Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
229 lines
6.3 KiB
C
229 lines
6.3 KiB
C
// ____________________________
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// ██▀▀█▀▀██▀▀▀▀▀▀▀█▀▀█ │ ▄▄▄ ▄▄
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// ██ ▀ █▄ ▀██▄ ▀ ▄█ ▄▀▀ █ │ ▀█▄ ▄▀██ ▄█▄█ ██▀▄ ██ ▄███
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// █ █ █ ▀▀ ▄█ █ █ ▀▄█ █▄ │ ▄▄█▀ ▀▄██ ██ █ ██▀ ▀█▄ ▀█▄▄
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// ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀────────┘ ▀▀
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// VGM format sample
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//─────────────────────────────────────────────────────────────────────────────
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#include "msxgl.h"
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#include "device/wavegame.h"
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//=============================================================================
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// DEFINES
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//=============================================================================
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// Library's logo
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#define MSX_GL "\x02\x03\x04\x05"
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#define PLAYER_Y 4
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// VGM music entry
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struct MusicEntry
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{
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const c8* Name;
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u16 Song;
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};
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// Player button entry
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struct ButtonEntry
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{
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u8 Char;
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callback Func;
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};
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// Button callbacks
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void ButtonPlay();
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void ButtonPause();
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void ButtonStop();
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void ButtonPrev();
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void ButtonNext();
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void ButtonLoop();
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//=============================================================================
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// READ-ONLY DATA
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//=============================================================================
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// Fonts
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#include "font/font_mgl_sample8.h"
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// Animation characters
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const u8 g_ChrAnim[] = { '|', '\\', '-', '/' };
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// Music list
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const struct MusicEntry g_MusicEntry[] =
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{
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{ "Black Fly ", 0 },
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{ "Funky Junky", 1 },
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{ "TechTalk ", 2 },
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};
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// Player button list
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const struct ButtonEntry g_ButtonEntry[] =
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{
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{ 0x80, ButtonPlay },
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{ 0xB8, ButtonPause },
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{ 0xB9, ButtonStop },
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{ 0xBB, ButtonPrev },
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{ 0xBA, ButtonNext },
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{ 0xBE, ButtonLoop },
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};
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// Color shade
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const u8 g_ColorBlink[4] = { COLOR_LIGHT_RED, COLOR_MEDIUM_RED, COLOR_DARK_RED, COLOR_MEDIUM_RED };
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//=============================================================================
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// MEMORY DATA
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//=============================================================================
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u8 g_CurrentMusic = 0;
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u8 g_CurrentButton;
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bool g_DoLoop = TRUE;
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//=============================================================================
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// HELPER FUNCTIONS
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//=============================================================================
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//-----------------------------------------------------------------------------
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//
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void SetMusic(u8 idx)
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{
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g_CurrentMusic = idx;
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const struct MusicEntry* entry = &g_MusicEntry[idx];
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WaveGame_Play(entry->Song, g_DoLoop);
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Print_SetPosition(0, 2);
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Print_DrawFormat("%i/%i %s", 1 + idx, numberof(g_MusicEntry), entry->Name);
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}
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//-----------------------------------------------------------------------------
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//
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void ButtonPlay()
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{
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WaveGame_Continue();
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}
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//-----------------------------------------------------------------------------
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//
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void ButtonPause()
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{
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WaveGame_Pause();
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}
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//-----------------------------------------------------------------------------
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//
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void ButtonStop()
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{
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WaveGame_Stop();
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}
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//-----------------------------------------------------------------------------
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//
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void ButtonPrev()
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{
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if (g_CurrentMusic > 0)
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SetMusic(g_CurrentMusic - 1);
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}
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//-----------------------------------------------------------------------------
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//
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void ButtonNext()
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{
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if (g_CurrentMusic < numberof(g_MusicEntry) - 1)
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SetMusic(g_CurrentMusic + 1);
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}
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//-----------------------------------------------------------------------------
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//
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void ButtonLoop()
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{
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g_DoLoop = 1 - g_DoLoop;
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}
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//-----------------------------------------------------------------------------
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//
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void SetCursor(u8 id)
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{
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g_CurrentButton = id % 6;
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VDP_SetSpriteSM1(0, 8 + 16*g_CurrentButton, ((PLAYER_Y+1)*8)-1, g_ButtonEntry[g_CurrentButton].Char, COLOR_LIGHT_RED);
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}
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//=============================================================================
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// MAIN LOOP
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//=============================================================================
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//-----------------------------------------------------------------------------
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// Program entry point
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void main()
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{
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// Initialize screen
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VDP_SetMode(VDP_MODE_SCREEN1);
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VDP_SetColor2(COLOR_BLACK, COLOR_WHITE);
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VDP_ClearVRAM();
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VDP_EnableVBlank(TRUE);
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// Initialize font
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Print_SetTextFont(g_Font_MGL_Sample8, 1); // Initialize font
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Print_DrawText(MSX_GL " WAVEGAME SAMPLE");
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Print_DrawLineH(0, 1, 32);
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// Decode VGM header
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SetMusic(0);
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Print_DrawBox(0, PLAYER_Y, numberof(g_ButtonEntry) * 2 + 1, 3);
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for (u8 i = 0; i < numberof(g_ButtonEntry); ++i)
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{
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Print_DrawCharAt(1 + 2 * i, PLAYER_Y+1, g_ButtonEntry[i].Char);
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}
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if (WaveGame_GetVersion() == 1)
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Print_DrawTextAt(0, 8, "Valid MSX Pico detected");
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else
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Print_DrawTextAt(0, 8, "No valid MSX Pico detected!\nYou need firmware 1.50+ or 2.07+");
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Print_DrawTextAt(0, 12, "Loop:\n");
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// Footer
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Print_DrawLineH(0, 22, 32);
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Print_DrawTextAt(0, 23, "\x8D:Button \x83:Action");
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//-------------------------------------------------------------------------
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// Sprite
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VDP_SetSpriteFlag(VDP_SPRITE_SIZE_8 + VDP_SPRITE_SCALE_1);
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VDP_LoadSpritePattern(g_Font_MGL_Sample8 + 4, 0, g_Font_MGL_Sample8[3] - g_Font_MGL_Sample8[2]);
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SetCursor(4);
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u8 prevRow8 = 0xFF;
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u8 count = 0;
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while (1)
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{
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Halt();
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VDP_SetSpriteColorSM1(0, g_ColorBlink[(count >> 2) & 0x03]);
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Print_DrawCharAt(8, 12, g_DoLoop ? 0xC : 0xB);
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Print_DrawCharAt(31, 0, g_ChrAnim[count++ & 0x03]);
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// Handle input
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u8 row8 = Keyboard_Read(8);
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// Change button
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if (IS_KEY_PRESSED(row8, KEY_RIGHT) && !IS_KEY_PRESSED(prevRow8, KEY_RIGHT))
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{
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SetCursor(g_CurrentButton < 5 ? g_CurrentButton + 1 : 0);
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}
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else if (IS_KEY_PRESSED(row8, KEY_LEFT) && !IS_KEY_PRESSED(prevRow8, KEY_LEFT))
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{
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SetCursor(g_CurrentButton > 0 ? g_CurrentButton - 1 : 5);
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}
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// Activate button
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if (IS_KEY_PRESSED(row8, KEY_SPACE) && !IS_KEY_PRESSED(prevRow8, KEY_SPACE))
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{
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g_ButtonEntry[g_CurrentButton].Func();
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}
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prevRow8 = row8;
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}
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} |