þþLLd"X;*****************************i"X;* BONK *n"X;* Copyright 1984 *s"X;* Programmed by James Hague *x"X;* Using MAC/65 by OSS Inc. *}"X;*****************************‚X;‡X;HARDWARE REGISTERSŒX;‘†RANDOM Ò;;Random #s–†GRACTLÐ;;Graphic ctrl›…AUDC1Ò;;Audio controls  …AUDC2Ò¥ …AUDC3Òª …AUDC4Ò¯…AUDF1Ò;;Audio frequency´ …AUDF2Ò¹ …AUDF3Ò¾ …AUDF4ÒÆAUDCTLÒȆHPOSP0Ð;;Pl. 0 horiz.͆HPOSP1Ð;;Pl. 1 horiz.Ò„P0PFÐ;;P0 to PF coll.ׄP0PL Ð;;P0 to PL coll.܆HITCLRÐ;;Collision cleará†CONSOLÐ;;Console buttonsæ†PMBASEÔë†SETVBV\ä;;VBLANK vectorsð†XITVBVbä;;VBLANK exitõ†SIOINVeä;;Initialize SIOúX;ÿX;SHADOW REGISTERSX; …CLOCK;;Real time clock‡ATTRACTM†DMACTL/;;DMA control†SDLSTL0;;Dlist pointer†GPRIORo"…STICKx;;Joystick 0'„COL0Ä;;Color regs., „COL1Å1 „COL2Æ6 „COL3Ç;…PCOL0À;;Player colors@ …PCOL1ÁE…CHBASô;;Character baseJ‚CHü;;Keyboard bufferOX;T€YX;^X;GAME VARIABLEScX;h…SCORE;;Player's scorem…LEVEL;;Current levelr†SLEVEL;;Starting levelw†BLEVEL;;Binary level|…BOARD;;Current board…LIVES;;Remaining lives†„TIME;;Bonus timer‹ƒDIE;;Death flagƒP0Y;;Pl0 y position•ƒP0X;;Pl0 x positionš†GAMCTL;;Game controlŸ†ENXPOS;;Enemy X pos.¤†ENYPOS;;Enemy Y pos.©†ENXADD;;Enemy X add®†ENYADD;;Enemy Y add³†ENBOUN;;En bounce flags¸…ENDIR;;Enemy direction½…BDIST;;Bounce distance„ENAN;;Enemy pointerÇ„PLAN;;Play. pointerÌ…FLASH;;Treas. flasherцFREEZE;;Freeze timersÖ…FTIME;;Freeze timeÛ„WAIT;;Time delayà„TEMP;;Temp storageåƒDIR;;Jstick direct.ê…TOTAL;;Jewels/boardï…COUNT;;Jewels/takenô„BONK;;Bounce soundù„DING;;Bell soundþ„WSND;;Eat wall sound…ENEMY ;;Enemy image†PLAYER;;Player image ‚LO;;General pointerƒVLO;;Ditto…POINT;;Play. pointerX;!X;RESERVED MEMORY&X;+ 0X;5‚PM;;Pmbase: ƒPL0? ƒPL1D ƒPL2I ƒPL3NX;S„DISP;;Display areaX…CHSET ;;New char set]…LOTBL";;Plotter tableb…HITBL…LOTBL2gX;l(;;Program startqX;vX;SET-UP PLOTTER{X;€„GAME †SIOINV;;Init sounds…Q>4„DISPPŠP‚LOQ>5„DISPP” P‚LO™$>ž„SEPLQ‚LO£ P…HITBL9¨Q‚LO­ P…LOTBL9²,·O>¼P‚LOÁ D„SEP2Æ #‚LOË „SEP22Ð(>Õ H„SEPLÚQ>ß