\d X;BLAST!nX;x X; CHARSET ======= ======= ==?=?=?=?=?=? ====>=?=?=> ?=?=?=?=?=?=?=? ==>=?=?=>== ======= ======?=? ======?=? ==?=?=?=?=?=? ====<=<== ======= ======= ==?=?====" =======, =======6 ==c=c=c=g=g=@ == = = ===J =====`=`=T =~======^ =p=p=p=p=w==h ==`=`====r =~=f=`==c=c=| ==g===== =>=6=6==w=w= ==c=c==== ======= ======= ======= ======= ======= ======= =====U=w=] =>=6=6==w=w=w =~=f=f==s=s= ==g=`=`=`=c= =~=c=c=s=s=s=~ ==`=`==p=p= ==`=`==p=p=p ==c=`=p=w=s=& =6=6=6==w=w=w0 =======: =====g=g=D =3=3=3=|=s=s=sN =0=0=0=p=p=p=X ==K=K=k=k=k=kb =s={=o=w=w=w=wl ==c=c=g=g=g=v ==c=c==p=p=p ==c=c=c=c=o=| =~=f=f==s=s=s ==`=`==== ======= =c=c=c=s=s=s= =c=c=c=w=v=v=~ =C=C=C=k=k=k= =g=g=g=<=s=s=s =c=c=c==== ==s===p=s= ======= =@=`=0== == =x=====x= ===6=c===  =======X; X; Zero page equates*X;4 ADDER> PTRHEXPCOUNTRALCOUNT\ SHIPXfMOTHERXpMOTHERDXz FORCEY ROUND XTAB YTAB DXTAB DYTABDSTAB;;STATUSX;X; OS equatesX;STRIG0HPOSP0 M0PF P0PFHITCLRAUDF1;;Force field AUDC1$AUDF2;;Laser. AUDC28AUDF3;;Monster deathB AUDC3LAUDF4;;Needle fallingV AUDC4`RANDOM jX;tSCREEN~X;X; game screen dlX; MAINDL p=P=M SCREEN  = =   = = =   = = =   = = =   = = =   = = =   = = =   = = =   = = =   = = =   = = = (  = = = 2  = = = <  = = = F  = = = P  = = = Z  = = = d  = = = n  = = = x  = = =   = = =   = = =   = == G SCORELN A MAINDLX;X; "GAME OVER" display listX;GODL p=p=p=p p=p=p=p p=p=p=p G GOLN" A, GODL6X;@X; Title page dlJX;T TITLEDL^ p=p=h Gr TITLEPG| =p==p =p=p=p p=p==p p==p p==A TITLEDLX;X; Score line X; (at bottom, in graphics 2)X; Ships at +7X; score at +17X; SCORELN ABLAST! @@ SCORE:000AX;X; Game overX;& GOLN A GAME OVER A0X;:X; Prelim. title pageDX; Last at +46, high at +55N X; Speed at +72, skill at +92XX;b? ========== = = == =====lGTITLEPG ========= ==========v A ٠Π A A Ժ Ⱥ A A slow A A easy A Apress to beginAX;!X; Y tables for bitmap routineX; TABLO =(=P=x=== =@=h=== =0=X====  =H=p=== =8=`=== =(=P=x===  =@=h=== =0=X====   =H=p===* =8=`===4 =(=P=x===> =@=h===H =0=X====R  =H=p===\ =8=`===f TABHIp ======z ===== ====== ===== ===== ====== ===== ====== =====  = = = = =   = = = = = =   = = = = =   = = = = = =   = = = = =  ===== WIDTH X; X; Bitmap routine for Atari$ X;. X; Enter:8 $X; .x,.y screen