY MISSLE STA MSRAM-1,Y DEY DEX BNE DCT2 STX MSHORZ ;ZERO HORZ AND VERT STX a}MSVERT STX HPOSM3 STA GOFLAG ;STOP GAME JMP DCT5 ;DISPLAY ZERO ;DCT3 ;DISPLAY HUNDREDS LDA Sb}TIME ;DIGIT AND #$0F CLC ADC #$90 ;ADD COLOR STA TIME1+1DCT4 ;DISPLAY TENS DIGIT LDA STIME+c}1 LSR A LSR A LSR A LSR A CLC ADC #$90 ;ADD COLR STA TIME1+2DCT5 ;DISPLAY ONES DIGIT LDA STIME+d}1 AND #$0F CLC ADC #$90 ;ADD COLOR STA TIME1+3DCT6 ;END OF TIMER CODE ; ;VBALL ;THIS SECTION OFe} THE VBI RUNS ;ALL THE TIME ;SOUND ;DO MISSLE SOUND LDY SOUND1 ;COUNTER SET BY BEQ SND1 ;MISSLf}E FIRE DEC SOUND1 LDA S1TBL-1,Y ;GET FREQ FM TABLE STA AUDF1SND1 LDY SOUND2 ;DO CORRECT SOUND BEQ SND2 DEC SOg}UND2 LDA S2TBL-1,Y STA AUDF2SND2 LDY SOUND3 ;DO WRONG SOUND BEQ SND3 DEC SOUND3 LDA S3TBL-1,Y STA AUDF2SND3 ;h}SCROLL ;SCROLL ROUTINES ;FINE ;DO FINE SCROLL DEC SPEED ;CHECK SPEED BNE EXITVB ;NOT YET? i} ;YES GO VB HERE LDA SSPEED ;RESET SPEED STA SPEED LDX TMPSCR ;GETSCROLL SHADOW BEQ COARSE j} ;CHECK FOR END OF ;FINE. IF SO GO DO ;COARSE SCROLL DEX STX VSCROLL STX TMPSCREXITVk}B JMP XITVBV ;OTHERWISE EXIT ;COARSE ;DO COARSE SCROLL LDX #15 ;RESET SCROLL AND STX TMPSCR ;SHl}ADOW TO 15 STX VSCROLL ; LDA LINE1 ;SEE IF AT TOP OF CMP #LOW SCREEN ;DISPLAY RAM BNE DECDL ;LOW FIRST Lm}DA LINE1+1 CMP #HIGH SCREEN ;THEN HIGH BNE DECDL ;NO- SKIP REST LDA #LOW ENDSCRN STA LINE1 ;YES- RESET 1ST n}LMS LDA #HIGH ENDSCRN STA LINE1+1 ; ;DECDL ;ADJUST EACH LMS LDA LINE1 ;SET 1ST LMS SEC SBC #20 STo}A LINE1 LDA LINE1+1 SBC #0 STA LINE1+1 ; LDX #0DECDL1 ;LOOP HERE TO SET CLC ;LMS ON EACH LINEp} LDA LINE1,X ADC #20 ;ADD 20 TO THE STA LINE1+3,X ;FIRST LMS AND LDA LINE1+1,X ;STORE IN NEXT LMS ADC #0 q}STA LINE1+4,X ;REPEAT THIS 7 INX ;TIMES TO SET THE INX ;REST INX CPX #21 BNE DECDL1 ; JMPr} EXITVB ;AND EXIT VBI ; ; ; ;VARIABLES USED BY MAIN VERTICAL ;BLANK