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raycast.lua
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raycast.lua
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-- title: Raycast Engine Demo
-- author: Wojciech Graj
-- desc: Demo of a WolfenStein3D-style raycast engine with variable-height walls.
-- script: lua
-- input: gamepad
Entity = {
pos_x = 0,
pos_y = 0,
dir_x = -1,
dir_y = 0,
plane_x = 0,
plane_y = 0.8,
speed_rot = 0,
speed_move = 0,
}
Entity.__index = Entity
function Entity.new(pos_x, pos_y, speed_rot, speed_move)
local self = setmetatable({}, Entity)
self.pos_x = pos_x
self.pos_y = pos_y
self.speed_rot = speed_rot
self.speed_move = speed_move
return self
end
function Entity:rotate(delta)
local speed = self.speed_rot * delta
local old_dir_x = self.dir_x
local math_cos = math.cos
local math_sin = math.sin
self.dir_x = self.dir_x * math_cos(speed) - self.dir_y * math_sin(speed)
self.dir_y = old_dir_x * math_sin(speed) + self.dir_y * math_cos(speed)
local old_plane_x = self.plane_x
self.plane_x = self.plane_x * math_cos(speed) - self.plane_y * math_sin(speed)
self.plane_y = old_plane_x * math_sin(speed) + self.plane_y * math_cos(speed)
end
function Entity:move(delta)
local speed = self.speed_move * delta
local math_floor = math.floor
if mget(math_floor(self.pos_x + self.dir_x * speed), math_floor(self.pos_y)) == 0 then
self.pos_x = self.pos_x + self.dir_x * speed
end
if mget(math_floor(self.pos_x), math_floor(self.pos_y + self.dir_y * speed)) == 0 then
self.pos_y = self.pos_y + self.dir_y * speed
end
end
Player = {
}
Player.__index = Player
setmetatable(Player, Entity)
function Player.new(pos_x, pos_y, speed_rot, speed_move)
local self = setmetatable({}, Player)
self.pos_x = pos_x
self.pos_y = pos_y
self.speed_rot = speed_rot
self.speed_move = speed_move
return self
end
function Player:process(delta)
if btn(2) then
self:rotate(delta)
elseif btn(3) then
self:rotate(-delta)
end
if btn(0) then
self:move(delta)
elseif btn(1) then
self:move(-delta)
end
end
Sprite = {
pos_x = 0,
pos_y = 0,
tex_id = 0,
scl_horiz = 1,
scl_vert = 1,
offset_vert = 0, --from 0.5 (floor) to -0.5 (ceiling)
screen_offset_vert = 0,
dist = 0, --Distance to player (negative if not in viewing triangle)
screen_x = 0,
SCREEN_WIDTH = 0,
SCREEN_HEIGHT = 0,
draw_start_y = 0,
draw_end_y = 0,
draw_start_x = 0,
draw_end_x = 0,
}
Sprite.__index = Sprite
function Sprite.new(pos_x, pos_y, tex_id, scl_horiz, scl_vert, offset_vert)
local self = setmetatable({}, Sprite)
self.pos_x = pos_x
self.pos_y = pos_y
self.tex_id = tex_id
self.scl_horiz = scl_horiz
self.scl_vert = scl_vert
self.offset_vert = offset_vert
return self
end
function Sprite:process(inv_det)
local SCREEN_WIDTH = g_SCREEN_WIDTH
local SCREEN_HEIGHT = g_SCREEN_HEIGHT
local SCREEN_HALF_HEIGHT = SCREEN_HEIGHT / 2
local player = g_player
local math_abs = math.abs
local rel_x = self.pos_x - player.pos_x
local rel_y = self.pos_y - player.pos_y
self.dist = math.sqrt(rel_x * rel_x + rel_y * rel_y)
local trans_y = inv_det * (player.plane_x * rel_y - player.plane_y * rel_x)
if trans_y <= 0 then
self.dist = -self.dist
return
end
local trans_x = inv_det * (player.dir_y * rel_x - player.dir_x * rel_y)
self.screen_x = math.floor((SCREEN_WIDTH * 0.5) * (1 + trans_x / trans_y))
self.SCREEN_WIDTH = math_abs(SCREEN_HEIGHT // trans_y) // self.scl_horiz