coords to plot atB X; PTR pointer to bitmap:L X; heightV X; width` X; pointer to shift 0j X; pointer to shift 1t X; pointer to shift 2~ X; pointer to shift 3 X; start of data X; PLOTMAP A V? V? , OTABLO8 PADDER QTABHI8 O>5SCREEN PADDER A M> T? O>( 52 %>< Q@PTR7F >P 3Z Q@PTR7d PWIDTHn 7x ? Q@PTR7 5 3 Q@PTR7 PPTR 7 PPTR / J?PM1.5 ?PM1QADDER , O>( PADDER D?PM1.5 #ADDER ?PM1.5%>" ?PM2Q@PTR7, P@ADDER76 3@ )WIDTHJ D?PM2T C^ ,h OPTRr PPTR| D?PM3 #PTR ?PM30 H?PM1 : X; X; Erase bitmap - cheating X; method X; ERASEBMQ?PM2 5 Q?PM2 5 Q>;;lda imm P?PM2 Q> P?PM2& PLOTMAP0 7: P?PM2D 7N P?PM2X :b PLAYER02l PLAYER12v PLAYER23 PLAYER33 X; X; Player-missile routines. #X; Includes player-missile init- X; ialization and startup. X; PMINITQ>5PLAYER0  P;;pmbase $> A ?PMI1PPLAYER09 PPLAYER29 PPLAYER09 2 H?PMI1 Q> P;;sizep0* P ;;sizep24 P ;;sizep3> Q>H P ;;sizemR Q>\ P ;;sizep1f Q>0p P;;hposp2z Q>Ȅ P;;hposp3 Q>x P;;hposp1 Q>| P;;hposm3 Q> P Q> P Q> P P :X;X; Put up player's ship.X;$ PUTSHIP.%>8?PS2QPLAYER8B PPLAYER09L2V3`)>j D?PS2t:~X; X; Move mother ship one unit. X; X position of center is inX; MOTHERX.X;MOVEMOMQMOTHERX, OMOTHERDX PMOTHERXR>  E?MMOM1Q> PMOTHERDX?MMOM1R>  D?MMOM2Q> PMOTHERDX(?MMOM2QMOTHERX2,<O>,FP;;hposm3P;ZS>dP;;hposp1n !ALIENxX;"X; Plot mother ship in player 1X; with y-coord .yX; PLOTMOMC5$>?PMOM1QMOTHER9 PPLAYER1823(> D?PMOM17,O>"?,Q>6PMISSILES8@Q>JPMISSILES8T:^X;hX; Plot left and right forcer!X; field generators in players| X; at .yX; PLOTGEN$>?PGEN1QLEFTGEN9 PPLAYER28QRIGHTGEN9 PPLAYER3823(>  D?PGEN1:X;"X; Plot up force field in colorX; .a and at FORCEYX;& PLOTFIELD05: %FORCEYD QTABLO8N PADDERX QTABHI8b,l O>5SCREENv PADDER%>&7?PFIELD1P@ADDER71 H?PFIELD1:X;"X; Put explosion number .x intoX; player's ship areaX; PUTEXP QTIMES79>%>^ ?PX1QSEXPLODE9 PPLAYER08 2*34)>e> D?PX1H:R(TIMES7 =====#=*=1=8=?\fX;pX; Movement routines for thezX; monsters.X; ?TEMP NEEDLEX NEEDLEY NEEDLEF  ?YT ?XTX;X; Move monster number .xX; MOVE1 QXTAB9P?XT QYTAB9P?YT QDYTAB9$ G?M11.