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<!DOCTYPE HTML>
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<html>
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<!-- HEADER -->
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<head>
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<meta charset="UTF-8">
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<title>You are a file. {printSprite "1a"}{pg}Imagine you can be filled with data.</title>
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<script type="text/bitsyGameData" id="exportedGameData">
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You are a file. {printSprite "1a"}{pg}Imagine you can be filled with data.
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# BITSY VERSION 7.12
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! ROOM_FORMAT 1
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PAL 0
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NAME palette
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0,0,0
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57,255,20
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57,255,20
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PAL 1
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0,0,0
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57,255,20
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57,255,20
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ROOM 1e
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ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,8c,p,m,m,o,q,0,0,0,0,0
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0,0,9e,m,i,w,0,h,9g,8e,9e,q,w,dh,0,0
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0,0,9w,9s,9t,9w,9s,9t,9w,9s,9t,9w,9s,9t,0,0
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0,0,9v,0,9u,9v,0,9u,9v,0,9u,9v,0,9u,0,0
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0,0,9z,9y,9x,9z,9y,9x,9z,9y,9x,9z,9y,9x,0,0
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0,0,0,8e,0,0,f,0,0,8c,0,0,9d,0,0,0
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0,0,9w,9s,9t,9w,9s,9t,9w,9s,9t,9w,9s,9t,0,0
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0,0,9v,0,9u,9v,0,9u,9v,0,9u,9v,0,9u,0,0
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0,0,9z,9p,9x,9z,9p,9x,9z,9p,9x,9z,9p,9x,0,0
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0,0,0,q,0,0,9b,0,0,a0,0,0,p,0,0,0
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0,0,9w,9s,9t,9w,fp,9t,9n,9s,9k,9n,9s,9k,0,0
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0,0,9v,0,9u,9v,0,9u,9v,0,9m,9v,l,9u,0,0
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0,0,9z,9p,9x,9z,9p,9x,9q,9p,9o,9q,9p,9o,0,0
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0,0,0,x,0,0,a1,0,0,9c,0,0,l,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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NAME choose your p(l)ayer
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END r 0,0
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END s 3,4
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END t 6,4
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END u 9,4
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END v 12,4
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END v 3,8
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END v 6,8
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END v 9,8
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END v 12,8
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END v 3,12
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END v 6,12
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END v 9,12
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END v 12,12
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PAL 0
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ROOM 1f
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ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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NAME cursor
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END w 0,0
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PAL 0
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ROOM 1g
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ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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NAME exit button
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END w 0,0
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PAL 0
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ROOM 1h
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ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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NAME inbox notification
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END w 0,0
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PAL 0
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ROOM 1i
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ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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NAME checkmark
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END w 0,0
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PAL 0
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ROOM 1k
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ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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NAME download
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END w 0,0
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PAL 0
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ROOM 1l
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ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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NAME control panel
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END w 0,0
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PAL 0
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ROOM 1m
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ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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NAME clock
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END w 0,0
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PAL 0
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ROOM 1n
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ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
NAME hourglass
|
|
|
|
|
END w 0,0
|
|
|
|
|
PAL 0
|
|
|
|
|
|
|
|
|
|
ROOM 1o
|
|
|
|
|
ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
NAME alarm
|
|
|
|
|
END w 0,0
|
|
|
|
|
PAL 0
|
|
|
|
|
|
|
|
|
|
ROOM 1p
|
|
|
|
|
ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
|
NAME file
|
|
|
|
|
END w 0,0
|
|
|
|
|
PAL 0
|
|
|
|
|
|
|
|
|
|
TIL 10
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
00100000
|
|
|
|
|
00010000
|
|
|
|
|
00010000
|
|
|
|
|
00010000
|
|
|
|
|
00010000
|
|
|
|
|
00010000
|
|
|
|
|
|
|
|
|
|
TIL 11
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
|
|
|
|
|
|
TIL 12
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00001000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000100
|
|
|
|
|
11100101
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
01100110
|
|
|
|
|
00011000
|
|
|
|
|
00111100
|
|
|
|
|
00111100
|
|
|
|
|
00011000
|
|
|
|
|
01100110
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 13
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
11100111
|
|
|
|
|
11100111
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
01100110
|
|
|
|
|
00011000
|
|
|
|
|
00111100
|
|
|
|
|
00111100
|
|
|
|
|
00011000
|
|
|
|
|
01100110
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 14
|
|
|
|
|
00000011
|
|
|
|
|
00000100
|
|
|
|
|
00001000
|
|
|
|
|
00010000
|
|
|
|
|
00100000
|
|
|
|
|
00100000
|
|
|
|
|
00100000
|
|
|
|
|
00100000
|
|
|
|
|
|
|
|
|
|
TIL 15
|
|
|
|
|
10000001
|
|
|
|
|
10011001
|
|
|
|
|
11100111
|
|
|
|
|
11011011
|
|
|
|
|
11011011
|
|
|
|
|
11100111
|
|
|
|
|
10011001
|
|
|
|
|
10000001
|
|
|
|
|
>
|
|
|
|
|
10000001
|
|
|
|
|
10011001
|
|
|
|
|
11100111
|
|
|
|
|
11000011
|
|
|
|
|
11000011
|
|
|
|
|
11100111
|
|
|
|
|
10011001
|
|
|
|
|
10000001
|
|
|
|
|
|
|
|
|
|
TIL 16
|
|
|
|
|
10101010
|
|
|
|
|
01111111
|
|
|
|
|
11000000
|
|
|
|
|
01000000
|
|
|
|
|
11000000
|
|
|
|
|
01000000
|
|
|
|
|
11000000
|
|
|
|
|
01000000
|
|
|
|
|
|
|
|
|
|
TIL 17
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
|
|
|
|
|
TIL 18
|
|
|
|
|
01000001
|
|
|
|
|
11111110
|
|
|
|
|
10000010
|
|
|
|
|
10000010
|
|
|
|
|
10000010
|
|
|
|
|
10000010
|
|
|
|
|
10000011
|
|
|
|
|
01111110
|
|
|
|
|
|
|
|
|
|
TIL 19
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
|
|
|
|
|
TIL 20
|
|
|
|
|
11111111
|
|
|
|
|
01100110
|
|
|
|
|
00011000
|
|
|
|
|
00100100
|
|
|
|
|
00100100
|
|
|
|
|
00011000
|
|
|
|
|
01100110
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
01100110
|
|
|
|
|
00011000
|
|
|
|
|
00111100
|
|
|
|
|
00111100
|
|
|
|
|
00011000
|
|
|
|
|
01100110
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 21
|
|
|
|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
01010101
|
|
|
|
|
11111111
|
|
|
|
|
01010101
|
|
|
|
|
11111111
|
|
|
|
|
01010101
|
|
|
|
|
11111111
|
|
|
|
|
01010101
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 22
|
|
|
|
|
11111111
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
|
|
|
|
|
TIL 23
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 24
|
|
|
|
|
11111111
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
|
|
|
|
|
TIL 25
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 26
|
|
|
|
|
00000001
|
|
|
|
|
00000010
|
|
|
|
|
00000100
|
|
|
|
|
00001000
|
|
|
|
|
00010000
|
|
|
|
|
00100000
|
|
|
|
|
01000000
|
|
|
|
|
10000000
|
|
|
|
|
|
|
|
|
|
TIL 27
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
|
|
|
|
|
TIL 28
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
10000000
|
|
|
|
|
|
|
|
|
|
TIL 29
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 31
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 32
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 33
|
|
|
|
|
00100010
|
|
|
|
|
00000000
|
|
|
|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
00100010
|
|
|
|
|
00000000
|
|
|
|
|
10001000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
10001000
|
|
|
|
|
00000000
|
|
|
|
|
00100010
|
|
|
|
|
00000000
|
|
|
|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
00100010
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 34
|
|
|
|
|
00000000
|
|
|
|
|
10100110
|
|
|
|
|
11101111
|
|
|
|
|
11101111
|
|
|
|
|
01000110
|
|
|
|
|
01000110
|
|
|
|
|
01000110
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 35
|
|
|
|
|
00001000
|
|
|
|
|
00011100
|
|
|
|
|
00001000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
01111111
|
|
|
|
|
10000000
|
|
|
|
|
>
|
|
|
|
|
00001000
|
|
|
|
|
00010100
|
|
|
|
|
00001000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
01111111
|
|
|
|
|
10000000
|
|
|
|
|
|
|
|
|
|
TIL 36
|
|
|
|
|
00000010
|
|
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00000010
|
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00000010
|
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00000010
|
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00000010
|
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00000010
|
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00000010
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00000010
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TIL 37
|
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|
00000001
|
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00000010
|
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00100010
|
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|
00100010
|
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|
01110010
|
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00100010
|
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00100010
|
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00000010
|
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>
|
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|
00000001
|
|
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|
|
00000010
|
|
|
|
|
00100010
|
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|
00100010
|
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|
01010010
|
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|
00100010
|
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00100010
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00000010
|
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TIL 38
|
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00000000
|
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00000000
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00000000
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|
00000000
|
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|
00000000
|
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00000000
|
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00000000
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00000000
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TIL 39
|
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00000000
|
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|
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|
11111111
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00000000
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|
|
00000000
|
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|
|
00000000
|
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00000000
|
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00000000
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00000000
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TIL 40
|
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00010000
|
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00010000
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00010000
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|
00010000
|
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|
00010000
|
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00010000
|
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00010000
|
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|
00010000
|
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>
|
|
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|
|
00000010
|
|
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|
|
00010011
|
|
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|
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00101000
|
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00010000
|
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|
|
00000000
|
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00000000
|
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00000000
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00000000
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TIL 42
|
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|
00000000
|
|
|
|
|
11111111
|
|
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|
|
11111111
|
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|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
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|
|
00000000
|
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|
|
00000000
|
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|
|
>
|
|
|
|
|
00000010
|
|
|
|
|
00010011
|
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|
|
|
00101000
|
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00010000
|
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|
00000000
|
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|
|
00000000
|
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00000000
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00000000
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TIL 43
|
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|
|
00000000
|
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|
01100110
|
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01100110
|
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|
|
01111110
|
|
|
|
|
00111100
|
|
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|
00011000
|
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|
00011000
|
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00000000
|
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TIL 44
|
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|
00000000
|
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|
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00000000
|
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00000000
|
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|
|
00000000
|
|
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|
|
00000001
|
|
|
|
|
00000011
|
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|
|
00000011
|
|
|
|
|
00000010
|
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|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
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|
|
00000000
|
|
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|
|
00100001
|
|
|
|
|
00100011
|
|
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01110011
|
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00100010
|
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TIL 45
|
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|
|
00000010
|
|
|
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|
00000010
|
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00000010
|
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|
00000010
|
|
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|
|
00000010
|
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|
00000010
|
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00000010
|
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00000010
|
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TIL 46
|
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|
|
00000010
|
|
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|
|
00000011
|
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|
00000000
|
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|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
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|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000010
|
|
|
|
|
00010011
|
|
|
|
|
00101000
|
|
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|
|
00010000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
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00000000
|
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00000000
|
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TIL 47
|
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|
|
00000000
|
|
|
|
|
00000000
|
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|
|
00000000
|
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|
|
11111000
|
|
|
|
|
11101000
|
|
|
|
|
11011000
|
|
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|
|
10111000
|
|
|
|
|
01111000
|
|
|
|
|
>
|
|
|
|
|
00000010
|
|
|
|
|
00000111
|
|
|
|
|
00000010
|
|
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|
|
11111000
|
|
|
|
|
11101000
|
|
|
|
|
11011000
|
|
|
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|
10111000
|
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01111000
|
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TIL 48
|
|
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|
|
10100000
|
|
|
|
|
01000000
|
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|
10100010
|
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|
|
|
00000010
|
|
|
|
|
00000101
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00100000
|
|
|
|
|
00100000
|
|
|
|
|
11011000
|
|
|
|
|
00100000
|
|
|
|
|
00100000
|
|
|
|
|
00000101
|
|
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00000010
|
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00000101
|
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TIL 49
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
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|
00010000
|
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|
|
00101000
|
|
|
|
|
00010000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00001010
|
|
|
|
|
00000100
|
|
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|
00001010
|
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00000000
|
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TIL 50
|
|
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|
|
00001111
|
|
|
|
|
00101111
|
|
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|
|
00001111
|
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|
|
|
00101111
|
|
|
|
|
00000000
|
|
|
|
|
00101010
|
|
|
|
|
01000000
|
|
|
|
|
10000000
|
|
|
|
|
>
|
|
|
|
|
00101111
|
|
|
|
|
00001111
|
|
|
|
|
00101111
|
|
|
|
|
00001111
|
|
|
|
|
00100000
|
|
|
|
|
00010101
|
|
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|
01000000
|
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|
|
10000000
|
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|
TIL 51
|
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|
|
00000001
|
|
|
|
|
00000010
|
|
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|
|
00000100
|
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|
|
|
00001000
|
|
|
|
|
00010000
|
|
|
|
|
00100000
|
|
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|
01000000
|
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|
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|
10000000
|
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|
TIL 52
|
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|
|
00001111
|
|
|
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|
00101111
|
|
|
|
|
00001111
|
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|
|
|
00101111
|
|
|
|
|
00001111
|
|
|
|
|
00101111
|
|
|
|
|
00001111
|
|
|
|
|
00101111
|
|
|
|
|
>
|
|
|
|
|
00101111
|
|
|
|
|
00001111
|
|
|
|
|
00101111
|
|
|
|
|
00001111
|
|
|
|
|
00101111
|
|
|
|
|
00001111
|
|
|
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|
00101111
|
|
|
|
|
00001111
|
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|
TIL 53
|
|
|
|
|
10000000
|
|
|
|
|
01000000
|
|
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|
|
00010101
|
|
|
|
|
00100000
|
|
|
|
|
00001111
|
|
|
|
|
00101111
|
|
|
|
|
00001111
|
|
|
|
|
00101111
|
|
|
|
|
>
|
|
|
|
|
10000000
|
|
|
|
|
01000000
|
|
|
|
|
00101010
|
|
|
|
|
00000000
|
|
|
|
|
00101111
|
|
|
|
|
00001111
|
|
|
|
|
00101111
|
|
|
|
|
00001111
|
|
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|
|
TIL 54
|
|
|
|
|
10000000
|
|
|
|
|
01000000
|
|
|
|
|
00100000
|
|
|
|
|
00010000
|
|
|
|
|
00001000
|
|
|
|
|
00000100
|
|
|
|
|
00000010
|
|
|
|
|
00000001
|
|
|
|
|
|
|
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|
|
TIL 55
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
01010101
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 56
|
|
|
|
|
00000001
|
|
|
|
|
00000010
|
|
|
|
|
01010100
|
|
|
|
|
00000000
|
|
|
|
|
11110100
|
|
|
|
|
11110000
|
|
|
|
|
11110100
|
|
|
|
|
11110000
|
|
|
|
|
>
|
|
|
|
|
00000001
|
|
|
|
|
00000010
|
|
|
|
|
10101000
|
|
|
|
|
00000100
|
|
|
|
|
11110000
|
|
|
|
|
11110100
|
|
|
|
|
11110000
|
|
|
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|
11110100
|
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|
|
TIL 57
|
|
|
|
|
00000001
|
|
|
|
|
00000010
|
|
|
|
|
00000100
|
|
|
|
|
00001000
|
|
|
|
|
00010000
|
|
|
|
|
00100000
|
|
|
|
|
01000000
|
|
|
|
|
10000000
|
|
|
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|
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|
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|
|
TIL 58
|
|
|
|
|
11110100
|
|
|
|
|
11110000
|
|
|
|
|
11110100
|
|
|
|
|
11110000
|
|
|
|
|
11110100
|
|
|
|
|
11110000
|
|
|
|
|
11110100
|
|
|
|
|
11110000
|
|
|
|
|
>
|
|
|
|
|
11110000
|
|
|
|
|
11110100
|
|
|
|
|
11110000
|
|
|
|
|
11110100
|
|
|
|
|
11110000
|
|
|
|
|
11110100
|
|
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|
11110000
|
|
|
|
|
11110100
|
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|
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|
|
TIL 59
|
|
|
|
|
11110100
|
|
|
|
|
11110000
|
|
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|
|
11110100
|
|
|
|
|
11110000
|
|
|
|
|
00000100
|
|
|
|
|
10101000
|
|
|
|
|
00000010
|
|
|
|
|
00000001
|
|
|
|
|
>
|
|
|
|
|
11110000
|
|
|
|
|
11110100
|
|
|
|
|
11110000
|
|
|
|
|
11110100
|
|
|
|
|
00000000
|
|
|
|
|
01010100
|
|
|
|
|
00000010
|
|
|
|
|
00000001
|
|
|
|
|
|
|
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|
|
TIL 60
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00111100
|
|
|
|
|
01111110
|
|
|
|
|
01110010
|
|
|
|
|
01110010
|
|
|
|
|
01111110
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 61
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
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|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00111100
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
01000010
|
|
|
|
|
01010010
|
|
|
|
|
00110100
|
|
|
|
|
00000000
|
|
|
|
|
|
|
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|
|
TIL 62
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
01111110
|
|
|
|
|
00011110
|
|
|
|
|
00111110
|
|
|
|
|
01111100
|
|
|
|
|
01111000
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
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|
|
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|
|
TIL 63
|
|
|
|
|
00000000
|
|
|
|
|
00111100
|
|
|
|
|
01000010
|
|
|
|
|
00000010
|
|
|
|
|
00011100
|
|
|
|
|
00000000
|
|
|
|
|
00011000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00011110
|
|
|
|
|
00100001
|
|
|
|
|
00000001
|
|
|
|
|
00001110
|
|
|
|
|
00000000
|
|
|
|
|
00001100
|
|
|
|
|
00000000
|
|
|
|
|
|
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TIL 64
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00000000
|
|
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00111100
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01000010
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|
00000010
|
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|
00011100
|
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00000000
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00011000
|
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00000000
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|
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>
|
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|
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|
00000000
|
|
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|
|
00000000
|
|
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|
|
00000000
|
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|
|
00000000
|
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|
|
00000000
|
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|
|
00000000
|
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00000000
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00000000
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TIL 65
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00000000
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|
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|
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00000000
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|
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00000000
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|
|
00000000
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|
|
|
00000000
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|
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|
|
00000000
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|
00000000
|
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|
00000000
|
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|
>
|
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|
|
00000000
|
|
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|
|
00110000
|
|
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|
|
01001000
|
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|
01001010
|
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|
01001010
|
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|
|
01000000
|
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|
00100000
|
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00000000
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TIL 66
|
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00000000
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|
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|
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00111100
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01000010
|
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|
00000010
|
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|
|
00011100
|
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00000000
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00011000
|
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|
|
00000000
|
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|
>
|
|
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|
|
00000000
|
|
|
|
|
00110000
|
|
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|
|
01001010
|
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|
01001010
|
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|
|
01001000
|
|
|
|
|
01000000
|
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|
00100000
|
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|
00000000
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TIL 67
|
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|
00000000
|
|
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|
|
00011000
|
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|
00000000
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|
|
00111000
|
|
|
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|
01000000
|
|
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|
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01000010
|
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|
00111100
|
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|
|
|
00000000
|
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|
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>
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
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|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
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|
|
00000000
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|
00000000
|
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|
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TIL 68
|
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|
|
00000000
|
|
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|
|
00011000
|
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|
|
00000000
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|
|
00111000
|
|
|
|
|
01000000
|
|
|
|
|
01000010
|
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|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00110000
|
|
|
|
|
01001000
|
|
|
|
|
01001010
|
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|
|
01001010
|
|
|
|
|
01000000
|
|
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|
00100000
|
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|
|
00000000
|
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TIL 69
|
|
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|
|
00000000
|
|
|
|
|
00000000
|
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|
|
00000000
|
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|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
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|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00000100
|
|
|
|
|
00000010
|
|
|
|
|
01010010
|
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|
|
01010010
|
|
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|
|
00010010
|
|
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|
00001100
|
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00000000
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TIL 70
|
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|
10111111
|
|
|
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|
10111111
|
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|
10111111
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|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
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|
10000000
|
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|
|
11111111
|
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TIL 71
|
|
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|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
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|
11111111
|
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TIL 72
|
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|
|
11111101
|
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11111101
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11111101
|
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|
|
11111101
|
|
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|
|
11111101
|
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|
|
|
11111101
|
|
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|
00000001
|
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11111110
|
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TIL 73
|
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10111111
|
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10111111
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10111111
|
|
|
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|
10111111
|
|
|
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|
10111111
|
|
|
|
|
10111111
|
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|
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10000000
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01111111
|
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TIL 74
|
|
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|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
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TIL 75
|
|
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|
|
11111110
|
|
|
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|
00000001
|
|
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|
|
11111101
|
|
|
|
|
11111101
|
|
|
|
|
11111101
|
|
|
|
|
11111101
|
|
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11111101
|
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11111101
|
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TIL 76
|
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|
|
11111101
|
|
|
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|
11111101
|
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|
11111101
|
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|
|
|
11111101
|
|
|
|
|
11111101
|
|
|
|
|
11111101
|
|
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|
11111101
|
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|
11111101
|
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TIL 77
|
|
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|
|
11111101
|
|
|
|
|
11111101
|
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|
11111101
|
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|
|
|
11111101
|
|
|
|
|
11111101
|
|
|
|
|
11111101
|
|
|
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|
00000001
|
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|
11111110
|
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TIL 78
|
|
|
|
|
11111111
|
|
|
|
|
10011001
|
|
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|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
10000001
|
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|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
11000011
|
|
|
|
|
10111101
|
|
|
|
|
11111101
|
|
|
|
|
11100011
|
|
|
|
|
11111111
|
|
|
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|
11100111
|
|
|
|
|
11111111
|
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TIL 79
|
|
|
|
|
11111111
|
|
|
|
|
10001101
|
|
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|
|
10000101
|
|
|
|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
10100001
|
|
|
|
|
10110001
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
|
|
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|
|
TIL 80
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
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|
|
00000000
|
|
|
|
|
00000000
|
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|
|
|
|
|
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|
|
TIL 81
|
|
|
|
|
11000000
|
|
|
|
|
11100000
|
|
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|
|
11110000
|
|
|
|
|
11111000
|
|
|
|
|
11111100
|
|
|
|
|
11101111
|
|
|
|
|
01001111
|
|
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|
01000111
|
|
|
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|
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|
|
TIL 82
|
|
|
|
|
00000000
|
|
|
|
|
10000000
|
|
|
|
|
11000000
|
|
|
|
|
11100000
|
|
|
|
|
11110000
|
|
|
|
|
11111000
|
|
|
|
|
11111100
|
|
|
|
|
11111110
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
|
|
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|
|
TIL 83
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
|
|
|
|
>
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
|
|
|
|
|
TIL 84
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
00010101
|
|
|
|
|
00000101
|
|
|
|
|
00000101
|
|
|
|
|
00000001
|
|
|
|
|
>
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
|
|
|
|
00101010
|
|
|
|
|
00001010
|
|
|
|
|
00000010
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 85
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
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|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
|
|
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|
|
TIL 86
|
|
|
|
|
01010101
|
|
|
|
|
00010101
|
|
|
|
|
00010101
|
|
|
|
|
00000101
|
|
|
|
|
00000101
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
10101010
|
|
|
|
|
00101010
|
|
|
|
|
00101010
|
|
|
|
|
00001010
|
|
|
|
|
00001010
|
|
|
|
|
00000010
|
|
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|
|
00000010
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 88
|
|
|
|
|
00000000
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000101
|
|
|
|
|
00000101
|
|
|
|
|
00010101
|
|
|
|
|
00010101
|
|
|
|
|
01010101
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00001010
|
|
|
|
|
00001010
|
|
|
|
|
00101010
|
|
|
|
|
00101010
|
|
|
|
|
10101010
|
|
|
|
|
|
|
|
|
|
TIL 89
|
|
|
|
|
11111110
|
|
|
|
|
00000000
|
|
|
|
|
11111000
|
|
|
|
|
00000000
|
|
|
|
|
11100000
|
|
|
|
|
00000000
|
|
|
|
|
10000000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
11111110
|
|
|
|
|
00000000
|
|
|
|
|
11111000
|
|
|
|
|
00000000
|
|
|
|
|
11100000
|
|
|
|
|
00000000
|
|
|
|
|
10000000
|
|
|
|
|
|
|
|
|
|
TIL 90
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00010111
|
|
|
|
|
00000000
|
|
|
|
|
00010111
|
|
|
|
|
00000000
|
|
|
|
|
00010111
|
|
|
|
|
|
|
|
|
|
TIL 91
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00010111
|
|
|
|
|
00000000
|
|
|
|
|
00000111
|
|
|
|
|
00000000
|
|
|
|
|
00010111
|
|
|
|
|
|
|
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|
|
TIL 92
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00010110
|
|
|
|
|
00011001
|
|
|
|
|
00000001
|
|
|
|
|
00010001
|
|
|
|
|
00001110
|
|
|
|
|
|
|
|
|
|
TIL 93
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00001101
|
|
|
|
|
00010011
|
|
|
|
|
00010000
|
|
|
|
|
00010000
|
|
|
|
|
00001110
|
|
|
|
|
|
|
|
|
|
TIL 94
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
NAME etherpad bar
|
|
|
|
|
|
|
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|
|
TIL 95
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
01100000
|
|
|
|
|
01100100
|
|
|
|
|
00000100
|
|
|
|
|
11110000
|
|
|
|
|
11110000
|
|
|
|
|
|
|
|
|
|
TIL 96
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
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00001000
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
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|
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00001000
|
|
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|
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00001000
|
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TIL 97
|
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|
00001000
|
|
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|
|
00001000
|
|
|
|
|
00001111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
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|
|
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|
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TIL 98
|
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|
|
00000000
|
|
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|
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00000000
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
|
|
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|
|
TIL 99
|
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|
|
00000000
|
|
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|
|
01100000
|
|
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|
|
01100000
|
|
|
|
|
01100000
|
|
|
|
|
01100000
|
|
|
|
|
01100000
|
|
|
|
|
01100000
|
|
|
|
|
00000000
|
|
|
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|
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|
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|
|
TIL c
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
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|
|
00000000
|
|
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|
00000000
|
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|
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|
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TIL d
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
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|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
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|
TIL e
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
|
|
|
|
|
TIL f
|
|
|
|
|
00000000
|
|
|
|
|
01111100
|
|
|
|
|
01100110
|
|
|
|
|
01100110
|
|
|
|
|
01111100
|
|
|
|
|
01100110
|
|
|
|
|
01111100
|
|
|
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|
00000000
|
|
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|
|
NAME letter - b
|
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TIL g
|
|
|
|
|
00000000
|
|
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|
|
01100110
|
|
|
|
|
01111110
|
|
|
|
|
00111100
|
|
|
|
|
00111100
|
|
|
|
|
01111110
|
|
|
|
|
01100110
|
|
|
|
|
00000000
|
|
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|
|
NAME letter - x
|
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TIL h
|
|
|
|
|
00000000
|
|
|
|
|
01111100
|
|
|
|
|
01100110
|
|
|
|
|
01100110
|
|
|
|
|
01111110
|
|
|
|
|
01111100
|
|
|
|
|
01100000
|
|
|
|
|
00000000
|
|
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|
|
NAME letter - p
|
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TIL i
|
|
|
|
|
00000000
|
|
|
|
|
01100110
|
|
|
|
|
01100110
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
NAME letter - u
|
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TIL k
|
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|
|
00000000
|
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|
|
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00111100
|
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|
|
01111100
|
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|
|
|
00011100
|
|
|
|
|
00011100
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
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|
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|
|
TIL l
|
|
|
|
|
00000000
|
|
|
|
|
01111000
|
|
|
|
|
01111000
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
|
|
NAME letter - l
|
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TIL m
|
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|
|
00000000
|
|
|
|
|
00111100
|
|
|
|
|
01100110
|
|
|
|
|
01100110
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
NAME letter - o
|
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TIL n
|
|
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|
|
00000000
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
00111100
|
|
|
|
|
00111100
|
|
|
|
|
00111100
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
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|
|
NAME letter - t
|
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TIL o
|
|
|
|
|
00000000
|
|
|
|
|
00111110
|
|
|
|
|
01111000
|
|
|
|
|
01111000
|
|
|
|
|
00111110
|
|
|
|
|
00011110
|
|
|
|
|
01111100
|
|
|
|
|
00000000
|
|
|
|
|
NAME letter - s
|
|
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|
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|
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|
TIL p
|
|
|
|
|
00000000
|
|
|
|
|
01100110
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
01100110
|
|
|
|
|
00000000
|
|
|
|
|
NAME letter - h
|
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|
|
|
|
|
|
TIL q
|
|
|
|
|
00000000
|
|
|
|
|
01111110
|
|
|
|
|
01111000
|
|
|
|
|
01111000
|
|
|
|
|
01111110
|
|
|
|
|
01111000
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
|
|
NAME letter - e
|
|
|
|
|
|
|
|
|
|
TIL r
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL s
|
|
|
|
|
01010101
|
|
|
|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
10101010
|
|
|
|
|
01010101
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL t
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
01010101
|
|
|
|
|
10101010
|
|
|
|
|
|
|
|
|
|
TIL v
|
|
|
|
|
11111111
|
|
|
|
|
10101010
|
|
|
|
|
11111111
|
|
|
|
|
10101010
|
|
|
|
|
11111111
|
|
|
|
|
10101010
|
|
|
|
|
11111111
|
|
|
|
|
10101010
|
|
|
|
|
|
|
|
|
|
TIL w
|
|
|
|
|
00000000
|
|
|
|
|
01111100
|
|
|
|
|
01100110
|
|
|
|
|
01100110
|
|
|
|
|
01111100
|
|
|
|
|
01111110
|
|
|
|
|
01100110
|
|
|
|
|
00000000
|
|
|
|
|
NAME letter - r
|
|
|
|
|
|
|
|
|
|
TIL x
|
|
|
|
|
00000000
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
00111100
|
|
|
|
|
00111100
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
|
|
NAME letter - i
|
|
|
|
|
|
|
|
|
|
TIL y
|
|
|
|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL z
|
|
|
|
|
11111111
|
|
|
|
|
01100110
|
|
|
|
|
00011000
|
|
|
|
|
00100100
|
|
|
|
|
00100100
|
|
|
|
|
00011000
|
|
|
|
|
01100110
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
01100110
|
|
|
|
|
00011000
|
|
|
|
|
00111100
|
|
|
|
|
00111100
|
|
|
|
|
00011000
|
|
|
|
|
01100110
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 1a
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 1b
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10000000
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
11000000
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 1c
|
|
|
|
|
10000001
|
|
|
|
|
01111110
|
|
|
|
|
00100100
|
|
|
|
|
00011000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 1d
|
|
|
|
|
10000000
|
|
|
|
|
01111111
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 1e
|
|
|
|
|
00000001
|
|
|
|
|
11111110
|
|
|
|
|
10000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
|
|
|
|
|
TIL 1f
|
|
|
|
|
10000000
|
|
|
|
|
01111111
|
|
|
|
|
00000001
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
|
|
|
|
|
TIL 1g
|
|
|
|
|
11111111
|
|
|
|
|
01100110
|
|
|
|
|
00011000
|
|
|
|
|
00111100
|
|
|
|
|
00111100
|
|
|
|
|
00011000
|
|
|
|
|
01100110
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
01100110
|
|
|
|
|
00011000
|
|
|
|
|
00100100
|
|
|
|
|
00100100
|
|
|
|
|
00011000
|
|
|
|
|
01100110
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 1k
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
|
00001000
|
|
|
|
|
|
|
|
|
|
TIL 1l
|
|
|
|
|
01000001
|
|
|
|
|
11111110
|
|
|
|
|
10000010
|
|
|
|
|
10000010
|
|
|
|
|
10000010
|
|
|
|
|
10000010
|
|
|
|
|
10000011
|
|
|
|
|
01111110
|
|
|
|
|
>
|
|
|
|
|
01000001
|
|
|
|
|
11111110
|
|
|
|
|
11111110
|
|
|
|
|
11111110
|
|
|
|
|
11111110
|
|
|
|
|
11111110
|
|
|
|
|
11111111
|
|
|
|
|
01111110
|
|
|
|
|
|
|
|
|
|
TIL 1m
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
01111111
|
|
|
|
|
|
|
|
|
|
TIL 1n
|
|
|
|
|
00000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 1o
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
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|
|
10000000
|
|
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|
|
11111111
|
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|
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|
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|
TIL 1p
|
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|
|
00000000
|
|
|
|
|
10000000
|
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|
|
10000000
|
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|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
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|
|
00000000
|
|
|
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|
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TIL 1q
|
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|
|
11111111
|
|
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|
|
11111111
|
|
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|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
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|
|
10000000
|
|
|
|
|
10000000
|
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|
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TIL 1r
|
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|
11111111
|
|
|
|
|
11111111
|
|
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|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
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|
|
11111111
|
|
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|
|
NAME green bg
|
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TIL 1s
|
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00000001
|
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00000000
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00000000
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|
|
00000000
|
|
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|
|
00000000
|
|
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|
|
00000000
|
|
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00000000
|
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|
11111111
|
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|
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TIL 1t
|
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00000000
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01111110
|
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01111110
|
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|
|
01111110
|
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|
|
01111110
|
|
|
|
|
01111110
|
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|
01111110
|
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|
00000000
|
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TIL 1u
|
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|
10000000
|
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|
|
11111111
|
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|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
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|
|
10000000
|
|
|
|
|
10000000
|
|
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|
|
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|
|
TIL 1v
|
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|
10000000
|
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|
|
10000000
|
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|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
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|
|
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|
|
TIL 1w
|
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|
10000000
|
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|
|
11111111
|
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|
|
00000000
|
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|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
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|
|
00000000
|
|
|
|
|
00000000
|
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|
|
|
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|
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TIL 1y
|
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|
|
00000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
01111111
|
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TIL 1z
|
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|
|
|
11111111
|
|
|
|
|
11111111
|
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|
|
|
11111111
|
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|
|
11001111
|
|
|
|
|
11110011
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
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|
|
|
|
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|
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TIL 2a
|
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|
10000000
|
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|
|
|
10000000
|
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|
|
10000000
|
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|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
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|
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|
|
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|
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TIL 2c
|
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|
11111111
|
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|
|
|
00000000
|
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|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
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|
|
00000000
|
|
|
|
|
00000000
|
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TIL 2d
|
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|
11111110
|
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|
00000010
|
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00000110
|
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|
00001010
|
|
|
|
|
00010010
|
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|
00100010
|
|
|
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|
01000010
|
|
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|
10000010
|
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TIL 2e
|
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|
00000010
|
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|
00000010
|
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00000010
|
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|
|
|
00000010
|
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|
00000010
|
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|
|
00000010
|
|
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|
|
00000010
|
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|
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|
00000010
|
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TIL 2f
|
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|
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|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
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|
|
|
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|
|
TIL 2g
|
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|
|
|
11111111
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
|
|
|
|
|
TIL 2h
|
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|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
00000001
|
|
|
|
|
|
|
|
|
|
TIL 2i
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
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|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
|
|
|
|
|
TIL 2j
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
10000000
|
|
|
|
|
|
|
|
|
|
TIL 2k
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000001
|
|
|
|
|
00000010
|
|
|
|
|
00000100
|
|
|
|
|
|
|
|
|
|
TIL 2l
|
|
|
|
|
00010000
|
|
|
|
|
00100000
|
|
|
|
|
01000000
|
|
|
|
|
10000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 2m
|
|
|
|
|
11111111
|
|
|
|
|
10000001
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
10000001
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
01100110
|
|
|
|
|
00011000
|
|
|
|
|
00100100
|
|
|
|
|
00100100
|
|
|
|
|
00011000
|
|
|
|
|
01100110
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 2n
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 2o
|
|
|
|
|
00000000
|
|
|
|
|
00011111
|
|
|
|
|
00100000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
|
|
|
|
|
TIL 2p
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
|
|
|
|
|
TIL 2q
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
|
|
|
|
|
TIL 2r
|
|
|
|
|
00000000
|
|
|
|
|
11111000
|
|
|
|
|
00000100
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
00000010
|
|
|
|
|
|
|
|
|
|
TIL 2s
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 2t
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 2u
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 2v
|
|
|
|
|
00000000
|
|
|
|
|
01110010
|
|
|
|
|
01111010
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
01101110
|
|
|
|
|
01100110
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 2w
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 3a
|
|
|
|
|
00000010
|
|
|
|
|
00000011
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 3b
|
|
|
|
|
00110000
|
|
|
|
|
11100000
|
|
|
|
|
00000100
|
|
|
|
|
00001010
|
|
|
|
|
00000100
|
|
|
|
|
00000100
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00110000
|
|
|
|
|
11100000
|
|
|
|
|
00000100
|
|
|
|
|
00001110
|
|
|
|
|
00000100
|
|
|
|
|
00000100
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 3c
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
01000000
|
|
|
|
|
|
|
|
|
|
TIL 3d
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
11111100
|
|
|
|
|
00010100
|
|
|
|
|
|
|
|
|
|
TIL 3e
|
|
|
|
|
00100100
|
|
|
|
|
00100100
|
|
|
|
|
00100100
|
|
|
|
|
00100100
|
|
|
|
|
00100100
|
|
|
|
|
00100100
|
|
|
|
|
00100100
|
|
|
|
|
00101000
|
|
|
|
|
|
|
|
|
|
TIL 3f
|
|
|
|
|
00000000
|
|
|
|
|
00111100
|
|
|
|
|
01000010
|
|
|
|
|
00000010
|
|
|
|
|
00011100
|
|
|
|
|
00000000
|
|
|
|
|
00011000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00011110
|
|
|
|
|
00100001
|
|
|
|
|
00000001
|
|
|
|
|
00001110
|
|
|
|
|
00000000
|
|
|
|
|
00001100
|
|
|
|
|
00000000
|
|
|
|
|
NAME ? - 1
|
|
|
|
|
|
|
|
|
|
TIL 3g
|
|
|
|
|
00000000
|
|
|
|
|
00010000
|
|
|
|
|
00001000
|
|
|
|
|
00000100
|
|
|
|
|
00000100
|
|
|
|
|
00001000
|
|
|
|
|
00010000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 3h
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 3i
|
|
|
|
|
10101010
|
|
|
|
|
01010101
|
|
|
|
|
10101010
|
|
|
|
|
01010101
|
|
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10101010
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01010101
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10101010
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01010101
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TIL 3k
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00100010
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00000010
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00000010
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00000010
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00000010
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00000010
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00000010
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00000010
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TIL 3l
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00000000
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11111111
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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TIL 3m
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01111000
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01111000
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01111000
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01111000
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01111000
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01111000
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01111000
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01110000
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TIL 3n
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00000000
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00000000
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00000000
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00000000
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00100001
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00100011
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01010011
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00100010
|
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>
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00000000
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00000000
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00000000
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00000000
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00100001
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00100011
|
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01110011
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00100010
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TIL 3o
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01100000
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11000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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TIL 3p
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00000010
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00010011
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00111000
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00010000
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00000000
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00000000
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00000000
|
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00000000
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>
|
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00000010
|
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00010011
|
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00101000
|
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00010000
|
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00000000
|
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00000000
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00000000
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00000000
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TIL 3q
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00000010
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00000101
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00000010
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11111000
|
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11101000
|
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11011000
|
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10111000
|
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01111000
|
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>
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00000010
|
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|
|
00000111
|
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00000010
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11111000
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11101000
|
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11011000
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10111000
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01111000
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TIL 3s
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01000000
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01000000
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01000000
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01000000
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01000000
|
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00000000
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00000000
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00000000
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TIL 3t
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00000000
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00000000
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00000000
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|
11111111
|
|
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|
|
11111111
|
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|
11111111
|
|
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11111111
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00000000
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TIL 3w
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00000000
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00000000
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00000000
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00000000
|
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00000000
|
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00000000
|
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11111111
|
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00000000
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TIL 3x
|
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11000000
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11000000
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11000000
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11000000
|
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11000000
|
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11000000
|
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11000000
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11000000
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TIL 3y
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11000000
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11000000
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11000000
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11000000
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11000000
|
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11000000
|
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11000000
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11000000
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TIL 3z
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00000010
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00000011
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00000100
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00001000
|
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|
00011111
|
|
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00100000
|
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00100000
|
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|
|
00100000
|
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>
|
|
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|
|
00000010
|
|
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|
|
00010011
|
|
|
|
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00101000
|
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|
00010000
|
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|
00000000
|
|
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|
|
00000000
|
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00000000
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00000000
|
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TIL 4a
|
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00000000
|
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00001000
|
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00001000
|
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|
00010100
|
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|
01001000
|
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|
10101000
|
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|
|
01000000
|
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|
|
00000000
|
|
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|
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>
|
|
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|
|
00000000
|
|
|
|
|
00100000
|
|
|
|
|
01010000
|
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|
00100010
|
|
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|
|
00000010
|
|
|
|
|
00000101
|
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00000010
|
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00000010
|
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TIL 4b
|
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00000000
|
|
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00000100
|
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00000100
|
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|
|
00011111
|
|
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|
|
00000100
|
|
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|
|
00100100
|
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|
|
01010000
|
|
|
|
|
00100000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00000100
|
|
|
|
|
00000100
|
|
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00011011
|
|
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00000100
|
|
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|
00100100
|
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01110000
|
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00100000
|
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TIL 4c
|
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|
00000000
|
|
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|
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00000000
|
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00000000
|
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|
|
00000000
|
|
|
|
|
00100000
|
|
|
|
|
01010000
|
|
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|
00100000
|
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|
|
00000001
|
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TIL 4d
|
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|
00000000
|
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00000000
|
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00000000
|
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|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
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|
|
10000000
|
|
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|
|
01000000
|
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|
TIL 4e
|
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|
|
10000000
|
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|
|
00000000
|
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|
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00000000
|
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|
|
|
00000000
|
|
|
|
|
00000000
|
|
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|
|
00000000
|
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00000000
|
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00000000
|
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|
TIL 4f
|
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|
|
10000000
|
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|
10000000
|
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|
|
00000000
|
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|
|
|
00000000
|
|
|
|
|
00000001
|
|
|
|
|
00000011
|
|
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|
|
00000011
|
|
|
|
|
00000010
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
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|
|
00000000
|
|
|
|
|
00100001
|
|
|
|
|
00100011
|
|
|
|
|
01110011
|
|
|
|
|
00100010
|
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|
TIL 4g
|
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|
|
00000000
|
|
|
|
|
00000000
|
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|
00000000
|
|
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|
|
00001000
|
|
|
|
|
00110110
|
|
|
|
|
00001000
|
|
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|
00000000
|
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|
00000000
|
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|
|
TIL 4h
|
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|
|
00000000
|
|
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|
|
00000000
|
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|
00000000
|
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|
|
00000000
|
|
|
|
|
01000000
|
|
|
|
|
10100010
|
|
|
|
|
01000101
|
|
|
|
|
00000010
|
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|
TIL 4i
|
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|
|
|
00000000
|
|
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|
|
00000000
|
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|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
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|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
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|
|
01010101
|
|
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|
|
00000000
|
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|
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|
TIL 4j
|
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|
00000000
|
|
|
|
|
00000000
|
|
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|
|
00000000
|
|
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|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
01000000
|
|
|
|
|
10100000
|
|
|
|
|
01000000
|
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|
TIL 4k
|
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|
|
|
00000000
|
|
|
|
|
01000000
|
|
|
|
|
00000000
|
|
|
|
|
01000000
|
|
|
|
|
00000000
|
|
|
|
|
01000000
|
|
|
|
|
00000000
|
|
|
|
|
01000000
|
|
|
|
|
>
|
|
|
|
|
01000000
|
|
|
|
|
00000000
|
|
|
|
|
01000000
|
|
|
|
|
00000000
|
|
|
|
|
01000000
|
|
|
|
|
00000000
|
|
|
|
|
01000000
|
|
|
|
|
00000000
|
|
|
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|
|
|
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|
|
TIL 4l
|
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|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000010
|
|
|
|
|
00000101
|
|
|
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|
00000010
|
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|
TIL 4m
|
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|
|
|
00000010
|
|
|
|
|
00000000
|
|
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|
|
00000010
|
|
|
|
|
00000000
|
|
|
|
|
00000010
|
|
|
|
|
00000000
|
|
|
|
|
00000010
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00000010
|
|
|
|
|
00000000
|
|
|
|
|
00000010
|
|
|
|
|
00000000
|
|
|
|
|
00000010
|
|
|
|
|
00000000
|
|
|
|
|
00000010
|
|
|
|
|
|
|
|
|
|
TIL 4n
|
|
|
|
|
00000000
|
|
|
|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
01010101
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 4o
|
|
|
|
|
00000010
|
|
|
|
|
00000101
|
|
|
|
|
00000010
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 4p
|
|
|
|
|
01000000
|
|
|
|
|
10100000
|
|
|
|
|
01000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 4q
|
|
|
|
|
00000000
|
|
|
|
|
00100000
|
|
|
|
|
00100000
|
|
|
|
|
11111000
|
|
|
|
|
00100000
|
|
|
|
|
00100100
|
|
|
|
|
00001010
|
|
|
|
|
00000100
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00100000
|
|
|
|
|
00100000
|
|
|
|
|
11011000
|
|
|
|
|
00100000
|
|
|
|
|
00100100
|
|
|
|
|
00001110
|
|
|
|
|
00000100
|
|
|
|
|
|
|
|
|
|
TIL 4r
|
|
|
|
|
01000000
|
|
|
|
|
11100000
|
|
|
|
|
01000100
|
|
|
|
|
00000100
|
|
|
|
|
00011011
|
|
|
|
|
00000100
|
|
|
|
|
00000100
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
01000000
|
|
|
|
|
10100000
|
|
|
|
|
01000100
|
|
|
|
|
00000100
|
|
|
|
|
00011111
|
|
|
|
|
00000100
|
|
|
|
|
00000100
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 4s
|
|
|
|
|
01000000
|
|
|
|
|
11100100
|
|
|
|
|
01001010
|
|
|
|
|
00000100
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
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00000100
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00000000
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00000000
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00000000
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TIL 4t
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00000010
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00100101
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01110010
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00000000
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TIL 4u
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00000000
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00000000
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00000000
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TIL 4v
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00000000
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00100101
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01110010
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00100000
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TIL 4w
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01100000
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11000000
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00000000
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TIL 4x
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00000000
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01100110
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01100110
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00000000
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00000000
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TIL 4y
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00000000
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00111100
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01111110
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01110000
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01110110
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00111110
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TIL 4z
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00000000
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00000000
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00000000
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TIL 5a
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10000000
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01000000
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00100000
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00010000
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00001000
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00000100
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00000010
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00000001
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TIL 5b
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11111111
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11111111
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11111111
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11111111
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00000000
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10101010
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11111111
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11111111
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11111111
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11111111
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00000000
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01010101
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00000000
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00000000
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TIL 5c
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00000000
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01100110
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01100110
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01111110
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00000000
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TIL 5d
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00000000
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01111010
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00000000
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TIL 5e
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00000000
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01111100
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01110010
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00000000
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TIL 5f
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00000000
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00111100
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01100110
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00000000
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00000000
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TIL 5g
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00000000
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01100110
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01111110
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00111100
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00000000
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00000000
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TIL 5h
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00000000
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01111110
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01111110
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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TIL 5i
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00000000
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00111100
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01110010
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01110000
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01110110
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01110010
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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TIL 5k
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00000000
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00111100
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01111110
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01111110
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01111110
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01100110
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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TIL 5l
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00000000
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01110010
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01111010
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01111110
|
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01111110
|
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01011110
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01001110
|
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00000000
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|
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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TIL 5m
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00000000
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00111110
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01001110
|
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01111110
|
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01001110
|
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01001110
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|
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00000000
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|
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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TIL 5n