CODE ;SSCORE DB 0,0 ;SHADOW FOR SCORESTs}IME DB 0,0,0 ;SHADOW FOR TIMESPEED DB 0 ;SCROLL SPEEDSSPEED DB 0 ;SHADOW FOR SPEEDTMPSCR DB 0 ;SHADOt}W FOR VRTSCRGOFLAG DB 0 ;START FLAGPAUSE DB 0 ;DELAY MISSLEPLHORZ DB 0 ;SHADOW FOR PM HORZTARGET DB 0 u} ;CHAR. HIT BY MISLSOUND1 DB 0 ;MISSLE SOUNDSOUND2 DB 0 ;RIGHT SOUNDSOUND3 DB 0 ;WRONG SOUND ; ;v} ; ;SUBROUTINES CALLED FROM VERTICAL ;BLANK ;SETPROB ;DISPLAY NEW PROB LDA RANDOM ;GET A RANDOM NO. CMPw} #ENDPROB-1 ;MAKE SURE LESS BCS SETPROB ;THAN NO OF PROBS STA ZPINDEX ;ZERO PAGE 16 BIT LDA #0 ;INDEx}X TO PROBLEMS STA ZPINDEX+1 ; CLC LDX #3MUL8 ROL ZPINDEX ;MULTIPLY BY 8 ROL ZPINDEX+1 DEX BNE MUL8 LDA #HIGH PROBLMy} ;ADD START OF ADC ZPINDEX+1 ;PROBLEMS STA ZPINDEX+1 ; LDY #0MVPROB ;MOVE PROBLEM TO LDA (ZPINDEX),Y ;SCz}REEN STA PROB1,Y INY CPY #5 BNE MVPROB LDA (ZPINDEX),Y ;SAVE CORRECT AND #$3F ;ANSWER STA SOLUT RTS ; ;PM{}TOCHAR ;GETS CHARACTER ROW AND COLUMN FROM ;MISSLE VERT AND HORZ. USED TO ;LOCATE CHAR ON COLLISION ;GETROW ;|}CONVERT MISSLE LDA MSVERT ;VERT. TO ROW SEC SBC #30 ;SUBTRACT TOP OF CLC ;SCREEN AND ADD ADC}} TMPSCR ;FINE SCROLL LSR A ;DIVIDE BY 16 LSR A LSR A LSR A STA MSROW ;SAVE ROWGETCOL ~} ;AND DO HORZ TO LDA MSHORZ ;COLUMN SEC SBC #48 ;SUBTRACT SIDE OF LSR A ;SCREEN AND DIVIDE LSR} A ;BY 8 LSR A STA MSCOL ;SAVE COLUMN ;RCRAM ;CONVERT ROW + COL. LDA #0 ;TO RAM }ADDRESS STA ZPINDEX+1 ;CLEAR HIGH BYTE LDA #20 ;MOVE LINE LENGTH STA ZPINDEX ;TO LOW BYTE CLC LDX #9 } ;LOOP FOR 8 BITSRR1 ROR ZPINDEX+1 ROR ZPINDEX BCC RR2 ;SKIP ADD IF BIT=0 CLC LDA MSROW ADC ZPINDEX+1 }STA ZPINDEX+1RR2 DEX ;RESULTS ARE ROW BNE RR1 ;TIMES 20 CLC ;ADD COLUMN TO GET LDA MSCOL } ;OFFSET FROM TOP OF ADC ZPINDEX ;SCREEN ADC LINE1 ;AND ADD DISPLAY STA ZPINDEX ;START ADDRESS TO }LDA LINE1+1 ;GET FINAL ADDRESS ADC ZPINDEX+1 STA ZPINDEX+1 RTS ; ; ;VARIABLES