#?YT8Q?YTBR>S;;bottomL H?M12VQ>` PDYTAB9j H?M12t ?M11"?YT~Q?YTRFORCEY;;check field H?M12Q> PDYTAB9 ?M12Q?XT, ODXTAB9P?XTR> H?M13Q> PDXTAB9?M13R>;;rt side  D?M1XQ> PDXTAB9( ?M1XQ?YT2 PYTAB9<Q?XTF PXTAB9P:ZX;d#X; Get monster coords for bitmapnX;xGETCOORDQYTAB9? &?TEMP QXTAB9;S>>:X;X; Plot monster number .x asX; bitmap in (.y.a)X;PLOTCPPTR 'PTR GETCOORD PLOTMAP $?TEMP":,X;6!X; Animate 12 monsters 1 cycle@ X; each.JX;T CYCLE^$> h?CYC1QDSTAB9;;Status 0?r F?CYC2|G?CYCM;;move if hereM>?;;get rightT? PAUDF3QEXPLTAB8;;explosion5QEXPLTAB8?7 PLOTC;;next expl. #DSTAB9 QDSTAB9R> D?CYC2 KILLMON "MONLEFT&Q>0 PAUDC3: !?CYC2D?CYCM MOVE1;;moveN Q>4SQUAREX %>5SQUAREb PLOTC;;drawl ?CYC20v I?CYC1QNEEDLEY;;Extra man here?F?CYCX;;No, go awayM>;;Yes, do next >;;sound QNEEDLES9 PAUDF4$>4NEEDLE;;Point to%>5NEEDLE;;bitmap&PTR 'PTR $NEEDLEX#NEEDLEY;;Move it%NEEDLEY;;Off the)>Y;;screen? D?NEED1;;No, draw it ERASEBM;;Yes, erase Q>;;And de-flag*PNEEDLEY;;it.4 PAUDC4>?CYCX:;;Exit here!!!H?NEED1!PLOTMAPRX;\!X; Initialize monster .x at x-fX; coord in .apX;zINITMONPXTAB9Q>  PYTAB9 QMOTHERDX %SKILL F?IMON1 QRANDOMM> H?IMON1Q>?IMON1PDXTAB9Q> PDYTAB9Q>PDSTAB9;;status here #MONHERE:$X;.X; Kill monster number .x8X;B KILLMONLQ>4SQUARE;;erase itVPPTR` Q>5SQUAREj PPTRt GETCOORD~ ERASEBM $?TEMPQ>PDSTAB9;;kill it "MONHERE ?KM1:X;!X; Init a new wave of monstersX;MONSTERS MONLEFT MONHERE INITWAVEQ>  PMONLEFT Q> PNEEDLEF PMONSTERS( PMONHERE2$> <?IWV1PXTAB9F0P I?IWV1Z:dX;n"X; Put a monster on at intervalxX; of $A5 or $85 movesX;ALIEN"ALCOUNT H?ALX QNEEDLEF H?AL0 QMONSTERSR>  F?AL0 QRANDOMM> H?AL0 QMOTHERX,O> PNEEDLEXQ>" PNEEDLEY, PNEEDLEF6Q>@ PAUDC4J H?ALST?AL0QMONHERE^R>h E?ALXr $MONSTERS|(>  E?ALX QMOTHERX INITMON #MONSTERS ?ALSQ> $SPEED F?ALPQ>e?ALPPALCOUNT ?ALX:#NEEDLES =(=P=x==x=P=(X;X; Player ship move routinesX; (also laser handling)X;&X;0X; Move player's ship one:X; cycle based on joystick.DX;NMOVESHIPQ|;;left stick?XH?MSHIP1;;no, do nextbQSHIPX;;can he go further?lR>vF?MSHIP1;;no, exit"SHIPX;;yes, do it ?MSHIP1Q};;check for right H?MSHIPX QSHIPXR> F?MSHIPX #SHIPX?MSHIPXQSHIPX,O>0P;;do the move:X;#X; Move player's laser one cycle #X; or check for fire if no laser X; is up X;*MISSILESPLAYER04MOVELASERQLASERY> F?CFIREH "LASERYR "LASERY\ "LASERYf $LASERYp &AUDF2zQ>PMISSILES9PMISSILES9PMISSILES9Q>PMISSILES9PMISSILES9PMISSILES9(> E?LEXIT CLRLASER?CFIREQSTRIG0 H?LEXIT QSHIPX,O> PLASERX$O>0.P;;hposm08Q>^B PLASERYLQ>V PAUDC2` ?LEXIT:jX;tX; Clear out laser.