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00000000
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00111100
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01111110
|
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01111110
|
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01100110
|
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01100110
|
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00111100
|
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00000000
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|
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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TIL 5o
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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TIL 5p
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00000000
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00111100
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01001110
|
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01101110
|
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00001110
|
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01001110
|
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00111100
|
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00000000
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|
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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TIL 5q
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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|
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00000000
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01111100
|
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01111110
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00011110
|
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00011110
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01111110
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01111100
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00000000
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TIL 5r
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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|
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00000000
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01111110
|
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00111110
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01111100
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01111000
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01111110
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00000000
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TIL 5s
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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|
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00000000
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00111100
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01001010
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01001010
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01111110
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01111110
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01111110
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00000000
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TIL 5t
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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>
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00000000
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00111100
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01111110
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01001110
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01001110
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01111110
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00111100
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00000000
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TIL 5u
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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>
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00000000
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01100110
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01111110
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00111100
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00111100
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01111110
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01100110
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00000000
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TIL 5v
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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>
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00000000
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01100110
|
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01111110
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01111110
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01111110
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01111110
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01100110
|
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00000000
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TIL 5w
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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>
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00000000
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00101100
|
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01001010
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01000010
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01111110
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01111110
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00111100
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00000000
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TIL 5x
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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>
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00000000
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00111110
|
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01111110
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01111000
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01111000
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01111110
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00111110
|
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00000000
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TIL 5y
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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>
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00000000
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01111110
|
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00011110
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00111110
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01111100
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01111000
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01111110
|
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00000000
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TIL 5z
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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>
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00000000
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01111110
|
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01111110
|
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01010010
|
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01010010
|
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01111110
|
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00111100
|
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00000000
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TIL 6a
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00000000
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00011000
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00000000
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00111000
|
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01000000
|
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01000010
|
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00111100
|
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00000000
|
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>
|
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00000000
|
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|
00000100
|
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00000010
|
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01010010
|
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01010010
|
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00010010
|
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00011100
|
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00000000
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TIL 6b
|
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00000000
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00111100
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01000010
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00000010
|
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00011100
|
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00000000
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00011000
|
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00000000
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>
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00000000
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00000100
|
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00000010
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01010010
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01010010
|
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00010010
|
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00001100
|
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00000000
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TIL 6c
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01010101
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11111111
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01111111
|
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11111111
|
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01111111
|
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11111111
|
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01111111
|
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11111111
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TIL 6d
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01010101
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11111111
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11111111
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|
11111111
|
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|
11111111
|
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11111111
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11111111
|
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11111111
|
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>
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10101010
|
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|
|
11111111
|
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|
|
11111111
|
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|
11111111
|
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|
|
11111111
|
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|
11111111
|
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11111111
|
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|
11111111
|
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TIL 6e
|
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00000000
|
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11111110
|
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11111110
|
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|
11111110
|
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|
11111110
|
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|
11111110
|
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11111110
|
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11111110
|
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TIL 6f
|
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|
11111111
|
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11111111
|
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|
|
11111111
|
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|
|
11111111
|
|
|
|
|
11111111
|
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|
|
11111111
|
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|
|
11111111
|
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|
|
11111111
|
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TIL 6g
|
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01111111
|
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01111111
|
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01111111
|
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|
01111111
|
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|
01111111
|
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01111111
|
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01111111
|
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01111111
|
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TIL 6h
|
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01111111
|
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01111111
|
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01111111
|
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01111111
|
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01111111
|
|
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|
01111111
|
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01111111
|
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00000000
|
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TIL 6i
|
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11110100
|
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11110000
|
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11110100
|
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11110000
|
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11110100
|
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11110001
|
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11110100
|
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|
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11110000
|
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>
|
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11110000
|
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|
11110100
|
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|
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11110000
|
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11110100
|
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11110000
|
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11110100
|
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11110000
|
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11110100
|
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TIL 6j
|
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|
11111110
|
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11111101
|
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11111011
|
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11110111
|
|
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|
11101111
|
|
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|
|
11011111
|
|
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10111111
|
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01111111
|
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TIL 6k
|
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01111111
|
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11111111
|
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|
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11111111
|
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|
|
|
11111111
|
|
|
|
|
11111111
|
|
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|
|
11111111
|
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|
|
11111111
|
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|
11111111
|
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TIL 6l
|
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|
11111111
|
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|
11111111
|
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11111111
|
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|
|
11111111
|
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|
|
00000000
|
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10101010
|
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|
00000000
|
|
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|
|
11111111
|
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|
|
|
>
|
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|
|
11111111
|
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|
|
11111111
|
|
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|
|
11111111
|
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|
11111111
|
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00000000
|
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01010101
|
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00000000
|
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00000000
|
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TIL 6m
|
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00001111
|
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00101111
|
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00001111
|
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00101111
|
|
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|
|
00000000
|
|
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|
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00101010
|
|
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|
01000000
|
|
|
|
|
10111111
|
|
|
|
|
>
|
|
|
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|
00101111
|
|
|
|
|
00001111
|
|
|
|
|
00101111
|
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|
00001111
|
|
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|
|
00100000
|
|
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|
|
00010101
|
|
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|
01000000
|
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|
10000000
|
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TIL 6n
|
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|
01111111
|
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10111111
|
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11011111
|
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11101111
|
|
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|
11110111
|
|
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|
11111011
|
|
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11111101
|
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11111110
|
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TIL 6o
|
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|
11111110
|
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|
11111111
|
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|
11111111
|
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|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
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|
|
11111111
|
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|
11111111
|
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TIL 6p
|
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|
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|
11111111
|
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11111111
|
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|
11111111
|
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|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
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|
|
11111111
|
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01111111
|
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TIL 6r
|
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|
11111111
|
|
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|
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11111111
|
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|
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11111111
|
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|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
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|
11111111
|
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11111110
|
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TIL 6t
|
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11110101
|
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11110001
|
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11110101
|
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|
11110001
|
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|
|
00000101
|
|
|
|
|
10101001
|
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|
|
00000001
|
|
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|
|
11111110
|
|
|
|
|
>
|
|
|
|
|
11110000
|
|
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|
|
11110100
|
|
|
|
|
11110000
|
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|
|
11110100
|
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|
|
00000000
|
|
|
|
|
01010100
|
|
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00000010
|
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|
|
00000001
|
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TIL 6u
|
|
|
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|
10001111
|
|
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10101111
|
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10001111
|
|
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|
10101111
|
|
|
|
|
10000000
|
|
|
|
|
10101010
|
|
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|
|
01000000
|
|
|
|
|
10111111
|
|
|
|
|
>
|
|
|
|
|
00101111
|
|
|
|
|
00001111
|
|
|
|
|
00101111
|
|
|
|
|
00001111
|
|
|
|
|
00100000
|
|
|
|
|
00010101
|
|
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|
01000000
|
|
|
|
|
10000000
|
|
|
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|
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|
TIL 6v
|
|
|
|
|
11111110
|
|
|
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|
11111101
|
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11111011
|
|
|
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|
11110111
|
|
|
|
|
11100111
|
|
|
|
|
11010111
|
|
|
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|
10110111
|
|
|
|
|
01110111
|
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TIL 6w
|
|
|
|
|
01111111
|
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|
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10111111
|
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11011111
|
|
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|
|
11101111
|
|
|
|
|
11110111
|
|
|
|
|
11111011
|
|
|
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11111101
|
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11111110
|
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|
TIL 6x
|
|
|
|
|
01111111
|
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10000000
|
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|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
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10111111
|
|
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10111111
|
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TIL 6y
|
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|
10111111
|
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10111111
|
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10111111
|
|
|
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|
10111111
|
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|
|
|
10111111
|
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10111111
|
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10111111
|
|
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|
10111111
|
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TIL 6z
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
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|
|
11111111
|
|
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|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
10101010
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
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11111111
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11111111
|
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11111111
|
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|
11111111
|
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|
|
00000000
|
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01010101
|
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00000000
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00000000
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TIL 7a
|
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11111111
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10000011
|
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10011001
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10000001
|
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10000011
|
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10011001
|
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10000011
|
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11111111
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>
|
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|
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11111111
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|
11111111
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|
11111111
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11111111
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11111111
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11111111
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11111111
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11111111
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TIL 7b
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11111111
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11000011
|
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10011001
|
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10000001
|
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10000001
|
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10000001
|
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11000011
|
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|
11111111
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>
|
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|
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11111111
|
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|
11111111
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|
11111111
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11111111
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11111111
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11111111
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11111111
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11111111
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TIL 7c
|
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11111111
|
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10011001
|
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10000001
|
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|
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|
11000011
|
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11000011
|
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|
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10000001
|
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10011001
|
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|
11111111
|
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|
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>
|
|
|
|
|
11111111
|
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|
11111111
|
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|
|
11111111
|
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11111111
|
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11111111
|
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11111111
|
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11111111
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11111111
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TIL 7d
|
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11111111
|
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|
|
10000001
|
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10000001
|
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|
|
|
11000011
|
|
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|
11000011
|
|
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|
10000001
|
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|
10000001
|
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|
|
11111111
|
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|
|
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>
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
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|
|
11111111
|
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11111111
|
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|
11111111
|
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11111111
|
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|
11111111
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TIL 7e
|
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|
11111111
|
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|
|
11000011
|
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|
10001101
|
|
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|
|
10001111
|
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|
|
|
10001001
|
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|
|
10001101
|
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|
11000011
|
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|
|
11111111
|
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|
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>
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
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|
11111111
|
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|
11111111
|
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|
11111111
|
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11111111
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11111111
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TIL 7f
|
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11111111
|
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11000011
|
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10000001
|
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|
|
10000001
|
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10000001
|
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|
10000001
|
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|
10011001
|
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|
|
11111111
|
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|
|
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>
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
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|
|
|
11111111
|
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|
|
11111111
|
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|
|
|
11111111
|
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|
|
11111111
|
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|
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|
11111111
|
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TIL 7g
|
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|
11111111
|
|
|
|
|
11000001
|
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|
|
10011001
|
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|
|
|
11000001
|
|
|
|
|
10000001
|
|
|
|
|
10011001
|
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|
|
|
11000001
|
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|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
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|
|
|
11111111
|
|
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|
|
11111111
|
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|
|
11111111
|
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|
11111111
|
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TIL 7h
|
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|
11111111
|
|
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|
|
11000011
|
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|
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10000001
|
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|
|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
10011001
|
|
|
|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
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|
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|
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TIL 7i
|
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|
|
|
11111111
|
|
|
|
|
11000011
|
|
|
|
|
10110001
|
|
|
|
|
10010001
|
|
|
|
|
11110001
|
|
|
|
|
10110001
|
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|
|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
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|
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|
|
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|
|
TIL 7j
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
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|
|
|
|
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|
|
TIL 7k
|
|
|
|
|
01111111
|
|
|
|
|
10000000
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
10111111
|
|
|
|
|
>
|
|
|
|
|
00000001
|
|
|
|
|
00000010
|
|
|
|
|
10101000
|
|
|
|
|
00000100
|
|
|
|
|
11110000
|
|
|
|
|
11110100
|
|
|
|
|
11110000
|
|
|
|
|
11110100
|
|
|
|
|
|
|
|
|
|
TIL 7l
|
|
|
|
|
11111110
|
|
|
|
|
11111101
|
|
|
|
|
11111011
|
|
|
|
|
11110111
|
|
|
|
|
11101111
|
|
|
|
|
11011111
|
|
|
|
|
10111111
|
|
|
|
|
01111111
|
|
|
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|
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|
TIL 7m
|
|
|
|
|
10000001
|
|
|
|
|
10000001
|
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|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
>
|
|
|
|
|
11000011
|
|
|
|
|
11000011
|
|
|
|
|
11000011
|
|
|
|
|
11000011
|
|
|
|
|
11000011
|
|
|
|
|
11000011
|
|
|
|
|
11000011
|
|
|
|
|
11000011
|
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|
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|
|
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|
|
TIL 7n
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
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|
|
TIL 7o
|
|
|
|
|
11101111
|
|
|
|
|
11101111
|
|
|
|
|
11101111
|
|
|
|
|
11101111
|
|
|
|
|
11101111
|
|
|
|
|
11101111
|
|
|
|
|
11101111
|
|
|
|
|
11101111
|
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|
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|
|
|
|
|
|
TIL 7p
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 7q
|
|
|
|
|
00000000
|
|
|
|
|
01111111
|
|
|
|
|
01000000
|
|
|
|
|
01011111
|
|
|
|
|
01010000
|
|
|
|
|
01010111
|
|
|
|
|
01010100
|
|
|
|
|
01010101
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
10000000
|
|
|
|
|
10111111
|
|
|
|
|
10100000
|
|
|
|
|
10101111
|
|
|
|
|
10101000
|
|
|
|
|
10101011
|
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|
|
|
10101010
|
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|
|
|
|
|
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|
|
TIL 7t
|
|
|
|
|
00000000
|
|
|
|
|
11111110
|
|
|
|
|
00000010
|
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|
|
|
11111010
|
|
|
|
|
00001010
|
|
|
|
|
11101010
|
|
|
|
|
00101010
|
|
|
|
|
10101010
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
00000001
|
|
|
|
|
11111101
|
|
|
|
|
00000101
|
|
|
|
|
11110101
|
|
|
|
|
00010101
|
|
|
|
|
11010101
|
|
|
|
|
01010101
|
|
|
|
|
|
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|
TIL 7u
|
|
|
|
|
01010101
|
|
|
|
|
01010100
|
|
|
|
|
01010111
|
|
|
|
|
01010000
|
|
|
|
|
01011111
|
|
|
|
|
01000000
|
|
|
|
|
01111111
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
10101010
|
|
|
|
|
10101011
|
|
|
|
|
10101000
|
|
|
|
|
10101111
|
|
|
|
|
10100000
|
|
|
|
|
10111111
|
|
|
|
|
10000000
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 7v
|
|
|
|
|
10101010
|
|
|
|
|
00101010
|
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|
|
|
11101010
|
|
|
|
|
00001010
|
|
|
|
|
11111010
|
|
|
|
|
00000010
|
|
|
|
|
11111110
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
01010101
|
|
|
|
|
11010101
|
|
|
|
|
00010101
|
|
|
|
|
11110101
|
|
|
|
|
00000101
|
|
|
|
|
11111101
|
|
|
|
|
00000001
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 7w
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL 7x
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
>
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
|
|
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|
10101010
|
|
|
|
|
10101010
|
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|
|
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|
|
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|
|
TIL 7y
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
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|
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|
10101010
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
|
|
|
|
10101010
|
|
|
|
|
>
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
01010101
|
|
|
|
|
|
|
|
|
|
TIL 7z
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
|
|
|
|
|
TIL 8a
|
|
|
|
|
01111111
|
|
|
|
|
00000000
|
|
|
|
|
00011111
|
|
|
|
|
00000000
|
|
|
|
|
00000111
|
|
|
|
|
00000000
|
|
|
|
|
00000001
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
01111111
|
|
|
|
|
00000000
|
|
|
|
|
00011111
|
|
|
|
|
00000000
|
|
|
|
|
00000111
|
|
|
|
|
00000000
|
|
|
|
|
00000001
|
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TIL 8b
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00000000
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01111100
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01100110
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01100110
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01111110
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01111110
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01111100
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00000000
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TIL 8c
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00000000
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00111100
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01110010
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01110000
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01110000
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01110010
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00111100
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00000000
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NAME letter - c
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TIL 8d
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00000000
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01100110
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01100110
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01111110
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01111110
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00111100
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00011000
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00000000
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NAME letter - v
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TIL 8e
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00000000
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00111100
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01100110
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01100110
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01111110
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01111110
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01100110
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00000000
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NAME letter - a
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TIL 8f
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00000000
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01000000
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00100100
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00011000
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00000000
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00000000
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00000000
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00000000
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TIL 8g
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00000000
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01111100
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01100110
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01100110
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01111110
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01111100
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01100000
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00000000
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>
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00000000
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01011010
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01011010
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01111110
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01111110
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01111110
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01111110
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00000000
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TIL 8h
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00000000
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01111000
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01111000
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01111110
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01111110
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01111110
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01111110
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00000000
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>
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00000000
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00111100
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01100110
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01100110
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01111110
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01111110
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00111100
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00000000
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TIL 8i
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00000000
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00111100
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01100110
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01100110
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01111110
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01111110
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01100110
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00000000
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>
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00000000
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01111100
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01100110
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01100110
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01111100
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01111110
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01100110
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00000000
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TIL 8j
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00000000
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01100110
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01100110
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01111110
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00111100
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00011000
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00011000
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00000000
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>
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00000000
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01100110
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01111110
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01111110
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01111100
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01111110
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01100110
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00000000
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TIL 8k
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00000000
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01011010
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01011010
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01111110
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01111110
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01111110
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01111110
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00000000
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>
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00000000
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01111100
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01100110
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01100110
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01111110
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01111100
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01100000
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00000000
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TIL 8l
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00000000
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00111100
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01100110
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01100110
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01111110
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01111110
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00111100
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00000000
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>
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00000000
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01111000
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01111000
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01111110
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01111110
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01111110
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01111110
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00000000
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TIL 8m
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00000000
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01111110
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01100110
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01100110
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01111100
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01111100
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01100110
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00000000
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>
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00000000
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00111100
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01100110
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01100110
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01111110
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01111110
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01100110
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00000000
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TIL 8n
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00000000
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01100110
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01111110
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01111110
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01111100
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01111110
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01100110
|
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00000000
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>
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00000000
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01100110
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01100110
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01111110
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00111100
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00011000
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00011000
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00000000
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TIL 8o
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00000000
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01111110
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01111110
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00001110
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00011100
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00111000
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01110000
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00000000
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TIL 8p
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00000000
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01111111
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01111111
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01111111
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01111111
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01111111
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01111111
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01111111
|
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>
|
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|
11111111
|
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|
|
11111111
|
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|
|
11111111
|
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|
|
11111111
|
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|
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11111111
|
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|
|
11111111
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|
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11111111
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11111111
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TIL 8q
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00000000
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11111110
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11111110
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11111110
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11111110
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11111110
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11111110
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11111110
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>
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11111111
|
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|
|
11111111
|
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|
|
11111111
|
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|
|
11111111
|
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|
|
11111111
|
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|
|
11111111
|
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|
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11111111
|
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11111111
|
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TIL 8r
|
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01111111
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01111111
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01111111
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01111111
|
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01111111
|
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01111111
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01111111
|
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00000000
|
|
|
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>
|
|
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|
|
11111111
|
|
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|
|
11111111
|
|
|
|
|
11111111
|
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|
|
11111111
|
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|
|
11111111
|
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|
11111111
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11111111
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11111111
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TIL 8s
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11110010
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11110010
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11111110
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11111110
|
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11111110
|
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11111110
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11111110
|
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00000000
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>
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|
11110011
|
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|
11110011
|
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|
|
|
11111111
|
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|
11111111
|
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|
|
11111111
|
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|
|
11111111
|
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|
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11111111
|
|
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|
11111111
|
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TIL 8t
|
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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|
NAME black bg
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TIL 8u
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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TIL 8v
|
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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TIL 8w
|
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00000000
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00000000
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00000000
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00001110
|
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00000100
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00001000
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00010000
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00111000
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TIL 8x
|
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00000000
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00000000
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00000000
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00011100
|
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00011010
|
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00011100
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00011010
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00011100
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TIL 8y
|
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00000000
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00000000
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00000000
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00010010
|
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00010010
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00001100
|
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00000000
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00011110
|
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|
TIL 8z
|
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00000000
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00000000
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00000000
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00000110
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00001000
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00011111
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00000110
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00001100
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TIL 9a
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00000000
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00010000
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00011000
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00011100
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00011100
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00011000
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00010000
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00000000
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>
|
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00000000
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|
00000000
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|
00000000
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00000000
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00000000
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00000000
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00000000
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|
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00000000
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|
NAME symbol - arrow
|
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TIL 9b
|
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00000000
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01111110
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01111000
|
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01111000
|
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01111110
|
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|
01111000
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01111000
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00000000
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|
NAME letter - f
|
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TIL 9c
|
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00000000
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01100110
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01111110
|
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01111100
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01111100
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01111110
|
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01100110
|
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00000000
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NAME letter - k
|
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TIL 9d
|
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00000000
|
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01111100
|
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01100110
|
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01100110
|
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|
01111110
|
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|
01111110
|
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01111100
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00000000
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|
NAME letter - d
|
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TIL 9e
|
|
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|
00000000
|
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01100110
|
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01100110
|
|
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|
01111110
|
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00111100
|
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00011000
|
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00011000
|
|
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00000000
|
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NAME letter - y
|
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TIL 9g
|
|
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|
|
00000000
|
|
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01111000
|
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01111000
|
|
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01111110
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00000000
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00000000
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NAME letter - m
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00000000
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TIL al
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00000000
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10000000
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00000000
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10000000
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TIL am
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00000000
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TIL an
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00000000
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00000000
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00000000
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00000001
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00000000
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TIL ao
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00000000
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00000000
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00000000
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00000000
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00000010
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00000101
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TIL ap
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00000000
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00000000
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00000000
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00010100
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00010100
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00100010
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TIL aq
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01111000
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01111000
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01111000
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01111000
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01111000
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01111000
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01111000
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01110000
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NAME try your luck-side
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TIL ar
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00000000
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00000000
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00000000
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00000000
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00000000
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11111111
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11111111
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11111111
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11111111
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11111111
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11111111
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11111111
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11111111
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NAME green black background
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TIL as
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11111111
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10100101
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10100101
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10000001
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10000001
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10000001
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10000001
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11111111
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NAME letter - w
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TIL at
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11111111
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11000011
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10011001
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10000001
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10000001
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10000001
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11000011
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11111111
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NAME letter - o
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TIL au
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11111111
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10011001
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10000001
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10000001
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10000001
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10100101
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10100101
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11111111
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NAME letter - m
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TIL av
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11111111
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10000011
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10011001
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10011001
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10000001
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10000011
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10001111
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11111111
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NAME letter - p
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TIL aw
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11111111
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10000000
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10111111
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10111111
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10111111
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10111010
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10111101
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10111010
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TIL ax
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01111110
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00000010
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00000010
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00000010
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00000000
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00000000
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00000000
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00000000
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TIL ay
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00010000
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TIL az
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00000010
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00000100
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00001000
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00010000
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00100000
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00111111
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00100000
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00100000
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TIL b0
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00000000
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00000000
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00000000
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00000000
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00000000
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11111111
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00000000
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00000000
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TIL b1
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00000001
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00000001
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00000001
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00000001
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00000001
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00000001
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00000001
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00000001
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TIL b2
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00000000
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00000000
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00000000
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00000000
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00000000
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11111111
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00000001
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00000001
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TIL b3
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00000010
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00000100
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00001000
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00010000
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00100000
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01000000
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10000000
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00000000
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TIL b4
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00000000
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01110010
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01111010
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01111110
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01111110
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01011110
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01001110
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00000000
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NAME letter - n
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TIL b5
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00000000
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01011010
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01011010
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01111110
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01111110
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01111110
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00111100
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00000000
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NAME letter - w
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TIL b6
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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01010101
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00000000
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>
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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10101010
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00000000
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TIL b7
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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10101010
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00000000
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>
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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01010101
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00000000
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TIL bp
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00000000
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00111100
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01100110
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01100110
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01111110
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01111100
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00111110
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00000000
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NAME letter - q
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TIL br
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00000000
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01111100
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01100110
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01111110
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01111100
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01111110
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01100110
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00000000
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TIL bx
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00000000
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01011010
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01011010
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01111110
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01111110
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01111110
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01111110
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00000000
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TIL c1
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00000000
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01111110
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00011110
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00111110
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01111100
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01111000
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01111110
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00000000
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NAME letter - z
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TIL c3
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00000000
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01110110
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01111110
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01111100
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01111110
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01111110
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01110110
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00000000
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TIL cy
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00000000
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01011010
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01011010
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01111110
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01111110
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01111110
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00111100
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00000000
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NAME letter - w4
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TIL d2
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00000000
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00111100
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01111100
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00111100
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00111100
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00111100
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01111110
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00000000
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NAME letter - 1
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TIL d4
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00000000
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01111100
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00011110
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00111110
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01111100
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01111000
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01111110
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00000000
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NAME letter - 2
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TIL d5
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00000000
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01111100
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00011110
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01111110
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01111110
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00011110
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01111100
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00000000
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NAME letter - 3
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TIL d7
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00000000
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00111100
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01011100
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01011100
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01111110
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01111110
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00011100
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00000000
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NAME letter - 4
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TIL d9
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00000000
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01111110
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01111000
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01111100
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01111110
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00011110
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01111100
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00000000
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NAME letter - 5
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TIL da
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00000000
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00111110
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01111000
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01111110
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01111010
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01111010
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00111100
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00000000
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NAME letter - 6
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TIL dc
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00000000
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01111110
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00011110
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00111110
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01111110
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01111100
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01111000
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00000000
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NAME letter - 7
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TIL dd
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00000000
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00111100
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01100110
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01111110
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01111110
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01100110
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00111100
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00000000
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NAME letter - 8
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TIL de
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00000000
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00111100
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01111110
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01111110
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01111100
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00000000
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NAME letter - 9
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TIL df
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00000000
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01111110
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00111100
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00000000
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NAME letter - 0
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TIL dg
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01100000
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01100000
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00000000
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NAME letter - .
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TIL dh
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00000000
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01111110
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01111110
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00111100
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00011000
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00000000
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00011000
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00000000
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NAME letter - !
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TIL dj
|
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00000000
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01111100
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01111110
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01111100
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00000000
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01110000
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00000000
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NAME letter - ?