USED BY SUBROUTINES ;SOLUT DB 0 } ;ANSWER TO PROBLEMMSVERT DB 0 ;MISSLE VERTICALMSHORZ DB 0 ;MISSLE HORIZONTALMSROW DB 0 ;MISSLE ROW ANDMSC}OL DB 0 ;COLUMN FOR HIT ; ; ; ;DATA TABLES ;PL0S ;SHAPE TABLE FOR RT SIDE OF PLAYER DB $00,$00,$00,$00 DB $00,$}00,$00,$03 DB $03,$03,$03,$07 DB $CF,$DF,$FF,$F0 DB $F0,$C0,$C0,$C0 ;PL1S ;SHAPE TABLE FOR LT SIDE OF PLAYER DB $00,$0}0,$00,$00 DB $00,$00,$00,$80 DB $80,$80,$80,$C0 DB $E6,$F6,$FE,$1E DB $1E,$06,$06,$06 ;PL2S ;SHAPE TABLE FOR 2ND COLOR} IN PLAYER DB $10,$38,$38,$38 DB $7C,$FE,$FE,$00 DB $00,$00,$00,$00 DB $00,$00,$00,$FE DB $FE,$00,$00,$00 ;MS0S ;SHAP}E TABLE FOR MISSLE DB $40,$40,$40,$40 DB $40,$40,$00,$00 DB $00,$00 ;S1TBL ;FREQ TABLE FOR MISSLE SOUND DB $00,$F0,$E0},$D0 DB $C0,$B0,$A0,$90 DB $80,$70,$60,$50 ;S2TBL ;FREQ TABLE FOR RIGHT SOUND DB $00,$28,$28,$28 DB $28,$25,$25,$2A D}B $2F,$35,$3C,$44 ;S3TBL ;FREQ TABLE FOR WRONG SOUND DB $00,$E6,$E6,$E6 DB $E6,$D9,$CC,$C1 DB $B6,$B6,$B6,$B6 ; ;DSP}LIST ;DISPLAY LIST DB $70,$40 ;BLANK LINES DB $67LINE1 DB LOW SCREEN,HIGH SCREEN DB $67,0,0 DB $67,0,0 } ;SCROLLING AREA DB $67,0,0 DB $67,0,0 DB $67,0,0 DB $67,0,0 DB $67,0,0 DB $7 ;BUFFER LINE DB $70 } ;BLANK LINES DB $70 DB $70 DB $70 DB $47LINE2 DB LOW CREDIT,HIGH CREDIT DB $30 ;BLANK LINES DB $47,LOW }TIME,HIGH TIME DB $41,LOW DSPLIST,HIGH DSPLIST ; ; ;CREDIT ;SOFTWARE BY- DB $33,$2F,$26,$34 DB $37,$21,$32,}$25 DB $00,$22,$39,$00 DB $2C,$0E,$2A,$21 DB $2D,$25,$33,$00 ;PROB ;PROBLEM LINE DB 0,0,0,0,0,0PROB1 DB }0,0,0,0 DB 0,0,0,0,0,0,0,0,0,0 ;TIME ;TIME + SCORE LINE DB $74,$69,$6D,$65TIME1 DB 0,0,0,0,0,0SCORE DB $}73,$63,$6F,$72,$65SCORE1 DB 0,0,0,0,0 ; ; ;PLAYER MISSLE RAM ALLOCATION ; ORG $4800PMRAM = *MSRAM = PMRAM+$0300PL0R}AM = PMRAM+$0400PL1RAM = PMRAM+$0500PL2RAM = PMRAM+$0600 ; ; ;SCREEN DISPLAY RAM WITH NUMBERS ; LIN}E NO. ORG $5000SCREEN DB 0,0,0,0,$12,0,0,0,0,0 DB 0,0,0,0,0,0,0,$14,0,0 ;1 DB 0,0,0,0,0,0,$57,0,0,0 DB $93,0,0,0,0,0,0,}0,0,0 ;2 DB 0,0,0,$56,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0,0,$D9 ;3 DB 0,0,0,0,0,0,0,0,0,$D3 DB 0,0,0,0,0,0,0,0,$11,0 ;4 DB $9}1,0,0,0,0,0,0,0,0,0 DB 0,0,$10,0,0,0,0,0,0,0 ;5 DB 0,0,0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,$D8,0,0 ;6 DB 0,0,$D4,0,0,0,0,0,0},0 DB 0,0,0,$95,0,0,0,0,0,0 ;7 DB 0,0,0,0,0,$17,0,0,0,0 DB 0,0,0,0,0,0,$59,0,0,0 ;8 DB 0,$D4,0,0,0,0,0,0,0,0 DB $59,0,0,}0,0,0,0,0,0,0 ;9 DB 0,0,0,0,0,0,0,0,$18,0 DB 0,$12,0,0,0,0,0,0,0,0 ;10 DB $90,0,0,0,0,0,0,0,0,0 DB 0,0,0,0,0,$19,0,0,0,0 };11 DB 0,0,0,0,0,0,0,0,$13,0 DB 0,0,0,0,$D7,0,0,0,0,0 ;12 DB 0,0,0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0,0,$11 ;13 DB 0,0,0,0},0,$96,0,0,0,0 DB 0,0,0,0,0,0,0,$52,0,0 ;14 DB 0,0,0,0,$D7,0,0,0,0,0 DB 0,0,$98,0,0,0,0,0,0,0 ;15 DB $10,0,0,0,0,0,0,0,0,}0 DB 0,0,0,0,0,0,$12,0,0,0 ;16 DB 0,0,0,0,0,0,0,$55,0,0 DB 0,0,0,0,0,0,0,0,0,0 ;17 DB 0,0,0,0,0,0,$16,0,0,0 DB 0,0,0,0},0,$51,0,0,0,0 ;18 DB 0,$99,0,0,0,0,0,0,0,0 DB $D4,0,0,0,0,0,0,0,0,0 ;19 DB 0,0,0,0,0,0,0,0,0,$13 DB 0,0,0,0,0,0,0,0,$D0,}0 ;20 DB 0,0,0,0,$92,0,0,0,0,0 DB 0,0,$17,0,0,0,0,0,0,0 ;21 DB 0,0,0,$15,0,0,0,0,0,0 DB 0,$98,0,0,0,0,0,0,0,0 ;22 DB 0,0},0,0,0,0,$53,0,0,0 DB 0,0,0,0,0,0,0,0,0,$D1 ;23 DB 0,0,0,0,0,0,0,0,0,0 DB 0,0,0,$D1,0,0,0,0,0,0 ;24 DB 0,0,0,0,0,0,0,$15,}0,0 DB 0,0,0,0,$10,0,0,0,0,0 ;25 DB 0,0,$D8,0,0,0,0,0,0,0 DB $92,0,0,0,0,0,0,0,0,0 ;26 DB 0,$57,0,0,0,0,0,0,0,0 DB 0,0,0},0,0,0,$96,0,0,0 ;27 DB 0,0,0,0,0,$19,0,0,0,0 DB 0,0,0,0,0,0,0,0,0,0 ;28 DB $D3,0,0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0,$1}4,0 ;29 DB 0,0,0,$58,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,$D5,0,0 ;30 DB 0,0,0,0,0,0,0,0,$96,0 DB 0,$11,0,0,0,0,0,0,0,0 ;31 DB 0},0,0,0,0,0,$15,0,0,0 DB 