self.draw_start_x = self.screen_x - self.SCREEN_WIDTH // 2
if self.draw_start_x < 0 then
self.draw_start_x = 0
elseif self.draw_start_x >= SCREEN_WIDTH then
self.dist = -self.dist
return
end
self.draw_end_x = self.screen_x + self.SCREEN_WIDTH // 2
if self.draw_end_x >= SCREEN_WIDTH then
self.draw_end_x = SCREEN_WIDTH - 1
elseif self.draw_end_x < 0 then
self.dist = -self.dist
return
end
self.SCREEN_HEIGHT = math_abs(SCREEN_HEIGHT // trans_y) // self.scl_vert
self.screen_offset_vert = SCREEN_HALF_HEIGHT * self.offset_vert // trans_y
self.draw_start_y = SCREEN_HALF_HEIGHT - self.SCREEN_HEIGHT // 2 + self.screen_offset_vert
if self.draw_start_y < 0 then
self.draw_start_y = 0
end
self.draw_end_y = SCREEN_HALF_HEIGHT + self.SCREEN_HEIGHT // 2 + self.screen_offset_vert
if self.draw_end_y >= SCREEN_HEIGHT then
self.draw_end_y = SCREEN_HEIGHT - 1
end
end
function get_tex_pixel(offset, id, x, y)
return peek4(offset + 0x40 * (id + 16 * (y // 8) + x // 8) + 0x8 * (y % 8) + (x % 8))
end
function init()
g_SCREEN_WIDTH = 240
g_SCREEN_HEIGHT = 136
g_DEBUG = true
g_TEX_WIDTH = 16
g_TEX_HEIGHT = 16
g_SPRITE_SIZES = {
[0]={16,16},
[2]={16,16},
}
g_TEX_MAP = {
[1]=1,
[2]=3,
[3]=5,
[4]=7,
[5]=9,
}
g_player = Player.new(22, 12, 0.001, 0.003)
g_prev_time = 0
g_sprites = {
Sprite.new(12, 13, 0, 2, 2, 0.5),
Sprite.new(12.5, 12.5, 0, 2, 2, 0.5),
Sprite.new(13, 13, 0, 2, 2, 0.5),
Sprite.new(18.5, 6.5, 2, 2, 1, 0.125),
}
g_settings = {
floor_ceil = true,
interlace = 2, --disabled=g_interlace>=2
}
end
init()
function TIC()
local t = time()
local delta = t - g_prev_time --msec since last frame
g_prev_time = t
local SCREEN_WIDTH = g_SCREEN_WIDTH
local SCREEN_HEIGHT = g_SCREEN_HEIGHT
local SCREEN_HALF_HEIGHT = SCREEN_HEIGHT // 2
local TEX_WIDTH = g_TEX_WIDTH
local TEX_HEIGHT = g_TEX_HEIGHT
local SPRITE_SIZES = g_SPRITE_SIZES
local TEX_MAP = g_TEX_MAP
local player = g_player
local sprites = g_sprites
local settings = g_settings
local math_floor = math.floor
local math_abs = math.abs
local start_vline
local step_vline
if settings.interlace >= 2 then
start_vline = 0
step_vline = 1
cls(0)
else
start_vline = (settings.interlace + 1) % 2
settings.interlace = start_vline
step_vline = 2
for x=start_vline,SCREEN_WIDTH-1,step_vline do
for y=0,SCREEN_HEIGHT-1 do
pix(x, y, 0)
end
end
end
-- game logic
t = time()
player:process(delta)
if btnp(4) then
if settings.interlace >= 2 then
settings.interlace = 0
else
settings.interlace = 2
end
end
if btnp(5) then
settings.floor_ceil = not settings.floor_ceil
end
local t_temp = time()
local t_logic = t_temp - t
t = t_temp
-- drawing
local inv_det = 1 / (player.plane_x * player.dir_y - player.dir_x * player.plane_y)
local visible_sprites = {}
for key,sprite in pairs(sprites) do
sprite:process(inv_det)
if sprite.dist > 0 then
visible_sprites[#visible_sprites+1] = sprite
end
end
table.sort(visible_sprites, function(a,b) return a.dist < b.dist end)
local num_visible_sprites = #visible_sprites
-- draw walls and sprites
for x=start_vline,SCREEN_WIDTH-1,step_vline do
local camera_x = 2 * x / SCREEN_WIDTH - 1
local ray_dir_x = player.dir_x + player.plane_x * camera_x
local ray_dir_y = player.dir_y + player.plane_y * camera_x
local map_x = math_floor(player.pos_x)
local map_y = math_floor(player.pos_y)
local delta_dist_x = math_abs(1 / ray_dir_x)