~X;CLRLASER$LASERYQ>PMISSILES9PMISSILES9PMISSILES9PMISSILES9PMISSILES9PMISSILES9 PLASERYQ>P;;AUDC2: LASERY   LASERX  SPEED  SKILL (X;2X; Routines for title page,<X; initialization, andFX; game startup.PX;ZdX;nX; Set up play screen:xX; 1. Clear screen memory.X; 2. Initialize playersX; 3. Do display listX; 4. Setup DLIX;PLAYSCRNQ>5SCREEN PADDER Q>4SCREEN PADDER?$>?PSCN1P@ADDER73 H?PSCN1 #ADDER0 H?PSCN1" PMINIT,Q>6P/@ VBWAITJQ>TP;;FORCE FIELD^Q>hP;;ALIENSrQ><|P;;EXPLOSION Q>4MAINDLP0 Q>5MAINDLP1Q>P;;gractlQ>4PLAYDLIPQ>5PLAYDLIP e;;SIOINVQ>.P/ : X; X; Display list interrupt for& X; play screen0 X;: PLAYDLI5D Q>N P ;;wsyncX Pb Q> l Pv 7 9 X; X; Wait for vertical blank. X; VBWAITQ ?VBW1R F?VBW1 : X; !X; Lower mother ship (for game X; startup) and init her vars X; LOWERMOMQ>! PMOTHERDX !Q>P! PAUDF1 !Q>H*! PAUDC14!?LMOM1%MOTHERDX>! PLOTMOMH! VBWAITR! VBWAIT\! VBWAITf! VBWAITp! VBWAITz! #MOTHERDX! QMOTHERDX!R>! D?LMOM1!Q>! PMOTHERDX!Q>P! PMOTHERX!Q>! PAUDC1!:!X;!$X; Lower generators to the proper!X; height and do fancy force"!X; field startup (with sound)."X;" ?FLEVL $"LOWERFORCE." CLRLASER8" $ROUNDB"QFORCELEV9L" PFORCEYV"Q>`" PAUDC1j"?LFOR1Q?FLEVLt" PAUDF1~";"S>"?" PLOTGEN" VBWAIT" VBWAIT" VBWAIT" #?FLEVL" Q?FLEVL";"S> " G?LFOR1" RFORCEY# D?LFOR1 # F?LFOR1#Q># PLOTFIELD(#Q>P2# PAUDF1<#$>F#?LFOR2QFORCETAB9P#PZ#L>`d# PAUDC1n# VBWAITx# VBWAIT# VBWAIT#2#(> # D?LFOR2#Q>d;;Force field#PAUDC1;;Background#Q>;;Sound effect# PAUDF1#:#'FORCETAB ==== = ===#*FORCELEV ==(=-=2=7=<=A=F=H#X;#!X; Put up and init player ship$X;$ DOSHIP$$>^"$ PUTSHIP,$Q>L6$ PSHIPX@$ Q>L0J$PT$ !CLRLASER^$X;h$%X; Combine it all into the startupr$X; sequence.|$X;$STARTUP$>$Q>$ ?S1P9$0$I?S1$ PNOSHIPS$ SHIPSLFT$ PLAYSCRN$ CLRSCR$ LOWERMOM$Q>$ P?FLEVL$ PROUND% LOWERFORCE%Q>% PNOSHIPS&% SHIPSLFT0% DOSHIP:% INITWAVED%P;;hitclrN% !MLOOPX%X;b% X; DLI routine for title pagel%X;v% TITLEDLI5%A%5%C%5%"%%> %$%?TDLI& ;;wsync%&%2%1% I?TDLI%7&? &7&> &7*&94&X;>&!X; Display title page and waitH&X; for START.R&X;\& DOTITLEf&Q>5CHARSETp&Pz&Q>&P/&P;;AUDCTL&P;;gractl& VBWAIT&Q>&P&Q>&P&Q>&P&Q>4TITLEDL&P0&Q>5TITLEDL'P1'Q>4TITLEDLI'P$'Q>5TITLEDLI.'P8'Q>B'P;;nmienL' PUTSKILLV'Q>*`'P/j' ?DTL1t' QSTRIG0~' H?DTL1.5' !STARTUP'?DTL1.5QМ'R>' H?DTL2' !STARTUP' ?DTL2R>' H?DTL3' QSKILL'N>' PSKILL'?DOCON PUTSKILL'?WTRELQ(R> ( H?WTREL( !?DTL1( ?DTL3R>(( H?DTL12( QSPEED<(N>F( PSPEEDP( I?DOCONZ(X;d("X; Put skill level and speed upn(X; on title page.x(X;( PUTSKILL( QSPEED(T?