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TIL dk
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00000000
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01111110
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01111110
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00111100
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00000000
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00111100
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00111100
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00000000
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TIL dl
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00000000
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00000000
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00000000
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01100000
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01100000
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00000000
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NAME letter - :
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TIL do
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00000000
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01111110
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00000000
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00000000
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NAME letter - em
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TIL dp
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00000000
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00000000
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00000000
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00111100
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00111100
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00000000
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00000000
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00000000
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NAME letter - en
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TIL dq
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00000000
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00111100
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01000010
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00000010
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00111100
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00000000
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00000000
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00011110
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00100001
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00000001
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00001110
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00000000
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00000000
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TIL ds
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00000000
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00111000
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00111000
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00111000
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00111000
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00011100
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00000000
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NAME letter - ( left
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TIL dt
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00000000
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00011100
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00011100
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00011100
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00011100
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00000000
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NAME letter - ) right
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TIL du
|
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00000000
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01011010
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01011010
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01111110
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01111110
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01111110
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00111100
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00000000
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TIL dw
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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TIL dx
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00000000
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00000000
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00000000
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00000000
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00000000
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|
01100000
|
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|
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01100000
|
|
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00100000
|
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|
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NAME letter - comma, top
|
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TIL dy
|
|
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|
00000000
|
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00000000
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00000000
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00000000
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11100000
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11100000
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00100000
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01000000
|
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TIL dz
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00000000
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00000000
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00000000
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00000000
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01100000
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01100000
|
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00100000
|
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01000000
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TIL e0
|
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01000000
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00000000
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00000000
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00000000
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00000000
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00000000
|
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00000000
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00000000
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NAME letter - comma, bottom
|
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TIL e1
|
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|
00000000
|
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00000000
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00000000
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00000000
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01100000
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01000000
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TIL e2
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00000000
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00000000
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00000000
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00000000
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00000000
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01100000
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01100000
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00000000
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TIL e3
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00000000
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00000000
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00000000
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00000000
|
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00000000
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01100000
|
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01100000
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00100000
|
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TIL e6
|
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00000000
|
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01111110
|
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00011110
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00111100
|
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01111000
|
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01110000
|
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01100000
|
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00000000
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TIL e7
|
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00000000
|
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00100100
|
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01111110
|
|
|
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|
00101100
|
|
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|
|
01101110
|
|
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|
|
01111110
|
|
|
|
|
00101100
|
|
|
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00000000
|
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|
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NAME letter - hash
|
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TIL ea
|
|
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|
|
00000000
|
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|
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00101100
|
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01111110
|
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00101100
|
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00101100
|
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01111110
|
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00101100
|
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00000000
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TIL eb
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00000000
|
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00100100
|
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01111110
|
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|
|
|
00101100
|
|
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01111110
|
|
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|
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01111110
|
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00100100
|
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00000000
|
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TIL ec
|
|
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|
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00000000
|
|
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|
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00100100
|
|
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|
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01111110
|
|
|
|
|
01101110
|
|
|
|
|
00101100
|
|
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|
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01111110
|
|
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|
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00101100
|
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00000000
|
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TIL ed
|
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00000000
|
|
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01100000
|
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01100000
|
|
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|
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00000000
|
|
|
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00000000
|
|
|
|
|
01100000
|
|
|
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|
01100000
|
|
|
|
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00100000
|
|
|
|
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NAME letter - semicolon
|
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|
|
|
|
|
|
|
TIL ee
|
|
|
|
|
00000000
|
|
|
|
|
01100010
|
|
|
|
|
01100100
|
|
|
|
|
00001000
|
|
|
|
|
00010000
|
|
|
|
|
00100110
|
|
|
|
|
01000110
|
|
|
|
|
00000000
|
|
|
|
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NAME letter - %
|
|
|
|
|
|
|
|
|
|
TIL ef
|
|
|
|
|
00000000
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
00000000
|
|
|
|
|
NAME letter - +
|
|
|
|
|
|
|
|
|
|
TIL eg
|
|
|
|
|
00000000
|
|
|
|
|
00000010
|
|
|
|
|
00000100
|
|
|
|
|
00001000
|
|
|
|
|
00010000
|
|
|
|
|
00100000
|
|
|
|
|
01000000
|
|
|
|
|
00000000
|
|
|
|
|
NAME letter - /
|
|
|
|
|
|
|
|
|
|
TIL eh
|
|
|
|
|
00000000
|
|
|
|
|
00111100
|
|
|
|
|
01000010
|
|
|
|
|
01011010
|
|
|
|
|
01011100
|
|
|
|
|
01000000
|
|
|
|
|
00111000
|
|
|
|
|
00000000
|
|
|
|
|
NAME letter - @
|
|
|
|
|
|
|
|
|
|
TIL ei
|
|
|
|
|
00000000
|
|
|
|
|
00011110
|
|
|
|
|
00110000
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
00110000
|
|
|
|
|
00011110
|
|
|
|
|
00000000
|
|
|
|
|
NAME letter - euro
|
|
|
|
|
|
|
|
|
|
TIL ej
|
|
|
|
|
00000000
|
|
|
|
|
00111100
|
|
|
|
|
01101110
|
|
|
|
|
00111100
|
|
|
|
|
01101100
|
|
|
|
|
01101100
|
|
|
|
|
00111110
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
TIL ek
|
|
|
|
|
00000000
|
|
|
|
|
01111100
|
|
|
|
|
01100110
|
|
|
|
|
01100110
|
|
|
|
|
01111100
|
|
|
|
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01111110
|
|
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|
|
01100110
|
|
|
|
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00000000
|
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|
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|
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00000000
|
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00111100
|
|
|
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01100110
|
|
|
|
|
01100110
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
01100110
|
|
|
|
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00000000
|
|
|
|
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NAME letter - ra
|
|
|
|
|
|
|
|
|
|
TIL el
|
|
|
|
|
00000000
|
|
|
|
|
01100110
|
|
|
|
|
01111110
|
|
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|
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01111100
|
|
|
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01111100
|
|
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01111110
|
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01100110
|
|
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00000000
|
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|
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00000000
|
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01100110
|
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01100110
|
|
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|
|
01111110
|
|
|
|
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00111100
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
00000000
|
|
|
|
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NAME letter - ky
|
|
|
|
|
|
|
|
|
|
TIL em
|
|
|
|
|
00000000
|
|
|
|
|
01011010
|
|
|
|
|
01011010
|
|
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|
01111110
|
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01111110
|
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00000000
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00000000
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01100110
|
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01100110
|
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01111110
|
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01111100
|
|
|
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|
01100000
|
|
|
|
|
00000000
|
|
|
|
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NAME letter - wp
|
|
|
|
|
|
|
|
|
|
TIL en
|
|
|
|
|
00000000
|
|
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|
01111100
|
|
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|
01100110
|
|
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|
|
01100110
|
|
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|
01111110
|
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01111100
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01100000
|
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00000000
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00000000
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01011010
|
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|
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|
01111110
|
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01111110
|
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01111110
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00111100
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|
00000000
|
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NAME letter - pw
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TIL ep
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00000000
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01100110
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01100110
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01111100
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01111100
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01111110
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01100110
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00000000
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NAME letter - yk
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TIL eq
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00000000
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01111100
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01111110
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01100110
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00000000
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NAME letter - ar
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TIL er
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11111100
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00000000
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11111111
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00000000
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TIL es
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00000000
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00111100
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01000010
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11111111
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11000011
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10111101
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11111101
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11100011
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11111111
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11100111
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11111111
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NAME ? - 2
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TIL et
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00000000
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00100000
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01010100
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00001000
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00000000
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00010000
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00101010
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00000100
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00110000
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01001000
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10000100
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TIL ev
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11111111
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11111111
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11111111
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11001111
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10110110
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11111001
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11111111
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11111111
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11111111
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11111111
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11111111
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10011111
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01101101
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11110011
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11111111
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11111111
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TIL ew
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11111111
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11111111
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11111111
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10011111
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01101101
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11110011
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11111111
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11111111
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11111111
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11001111
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10110110
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11111001
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11111111
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11111111
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TIL ex
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11001111
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10110110
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11111001
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11001111
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10110110
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11111001
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11111111
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11111111
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11111111
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11111111
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11111111
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10011111
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01101101
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11110011
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11111111
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11111111
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TIL ey
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00000000
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00111100
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01111010
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01111000
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01111000
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01111010
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00111100
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00000000
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NAME letter c - alt
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TIL ez
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00000000
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00111110
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01111110
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01111000
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01111000
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01111110
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00111110
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00000000
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TIL f0
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00000000
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00111110
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01111110
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01100000
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01100110
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01111110
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00111110
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00000000
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TIL f1
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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00000000
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TIL f2
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00000000
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00111100
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01110110
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01110000
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01110000
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01110110
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00111100
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00000000
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TIL f3
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00000000
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00111100
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01100110
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01100000
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01101110
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01111110
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00111110
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00000000
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TIL f4
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00000000
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01111110
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01111110
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|
00011100
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00011100
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01111100
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00111000
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00000000
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TIL f5
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00000000
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01111110
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01111110
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00011100
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00011100
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00011100
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01111000
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00000000
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TIL f6
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00000000
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01111110
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01111110
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00011100
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00011100
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01011100
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01111000
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00000000
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TIL f7
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00000000
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00111110
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01110000
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01110000
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01110110
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01110010
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00111110
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00000000
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TIL f8
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00000000
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00111110
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01110000
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01110110
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01110010
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01111110
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00111110
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00000000
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TIL f9
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00000000
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00111110
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01110000
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01110110
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01110010
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01111110
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00111100
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00000000
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TIL fa
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00000000
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00111100
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01111110
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01111000
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01111000
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01111110
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00111100
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00000000
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TIL fb
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00000000
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00111100
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01110110
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01110000
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01110000
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01110110
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00111100
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00000000
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TIL fc
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00000000
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00111110
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01110010
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01110000
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01110110
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01110010
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00111110
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00000000
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TIL fd
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00000000
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00111110
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01111110
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01110000
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01110110
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01110010
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00111110
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00000000
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TIL fe
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00000000
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00111100
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01110010
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01110000
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01110110
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01110010
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00111100
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00000000
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TIL ff
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00000000
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00111110
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01100000
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01101110
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01100010
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01111110
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00111110
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00000000
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TIL fg
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00000000
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01111110
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01111110
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00011100
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00011100
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01111100
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01111000
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00000000
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TIL fh
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00000000
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01111110
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01111110
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00011100
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00011100
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01111100
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01111000
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00000000
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TIL fi
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00000000
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00111110
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01110000
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01100110
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01110110
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01111110
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01111100
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00000000
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TIL fj
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00000000
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01111110
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01111110
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|
00011100
|
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|
00011100
|
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01011100
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01111100
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00000000
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TIL fk
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00000000
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00111110
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01111110
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01111000
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01111000
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01111110
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00111110
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00000000
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TIL fl
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00000000
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00111110
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01111110
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01110000
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01110000
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01111110
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00111110
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00000000
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TIL fm
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00111100
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01111110
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01100110
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01111110
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01111110
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01100110
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01100110
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01100110
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TIL fn
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00000000
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00000000
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01111110
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00000000
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01111000
|
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00000000
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01110000
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00000000
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NAME logo_etherpad
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TIL fo
|
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00000000
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01111000
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01111000
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
NAME letter - l blink
|
|
|
|
|
|
|
|
|
|
TIL fp
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
SPR 12
|
|
|
|
|
01000000
|
|
|
|
|
01100000
|
|
|
|
|
01110000
|
|
|
|
|
01111000
|
|
|
|
|
01111100
|
|
|
|
|
01110000
|
|
|
|
|
01011000
|
|
|
|
|
00001000
|
|
|
|
|
>
|
|
|
|
|
10111111
|
|
|
|
|
10011111
|
|
|
|
|
10001111
|
|
|
|
|
10000111
|
|
|
|
|
10000011
|
|
|
|
|
10001111
|
|
|
|
|
10100111
|
|
|
|
|
11110111
|
|
|
|
|
NAME cursor
|
|
|
|
|
|
|
|
|
|
SPR 14
|
|
|
|
|
00111000
|
|
|
|
|
01000100
|
|
|
|
|
10000010
|
|
|
|
|
10000010
|
|
|
|
|
01000100
|
|
|
|
|
00111000
|
|
|
|
|
00000100
|
|
|
|
|
00000010
|
|
|
|
|
>
|
|
|
|
|
11000111
|
|
|
|
|
10111011
|
|
|
|
|
01111101
|
|
|
|
|
01111101
|
|
|
|
|
10111011
|
|
|
|
|
11000111
|
|
|
|
|
11110011
|
|
|
|
|
11111001
|
|
|
|
|
NAME magnifying glass
|
|
|
|
|
POS 1e 12,12
|
|
|
|
|
|
|
|
|
|
SPR 15
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00111100
|
|
|
|
|
01011010
|
|
|
|
|
01100110
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
11000011
|
|
|
|
|
10100101
|
|
|
|
|
10011001
|
|
|
|
|
10000001
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
NAME email
|
|
|
|
|
POS 1e 9,4
|
|
|
|
|
|
|
|
|
|
SPR 16
|
|
|
|
|
00000000
|
|
|
|
|
00000011
|
|
|
|
|
00000110
|
|
|
|
|
00001100
|
|
|
|
|
11011000
|
|
|
|
|
01110000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
11111100
|
|
|
|
|
11111001
|
|
|
|
|
11110011
|
|
|
|
|
00100111
|
|
|
|
|
10001111
|
|
|
|
|
11111111
|
|
|
|
|
11111111
|
|
|
|
|
NAME check mark
|
|
|
|
|
POS 1e 12,4
|
|
|
|
|
|
|
|
|
|
SPR 17
|
|
|
|
|
00111100
|
|
|
|
|
01000010
|
|
|
|
|
10010001
|
|
|
|
|
10011101
|
|
|
|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
01000010
|
|
|
|
|
00111100
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
11000011
|
|
|
|
|
10010001
|
|
|
|
|
10011101
|
|
|
|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
NAME clock
|
|
|
|
|
POS 1e 9,8
|
|
|
|
|
|
|
|
|
|
SPR 19
|
|
|
|
|
00011000
|
|
|
|
|
00101100
|
|
|
|
|
01011110
|
|
|
|
|
01011110
|
|
|
|
|
01011010
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
00011000
|
|
|
|
|
>
|
|
|
|
|
11100111
|
|
|
|
|
11010011
|
|
|
|
|
10100001
|
|
|
|
|
10100001
|
|
|
|
|
10100101
|
|
|
|
|
00000000
|
|
|
|
|
11111111
|
|
|
|
|
11100111
|
|
|
|
|
NAME alarm
|
|
|
|
|
POS 1e 3,12
|
|
|
|
|
|
|
|
|
|
SPR A
|
|
|
|
|
01111100
|
|
|
|
|
01001010
|
|
|
|
|
01001110
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
|
|
POS 1p 8,8
|
|
|
|
|
|
|
|
|
|
SPR a
|
|
|
|
|
00000000
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
NAME etherpad ibeam
|
|
|
|
|
DLG 0
|
|
|
|
|
|
|
|
|
|
SPR c
|
|
|
|
|
00000000
|
|
|
|
|
00010000
|
|
|
|
|
00011000
|
|
|
|
|
00011100
|
|
|
|
|
00011100
|
|
|
|
|
00011000
|
|
|
|
|
00010000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
NAME etherpad - halfbaked - info
|
|
|
|
|
DLG 3
|
|
|
|
|
|
|
|
|
|
SPR d
|
|
|
|
|
11111111
|
|
|
|
|
11011011
|
|
|
|
|
11000011
|
|
|
|
|
10101001
|
|
|
|
|
10000001
|
|
|
|
|
10111001
|
|
|
|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00100100
|
|
|
|
|
01011010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
NAME chae
|
|
|
|
|
DLG 4
|
|
|
|
|
|
|
|
|
|
SPR e
|
|
|
|
|
11111111
|
|
|
|
|
11011011
|
|
|
|
|
11000011
|
|
|
|
|
10101001
|
|
|
|
|
10000001
|
|
|
|
|
10111001
|
|
|
|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00100100
|
|
|
|
|
01011010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
NAME gersande
|
|
|
|
|
DLG 5
|
|
|
|
|
|
|
|
|
|
SPR f
|
|
|
|
|
11111111
|
|
|
|
|
11011011
|
|
|
|
|
11000011
|
|
|
|
|
10101001
|
|
|
|
|
10000001
|
|
|
|
|
10111001
|
|
|
|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00100100
|
|
|
|
|
01011010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
NAME jian
|
|
|
|
|
DLG 6
|
|
|
|
|
|
|
|
|
|
SPR g
|
|
|
|
|
11111111
|
|
|
|
|
11011011
|
|
|
|
|
11000011
|
|
|
|
|
10101001
|
|
|
|
|
10000001
|
|
|
|
|
10111001
|
|
|
|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00100100
|
|
|
|
|
01011010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
NAME al
|
|
|
|
|
DLG 7
|
|
|
|
|
|
|
|
|
|
SPR h
|
|
|
|
|
11111111
|
|
|
|
|
11011011
|
|
|
|
|
11000011
|
|
|
|
|
10101001
|
|
|
|
|
10000001
|
|
|
|
|
10111001
|
|
|
|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00100100
|
|
|
|
|
01011010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
NAME supi
|
|
|
|
|
DLG 8
|
|
|
|
|
|
|
|
|
|
SPR i
|
|
|
|
|
11111111
|
|
|
|
|
11011011
|
|
|
|
|
11000011
|
|
|
|
|
10101001
|
|
|
|
|
10000001
|
|
|
|
|
10111001
|
|
|
|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00100100
|
|
|
|
|
01011010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
NAME em
|
|
|
|
|
DLG 9
|
|
|
|
|
|
|
|
|
|
SPR j
|
|
|
|
|
11111111
|
|
|
|
|
11011011
|
|
|
|
|
11000011
|
|
|
|
|
10101001
|
|
|
|
|
10000001
|
|
|
|
|
10111001
|
|
|
|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00100100
|
|
|
|
|
01011010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
NAME carmen
|
|
|
|
|
DLG a
|
|
|
|
|
|
|
|
|
|
SPR k
|
|
|
|
|
11111111
|
|
|
|
|
11011011
|
|
|
|
|
11000011
|
|
|
|
|
10101001
|
|
|
|
|
10000001
|
|
|
|
|
10111001
|
|
|
|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00100100
|
|
|
|
|
01011010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
NAME erica
|
|
|
|
|
DLG b
|
|
|
|
|
|
|
|
|
|
SPR l
|
|
|
|
|
11111111
|
|
|
|
|
11011011
|
|
|
|
|
11000011
|
|
|
|
|
10101001
|
|
|
|
|
10000001
|
|
|
|
|
10111001
|
|
|
|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00100100
|
|
|
|
|
01011010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
NAME kamo
|
|
|
|
|
DLG c
|
|
|
|
|
|
|
|
|
|
SPR m
|
|
|
|
|
11111111
|
|
|
|
|
11011011
|
|
|
|
|
11000011
|
|
|
|
|
10101001
|
|
|
|
|
10000001
|
|
|
|
|
10111001
|
|
|
|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00100100
|
|
|
|
|
01011010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
NAME miriam
|
|
|
|
|
DLG d
|
|
|
|
|
|
|
|
|
|
SPR n
|
|
|
|
|
11111111
|
|
|
|
|
11011011
|
|
|
|
|
11000011
|
|
|
|
|
10101001
|
|
|
|
|
10000001
|
|
|
|
|
10111001
|
|
|
|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00100100
|
|
|
|
|
01011010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
NAME mitsa
|
|
|
|
|
DLG e
|
|
|
|
|
|
|
|
|
|
SPR o
|
|
|
|
|
11111111
|
|
|
|
|
11011011
|
|
|
|
|
11000011
|
|
|
|
|
10101001
|
|
|
|
|
10000001
|
|
|
|
|
10111001
|
|
|
|
|
11000011
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
00100100
|
|
|
|
|
01011010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
00111100
|
|
|
|
|
00000000
|
|
|
|
|
NAME kimberley
|
|
|
|
|
DLG f
|
|
|
|
|
|
|
|
|
|
SPR p
|
|
|
|
|
00000000
|
|
|
|
|
00111100
|
|
|
|
|
01100010
|
|
|
|
|
01100000
|
|
|
|
|
01101110
|
|
|
|
|
01100110
|
|
|
|
|
00111110
|
|
|
|
|
00000000
|
|
|
|
|
DLG g
|
|
|
|
|
POS 1j 4,6
|
|
|
|
|
|
|
|
|
|
SPR q
|
|
|
|
|
00000000
|
|
|
|
|
01111100
|
|
|
|
|
01110010
|
|
|
|
|
01110010
|
|
|
|
|
01110010
|
|
|
|
|
01110010
|
|
|
|
|
01111100
|
|
|
|
|
00000000
|
|
|
|
|
DLG h
|
|
|
|
|
POS 1j 11,7
|
|
|
|
|
|
|
|
|
|
SPR r
|
|
|
|
|
00000000
|
|
|
|
|
01011010
|
|
|
|
|
01011010
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
|
|
DLG i
|
|
|
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|
POS 1j 8,8
|
|
|
|
|
|
|
|
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|
SPR s
|
|
|
|
|
00000000
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
00111100
|
|
|
|
|
00111100
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
|
|
DLG j
|
|
|
|
|
POS 1j 7,10
|
|
|
|
|
|
|
|
|
|
SPR t
|
|
|
|
|
00000000
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
00000000
|
|
|
|
|
DLG k
|
|
|
|
|
POS 1j 8,11
|
|
|
|
|
|
|
|
|
|
SPR u
|
|
|
|
|
00000000
|
|
|
|
|
00111100
|
|
|
|
|
01100010
|
|
|
|
|
01010110
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
00000000
|
|
|
|
|
01111000
|
|
|
|
|
10000100
|
|
|
|
|
10101100
|
|
|
|
|
10000100
|
|
|
|
|
10000100
|
|
|
|
|
11111100
|
|
|
|
|
00000000
|
|
|
|
|
DLG l
|
|
|
|
|
POS 1j 6,13
|
|
|
|
|
|
|
|
|
|
SPR v
|
|
|
|
|
00111100
|
|
|
|
|
01000010
|
|
|
|
|
10011001
|
|
|
|
|
10000001
|
|
|
|
|
10011001
|
|
|
|
|
10011001
|
|
|
|
|
01000010
|
|
|
|
|
00111100
|
|
|
|
|
DLG m
|
|
|
|
|
POS 1j 12,3
|
|
|
|
|
|
|
|
|
|
SPR w
|
|
|
|
|
00000000
|
|
|
|
|
00000110
|
|
|
|
|
00001110
|
|
|
|
|
00011110
|
|
|
|
|
00111110
|
|
|
|
|
01111110
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
SPR x
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00011000
|
|
|
|
|
00111100
|
|
|
|
|
00111100
|
|
|
|
|
00011000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
SPR y
|
|
|
|
|
00000000
|
|
|
|
|
00011000
|
|
|
|
|
00111100
|
|
|
|
|
01111110
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
SPR z
|
|
|
|
|
11111111
|
|
|
|
|
01000010
|
|
|
|
|
00100100
|
|
|
|
|
00011000
|
|
|
|
|
00100100
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
11111111
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
10000001
|
|
|
|
|
11000011
|
|
|
|
|
11100111
|
|
|
|
|
11000011
|
|
|
|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
11111111
|
|
|
|
|
NAME hourglass
|
|
|
|
|
POS 1e 12,8
|
|
|
|
|
|
|
|
|
|
SPR 1a
|
|
|
|
|
01111100
|
|
|
|
|
01001010
|
|
|
|
|
01001110
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01000010
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
10000011
|
|
|
|
|
10110101
|
|
|
|
|
10110001
|
|
|
|
|
10111101
|
|
|
|
|
10111101
|
|
|
|
|
10111101
|
|
|
|
|
10000001
|
|
|
|
|
11111111
|
|
|
|
|
NAME file
|
|
|
|
|
POS 1e 6,12
|
|
|
|
|
|
|
|
|
|
SPR 1b
|
|
|
|
|
11111111
|
|
|
|
|
11000011
|
|
|
|
|
10100101
|
|
|
|
|
10011001
|
|
|
|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
11111111
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
SPR 1c
|
|
|
|
|
00111100
|
|
|
|
|
01000010
|
|
|
|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
10000001
|
|
|
|
|
01000010
|
|
|
|
|
00111100
|
|
|
|
|
|
|
|
|
|
SPR 1d
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
01011010
|
|
|
|
|
00111100
|
|
|
|
|
00011000
|
|
|
|
|
01000010
|
|
|
|
|
01111110
|
|
|
|
|
>
|
|
|
|
|
11100111
|
|
|
|
|
11100111
|
|
|
|
|
11100111
|
|
|
|
|
10100101
|
|
|
|
|
11000011
|
|
|
|
|
11100111
|
|
|
|
|
10111101
|
|
|
|
|
10000001
|
|
|
|
|
NAME download button
|
|
|
|
|
POS 1e 3,8
|
|
|
|
|
|
|
|
|
|
SPR 1f
|
|
|
|
|
00000000
|
|
|
|
|
00001100
|
|
|
|
|
01111110
|
|
|
|
|
00001100
|
|
|
|
|
00000000
|
|
|
|
|
00011000
|
|
|
|
|
01111110
|
|
|
|
|
00011000
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
11110011
|
|
|
|
|
10000001
|
|
|
|
|
11110011
|
|
|
|
|
11111111
|
|
|
|
|
11100111
|
|
|
|
|
10000001
|
|
|
|
|
11100111
|
|
|
|
|
NAME control panel
|
|
|
|
|
POS 1e 6,8
|
|
|
|
|
|
|
|
|
|
SPR 1g
|
|
|
|
|
00000000
|
|
|
|
|
00111000
|
|
|
|
|
00010000
|
|
|
|
|
00010000
|
|
|
|
|
00010000
|
|
|
|
|
00010000
|
|
|
|
|
00111000
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
11000111
|
|
|
|
|
11101111
|
|
|
|
|
11101111
|
|
|
|
|
11101111
|
|
|
|
|
11101111
|
|
|
|
|
11000111
|
|
|
|
|
11111111
|
|
|
|
|
NAME text cursor
|
|
|
|
|
POS 1e 9,12
|
|
|
|
|
|
|
|
|
|
SPR 1h
|
|
|
|
|
00000000
|
|
|
|
|
01000010
|
|
|
|
|
00100100
|
|
|
|
|
00011000
|
|
|
|
|
00011000
|
|
|
|
|
00100100
|
|
|
|
|
01000010
|
|
|
|
|
00000000
|
|
|
|
|
>
|
|
|
|
|
11111111
|
|
|
|
|
10111101
|
|
|
|
|
11011011
|
|
|
|
|
11100111
|
|
|
|
|
11100111
|
|
|
|
|
11011011
|
|
|
|
|
10111101
|
|
|
|
|
11111111
|
|
|
|
|
NAME exit button
|
|
|
|
|
POS 1e 6,4
|
|
|
|
|
|
|
|
|
|
SPR 1i
|
|
|
|
|
00000000
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
|
|
01111110
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
SPR 1j
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
|
|
|
|
|
ITM 0
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00000000
|
|
|
|
|
00111100
|
|
|
|
|
01100100
|
|
|
|
|
00100100
|
|
|
|
|
00011000
|
|
|
|
|
00000000
|
|
|
|
|
NAME tea
|
|
|
|
|
DLG 1
|
|
|
|
|
|
|
|
|
|
ITM 1
|
|
|
|
|
00000000
|
|
|
|
|
00111100
|
|
|
|
|
00100100
|
|
|
|
|
00111100
|
|
|
|
|
00010000
|
|
|
|
|
00011000
|
|
|
|
|
00010000
|
|
|
|
|
00011000
|
|
|
|
|
NAME key
|
|
|
|
|
DLG 2
|
|
|
|
|
|
|
|
|
|
DLG 0
|
|
|
|
|
"""
|
|
|
|
|
Welcome to Etherpad!
|
|
|
|
|
|
|
|
|
|
This pad text is synchronized as you type, so that everyone viewing this page sees the same text. This allows you to collaborate seamlessly on documents!
|
|
|
|
|
|
|
|
|
|
Get involved with Etherpad at https://etherpad.org
|
|
|
|
|
"""
|
|
|
|
|
NAME cat dialog
|
|
|
|
|
|
|
|
|
|
DLG 1
|
|
|
|
|
You found a nice warm cup of tea
|
|
|
|
|
NAME tea dialog
|
|
|
|
|
|
|
|
|
|
DLG 2
|
|
|
|
|
A key! {wvy}What does it open?{wvy}
|
|
|
|
|
NAME key dialog
|
|
|
|
|
|
|
|
|
|
DLG 3
|
|
|
|
|
"""
|
|
|
|
|
24/02/22
|
|
|
|
|
ghosts
|
|
|
|
|
ghost-files
|
|
|
|
|
orphan-files
|
|
|
|
|
artifacts
|
|
|
|
|
relics
|
|
|
|
|
something repeated so often it loses its meaning
|
|
|
|
|
empty phrases
|
|
|
|
|
sprites approach
|
|
|
|
|
bread crumbs (when you delete files)
|
|
|
|
|
energy is residual
|
|
|
|
|
trace
|
|
|
|
|
remnants of the past
|
|
|
|
|
echoes
|
|
|
|
|
records
|
|
|
|
|
souvenir
|
|
|
|
|
pastiche
|
|
|
|
|
archeology
|
|
|
|
|
fossils
|
|
|
|
|
mark
|
|
|
|
|
"""
|
|
|
|
|
NAME etherpad - halfbaked - info dialog
|
|
|
|
|
|
|
|
|
|
DLG 4
|
|
|
|
|
Add character tagline here
|
|
|
|
|
NAME sprite d dialog
|
|
|
|
|
|
|
|
|
|
DLG 5
|
|
|
|
|
Add character tagline here
|
|
|
|
|
NAME gersande dialog
|
|
|
|
|
|
|
|
|
|
DLG 6
|
|
|
|
|
Add character tagline here
|
|
|
|
|
NAME jian dialog
|
|
|
|
|
|
|
|
|
|
DLG 7
|
|
|
|
|
Add character tagline here
|
|
|
|
|
NAME al dialog
|
|
|
|
|
|
|
|
|
|
DLG 8
|
|
|
|
|
Add character tagline here
|
|
|
|
|
NAME supi dialog
|
|
|
|
|
|
|
|
|
|
DLG 9
|
|
|
|
|
Add character tagline here
|
|
|
|
|
NAME em dialog
|
|
|
|
|
|
|
|
|
|
DLG a
|
|
|
|
|
Add character tagline here
|
|
|
|
|
NAME carmen dialog
|
|
|
|
|
|
|
|
|
|
DLG b
|
|
|
|
|
Add character tagline here
|
|
|
|
|
NAME erica dialog
|
|
|
|
|
|
|
|
|
|
DLG c
|
|
|
|
|
Add character tagline here
|
|
|
|
|
NAME kamo dialog
|
|
|
|
|
|
|
|
|
|
DLG d
|
|
|
|
|
Add character tagline here
|
|
|
|
|
NAME miriam dialog
|
|
|
|
|
|
|
|
|
|
DLG e
|
|
|
|
|
Add character tagline here
|
|
|
|
|
NAME mitsa dialog
|
|
|
|
|
|
|
|
|
|
DLG f
|
|
|
|
|
Add character tagline here
|
|
|
|
|
NAME kimberley dialog
|
|
|
|
|
|
|
|
|
|
DLG g
|
|
|
|
|
"""
|
|
|
|
|
ghosts
|
|
|
|
|
ghost-files
|
|
|
|
|
orphan-files
|
|
|
|
|
artifacts
|
|
|
|
|
relics
|
|
|
|
|
something repeated so often it loses its meaning - empty phrases - sprites approach
|
|
|
|
|
bread crumbs (when you delete files)
|
|
|
|
|
energy is residual
|
|
|
|
|
trace
|
|
|
|
|
remnants of the past
|
|
|
|
|
echoes
|
|
|
|
|
records
|
|
|
|
|
souvenir
|
|
|
|
|
pastiche
|
|
|
|
|
archeology
|
|
|
|
|
fossils
|
|
|
|
|
mark
|
|
|
|
|
"""
|
|
|
|
|
NAME sprite p dialog
|
|
|
|
|
|
|
|
|
|
DLG h
|
|
|
|
|
"""
|
|
|
|
|
disruptive play [shira]
|
|
|
|
|
call to action: play like a feminist meaning mod a game, play it differently or make new games [shira] chain reaction - self work/care - investment - short-term long-term
|
|
|
|
|
what do we consider productive? productive for who? [shira]
|
|
|
|
|
video games are a kind of text? [shira]
|
|
|
|
|
a networked narrative
|
|
|
|
|
"""
|
|
|
|
|
NAME sprite q dialog
|
|
|
|
|
|
|
|
|
|
DLG i
|
|
|
|
|
"""
|
|
|
|
|
walk through the fog
|
|
|
|
|
Collect your thoughts
|
|
|
|
|
See how the sky clears up
|
|
|
|
|
"""
|
|
|
|
|
NAME sprite r dialog
|
|
|
|
|
|
|
|
|
|
DLG j
|
|
|
|
|
"""
|
|
|
|
|
"in Search of a Random Exit "
|
|
|
|
|
exit strategies safe word
|
|
|
|
|
"reflect and shape capitalism’s development."