local delta_dist_y = math_abs(1 / ray_dir_y)
local step_x
local side_dist_x
if ray_dir_x < 0 then
step_x = -1
side_dist_x = (player.pos_x - map_x) * delta_dist_x
else
step_x = 1
side_dist_x = (map_x + 1.0 - player.pos_x) * delta_dist_x
end
local step_y
local side_dist_y
if ray_dir_y < 0 then
step_y = -1
side_dist_y = (player.pos_y - map_y) * delta_dist_y
else
step_y = 1
side_dist_y = (map_y + 1.0 - player.pos_y) * delta_dist_y
end
local current_sprite = 1
local not_hit_full_wall = true
local prev_draw_start = SCREEN_HEIGHT
while not_hit_full_wall do
-- Get next wall tile using DDA
local side
local tile_data
while true do
if side_dist_x < side_dist_y then
side_dist_x = side_dist_x + delta_dist_x
map_x = map_x + step_x
side = 0
else
side_dist_y = side_dist_y + delta_dist_y
map_y = map_y + step_y
side = 1
end
tile_data = mget(map_x, map_y)
if tile_data > 0 then
break
end
end
local perp_wall_dist
if side == 0 then
perp_wall_dist = (map_x - player.pos_x + (1 - step_x) * 0.5) / ray_dir_x
else
perp_wall_dist = (map_y - player.pos_y + (1 - step_y) * 0.5) / ray_dir_y
end
--draw sprites
for sprite_idx=current_sprite,num_visible_sprites do
local sprite = visible_sprites[sprite_idx]
if sprite.dist >= perp_wall_dist then
break
end
current_sprite = sprite_idx + 1
if x >= sprite.draw_start_x and x <= sprite.draw_end_x then
local sprite_size = SPRITE_SIZES[sprite.tex_id]
local a = sprite_size[2] / sprite.SCREEN_HEIGHT
local sprite_tex_x = math_floor((x - (sprite.screen_x - sprite.SCREEN_WIDTH / 2)) * sprite_size[1] / sprite.SCREEN_WIDTH) % sprite_size[1]
for y=sprite.draw_start_y,sprite.draw_end_y do
local tex_y = math_floor((y - sprite.screen_offset_vert - SCREEN_HALF_HEIGHT + sprite.SCREEN_HEIGHT / 2) * a) % sprite_size[2]
local color = get_tex_pixel(0xC000, sprite.tex_id, sprite_tex_x, tex_y)
if color > 0 and pix(x, y) == 0 then
pix(x, y, color)
end
end
end
end
--draw wall
local tile_height = tile_data // 16 / 16 -- 0=full height, 1=no height
if tile_height == 0 then
not_hit_full_wall = false
end
local line_height = SCREEN_HEIGHT // perp_wall_dist
local draw_start = SCREEN_HALF_HEIGHT + math_floor(line_height * (tile_height - 0.5)) + 1
if draw_start < 0 then
draw_start = 0
elseif draw_start >= SCREEN_HEIGHT then
draw_start = SCREEN_HEIGHT - 1
end
local draw_end = SCREEN_HALF_HEIGHT + line_height // 2 - 1
if draw_end > prev_draw_start then
draw_end = prev_draw_start
elseif draw_end >= SCREEN_HEIGHT then
draw_end = SCREEN_HEIGHT - 1
end
local wall_x
if side == 0 then
wall_x = player.pos_y + perp_wall_dist * ray_dir_y
else
wall_x = player.pos_x + perp_wall_dist * ray_dir_x
end
wall_x = wall_x - math_floor(wall_x)
local tex_id = TEX_MAP[tile_data % 16]
local tex_x = math_floor(wall_x * TEX_WIDTH)
local step_tex = TEX_HEIGHT / line_height
local testart_vline = (draw_start - SCREEN_HALF_HEIGHT + line_height * 0.5) * step_tex
for y=draw_start,draw_end do
if pix(x, y) == 0 then
local tex_y = math_floor(testart_vline + step_tex * (y - draw_start)) % TEX_HEIGHT
pix(x, y, get_tex_pixel(0x8000, tex_id, tex_x, tex_y))
end
end
--draw top of variable-height walls
if tile_height > 0.5 then
if side_dist_x < side_dist_y then
perp_wall_dist = (map_x + step_x - player.pos_x + (1 - step_x) * 0.5) / ray_dir_x
else
perp_wall_dist = (map_y + step_y - player.pos_y + (1 - step_y) * 0.5) / ray_dir_y