P†SLEVELäX;éX;REDEFINE CHARSETîX;ó>;;Move setø „MSETQà9ý P…CHSET9Qÿà9P…CHSETÿ9 2 H„MSETQ>5…CHSET;;Install it P…CHBAS $>w;;Redefine set%„RDEFQ„CDAT9*P…CHSET9/04 I„RDEF9$>>…RDEF2Q…CDAT29CP…CHSETØ9H0M I…RDEF2RX;W‚GOQ>;;Turn off VBI\ P†GAMCTLa …PMCLR;;No playersf …QUIET;;No soundkX;pX;TITLE SCREENuX;zQ>4ƒTDL;;Point to titleP†SDLSTL;;screen display„Q>5ƒTDL;;list.‰P†SDLSTLŽQ>È;;Set up title“P„COL0;;colors.˜Q>x P„COL1¢Q>F§ P„COL2¬X;±…STARTQ†CONSOL;;Start key¶W?;;pressed?»DƒST1;;Yes!ÀX;ÅX;LEVEL SELECTIONÊX;ÏW?;;Select pressed?ÔE…START;;No, skip this.Ù#†SLEVEL;;Yes, start atÞQ†SLEVEL;;next level.ãR> ;;Highest level?èH‚Z1;;No, continue.íQ>;;Yes, reset andòP†SLEVEL;;store it.÷‚Z1,;;Add 1 to start-üO>;;ing level #L>;;Add colorP…TITLEI;;and show it ‚Z2Q†CONSOL;;Get keys againR>;;Key released?F‚Z2;;No, wait for itH…START;;Branch always!X;$ƒST1Q†CONSOL)W?.DƒST13Q>;;Set variables8P…SCORE;;that are set=P…SCORE;;once per game.B P…SCOREG P…BOARDLQ>;;3 livesQ P…LIVESVQ†SLEVEL;;Set level[ P…LEVEL` P†BLEVELeX;j†NEWLEVQ>;;Turn off VBIo P†GAMCTLtQ…LEVEL;;Get BCD levely<~,ƒO>;;And raise itˆ-P…LEVEL;;Then store.’$†BLEVEL;;Get bin. level—(>;;Highest level?œF…SAMEL;;Yes, keep it.¡#†BLEVEL;;No, raise it.¦…SAMEL$…BOARD;;Get board #«(>;;Highest board?°F„BRD1;;Yes, resetµ#…BOARD;;and storeºH†SETLEV;;Branch always!¿X;Ä„BRD1$>;;Reset board #É &…BOARDÎQ…LIVES;;And give extraÓ R> ;;lifeØ F†SETLEVÝ #…LIVESâ †SETLEV$†BLEVEL;;Binary levelçQ„DEL19;;Set up delayì P„WAITñQ>ö P„WAITûQ„BOUN9;;Get bounces P…BDISTQƒFTM9;;Get freeze time  P…FTIME$…BOARD;;Board #QƒTOT9;;Get jewels P…TOTALQ>4‚DL;;Install DL# P†SDLSTL( Q>5‚DL-P†SDLSTL2X;7‡NEWLIFE …QUIET;;No sound.<Q>;;Zero itemsAP†GAMCTL;;that must beFPƒDIE;;zeroed for eachKP…COUNT;;new lifePPƒDIRU P†HITCLRZ P†ENXADD_ P†ENYADDd P„WAITi P„WAITn P„TIMEsP„ENAN;;Reset pointersx P„PLAN} P…FLASH‚$†BLEVEL;;Set timer‡ QƒTIM9Œ P„TIME‘%>4ƒVBI;;Deferred VBI– $>5ƒVBI›Q>  †SETVBV¥X;ªX;DRAW SCREEN¯X;´Q…BOARD;;Get board #¹T?;;Times 2¾>;;use as