(T?(O>(>(%>(?PSK1QXSPEED9(PTITLEPGH8(0(1( I?PSK1( QSKILL)T?)T?)O>")>,)%>6)?PSK2QXSKILL9@)PTITLEPG\8J)0T)1^) I?PSK2h):r)XSPEED AslowfastA|)XSKILL AeasyhardA)X;)X; "You Win" sequence (...?))X;)WIN) CLRLASER;;No laser)Q><) PLASERY)?W0 VBWAIT;;Delay) MOVEMOM) MOVEMOM) "LASERY)I?W0)Q>;;Erase*$>*?WEPPLAYER29;;the*0;;Generators&*H?WE0*Q>;;Thrust:*PAUDC1;;soundD*Q>N* PAUDF1X*Q>ab*PLASERY;;Move ship upl*?W1$LASERYv* PUTSHIP* MOVEMOM* MOVEMOM* VBWAIT* "LASERY* QLASERY*R>*H?W1*Q>* PAUDC1*QSHIPX;;Line ship up*;;;with middle*S>;;of mother*M>+ PLASERY +?W2 MOVEMOM+ MOVEMOM + VBWAIT*+ QMOTHERX4+ RLASERY>+H?W2H+$>R+?W3 VBWAIT\+0f+I?W3p+B;;Clear stackz+!DHS+X;+X; Main loop inner cycle+X;+MAINCYCLEQ>+PM;;NO ATTRACT+?MC1Q ;;VCOUNT+R>+ H?MC1+ MOVEMOM+ MOVEMOM+ ?MC2Q +R>i+ D?MC2, CYCLE, HITMON,Q>$, PLOTFIELD., QMONLEFT8, H?ML0B, NXTLEVL,?ML0V,Q`,R>!j, H?MCYCXt,Q>~,P,Q>, PAUDC1, PAUDC2, PAUDC3, PAUDC4, ?ML1Q,R>!, H?ML1,Q>,P,Q>d, PAUDC1- ?MCYCX: -X;-X; Real main loop-X;(-MLOOP MAINCYCLE2- MOVESHIP<- MOVELASERF- HITSHIPP- !MLOOPZ-X;d- X; Scorekeeping and collisionn-X; detection routinesx-X;--X;-X; Check for missile-pf2- X; collision. If it's there,-X; clear it, find out which-X; monster is hit, and kill-X; it. Then decrement the-X; monsters left counter.-X;-HITMONQM0PF;;Did the laser-M>;;hit a monster?-F?HMX;;no, exit-PHITCLR;;clear collision.$> ;;check monsters.?HM0QLASERX;;to see which.;;;one was hit". SXTAB9,.R> ;;(monsters are6.D?HM2;; 9 wide)@.?HM10;;check next oneJ.I?HM0;;if possibleT.QNEEDLEY;;Was it the^.F?HMX;;needle?h.$>4NEEDLE;;Yes!r. %>5NEEDLE|.&PTR.'PTR;;Erase it. $NEEDLEX. %NEEDLEY. ERASEBM.Q>;;De-flag it. PNEEDLEY.PAUDC4;;De-noise it. CLRLASER.