end
line_height = SCREEN_HEIGHT // perp_wall_dist
local top_draw_start = SCREEN_HALF_HEIGHT + math_floor(line_height * (tile_height - 0.5))
if top_draw_start >= SCREEN_HEIGHT then
top_draw_start = SCREEN_HEIGHT - 1
end
local row_distance_part = (2 * tile_height - 1) * SCREEN_HALF_HEIGHT
for y=top_draw_start,draw_start - 1 do
if pix(x, y) == 0 then
local row_distance = row_distance_part / (y - SCREEN_HALF_HEIGHT)
local floor_x = player.pos_x + row_distance * ray_dir_x
local floor_y = player.pos_y + row_distance * ray_dir_y
local tex_x = math_floor(TEX_WIDTH * floor_x) % TEX_WIDTH
local tex_y = math_floor(TEX_HEIGHT * floor_y) % TEX_HEIGHT
pix(x, y, get_tex_pixel(0x8000, tex_id, tex_x, tex_y))
end
end
prev_draw_start = top_draw_start
else
prev_draw_start = draw_start
end
end
end
t_temp = time()
local t_wall_sprite = t_temp - t
t = t_temp
--draw floor + ceiling
if settings.floor_ceil then
local ray_dir_x0 = player.dir_x - player.plane_x
local ray_dir_y0 = player.dir_y - player.plane_y
local ray_dir_x1 = player.dir_x + player.plane_x
local ray_dir_y1 = player.dir_y + player.plane_y
for y=SCREEN_HALF_HEIGHT,SCREEN_HEIGHT do
local row_distance = SCREEN_HALF_HEIGHT / (y - SCREEN_HALF_HEIGHT)
local floor_step_x = row_distance * (ray_dir_x1 - ray_dir_x0) / SCREEN_WIDTH
local floor_step_y = row_distance * (ray_dir_y1 - ray_dir_y0) / SCREEN_WIDTH
local floor_x = player.pos_x + row_distance * ray_dir_x0 + start_vline * floor_step_x
local floor_y = player.pos_y + row_distance * ray_dir_y0 + start_vline * floor_step_y
floor_step_x = floor_step_x * step_vline
floor_step_y = floor_step_y * step_vline
for x=start_vline,SCREEN_WIDTH-1,step_vline do
local tex_x = math_floor(TEX_WIDTH * floor_x) % TEX_WIDTH
local tex_y = math_floor(TEX_HEIGHT * floor_y) % TEX_HEIGHT
--draw floor
if pix(x, y) == 0 then
pix(x, y, get_tex_pixel(0x8000, 3, tex_x, tex_y)) --[CONST]
end
--draw ceiling
if pix(x, SCREEN_HEIGHT - y - 1) == 0 then
pix(x, SCREEN_HEIGHT - y - 1, get_tex_pixel(0x8000, 5, tex_x, tex_y)) --[CONST]
end
floor_x = floor_x + floor_step_x
floor_y = floor_y + floor_step_y
end
end
end
t_temp = time()
local t_floor = t_temp - t
if g_DEBUG then
print(string.format("FPS %d\n#SPR %d\nLOGIC %.1f\nWALL&SPR %.1f\nFLR&CEIL %.1f",
math_floor(1000 / delta), num_visible_sprites, t_logic, t_wall_sprite, t_floor), 0, 0, 5)
end
end
-- <TILES>
-- 001:ffffffffccedfccceeeefceeefeffeeffffffffffccddeeefceeeeeefeeeefef
-- 002:ffffffffdcdefcdceeeefceeefeffeeefffffffffcccdcedfceeeeeefeeeefef
-- 003:aaaaaaaaa8989989a99aaaa9a8aa8aaaa9a898aaa9aa8aaaa8aaaaaaa99aaaaa
-- 004:aaaaaaaa9899898a9aaaa99aaaa8aa8aaa898a9aaaa8aa9aaaaaaa8aaaaaa99a
-- 005:fffffeeefffeefffffeffffffefffffffeffffffefffffffefffffffefffffff
-- 006:eeeffffffffeeffffffffeffffffffefffffffeffffffffefffffffefffffffe
-- 007:3444444433444444333444443333444433333444333333443333333433333333
-- 008:4444444344444433444443334444333344433333443333334333333333333333
-- 009:7777777777666677766666677666666776666667766666677766667777777777
-- 010:7777777777666677766666677666666776666667766666677766667777777777
-- 016:0000000000000000000000000001100000011000000000000000000000000000
-- 017:ffffffffccedfccceeeefceeefeffeeffffffffffccddeeefceeeeeefeeeefef
-- 018:ffffffffdcdefcdceeeefceeefeffeeefffffffffcccdcedfceeeeeefeeeefef