|
|
|
|
|
cog in the machine
|
|
|
|
|
"reproduce...transform...sustain"
|
|
|
|
|
sustain-release
|
|
|
|
|
"resistance"
|
|
|
|
|
embedded media trace/ footprint
|
|
|
|
|
muscle memory clay. you cannot make muscle memory happen
|
|
|
|
|
typography you cannot learn it, you have to train it (eye) - eye training train your intuition spotting something off / weird
|
|
|
|
|
"""
|
|
|
|
|
NAME sprite s dialog
|
|
|
|
|
|
|
|
|
|
DLG k
|
|
|
|
|
"this is a placeholder thought"
|
|
|
|
|
NAME sprite t dialog
|
|
|
|
|
|
|
|
|
|
DLG l
|
|
|
|
|
ghost-file placeholder
|
|
|
|
|
NAME sprite u dialog
|
|
|
|
|
|
|
|
|
|
DLG m
|
|
|
|
|
A bitsy jam pad on 24/02/22 by Jian & Supi
|
|
|
|
|
NAME sprite v dialog
|
|
|
|
|
|
|
|
|
|
DLG n
|
|
|
|
|
Unfinished thoughts
|
|
|
|
|
NAME exit narration 1
|
|
|
|
|
|
|
|
|
|
DLG o
|
|
|
|
|
Unfinished thoughts
|
|
|
|
|
NAME exit narration 2
|
|
|
|
|
|
|
|
|
|
DLG p
|
|
|
|
|
Unfinished thoughts
|
|
|
|
|
NAME exit narration 3
|
|
|
|
|
|
|
|
|
|
DLG q
|
|
|
|
|
Unfinished thoughts
|
|
|
|
|
NAME exit narration 4
|
|
|
|
|
|
|
|
|
|
DLG r
|
|
|
|
|
lootboxes
|
|
|
|
|
NAME ending 1
|
|
|
|
|
|
|
|
|
|
DLG s
|
|
|
|
|
cursor
|
|
|
|
|
NAME ending 2
|
|
|
|
|
|
|
|
|
|
DLG t
|
|
|
|
|
exitbutton
|
|
|
|
|
NAME ending 3
|
|
|
|
|
|
|
|
|
|
DLG u
|
|
|
|
|
inbox
|
|
|
|
|
NAME ending 4
|
|
|
|
|
|
|
|
|
|
DLG v
|
|
|
|
|
searchbar
|
|
|
|
|
NAME ending 5
|
|
|
|
|
|
|
|
|
|
DLG w
|
|
|
|
|
|
|
|
|
|
NAME ending 6
|
|
|
|
|
|
|
|
|
|
VAR a
|
|
|
|
|
42
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
</script>
|
|
|
|
|
|
|
|
|
|
<style>
|
|
|
|
|
html {
|
|
|
|
|
margin:0px;
|
|
|
|
|
padding:0px;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
body {
|
|
|
|
|
margin:0px;
|
|
|
|
|
padding:0px;
|
|
|
|
|
overflow:hidden;
|
|
|
|
|
background:#000000;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#game {
|
|
|
|
|
background:black;
|
|
|
|
|
width:100vw;
|
|
|
|
|
max-width:100vh;
|
|
|
|
|
margin:auto;
|
|
|
|
|
display:block;
|
|
|
|
|
}
|
|
|
|
|
</style>
|
|
|
|
|
|
|
|
|
|
<!-- SCRIPTS -->
|
|
|
|
|
<script>
|
|
|
|
|
function startExportedGame() {
|
|
|
|
|
var gameCanvas = document.getElementById("game");
|
|
|
|
|
var gameData = document.getElementById("exportedGameData").text.slice(1);
|
|
|
|
|
var defaultFontData = document.getElementById(defaultFontName).text.slice(1)
|
|
|
|
|
attachCanvas(gameCanvas);
|
|
|
|
|
loadGame(gameData, defaultFontData);
|
|
|
|
|
}
|
|
|
|
|
</script>
|
|
|
|
|
|
|
|
|
|
<script>
|
|
|
|
|
/* logging */
|
|
|
|
|
var DebugLogCategory = {
|
|
|
|
|
system: false,
|
|
|
|
|
bitsy : false,
|
|
|
|
|
editor : false,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var isLoggingVerbose = false;
|
|
|
|
|
|
|
|
|
|
/* input */
|
|
|
|
|
var key = {
|
|
|
|
|
left : 37,
|
|
|
|
|
right : 39,
|
|
|
|
|
up : 38,
|
|
|
|
|
down : 40,
|
|
|
|
|
space : 32,
|
|
|
|
|
enter : 13,
|
|
|
|
|
w : 87,
|
|
|
|
|
a : 65,
|
|
|
|
|
s : 83,
|
|
|
|
|
d : 68,
|
|
|
|
|
r : 82,
|
|
|
|
|
shift : 16,
|
|
|
|
|
ctrl : 17,
|
|
|
|
|
alt : 18,
|
|
|
|
|
cmd : 224
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var InputManager = function() {
|
|
|
|
|
var self = this;
|
|
|
|
|
|
|
|
|
|
var pressed;
|
|
|
|
|
var ignored;
|
|
|
|
|
var touchState;
|
|
|
|
|
|
|
|
|
|
var isRestartComboPressed = false;
|
|
|
|
|
|
|
|
|
|
var SwipeDir = {
|
|
|
|
|
None : -1,
|
|
|
|
|
Up : 0,
|
|
|
|
|
Down : 1,
|
|
|
|
|
Left : 2,
|
|
|
|
|
Right : 3,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
function resetAll() {
|
|
|
|
|
isRestartComboPressed = false;
|
|
|
|
|
|
|
|
|
|
pressed = {};
|
|
|
|
|
ignored = {};
|
|
|
|
|
|
|
|
|
|
touchState = {
|
|
|
|
|
isDown : false,
|
|
|
|
|
startX : 0,
|
|
|
|
|
startY : 0,
|
|
|
|
|
curX : 0,
|
|
|
|
|
curY : 0,
|
|
|
|
|
swipeDistance : 30,
|
|
|
|
|
swipeDirection : SwipeDir.None,
|
|
|
|
|
tapReleased : false
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
resetAll();
|
|
|
|
|
|
|
|
|
|
function stopWindowScrolling(e) {
|
|
|
|
|
if(e.keyCode == key.left || e.keyCode == key.right || e.keyCode == key.up || e.keyCode == key.down || !isPlayerEmbeddedInEditor)
|
|
|
|
|
e.preventDefault();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function isRestartCombo(e) {
|
|
|
|
|
return (e.keyCode === key.r && (e.getModifierState("Control")|| e.getModifierState("Meta")));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function eventIsModifier(event) {
|
|
|
|
|
return (event.keyCode == key.shift || event.keyCode == key.ctrl || event.keyCode == key.alt || event.keyCode == key.cmd);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function isModifierKeyDown() {
|
|
|
|
|
return ( self.isKeyDown(key.shift) || self.isKeyDown(key.ctrl) || self.isKeyDown(key.alt) || self.isKeyDown(key.cmd) );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ignoreHeldKeys = function() {
|
|
|
|
|
for (var key in pressed) {
|
|
|
|
|
if (pressed[key]) { // only ignore keys that are actually held
|
|
|
|
|
ignored[key] = true;
|
|
|
|
|
// bitsyLog("IGNORE -- " + key, "system");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.onkeydown = function(event) {
|
|
|
|
|
// bitsyLog("KEYDOWN -- " + event.keyCode, "system");
|
|
|
|
|
|
|
|
|
|
stopWindowScrolling(event);
|
|
|
|
|
|
|
|
|
|
isRestartComboPressed = isRestartCombo(event);
|
|
|
|
|
|
|
|
|
|
// Special keys being held down can interfere with keyup events and lock movement
|
|
|
|
|
// so just don't collect input when they're held
|
|
|
|
|
{
|
|
|
|
|
if (isModifierKeyDown()) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (eventIsModifier(event)) {
|
|
|
|
|
resetAll();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (ignored[event.keyCode]) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
pressed[event.keyCode] = true;
|
|
|
|
|
ignored[event.keyCode] = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.onkeyup = function(event) {
|
|
|
|
|
// bitsyLog("KEYUP -- " + event.keyCode, "system");
|
|
|
|
|
pressed[event.keyCode] = false;
|
|
|
|
|
ignored[event.keyCode] = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ontouchstart = function(event) {
|
|
|
|
|
event.preventDefault();
|
|
|
|
|
|
|
|
|
|
if( event.changedTouches.length > 0 ) {
|
|
|
|
|
touchState.isDown = true;
|
|
|
|
|
|
|
|
|
|
touchState.startX = touchState.curX = event.changedTouches[0].clientX;
|
|
|
|
|
touchState.startY = touchState.curY = event.changedTouches[0].clientY;
|
|
|
|
|
|
|
|
|
|
touchState.swipeDirection = SwipeDir.None;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ontouchmove = function(event) {
|
|
|
|
|
event.preventDefault();
|
|
|
|
|
|
|
|
|
|
if( touchState.isDown && event.changedTouches.length > 0 ) {
|
|
|
|
|
touchState.curX = event.changedTouches[0].clientX;
|
|
|
|
|
touchState.curY = event.changedTouches[0].clientY;
|
|
|
|
|
|
|
|
|
|
var prevDirection = touchState.swipeDirection;
|
|
|
|
|
|
|
|
|
|
if( touchState.curX - touchState.startX <= -touchState.swipeDistance ) {
|
|
|
|
|
touchState.swipeDirection = SwipeDir.Left;
|
|
|
|
|
}
|
|
|
|
|
else if( touchState.curX - touchState.startX >= touchState.swipeDistance ) {
|
|
|
|
|
touchState.swipeDirection = SwipeDir.Right;
|
|
|
|
|
}
|
|
|
|
|
else if( touchState.curY - touchState.startY <= -touchState.swipeDistance ) {
|
|
|
|
|
touchState.swipeDirection = SwipeDir.Up;
|
|
|
|
|
}
|
|
|
|
|
else if( touchState.curY - touchState.startY >= touchState.swipeDistance ) {
|
|
|
|
|
touchState.swipeDirection = SwipeDir.Down;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( touchState.swipeDirection != prevDirection ) {
|
|
|
|
|
// reset center so changing directions is easier
|
|
|
|
|
touchState.startX = touchState.curX;
|
|
|
|
|
touchState.startY = touchState.curY;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ontouchend = function(event) {
|
|
|
|
|
event.preventDefault();
|
|
|
|
|
|
|
|
|
|
touchState.isDown = false;
|
|
|
|
|
|
|
|
|
|
if( touchState.swipeDirection == SwipeDir.None ) {
|
|
|
|
|
// tap!
|
|
|
|
|
touchState.tapReleased = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
touchState.swipeDirection = SwipeDir.None;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.isKeyDown = function(keyCode) {
|
|
|
|
|
return pressed[keyCode] != null && pressed[keyCode] == true && (ignored[keyCode] == null || ignored[keyCode] == false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.anyKeyDown = function() {
|
|
|
|
|
var anyKey = false;
|
|
|
|
|
|
|
|
|
|
for (var key in pressed) {
|
|
|
|
|
if (pressed[key] && (ignored[key] == null || ignored[key] == false) &&
|
|
|
|
|
!(key === key.up || key === key.down || key === key.left || key === key.right) &&
|
|
|
|
|
!(key === key.w || key === key.s || key === key.a || key === key.d)) {
|
|
|
|
|
// detected that a key other than the d-pad keys are down!
|
|
|
|
|
anyKey = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return anyKey;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.isRestartComboPressed = function() {
|
|
|
|
|
return isRestartComboPressed;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.swipeLeft = function() {
|
|
|
|
|
return touchState.swipeDirection == SwipeDir.Left;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.swipeRight = function() {
|
|
|
|
|
return touchState.swipeDirection == SwipeDir.Right;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.swipeUp = function() {
|
|
|
|
|
return touchState.swipeDirection == SwipeDir.Up;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.swipeDown = function() {
|
|
|
|
|
return touchState.swipeDirection == SwipeDir.Down;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.isTapReleased = function() {
|
|
|
|
|
return touchState.tapReleased;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.resetTapReleased = function() {
|
|
|
|
|
touchState.tapReleased = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.onblur = function() {
|
|
|
|
|
// bitsyLog("~~~ BLUR ~~", "system");
|
|
|
|
|
resetAll();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.resetAll = resetAll;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var input = new InputManager();
|
|
|
|
|
|
|
|
|
|
/* events */
|
|
|
|
|
var onLoadFunction = null;
|
|
|
|
|
var onQuitFunction = null;
|
|
|
|
|
var onUpdateFunction = null;
|
|
|
|
|
var updateInterval = null;
|
|
|
|
|
|
|
|
|
|
function initSystem() {
|
|
|
|
|
// temp hack for the editor? unless??
|
|
|
|
|
drawingBuffers[screenBufferId] = createDrawingBuffer(width, height, scale);
|
|
|
|
|
drawingBuffers[textboxBufferId] = createDrawingBuffer(0, 0, textScale);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function loadGame(gameData, defaultFontData) {
|
|
|
|
|
drawingBuffers[screenBufferId] = createDrawingBuffer(width, height, scale);
|
|
|
|
|
drawingBuffers[textboxBufferId] = createDrawingBuffer(0, 0, textScale);
|
|
|
|
|
|
|
|
|
|
document.addEventListener('keydown', input.onkeydown);
|
|
|
|
|
document.addEventListener('keyup', input.onkeyup);
|
|
|
|
|
|
|
|
|
|
if (isPlayerEmbeddedInEditor) {
|
|
|
|
|
canvas.addEventListener('touchstart', input.ontouchstart, {passive:false});
|
|
|
|
|
canvas.addEventListener('touchmove', input.ontouchmove, {passive:false});
|
|
|
|
|
canvas.addEventListener('touchend', input.ontouchend, {passive:false});
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
// creates a 'touchTrigger' element that covers the entire screen and can universally have touch event listeners added w/o issue.
|
|
|
|
|
|
|
|
|
|
// we're checking for existing touchTriggers both at game start and end, so it's slightly redundant.
|
|
|
|
|
var existingTouchTrigger = document.querySelector('#touchTrigger');
|
|
|
|
|
|
|
|
|
|
if (existingTouchTrigger === null) {
|
|
|
|
|
var touchTrigger = document.createElement("div");
|
|
|
|
|
touchTrigger.setAttribute("id","touchTrigger");
|
|
|
|
|
|
|
|
|
|
// afaik css in js is necessary here to force a fullscreen element
|
|
|
|
|
touchTrigger.setAttribute(
|
|
|
|
|
"style","position: absolute; top: 0; left: 0; width: 100vw; height: 100vh; overflow: hidden;"
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
document.body.appendChild(touchTrigger);
|
|
|
|
|
|
|
|
|
|
touchTrigger.addEventListener('touchstart', input.ontouchstart);
|
|
|
|
|
touchTrigger.addEventListener('touchmove', input.ontouchmove);
|
|
|
|
|
touchTrigger.addEventListener('touchend', input.ontouchend);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
window.onblur = input.onblur;
|
|
|
|
|
|
|
|
|
|
if (onLoadFunction) {
|
|
|
|
|
// todo : is this the right place to supply default font data?
|
|
|
|
|
onLoadFunction(gameData, defaultFontData);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
updateInterval = setInterval(
|
|
|
|
|
function() {
|
|
|
|
|
if (onUpdateFunction) {
|
|
|
|
|
onUpdateFunction();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
renderGame();
|
|
|
|
|
|
|
|
|
|
input.resetTapReleased();
|
|
|
|
|
|
|
|
|
|
if (bitsyGetButton(5)) {
|
|
|
|
|
if (confirm("Restart the game?")) {
|
|
|
|
|
input.resetAll();
|
|
|
|
|
reset_cur_game();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
16);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function renderGame() {
|
|
|
|
|
// bitsyLog("render game mode=" + curGraphicsMode, "system");
|
|
|
|
|
|
|
|
|
|
bitsyLog(systemPalette.length, "system");
|
|
|
|
|
|
|
|
|
|
var startIndex = curGraphicsMode === 0 ? screenBufferId : (drawingBuffers.length - 1);
|
|
|
|
|
|
|
|
|
|
for (var i = startIndex; i >= 0; i--) {
|
|
|
|
|
var buffer = drawingBuffers[i];
|
|
|
|
|
if (buffer && buffer.canvas === null) {
|
|
|
|
|
bitsyLog("render buffer " + i, "system");
|
|
|
|
|
renderDrawingBuffer(i, buffer);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// show screen buffer
|
|
|
|
|
var screenBuffer = drawingBuffers[screenBufferId];
|
|
|
|
|
ctx.drawImage(
|
|
|
|
|
screenBuffer.canvas,
|
|
|
|
|
0,
|
|
|
|
|
0,
|
|
|
|
|
screenBuffer.width * screenBuffer.scale,
|
|
|
|
|
screenBuffer.height * screenBuffer.scale);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function quitGame() {
|
|
|
|
|
document.removeEventListener('keydown', input.onkeydown);
|
|
|
|
|
document.removeEventListener('keyup', input.onkeyup);
|
|
|
|
|
|
|
|
|
|
if (isPlayerEmbeddedInEditor) {
|
|
|
|
|
canvas.removeEventListener('touchstart', input.ontouchstart);
|
|
|
|
|
canvas.removeEventListener('touchmove', input.ontouchmove);
|
|
|
|
|
canvas.removeEventListener('touchend', input.ontouchend);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
//check for touchTrigger and removes it
|
|
|
|
|
|
|
|
|
|
var existingTouchTrigger = document.querySelector('#touchTrigger');
|
|
|
|
|
|
|
|
|
|
if (existingTouchTrigger !== null) {
|
|
|
|
|
existingTouchTrigger.removeEventListener('touchstart', input.ontouchstart);
|
|
|
|
|
existingTouchTrigger.removeEventListener('touchmove', input.ontouchmove);
|
|
|
|
|
existingTouchTrigger.removeEventListener('touchend', input.ontouchend);
|
|
|
|
|
|
|
|
|
|
existingTouchTrigger.parentElement.removeChild(existingTouchTrigger);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
window.onblur = null;
|
|
|
|
|
|
|
|
|
|
if (onQuitFunction) {
|
|
|
|
|
onQuitFunction();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
clearInterval(updateInterval);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* graphics */
|
|
|
|
|
var canvas;
|
|
|
|
|
var ctx;
|
|
|
|
|
|
|
|
|
|
var textScale = 2; // todo : move tile scale into here too?
|
|
|
|
|
|
|
|
|
|
var curGraphicsMode = 0;
|
|
|
|
|
var systemPalette = [[0, 0, 0]];
|
|
|
|
|
var curBufferId = -1; // note: -1 is invalid
|
|
|
|
|
var drawingBuffers = [];
|
|
|
|
|
|
|
|
|
|
var screenBufferId = 0;
|
|
|
|
|
var textboxBufferId = 1;
|
|
|
|
|
var tileStartBufferId = 2;
|
|
|
|
|
var nextBufferId = tileStartBufferId;
|
|
|
|
|
|
|
|
|
|
var DrawingInstruction = {
|
|
|
|
|
Pixel : 0,
|
|
|
|
|
Tile : 1,
|
|
|
|
|
Clear : 2,
|
|
|
|
|
Textbox : 3,
|
|
|
|
|
PixelIndex : 4,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
function attachCanvas(c) {
|
|
|
|
|
canvas = c;
|
|
|
|
|
canvas.width = width * scale;
|
|
|
|
|
canvas.height = width * scale;
|
|
|
|
|
ctx = canvas.getContext("2d");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function createDrawingBuffer(width, height, scale) {
|
|
|
|
|
var buffer = {
|
|
|
|
|
width : width,
|
|
|
|
|
height : height,
|
|
|
|
|
scale : scale, // logical-pixel to display-pixel scale
|
|
|
|
|
instructions : [], // drawing instructions
|
|
|
|
|
canvas : null,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return buffer;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function renderPixelInstruction(bufferId, buffer, paletteIndex, x, y) {
|
|
|
|
|
if (bufferId === screenBufferId && curGraphicsMode != 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!systemPalette[paletteIndex]) {
|
|
|
|
|
// bitsyLog("invalid index " + paletteIndex + " @ " + x + "," + y, "system");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var color = systemPalette[paletteIndex];
|
|
|
|
|
|
|
|
|
|
if (buffer.imageData) {
|
|
|
|
|
for (var sy = 0; sy < buffer.scale; sy++) {
|
|
|
|
|
for (var sx = 0; sx < buffer.scale; sx++) {
|
|
|
|
|
var pixelIndex = (((y * buffer.scale) + sy) * buffer.width * buffer.scale * 4) + (((x * buffer.scale) + sx) * 4);
|
|
|
|
|
|
|
|
|
|
buffer.imageData.data[pixelIndex + 0] = color[0];
|
|
|
|
|
buffer.imageData.data[pixelIndex + 1] = color[1];
|
|
|
|
|
buffer.imageData.data[pixelIndex + 2] = color[2];
|
|
|
|
|
buffer.imageData.data[pixelIndex + 3] = 255;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
var bufferContext = buffer.canvas.getContext("2d");
|
|
|
|
|
bufferContext.fillStyle = "rgb(" + color[0] + "," + color[1] + "," + color[2] + ")";
|
|
|
|
|
bufferContext.fillRect(x * buffer.scale, y * buffer.scale, buffer.scale, buffer.scale);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function renderPixelAtIndexInstruction(bufferId, buffer, paletteIndex, index) {
|
|
|
|
|
if (bufferId === screenBufferId && curGraphicsMode != 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!systemPalette[paletteIndex]) {
|
|
|
|
|
// bitsyLog("invalid index " + paletteIndex + " @ " + x + "," + y, "system");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var color = systemPalette[paletteIndex];
|
|
|
|
|
|
|
|
|
|
if (buffer.imageData) {
|
|
|
|
|
for (var sy = 0; sy < buffer.scale; sy++) {
|
|
|
|
|
for (var sx = 0; sx < buffer.scale; sx++) {
|
|
|
|
|
var pixelIndex = index * 4;
|
|
|
|
|
|
|
|
|
|
buffer.imageData.data[pixelIndex + 0] = color[0];
|
|
|
|
|
buffer.imageData.data[pixelIndex + 1] = color[1];
|
|
|
|
|
buffer.imageData.data[pixelIndex + 2] = color[2];
|
|
|
|
|
buffer.imageData.data[pixelIndex + 3] = 255;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
var y = Math.floor(index / buffer.width);
|
|
|
|
|
var x = index - (y * buffer.width);
|
|
|
|
|
var bufferContext = buffer.canvas.getContext("2d");
|
|
|
|
|
bufferContext.fillStyle = "rgb(" + color[0] + "," + color[1] + "," + color[2] + ")";
|
|
|
|
|
bufferContext.fillRect(x * buffer.scale, y * buffer.scale, buffer.scale, buffer.scale);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function renderTileInstruction(bufferId, buffer, tileId, x, y) {
|
|
|
|
|
if (bufferId != screenBufferId || curGraphicsMode != 1) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!drawingBuffers[tileId]) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var tileBuffer = drawingBuffers[tileId];
|
|
|
|
|
|
|
|
|
|
var bufferContext = buffer.canvas.getContext("2d");
|
|
|
|
|
bufferContext.drawImage(
|
|
|
|
|
tileBuffer.canvas,
|
|
|
|
|
x * tilesize * buffer.scale,
|
|
|
|
|
y * tilesize * buffer.scale,
|
|
|
|
|
tilesize * buffer.scale,
|
|
|
|
|
tilesize * buffer.scale);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function renderClearInstruction(bufferId, buffer, paletteIndex) {
|
|
|
|
|
var color = systemPalette[paletteIndex];
|
|
|
|
|
var bufferContext = buffer.canvas.getContext("2d");
|
|
|
|
|
bufferContext.fillStyle = "rgb(" + color[0] + "," + color[1] + "," + color[2] + ")";
|
|
|
|
|
bufferContext.fillRect(0, 0, buffer.canvas.width, buffer.canvas.height);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function renderTextboxInstruction(bufferId, buffer, x, y) {
|
|
|
|
|
if (bufferId != screenBufferId || curGraphicsMode != 1) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!drawingBuffers[textboxBufferId]) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var textboxBuffer = drawingBuffers[textboxBufferId];
|
|
|
|
|
|
|
|
|
|
var bufferContext = buffer.canvas.getContext("2d");
|
|
|
|
|
bufferContext.drawImage(
|
|
|
|
|
textboxBuffer.canvas,
|
|
|
|
|
x * buffer.scale,
|
|
|
|
|
y * buffer.scale,
|
|
|
|
|
textboxBuffer.canvas.width,
|
|
|
|
|
textboxBuffer.canvas.height);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function renderDrawingBuffer(bufferId, buffer) {
|
|
|
|
|
// bitsyLog("render buffer " + bufferId, "system");
|
|
|
|
|
|
|
|
|
|
// if (bufferId === 0) {
|
|
|
|
|
// bitsyLog("instructions " + buffer.instructions.length, "system");
|
|
|
|
|
// }
|
|
|
|
|
|
|
|
|
|
buffer.canvas = document.createElement("canvas");
|
|
|
|
|
buffer.canvas.width = buffer.width * buffer.scale;
|
|
|
|
|
buffer.canvas.height = buffer.height * buffer.scale;
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < buffer.instructions.length; i++) {
|
|
|
|
|
var instruction = buffer.instructions[i];
|
|
|
|
|
switch (instruction.type) {
|
|
|
|
|
case DrawingInstruction.Pixel:
|
|
|
|
|
renderPixelInstruction(bufferId, buffer, instruction.id, instruction.x, instruction.y);
|
|
|
|
|
break;
|
|
|
|
|
case DrawingInstruction.Tile:
|
|
|
|
|
renderTileInstruction(bufferId, buffer, instruction.id, instruction.x, instruction.y);
|
|
|
|
|
break;
|
|
|
|
|
case DrawingInstruction.Clear:
|
|
|
|
|
renderClearInstruction(bufferId, buffer, instruction.id);
|
|
|
|
|
break;
|
|
|
|
|
case DrawingInstruction.Textbox:
|
|
|
|
|
renderTextboxInstruction(bufferId, buffer, instruction.x, instruction.y);
|
|
|
|
|
break;
|
|
|
|
|
case DrawingInstruction.PixelIndex:
|
|
|
|
|
renderPixelAtIndexInstruction(bufferId, buffer, instruction.id, instruction.index);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (buffer.imageData) {
|
|
|
|
|
var bufferContext = buffer.canvas.getContext("2d");
|
|
|
|
|
bufferContext.putImageData(buffer.imageData, 0, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function invalidateDrawingBuffer(buffer) {
|
|
|
|
|
buffer.canvas = null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function hackForEditor_GetImageFromTileId(tileId) {
|
|
|
|
|
if (tileId === undefined || !drawingBuffers[tileId]) {
|
|
|
|
|
bitsyLog("editor hack::invalid tile id!", "system");
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// force render the buffer if it hasn't been
|
|
|
|
|
if (drawingBuffers[tileId].canvas === null) {
|
|
|
|
|
renderDrawingBuffer(tileId, drawingBuffers[tileId]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return drawingBuffers[tileId].canvas;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ==== */
|
|
|
|
|
function bitsyLog(message, category) {
|
|
|
|
|
if (!category) {
|
|
|
|
|
category = "bitsy";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var summary = category + "::" + message;
|
|
|
|
|
|
|
|
|
|
if (DebugLogCategory[category] === true) {
|
|
|
|
|
if (isLoggingVerbose) {
|
|
|
|
|
console.group(summary);
|
|
|
|
|
|
|
|
|
|
console.dir(message);
|
|
|
|
|
|
|
|
|
|
console.group("stack")
|
|
|
|
|
console.trace();
|
|
|
|
|
console.groupEnd();
|
|
|
|
|
|
|
|
|
|
console.groupEnd();
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
console.log(summary);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function bitsyGetButton(buttonCode) {
|
|
|
|
|
switch (buttonCode) {
|
|
|
|
|
case 0: // UP
|
|
|
|
|
return (input.isKeyDown(key.up) || input.isKeyDown(key.w) || input.swipeUp());
|
|
|
|
|
case 1: // DOWN
|
|
|
|
|
return (input.isKeyDown(key.down) || input.isKeyDown(key.s) || input.swipeDown());
|
|
|
|
|
case 2: // LEFT
|
|
|
|
|
return (input.isKeyDown(key.left) || input.isKeyDown(key.a) || input.swipeLeft());
|
|
|
|
|
case 3: // RIGHT
|
|
|
|
|
return ((input.isKeyDown(key.right) || input.isKeyDown(key.d) || input.swipeRight()));
|
|
|
|
|
case 4: // OK (equivalent to "any key" on the keyboard or "tap" on touch screen)
|
|
|
|
|
return (input.anyKeyDown() || input.isTapReleased());
|
|
|
|
|
case 5: // MENU / RESTART (restart the game: "ctrl+r" on keyboard, no touch control yet)
|
|
|
|
|
return input.isRestartComboPressed();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// two modes (0 == pixel mode, 1 == tile mode)
|
|
|
|
|
function bitsySetGraphicsMode(mode) {
|
|
|
|
|
curGraphicsMode = mode;
|
|
|
|
|
|
|
|
|
|
var screenBuffer = drawingBuffers[screenBufferId];
|
|
|
|
|
if (curGraphicsMode === 0) {
|
|
|
|
|
screenBuffer.imageData = ctx.createImageData(screenBuffer.width * screenBuffer.scale, screenBuffer.height * screenBuffer.scale);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
screenBuffer.imageData = undefined;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function bitsySetColor(paletteIndex, r, g, b) {
|
|
|
|
|
systemPalette[paletteIndex] = [r, g, b];
|
|
|
|
|
|
|
|
|
|
// invalidate all drawing buffers
|
|
|
|
|
for (var i = 0; i < drawingBuffers.length; i++) {
|
|
|
|
|
if (drawingBuffers[i]) {
|
|
|
|
|
invalidateDrawingBuffer(drawingBuffers[i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function bitsyResetColors() {
|
|
|
|
|
systemPalette = [[0, 0, 0]];
|
|
|
|
|
|
|
|
|
|
// invalidate all drawing buffers
|
|
|
|
|
for (var i = 0; i < drawingBuffers.length; i++) {
|
|
|
|
|
if (drawingBuffers[i]) {
|
|
|
|
|
invalidateDrawingBuffer(drawingBuffers[i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function bitsyDrawBegin(bufferId) {
|
|
|
|
|
curBufferId = bufferId;
|
|
|
|
|
var buffer = drawingBuffers[curBufferId];
|
|
|
|
|
invalidateDrawingBuffer(buffer);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function bitsyDrawEnd() {
|
|
|
|
|
curBufferId = -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function bitsyDrawPixel(paletteIndex, x, y) {
|
|
|
|
|
if (curBufferId === screenBufferId && curGraphicsMode != 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// avoid trying to render out-of-bounds colors
|
|
|
|
|
if (paletteIndex >= systemPalette.length) {
|
|
|
|
|
bitsyLog("invalid color! " + paletteIndex, "system");
|
|
|
|
|
paletteIndex = systemPalette.length - 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var buffer = drawingBuffers[curBufferId];
|
|
|
|
|
buffer.instructions.push({ type: DrawingInstruction.Pixel, id: paletteIndex, x: x, y: y, });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// todo : name is too long :(
|
|
|
|
|
// todo : merge with function above?
|
|
|
|
|
function bitsySetPixelAtIndex(paletteIndex, pixelIndex) {
|
|
|
|
|
if (curBufferId === screenBufferId && curGraphicsMode != 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// avoid trying to render out-of-bounds colors
|
|
|
|
|
if (paletteIndex >= systemPalette.length) {
|
|
|
|
|
bitsyLog("invalid color! " + paletteIndex, "system");
|
|
|
|
|
paletteIndex = systemPalette.length - 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var buffer = drawingBuffers[curBufferId];
|
|
|
|
|
buffer.instructions.push({ type: DrawingInstruction.PixelIndex, id: paletteIndex, index: pixelIndex, });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function bitsyDrawTile(tileId, x, y) {
|
|
|
|
|
if (curBufferId != screenBufferId || curGraphicsMode != 1) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var buffer = drawingBuffers[curBufferId];
|
|
|
|
|
buffer.instructions.push({ type: DrawingInstruction.Tile, id: tileId, x: x, y: y, });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function bitsyDrawTextbox(x, y) {
|
|
|
|
|
if (curBufferId != screenBufferId || curGraphicsMode != 1) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var buffer = drawingBuffers[curBufferId];
|
|
|
|
|
buffer.instructions.push({ type: DrawingInstruction.Textbox, x: x, y: y, });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function bitsyClear(paletteIndex) {
|
|
|
|
|
// avoid trying to render out-of-bounds colors
|
|
|
|
|
if (paletteIndex >= systemPalette.length) {
|
|
|
|
|
paletteIndex = systemPalette.length - 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
drawingBuffers[curBufferId].instructions = []; // reset instructions
|
|
|
|
|
drawingBuffers[curBufferId].instructions.push({ type: DrawingInstruction.Clear, id: paletteIndex, });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// allocates a tile buffer and returns the ID
|
|
|
|
|
function bitsyAddTile() {
|
|
|
|
|
var tileBufferId = nextBufferId;
|
|
|
|
|
nextBufferId++;
|
|
|
|
|
|
|
|
|
|
drawingBuffers[tileBufferId] = createDrawingBuffer(tilesize, tilesize, scale);
|
|
|
|
|
|
|
|
|
|
return tileBufferId;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// clears all tile buffers
|
|
|
|
|
function bitsyResetTiles() {
|
|
|
|
|
bitsyLog("RESET TILES", "system");
|
|
|
|
|
// bitsyLog(drawingBuffers, "system");
|
|
|
|
|
// bitsyLog(tileStartBufferId, "system");
|
|
|
|
|
// bitsyLog(drawingBuffers.slice(tileStartBufferId), "system");
|
|
|
|
|
drawingBuffers = drawingBuffers.slice(0, tileStartBufferId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// note: width and height are in text scale pixels
|
|
|
|
|
function bitsySetTextboxSize(w, h) {
|
|
|
|
|
drawingBuffers[textboxBufferId] = createDrawingBuffer(w, h, textScale);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function bitsyOnLoad(fn) {
|
|
|
|
|
onLoadFunction = fn;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function bitsyOnQuit(fn) {
|
|
|
|
|
onQuitFunction = fn;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function bitsyOnUpdate(fn) {
|
|
|
|
|
onUpdateFunction = fn;
|
|
|
|
|
}
|
|
|
|
|
</script>
|
|
|
|
|
|
|
|
|
|
<script>
|
|
|
|
|
var TransitionManager = function() {
|
|
|
|
|
var transitionStart = null;
|
|
|
|
|
var transitionEnd = null;
|
|
|
|
|
|
|
|
|
|
var isTransitioning = false;
|
|
|
|
|
var transitionTime = 0; // milliseconds
|
|
|
|
|
var minStepTime = 125; // cap the frame rate
|
|
|
|
|
var curStep = 0;
|
|
|
|
|
|
|
|
|
|
this.BeginTransition = function(startRoom, startX, startY, endRoom, endX, endY, effectName) {
|
|
|
|
|
bitsyLog("--- START ROOM TRANSITION ---");
|
|
|
|
|
|
|
|
|
|
curEffect = effectName;
|
|
|
|
|
|
|
|
|
|
var tmpRoom = player().room;
|
|
|
|
|
var tmpX = player().x;
|
|
|
|
|
var tmpY = player().y;
|
|
|
|
|
|
|
|
|
|
if (transitionEffects[curEffect].showPlayerStart) {
|
|
|
|
|
player().room = startRoom;
|
|
|
|
|
player().x = startX;
|
|
|
|
|
player().y = startY;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
player().room = "_transition_none"; // kind of hacky!!