0,0,0,0,$92,0,0,0,0,0 ;32 DB 0,0,0,0,$D7,0,0,0,0,0 DB 0,0,0,0,0,0,0,0,0,$10 ;33 DB 0,0,0,0,0,0,$1}3,0,0,0 DB $D0,0,0,0,0,0,0,0,0,0 ;34 DB 0,0,0,0,0,0,0,0,0,$99 DB 0,0,0,0,0,0,0,0,$D6,0 ;35 DB 0,0,0,0,0,0,0,0,0,0 DB 0,0},$52,0,0,0,0,0,0,0 ;36 DB $14,0,0,0,0,0,0,0,0,0 DB 0,0,0,0,$51,0,0,0,0,0 ;37 DB 0,$13,0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0,}0,0 ;38 DB 0,0,0,0,0,0,0,$57,0,0 DB 0,0,0,$D5,0,0,0,0,0,0 ;39 DB 0,0,$96,0,0,0,0,0,0,0 DB 0,0,0,0,0,$18,0,0,0,0 ;40 ;}ENDSCRN ;REPEAT LINES 1-8 DB 0,0,0,0,$12,0,0,0,0,0 DB 0,0,0,0,0,0,0,$14,0,0 ;1 DB 0,0,0,0,0,0,$57,0,0,0 DB $93,}0,0,0,0,0,0,0,0,0 ;2 DB 0,0,0,$56,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,0,0,$D9 ;3 DB 0,0,0,0,0,0,0,0,0,$D3 DB 0,0,0,0,0,0,0,0,$11},0 ;4 DB $91,0,0,0,0,0,0,0,0,0 DB 0,0,$10,0,0,0,0,0,0,0 ;5 DB 0,0,0,0,0,0,0,0,0,0 DB 0,0,0,0,0,0,0,$D8,0,0 ;6 DB 0,0,$D4},0,0,0,0,0,0,0 DB 0,0,0,$95,0,0,0,0,0,0 ;7 DB 0,0,0,0,0,$17,0,0,0,0 DB 0,0,0,0,0,0,$59,0,0,0 ;8 ; ; ;PROBLEM AND SOLUTI}ON TABLE *NO. ; ORG $5800PROBLM DB 0,$10,$0B,$10,$1D,0,0,0 ;1 DB 0,$11,$0B,$10,$1D,1,0,0 ;2 DB 0,$12,$0B,$10,$1D,2,}0,0 ;3 DB 0,$13,$0B,$10,$1D,3,0,0 ;4 DB 0,$14,$0B,$10,$1D,4,0,0 ;5 DB 0,$15,$0B,$10,$1D,5,0,0 ;6 DB 0,$16,$0B,$10},$1D,6,0,0 ;7 DB 0,$17,$0B,$10,$1D,7,0,0 ;8 DB 0,$18,$0B,$10,$1D,8,0,0 ;9 DB 0,$19,$0B,$10,$1D,9,0,0 ;10 DB 0,$11},$0B,$11,$1D,2,0,0 ;11 DB 0,$12,$0B,$11,$1D,3,0,0 ;12 DB 0,$13,$0B,$11,$1D,4,0,0 ;13 DB 0,$14,$0B,$11,$1D,5,0,0 ;1}4 DB 0,$15,$0B,$11,$1D,6,0,0 ;15 DB 0,$16,$0B,$11,$1D,7,0,0 ;16 DB 0,$17,$0B,$11,$1D,8,0,0 ;17 DB 0,$18,$0B,$11,$1D},9,0,0 ;18 DB 0,$11,$0B,$12,$1D,3,0,0 ;19 DB 0,$12,$0B,$12,$1D,4,0,0 ;20 DB 0,$13,$0B,$12,$1D,5,0,0 ;21 DB 0,$14,}$0B,$12,$1D,6,0,0 ;22 DB 0,$15,$0B,$12,$1D,7,0,0 ;23 DB 0,$16,$0B,$12,$1D,8,0,0 ;24 DB 0,$17,$0B,$12,$1D,9,0,0 ;25} DB 0,$11,$0B,$13,$1D,4,0,0 ;26 DB 