-- 019:a99aaaaaa8aaaaaaa9aa8aaaa9a898aaa8aa8aaaa99aaaa9a8989989aaaaaaaa
-- 020:aaaaa99aaaaaaa8aaaa8aa9aaa898a9aaaa8aa8a9aaaa99a9899898aaaaaaaaa
-- 021:efffffffefffffffeffffffffefffffffeffffffffeffffffffeeffffffffeee
-- 022:fffffffefffffffefffffffeffffffefffffffeffffffefffffeefffeeefffff
-- 023:3333333333333334333333443333344433334444333444443344444434444444
-- 024:3333333343333333443333334443333344443333444443334444443344444443
-- 025:7777777777666677766666677666666776666667766666677766667777777777
-- 026:7777777777666677766666677666666776666667766666677766667777777777
-- 027:0000000000000000000000000001100000011000000000000000000000000000
-- 028:0000000000000000000000000001100000011000000000000000000000000000
-- 029:0000000000000000000000000001100000011000000000000000000000000000
-- 030:0000000000000000000000000001100000011000000000000000000000000000
-- 031:0000000000000000000000000001100000011000000000000000000000000000
-- 032:0000000000000000000000000002200000022000000000000000000000000000
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-- 040:0000000000000000000000000002200000022000000000000000000000000000
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-- 042:0000000000000000000000000002200000022000000000000000000000000000
-- 043:0000000000000000000000000002200000022000000000000000000000000000
-- 044:0000000000000000000000000002200000022000000000000000000000000000
-- 045:0000000000000000000000000002200000022000000000000000000000000000
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-- 047:0000000000000000000000000002200000022000000000000000000000000000
-- 048:0000000000000000000000000003300000033000000000000000000000000000
-- 049:0000000000000000000000000003300000033000000000000000000000000000
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-- 060:0000000000000000000000000003300000033000000000000000000000000000
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-- 064:0000000000000000000000000004400000044000000000000000000000000000
-- 065:0000000000000000000000000004400000044000000000000000000000000000
-- 066:0000000000000000000000000004400000044000000000000000000000000000
-- 067:0000000000000000000000000004400000044000000000000000000000000000
-- 068:0000000000000000000000000004400000044000000000000000000000000000
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-- 070:0000000000000000000000000004400000044000000000000000000000000000
-- 071:0000000000000000000000000004400000044000000000000000000000000000
-- 072:0000000000000000000000000004400000044000000000000000000000000000
-- 073:0000000000000000000000000004400000044000000000000000000000000000
-- 074:0000000000000000000000000004400000044000000000000000000000000000
-- 075:0000000000000000000000000004400000044000000000000000000000000000
-- 076:0000000000000000000000000004400000044000000000000000000000000000
-- 077:0000000000000000000000000004400000044000000000000000000000000000
-- 078:0000000000000000000000000004400000044000000000000000000000000000
-- 079:0000000000000000000000000004400000044000000000000000000000000000
-- 080:0000000000000000000000000005500000055000000000000000000000000000
-- 081:0000000000000000000000000005500000055000000000000000000000000000
-- 082:0000000000000000000000000005500000055000000000000000000000000000
-- 083:0000000000000000000000000005500000055000000000000000000000000000