indexÃQ…BDTBL9;;Board lo byteÈP‚LOÍQ…BDTBL9;;Hi byte of itÒ P‚LO×%>;;Draw 1st part܃DR1Q@‚LO7;;Get screen byteáP„DISPP8;;and show itæ3ë)>ððHƒDR1õ,úQ‚LO;;point to part 2ÿO>ðP‚LO DƒDR2 #‚LO ƒDR2%>ƒDR3Q@‚LO7;;Get byteP„DISP@8"3')>ð,HƒDR31X;6X;INITIALIZE;X;@Q>h;;Color 0 isEP„COL0;;purpleJQ>È;;Color 1 isOP„COL1;;greenTQ>;;Color 2 isYP„COL2;;black^Q>†;;Color 3 iscP„COL3;;blueh$>';;Print scorem‚PSQƒSCL9;;liner P„DISP9wQ>| P„DISP(90†I‚PS‹ …SHOSC;;Show score …SHOBO;;Show bonus• …SHOLI;;Show livesšQ…LEVEL;;Show levelŸ%>J¤ ƒBCD©Q…BOARD;;Set initial® T?;;player³T?;;positions.¸>½Q‚IX9;;Set player XÂPƒP0XÇQ‚IY9;;and YÌPƒP0YÑ2Ö%>;;Set all enemyÛƒSETQ‚IX9;;Xà P†ENXPOS8åQ‚IY9;;Yê P†ENYPOS8ïQ>ôP…ENDIR8;;Zero enemyùP†ENBOUN8;;statusþ21IƒSET;;Finish up X;X;P/M SET UPX; …PMCLR;;Clear players!Q>5‚PM;;Point to PM&P†PMBASE;;area+Q>;;Set gractl0 P†GRACTL5Q>>;;Set dmactl: P†DMACTL?Q>;;Set priorityD P†GPRIORIQ>Ú;;Set pl0 colorN P…PCOL0SQ>;;Set enemy colorX P…PCOL1] P…PCOL1b P…PCOL1gQƒP0X;;Draw playerlP†HPOSP0;;Set x pos.q%ƒP0Y;;Get yv$>{‚PDQ„PDAT9;;Get player byte€ P†PLAYER9…PƒPL08;;And show itŠ32”(>™H‚PDž$> ;;Copy enemy data£‚CDQ„EDAT9;;from memory to¨P…ENEMY9;;animation table­0²I‚CD· †DRAWEN;;Draw enemy¼Q>ª;;IntroductionÁ P…AUDC1Æ$>Ë‚INQ…MUSIC9Ð P…AUDF1ÕQ>Ú …DELAYß0äI‚INé …QUIETîQ>(ó …DELAYøQ>ÿ;;Turn on theýP†GAMCTL;;VBIX;X;MAIN LOOP X;„MAIN †ENMOVE;;Move enemy …SHOSC;;Show score …SHOBO;;Show bonus ‚M1Q†CONSOL;;Start pressed?%W?* D‚M4;;Yes./Q‚CH4R>!;;Space bar?9 H‚M2;;No.>Q>ÿCP‚CH;;Reset keycodeHN†GAMCTL;;Flip pauseM P†GAMCTLRH‚M2W „HUSH;;Peace and...\‚M2Q†GAMCTLaF‚M1fQƒDIE;;Player dead?k H‚M3;;Yes.pQ„TIME;;Time up?uF‚M3zQ…COUNT;;Level done? R…TOTAL„ H„MAIN‰ !…LDONEŽ‚M3!„KILL;;Auuughh!“ ‚M4!‚GO˜X; X;CLEAR PM¢X;§ …PMCLRQ>¬>± ‚PCPƒPL09¶ PƒPL19» PƒPL29À PƒPL39Å2ÊH‚PCσDE3:ÔX;ÙX;SOUND OFFÞX;ã…QUIETQ>;;Turn off soundè P„BONKí P„DINGò P†FREEZE÷ P„WSNDü„HUSHP…AUDC1 P…AUDC2 P…AUDC3 P…AUDC4 P†AUDCTL : X; X;DRAW ENEMY$ X;) †DRAWENQ>4ƒPL1;;Draw all 3. P…POINT;;enemy3 Q>5ƒPL18 P…POINT= Q>B P„TEMPG ƒDE1$„TEMPL (>Q FƒDE3V Q†ENXPOS9;;Set x position[ P†HPOSP19` %†ENYPOS9e $>j ƒDE2Q…ENEMY9o P@…POINT7t 3y 2~ (> ƒ HƒDE2ˆ #„TEMP #…POINT’ !