Simplify defines/constants
parent
3c187e26d7
commit
b8fb494ffd
111
src/main.asm
111
src/main.asm
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@ -6,7 +6,6 @@ PPU_CTRL_REG1 = $2000
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PPU_CTRL_REG2 = $2001
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PPU_STATUS = $2002
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PPU_SPR_ADDR = $2003
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PPU_SPR_DATA = $2004
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PPU_SCROLL_REG = $2005
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PPU_ADDRESS = $2006
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PPU_DATA = $2007
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@ -21,7 +20,6 @@ SND_MASTERCTRL_REG = $4015
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SPR_DMA = $4014
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JOYPAD_PORT = $4016
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JOYPAD_PORT1 = $4016
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JOYPAD_PORT2 = $4017
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; GAME SPECIFIC DEFINES
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@ -219,10 +217,7 @@ CoinTallyFor1Ups = $0748
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OffscreenPlayerInfo = $0761
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OffScr_NumberofLives = $0761 ; used by offscreen player
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OffScr_HalfwayPage = $0762
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OffScr_LevelNumber = $0763
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OffScr_Hidden1UpFlag = $0764
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OffScr_CoinTally = $0765
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OffScr_WorldNumber = $0766
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OffScr_AreaNumber = $0767
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@ -325,7 +320,6 @@ Bubble_Rel_YPos = $03bb
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Block_Rel_YPos = $03bc
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Misc_Rel_YPos = $03be
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SprObject_SprAttrib = $03c4
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Player_SprAttrib = $03c4
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Enemy_SprAttrib = $03c5
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@ -533,7 +527,6 @@ AltRegContentFlag = $07ca
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; sound effects constants
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Sfx_SmallJump = %10000000
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Sfx_Flagpole = %01000000
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Sfx_Fireball = %00100000
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Sfx_PipeDown_Injury = %00010000
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Sfx_EnemySmack = %00001000
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@ -567,7 +560,6 @@ GroundMusic = %00000001
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TimeRunningOutMusic = %01000000
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EndOfLevelMusic = %00100000
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AltGameOverMusic = %00010000
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EndOfCastleMusic = %00001000
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VictoryMusic = %00000100
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GameOverMusic = %00000010
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@ -587,8 +579,6 @@ RedCheepCheep = $0b
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Podoboo = $0c
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PiranhaPlant = $0d
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GreenParatroopaJump = $0e
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RedParatroopa = $0f
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GreenParatroopaFly = $10
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Lakitu = $11
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Spiny = $12
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FlyCheepCheepFrenzy = $14
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@ -609,37 +599,24 @@ TallEnemy = $09
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; other constants
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World1 = 0
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World2 = 1
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World3 = 2
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World4 = 3
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World5 = 4
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World6 = 5
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World7 = 6
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World8 = 7
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Level1 = 0
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Level2 = 1
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Level3 = 2
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Level4 = 3
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WarmBootOffset = <$07d6
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ColdBootOffset = <$07fe
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TitleScreenDataOffset = $1ec0
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SoundMemory = $07b0
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SwimTileRepOffset = PlayerGraphicsTable + $9e
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MusicHeaderOffsetData = MusicHeaderData - 1
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MHD = MusicHeaderData
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A_Button = %10000000
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B_Button = %01000000
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Select_Button = %00100000
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Start_Button = %00010000
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Up_Dir = %00001000
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Down_Dir = %00000100
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Left_Dir = %00000010
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Right_Dir = %00000001
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GameModeValue = 1 ; TitleScreenModeValue = 0 is not needed
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GameModeValue = 1
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VictoryModeValue = 2
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GameOverModeValue = 3
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@ -15134,7 +15111,7 @@ SwimKT:
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lda PlayerSize ; check player's size
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beq BigKTS ; if big, use first tile
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lda Sprite_Tilenumber+24,y ; check tile number of seventh/eighth sprite
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cmp SwimTileRepOffset ; against tile number in player graphics table
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cmp PlayerGraphicsTable+$9e ; against tile number in player graphics table
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beq ExPGH ; if spr7/spr8 tile number = value, branch to leave
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inx ; otherwise increment X for second tile
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BigKTS:
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@ -16382,7 +16359,7 @@ FindEventMusicHeader:
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bcc FindEventMusicHeader
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LoadHeader:
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lda MusicHeaderOffsetData,y ; load offset for header
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lda MusicHeaderData-1,y ; load offset for header
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tay
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lda MusicHeaderData,y ; now load the header
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sta NoteLenLookupTblOfs