0,$12,$0B,$13,$1D,5,0,0 ;27 DB 0,$13,$0B,$13,$1D,6,0,0 ;28 DB 0,$14,$0B,$13,$1D,}7,0,0 ;29 DB 0,$15,$0B,$13,$1D,8,0,0 ;30 DB 0,$16,$0B,$13,$1D,9,0,0 ;31 DB 0,$11,$0B,$14,$1D,5,0,0 ;32 DB 0,$12,$}0B,$14,$1D,6,0,0 ;33 DB 0,$13,$0B,$14,$1D,7,0,0 ;34 DB 0,$14,$0B,$14,$1D,8,0,0 ;35 DB 0,$15,$0B,$14,$1D,9,0,0 ;36} DB 0,$11,$0B,$15,$1D,6,0,0 ;37 DB 0,$12,$0B,$15,$1D,7,0,0 ;38 DB 0,$13,$0B,$15,$1D,8,0,0 ;39 DB 0,$14,$0B,$15,$1D,9},0,0 ;40 DB 0,$11,$0B,$16,$1D,7,0,0 ;41 DB 0,$12,$0B,$16,$1D,8,0,0 ;42 DB 0,$13,$0B,$16,$1D,9,0,0 ;43 DB 0,$11,$0}B,$17,$1D,8,0,0 ;44 DB 0,$12,$0B,$17,$1D,9,0,0 ;45 DB 0,$11,$0B,$18,$1D,9,0,0 ;46 DB 0,$11,$0B,$12,$1D,3,0,0 ;47 }DB 0,$11,$0B,$13,$1D,4,0,0 ;48 DB 0,$11,$0B,$14,$1D,5,0,0 ;49 DB 0,$11,$0B,$15,$1D,6,0,0 ;50 DB 0,$11,$0B,$16,$1D,7,}0,0 ;51 DB 0,$11,$0B,$17,$1D,8,0,0 ;52 DB 0,$12,$0B,$10,$1D,2,0,0 ;53 DB 0,$12,$0B,$11,$1D,3,0,0 ;54 DB 0,$12,$0B},$13,$1D,5,0,0 ;55 DB 0,$12,$0B,$14,$1D,6,0,0 ;56 DB 0,$12,$0B,$15,$1D,7,0,0 ;57 DB 0,$12,$0B,$16,$1D,8,0,0 ;58 D}B 0,$12,$0B,$17,$1D,9,0,0 ;59 DB 0,$13,$0B,$10,$1D,3,0,0 ;60 DB 0,$13,$0B,$11,$1D,4,0,0 ;61 DB 0,$13,$0B,$12,$1D,5,0},0 ;62 DB 0,$13,$0B,$14,$1D,7,0,0 ;63 DB 0,$13,$0B,$15,$1D,8,0,0 ;64 DB 0,$13,$0B,$16,$1D,9,0,0 ;65 DB 0,$14,$0B,}$10,$1D,4,0,0 ;66 DB 0,$14,$0B,$11,$1D,5,0,0 ;67 DB 0,$14,$0B,$12,$1D,6,0,0 ;68 DB 0,$14,$0B,$13,$1D,7,0,0 ;69 DB} 0,$14,$0B,$15,$1D,9,0,0 ;70 DB 0,$15,$0B,$10,$1D,5,0,0 ;71 DB 0,$15,$0B,$11,$1D,6,0,0 ;72 DB 0,$15,$0B,$12,$1D,7,0,}0 ;73 DB 0,$15,$0B,$13,$1D,8,0,0 ;74 DB 0,$15,$0B,$14,$1D,9,0,0 ;75 DB 0,$16,$0B,$10,$1D,6,0,0 ;76 DB 0,$16,$0B,$}11,$1D,7,0,0 ;77 DB 0,$16,$0B,$12,$1D,8,0,0 ;78 DB 0,$16,$0B,$13,$1D,9,0,0 ;79 DB 0,$17,$0B,$10,$1D,7,0,0 ;80 DB }0,$17,$0B,$11,$1D,8,0,0 ;81 DB 0,$17,$0B,$12,$1D,9,0,0 ;82 DB 0,$18,$0B,$10,$1D,8,0,0 ;83 DB 0,$18,$0B,$11,$1D,9,0,0} ;84 DB 