ƒDE1— X;œ X;VBI¡ X;¦ ƒVBI-;;Kill decimal!« Q†GAMCTL;;Do this VBI?° F„EXIT;;No! Get out!µ  „PCHK;;Check playerº  …STUFF;;Do work¿  „ANIM;;AnimateÄ  †PLMOVE;;Move playerÉ  …SOUND;;Make noiseÎ „EXITP†HITCLR;;Clear all hitsÓ !†XITVBV;;Go home!Ø X;Ý X;MOVE PLAYERâ X;ç †PLMOVE$>;;1st- eraseì %ƒP0Y;;playerñ Q>ö P‡ATTRACT;;Kill attractû „ERPLPƒPL08 3 0 I„ERPL $…STICK;;2nd- get new &ƒDIR;;player position QƒP0X;;Get x position ,;;then add offset# O„XOFF9;;to old coord( PƒP0X;;Save new pos.- P†HPOSP0;;and show it2 QƒP0Y;;Now repeat for7 ,;;y position.< O„YOFF9A PƒP0YF $>;;3rd- redrawK ?P „DRPLQ†PLAYER9U PƒPL08Z 3_ 0d I„DRPLi :n X;s X;ENEMY HANDLERx X;} †ENMOVEQ†FREEZE;;Frozen?‚ HƒTWX;;Yup, ice cold.‡ Q„WAIT;;Get 1st timerŒ FƒTWO;;If 0, do next.‘ "„WAIT;;Decrement 1st– :;;And leave.› X;  ƒTWOQ„WAIT;;Reset 1st timer¥ P„WAITª Q„WAIT;;Get 2nd timer¯ F„MOVE;;If 0, move 'em´ "„WAIT;;Decrement 2nd¹ ƒTWX:¾ X;à „MOVEQ„WAIT;;Reset 2ndÈ P„WAITÍ $>;;Main counterÒ …DOMOR …CHECK;;Check enemy× Q†ENBOUN9;;Bouncing?Ü FƒNOB;;No, continue.á "†ENBOUN9;;Yes,æ !ƒOUT;;Do next enemy.ë X;ð ƒNOBQ†ENXPOS9;;Get x posõ RƒP0X;;Comp with playú D„XLES;;Less than?ÿ H„XMOR;;More than? Q>;;Equal to, stop FƒDOY;;movement. „XMORQ>ÿ;;More than, move HƒDOY;;left. „XLESQ>;;Less than, move ƒDOYP†ENXADD;;right." Q†ENYPOS9;;Get y pos' RƒP0Y;;Comp eith play, D„YLES;;Less than?1 H„YMOR;;More than?6 Q>;;Equal to, stop; F„FINI;;movement.@ „YMORQ>ÿ;;More than, moveE H„FINI;;left.J „YLESQ>;;Less than, moveO „FINIP†ENYADD;;right.T %>;;Convert to dirY „CDIRQ†ENXADD;;Is x direction^ RƒENX8;;correct?c HƒAGA;;No, check more.h Q†ENYADD;;Is y directionm RƒENY8;;correct?r HƒAGA;;Nope.w C| P…ENDIR9;;It's correct! IƒOUT;;Branch always!† X;‹ ƒAGA1;;Continue I„CDIR;;searching• ƒOUTQ…ENDIR9;;Get directionš ?