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var startRoomPixels = createRoomPixelBuffer(room[startRoom]);
|
|
|
|
|
var startPalette = getPal(room[startRoom].pal);
|
|
|
|
|
var startImage = new PostProcessImage(startRoomPixels);
|
|
|
|
|
transitionStart = new TransitionInfo(startImage, startPalette, startX, startY);
|
|
|
|
|
|
|
|
|
|
if (transitionEffects[curEffect].showPlayerEnd) {
|
|
|
|
|
player().room = endRoom;
|
|
|
|
|
player().x = endX;
|
|
|
|
|
player().y = endY;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
player().room = "_transition_none";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var endRoomPixels = createRoomPixelBuffer(room[endRoom]);
|
|
|
|
|
var endPalette = getPal(room[endRoom].pal);
|
|
|
|
|
var endImage = new PostProcessImage(endRoomPixels);
|
|
|
|
|
transitionEnd = new TransitionInfo(endImage, endPalette, endX, endY);
|
|
|
|
|
|
|
|
|
|
isTransitioning = true;
|
|
|
|
|
transitionTime = 0;
|
|
|
|
|
curStep = 0;
|
|
|
|
|
|
|
|
|
|
player().room = tmpRoom;
|
|
|
|
|
player().x = tmpX;
|
|
|
|
|
player().y = tmpY;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.UpdateTransition = function(dt) {
|
|
|
|
|
if (!isTransitioning) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// todo : shouldn't need to set this every frame!
|
|
|
|
|
bitsySetGraphicsMode(0);
|
|
|
|
|
|
|
|
|
|
transitionTime += dt;
|
|
|
|
|
|
|
|
|
|
var maxStep = transitionEffects[curEffect].stepCount;
|
|
|
|
|
|
|
|
|
|
if (transitionTime >= minStepTime) {
|
|
|
|
|
curStep++;
|
|
|
|
|
|
|
|
|
|
var step = curStep;
|
|
|
|
|
bitsyLog("transition step " + step);
|
|
|
|
|
|
|
|
|
|
if (transitionEffects[curEffect].paletteEffectFunc) {
|
|
|
|
|
var colors = transitionEffects[curEffect].paletteEffectFunc(transitionStart, transitionEnd, (step / maxStep));
|
|
|
|
|
updatePaletteWithTileColors(colors);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bitsyDrawBegin(0);
|
|
|
|
|
for (var y = 0; y < height; y++) {
|
|
|
|
|
for (var x = 0; x < width; x++) {
|
|
|
|
|
var color = transitionEffects[curEffect].pixelEffectFunc(transitionStart, transitionEnd, x, y, (step / maxStep));
|
|
|
|
|
bitsyDrawPixel(color, x, y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
bitsyDrawEnd();
|
|
|
|
|
|
|
|
|
|
transitionTime = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (curStep >= (maxStep - 1)) {
|
|
|
|
|
isTransitioning = false;
|
|
|
|
|
transitionTime = 0;
|
|
|
|
|
transitionStart = null;
|
|
|
|
|
transitionEnd = null;
|
|
|
|
|
curStep = 0;
|
|
|
|
|
|
|
|
|
|
if (transitionCompleteCallback != null) {
|
|
|
|
|
transitionCompleteCallback();
|
|
|
|
|
}
|
|
|
|
|
transitionCompleteCallback = null;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.IsTransitionActive = function() {
|
|
|
|
|
return isTransitioning;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// todo : should this be part of the constructor?
|
|
|
|
|
var transitionCompleteCallback = null;
|
|
|
|
|
this.OnTransitionComplete = function(callback) {
|
|
|
|
|
if (isTransitioning) { // TODO : safety check necessary?
|
|
|
|
|
transitionCompleteCallback = callback;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var transitionEffects = {};
|
|
|
|
|
var curEffect = "none";
|
|
|
|
|
this.RegisterTransitionEffect = function(name, effect) {
|
|
|
|
|
transitionEffects[name] = effect;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.RegisterTransitionEffect("none", {
|
|
|
|
|
showPlayerStart : false,
|
|
|
|
|
showPlayerEnd : false,
|
|
|
|
|
paletteEffectFunc : function() {},
|
|
|
|
|
pixelEffectFunc : function() {},
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
this.RegisterTransitionEffect("fade_w", { // TODO : have it linger on full white briefly?
|
|
|
|
|
showPlayerStart : false,
|
|
|
|
|
showPlayerEnd : true,
|
|
|
|
|
stepCount : 6,
|
|
|
|
|
pixelEffectFunc : function(start, end, pixelX, pixelY, delta) {
|
|
|
|
|
return delta < 0.5 ? start.Image.GetPixel(pixelX, pixelY) : end.Image.GetPixel(pixelX, pixelY);
|
|
|
|
|
},
|
|
|
|
|
paletteEffectFunc : function(start, end, delta) {
|
|
|
|
|
var colors = [];
|
|
|
|
|
|
|
|
|
|
if (delta < 0.5) {
|
|
|
|
|
delta = delta / 0.5;
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < start.Palette.length; i++) {
|
|
|
|
|
colors.push(lerpColor(start.Palette[i], [255, 255, 255], delta));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
delta = ((delta - 0.5) / 0.5);
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < end.Palette.length; i++) {
|
|
|
|
|
colors.push(lerpColor([255, 255, 255], end.Palette[i], delta));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return colors;
|
|
|
|
|
},
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
this.RegisterTransitionEffect("fade_b", {
|
|
|
|
|
showPlayerStart : false,
|
|
|
|
|
showPlayerEnd : true,
|
|
|
|
|
stepCount : 6,
|
|
|
|
|
pixelEffectFunc : function(start, end, pixelX, pixelY, delta) {
|
|
|
|
|
return delta < 0.5 ? start.Image.GetPixel(pixelX, pixelY) : end.Image.GetPixel(pixelX, pixelY);
|
|
|
|
|
},
|
|
|
|
|
paletteEffectFunc : function(start, end, delta) {
|
|
|
|
|
var colors = [];
|
|
|
|
|
|
|
|
|
|
if (delta < 0.5) {
|
|
|
|
|
delta = delta / 0.5;
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < start.Palette.length; i++) {
|
|
|
|
|
colors.push(lerpColor(start.Palette[i], [0, 0, 0], delta));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
delta = ((delta - 0.5) / 0.5);
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < end.Palette.length; i++) {
|
|
|
|
|
colors.push(lerpColor([0, 0, 0], end.Palette[i], delta));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return colors;
|
|
|
|
|
},
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
this.RegisterTransitionEffect("wave", {
|
|
|
|
|
showPlayerStart : true,
|
|
|
|
|
showPlayerEnd : true,
|
|
|
|
|
stepCount : 12,
|
|
|
|
|
pixelEffectFunc : function(start, end, pixelX, pixelY, delta) {
|
|
|
|
|
var waveDelta = delta < 0.5 ? delta / 0.5 : 1 - ((delta - 0.5) / 0.5);
|
|
|
|
|
|
|
|
|
|
var offset = (pixelY + (waveDelta * waveDelta * 0.2 * start.Image.Height));
|
|
|
|
|
var freq = 4;
|
|
|
|
|
var size = 2 + (14 * waveDelta);
|
|
|
|
|
pixelX += Math.floor(Math.sin(offset / freq) * size);
|
|
|
|
|
|
|
|
|
|
if (pixelX < 0) {
|
|
|
|
|
pixelX += start.Image.Width;
|
|
|
|
|
}
|
|
|
|
|
else if (pixelX >= start.Image.Width) {
|
|
|
|
|
pixelX -= start.Image.Width;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var curImage = delta < 0.5 ? start.Image : end.Image;
|
|
|
|
|
return curImage.GetPixel(pixelX, pixelY);
|
|
|
|
|
},
|
|
|
|
|
paletteEffectFunc : function(start, end, delta) {
|
|
|
|
|
return delta < 0.5 ? start.Palette : end.Palette;
|
|
|
|
|
},
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
this.RegisterTransitionEffect("tunnel", {
|
|
|
|
|
showPlayerStart : true,
|
|
|
|
|
showPlayerEnd : true,
|
|
|
|
|
stepCount : 12,
|
|
|
|
|
pixelEffectFunc : function(start, end, pixelX, pixelY, delta) {
|
|
|
|
|
if (delta <= 0.4) {
|
|
|
|
|
var tunnelDelta = 1 - (delta / 0.4);
|
|
|
|
|
|
|
|
|
|
var xDist = start.PlayerCenter.x - pixelX;
|
|
|
|
|
var yDist = start.PlayerCenter.y - pixelY;
|
|
|
|
|
var dist = Math.sqrt((xDist * xDist) + (yDist * yDist));
|
|
|
|
|
|
|
|
|
|
if (dist > start.Image.Width * tunnelDelta) {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
return start.Image.GetPixel(pixelX, pixelY);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if (delta <= 0.6) {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
var tunnelDelta = (delta - 0.6) / 0.4;
|
|
|
|
|
|
|
|
|
|
var xDist = end.PlayerCenter.x - pixelX;
|
|
|
|
|
var yDist = end.PlayerCenter.y - pixelY;
|
|
|
|
|
var dist = Math.sqrt((xDist * xDist) + (yDist * yDist));
|
|
|
|
|
|
|
|
|
|
if (dist > end.Image.Width * tunnelDelta) {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
return end.Image.GetPixel(pixelX, pixelY);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
paletteEffectFunc : function(start, end, delta) {
|
|
|
|
|
return delta < 0.5 ? start.Palette : end.Palette;
|
|
|
|
|
},
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
function lerpPalettes(start, end, delta) {
|
|
|
|
|
var colors = [];
|
|
|
|
|
|
|
|
|
|
var maxLength = (start.Palette.length > end.Palette.length) ?
|
|
|
|
|
start.Palette.length : end.Palette.length;
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < maxLength; i++) {
|
|
|
|
|
if (i < start.Palette.length && i < end.Palette.length) {
|
|
|
|
|
colors.push(lerpColor(start.Palette[i], end.Palette[i], delta));
|
|
|
|
|
}
|
|
|
|
|
else if (i < start.Palette.length) {
|
|
|
|
|
colors.push(lerpColor(
|
|
|
|
|
start.Palette[i],
|
|
|
|
|
end.Palette[end.Palette.length - 1],
|
|
|
|
|
delta));
|
|
|
|
|
}
|
|
|
|
|
else if (i < end.Palette.length) {
|
|
|
|
|
colors.push(lerpColor(
|
|
|
|
|
start.Palette[start.Palette.length - 1],
|
|
|
|
|
end.Palette[i],
|
|
|
|
|
delta));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return colors;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.RegisterTransitionEffect("slide_u", {
|
|
|
|
|
showPlayerStart : false,
|
|
|
|
|
showPlayerEnd : true,
|
|
|
|
|
stepCount : 8,
|
|
|
|
|
pixelEffectFunc : function(start, end, pixelX, pixelY, delta) {
|
|
|
|
|
var pixelOffset = -1 * Math.floor(start.Image.Height * delta);
|
|
|
|
|
var slidePixelY = pixelY + pixelOffset;
|
|
|
|
|
|
|
|
|
|
if (slidePixelY >= 0) {
|
|
|
|
|
return start.Image.GetPixel(pixelX, slidePixelY);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
slidePixelY += start.Image.Height;
|
|
|
|
|
return end.Image.GetPixel(pixelX, slidePixelY);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
paletteEffectFunc : lerpPalettes,
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
this.RegisterTransitionEffect("slide_d", {
|
|
|
|
|
showPlayerStart : false,
|
|
|
|
|
showPlayerEnd : true,
|
|
|
|
|
stepCount : 8,
|
|
|
|
|
pixelEffectFunc : function(start, end, pixelX, pixelY, delta) {
|
|
|
|
|
var pixelOffset = Math.floor(start.Image.Height * delta);
|
|
|
|
|
var slidePixelY = pixelY + pixelOffset;
|
|
|
|
|
|
|
|
|
|
if (slidePixelY < start.Image.Height) {
|
|
|
|
|
return start.Image.GetPixel(pixelX, slidePixelY);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
slidePixelY -= start.Image.Height;
|
|
|
|
|
return end.Image.GetPixel(pixelX, slidePixelY);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
paletteEffectFunc : lerpPalettes,
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
this.RegisterTransitionEffect("slide_l", {
|
|
|
|
|
showPlayerStart : false,
|
|
|
|
|
showPlayerEnd : true,
|
|
|
|
|
stepCount : 8,
|
|
|
|
|
pixelEffectFunc : function(start, end, pixelX, pixelY, delta) {
|
|
|
|
|
var pixelOffset = -1 * Math.floor(start.Image.Width * delta);
|
|
|
|
|
var slidePixelX = pixelX + pixelOffset;
|
|
|
|
|
|
|
|
|
|
if (slidePixelX >= 0) {
|
|
|
|
|
return start.Image.GetPixel(slidePixelX, pixelY);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
slidePixelX += start.Image.Width;
|
|
|
|
|
return end.Image.GetPixel(slidePixelX, pixelY);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
paletteEffectFunc : lerpPalettes,
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
this.RegisterTransitionEffect("slide_r", {
|
|
|
|
|
showPlayerStart : false,
|
|
|
|
|
showPlayerEnd : true,
|
|
|
|
|
stepCount : 8,
|
|
|
|
|
pixelEffectFunc : function(start, end, pixelX, pixelY, delta) {
|
|
|
|
|
var pixelOffset = Math.floor(start.Image.Width * delta);
|
|
|
|
|
var slidePixelX = pixelX + pixelOffset;
|
|
|
|
|
|
|
|
|
|
if (slidePixelX < start.Image.Width) {
|
|
|
|
|
return start.Image.GetPixel(slidePixelX, pixelY);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
slidePixelX -= start.Image.Width;
|
|
|
|
|
return end.Image.GetPixel(slidePixelX, pixelY);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
paletteEffectFunc : lerpPalettes,
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// todo : move to Renderer()?
|
|
|
|
|
function createRoomPixelBuffer(room) {
|
|
|
|
|
var pixelBuffer = [];
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < width * height; i++) {
|
|
|
|
|
pixelBuffer.push(tileColorStartIndex);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var drawTileInPixelBuffer = function(sourceData, frameIndex, colorIndex, tx, ty, pixelBuffer) {
|
|
|
|
|
var frameData = sourceData[frameIndex];
|
|
|
|
|
|
|
|
|
|
for (var y = 0; y < tilesize; y++) {
|
|
|
|
|
for (var x = 0; x < tilesize; x++) {
|
|
|
|
|
var color = tileColorStartIndex + (frameData[y][x] === 1 ? colorIndex : 0);
|
|
|
|
|
pixelBuffer[(((ty * tilesize) + y) * width) + ((tx * tilesize) + x)] = color;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//draw tiles
|
|
|
|
|
for (i in room.tilemap) {
|
|
|
|
|
for (j in room.tilemap[i]) {
|
|
|
|
|
var id = room.tilemap[i][j];
|
|
|
|
|
var x = parseInt(j);
|
|
|
|
|
var y = parseInt(i);
|
|
|
|
|
|
|
|
|
|
if (id != "0" && tile[id] != null) {
|
|
|
|
|
drawTileInPixelBuffer(
|
|
|
|
|
renderer.GetDrawingSource(tile[id].drw),
|
|
|
|
|
tile[id].animation.frameIndex,
|
|
|
|
|
tile[id].col,
|
|
|
|
|
x,
|
|
|
|
|
y,
|
|
|
|
|
pixelBuffer);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//draw items
|
|
|
|
|
for (var i = 0; i < room.items.length; i++) {
|
|
|
|
|
var itm = room.items[i];
|
|
|
|
|
drawTileInPixelBuffer(
|
|
|
|
|
renderer.GetDrawingSource(item[itm.id].drw),
|
|
|
|
|
item[itm.id].animation.frameIndex,
|
|
|
|
|
item[itm.id].col,
|
|
|
|
|
itm.x,
|
|
|
|
|
itm.y,
|
|
|
|
|
pixelBuffer);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//draw sprites
|
|
|
|
|
for (id in sprite) {
|
|
|
|
|
var spr = sprite[id];
|
|
|
|
|
if (spr.room === room.id) {
|
|
|
|
|
drawTileInPixelBuffer(
|
|
|
|
|
renderer.GetDrawingSource(spr.drw),
|
|
|
|
|
spr.animation.frameIndex,
|
|
|
|
|
spr.col,
|
|
|
|
|
spr.x,
|
|
|
|
|
spr.y,
|
|
|
|
|
pixelBuffer);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return pixelBuffer;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function lerpColor(colorA, colorB, t) {
|
|
|
|
|
return [
|
|
|
|
|
colorA[0] + ((colorB[0] - colorA[0]) * t),
|
|
|
|
|
colorA[1] + ((colorB[1] - colorA[1]) * t),
|
|
|
|
|
colorA[2] + ((colorB[2] - colorA[2]) * t),
|
|
|
|
|
];
|
|
|
|
|
};
|
|
|
|
|
}; // TransitionManager()
|
|
|
|
|
|
|
|
|
|
// todo : is this wrapper still useful?
|
|
|
|
|
var PostProcessImage = function(imageData) {
|
|
|
|
|
this.Width = width;
|
|
|
|
|
this.Height = height;
|
|
|
|
|
|
|
|
|
|
this.GetPixel = function(x, y) {
|
|
|
|
|
return imageData[(y * width) + x];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.GetData = function() {
|
|
|
|
|
return imageData;
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var TransitionInfo = function(image, palette, playerX, playerY) {
|
|
|
|
|
this.Image = image;
|
|
|
|
|
this.Palette = palette;
|
|
|
|
|
this.PlayerTilePos = { x: playerX, y: playerY };
|
|
|
|
|
this.PlayerCenter = { x: Math.floor((playerX * tilesize) + (tilesize / 2)), y: Math.floor((playerY * tilesize) + (tilesize / 2)) };
|
|
|
|
|
};
|
|
|
|
|
</script>
|
|
|
|
|
|
|
|
|
|
<script>
|
|
|
|
|
/*
|
|
|
|
|
TODO:
|
|
|
|
|
- can I simplify this more now that I've removed the external resources stuff?
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
function FontManager(packagedFontNames) {
|
|
|
|
|
|
|
|
|
|
var self = this;
|
|
|
|
|
|
|
|
|
|
var fontExtension = ".bitsyfont";
|
|
|
|
|
this.GetExtension = function() {
|
|
|
|
|
return fontExtension;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// place to store font data
|
|
|
|
|
var fontResources = {};
|
|
|
|
|
|
|
|
|
|
// load fonts from the editor
|
|
|
|
|
if (packagedFontNames != undefined && packagedFontNames != null && packagedFontNames.length > 0
|
|
|
|
|
&& Resources != undefined && Resources != null) {
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < packagedFontNames.length; i++) {
|
|
|
|
|
var filename = packagedFontNames[i];
|
|
|
|
|
fontResources[filename] = Resources[filename];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// manually add resource
|
|
|
|
|
this.AddResource = function(filename, fontdata) {
|
|
|
|
|
fontResources[filename] = fontdata;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ContainsResource = function(filename) {
|
|
|
|
|
return fontResources[filename] != null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function GetData(fontName) {
|
|
|
|
|
return fontResources[fontName + fontExtension];
|
|
|
|
|
}
|
|
|
|
|
this.GetData = GetData;
|
|
|
|
|
|
|
|
|
|
function Create(fontData) {
|
|
|
|
|
return new Font(fontData);
|
|
|
|
|
}
|
|
|
|
|
this.Create = Create;
|
|
|
|
|
|
|
|
|
|
this.Get = function(fontName) {
|
|
|
|
|
var fontData = self.GetData(fontName);
|
|
|
|
|
return self.Create(fontData);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function Font(fontData) {
|
|
|
|
|
var name = "unknown";
|
|
|
|
|
var width = 6; // default size so if you have NO font or an invalid font it displays boxes
|
|
|
|
|
var height = 8;
|
|
|
|
|
var chardata = {};
|
|
|
|
|
|
|
|
|
|
// create invalid char data at default size in case the font is missing
|
|
|
|
|
var invalidCharData = {};
|
|
|
|
|
updateInvalidCharData();
|
|
|
|
|
|
|
|
|
|
this.getName = function() {
|
|
|
|
|
return name;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.getData = function() {
|
|
|
|
|
return chardata;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.getWidth = function() {
|
|
|
|
|
return width;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.getHeight = function() {
|
|
|
|
|
return height;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.hasChar = function(char) {
|
|
|
|
|
var codepoint = char.charCodeAt(0);
|
|
|
|
|
return chardata[codepoint] != null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.getChar = function(char) {
|
|
|
|
|
|
|
|
|
|
var codepoint = char.charCodeAt(0);
|
|
|
|
|
|
|
|
|
|
if (chardata[codepoint] != null) {
|
|
|
|
|
return chardata[codepoint];
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
return invalidCharData;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.allCharCodes = function() {
|
|
|
|
|
var codeList = [];
|
|
|
|
|
for (var code in chardata) {
|
|
|
|
|
codeList.push(code);
|
|
|
|
|
}
|
|
|
|
|
return codeList;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function createCharData() {
|
|
|
|
|
return {
|
|
|
|
|
width: width,
|
|
|
|
|
height: height,
|
|
|
|
|
offset: {
|
|
|
|
|
x: 0,
|
|
|
|
|
y: 0
|
|
|
|
|
},
|
|
|
|
|
spacing: width,
|
|
|
|
|
data: [],
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function updateInvalidCharData() {
|
|
|
|
|
invalidCharData = createCharData();
|
|
|
|
|
for (var y = 0; y < height; y++) {
|
|
|
|
|
for (var x = 0; x < width; x++) {
|
|
|
|
|
if (x < width-1 && y < height-1) {
|
|
|
|
|
invalidCharData.data.push(1);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
invalidCharData.data.push(0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseFont(fontData) {
|
|
|
|
|
if (fontData == null) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var lines = fontData.split("\n");
|
|
|
|
|
|
|
|
|
|
var isReadingChar = false;
|
|
|
|
|
var isReadingCharProperties = false;
|
|
|
|
|
var curCharLineCount = 0;
|
|
|
|
|
var curCharCode = 0;
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < lines.length; i++) {
|
|
|
|
|
var line = lines[i];
|
|
|
|
|
|
|
|
|
|
if (line[0] === "#") {
|
|
|
|
|
continue; // skip comment lines
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!isReadingChar) {
|
|
|
|
|
// READING NON CHARACTER DATA LINE
|
|
|
|
|
var args = line.split(" ");
|
|
|
|
|
if (args[0] == "FONT") {
|
|
|
|
|
name = args[1];
|
|
|
|
|
}
|
|
|
|
|
else if (args[0] == "SIZE") {
|
|
|
|
|
width = parseInt(args[1]);
|
|
|
|
|
height = parseInt(args[2]);
|
|
|
|
|
}
|
|
|
|
|
else if (args[0] == "CHAR") {
|
|
|
|
|
isReadingChar = true;
|
|
|
|
|
isReadingCharProperties = true;
|
|
|
|
|
|
|
|
|
|
curCharLineCount = 0;
|
|
|
|
|
curCharCode = parseInt(args[1]);
|
|
|
|
|
chardata[curCharCode] = createCharData();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
// CHAR PROPERTIES
|
|
|
|
|
if (isReadingCharProperties) {
|
|
|
|
|
var args = line.split(" ");
|
|
|
|
|
if (args[0].indexOf("CHAR_") == 0) { // Sub-properties start with "CHAR_"
|
|
|
|
|
if (args[0] == "CHAR_SIZE") {
|
|
|
|
|
// Custom character size - overrides the default character size for the font
|
|
|
|
|
chardata[curCharCode].width = parseInt(args[1]);
|
|
|
|
|
chardata[curCharCode].height = parseInt(args[2]);
|
|
|
|
|
chardata[curCharCode].spacing = parseInt(args[1]); // HACK : assumes CHAR_SIZE is always declared first
|
|
|
|
|
}
|
|
|
|
|
else if (args[0] == "CHAR_OFFSET") {
|
|
|
|
|
// Character offset - shift the origin of the character on the X or Y axis
|
|
|
|
|
chardata[curCharCode].offset.x = parseInt(args[1]);
|
|
|
|
|
chardata[curCharCode].offset.y = parseInt(args[2]);
|
|
|
|
|
}
|
|
|
|
|
else if (args[0] == "CHAR_SPACING") {
|
|
|
|
|
// Character spacing:
|
|
|
|
|
// specify total horizontal space taken up by the character
|
|
|
|
|
// lets chars take up more or less space on a line than its bitmap does
|
|
|
|
|
chardata[curCharCode].spacing = parseInt(args[1]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
isReadingCharProperties = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// CHAR DATA
|
|
|
|
|
if (!isReadingCharProperties) {
|
|
|
|
|
// READING CHARACTER DATA LINE
|
|
|
|
|
for (var j = 0; j < chardata[curCharCode].width; j++)
|
|
|
|
|
{
|
|
|
|
|
chardata[curCharCode].data.push( parseInt(line[j]) );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
curCharLineCount++;
|
|
|
|
|
if (curCharLineCount >= height) {
|
|
|
|
|
isReadingChar = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// re-init invalid character box at the actual font size once it's loaded
|
|
|
|
|
updateInvalidCharData();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
parseFont(fontData);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // FontManager
|
|
|
|
|
</script>
|
|
|
|
|
|
|
|
|
|
<script>
|
|
|
|
|
function Script() {
|
|
|
|
|
|
|
|
|
|
this.CreateInterpreter = function() {
|
|
|
|
|
return new Interpreter();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.CreateUtils = function() {
|
|
|
|
|
return new Utils();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var Interpreter = function() {
|
|
|
|
|
var env = new Environment();
|
|
|
|
|
var parser = new Parser( env );
|
|
|
|
|
|
|
|
|
|
this.SetDialogBuffer = function(buffer) { env.SetDialogBuffer( buffer ); };
|
|
|
|
|
|
|
|
|
|
// TODO -- maybe this should return a string instead othe actual script??
|
|
|
|
|
this.Compile = function(scriptName, scriptStr) {
|
|
|
|
|
// bitsyLog("COMPILE");
|
|
|
|
|
var script = parser.Parse(scriptStr, scriptName);
|
|
|
|
|
env.SetScript(scriptName, script);
|
|
|
|
|
}
|
|
|
|
|
this.Run = function(scriptName, exitHandler, objectContext) { // Runs pre-compiled script
|
|
|
|
|
var localEnv = new LocalEnvironment(env);
|
|
|
|
|
|
|
|
|
|
if (objectContext) {
|
|
|
|
|
localEnv.SetObject(objectContext); // PROTO : should this be folded into the constructor?
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var script = env.GetScript(scriptName);
|
|
|
|
|
|
|
|
|
|
script.Eval( localEnv, function(result) { OnScriptReturn(localEnv, exitHandler); } );
|
|
|
|
|
}
|
|
|
|
|
this.Interpret = function(scriptStr, exitHandler, objectContext) { // Compiles and runs code immediately
|
|
|
|
|
// bitsyLog("INTERPRET");
|
|
|
|
|
var localEnv = new LocalEnvironment(env);
|
|
|
|
|
|
|
|
|
|
if (objectContext) {
|
|
|
|
|
localEnv.SetObject(objectContext); // PROTO : should this be folded into the constructor?
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var script = parser.Parse(scriptStr, "anonymous");
|
|
|
|
|
script.Eval( localEnv, function(result) { OnScriptReturn(localEnv, exitHandler); } );
|
|
|
|
|
}
|
|
|
|
|
this.HasScript = function(name) { return env.HasScript(name); };
|
|
|
|
|
|
|
|
|
|
this.ResetEnvironment = function() {
|
|
|
|
|
env = new Environment();
|
|
|
|
|
parser = new Parser( env );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.Parse = function(scriptStr, rootId) { // parses a script but doesn't save it
|
|
|
|
|
return parser.Parse(scriptStr, rootId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TODO : add back in if needed later...
|
|
|
|
|
// this.CompatibilityParse = function(scriptStr, compatibilityFlags) {
|
|
|
|
|
// env.compatibilityFlags = compatibilityFlags;
|
|
|
|
|
|
|
|
|
|
// var result = parser.Parse(scriptStr);
|
|
|
|
|
|
|
|
|
|
// delete env.compatibilityFlags;
|
|
|
|
|
|
|
|
|
|
// return result;
|
|
|
|
|
// }
|
|
|
|
|
|
|
|
|
|
this.Eval = function(scriptTree, exitHandler) { // runs a script stored externally
|
|
|
|
|
var localEnv = new LocalEnvironment(env); // TODO : does this need an object context?
|
|
|
|
|
scriptTree.Eval(
|
|
|
|
|
localEnv,
|
|
|
|
|
function(result) {
|
|
|
|
|
OnScriptReturn(result, exitHandler);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function OnScriptReturn(result, exitHandler) {
|
|
|
|
|
if (exitHandler != null) {
|
|
|
|
|
exitHandler(result);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CreateExpression = function(expStr) {
|
|
|
|
|
return parser.CreateExpression(expStr);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.SetVariable = function(name,value,useHandler) {
|
|
|
|
|
env.SetVariable(name,value,useHandler);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.DeleteVariable = function(name,useHandler) {
|
|
|
|
|
env.DeleteVariable(name,useHandler);
|
|
|
|
|
}
|
|
|
|
|
this.HasVariable = function(name) {
|
|
|
|
|
return env.HasVariable(name);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.SetOnVariableChangeHandler = function(onVariableChange) {
|
|
|
|
|
env.SetOnVariableChangeHandler(onVariableChange);
|
|
|
|
|
}
|
|
|
|
|
this.GetVariableNames = function() {
|
|
|
|
|
return env.GetVariableNames();
|
|
|
|
|
}
|
|
|
|
|
this.GetVariable = function(name) {
|
|
|
|
|
return env.GetVariable(name);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function DebugVisualizeScriptTree(scriptTree) {
|
|
|
|
|
var printVisitor = {
|
|
|
|
|
Visit : function(node,depth) {
|
|
|
|
|
bitsyLog("-".repeat(depth) + "- " + node.ToString());
|
|
|
|
|
},
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
scriptTree.VisitAll( printVisitor );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.DebugVisualizeScriptTree = DebugVisualizeScriptTree;
|
|
|
|
|
|
|
|
|
|
this.DebugVisualizeScript = function(scriptName) {
|
|
|
|
|
DebugVisualizeScriptTree(env.GetScript(scriptName));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
var Utils = function() {
|
|
|
|
|
// for editor ui
|
|
|
|
|
this.CreateDialogBlock = function(children,doIndentFirstLine) {
|
|
|
|
|
if (doIndentFirstLine === undefined) {
|
|
|
|
|
doIndentFirstLine = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var block = new DialogBlockNode(doIndentFirstLine);
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < children.length; i++) {
|
|
|
|
|
block.AddChild(children[i]);
|
|
|
|
|
}
|
|
|
|
|
return block;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CreateOptionBlock = function() {
|
|
|
|
|
var block = new DialogBlockNode(false);
|
|
|
|
|
block.AddChild(new FuncNode("print", [new LiteralNode(" ")]));
|
|
|
|
|
return block;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CreateItemConditionPair = function() {
|
|
|
|
|
var itemFunc = this.CreateFunctionBlock("item", ["0"]);
|
|
|
|
|
var condition = new ExpNode("==", itemFunc, new LiteralNode(1));
|
|
|
|
|
var result = new DialogBlockNode(true);
|
|
|
|
|
result.AddChild(new FuncNode("print", [new LiteralNode(" ")]));
|
|
|
|
|
var conditionPair = new ConditionPairNode(condition, result);
|
|
|
|
|
return conditionPair;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CreateVariableConditionPair = function() {
|
|
|
|
|
var varNode = this.CreateVariableNode("a");
|
|
|
|
|
var condition = new ExpNode("==", varNode, new LiteralNode(1));
|
|
|
|
|
var result = new DialogBlockNode(true);
|
|
|
|
|
result.AddChild(new FuncNode("print", [new LiteralNode(" ")]));
|
|
|
|
|
var conditionPair = new ConditionPairNode(condition, result);
|
|
|
|
|
return conditionPair;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CreateDefaultConditionPair = function() {
|
|
|
|
|
var condition = this.CreateElseNode();
|
|
|
|
|
var result = new DialogBlockNode(true);
|
|
|
|
|
result.AddChild(new FuncNode("print", [new LiteralNode(" ")]));
|
|
|
|
|
var conditionPair = new ConditionPairNode(condition, result);
|
|
|
|
|
return conditionPair;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CreateEmptyPrintFunc = function() {
|
|
|
|
|
return new FuncNode("print", [new LiteralNode("...")]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CreateFunctionBlock = function(name, initParamValues) {
|
|
|
|
|
var parameters = [];
|
|
|
|
|
for (var i = 0; i < initParamValues.length; i++) {
|
|
|
|
|
parameters.push(new LiteralNode(initParamValues[i]));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var node = new FuncNode(name, parameters);
|
|
|
|
|
var block = new CodeBlockNode();
|
|
|
|
|
block.AddChild(node);
|
|
|
|
|
return block;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TODO : rename ParseStringToLiteralNode?
|
|
|
|
|
this.CreateLiteralNode = function(str) {
|
|
|
|
|
if (str === "true") {
|
|
|
|
|
return new LiteralNode(true);
|
|
|
|
|
}
|
|
|
|
|
else if (str === "false") {
|
|
|
|
|
return new LiteralNode(false);
|
|
|
|
|
}
|
|
|
|
|
else if (!isNaN(parseFloat(str))) {
|
|
|
|
|
return new LiteralNode(parseFloat(str));
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
return new LiteralNode(str);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CreateVariableNode = function(variableName) {
|
|
|
|
|
return new VarNode(variableName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CreatePropertyNode = function(propertyName, literalValue) {
|
|
|
|
|
var varNode = new VarNode(propertyName);
|
|
|
|
|
var valNode = new LiteralNode(literalValue);
|
|
|
|
|
var node = new FuncNode("property", [varNode, valNode]);
|
|
|
|
|
var block = new CodeBlockNode();
|
|
|
|
|
block.AddChild(node);
|
|
|
|
|
return block;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CreateElseNode = function() {
|
|
|
|
|
return new ElseNode();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CreateStringLiteralNode = function(str) {
|
|
|
|
|
return new LiteralNode(str);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TODO : need to split up code & dialog blocks :|
|
|
|
|
|
this.CreateCodeBlock = function() {
|
|
|
|
|
return new CodeBlockNode();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ChangeSequenceType = function(oldSequence, type) {
|
|
|
|
|
if(type === "sequence") {
|
|
|
|
|
return new SequenceNode(oldSequence.children);
|
|
|
|
|
}
|
|
|
|
|
else if(type === "cycle") {
|
|
|
|
|
return new CycleNode(oldSequence.children);
|
|
|
|
|
}
|
|
|
|
|
else if(type === "shuffle") {
|
|
|
|
|
return new ShuffleNode(oldSequence.children);
|
|
|
|
|
}
|
|
|
|
|
return oldSequence;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CreateSequenceBlock = function() {
|
|
|
|
|
var option1 = new DialogBlockNode( false /*doIndentFirstLine*/ );
|
|
|
|
|
option1.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
|
|
|
|
|
|
|
|
|
var option2 = new DialogBlockNode( false /*doIndentFirstLine*/ );
|
|
|
|
|
option2.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
|
|
|
|
|
|
|
|
|
var sequence = new SequenceNode( [ option1, option2 ] );
|
|
|
|
|
var block = new CodeBlockNode();
|
|
|
|
|
block.AddChild( sequence );
|
|
|
|
|
return block;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CreateCycleBlock = function() {
|
|
|
|
|
var option1 = new DialogBlockNode( false /*doIndentFirstLine*/ );
|
|
|
|
|
option1.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
|
|
|
|
|
|
|
|
|
var option2 = new DialogBlockNode( false /*doIndentFirstLine*/ );
|
|
|
|
|
option2.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
|
|
|
|
|
|
|
|
|
var sequence = new CycleNode( [ option1, option2 ] );
|
|
|
|
|
var block = new CodeBlockNode();
|
|
|
|
|
block.AddChild( sequence );
|
|
|
|
|
return block;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CreateShuffleBlock = function() {
|
|
|
|
|
var option1 = new DialogBlockNode( false /*doIndentFirstLine*/ );
|
|
|
|
|
option1.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
|
|
|
|
|
|
|
|
|
var option2 = new DialogBlockNode( false /*doIndentFirstLine*/ );
|
|
|
|
|
option2.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
|
|
|
|
|
|
|
|
|
var sequence = new ShuffleNode( [ option1, option2 ] );
|
|
|
|
|
var block = new CodeBlockNode();
|
|
|
|
|
block.AddChild( sequence );
|
|
|
|
|
return block;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CreateIfBlock = function() {
|
|
|
|
|
var leftNode = new CodeBlockNode();
|
|
|
|
|
leftNode.AddChild( new FuncNode("item", [new LiteralNode("0")] ) );
|
|
|
|
|
var rightNode = new LiteralNode( 1 );
|
|
|
|
|
var condition1 = new ExpNode("==", leftNode, rightNode );
|
|
|
|
|
|
|
|
|
|
var condition2 = new ElseNode();
|
|
|
|
|
|
|
|
|
|
var result1 = new DialogBlockNode();
|
|
|
|
|
result1.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
|
|
|
|
|
|
|
|
|
var result2 = new DialogBlockNode();
|
|
|
|
|
result2.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
|
|
|
|
|
|
|
|
|
var ifNode = new IfNode( [ condition1, condition2 ], [ result1, result2 ] );
|
|
|
|
|
var block = new CodeBlockNode();
|
|
|
|
|
block.AddChild( ifNode );
|
|
|
|
|
return block;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ReadDialogScript = function(lines, i) {
|
|
|
|
|
var scriptStr = "";
|
|
|
|
|
if (lines[i] === Sym.DialogOpen) {
|
|
|
|
|
scriptStr += lines[i] + "\n";
|
|
|
|
|
i++;
|
|
|
|
|
while(lines[i] != Sym.DialogClose) {
|
|
|
|
|
scriptStr += lines[i] + "\n";
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
scriptStr += lines[i];
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
scriptStr += lines[i];
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
return { script:scriptStr, index:i };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TODO this.ReadCodeScript (reads through code open and close symbols), and this.ReadScript
|
|
|
|
|
|
|
|
|
|
this.EnsureDialogBlockFormat = function(dialogStr) {
|
|
|
|
|
// TODO -- what if it's already enclosed in dialog symbols??
|
|
|
|
|
if(dialogStr.indexOf('\n') > -1) {
|
|
|
|
|
dialogStr = Sym.DialogOpen + "\n" + dialogStr + "\n" + Sym.DialogClose;
|
|
|
|
|
}
|
|
|
|
|
return dialogStr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.RemoveDialogBlockFormat = function(source) {
|
|
|
|
|
var sourceLines = source.split("\n");
|
|
|
|
|
var dialogStr = "";
|
|
|
|
|
if(sourceLines[0] === Sym.DialogOpen) {
|
|
|
|
|
// multi line
|
|
|
|
|
var i = 1;
|
|
|
|
|
while (i < sourceLines.length && sourceLines[i] != Sym.DialogClose) {
|
|
|
|
|
dialogStr += sourceLines[i] + (sourceLines[i+1] != Sym.DialogClose ? '\n' : '');
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
// single line
|
|
|
|
|
dialogStr = source;
|
|
|
|
|
}
|
|
|
|
|
return dialogStr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.SerializeDialogNodeList = function(nodeList) {
|
|
|
|
|
var tempBlock = new DialogBlockNode(false);
|
|
|
|
|
// set children directly to avoid breaking the parenting chain for this temp operation
|
|
|
|
|
tempBlock.children = nodeList;
|
|
|
|
|
return tempBlock.Serialize();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.GetOperatorList = function() {
|
|
|
|
|
return [Sym.Set].concat(Sym.Operators);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.IsInlineCode = function(node) {
|
|
|
|
|
return isInlineCode(node);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* BUILT-IN FUNCTIONS */ // TODO: better way to encapsulate these?
|
|
|
|
|
function deprecatedFunc(environment,parameters,onReturn) {
|
|
|
|
|
bitsyLog("BITSY SCRIPT WARNING: Tried to use deprecated function");
|
|
|
|
|
onReturn(null);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function printFunc(environment, parameters, onReturn) {
|
|
|
|
|
if (parameters[0] != undefined && parameters[0] != null) {
|
|
|
|
|
var textStr = "" + parameters[0];
|
|
|
|
|
environment.GetDialogBuffer().AddText(textStr);
|
|
|
|
|
environment.GetDialogBuffer().AddScriptReturn(function() { onReturn(null); });
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
onReturn(null);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function linebreakFunc(environment, parameters, onReturn) {
|
|
|
|
|
// bitsyLog("LINEBREAK FUNC");
|
|
|
|
|
environment.GetDialogBuffer().AddLinebreak();
|
|
|
|
|
environment.GetDialogBuffer().AddScriptReturn(function() { onReturn(null); });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function pagebreakFunc(environment, parameters, onReturn) {
|
|
|
|
|
environment.GetDialogBuffer().AddPagebreak(function() { onReturn(null); });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function printDrawingFunc(environment, parameters, onReturn) {
|
|
|
|
|
var drawingId = parameters[0];
|
|
|
|
|
environment.GetDialogBuffer().AddDrawing(drawingId);
|
|
|
|
|
environment.GetDialogBuffer().AddScriptReturn(function() { onReturn(null); });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function printSpriteFunc(environment,parameters,onReturn) {
|
|
|
|
|
var spriteId = parameters[0];
|
|
|
|
|
if(names.sprite[spriteId] != undefined) spriteId = names.sprite[spriteId]; // id is actually a name
|
|
|
|
|
var drawingId = sprite[spriteId].drw;
|
|
|
|
|
printDrawingFunc(environment, [drawingId], onReturn);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function printTileFunc(environment,parameters,onReturn) {
|
|
|
|
|
var tileId = parameters[0];
|
|
|
|
|
if(names.tile[tileId] != undefined) tileId = names.tile[tileId]; // id is actually a name
|
|
|
|
|
var drawingId = tile[tileId].drw;
|
|
|
|
|
printDrawingFunc(environment, [drawingId], onReturn);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function printItemFunc(environment,parameters,onReturn) {
|
|
|
|
|
var itemId = parameters[0];
|
|
|
|
|
if(names.item[itemId] != undefined) itemId = names.item[itemId]; // id is actually a name
|
|
|
|
|
var drawingId = item[itemId].drw;
|
|
|
|
|
printDrawingFunc(environment, [drawingId], onReturn);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function printFontFunc(environment, parameters, onReturn) {
|
|
|
|
|
var allCharacters = "";
|
|
|
|
|
var font = fontManager.Get(fontName);
|
|
|
|
|
var codeList = font.allCharCodes();
|
|
|
|
|
for (var i = 0; i < codeList.length; i++) {
|
|
|
|
|
allCharacters += String.fromCharCode(codeList[i]) + " ";
|
|
|
|
|
}
|
|
|
|
|
printFunc(environment, [allCharacters], onReturn);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function itemFunc(environment,parameters,onReturn) {
|
|
|
|
|
var itemId = parameters[0];
|
|
|
|
|
|
|
|
|
|
if (names.item[itemId] != undefined) {
|
|
|
|
|
// id is actually a name
|
|
|
|
|
itemId = names.item[itemId];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var curItemCount = player().inventory[itemId] ? player().inventory[itemId] : 0;
|
|
|
|
|
|
|
|
|
|
if (parameters.length > 1) {
|
|
|
|
|
// TODO : is it a good idea to force inventory to be >= 0?