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@ -16694,41 +16671,57 @@ LoadWaterEventMusEnvData:
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; music header offsets
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MusicHeaderData:
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.byte DeathMusHdr-MHD ; event music
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.byte GameOverMusHdr-MHD
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.byte VictoryMusHdr-MHD
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.byte WinCastleMusHdr-MHD
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.byte GameOverMusHdr-MHD
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.byte EndOfLevelMusHdr-MHD
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.byte TimeRunningOutHdr-MHD
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.byte SilenceHdr-MHD
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.byte DeathMusHdr-MusicHeaderData ; event music
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.byte GameOverMusHdr-MusicHeaderData
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.byte VictoryMusHdr-MusicHeaderData
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.byte WinCastleMusHdr-MusicHeaderData
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.byte GameOverMusHdr-MusicHeaderData
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.byte EndOfLevelMusHdr-MusicHeaderData
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.byte TimeRunningOutHdr-MusicHeaderData
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.byte SilenceHdr-MusicHeaderData
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.byte GroundLevelPart1Hdr-MHD ; area music
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.byte WaterMusHdr-MHD
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.byte UndergroundMusHdr-MHD
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.byte CastleMusHdr-MHD
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.byte Star_CloudHdr-MHD
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.byte GroundLevelLeadInHdr-MHD
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.byte Star_CloudHdr-MHD
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.byte SilenceHdr-MHD
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.byte GroundLevelPart1Hdr-MusicHeaderData ; area music
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.byte WaterMusHdr-MusicHeaderData
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.byte UndergroundMusHdr-MusicHeaderData
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.byte CastleMusHdr-MusicHeaderData
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.byte Star_CloudHdr-MusicHeaderData
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.byte GroundLevelLeadInHdr-MusicHeaderData
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.byte Star_CloudHdr-MusicHeaderData
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.byte SilenceHdr-MusicHeaderData
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.byte GroundLevelLeadInHdr-MHD ; ground level music layout
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.byte GroundLevelPart1Hdr-MHD, GroundLevelPart1Hdr-MHD
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.byte GroundLevelPart2AHdr-MHD, GroundLevelPart2BHdr-MHD
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.byte GroundLevelPart2AHdr-MHD, GroundLevelPart2CHdr-MHD
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.byte GroundLevelPart2AHdr-MHD, GroundLevelPart2BHdr-MHD
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.byte GroundLevelPart2AHdr-MHD, GroundLevelPart2CHdr-MHD
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.byte GroundLevelPart3AHdr-MHD, GroundLevelPart3BHdr-MHD
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.byte GroundLevelPart3AHdr-MHD, GroundLevelLeadInHdr-MHD
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.byte GroundLevelPart1Hdr-MHD, GroundLevelPart1Hdr-MHD
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.byte GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD
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.byte GroundLevelPart4AHdr-MHD, GroundLevelPart4CHdr-MHD
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.byte GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD
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.byte GroundLevelPart4AHdr-MHD, GroundLevelPart4CHdr-MHD
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.byte GroundLevelPart3AHdr-MHD, GroundLevelPart3BHdr-MHD
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.byte GroundLevelPart3AHdr-MHD, GroundLevelLeadInHdr-MHD
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.byte GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD
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.byte GroundLevelPart4AHdr-MHD, GroundLevelPart4CHdr-MHD
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.byte GroundLevelLeadInHdr-MusicHeaderData ; ground level music layout
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.byte GroundLevelPart1Hdr-MusicHeaderData
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.byte GroundLevelPart1Hdr-MusicHeaderData
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.byte GroundLevelPart2AHdr-MusicHeaderData
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.byte GroundLevelPart2BHdr-MusicHeaderData
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.byte GroundLevelPart2AHdr-MusicHeaderData
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.byte GroundLevelPart2CHdr-MusicHeaderData
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.byte GroundLevelPart2AHdr-MusicHeaderData
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.byte GroundLevelPart2BHdr-MusicHeaderData
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.byte GroundLevelPart2AHdr-MusicHeaderData
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.byte GroundLevelPart2CHdr-MusicHeaderData
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.byte GroundLevelPart3AHdr-MusicHeaderData
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.byte GroundLevelPart3BHdr-MusicHeaderData
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.byte GroundLevelPart3AHdr-MusicHeaderData
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.byte GroundLevelLeadInHdr-MusicHeaderData
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.byte GroundLevelPart1Hdr-MusicHeaderData
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.byte GroundLevelPart1Hdr-MusicHeaderData
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.byte GroundLevelPart4AHdr-MusicHeaderData
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.byte GroundLevelPart4BHdr-MusicHeaderData
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.byte GroundLevelPart4AHdr-MusicHeaderData
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.byte GroundLevelPart4CHdr-MusicHeaderData
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.byte GroundLevelPart4AHdr-MusicHeaderData
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.byte GroundLevelPart4BHdr-MusicHeaderData
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.byte GroundLevelPart4AHdr-MusicHeaderData
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.byte GroundLevelPart4CHdr-MusicHeaderData
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.byte GroundLevelPart3AHdr-MusicHeaderData
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.byte GroundLevelPart3BHdr-MusicHeaderData
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.byte GroundLevelPart3AHdr-MusicHeaderData
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.byte GroundLevelLeadInHdr-MusicHeaderData
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.byte GroundLevelPart4AHdr-MusicHeaderData
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.byte GroundLevelPart4BHdr-MusicHeaderData
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.byte GroundLevelPart4AHdr-MusicHeaderData
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.byte GroundLevelPart4CHdr-MusicHeaderData
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; music headers
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; header format is as follows:
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