#NOSHIPS;;Extra man. SHIPSLFT.H?HMX;;branch always.?HM2QLASERY;;Now check the.;;;y-coordinate./S>;;x-coord is ok/SYTAB9;;if it gets here./ ABSVAL&/R> 0/ E?HM1:/QDSTAB9;;and it must beD/I?HM1;;alive too!N/Q>;;We found it!X/PDSTAB9;;start killing...b/ QXTAB9l/,;;adjustment forv/O>;;bitmap size/ PXTAB9/ ADDPTS;;give points/ CLRLASER;;and stop laser/Q>;;Death sound/ PAUDC3/ PAUDF3/ ?HMX:/X;/#X; Take the absolute value of .a/X;/ABSVALR>;;Set up flags/I?ABSX;;Positive, exit/N>;;Otherwise do0,;;two's-complement 0O>;;negative0 ?ABSX: 0X;*0 X; Lower force field by 8 and40X; prepare next level.>0X;H0NXTLEVQ>;;erase theR0 PLOTFIELD;;force field\0#ROUND;;next roundf0 QROUNDp0R> ;;Last one?z0 H?NL1;;No0!WIN;;Yes, game won0!?NL1 LOWERFORCE;;lower gens.0!INITWAVE;;setup monsters0X;0X; Clear score0X;0CLRSCRQ>;;Put0PSCORELN;;zeros0PSCORELN;;everywhere0PSCORELN0:0X;0X; Add 1 to score1X;1ADDSCR$>;;Last digit1;$1?ADS1QSCORELN9;;Add.1O>81R>;;Over 10?B1D?ADS2;;NoL1Q>V1?ADS2PSCORELN9`10j1 I?ADS1t1:~1X;1X; Add value in .a to score1X;1 ADDA?1?ADDA1 ADDSCR111 H?ADDA11:1X;1"X; Add points for hitting alien1X;1ADDPTS$ROUND1 QVALUES92 !ADDA 2(VALUES ======= ==2X;2 X; Check for player ship hit.(2X;22 HITSHIP<2QP0PF;;Ship hit?F2M>P2F?HSX;;no, exitZ2PHITCLR;;clear collisiond2 CLRLASER;;clear lasern2Q>;;and start meltingx2PEXPCOUNT;;player's ship2?HS0 MAINCYCLE2 MAINCYCLE;;move monsters2 MAINCYCLE;;and delay2 MAINCYCLE;;while melting2 MAINCYCLE;;the ship.2 $EXPCOUNT2 PUTEXP;;next melt...2 #EXPCOUNT2QEXPCOUNT;;and keep going2R> 2 D?HS02#EXPCOUNT;;Remove the2?HS.5$EXPCOUNT;;monsters3 KILLMON;;one by one3 "EXPCOUNT3 I?HS.5"3Q>;;no more on...,3 PMONHERE63Q> ;;but don't do@3;;;the whole waveJ3SMONLEFT;;again!T3 PMONSTERS^3"NOSHIPS;;lose a shiph3 QNOSHIPSr3GGOVER;;Game over!!!|3 SHIPSLFT3Q>L3PSHIPX;;center ship3 Q>L03 PHPOSP03 PHITCLR3!DOSHIP;;and plot it3 ?HSX:3X;3X; Game over3X;3 GOVER7373Q>;;DMA off4P/4 PAUDC14 PAUDC2&4 PAUDC304 PAUDC4:4 VBWAITD4Q>4GODL;;Game OverN4P0;;displayX4Q>5GODL;;(simple, butb4P1;;it'll do...)l4 DHS$>v4?GV1QSCORELN9;;Update4 L>;;Last4PTITLEPG.9;;Score4 0;;display4 I?GV14 ?GV224(>4 F?GV44QTITLEPG79;;Hi-score?4RTITLEPG.94D?GV3;;Nope...4 F?GV24 H?GV44?GV3$>;;Yep...5?GV3.5QTITLEPG.9 5PTITLEPG7950 5 I?GV3.5*5?GV445Q>*>5P/H5Q>R5P\5$>@;;Wait a bitf5?GO1 VBWAITp50z5 H?GO15!DOTITLE;;and go back5X;5X; Display ships left.5X;5NOSHIPS 5 SHIPSLFT5Q> ;;Ship symb.5$>5?SLF2(NOSHIPS5 D?SLF35Q>5?SLF3PSCORELN9526(>6 