|
|
|
|
|
player().inventory[itemId] = Math.max(0, parseInt(parameters[1]));
|
|
|
|
|
curItemCount = player().inventory[itemId];
|
|
|
|
|
|
|
|
|
|
if (onInventoryChanged != null) {
|
|
|
|
|
onInventoryChanged(itemId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
onReturn(curItemCount);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function addOrRemoveTextEffect(environment,name) {
|
|
|
|
|
if( environment.GetDialogBuffer().HasTextEffect(name) )
|
|
|
|
|
environment.GetDialogBuffer().RemoveTextEffect(name);
|
|
|
|
|
else
|
|
|
|
|
environment.GetDialogBuffer().AddTextEffect(name);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function rainbowFunc(environment,parameters,onReturn) {
|
|
|
|
|
addOrRemoveTextEffect(environment,"rbw");
|
|
|
|
|
onReturn(null);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TODO : should the colors use a parameter instead of special names?
|
|
|
|
|
function color1Func(environment,parameters,onReturn) {
|
|
|
|
|
addOrRemoveTextEffect(environment,"clr1");
|
|
|
|
|
onReturn(null);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function color2Func(environment,parameters,onReturn) {
|
|
|
|
|
addOrRemoveTextEffect(environment,"clr2");
|
|
|
|
|
onReturn(null);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function color3Func(environment,parameters,onReturn) {
|
|
|
|
|
addOrRemoveTextEffect(environment,"clr3");
|
|
|
|
|
onReturn(null);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function wavyFunc(environment,parameters,onReturn) {
|
|
|
|
|
addOrRemoveTextEffect(environment,"wvy");
|
|
|
|
|
onReturn(null);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function shakyFunc(environment,parameters,onReturn) {
|
|
|
|
|
addOrRemoveTextEffect(environment,"shk");
|
|
|
|
|
onReturn(null);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function propertyFunc(environment, parameters, onReturn) {
|
|
|
|
|
var outValue = null;
|
|
|
|
|
|
|
|
|
|
if (parameters.length > 0 && parameters[0]) {
|
|
|
|
|
var propertyName = parameters[0];
|
|
|
|
|
|
|
|
|
|
if (environment.HasProperty(propertyName)) {
|
|
|
|
|
// TODO : in a future update I can handle the case of initializing a new property
|
|
|
|
|
// after which we can move this block outside the HasProperty check
|
|
|
|
|
if (parameters.length > 1) {
|
|
|
|
|
var inValue = parameters[1];
|
|
|
|
|
environment.SetProperty(propertyName, inValue);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
outValue = environment.GetProperty(propertyName);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bitsyLog("PROPERTY! " + propertyName + " " + outValue);
|
|
|
|
|
|
|
|
|
|
onReturn(outValue);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function endFunc(environment,parameters,onReturn) {
|
|
|
|
|
isEnding = true;
|
|
|
|
|
isNarrating = true;
|
|
|
|
|
dialogRenderer.SetCentered(true);
|
|
|
|
|
onReturn(null);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function exitFunc(environment,parameters,onReturn) {
|
|
|
|
|
var destRoom = parameters[0];
|
|
|
|
|
|
|
|
|
|
if (names.room[destRoom] != undefined) {
|
|
|
|
|
// it's a name, not an id! (note: these could cause trouble if people names things weird)
|
|
|
|
|
destRoom = names.room[destRoom];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var destX = parseInt(parameters[1]);
|
|
|
|
|
var destY = parseInt(parameters[2]);
|
|
|
|
|
|
|
|
|
|
if (parameters.length >= 4) {
|
|
|
|
|
var transitionEffect = parameters[3];
|
|
|
|
|
|
|
|
|
|
transition.BeginTransition(
|
|
|
|
|
player().room,
|
|
|
|
|
player().x,
|
|
|
|
|
player().y,
|
|
|
|
|
destRoom,
|
|
|
|
|
destX,
|
|
|
|
|
destY,
|
|
|
|
|
transitionEffect);
|
|
|
|
|
transition.UpdateTransition(0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var movePlayerAndResumeScript = function() {
|
|
|
|
|
// update world state
|
|
|
|
|
player().room = destRoom;
|
|
|
|
|
player().x = destX;
|
|
|
|
|
player().y = destY;
|
|
|
|
|
curRoom = destRoom;
|
|
|
|
|
|
|
|
|
|
// update game state
|
|
|
|
|
initRoom(curRoom);
|
|
|
|
|
|
|
|
|
|
// resume dialog script
|
|
|
|
|
onReturn(null);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// TODO : this doesn't play nice with pagebreak because it thinks the dialog is finished!
|
|
|
|
|
if (transition.IsTransitionActive()) {
|
|
|
|
|
transition.OnTransitionComplete(movePlayerAndResumeScript);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
movePlayerAndResumeScript();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* BUILT-IN OPERATORS */
|
|
|
|
|
function setExp(environment,left,right,onReturn) {
|
|
|
|
|
// bitsyLog("SET " + left.name);
|
|
|
|
|
|
|
|
|
|
if(left.type != "variable") {
|
|
|
|
|
// not a variable! return null and hope for the best D:
|
|
|
|
|
onReturn( null );
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
right.Eval(environment,function(rVal) {
|
|
|
|
|
environment.SetVariable( left.name, rVal );
|
|
|
|
|
// bitsyLog("VAL " + environment.GetVariable( left.name ) );
|
|
|
|
|
left.Eval(environment,function(lVal) {
|
|
|
|
|
onReturn( lVal );
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
function equalExp(environment,left,right,onReturn) {
|
|
|
|
|
// bitsyLog("EVAL EQUAL");
|
|
|
|
|
// bitsyLog(left);
|
|
|
|
|
// bitsyLog(right);
|
|
|
|
|
right.Eval(environment,function(rVal){
|
|
|
|
|
left.Eval(environment,function(lVal){
|
|
|
|
|
onReturn( lVal === rVal );
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
function greaterExp(environment,left,right,onReturn) {
|
|
|
|
|
right.Eval(environment,function(rVal){
|
|
|
|
|
left.Eval(environment,function(lVal){
|
|
|
|
|
onReturn( lVal > rVal );
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
function lessExp(environment,left,right,onReturn) {
|
|
|
|
|
right.Eval(environment,function(rVal){
|
|
|
|
|
left.Eval(environment,function(lVal){
|
|
|
|
|
onReturn( lVal < rVal );
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
function greaterEqExp(environment,left,right,onReturn) {
|
|
|
|
|
right.Eval(environment,function(rVal){
|
|
|
|
|
left.Eval(environment,function(lVal){
|
|
|
|
|
onReturn( lVal >= rVal );
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
function lessEqExp(environment,left,right,onReturn) {
|
|
|
|
|
right.Eval(environment,function(rVal){
|
|
|
|
|
left.Eval(environment,function(lVal){
|
|
|
|
|
onReturn( lVal <= rVal );
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
function multExp(environment,left,right,onReturn) {
|
|
|
|
|
right.Eval(environment,function(rVal){
|
|
|
|
|
left.Eval(environment,function(lVal){
|
|
|
|
|
onReturn( lVal * rVal );
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
function divExp(environment,left,right,onReturn) {
|
|
|
|
|
right.Eval(environment,function(rVal){
|
|
|
|
|
left.Eval(environment,function(lVal){
|
|
|
|
|
onReturn( lVal / rVal );
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
function addExp(environment,left,right,onReturn) {
|
|
|
|
|
right.Eval(environment,function(rVal){
|
|
|
|
|
left.Eval(environment,function(lVal){
|
|
|
|
|
onReturn( lVal + rVal );
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
function subExp(environment,left,right,onReturn) {
|
|
|
|
|
right.Eval(environment,function(rVal){
|
|
|
|
|
left.Eval(environment,function(lVal){
|
|
|
|
|
onReturn( lVal - rVal );
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ENVIRONMENT */
|
|
|
|
|
var Environment = function() {
|
|
|
|
|
var dialogBuffer = null;
|
|
|
|
|
this.SetDialogBuffer = function(buffer) { dialogBuffer = buffer; };
|
|
|
|
|
this.GetDialogBuffer = function() { return dialogBuffer; };
|
|
|
|
|
|
|
|
|
|
var functionMap = {};
|
|
|
|
|
functionMap["print"] = printFunc;
|
|
|
|
|
functionMap["say"] = printFunc;
|
|
|
|
|
functionMap["br"] = linebreakFunc;
|
|
|
|
|
functionMap["item"] = itemFunc;
|
|
|
|
|
functionMap["rbw"] = rainbowFunc;
|
|
|
|
|
functionMap["clr1"] = color1Func;
|
|
|
|
|
functionMap["clr2"] = color2Func;
|
|
|
|
|
functionMap["clr3"] = color3Func;
|
|
|
|
|
functionMap["wvy"] = wavyFunc;
|
|
|
|
|
functionMap["shk"] = shakyFunc;
|
|
|
|
|
functionMap["printSprite"] = printSpriteFunc;
|
|
|
|
|
functionMap["printTile"] = printTileFunc;
|
|
|
|
|
functionMap["printItem"] = printItemFunc;
|
|
|
|
|
functionMap["debugOnlyPrintFont"] = printFontFunc; // DEBUG ONLY
|
|
|
|
|
functionMap["end"] = endFunc;
|
|
|
|
|
functionMap["exit"] = exitFunc;
|
|
|
|
|
functionMap["pg"] = pagebreakFunc;
|
|
|
|
|
functionMap["property"] = propertyFunc;
|
|
|
|
|
|
|
|
|
|
this.HasFunction = function(name) { return functionMap[name] != undefined; };
|
|
|
|
|
this.EvalFunction = function(name,parameters,onReturn,env) {
|
|
|
|
|
if (env == undefined || env == null) {
|
|
|
|
|
env = this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
functionMap[name](env, parameters, onReturn);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var variableMap = {};
|
|
|
|
|
|
|
|
|
|
this.HasVariable = function(name) { return variableMap[name] != undefined; };
|
|
|
|
|
this.GetVariable = function(name) { return variableMap[name]; };
|
|
|
|
|
this.SetVariable = function(name,value,useHandler) {
|
|
|
|
|
// bitsyLog("SET VARIABLE " + name + " = " + value);
|
|
|
|
|
if(useHandler === undefined) useHandler = true;
|
|
|
|
|
variableMap[name] = value;
|
|
|
|
|
if(onVariableChangeHandler != null && useHandler){
|
|
|
|
|
onVariableChangeHandler(name);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
this.DeleteVariable = function(name,useHandler) {
|
|
|
|
|
if(useHandler === undefined) useHandler = true;
|
|
|
|
|
if(variableMap[name] != undefined) {
|
|
|
|
|
variableMap.delete(name);
|
|
|
|
|
if(onVariableChangeHandler != null && useHandler) {
|
|
|
|
|
onVariableChangeHandler(name);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var operatorMap = {};
|
|
|
|
|
operatorMap["="] = setExp;
|
|
|
|
|
operatorMap["=="] = equalExp;
|
|
|
|
|
operatorMap[">"] = greaterExp;
|
|
|
|
|
operatorMap["<"] = lessExp;
|
|
|
|
|
operatorMap[">="] = greaterEqExp;
|
|
|
|
|
operatorMap["<="] = lessEqExp;
|
|
|
|
|
operatorMap["*"] = multExp;
|
|
|
|
|
operatorMap["/"] = divExp;
|
|
|
|
|
operatorMap["+"] = addExp;
|
|
|
|
|
operatorMap["-"] = subExp;
|
|
|
|
|
|
|
|
|
|
this.HasOperator = function(sym) { return operatorMap[sym] != undefined; };
|
|
|
|
|
this.EvalOperator = function(sym,left,right,onReturn) {
|
|
|
|
|
operatorMap[ sym ]( this, left, right, onReturn );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var scriptMap = {};
|
|
|
|
|
this.HasScript = function(name) { return scriptMap[name] != undefined; };
|
|
|
|
|
this.GetScript = function(name) { return scriptMap[name]; };
|
|
|
|
|
this.SetScript = function(name,script) { scriptMap[name] = script; };
|
|
|
|
|
|
|
|
|
|
var onVariableChangeHandler = null;
|
|
|
|
|
this.SetOnVariableChangeHandler = function(onVariableChange) {
|
|
|
|
|
onVariableChangeHandler = onVariableChange;
|
|
|
|
|
}
|
|
|
|
|
this.GetVariableNames = function() {
|
|
|
|
|
var variableNames = [];
|
|
|
|
|
|
|
|
|
|
for (var key in variableMap) {
|
|
|
|
|
variableNames.push(key);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return variableNames;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Local environment for a single run of a script: knows local context
|
|
|
|
|
var LocalEnvironment = function(parentEnvironment) {
|
|
|
|
|
// this.SetDialogBuffer // not allowed in local environment?
|
|
|
|
|
this.GetDialogBuffer = function() { return parentEnvironment.GetDialogBuffer(); };
|
|
|
|
|
|
|
|
|
|
this.HasFunction = function(name) { return parentEnvironment.HasFunction(name); };
|
|
|
|
|
this.EvalFunction = function(name,parameters,onReturn,env) {
|
|
|
|
|
if (env == undefined || env == null) {
|
|
|
|
|
env = this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
parentEnvironment.EvalFunction(name,parameters,onReturn,env);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.HasVariable = function(name) { return parentEnvironment.HasVariable(name); };
|
|
|
|
|
this.GetVariable = function(name) { return parentEnvironment.GetVariable(name); };
|
|
|
|
|
this.SetVariable = function(name,value,useHandler) { parentEnvironment.SetVariable(name,value,useHandler); };
|
|
|
|
|
// this.DeleteVariable // not needed in local environment?
|
|
|
|
|
|
|
|
|
|
this.HasOperator = function(sym) { return parentEnvironment.HasOperator(sym); };
|
|
|
|
|
this.EvalOperator = function(sym,left,right,onReturn,env) {
|
|
|
|
|
if (env == undefined || env == null) {
|
|
|
|
|
env = this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
parentEnvironment.EvalOperator(sym,left,right,onReturn,env);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// TODO : I don't *think* any of this is required by the local environment
|
|
|
|
|
// this.HasScript
|
|
|
|
|
// this.GetScript
|
|
|
|
|
// this.SetScript
|
|
|
|
|
|
|
|
|
|
// TODO : pretty sure these debug methods aren't required by the local environment either
|
|
|
|
|
// this.SetOnVariableChangeHandler
|
|
|
|
|
// this.GetVariableNames
|
|
|
|
|
|
|
|
|
|
/* Here's where specific local context data goes:
|
|
|
|
|
* this includes access to the object running the script
|
|
|
|
|
* and any properties it may have (so far only "locked")
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
// The local environment knows what object called it -- currently only used to access properties
|
|
|
|
|
var curObject = null;
|
|
|
|
|
this.HasObject = function() { return curObject != undefined && curObject != null; }
|
|
|
|
|
this.SetObject = function(object) { curObject = object; }
|
|
|
|
|
this.GetObject = function() { return curObject; }
|
|
|
|
|
|
|
|
|
|
// accessors for properties of the object that's running the script
|
|
|
|
|
this.HasProperty = function(name) {
|
|
|
|
|
if (curObject && curObject.property && curObject.property.hasOwnProperty(name)) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
this.GetProperty = function(name) {
|
|
|
|
|
if (curObject && curObject.property && curObject.property.hasOwnProperty(name)) {
|
|
|
|
|
return curObject.property[name]; // TODO : should these be getters and setters instead?
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
this.SetProperty = function(name, value) {
|
|
|
|
|
// NOTE : for now, we need to gaurd against creating new properties
|
|
|
|
|
if (curObject && curObject.property && curObject.property.hasOwnProperty(name)) {
|
|
|
|
|
curObject.property[name] = value;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function leadingWhitespace(depth) {
|
|
|
|
|
var str = "";
|
|
|
|
|
for(var i = 0; i < depth; i++) {
|
|
|
|
|
str += " "; // two spaces per indent
|
|
|
|
|
}
|
|
|
|
|
// bitsyLog("WHITESPACE " + depth + " ::" + str + "::");
|
|
|
|
|
return str;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* NODES */
|
|
|
|
|
var TreeRelationship = function() {
|
|
|
|
|
this.parent = null;
|
|
|
|
|
this.children = [];
|
|
|
|
|
|
|
|
|
|
this.AddChild = function(node) {
|
|
|
|
|
this.children.push(node);
|
|
|
|
|
node.parent = this;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.AddChildren = function(nodeList) {
|
|
|
|
|
for (var i = 0; i < nodeList.length; i++) {
|
|
|
|
|
this.AddChild(nodeList[i]);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.SetChildren = function(nodeList) {
|
|
|
|
|
this.children = [];
|
|
|
|
|
this.AddChildren(nodeList);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.VisitAll = function(visitor, depth) {
|
|
|
|
|
if (depth == undefined || depth == null) {
|
|
|
|
|
depth = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
visitor.Visit(this, depth);
|
|
|
|
|
for (var i = 0; i < this.children.length; i++) {
|
|
|
|
|
this.children[i].VisitAll( visitor, depth + 1 );
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.rootId = null; // for debugging
|
|
|
|
|
this.GetId = function() {
|
|
|
|
|
// bitsyLog(this);
|
|
|
|
|
if (this.rootId != null) {
|
|
|
|
|
return this.rootId;
|
|
|
|
|
}
|
|
|
|
|
else if (this.parent != null) {
|
|
|
|
|
var parentId = this.parent.GetId();
|
|
|
|
|
if (parentId != null) {
|
|
|
|
|
return parentId + "_" + this.parent.children.indexOf(this);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var DialogBlockNode = function(doIndentFirstLine) {
|
|
|
|
|
Object.assign( this, new TreeRelationship() );
|
|
|
|
|
// Object.assign( this, new Runnable() );
|
|
|
|
|
this.type = "dialog_block";
|
|
|
|
|
|
|
|
|
|
this.Eval = function(environment, onReturn) {
|
|
|
|
|
// bitsyLog("EVAL BLOCK " + this.children.length);
|
|
|
|
|
|
|
|
|
|
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
|
|
|
|
|
events.Raise("script_node_enter", { id: this.GetId() });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var lastVal = null;
|
|
|
|
|
var i = 0;
|
|
|
|
|
|
|
|
|
|
function evalChildren(children, done) {
|
|
|
|
|
if (i < children.length) {
|
|
|
|
|
// bitsyLog(">> CHILD " + i);
|
|
|
|
|
children[i].Eval(environment, function(val) {
|
|
|
|
|
// bitsyLog("<< CHILD " + i);
|
|
|
|
|
lastVal = val;
|
|
|
|
|
i++;
|
|
|
|
|
evalChildren(children,done);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
done();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var self = this;
|
|
|
|
|
evalChildren(this.children, function() {
|
|
|
|
|
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
|
|
|
|
|
events.Raise("script_node_exit", { id: self.GetId() });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
onReturn(lastVal);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (doIndentFirstLine === undefined) {
|
|
|
|
|
doIndentFirstLine = true; // This is just for serialization
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.Serialize = function(depth) {
|
|
|
|
|
if (depth === undefined) {
|
|
|
|
|
depth = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var str = "";
|
|
|
|
|
var lastNode = null;
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < this.children.length; i++) {
|
|
|
|
|
|
|
|
|
|
var curNode = this.children[i];
|
|
|
|
|
|
|
|
|
|
var shouldIndentFirstLine = (i == 0 && doIndentFirstLine);
|
|
|
|
|
var shouldIndentAfterLinebreak = (lastNode && lastNode.type === "function" && lastNode.name === "br");
|
|
|
|
|
|
|
|
|
|
if (shouldIndentFirstLine || shouldIndentAfterLinebreak) {
|
|
|
|
|
str += leadingWhitespace(depth);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
str += curNode.Serialize(depth);
|
|
|
|
|
|
|
|
|
|
lastNode = curNode;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return str;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ToString = function() {
|
|
|
|
|
return this.type + " " + this.GetId();
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var CodeBlockNode = function() {
|
|
|
|
|
Object.assign( this, new TreeRelationship() );
|
|
|
|
|
this.type = "code_block";
|
|
|
|
|
|
|
|
|
|
this.Eval = function(environment, onReturn) {
|
|
|
|
|
// bitsyLog("EVAL BLOCK " + this.children.length);
|
|
|
|
|
|
|
|
|
|
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
|
|
|
|
|
events.Raise("script_node_enter", { id: this.GetId() });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var lastVal = null;
|
|
|
|
|
var i = 0;
|
|
|
|
|
|
|
|
|
|
function evalChildren(children, done) {
|
|
|
|
|
if (i < children.length) {
|
|
|
|
|
// bitsyLog(">> CHILD " + i);
|
|
|
|
|
children[i].Eval(environment, function(val) {
|
|
|
|
|
// bitsyLog("<< CHILD " + i);
|
|
|
|
|
lastVal = val;
|
|
|
|
|
i++;
|
|
|
|
|
evalChildren(children,done);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
done();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var self = this;
|
|
|
|
|
evalChildren(this.children, function() {
|
|
|
|
|
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
|
|
|
|
|
events.Raise("script_node_exit", { id: self.GetId() });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
onReturn(lastVal);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.Serialize = function(depth) {
|
|
|
|
|
if(depth === undefined) {
|
|
|
|
|
depth = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// bitsyLog("SERIALIZE BLOCK!!!");
|
|
|
|
|
// bitsyLog(depth);
|
|
|
|
|
// bitsyLog(doIndentFirstLine);
|
|
|
|
|
|
|
|
|
|
var str = "{"; // todo: increase scope of Sym?
|
|
|
|
|
|
|
|
|
|
// TODO : do code blocks ever have more than one child anymore????
|
|
|
|
|
for (var i = 0; i < this.children.length; i++) {
|
|
|
|
|
var curNode = this.children[i];
|
|
|
|
|
str += curNode.Serialize(depth);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
str += "}";
|
|
|
|
|
|
|
|
|
|
return str;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ToString = function() {
|
|
|
|
|
return this.type + " " + this.GetId();
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function isInlineCode(node) {
|
|
|
|
|
return isTextEffectBlock(node) || isUndefinedBlock(node) || isMultilineListBlock(node);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function isUndefinedBlock(node) {
|
|
|
|
|
return node.type === "code_block" && node.children.length > 0 && node.children[0].type === "undefined";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var textEffectBlockNames = ["clr1", "clr2", "clr3", "wvy", "shk", "rbw", "printSprite", "printItem", "printTile", "print", "say", "br"];
|
|
|
|
|
function isTextEffectBlock(node) {
|
|
|
|
|
if (node.type === "code_block") {
|
|
|
|
|
if (node.children.length > 0 && node.children[0].type === "function") {
|
|
|
|
|
var func = node.children[0];
|
|
|
|
|
return textEffectBlockNames.indexOf(func.name) != -1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var listBlockTypes = ["sequence", "cycle", "shuffle", "if"];
|
|
|
|
|
function isMultilineListBlock(node) {
|
|
|
|
|
if (node.type === "code_block") {
|
|
|
|
|
if (node.children.length > 0) {
|
|
|
|
|
var child = node.children[0];
|
|
|
|
|
return listBlockTypes.indexOf(child.type) != -1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// for round-tripping undefined code through the parser (useful for hacks!)
|
|
|
|
|
var UndefinedNode = function(sourceStr) {
|
|
|
|
|
Object.assign(this, new TreeRelationship());
|
|
|
|
|
this.type = "undefined";
|
|
|
|
|
this.source = sourceStr;
|
|
|
|
|
|
|
|
|
|
this.Eval = function(environment,onReturn) {
|
|
|
|
|
addOrRemoveTextEffect(environment, "_debug_highlight");
|
|
|
|
|
printFunc(environment, ["{" + sourceStr + "}"], function() {
|
|
|
|
|
onReturn(null);
|
|
|
|
|
});
|
|
|
|
|
addOrRemoveTextEffect(environment, "_debug_highlight");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.Serialize = function(depth) {
|
|
|
|
|
return this.source;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ToString = function() {
|
|
|
|
|
return "undefined" + " " + this.GetId();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var FuncNode = function(name,args) {
|
|
|
|
|
Object.assign( this, new TreeRelationship() );
|
|
|
|
|
// Object.assign( this, new Runnable() );
|
|
|
|
|
this.type = "function";
|
|
|
|
|
this.name = name;
|
|
|
|
|
this.args = args;
|
|
|
|
|
|
|
|
|
|
this.Eval = function(environment,onReturn) {
|
|
|
|
|
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
|
|
|
|
|
events.Raise("script_node_enter", { id: this.GetId() });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var self = this; // hack to deal with scope (TODO : move up higher?)
|
|
|
|
|
|
|
|
|
|
var argumentValues = [];
|
|
|
|
|
var i = 0;
|
|
|
|
|
|
|
|
|
|
function evalArgs(args, done) {
|
|
|
|
|
// TODO : really hacky way to make we get the first
|
|
|
|
|
// symbol's NAME instead of its variable value
|
|
|
|
|
// if we are trying to do something with a property
|
|
|
|
|
if (self.name === "property" && i === 0 && i < args.length) {
|
|
|
|
|
if (args[i].type === "variable") {
|
|
|
|
|
argumentValues.push(args[i].name);
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
// first argument for a property MUST be a variable symbol
|
|
|
|
|
// -- so skip everything if it's not!
|
|
|
|
|
i = args.length;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (i < args.length) {
|
|
|
|
|
// Evaluate each argument
|
|
|
|
|
args[i].Eval(
|
|
|
|
|
environment,
|
|
|
|
|
function(val) {
|
|
|
|
|
argumentValues.push(val);
|
|
|
|
|
i++;
|
|
|
|
|
evalArgs(args, done);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
done();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
evalArgs(
|
|
|
|
|
this.args,
|
|
|
|
|
function() {
|
|
|
|
|
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
|
|
|
|
|
events.Raise("script_node_exit", { id: self.GetId() });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
environment.EvalFunction(self.name, argumentValues, onReturn);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.Serialize = function(depth) {
|
|
|
|
|
var isDialogBlock = this.parent.type === "dialog_block";
|
|
|
|
|
if (isDialogBlock && this.name === "print") {
|
|
|
|
|
// TODO this could cause problems with "real" print functions
|
|
|
|
|
return this.args[0].value; // first argument should be the text of the {print} func
|
|
|
|
|
}
|
|
|
|
|
else if (isDialogBlock && this.name === "br") {
|
|
|
|
|
return "\n";
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
var str = "";
|
|
|
|
|
str += this.name;
|
|
|
|
|
for(var i = 0; i < this.args.length; i++) {
|
|
|
|
|
str += " ";
|
|
|
|
|
str += this.args[i].Serialize(depth);
|
|
|
|
|
}
|
|
|
|
|
return str;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ToString = function() {
|
|
|
|
|
return this.type + " " + this.name + " " + this.GetId();
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var LiteralNode = function(value) {
|
|
|
|
|
Object.assign( this, new TreeRelationship() );
|
|
|
|
|
// Object.assign( this, new Runnable() );
|
|
|
|
|
this.type = "literal";
|
|
|
|
|
this.value = value;
|
|
|
|
|
|
|
|
|
|
this.Eval = function(environment,onReturn) {
|
|
|
|
|
onReturn(this.value);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.Serialize = function(depth) {
|
|
|
|
|
var str = "";
|
|
|
|
|
|
|
|
|
|
if (this.value === null) {
|
|
|
|
|
return str;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (typeof this.value === "string") {
|
|
|
|
|
str += '"';
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
str += this.value;
|
|
|
|
|
|
|
|
|
|
if (typeof this.value === "string") {
|
|
|
|
|
str += '"';
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return str;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ToString = function() {
|
|
|
|
|
return this.type + " " + this.value + " " + this.GetId();
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var VarNode = function(name) {
|
|
|
|
|
Object.assign( this, new TreeRelationship() );
|
|
|
|
|
// Object.assign( this, new Runnable() );
|
|
|
|
|
this.type = "variable";
|
|
|
|
|
this.name = name;
|
|
|
|
|
|
|
|
|
|
this.Eval = function(environment,onReturn) {
|
|
|
|
|
// bitsyLog("EVAL " + this.name + " " + environment.HasVariable(this.name) + " " + environment.GetVariable(this.name));
|
|
|
|
|
if( environment.HasVariable(this.name) )
|
|
|
|
|
onReturn( environment.GetVariable( this.name ) );
|
|
|
|
|
else
|
|
|
|
|
onReturn(null); // not a valid variable -- return null and hope that's ok
|
|
|
|
|
} // TODO: might want to store nodes in the variableMap instead of values???
|
|
|
|
|
|
|
|
|
|
this.Serialize = function(depth) {
|
|
|
|
|
var str = "" + this.name;
|
|
|
|
|
return str;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ToString = function() {
|
|
|
|
|
return this.type + " " + this.name + " " + this.GetId();
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var ExpNode = function(operator, left, right) {
|
|
|
|
|
Object.assign( this, new TreeRelationship() );
|
|
|
|
|
this.type = "operator";
|
|
|
|
|
this.operator = operator;
|
|
|
|
|
this.left = left;
|
|
|
|
|
this.right = right;
|
|
|
|
|
|
|
|
|
|
this.Eval = function(environment,onReturn) {
|
|
|
|
|
// bitsyLog("EVAL " + this.operator);
|
|
|
|
|
var self = this; // hack to deal with scope
|
|
|
|
|
environment.EvalOperator( this.operator, this.left, this.right,
|
|
|
|
|
function(val){
|
|
|
|
|
// bitsyLog("EVAL EXP " + self.operator + " " + val);
|
|
|
|
|
onReturn(val);
|
|
|
|
|
} );
|
|
|
|
|
// NOTE : sadly this pushes a lot of complexity down onto the actual operator methods
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.Serialize = function(depth) {
|
|
|
|
|
var isNegativeNumber = this.operator === "-" && this.left.type === "literal" && this.left.value === null;
|
|
|
|
|
|
|
|
|
|
if (!isNegativeNumber) {
|
|
|
|
|
var str = "";
|
|
|
|
|
|
|
|
|
|
if (this.left != undefined && this.left != null) {
|
|
|
|
|
str += this.left.Serialize(depth) + " ";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
str += this.operator;
|
|
|
|
|
|
|
|
|
|
if (this.right != undefined && this.right != null) {
|
|
|
|
|
str += " " + this.right.Serialize(depth);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return str;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
return this.operator + this.right.Serialize(depth); // hacky but seems to work
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.VisitAll = function(visitor, depth) {
|
|
|
|
|
if (depth == undefined || depth == null) {
|
|
|
|
|
depth = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
visitor.Visit( this, depth );
|
|
|
|
|
if(this.left != null)
|
|
|
|
|
this.left.VisitAll( visitor, depth + 1 );
|
|
|
|
|
if(this.right != null)
|
|
|
|
|
this.right.VisitAll( visitor, depth + 1 );
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.ToString = function() {
|
|
|
|
|
return this.type + " " + this.operator + " " + this.GetId();
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var SequenceBase = function() {
|
|
|
|
|
this.Serialize = function(depth) {
|
|
|
|
|
var str = "";
|
|
|
|
|
str += this.type + "\n";
|
|
|
|
|
for (var i = 0; i < this.children.length; i++) {
|
|
|
|
|
str += leadingWhitespace(depth + 1) + Sym.List + " ";
|
|
|
|
|
str += this.children[i].Serialize(depth + 2);
|
|
|
|
|
str += "\n";
|
|
|
|
|
}
|
|
|
|
|
str += leadingWhitespace(depth);
|
|
|
|
|
return str;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.VisitAll = function(visitor, depth) {
|
|
|
|
|
if (depth == undefined || depth == null) {
|
|
|
|
|
depth = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
visitor.Visit(this, depth);
|
|
|
|
|
for (var i = 0; i < this.children.length; i++) {
|
|
|
|
|
this.children[i].VisitAll( visitor, depth + 1 );
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.ToString = function() {
|
|
|
|
|
return this.type + " " + this.GetId();
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var SequenceNode = function(options) {
|
|
|
|
|
Object.assign(this, new TreeRelationship());
|
|
|
|
|
Object.assign(this, new SequenceBase());
|
|
|
|
|
this.type = "sequence";
|
|
|
|
|
this.AddChildren(options);
|
|
|
|
|
|
|
|
|
|
var index = 0;
|
|
|
|
|
this.Eval = function(environment, onReturn) {
|
|
|
|
|
// bitsyLog("SEQUENCE " + index);
|
|
|
|
|
this.children[index].Eval(environment, onReturn);
|
|
|
|
|
|
|
|
|
|
var next = index + 1;
|
|
|
|
|
if (next < this.children.length) {
|
|
|
|
|
index = next;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var CycleNode = function(options) {
|
|
|
|
|
Object.assign(this, new TreeRelationship());
|
|
|
|
|
Object.assign(this, new SequenceBase());
|
|
|
|
|
this.type = "cycle";
|
|
|
|
|
this.AddChildren(options);
|
|
|
|
|
|
|
|
|
|
var index = 0;
|
|
|
|
|
this.Eval = function(environment, onReturn) {
|
|
|
|
|
// bitsyLog("CYCLE " + index);
|
|
|
|
|
this.children[index].Eval(environment, onReturn);
|
|
|
|
|
|
|
|
|
|
var next = index + 1;
|
|
|
|
|
if (next < this.children.length) {
|
|
|
|
|
index = next;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
index = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var ShuffleNode = function(options) {
|
|
|
|
|
Object.assign(this, new TreeRelationship());
|
|
|
|
|
Object.assign(this, new SequenceBase());
|
|
|
|
|
this.type = "shuffle";
|
|
|
|
|
this.AddChildren(options);
|
|
|
|
|
|
|
|
|
|
var optionsShuffled = [];
|
|
|
|
|
function shuffle(options) {
|
|
|
|
|
optionsShuffled = [];
|
|
|
|
|
var optionsUnshuffled = options.slice();
|
|
|
|
|
while (optionsUnshuffled.length > 0) {
|
|
|
|
|
var i = Math.floor(Math.random() * optionsUnshuffled.length);
|
|
|
|
|
optionsShuffled.push(optionsUnshuffled.splice(i,1)[0]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
shuffle(this.children);
|
|
|
|
|
|
|
|
|
|
var index = 0;
|
|
|
|
|
this.Eval = function(environment, onReturn) {
|
|
|
|
|
optionsShuffled[index].Eval(environment, onReturn);
|
|
|
|
|
|
|
|
|
|
index++;
|
|
|
|
|
if (index >= this.children.length) {
|
|
|
|
|
shuffle(this.children);
|
|
|
|
|
index = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TODO : rename? ConditionalNode?
|
|
|
|
|
var IfNode = function(conditions, results, isSingleLine) {
|
|
|
|
|
Object.assign(this, new TreeRelationship());
|
|
|
|
|
this.type = "if";
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < conditions.length; i++) {
|
|
|
|
|
this.AddChild(new ConditionPairNode(conditions[i], results[i]));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var self = this;
|
|
|
|
|
this.Eval = function(environment, onReturn) {
|
|
|
|
|
// bitsyLog("EVAL IF");
|
|
|
|
|
var i = 0;
|
|
|
|
|
function TestCondition() {
|
|
|
|
|
self.children[i].Eval(environment, function(result) {
|
|
|
|
|
if (result.conditionValue == true) {
|
|
|
|
|
onReturn(result.resultValue);
|
|
|
|
|
}
|
|
|
|
|
else if (i+1 < self.children.length) {
|
|
|
|
|
i++;
|
|
|
|
|
TestCondition();
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
onReturn(null);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
};
|
|
|
|
|
TestCondition();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (isSingleLine === undefined) {
|
|
|
|
|
isSingleLine = false; // This is just for serialization
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.Serialize = function(depth) {
|
|
|
|
|
var str = "";
|
|
|
|
|
if(isSingleLine) {
|
|
|
|
|
// HACKY - should I even keep this mode???