0,$19,$0B,$10,$1D,9,0,0 ;85 ; DB 0,$11,$0D,$10,$1D,1,0,0 ;86 DB 0,$11,$0D,$11,$1D,0,0,0 ;87 DB 0,$12,$0D},$10,$1D,2,0,0 ;88 DB 0,$12,$0D,$11,$1D,1,0,0 ;89 DB 0,$12,$0D,$12,$1D,0,0,0 ;90 DB 0,$13,$0D,$10,$1D,3,0,0 ;91 D}B 0,$13,$0D,$11,$1D,2,0,0 ;92 DB 0,$13,$0D,$12,$1D,1,0,0 ;93 DB 0,$13,$0D,$13,$1D,0,0,0 ;94 DB 0,$14,$0D,$10,$1D,4,0},0 ;95 DB 0,$14,$0D,$11,$1D,3,0,0 ;96 DB 0,$14,$0D,$12,$1D,2,0,0 ;97 DB 0,$14,$0D,$13,$1D,1,0,0 ;98 DB 0,$14,$0D,}$14,$1D,0,0,0 ;99 DB 0,$15,$0D,$10,$1D,5,0,0 ;100 DB 0,$15,$0D,$11,$1D,4,0,0 ;101 DB 0,$15,$0D,$12,$1D,3,0,0 ;102} DB 0,$15,$0D,$13,$1D,2,0,0 ;103 DB 0,$15,$0D,$14,$1D,1,0,0 ;104 DB 0,$15,$0D,$15,$1D,0,0,0 ;105 DB 0,$16,$0D,$10,$1}D,6,0,0 ;106 DB 0,$16,$0D,$11,$1D,5,0,0 ;107 DB 0,$16,$0D,$12,$1D,4,0,0 ;108 DB 0,$16,$0D,$13,$1D,3,0,0 ;109 DB 0},$16,$0D,$14,$1D,2,0,0 ;110 DB 0,$16,$0D,$15,$1D,1,0,0 ;111 DB 0,$16,$0D,$16,$1D,0,0,0 ;112 DB 0,$17,$0D,$10,$1D,7,0},0 ;113 DB 0,$17,$0D,$11,$1D,6,0,0 ;114 DB 0,$17,$0D,$12,$1D,5,0,0 ;115 DB 0,$17,$0D,$13,$1D,4,0,0 ;116 DB 0,$17,}$0D,$14,$1D,3,0,0 ;117 DB 0,$17,$0D,$15,$1D,2,0,0 ;118 DB 0,$17,$0D,$16,$1D,1,0,0 ;119 DB 0,$17,$0D,$17,$1D,0,0,0 };120 DB 0,$18,$0D,$10,$1D,8,0,0 ;121 DB 0,$18,$0D,$11,$1D,7,0,0 ;122 DB 0,$18,$0D,$12,$1D,6,0,0 ;123 DB 0,$18,$0D,$}13,$1D,5,0,0 ;124 DB 0,$18,$0D,$14,$1D,4,0,0 ;125 DB 0,$18,$0D,$15,$1D,3,0,0 ;126 DB 0,$18,$0D,$16,$1D,2,0,0 ;127} DB 0,$18,$0D,$17,$1D,1,0,0 ;128 DB 0,$18,$0D,$18,$1D,0,0,0 ;129 DB 0,$19,$0D,$10,$1D,9,0,0 ;130 DB 0,$19,$0D,$11,$1}D,8,0,0 ;131 DB 0,$19,$0D,$12,$1D,7,0,0 ;132 DB 0,$19,$0D,$13,$1D,6,0,0 ;133 DB 0,$19,$0D,$14,$1D,5,0,0 ;134 DB 0},$19,$0D,$15,$1D,4,0,0 ;135 DB 0,$19,$0D,$16,$1D,3,0,0 ;136 DB 0,$19,$0D,$17,$1D,2,0,0 ;137 DB 0,$19,$0D,$18,$1D,1,0},0 ;138 DB 0,$19,$0D,$19,$1D,0,0,0 ;140ENDPROB = 140 ; 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