Ÿ Q†ENXPOS9;;Update x pos¤ ,© OƒENX8® P†ENXPOS9³ Q†ENYPOS9;;Update y¸ ,½ OƒENY8 P†ENYPOS9Ç 2Ì (>Ñ H…DOMORÖ !†DRAWEN;;Draw enemyÛ X;à …CHECKQ…ENDIR9;;Check if theå ?;;enemy hitê Q†ENXPOS9;;anythingï ;;;1st, scan onô SƒSCX8;;x axisù V?þ V? V? P†ENXADD Q†ENYPOS9;;2nd, scan on ;;;y axis SƒSCY8 V?! V?& V?+ ?;;Now, get point0 Q…LOTBL85 P‚LO: Q…HITBL8? P‚LOD %†ENXADDI Q@‚LO7N M>?;;Mask off colorS F‚L0;;Hit anything?X R>;;Hit diamond?] F‚L0;;Yup, forget itb R>;;Hit freezer?g F‚L0;;Yup, who caresl Q…BDIST;;A hit! Make theq P†ENBOUN9;;enemy bounce!v Q>;;Set sound{ P…AUDF1€ Q>… P…AUDC1Š P„BONK Q†RANDOM;;Get new direct.” M>™ ?ž Q„BDIR8£ P…ENDIR9¨ I…CHECK;;Check it out!­ X;² X;CHECK PLAYER· X;¼ „PCHKQƒP0Y;;Get y posÁ ;;;And convert toÆ S>;;screen positionË V?Ð V?Õ V?Ú ?;;Get addressß Q…LOTBL8ä PƒVLOé Q…HITBL8î PƒVLOó QƒP0X;;Now convert xø ;ý S>, V? V? V? ? Q@ƒVLO7;;Get point M>?;;Mask out color F‚L0;;Nothing there% R>;;Hit freezer?* F…HITFR;;Yup, handle it/ R>;;Hit diamond?4 F…HITDI;;Yup, fix it9 Q@ƒVLO7;;Get point> M>À;;Get color usedC R>@;;Hit weak wall?H H‚L0;;No, leave.M X;R X;Hit weak wallW X;\ Q>;;Set sounda P„WSNDf Q>ðk P…AUDF4p Q>Èu P…AUDC4z „HITXQ>;;Erase wall P@ƒVLO7„ ‚L0:‰ X;Ž X;Hit diamond“ X;˜ …HITDIQ>p;;Give points  ƒADD¢ Q>;;Set sound§ P„DING¬ Q>‚± P…AUDF2¶ #…COUNT;;Count it» !„HITXÀ X;Å X;Hit freezerÊ X;Ï …HITFR „HITX;;Erase freezerÔ Q…FTIME;;Set freeze timeÙ P†FREEZEÞ Q>ã P†FREEZEè Q>¦;;Set soundí P…AUDC3ò Q>P;;Give points÷ X;ü X;SCORE ROUTINESX;ƒADD<;;Add points to  ,;;score O…SCORE P…SCOREQ> O…SCORE$ P…SCORE)Q>. O…SCORE3 P…SCORE8-=:BX;G…SHOBOQ„TIME;;Show bonusL%>6QX;VƒBCD5;;Show 1 bcd[;`W?eV?jV?oV?t P„DISP8y3~7ƒM>ˆL> P„DISP8’:—X;œ…SHOSC$>;;Show score¡%>*¦‚SSQ…SCORE9« ƒBCD°3µ0ºI‚SS¿:ÄX;É…SHOLIQ…LIVES;;Show livesÎ%>@ÓHƒBCDØX;ÝX;SOUND ROUTINESâX;ç…SOUND%„BONK;;Bounce sound?ì F‚T1;;Noñ1ö '„BONKû '…AUDC1‚T1%„DING;;Bell sound? F‚T2;;No 1 '„DINGCL>  P…AUDC2#‚T2Q†FREEZE;;Freezer sound?