|
|
|
|
|
str += this.children[0].children[0].Serialize() + " ? " + this.children[0].children[1].Serialize();
|
|
|
|
|
if (this.children.length > 1 && this.children[1].children[0].type === Sym.Else) {
|
|
|
|
|
str += " " + Sym.ElseExp + " " + this.children[1].children[1].Serialize();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
str += "\n";
|
|
|
|
|
for (var i = 0; i < this.children.length; i++) {
|
|
|
|
|
str += this.children[i].Serialize(depth);
|
|
|
|
|
}
|
|
|
|
|
str += leadingWhitespace(depth);
|
|
|
|
|
}
|
|
|
|
|
return str;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.IsSingleLine = function() {
|
|
|
|
|
return isSingleLine;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.VisitAll = function(visitor, depth) {
|
|
|
|
|
if (depth == undefined || depth == null) {
|
|
|
|
|
depth = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
visitor.Visit(this, depth);
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < this.children.length; i++) {
|
|
|
|
|
this.children[i].VisitAll(visitor, depth + 1);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.ToString = function() {
|
|
|
|
|
return this.type + " " + this.mode + " " + this.GetId();
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var ConditionPairNode = function(condition, result) {
|
|
|
|
|
Object.assign(this, new TreeRelationship());
|
|
|
|
|
|
|
|
|
|
this.type = "condition_pair";
|
|
|
|
|
|
|
|
|
|
this.AddChild(condition);
|
|
|
|
|
this.AddChild(result);
|
|
|
|
|
|
|
|
|
|
var self = this;
|
|
|
|
|
|
|
|
|
|
this.Eval = function(environment, onReturn) {
|
|
|
|
|
self.children[0].Eval(environment, function(conditionSuccess) {
|
|
|
|
|
if (conditionSuccess) {
|
|
|
|
|
self.children[1].Eval(environment, function(resultValue) {
|
|
|
|
|
onReturn({ conditionValue:true, resultValue:resultValue });
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
onReturn({ conditionValue:false });
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.Serialize = function(depth) {
|
|
|
|
|
var str = "";
|
|
|
|
|
str += leadingWhitespace(depth + 1);
|
|
|
|
|
str += Sym.List + " " + this.children[0].Serialize(depth) + " " + Sym.ConditionEnd + Sym.Linebreak;
|
|
|
|
|
str += this.children[1].Serialize(depth + 2) + Sym.Linebreak;
|
|
|
|
|
return str;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.VisitAll = function(visitor, depth) {
|
|
|
|
|
if (depth == undefined || depth == null) {
|
|
|
|
|
depth = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
visitor.Visit(this, depth);
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < this.children.length; i++) {
|
|
|
|
|
this.children[i].VisitAll(visitor, depth + 1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ToString = function() {
|
|
|
|
|
return this.type + " " + this.GetId();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var ElseNode = function() {
|
|
|
|
|
Object.assign( this, new TreeRelationship() );
|
|
|
|
|
this.type = Sym.Else;
|
|
|
|
|
|
|
|
|
|
this.Eval = function(environment, onReturn) {
|
|
|
|
|
onReturn(true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.Serialize = function() {
|
|
|
|
|
return Sym.Else;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ToString = function() {
|
|
|
|
|
return this.type + " " + this.mode + " " + this.GetId();
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var Sym = {
|
|
|
|
|
DialogOpen : '"""',
|
|
|
|
|
DialogClose : '"""',
|
|
|
|
|
CodeOpen : "{",
|
|
|
|
|
CodeClose : "}",
|
|
|
|
|
Linebreak : "\n", // just call it "break" ?
|
|
|
|
|
Separator : ":",
|
|
|
|
|
List : "-",
|
|
|
|
|
String : '"',
|
|
|
|
|
ConditionEnd : "?",
|
|
|
|
|
Else : "else",
|
|
|
|
|
ElseExp : ":", // special shorthand for expressions (deprecate?)
|
|
|
|
|
Set : "=",
|
|
|
|
|
Operators : ["==", ">=", "<=", ">", "<", "-", "+", "/", "*"], // operators need to be in reverse order of precedence
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var Parser = function(env) {
|
|
|
|
|
var environment = env;
|
|
|
|
|
|
|
|
|
|
this.Parse = function(scriptStr, rootId) {
|
|
|
|
|
var rootNode = new DialogBlockNode();
|
|
|
|
|
rootNode.rootId = rootId;
|
|
|
|
|
var state = new ParserState(rootNode, scriptStr);
|
|
|
|
|
|
|
|
|
|
bitsyLog(scriptStr);
|
|
|
|
|
bitsyLog(state.Source());
|
|
|
|
|
|
|
|
|
|
if (state.MatchAhead(Sym.DialogOpen)) {
|
|
|
|
|
// multi-line dialog block
|
|
|
|
|
var dialogStr = state.ConsumeBlock(Sym.DialogOpen + Sym.Linebreak, Sym.Linebreak + Sym.DialogClose);
|
|
|
|
|
rootNode = new DialogBlockNode();
|
|
|
|
|
rootNode.rootId = rootId; // hacky!!
|
|
|
|
|
state = new ParserState(rootNode, dialogStr);
|
|
|
|
|
state = ParseDialog(state);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
// single-line dialog block
|
|
|
|
|
state = ParseDialog(state);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return state.rootNode;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var ParserState = function( rootNode, str ) {
|
|
|
|
|
this.rootNode = rootNode;
|
|
|
|
|
this.curNode = this.rootNode;
|
|
|
|
|
|
|
|
|
|
var sourceStr = str;
|
|
|
|
|
var i = 0;
|
|
|
|
|
this.Index = function() { return i; };
|
|
|
|
|
this.Count = function() { return sourceStr.length; };
|
|
|
|
|
this.Done = function() { return i >= sourceStr.length; };
|
|
|
|
|
this.Char = function() { return sourceStr[i]; };
|
|
|
|
|
this.Step = function(n) { if(n===undefined) n=1; i += n; };
|
|
|
|
|
this.MatchAhead = function(str) {
|
|
|
|
|
// bitsyLog(str);
|
|
|
|
|
str = "" + str; // hack to turn single chars into strings
|
|
|
|
|
// bitsyLog(str);
|
|
|
|
|
// bitsyLog(str.length);
|
|
|
|
|
for (var j = 0; j < str.length; j++) {
|
|
|
|
|
if (i + j >= sourceStr.length) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
else if (str[j] != sourceStr[i+j]) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
this.Peak = function(end) {
|
|
|
|
|
var str = "";
|
|
|
|
|
var j = i;
|
|
|
|
|
// bitsyLog(j);
|
|
|
|
|
while (j < sourceStr.length && end.indexOf(sourceStr[j]) == -1) {
|
|
|
|
|
str += sourceStr[j];
|
|
|
|
|
j++;
|
|
|
|
|
}
|
|
|
|
|
// bitsyLog("PEAK ::" + str + "::");
|
|
|
|
|
return str;
|
|
|
|
|
}
|
|
|
|
|
this.ConsumeBlock = function(open, close, includeSymbols) {
|
|
|
|
|
if (includeSymbols === undefined || includeSymbols === null) {
|
|
|
|
|
includeSymbols = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var startIndex = i;
|
|
|
|
|
|
|
|
|
|
var matchCount = 0;
|
|
|
|
|
if (this.MatchAhead(open)) {
|
|
|
|
|
matchCount++;
|
|
|
|
|
this.Step(open.length);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (matchCount > 0 && !this.Done()) {
|
|
|
|
|
if (this.MatchAhead(close)) {
|
|
|
|
|
matchCount--;
|
|
|
|
|
this.Step( close.length );
|
|
|
|
|
}
|
|
|
|
|
else if (this.MatchAhead(open)) {
|
|
|
|
|
matchCount++;
|
|
|
|
|
this.Step(open.length);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
this.Step();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (includeSymbols) {
|
|
|
|
|
return sourceStr.slice(startIndex, i);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
return sourceStr.slice(startIndex + open.length, i - close.length);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.Print = function() { bitsyLog(sourceStr); };
|
|
|
|
|
this.Source = function() { return sourceStr; };
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
ParseDialog():
|
|
|
|
|
This function adds {print} nodes and linebreak {br} nodes to display text,
|
|
|
|
|
interleaved with bracketed code nodes for functions and flow control,
|
|
|
|
|
such as text effects {shk} {wvy} or sequences like {cycle} and {shuffle}.
|
|
|
|
|
The parsing of those code blocks is handled by ParseCode.
|
|
|
|
|
|
|
|
|
|
Note on parsing newline characters:
|
|
|
|
|
- there should be an implicit linebreak {br} after each dialog line
|
|
|
|
|
- a "dialog line" is defined as any line that either:
|
|
|
|
|
- 1) contains dialog text (any text outside of a code block)
|
|
|
|
|
- 2) is entirely empty (no text, no code)
|
|
|
|
|
- *or* 3) contains a list block (sequence, cycle, shuffle, or conditional)
|
|
|
|
|
- lines *only* containing {code} blocks are not dialog lines
|
|
|
|
|
|
|
|
|
|
NOTE TO SELF: all the state I'm storing in here feels like
|
|
|
|
|
evidence that the parsing system kind of broke down at this point :(
|
|
|
|
|
Maybe it would feel better if I move into the "state" object
|
|
|
|
|
*/
|
|
|
|
|
function ParseDialog(state) {
|
|
|
|
|
var curLineNodeList = [];
|
|
|
|
|
var curText = "";
|
|
|
|
|
var curLineIsEmpty = true;
|
|
|
|
|
var curLineContainsDialogText = false;
|
|
|
|
|
var prevLineIsDialogLine = false;
|
|
|
|
|
|
|
|
|
|
var curLineIsDialogLine = function() {
|
|
|
|
|
return curLineContainsDialogText || curLineIsEmpty;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var resetLineStateForNewLine = function() {
|
|
|
|
|
prevLineIsDialogLine = curLineIsDialogLine();
|
|
|
|
|
curLineContainsDialogText = false;
|
|
|
|
|
curLineIsEmpty = true;
|
|
|
|
|
curText = "";
|
|
|
|
|
curLineNodeList = [];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var tryAddTextNodeToList = function() {
|
|
|
|
|
if (curText.length > 0) {
|
|
|
|
|
var printNode = new FuncNode("print", [new LiteralNode(curText)]);
|
|
|
|
|
curLineNodeList.push(printNode);
|
|
|
|
|
|
|
|
|
|
curText = "";
|
|
|
|
|
curLineIsEmpty = false;
|
|
|
|
|
curLineContainsDialogText = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var addCodeNodeToList = function() {
|
|
|
|
|
var codeSource = state.ConsumeBlock(Sym.CodeOpen, Sym.CodeClose);
|
|
|
|
|
var codeState = new ParserState(new CodeBlockNode(), codeSource);
|
|
|
|
|
codeState = ParseCode(codeState);
|
|
|
|
|
var codeBlockNode = codeState.rootNode;
|
|
|
|
|
curLineNodeList.push(codeBlockNode);
|
|
|
|
|
|
|
|
|
|
curLineIsEmpty = false;
|
|
|
|
|
|
|
|
|
|
// lists count as dialog text, because they can contain it
|
|
|
|
|
if (isMultilineListBlock(codeBlockNode)) {
|
|
|
|
|
curLineContainsDialogText = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var tryAddLinebreakNodeToList = function() {
|
|
|
|
|
if (prevLineIsDialogLine) {
|
|
|
|
|
var linebreakNode = new FuncNode("br", []);
|
|
|
|
|
curLineNodeList.unshift(linebreakNode);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var addLineNodesToParent = function() {
|
|
|
|
|
for (var i = 0; i < curLineNodeList.length; i++) {
|
|
|
|
|
state.curNode.AddChild(curLineNodeList[i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (!state.Done()) {
|
|
|
|
|
if (state.MatchAhead(Sym.CodeOpen)) { // process code block
|
|
|
|
|
// add any buffered text to a print node, and parse the code
|
|
|
|
|
tryAddTextNodeToList();
|
|
|
|
|
addCodeNodeToList();
|
|
|
|
|
}
|
|
|
|
|
else if (state.MatchAhead(Sym.Linebreak)) { // process new line
|
|
|
|
|
// add any buffered text to a print node,
|
|
|
|
|
// and add a linebreak if we are between two dialog lines
|
|
|
|
|
tryAddTextNodeToList();
|
|
|
|
|
tryAddLinebreakNodeToList();
|
|
|
|
|
|
|
|
|
|
// since we've reached the end of a line
|
|
|
|
|
// add stored nodes for this line to the parent node we are building,
|
|
|
|
|
// and reset state for the next line
|
|
|
|
|
addLineNodesToParent();
|
|
|
|
|
resetLineStateForNewLine();
|
|
|
|
|
|
|
|
|
|
state.Step();
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
// continue adding text to the current text buffer
|
|
|
|
|
curText += state.Char();
|
|
|
|
|
state.Step();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// to make sure we don't leave anything behind:
|
|
|
|
|
// add buffered text to a print node and add all nodes
|
|
|
|
|
// to the current parent node
|
|
|
|
|
tryAddTextNodeToList();
|
|
|
|
|
tryAddLinebreakNodeToList();
|
|
|
|
|
addLineNodesToParent();
|
|
|
|
|
|
|
|
|
|
return state;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ParseDialogBlock(state) {
|
|
|
|
|
var dialogStr = state.ConsumeBlock( Sym.DialogOpen, Sym.DialogClose );
|
|
|
|
|
|
|
|
|
|
var dialogState = new ParserState(new DialogBlockNode(), dialogStr);
|
|
|
|
|
dialogState = ParseDialog( dialogState );
|
|
|
|
|
|
|
|
|
|
state.curNode.AddChild( dialogState.rootNode );
|
|
|
|
|
|
|
|
|
|
return state;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
ParseConditional():
|
|
|
|
|
A conditional contains a list of conditions that can be
|
|
|
|
|
evaluated to true or false, followed by more dialog
|
|
|
|
|
that will be evaluated if the condition is true. The first
|
|
|
|
|
true condition is the one that gets evaluated.
|
|
|
|
|
*/
|
|
|
|
|
function ParseConditional(state) {
|
|
|
|
|
var conditionStrings = [];
|
|
|
|
|
var resultStrings = [];
|
|
|
|
|
var curIndex = -1;
|
|
|
|
|
var requiredLeadingWhitespace = -1;
|
|
|
|
|
|
|
|
|
|
// TODO : very similar to sequence parsing - can we share anything?
|
|
|
|
|
function parseConditionalItemLine(state) {
|
|
|
|
|
var lineText = "";
|
|
|
|
|
var whitespaceCount = 0;
|
|
|
|
|
var isNewCondition = false;
|
|
|
|
|
var encounteredNonWhitespace = false;
|
|
|
|
|
var encounteredConditionEnd = false;
|
|
|
|
|
|
|
|
|
|
while (!state.Done() && !(state.Char() === Sym.Linebreak)) {
|
|
|
|
|
// count whitespace until we hit the first non-whitespace character
|
|
|
|
|
if (!encounteredNonWhitespace) {
|
|
|
|
|
if (state.Char() === " " || state.Char() === "\t") {
|
|
|
|
|
whitespaceCount++;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
encounteredNonWhitespace = true;
|
|
|
|
|
|
|
|
|
|
if (state.Char() === Sym.List) {
|
|
|
|
|
isNewCondition = true;
|
|
|
|
|
whitespaceCount += 2; // count the list seperator AND the following extra space
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// if this is the condition, we need to track whether we've
|
|
|
|
|
// reached the end of the condition
|
|
|
|
|
if (isNewCondition && !encounteredConditionEnd) {
|
|
|
|
|
if (state.Char() === Sym.ConditionEnd) {
|
|
|
|
|
encounteredConditionEnd = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// add characters one at a time, unless it's a code block
|
|
|
|
|
// since code blocks can contain additional sequences inside
|
|
|
|
|
// them that will mess up our list item detection
|
|
|
|
|
if (state.Char() === Sym.CodeOpen) {
|
|
|
|
|
lineText += state.ConsumeBlock(Sym.CodeOpen, Sym.CodeClose, true /*includeSymbols*/);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
if (!encounteredConditionEnd) { // skip all characters including & after the condition end
|
|
|
|
|
lineText += state.Char();
|
|
|
|
|
}
|
|
|
|
|
state.Step();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state.Char() === Sym.Linebreak) {
|
|
|
|
|
state.Step();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return { text:lineText, whitespace:whitespaceCount, isNewCondition:isNewCondition };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TODO : this is copied from sequence parsing; share?
|
|
|
|
|
function trimLeadingWhitespace(text, trimLength) {
|
|
|
|
|
var textSplit = text.split(Sym.linebreak);
|
|
|
|
|
textSplit = textSplit.map(function(line) { return line.slice(trimLength) });
|
|
|
|
|
return textSplit.join(Sym.linebreak);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (!state.Done()) {
|
|
|
|
|
var lineResults = parseConditionalItemLine(state);
|
|
|
|
|
|
|
|
|
|
if (lineResults.isNewCondition) {
|
|
|
|
|
requiredLeadingWhitespace = lineResults.whitespace;
|
|
|
|
|
curIndex++;
|
|
|
|
|
conditionStrings[curIndex] = "";
|
|
|
|
|
resultStrings[curIndex] = "";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// to avoid extra newlines in nested conditionals, only count lines
|
|
|
|
|
// that at least match the whitespace count of the initial line
|
|
|
|
|
// NOTE: see the comment in sequence parsing for more details
|
|
|
|
|
if (lineResults.whitespace >= requiredLeadingWhitespace) {
|
|
|
|
|
var trimmedText = trimLeadingWhitespace(lineResults.text, requiredLeadingWhitespace);
|
|
|
|
|
|
|
|
|
|
if (lineResults.isNewCondition) {
|
|
|
|
|
conditionStrings[curIndex] += trimmedText;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
resultStrings[curIndex] += trimmedText + Sym.Linebreak;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// hack: cut off the trailing newlines from all the result strings
|
|
|
|
|
resultStrings = resultStrings.map(function(result) { return result.slice(0,-1); });
|
|
|
|
|
|
|
|
|
|
var conditions = [];
|
|
|
|
|
for (var i = 0; i < conditionStrings.length; i++) {
|
|
|
|
|
var str = conditionStrings[i].trim();
|
|
|
|
|
if (str === Sym.Else) {
|
|
|
|
|
conditions.push(new ElseNode());
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
var exp = CreateExpression(str);
|
|
|
|
|
conditions.push(exp);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var results = [];
|
|
|
|
|
for (var i = 0; i < resultStrings.length; i++) {
|
|
|
|
|
var str = resultStrings[i];
|
|
|
|
|
var dialogBlockState = new ParserState(new DialogBlockNode(), str);
|
|
|
|
|
dialogBlockState = ParseDialog(dialogBlockState);
|
|
|
|
|
var dialogBlock = dialogBlockState.rootNode;
|
|
|
|
|
results.push(dialogBlock);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
state.curNode.AddChild(new IfNode(conditions, results));
|
|
|
|
|
|
|
|
|
|
return state;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function IsSequence(str) {
|
|
|
|
|
// bitsyLog("IsSequence? " + str);
|
|
|
|
|
return str === "sequence" || str === "cycle" || str === "shuffle";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
ParseSequence():
|
|
|
|
|
Sequence nodes contain a list of dialog block nodes. The order those
|
|
|
|
|
nodes are evaluated is determined by the type of sequence:
|
|
|
|
|
- sequence: each child node evaluated once in order
|
|
|
|
|
- cycle: repeats from the beginning after all nodes evaluate
|
|
|
|
|
- shuffle: evaluate in a random order
|
|
|
|
|
|
|
|
|
|
Each item in a sequence is sepearated by a "-" character.
|
|
|
|
|
The seperator must come at the beginning of the line,
|
|
|
|
|
but may be preceded by whitespace (in any amount).
|
|
|
|
|
|
|
|
|
|
About whitespace: Whitespace at the start of a line
|
|
|
|
|
is ignored if it less than or equal to the count of
|
|
|
|
|
whitespace that preceded the list separator ("-") at
|
|
|
|
|
the start of that item. (The count also includes the
|
|
|
|
|
seperator and the extra space after the seperator.)
|
|
|
|
|
*/
|
|
|
|
|
function ParseSequence(state, sequenceType) {
|
|
|
|
|
var itemStrings = [];
|
|
|
|
|
var curItemIndex = -1; // -1 indicates not reading an item yet
|
|
|
|
|
var requiredLeadingWhitespace = -1;
|
|
|
|
|
|
|
|
|
|
function parseSequenceItemLine(state) {
|
|
|
|
|
var lineText = "";
|
|
|
|
|
var whitespaceCount = 0;
|
|
|
|
|
var isNewListItem = false;
|
|
|
|
|
var encounteredNonWhitespace = false;
|
|
|
|
|
|
|
|
|
|
while (!state.Done() && !(state.Char() === Sym.Linebreak)) {
|
|
|
|
|
// count whitespace until we hit the first non-whitespace character
|
|
|
|
|
if (!encounteredNonWhitespace) {
|
|
|
|
|
if (state.Char() === " " || state.Char() === "\t") {
|
|
|
|
|
whitespaceCount++;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
encounteredNonWhitespace = true;
|
|
|
|
|
|
|
|
|
|
if (state.Char() === Sym.List) {
|
|
|
|
|
isNewListItem = true;
|
|
|
|
|
whitespaceCount += 2; // count the list seperator AND the following extra space
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// add characters one at a time, unless it's a code block
|
|
|
|
|
// since code blocks can contain additional sequences inside
|
|
|
|
|
// them that will mess up our list item detection
|
|
|
|
|
if (state.Char() === Sym.CodeOpen) {
|
|
|
|
|
lineText += state.ConsumeBlock(Sym.CodeOpen, Sym.CodeClose, true /*includeSymbols*/);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
lineText += state.Char();
|
|
|
|
|
state.Step();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state.Char() === Sym.Linebreak) {
|
|
|
|
|
state.Step();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return { text:lineText, whitespace:whitespaceCount, isNewListItem:isNewListItem };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function trimLeadingWhitespace(text, trimLength) {
|
|
|
|
|
// the split and join is necessary because a single "line"
|
|
|
|
|
// can contain sequences that may contain newlines of their own
|
|
|
|
|
// (we treat them all as one "line" for sequence parsing purposes)
|
|
|
|
|
var textSplit = text.split(Sym.linebreak);
|
|
|
|
|
textSplit = textSplit.map(function(line) { return line.slice(trimLength) });
|
|
|
|
|
return textSplit.join(Sym.linebreak);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (!state.Done()) {
|
|
|
|
|
var lineResults = parseSequenceItemLine(state);
|
|
|
|
|
|
|
|
|
|
if (lineResults.isNewListItem) {
|
|
|
|
|
requiredLeadingWhitespace = lineResults.whitespace;
|
|
|
|
|
curItemIndex++;
|
|
|
|
|
itemStrings[curItemIndex] = "";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// to avoid double counting closing lines (empty ones ending in a curly brace)
|
|
|
|
|
// we only allow lines that have at least as much whitespace as the start of the list item
|
|
|
|
|
// TODO : I think right now this leads to a bug if the list item's indentation is less than
|
|
|
|
|
// its parent code block... hopefully that won't be a big deal for now
|
|
|
|
|
// (NOTE: I think the bug could be fixed by only applying this to the FINAL line of an item, but
|
|
|
|
|
// that would require more consideration and testing)
|
|
|
|
|
if (lineResults.whitespace >= requiredLeadingWhitespace) {
|
|
|
|
|
var trimmedText = trimLeadingWhitespace(lineResults.text, requiredLeadingWhitespace);
|
|
|
|
|
itemStrings[curItemIndex] += trimmedText + Sym.Linebreak;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// a bit hacky: cut off the trailing newlines from all the items
|
|
|
|
|
itemStrings = itemStrings.map(function(item) { return item.slice(0,-1); });
|
|
|
|
|
|
|
|
|
|
var options = [];
|
|
|
|
|
for (var i = 0; i < itemStrings.length; i++) {
|
|
|
|
|
var str = itemStrings[i];
|
|
|
|
|
var dialogBlockState = new ParserState(new DialogBlockNode(false /* doIndentFirstLine */), str);
|
|
|
|
|
dialogBlockState = ParseDialog(dialogBlockState);
|
|
|
|
|
var dialogBlock = dialogBlockState.rootNode;
|
|
|
|
|
options.push(dialogBlock);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (sequenceType === "sequence") {
|
|
|
|
|
state.curNode.AddChild(new SequenceNode(options));
|
|
|
|
|
}
|
|
|
|
|
else if (sequenceType === "cycle") {
|
|
|
|
|
state.curNode.AddChild(new CycleNode(options));
|
|
|
|
|
}
|
|
|
|
|
else if (sequenceType === "shuffle") {
|
|
|
|
|
state.curNode.AddChild(new ShuffleNode(options));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return state;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ParseFunction(state, funcName) {
|
|
|
|
|
bitsyLog("~~~ PARSE FUNCTION " + funcName);
|
|
|
|
|
|
|
|
|
|
var args = [];
|
|
|
|
|
|
|
|
|
|
var curSymbol = "";
|
|
|
|
|
function OnSymbolEnd() {
|
|
|
|
|
curSymbol = curSymbol.trim();
|
|
|
|
|
// bitsyLog("PARAMTER " + curSymbol);
|
|
|
|
|
args.push( StringToValue(curSymbol) );
|
|
|
|
|
// bitsyLog(args);
|
|
|
|
|
curSymbol = "";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while( !( state.Char() === "\n" || state.Done() ) ) {
|
|
|
|
|
if( state.MatchAhead(Sym.CodeOpen) ) {
|
|
|
|
|
var codeBlockState = new ParserState(new CodeBlockNode(), state.ConsumeBlock(Sym.CodeOpen, Sym.CodeClose));
|
|
|
|
|
codeBlockState = ParseCode( codeBlockState );
|
|
|
|
|
var codeBlock = codeBlockState.rootNode;
|
|
|
|
|
args.push( codeBlock );
|
|
|
|
|
curSymbol = "";
|
|
|
|
|
}
|
|
|
|
|
else if( state.MatchAhead(Sym.String) ) {
|
|
|
|
|
/* STRING LITERAL */
|
|
|
|
|
var str = state.ConsumeBlock(Sym.String, Sym.String);
|
|
|
|
|
// bitsyLog("STRING " + str);
|
|
|
|
|
args.push( new LiteralNode(str) );
|
|
|
|
|
curSymbol = "";
|
|
|
|
|
}
|
|
|
|
|
else if(state.Char() === " " && curSymbol.length > 0) {
|
|
|
|
|
OnSymbolEnd();
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
curSymbol += state.Char();
|
|
|
|
|
}
|
|
|
|
|
state.Step();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(curSymbol.length > 0) {
|
|
|
|
|
OnSymbolEnd();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
state.curNode.AddChild( new FuncNode( funcName, args ) );
|
|
|
|
|
|
|
|
|
|
return state;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function IsValidVariableName(str) {
|
|
|
|
|
var reg = /^[a-zA-Z_$][a-zA-Z_$0-9]*$/;
|
|
|
|
|
var isValid = reg.test(str);
|
|
|
|
|
// bitsyLog("VALID variable??? " + isValid);
|
|
|
|
|
return isValid;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function StringToValue(valStr) {
|
|
|
|
|
if(valStr[0] === Sym.CodeOpen) {
|
|
|
|
|
// CODE BLOCK!!!
|
|
|
|
|
var codeStr = (new ParserState( null, valStr )).ConsumeBlock(Sym.CodeOpen, Sym.CodeClose); //hacky
|
|
|
|
|
var codeBlockState = new ParserState(new CodeBlockNode(), codeStr);
|
|
|
|
|
codeBlockState = ParseCode( codeBlockState );
|
|
|
|
|
return codeBlockState.rootNode;
|
|
|
|
|
}
|
|
|
|
|
else if(valStr[0] === Sym.String) {
|
|
|
|
|
// STRING!!
|
|
|
|
|
// bitsyLog("STRING");
|
|
|
|
|
var str = "";
|
|
|
|
|
var i = 1;
|
|
|
|
|
while (i < valStr.length && valStr[i] != Sym.String) {
|
|
|
|
|
str += valStr[i];
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
// bitsyLog(str);
|
|
|
|
|
return new LiteralNode( str );
|
|
|
|
|
}
|
|
|
|
|
else if(valStr === "true") {
|
|
|
|
|
// BOOL
|
|
|
|
|
return new LiteralNode( true );
|
|
|
|
|
}
|
|
|
|
|
else if(valStr === "false") {
|
|
|
|
|
// BOOL
|
|
|
|
|
return new LiteralNode( false );
|
|
|
|
|
}
|
|
|
|
|
else if( !isNaN(parseFloat(valStr)) ) {
|
|
|
|
|
// NUMBER!!
|
|
|
|
|
// bitsyLog("NUMBER!!! " + valStr);
|
|
|
|
|
return new LiteralNode( parseFloat(valStr) );
|
|
|
|
|
}
|
|
|
|
|
else if(IsValidVariableName(valStr)) {
|
|
|
|
|
// VARIABLE!!
|
|
|
|
|
// bitsyLog("VARIABLE");
|
|
|
|
|
return new VarNode(valStr); // TODO : check for valid potential variables
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
// uh oh
|
|
|
|
|
return new LiteralNode(null);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function CreateExpression(expStr) {
|
|
|
|
|
expStr = expStr.trim();
|
|
|
|
|
|
|
|
|
|
function IsInsideString(index) {
|
|
|
|
|
var inString = false;
|
|
|
|
|
for(var i = 0; i < expStr.length; i++) {
|
|
|
|
|
if(expStr[i] === Sym.String)
|
|
|
|
|
inString = !inString;
|
|
|
|
|
|
|
|
|
|
if(index === i)
|
|
|
|
|
return inString;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function IsInsideCode(index) {
|
|
|
|
|
var count = 0;
|
|
|
|
|
for(var i = 0; i < expStr.length; i++) {
|
|
|
|
|
if(expStr[i] === Sym.CodeOpen)
|
|
|
|
|
count++;
|
|
|
|
|
else if(expStr[i] === Sym.CodeClose)
|
|
|
|
|
count--;
|
|
|
|
|
|
|
|
|
|
if(index === i)
|
|
|
|
|
return count > 0;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var operator = null;
|
|
|
|
|
|
|
|
|
|
// set is special because other operator can look like it, and it has to go first in the order of operations
|
|
|
|
|
var setIndex = expStr.indexOf(Sym.Set);
|
|
|
|
|
if( setIndex > -1 && !IsInsideString(setIndex) && !IsInsideCode(setIndex) ) { // it might be a set operator
|
|
|
|
|
if( expStr[setIndex+1] != "=" && expStr[setIndex-1] != ">" && expStr[setIndex-1] != "<" ) {
|
|
|
|
|
// ok it actually IS a set operator and not ==, >=, or <=
|
|
|
|
|
operator = Sym.Set;
|
|
|
|
|
var variableName = expStr.substring(0,setIndex).trim(); // TODO : valid variable name testing
|
|
|
|
|
var left = IsValidVariableName(variableName) ? new VarNode( variableName ) : new LiteralNode(null);
|
|
|
|
|
var right = CreateExpression( expStr.substring(setIndex+Sym.Set.length) );
|
|
|
|
|
var exp = new ExpNode( operator, left, right );
|
|
|
|
|
return exp;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// special if "expression" for single-line if statements
|
|
|
|
|
var ifIndex = expStr.indexOf(Sym.ConditionEnd);
|
|
|
|
|
if( ifIndex > -1 && !IsInsideString(ifIndex) && !IsInsideCode(ifIndex) ) {
|
|
|
|
|
operator = Sym.ConditionEnd;
|
|
|
|
|
var conditionStr = expStr.substring(0,ifIndex).trim();
|
|
|
|
|
var conditions = [ CreateExpression(conditionStr) ];
|
|
|
|
|
|
|
|
|
|
var resultStr = expStr.substring(ifIndex+Sym.ConditionEnd.length);
|
|
|
|
|
var results = [];
|
|
|
|
|
function AddResult(str) {
|
|
|
|
|
var dialogBlockState = new ParserState(new DialogBlockNode(), str);
|
|
|
|
|
dialogBlockState = ParseDialog( dialogBlockState );
|
|
|
|
|
var dialogBlock = dialogBlockState.rootNode;
|
|
|
|
|
results.push( dialogBlock );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var elseIndex = resultStr.indexOf(Sym.ElseExp); // does this need to test for strings?
|
|
|
|
|
if(elseIndex > -1) {
|
|
|
|
|
conditions.push( new ElseNode() );
|
|
|
|
|
|
|
|
|
|
var elseStr = resultStr.substring(elseIndex+Sym.ElseExp.length);
|
|
|
|
|
var resultStr = resultStr.substring(0,elseIndex);
|
|
|
|
|
|
|
|
|
|
AddResult( resultStr.trim() );
|
|
|
|
|
AddResult( elseStr.trim() );
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
AddResult( resultStr.trim() );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return new IfNode( conditions, results, true /*isSingleLine*/ );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for( var i = 0; (operator == null) && (i < Sym.Operators.length); i++ ) {
|
|
|
|
|
var opSym = Sym.Operators[i];
|
|
|
|
|
var opIndex = expStr.indexOf( opSym );
|
|
|
|
|
if( opIndex > -1 && !IsInsideString(opIndex) && !IsInsideCode(opIndex) ) {
|
|
|
|
|
operator = opSym;
|
|
|
|
|
var left = CreateExpression( expStr.substring(0,opIndex) );
|
|
|
|
|
var right = CreateExpression( expStr.substring(opIndex+opSym.length) );
|
|
|
|
|
var exp = new ExpNode( operator, left, right );
|
|
|
|
|
return exp;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( operator == null ) {
|
|
|
|
|
return StringToValue(expStr);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
this.CreateExpression = CreateExpression;
|
|
|
|
|
|
|
|
|
|
function IsWhitespace(str) {
|
|
|
|
|
return ( str === " " || str === "\t" || str === "\n" );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function IsExpression(str) {
|
|
|
|
|
var tempState = new ParserState(null, str); // hacky
|
|
|
|
|
var textOutsideCodeBlocks = "";
|
|
|
|
|
|
|
|
|
|
while (!tempState.Done()) {
|
|
|
|
|
if (tempState.MatchAhead(Sym.CodeOpen)) {
|
|
|
|
|
tempState.ConsumeBlock(Sym.CodeOpen, Sym.CodeClose);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
textOutsideCodeBlocks += tempState.Char();
|
|
|
|
|
tempState.Step();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var containsAnyExpressionOperators = (textOutsideCodeBlocks.indexOf(Sym.ConditionEnd) != -1) ||
|
|
|
|
|
(textOutsideCodeBlocks.indexOf(Sym.Set) != -1) ||
|
|
|
|
|
(Sym.Operators.some(function(opSym) { return textOutsideCodeBlocks.indexOf(opSym) != -1; }));
|
|
|
|
|
|
|
|
|
|
return containsAnyExpressionOperators;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function IsLiteral(str) {
|
|
|
|
|
var isBool = str === "true" || str === "false";
|
|
|
|
|
var isNum = !isNaN(parseFloat(str));
|
|
|
|
|
var isStr = str[0] === '"' && str[str.length-1] === '"';
|
|
|
|
|
var isVar = IsValidVariableName(str);
|
|
|
|
|
var isEmpty = str.length === 0;
|
|
|
|
|
return isBool || isNum || isStr || isVar || isEmpty;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ParseExpression(state) {
|
|
|
|
|
var line = state.Source(); // state.Peak( [Sym.Linebreak] ); // TODO : remove the linebreak thing
|
|
|
|
|
// bitsyLog("EXPRESSION " + line);
|
|
|
|
|
var exp = CreateExpression(line);
|
|
|
|
|
// bitsyLog(exp);
|
|
|
|
|
state.curNode.AddChild(exp);
|
|
|
|
|
state.Step(line.length);
|
|
|
|
|
return state;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function IsConditionalBlock(state) {
|
|
|
|
|
var peakToFirstListSymbol = state.Peak([Sym.List]);
|
|
|
|
|
|
|
|
|
|
var foundListSymbol = peakToFirstListSymbol < state.Source().length;
|
|
|
|
|
|
|
|
|
|
var areAllCharsBeforeListWhitespace = true;
|
|
|
|
|
for (var i = 0; i < peakToFirstListSymbol.length; i++) {
|
|
|
|
|
if (!IsWhitespace(peakToFirstListSymbol[i])) {
|
|
|
|
|
areAllCharsBeforeListWhitespace = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var peakToFirstConditionSymbol = state.Peak([Sym.ConditionEnd]);
|
|
|
|
|
peakToFirstConditionSymbol = peakToFirstConditionSymbol.slice(peakToFirstListSymbol.length);
|
|
|
|
|
var hasNoLinebreakBetweenListAndConditionEnd = peakToFirstConditionSymbol.indexOf(Sym.Linebreak) == -1;
|
|
|
|
|
|
|
|
|
|
return foundListSymbol &&
|
|
|
|
|
areAllCharsBeforeListWhitespace &&
|
|
|
|
|
hasNoLinebreakBetweenListAndConditionEnd;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ParseCode(state) {
|
|
|
|
|
if (IsConditionalBlock(state)) {
|
|
|
|
|
state = ParseConditional(state);
|
|
|
|
|
}
|
|
|
|
|
else if (environment.HasFunction(state.Peak([" "]))) { // TODO --- what about newlines???