-- 084:0000000000000000000000000005500000055000000000000000000000000000
-- 085:0000000000000000000000000005500000055000000000000000000000000000
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-- 088:0000000000000000000000000005500000055000000000000000000000000000
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-- 098:0000000000000000000000000006600000066000000000000000000000000000
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-- 100:0000000000000000000000000006600000066000000000000000000000000000
-- 101:0000000000000000000000000006600000066000000000000000000000000000
-- 102:0000000000000000000000000006600000066000000000000000000000000000
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-- 106:0000000000000000000000000006600000066000000000000000000000000000
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-- 108:0000000000000000000000000006600000066000000000000000000000000000
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-- 110:0000000000000000000000000006600000066000000000000000000000000000
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-- 114:0000000000000000000000000007700000077000000000000000000000000000
-- 115:0000000000000000000000000007700000077000000000000000000000000000
-- 116:0000000000000000000000000007700000077000000000000000000000000000
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-- 118:0000000000000000000000000007700000077000000000000000000000000000
-- 119:0000000000000000000000000007700000077000000000000000000000000000
-- 120:0000000000000000000000000007700000077000000000000000000000000000
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-- 187:000000000000000000000000000bb000000bb000000000000000000000000000
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-- 214:000000000000000000000000000dd000000dd000000000000000000000000000
-- 215:000000000000000000000000000dd000000dd000000000000000000000000000
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-- 252:000000000000000000000000000ff000000ff000000000000000000000000000
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-- 254:000000000000000000000000000ff000000ff000000000000000000000000000
-- 255:000000000000000000000000000ff000000ff000000000000000000000000000
-- </TILES>
-- <SPRITES>
-- 000:0000eeee00ff22220f222c2202ff22220222eeee0f2222220ff2222202ffeeee
-- 001:eeee00002222dd00222222d02222dd20eeee2220222222d022222dd0eeeedd20
-- 002:0000000002200000020000020c00000c0c00000c0c00000c4440003404000003
-- 003:000000002200000220000022c00000c0c00000c0c00000c04400044440000040
-- 016:022feeee0f2222220ff2222202ffeeee022feeee0f22222200ff22220000eeee
-- 017:eeeed220222222d022222dd0eeeedd20eeeed220222222d02222dd00eeee0000
-- 018:0400000303440003000344430000000300000003000000030000033400003444
-- 019:4000004040004430444430004000000040000000400000004440000044440000
-- </SPRITES>
-- <MAP>
-- 000:101010101010101010101010101010101010101010101010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 001:100000000000000000000000000000001010101010101010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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-- </MAP>
-- <SCREEN>
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-- </SCREEN>
-- <PALETTE>
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
-- </PALETTE>