( F‚T3;;No-%†FREEZE2 Q„FSND87 P…AUDF3<"†FREEZEAH‚T3FQ>KP†FREEZEP "†FREEZEUH‚T3ZQ>_ P…AUDC3d‚T3Q„WSND;;Wall sound?i F‚T4;;Non "„WSNDsH‚T4xQ>} P…AUDC4‚‚T4:‡X;ŒX;FLASH JEWELS‘X;–…STUFF#…FLASH;;Handle flash›Q…FLASH;;timers. R>¥H‚S1ªQ>¯ P…FLASH´Q>h¹ R„COL0¾H‚S2ÃQ> È ‚S2P„COL0ÍX;ÒX;HANDLE TIME×X;Ü‚S1#„TIME;;Count downá Q„TIMEæR><;;We interruptëH‚S3;;this programðQ>;;for an import-õP„TIME;;ant newsúQ„TIME;;bulletin:ÿ<;; HI MOM!; S>- P„TIME‚S3Q„P0PL;;Check playerPƒDIE;;collisions" Q„P0PF'M>,F‚S41PƒDIE6‚S4:;X;@ X;ANIMATEEX;J„ANIMQ„ENAN;;Animate enemy.O,;;Hey guys, look!TO> ;;Your names areYR>2;;in print :^H‚A1;; David HaguecQ>;; Robbie Hagueh‚A1P„ENAN;; Martin Beckm?;; Nathan Zinkr$> ;;and everyone'sw‚A2Q„EDAT8;;favorite:|P…ENEMY9;; A. ZLOTNICK!3;;Tron to you!†0;;(No you don't‹I‚A2;;get paid)QƒDIR;;Animate player•R>;;by storing ašF‚A3;;different imageŸQ„PLAN;;in the player¤,;;animation table©O>®R>@³H‚A4;;Is this game¸‚A3Q>;;better than½‚A4P„PLAN;;The Electroids?Â?Ç$>Ì ‚A5Q„PDAT8Ñ P†PLAYER9Ö3Û0àI‚A5å:êX;ïX;TIME DELAYôX;ù…DELAYP„TEMP;;Enter withþQ>;;length of pauseP…CLOCK;;(in jiffies) in‚D0Q…CLOCK;;the accumulator  R„TEMPF‚S4 Q†CONSOLR>!F‚D0&!‚GO+X;0X;DIE5X;:„KILLQ>;;Stop movement? P†GAMCTLD …QUIET;;No soundI"…LIVES;;Take a lifeN …SHOLI;;And show them.SQ>ÌX P…AUDC1]$>(;;Kill playerb‚K1#ƒP0X;;1st shiftgQƒP0Xl P†HPOSP0q Q†RANDOMv P…AUDF1{Q>€ …DELAY…"ƒP0X;;2nd shiftŠQƒP0X P†HPOSP0” Q†RANDOM™ P…AUDF1žQ>£ …DELAY¨0­I‚K1;;Repeat again.² …QUIET·Q…LIVES;;Any lives?¼FƒOVRÁ !‡NEWLIFEÆX;ËX;GAME OVERÐX;ÕƒOVR$> ;;Show GAME OVERÚ ‚O1Q„GOVR9ßP„DISP19ä0éI‚O1î …PMCLRóQ>ÿø …DELAYý!‚GOX;X;LEVEL DONE X;…LDONEQ>;;Stop movement P†GAMCTL …QUIET;;No sound ‚C1Q„TIME;;Give 10 points%<;;for each second*;;;left on the/S>;;timer.4 P„TIME9-> …SHOBO;;Add points forCQ>;;time remainingH ƒADD;;and make bellM …SHOSC;;tones by vary-RQ>2;;ing the volumeWP…AUDF1;;of voice 1.\%>¤a ‚C2'…AUDC1fQ>k …DELAYp1u)> zH‚C2 Q„TIME„H‚C1‰ …QUIET;;Kill noiseŽ!†NEWLEV;;Start new level“X;˜X;CHARACTER DATAX;¢„CDAT ==ÿ=ÿ=ÿ=ÿ=§ =<=<=<=<=<=<¬ <=<===ø=ü=ü± ü=<=<====?