H?SLF26:$6X;.6X; Shapes for various items86X; in game.B6X;L6V6X;`6X; First are the shapes thatj6X; go in players.t6X; 1. Player ship~6X; 2. Mother ship6#X; 3. Left force field generator6X; 4. Right " " "6!X; 5-. Explosion data for ship6#X; (10 cycles, 7 bytes each)6X;6"PLAYER =<=$=====6MOTHER ==<=B=Z==6)LEFTGEN =====<====6*RIGHTGEN =====<====6 SEXPLODE6 =Z=<====6 =B=<=<===7 ==<=$===~ 7 ===<=$==7 ====<==7 =====~=(7 =====<=~27 ======<<7 ======F7 ======P7X;Z7X; Bitmaps for aliens.d7X;n7SQUARE =;;height,widthx7 SHIFT17 SHIFT27 SHIFT37 SHIFT47 SHIFT17 =7 ===7 =3==7 =?==7 ===7 =0= =7 SHIFT27 =7 ===8 = ==8 ===8 ==="8 = ==,8 SHIFT368 =@8 ===J8 ===T8 ==?=^8 ===h8 ===r8 SHIFT4|8 =8 ==?=8 ===08 ===8 ==?=8 ===08 =8X;8X; Bitmap EXPL18X;8EXPL1 =8# EXPL10=EXPL11=EXPL12=EXPL138 EXPL108 ==9 =P=9 =T=9 =D=&9 =P=09 ==:9 EXPL11D9 ==N9 =T=X9 =U=b9 =Q=l9 =T=v9 ==9 EXPL129 ==9 =U=9 ==@9 =T=@9 =U=9 ==@9 EXPL139 ==9 ==@9 =E=P9 =U=9 ==@: =@= :X;:X; Bitmap EXPL2 :X;*:EXPL2 =4:# EXPL20=EXPL21=EXPL22=EXPL23>: EXPL20H: ==R: =P=\: =T=f: ==p: =P=z: ==: EXPL21: ==: =T=: ==: =A=: =T=: ==: EXPL22: ==: =U=: ==@: =P=@: =U=; ==; EXPL23; ==$; ==@.; =A=P8; =T=B; ==@L; ==V;X;`;X; Bitmap EXPL3j;X;t;EXPL3 =~;# EXPL30=EXPL31=EXPL32=EXPL33; EXPL30; ==; =P=; ==; ==; =P=; EXPL31; ==; =T=; ==; ==; =T=< EXPL32 < ==< =U=< ==@(< =@=@2< =U=<< EXPL33F< ==P< ==@Z< =@=Pd< =P=n< ==@x<X;<X; Bitmap EXPL4<X;<EXPL4 =<# EXPL40=EXPL41=EXPL42=EXPL43< EXPL40< ==< =P=< ==< ==< ==< EXPL41< ==< =T== === === =="= EXPL42,= ==6= =U=@= ==@J= ==@T= =A=^= EXPL43h= ==r= ==@|= =@== =@== ==@=X;=X; Bitmap EXPL5=X;=EXPL5 ==# EXPL50=EXPL51=EXPL52=EXPL53= EXPL50= === =P== === === ==> EXPL51> ==> =T=&> ==0> ==:> ==D> EXPL52N> ==X> =U=b> ==@l> ==@v> ==> EXPL53> ==> ==@> =@=> =@=> ==>X;>X; Bitmap EXPL6>X;>EXPL6 =># EXPL60=EXPL61=EXPL62=EXPL63> EXPL60> ==? =P= ? ==? == ? EXPL61*? ==4? =T=>? ==H? ==R? EXPL62\? ==f? =U=p? ==@z? ==? EXPL63? ==? ==@? =@=? ==?X;?X; Bitmap EXPL7?X;?EXPL7 =?# EXPL70=EXPL71=EXPL72=EXPL73? EXPL70? ==? =P=@ ==@ EXPL71@ ==$@ =T=.@ ==8@ EXPL72B@ ==L@ =U=V@ ==`@ EXPL73j@ ==t@ ==@~@ ==@X;@X; Bitmap EXPL8@X;@EXPL8 =@# EXPL80=EXPL81=EXPL82=EXPL83@ EXPL80@ ==@ =@=@ EXPL81@ ==@ =P=@ EXPL82A == A ==A EXPL83A ==(A ==2AX;