=?¶ ?=<=<=<=<=ü=ü» ü=ø===<=<=?À ?=?====<=|Å ü=ü=ü=ü=|=<Ê <=>=?=?=?=?=>Ï <===ÿ=ÿ=ÿ=ÿÔ ~=<=<=~=ÿ=ÿÙ ÿ=ÿ=====<=<Þ <=<=<=<=<=<=<ã <=<=<=====üè þ=þ=ü=====?í ==?===ÿ=ò ½=¡=¹=¡=÷ ÿü…CDAT2 =~=ÿ=~=<== X; X;LEVEL DATAX;„DEL1 (=%=#=== ====== =$„BOUN 2=-=(===) ======. =3ƒFTM =====8 ====== =  = BƒTOT ==GƒTIM `=`=U=U=PL P=E=E=@=@Q @=@=@=@=@V…BDTBL ƒBD1=ƒBD2=ƒBD3[X;`X;INSTALL DISPLAY LISTeX;j‚DL p=p=p=Bo „DISPt =Fy „DISPP~$ ==========ƒ! =========ˆ A ‚DL’X;—ƒSCL A“ SCORE: BONUS: Aœ A“ LIVES: LEVEL:A¡ A‚ A¦X;«ƒTDL p=p=p=p=p° p=p=p=p=Gµ …TITLEº p==p==p=¿ p===AÄ ƒTDLÉX;Î…TITLE A‘ BoNk AÓ €=AŒ COPYRIGHAØ €=AŒT 1984 BY: AÝ A‘ JAMES HAGUE Aâ A‘ level: 1 Aç €=AŒ SELECAì €=AŒT FOR LEVEL Añ €=AŒ START TOAö €=A‰ BEGIN AûX;‚IX H=~=~=¸ €=`=˜=€  P=P=’=¸‚IY x=H=À=x H=`=`=Ð Ò=¨=h=€X;#X; PLAYER, ENEMY, MUSIC DATA(X;-„PDAT þ=Ö=þ==|=l2 l=î=þ=Ö=þ7 =|=l=ì==þ< Ö=þ==|=ì= A =þ=Ö=þ==|F l=ì==þ=Ö=þK =|=l=l=î=þP Ö=þ==|=l=nU à=þ=Ö=þ==|Z n=`=à=þ=Ö=þ_ =|=l=n=àd„EDAT = = =?=<=<=üi ======<=?n ü=<=======  =AˆAAAAAJAEACX;HƒBD3  =AŽDAAAAAIAAAAAAIAM  =A‡AAAAACBAR A…; ; ;AW  =A‡B@@@@@@A\  =A‚B@Aa AƒENDAf  =A„@BB@Ak Aƒ; ;Ap  =A„@B@@Au A;Az  =A‹@@@HAAAAAGBA A…; ; ;A„  =AƒB@@A‰  =A†DC@@B@AŽ Aƒ; ;A“  =Aƒ@BHA˜  =A…AAAAAA  =A„G@@BA¢  =AƒB@@A§  =AƒB@@A¬ A;A±  =AŒ@@BB@@@@@B@@A²  =ABA¶  =A…B@@B@A» Aƒ; ;AÀ  =A…@BB@@AÅ A;AÊ  =AŒ@@B@@FE@@B@@AÏ A;AÔ  =AŽ@@BB@@@@@B@@@@AÙ  =Aˆ@@B@@@@@AÞ  =AŒBB@@K@@B@@@@Aã  =AˆO@B@@@@@Aè  =A†BB@@B@Aí A;Aò  =A‡B@@@@@@A÷  =A†B@@@@@Aü  =AŽBB@@B@@B@@DC@@A  =AŽB@@@@@BB@@B@@BA  =Aƒ@@BA   =A„B@@BA A„; ;A  =Aƒ BBA A;A  =Aˆ@B@@B@@BA$  =A‚B@A) A;A.  =AHA3  =A…M@@@NA8  =AGB@@L@@B@@FE@A=  =A@B@@@@@BB@@@@AB  =A@B@@@@@@B@@@@AG  =A@BB@@@@@B@@@@AL  =A@@B@@@@@BB@@@AQ  =A†@@HAAAAV  =AƒC@@A[  =AHA`  =A…AAAAAAe  =A‚GHAj  =A…AAAAAAo  =A‚G@At A;Ay  =AŠ@B@@B@@@@@A~  =A„BB@@Aƒ  =A…O@@B@Aˆ A;A  =AŠ@B@@L@@@@@A’  =A‡BB@@@@@A—  =A‚B@Aœ A;A¡  =A‡@B@@@@@A¦ A;A«  =A‰@@BB@@@@@A°  =A‚B@Aµ A;Aº  =AŠ@B@@@@@@@@A¿  =A‹BFAAAAAJAAAAÄ  =AŠJAAAAAAAAEAÉX;ÎàÓ „GAMEØ