|
|
|
|
|
var funcName = state.Peak([" "]);
|
|
|
|
|
state.Step(funcName.length);
|
|
|
|
|
state = ParseFunction(state, funcName);
|
|
|
|
|
}
|
|
|
|
|
else if (IsSequence(state.Peak([" ", Sym.Linebreak]))) {
|
|
|
|
|
var sequenceType = state.Peak([" ", Sym.Linebreak]);
|
|
|
|
|
state.Step(sequenceType.length);
|
|
|
|
|
state = ParseSequence(state, sequenceType);
|
|
|
|
|
}
|
|
|
|
|
else if (IsLiteral(state.Source()) || IsExpression(state.Source())) {
|
|
|
|
|
state = ParseExpression(state);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
var undefinedSrc = state.Peak([]);
|
|
|
|
|
var undefinedNode = new UndefinedNode(undefinedSrc);
|
|
|
|
|
state.curNode.AddChild(undefinedNode);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// just go to the end now
|
|
|
|
|
while (!state.Done()) {
|
|
|
|
|
state.Step();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return state;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ParseCodeBlock(state) {
|
|
|
|
|
var codeStr = state.ConsumeBlock( Sym.CodeOpen, Sym.CodeClose );
|
|
|
|
|
var codeState = new ParserState(new CodeBlockNode(), codeStr);
|
|
|
|
|
codeState = ParseCode( codeState );
|
|
|
|
|
state.curNode.AddChild( codeState.rootNode );
|
|
|
|
|
return state;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // Script()
|
|
|
|
|
</script>
|
|
|
|
|
|
|
|
|
|
<script>
|
|
|
|
|
function Dialog() {
|
|
|
|
|
|
|
|
|
|
this.CreateRenderer = function() {
|
|
|
|
|
return new DialogRenderer();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.CreateBuffer = function() {
|
|
|
|
|
return new DialogBuffer();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var DialogRenderer = function() {
|
|
|
|
|
|
|
|
|
|
// TODO : refactor this eventually? remove everything from struct.. avoid the defaults?
|
|
|
|
|
var textboxInfo = {
|
|
|
|
|
width : 104,
|
|
|
|
|
height : 8+4+2+5, //8 for text, 4 for top-bottom padding, 2 for line padding, 5 for arrow
|
|
|
|
|
top : 12,
|
|
|
|
|
left : 12,
|
|
|
|
|
bottom : 12, //for drawing it from the bottom
|
|
|
|
|
font_scale : 0.5, // we draw font at half-size compared to everything else
|
|
|
|
|
padding_vert : 2,
|
|
|
|
|
padding_horz : 4,
|
|
|
|
|
arrow_height : 5,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var font = null;
|
|
|
|
|
this.SetFont = function(f) {
|
|
|
|
|
font = f;
|
|
|
|
|
textboxInfo.height = (textboxInfo.padding_vert * 3) + (relativeFontHeight() * 2) + textboxInfo.arrow_height;
|
|
|
|
|
|
|
|
|
|
// todo : clean up all the scale stuff
|
|
|
|
|
var textboxScaleW = textboxInfo.width / textboxInfo.font_scale;
|
|
|
|
|
var textboxScaleH = textboxInfo.height / textboxInfo.font_scale;
|
|
|
|
|
bitsySetTextboxSize(textboxScaleW, textboxScaleH);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function textScale() {
|
|
|
|
|
return scale * textboxInfo.font_scale;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function relativeFontWidth() {
|
|
|
|
|
return Math.ceil( font.getWidth() * textboxInfo.font_scale );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function relativeFontHeight() {
|
|
|
|
|
return Math.ceil( font.getHeight() * textboxInfo.font_scale );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ClearTextbox = function() {
|
|
|
|
|
bitsyDrawBegin(1);
|
|
|
|
|
bitsyClear(textBackgroundIndex);
|
|
|
|
|
bitsyDrawEnd();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var isCentered = false;
|
|
|
|
|
this.SetCentered = function(centered) {
|
|
|
|
|
isCentered = centered;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.DrawTextbox = function() {
|
|
|
|
|
bitsyDrawBegin(0);
|
|
|
|
|
|
|
|
|
|
if (isCentered) {
|
|
|
|
|
// todo : will the height calculations always work?
|
|
|
|
|
bitsyDrawTextbox(textboxInfo.left, ((height / 2) - (textboxInfo.height / 2)));
|
|
|
|
|
}
|
|
|
|
|
else if (player().y < (mapsize / 2)) {
|
|
|
|
|
// bottom
|
|
|
|
|
bitsyDrawTextbox(textboxInfo.left, (height - textboxInfo.bottom - textboxInfo.height));
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
// top
|
|
|
|
|
bitsyDrawTextbox(textboxInfo.left, textboxInfo.top);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bitsyDrawEnd();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var arrowdata = [
|
|
|
|
|
1,1,1,1,1,
|
|
|
|
|
0,1,1,1,0,
|
|
|
|
|
0,0,1,0,0
|
|
|
|
|
];
|
|
|
|
|
|
|
|
|
|
this.DrawNextArrow = function() {
|
|
|
|
|
// bitsyLog("draw arrow!");
|
|
|
|
|
bitsyDrawBegin(1);
|
|
|
|
|
|
|
|
|
|
var top = (textboxInfo.height - 5) * text_scale;
|
|
|
|
|
var left = (textboxInfo.width - (5 + 4)) * text_scale;
|
|
|
|
|
if (textDirection === TextDirection.RightToLeft) { // RTL hack
|
|
|
|
|
left = 4 * text_scale;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (var y = 0; y < 3; y++) {
|
|
|
|
|
for (var x = 0; x < 5; x++) {
|
|
|
|
|
var i = (y * 5) + x;
|
|
|
|
|
if (arrowdata[i] == 1) {
|
|
|
|
|
//scaling nonsense
|
|
|
|
|
for (var sy = 0; sy < text_scale; sy++) {
|
|
|
|
|
for (var sx = 0; sx < text_scale; sx++) {
|
|
|
|
|
bitsyDrawPixel(textArrowIndex, left + (x * text_scale) + sx, top + (y * text_scale) + sy);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bitsyDrawEnd();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var text_scale = 2; //using a different scaling factor for text feels like cheating... but it looks better
|
|
|
|
|
this.DrawChar = function(char, row, col, leftPos) {
|
|
|
|
|
bitsyDrawBegin(1);
|
|
|
|
|
|
|
|
|
|
char.offset = {
|
|
|
|
|
x: char.base_offset.x,
|
|
|
|
|
y: char.base_offset.y
|
|
|
|
|
}; // compute render offset *every* frame
|
|
|
|
|
|
|
|
|
|
char.SetPosition(row,col);
|
|
|
|
|
char.ApplyEffects(effectTime);
|
|
|
|
|
|
|
|
|
|
var charData = char.bitmap;
|
|
|
|
|
|
|
|
|
|
var top = (4 * text_scale) + (row * 2 * text_scale) + (row * font.getHeight()) + Math.floor(char.offset.y);
|
|
|
|
|
var left = (4 * text_scale) + leftPos + Math.floor(char.offset.x);
|
|
|
|
|
|
|
|
|
|
for (var y = 0; y < char.height; y++) {
|
|
|
|
|
for (var x = 0; x < char.width; x++) {
|
|
|
|
|
var i = (y * char.width) + x;
|
|
|
|
|
if (charData[i] == 1) {
|
|
|
|
|
// todo : other colors
|
|
|
|
|
bitsySetPixelAtIndex(char.color, ((top + y) * (textboxInfo.width * text_scale)) + (left + x));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bitsyDrawEnd();
|
|
|
|
|
|
|
|
|
|
// call printHandler for character
|
|
|
|
|
char.OnPrint();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var effectTime = 0; // TODO this variable should live somewhere better
|
|
|
|
|
this.Draw = function(buffer, dt) {
|
|
|
|
|
effectTime += dt;
|
|
|
|
|
|
|
|
|
|
this.ClearTextbox();
|
|
|
|
|
|
|
|
|
|
buffer.ForEachActiveChar(this.DrawChar);
|
|
|
|
|
|
|
|
|
|
if (buffer.CanContinue()) {
|
|
|
|
|
this.DrawNextArrow();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.DrawTextbox();
|
|
|
|
|
|
|
|
|
|
if (buffer.DidPageFinishThisFrame() && onPageFinish != null) {
|
|
|
|
|
onPageFinish();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/* this is a hook for GIF rendering */
|
|
|
|
|
var onPageFinish = null;
|
|
|
|
|
this.SetPageFinishHandler = function(handler) {
|
|
|
|
|
onPageFinish = handler;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.Reset = function() {
|
|
|
|
|
effectTime = 0;
|
|
|
|
|
// TODO - anything else?
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// this.CharsPerRow = function() {
|
|
|
|
|
// return textboxInfo.charsPerRow;
|
|
|
|
|
// }
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
var DialogBuffer = function() {
|
|
|
|
|
var buffer = [[[]]]; // holds dialog in an array buffer
|
|
|
|
|
var pageIndex = 0;
|
|
|
|
|
var rowIndex = 0;
|
|
|
|
|
var charIndex = 0;
|
|
|
|
|
var nextCharTimer = 0;
|
|
|
|
|
var nextCharMaxTime = 50; // in milliseconds
|
|
|
|
|
var isDialogReadyToContinue = false;
|
|
|
|
|
var activeTextEffects = [];
|
|
|
|
|
var font = null;
|
|
|
|
|
var arabicHandler = new ArabicHandler();
|
|
|
|
|
var onDialogEndCallbacks = [];
|
|
|
|
|
|
|
|
|
|
this.SetFont = function(f) {
|
|
|
|
|
font = f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CurPage = function() { return buffer[ pageIndex ]; };
|
|
|
|
|
this.CurRow = function() { return this.CurPage()[ rowIndex ]; };
|
|
|
|
|
this.CurChar = function() { return this.CurRow()[ charIndex ]; };
|
|
|
|
|
this.CurPageCount = function() { return buffer.length; };
|
|
|
|
|
this.CurRowCount = function() { return this.CurPage().length; };
|
|
|
|
|
this.CurCharCount = function() { return this.CurRow().length; };
|
|
|
|
|
|
|
|
|
|
this.ForEachActiveChar = function(handler) { // Iterates over visible characters on the active page
|
|
|
|
|
var rowCount = rowIndex + 1;
|
|
|
|
|
for (var i = 0; i < rowCount; i++) {
|
|
|
|
|
var row = this.CurPage()[i];
|
|
|
|
|
var charCount = (i == rowIndex) ? charIndex+1 : row.length;
|
|
|
|
|
// bitsyLog(charCount);
|
|
|
|
|
|
|
|
|
|
var leftPos = 0;
|
|
|
|
|
if (textDirection === TextDirection.RightToLeft) {
|
|
|
|
|
leftPos = 24 * 8; // hack -- I think this is correct?
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for(var j = 0; j < charCount; j++) {
|
|
|
|
|
var char = row[j];
|
|
|
|
|
if(char) {
|
|
|
|
|
if (textDirection === TextDirection.RightToLeft) {
|
|
|
|
|
leftPos -= char.spacing;
|
|
|
|
|
}
|
|
|
|
|
// bitsyLog(j + " " + leftPos);
|
|
|
|
|
|
|
|
|
|
// handler( char, i /*rowIndex*/, j /*colIndex*/ );
|
|
|
|
|
handler(char, i /*rowIndex*/, j /*colIndex*/, leftPos)
|
|
|
|
|
|
|
|
|
|
if (textDirection === TextDirection.LeftToRight) {
|
|
|
|
|
leftPos += char.spacing;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.Reset = function() {
|
|
|
|
|
buffer = [[[]]];
|
|
|
|
|
pageIndex = 0;
|
|
|
|
|
rowIndex = 0;
|
|
|
|
|
charIndex = 0;
|
|
|
|
|
isDialogReadyToContinue = false;
|
|
|
|
|
|
|
|
|
|
afterManualPagebreak = false;
|
|
|
|
|
|
|
|
|
|
activeTextEffects = [];
|
|
|
|
|
|
|
|
|
|
onDialogEndCallbacks = [];
|
|
|
|
|
|
|
|
|
|
isActive = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.DoNextChar = function() {
|
|
|
|
|
nextCharTimer = 0; //reset timer
|
|
|
|
|
|
|
|
|
|
//time to update characters
|
|
|
|
|
if (charIndex + 1 < this.CurCharCount()) {
|
|
|
|
|
//add char to current row
|
|
|
|
|
charIndex++;
|
|
|
|
|
}
|
|
|
|
|
else if (rowIndex + 1 < this.CurRowCount()) {
|
|
|
|
|
//start next row
|
|
|
|
|
rowIndex++;
|
|
|
|
|
charIndex = 0;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
//the page is full!
|
|
|
|
|
isDialogReadyToContinue = true;
|
|
|
|
|
didPageFinishThisFrame = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (this.CurChar() != null) {
|
|
|
|
|
if (this.CurChar().isPageBreak) {
|
|
|
|
|
// special case for page break marker character!
|
|
|
|
|
isDialogReadyToContinue = true;
|
|
|
|
|
didPageFinishThisFrame = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CurChar().OnPrint(); // make sure we hit the callback before we run out of text
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.Update = function(dt) {
|
|
|
|
|
didPageFinishThisFrame = false;
|
|
|
|
|
didFlipPageThisFrame = false;
|
|
|
|
|
// this.Draw(dt); // TODO move into a renderer object
|
|
|
|
|
if (isDialogReadyToContinue) {
|
|
|
|
|
return; //waiting for dialog to be advanced by player
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
nextCharTimer += dt; //tick timer
|
|
|
|
|
|
|
|
|
|
if (nextCharTimer > nextCharMaxTime) {
|
|
|
|
|
this.DoNextChar();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.Skip = function() {
|
|
|
|
|
bitsyLog("SKIPPP");
|
|
|
|
|
didPageFinishThisFrame = false;
|
|
|
|
|
didFlipPageThisFrame = false;
|
|
|
|
|
// add new characters until you get to the end of the current line of dialog
|
|
|
|
|
while (rowIndex < this.CurRowCount()) {
|
|
|
|
|
this.DoNextChar();
|
|
|
|
|
|
|
|
|
|
if(isDialogReadyToContinue) {
|
|
|
|
|
//make sure to push the rowIndex past the end to break out of the loop
|
|
|
|
|
rowIndex++;
|
|
|
|
|
charIndex = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
rowIndex = this.CurRowCount()-1;
|
|
|
|
|
charIndex = this.CurCharCount()-1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.FlipPage = function() {
|
|
|
|
|
didFlipPageThisFrame = true;
|
|
|
|
|
isDialogReadyToContinue = false;
|
|
|
|
|
pageIndex++;
|
|
|
|
|
rowIndex = 0;
|
|
|
|
|
charIndex = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.EndDialog = function() {
|
|
|
|
|
isActive = false; // no more text to show... this should be a sign to stop rendering dialog
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < onDialogEndCallbacks.length; i++) {
|
|
|
|
|
onDialogEndCallbacks[i]();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var afterManualPagebreak = false; // is it bad to track this state like this?
|
|
|
|
|
|
|
|
|
|
this.Continue = function() {
|
|
|
|
|
bitsyLog("CONTINUE");
|
|
|
|
|
|
|
|
|
|
// if we used a page break character to continue we need
|
|
|
|
|
// to run whatever is in the script afterwards! // TODO : make this comment better
|
|
|
|
|
if (this.CurChar().isPageBreak) {
|
|
|
|
|
// hacky: always treat a page break as the end of dialog
|
|
|
|
|
// if there's more dialog later we re-activate the dialog buffer
|
|
|
|
|
this.EndDialog();
|
|
|
|
|
afterManualPagebreak = true;
|
|
|
|
|
this.CurChar().OnContinue();
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (pageIndex + 1 < this.CurPageCount()) {
|
|
|
|
|
bitsyLog("FLIP PAGE!");
|
|
|
|
|
//start next page
|
|
|
|
|
this.FlipPage();
|
|
|
|
|
return true; /* hasMoreDialog */
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
bitsyLog("END DIALOG!");
|
|
|
|
|
//end dialog mode
|
|
|
|
|
this.EndDialog();
|
|
|
|
|
return false; /* hasMoreDialog */
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var isActive = false;
|
|
|
|
|
this.IsActive = function() { return isActive; };
|
|
|
|
|
|
|
|
|
|
this.OnDialogEnd = function(callback) {
|
|
|
|
|
if (!isActive) {
|
|
|
|
|
callback();
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
onDialogEndCallbacks.push(callback);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.CanContinue = function() { return isDialogReadyToContinue; };
|
|
|
|
|
|
|
|
|
|
function DialogChar(effectList) {
|
|
|
|
|
this.effectList = effectList.slice(); // clone effect list (since it can change between chars)
|
|
|
|
|
|
|
|
|
|
this.color = textColorIndex; // white
|
|
|
|
|
this.offset = { x:0, y:0 }; // in pixels (screen pixels?)
|
|
|
|
|
|
|
|
|
|
this.col = 0;
|
|
|
|
|
this.row = 0;
|
|
|
|
|
|
|
|
|
|
this.SetPosition = function(row,col) {
|
|
|
|
|
// bitsyLog("SET POS");
|
|
|
|
|
// bitsyLog(this);
|
|
|
|
|
this.row = row;
|
|
|
|
|
this.col = col;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ApplyEffects = function(time) {
|
|
|
|
|
// bitsyLog("APPLY EFFECTS! " + time);
|
|
|
|
|
for(var i = 0; i < this.effectList.length; i++) {
|
|
|
|
|
var effectName = this.effectList[i];
|
|
|
|
|
// bitsyLog("FX " + effectName);
|
|
|
|
|
TextEffects[ effectName ].DoEffect( this, time );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var printHandler = null; // optional function to be called once on printing character
|
|
|
|
|
this.SetPrintHandler = function(handler) {
|
|
|
|
|
printHandler = handler;
|
|
|
|
|
}
|
|
|
|
|
this.OnPrint = function() {
|
|
|
|
|
if (printHandler != null) {
|
|
|
|
|
// bitsyLog("PRINT HANDLER ---- DIALOG BUFFER");
|
|
|
|
|
printHandler();
|
|
|
|
|
printHandler = null; // only call handler once (hacky)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.bitmap = [];
|
|
|
|
|
this.width = 0;
|
|
|
|
|
this.height = 0;
|
|
|
|
|
this.base_offset = { // hacky name
|
|
|
|
|
x: 0,
|
|
|
|
|
y: 0
|
|
|
|
|
};
|
|
|
|
|
this.spacing = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function DialogFontChar(font, char, effectList) {
|
|
|
|
|
Object.assign(this, new DialogChar(effectList));
|
|
|
|
|
|
|
|
|
|
var charData = font.getChar(char);
|
|
|
|
|
this.bitmap = charData.data;
|
|
|
|
|
this.width = charData.width;
|
|
|
|
|
this.height = charData.height;
|
|
|
|
|
this.base_offset.x = charData.offset.x;
|
|
|
|
|
this.base_offset.y = charData.offset.y;
|
|
|
|
|
this.spacing = charData.spacing;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function DialogDrawingChar(drawingId, effectList) {
|
|
|
|
|
Object.assign(this, new DialogChar(effectList));
|
|
|
|
|
|
|
|
|
|
// get the first frame of the drawing and flatten it
|
|
|
|
|
var drawingData = renderer.GetDrawingSource(drawingId)[0];
|
|
|
|
|
var drawingDataFlat = [];
|
|
|
|
|
for (var i = 0; i < drawingData.length; i++) {
|
|
|
|
|
drawingDataFlat = drawingDataFlat.concat(drawingData[i]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.bitmap = drawingDataFlat;
|
|
|
|
|
this.width = 8;
|
|
|
|
|
this.height = 8;
|
|
|
|
|
this.spacing = 8;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function DialogScriptControlChar() {
|
|
|
|
|
Object.assign(this, new DialogChar([]));
|
|
|
|
|
|
|
|
|
|
this.width = 0;
|
|
|
|
|
this.height = 0;
|
|
|
|
|
this.spacing = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// is a control character really the best way to handle page breaks?
|
|
|
|
|
function DialogPageBreakChar() {
|
|
|
|
|
Object.assign(this, new DialogChar([]));
|
|
|
|
|
|
|
|
|
|
this.width = 0;
|
|
|
|
|
this.height = 0;
|
|
|
|
|
this.spacing = 0;
|
|
|
|
|
|
|
|
|
|
this.isPageBreak = true;
|
|
|
|
|
|
|
|
|
|
var continueHandler = null;
|
|
|
|
|
|
|
|
|
|
this.SetContinueHandler = function(handler) {
|
|
|
|
|
continueHandler = handler;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.OnContinue = function() {
|
|
|
|
|
if (continueHandler) {
|
|
|
|
|
continueHandler();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function AddWordToCharArray(charArray,word,effectList) {
|
|
|
|
|
for(var i = 0; i < word.length; i++) {
|
|
|
|
|
charArray.push( new DialogFontChar( font, word[i], effectList ) );
|
|
|
|
|
}
|
|
|
|
|
return charArray;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function GetCharArrayWidth(charArray) {
|
|
|
|
|
var width = 0;
|
|
|
|
|
for(var i = 0; i < charArray.length; i++) {
|
|
|
|
|
width += charArray[i].spacing;
|
|
|
|
|
}
|
|
|
|
|
return width;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function GetStringWidth(str) {
|
|
|
|
|
var width = 0;
|
|
|
|
|
for (var i = 0; i < str.length; i++) {
|
|
|
|
|
var charData = font.getChar(str[i]);
|
|
|
|
|
width += charData.spacing;
|
|
|
|
|
}
|
|
|
|
|
return width;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var pixelsPerRow = 192; // hard-coded fun times!!!
|
|
|
|
|
|
|
|
|
|
this.AddScriptReturn = function(onReturnHandler) {
|
|
|
|
|
var curPageIndex = buffer.length - 1;
|
|
|
|
|
var curRowIndex = buffer[curPageIndex].length - 1;
|
|
|
|
|
var curRowArr = buffer[curPageIndex][curRowIndex];
|
|
|
|
|
|
|
|
|
|
var controlChar = new DialogScriptControlChar();
|
|
|
|
|
controlChar.SetPrintHandler(onReturnHandler);
|
|
|
|
|
|
|
|
|
|
curRowArr.push(controlChar);
|
|
|
|
|
|
|
|
|
|
isActive = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.AddDrawing = function(drawingId) {
|
|
|
|
|
// bitsyLog("DRAWING ID " + drawingId);
|
|
|
|
|
|
|
|
|
|
var curPageIndex = buffer.length - 1;
|
|
|
|
|
var curRowIndex = buffer[curPageIndex].length - 1;
|
|
|
|
|
var curRowArr = buffer[curPageIndex][curRowIndex];
|
|
|
|
|
|
|
|
|
|
var drawingChar = new DialogDrawingChar(drawingId, activeTextEffects);
|
|
|
|
|
|
|
|
|
|
var rowLength = GetCharArrayWidth(curRowArr);
|
|
|
|
|
|
|
|
|
|
// TODO : clean up copy-pasted code here :/
|
|
|
|
|
if (afterManualPagebreak) {
|
|
|
|
|
this.FlipPage(); // hacky
|
|
|
|
|
|
|
|
|
|
buffer[curPageIndex][curRowIndex] = curRowArr;
|
|
|
|
|
buffer.push([]);
|
|
|
|
|
curPageIndex++;
|
|
|
|
|
buffer[curPageIndex].push([]);
|
|
|
|
|
curRowIndex = 0;
|
|
|
|
|
curRowArr = buffer[curPageIndex][curRowIndex];
|
|
|
|
|
curRowArr.push(drawingChar);
|
|
|
|
|
|
|
|
|
|
afterManualPagebreak = false;
|
|
|
|
|
}
|
|
|
|
|
else if (rowLength + drawingChar.spacing <= pixelsPerRow || rowLength <= 0) {
|
|
|
|
|
//stay on same row
|
|
|
|
|
curRowArr.push(drawingChar);
|
|
|
|
|
}
|
|
|
|
|
else if (curRowIndex == 0) {
|
|
|
|
|
//start next row
|
|
|
|
|
buffer[curPageIndex][curRowIndex] = curRowArr;
|
|
|
|
|
buffer[curPageIndex].push([]);
|
|
|
|
|
curRowIndex++;
|
|
|
|
|
curRowArr = buffer[curPageIndex][curRowIndex];
|
|
|
|
|
curRowArr.push(drawingChar);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
//start next page
|
|
|
|
|
buffer[curPageIndex][curRowIndex] = curRowArr;
|
|
|
|
|
buffer.push([]);
|
|
|
|
|
curPageIndex++;
|
|
|
|
|
buffer[curPageIndex].push([]);
|
|
|
|
|
curRowIndex = 0;
|
|
|
|
|
curRowArr = buffer[curPageIndex][curRowIndex];
|
|
|
|
|
curRowArr.push(drawingChar);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
isActive = true; // this feels like a bad way to do this???
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TODO : convert this into something that takes DialogChar arrays
|
|
|
|
|
this.AddText = function(textStr) {
|
|
|
|
|
bitsyLog("ADD TEXT " + textStr);
|
|
|
|
|
|
|
|
|
|
//process dialog so it's easier to display
|
|
|
|
|
var words = textStr.split(" ");
|
|
|
|
|
|
|
|
|
|
// var curPageIndex = this.CurPageCount() - 1;
|
|
|
|
|
// var curRowIndex = this.CurRowCount() - 1;
|
|
|
|
|
// var curRowArr = this.CurRow();
|
|
|
|
|
|
|
|
|
|
var curPageIndex = buffer.length - 1;
|
|
|
|
|
var curRowIndex = buffer[curPageIndex].length - 1;
|
|
|
|
|
var curRowArr = buffer[curPageIndex][curRowIndex];
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < words.length; i++) {
|
|
|
|
|
var word = words[i];
|
|
|
|
|
if (arabicHandler.ContainsArabicCharacters(word)) {
|
|
|
|
|
word = arabicHandler.ShapeArabicCharacters(word);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var wordWithPrecedingSpace = ((i == 0) ? "" : " ") + word;
|
|
|
|
|
var wordLength = GetStringWidth(wordWithPrecedingSpace);
|
|
|
|
|
|
|
|
|
|
var rowLength = GetCharArrayWidth(curRowArr);
|
|
|
|
|
|
|
|
|
|
if (afterManualPagebreak) {
|
|
|
|
|
this.FlipPage();
|
|
|
|
|
|
|
|
|
|
// hacky copied bit for page breaks
|
|
|
|
|
buffer[curPageIndex][curRowIndex] = curRowArr;
|
|
|
|
|
buffer.push([]);
|
|
|
|
|
curPageIndex++;
|
|
|
|
|
buffer[curPageIndex].push([]);
|
|
|
|
|
curRowIndex = 0;
|
|
|
|
|
curRowArr = buffer[curPageIndex][curRowIndex];
|
|
|
|
|
curRowArr = AddWordToCharArray(curRowArr, word, activeTextEffects);
|
|
|
|
|
|
|
|
|
|
afterManualPagebreak = false;
|
|
|
|
|
}
|
|
|
|
|
else if (rowLength + wordLength <= pixelsPerRow || rowLength <= 0) {
|
|
|
|
|
//stay on same row
|
|
|
|
|
curRowArr = AddWordToCharArray(curRowArr, wordWithPrecedingSpace, activeTextEffects);
|
|
|
|
|
}
|
|
|
|
|
else if (curRowIndex == 0) {
|
|
|
|
|
//start next row
|
|
|
|
|
buffer[curPageIndex][curRowIndex] = curRowArr;
|
|
|
|
|
buffer[curPageIndex].push([]);
|
|
|
|
|
curRowIndex++;
|
|
|
|
|
curRowArr = buffer[curPageIndex][curRowIndex];
|
|
|
|
|
curRowArr = AddWordToCharArray(curRowArr, word, activeTextEffects);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
//start next page
|
|
|
|
|
buffer[curPageIndex][curRowIndex] = curRowArr;
|
|
|
|
|
buffer.push([]);
|
|
|
|
|
curPageIndex++;
|
|
|
|
|
buffer[curPageIndex].push([]);
|
|
|
|
|
curRowIndex = 0;
|
|
|
|
|
curRowArr = buffer[curPageIndex][curRowIndex];
|
|
|
|
|
curRowArr = AddWordToCharArray(curRowArr, word, activeTextEffects);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//destroy any empty stuff
|
|
|
|
|
var lastPage = buffer[buffer.length-1];
|
|
|
|
|
var lastRow = lastPage[lastPage.length-1];
|
|
|
|
|
if (lastRow.length == 0) {
|
|
|
|
|
lastPage.splice(lastPage.length-1, 1);
|
|
|
|
|
}
|
|
|
|
|
if (lastPage.length == 0) {
|
|
|
|
|
buffer.splice(buffer.length-1, 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//finish up
|
|
|
|
|
lastPage = buffer[buffer.length-1];
|
|
|
|
|
lastRow = lastPage[lastPage.length-1];
|
|
|
|
|
if (lastRow.length > 0) {
|
|
|
|
|
var lastChar = lastRow[lastRow.length-1];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// bitsyLog(buffer);
|
|
|
|
|
|
|
|
|
|
isActive = true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
this.AddLinebreak = function() {
|
|
|
|
|
var lastPage = buffer[buffer.length-1];
|
|
|
|
|
if (lastPage.length <= 1) {
|
|
|
|
|
// bitsyLog("LINEBREAK - NEW ROW ");
|
|
|
|
|
// add new row
|
|
|
|
|
lastPage.push([]);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
// add new page
|
|
|
|
|
buffer.push([[]]);
|
|
|
|
|
}
|
|
|
|
|
// bitsyLog(buffer);
|
|
|
|
|
|
|
|
|
|
isActive = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.AddPagebreak = function(onReturnHandler) {
|
|
|
|
|
var curPageIndex = buffer.length - 1;
|
|
|
|
|
var curRowIndex = buffer[curPageIndex].length - 1;
|
|
|
|
|
var curRowArr = buffer[curPageIndex][curRowIndex];
|
|
|
|
|
|
|
|
|
|
// need to actually create a whole new page if following another pagebreak character
|
|
|
|
|
if (this.CurChar() && this.CurChar().isPageBreak) {
|
|
|
|
|
buffer.push([]);
|
|
|
|
|
curPageIndex++;
|
|
|
|
|
buffer[curPageIndex].push([]);
|
|
|
|
|
curRowIndex = 0;
|
|
|
|
|
curRowArr = buffer[curPageIndex][curRowIndex];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var pagebreakChar = new DialogPageBreakChar();
|
|
|
|
|
pagebreakChar.SetContinueHandler(onReturnHandler);
|
|
|
|
|
|
|
|
|
|
curRowArr.push(pagebreakChar);
|
|
|
|
|
|
|
|
|
|
isActive = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* new text effects */
|
|
|
|
|
this.HasTextEffect = function(name) {
|
|
|
|
|
return activeTextEffects.indexOf( name ) > -1;
|
|
|
|
|
}
|
|
|
|
|
this.AddTextEffect = function(name) {
|
|
|
|
|
activeTextEffects.push( name );
|
|
|
|
|
}
|
|
|
|
|
this.RemoveTextEffect = function(name) {
|
|
|
|
|
activeTextEffects.splice( activeTextEffects.indexOf( name ), 1 );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* this is a hook for GIF rendering */
|
|
|
|
|
var didPageFinishThisFrame = false;
|
|
|
|
|
this.DidPageFinishThisFrame = function(){ return didPageFinishThisFrame; };
|
|
|
|
|
|
|
|
|
|
var didFlipPageThisFrame = false;
|
|
|
|
|
this.DidFlipPageThisFrame = function(){ return didFlipPageThisFrame; };
|
|
|
|
|
|
|
|
|
|
// this.SetCharsPerRow = function(num){ charsPerRow = num; }; // hacky
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/* ARABIC */
|
|
|
|
|
var ArabicHandler = function() {
|
|
|
|
|
|
|
|
|
|
var arabicCharStart = 0x0621;
|
|
|
|
|
var arabicCharEnd = 0x064E;
|
|
|
|
|
|
|
|
|
|
var CharacterForm = {
|
|
|
|
|
Isolated : 0,
|
|
|
|
|
Final : 1,
|
|
|
|
|
Initial : 2,
|
|
|
|
|
Middle : 3
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// map glyphs to their character forms
|
|
|
|
|
var glyphForms = {
|
|
|
|
|
/* Isolated, Final, Initial, Middle Forms */
|
|
|
|
|
0x0621: [0xFE80,0xFE80,0xFE80,0xFE80], /* HAMZA */
|
|
|
|
|
0x0622: [0xFE81,0xFE82,0xFE81,0xFE82], /* ALEF WITH MADDA ABOVE */
|
|
|
|
|
0x0623: [0xFE83,0xFE84,0xFE83,0xFE84], /* ALEF WITH HAMZA ABOVE */
|
|
|
|
|
0x0624: [0xFE85,0xFE86,0xFE85,0xFE86], /* WAW WITH HAMZA ABOVE */
|
|
|
|
|
0x0625: [0xFE87,0xFE88,0xFE87,0xFE88], /* ALEF WITH HAMZA BELOW */
|
|
|
|
|
0x0626: [0xFE89,0xFE8A,0xFE8B,0xFE8C], /* YEH WITH HAMZA ABOVE */
|
|
|
|
|
0x0627: [0xFE8D,0xFE8E,0xFE8D,0xFE8E], /* ALEF */
|
|
|
|
|
0x0628: [0xFE8F,0xFE90,0xFE91,0xFE92], /* BEH */
|
|
|
|
|
0x0629: [0xFE93,0xFE94,0xFE93,0xFE94], /* TEH MARBUTA */
|
|
|
|
|
0x062A: [0xFE95,0xFE96,0xFE97,0xFE98], /* TEH */
|
|
|
|
|
0x062B: [0xFE99,0xFE9A,0xFE9B,0xFE9C], /* THEH */
|
|
|
|
|
0x062C: [0xFE9D,0xFE9E,0xFE9F,0xFEA0], /* JEEM */
|
|
|
|
|
0x062D: [0xFEA1,0xFEA2,0xFEA3,0xFEA4], /* HAH */
|
|
|
|
|
0x062E: [0xFEA5,0xFEA6,0xFEA7,0xFEA8], /* KHAH */
|
|
|
|
|
0x062F: [0xFEA9,0xFEAA,0xFEA9,0xFEAA], /* DAL */
|
|
|
|
|
0x0630: [0xFEAB,0xFEAC,0xFEAB,0xFEAC], /* THAL */
|
|
|
|
|
0x0631: [0xFEAD,0xFEAE,0xFEAD,0xFEAE], /* RAA */
|
|
|
|
|
0x0632: [0xFEAF,0xFEB0,0xFEAF,0xFEB0], /* ZAIN */
|
|
|
|
|
0x0633: [0xFEB1,0xFEB2,0xFEB3,0xFEB4], /* SEEN */
|
|
|
|
|
0x0634: [0xFEB5,0xFEB6,0xFEB7,0xFEB8], /* SHEEN */
|
|
|
|
|
0x0635: [0xFEB9,0xFEBA,0xFEBB,0xFEBC], /* SAD */
|
|
|
|
|
0x0636: [0xFEBD,0xFEBE,0xFEBF,0xFEC0], /* DAD */
|
|
|
|
|
0x0637: [0xFEC1,0xFEC2,0xFEC3,0xFEC4], /* TAH */
|
|
|
|
|
0x0638: [0xFEC5,0xFEC6,0xFEC7,0xFEC8], /* ZAH */
|
|
|
|
|
0x0639: [0xFEC9,0xFECA,0xFECB,0xFECC], /* AIN */
|
|
|
|
|
0x063A: [0xFECD,0xFECE,0xFECF,0xFED0], /* GHAIN */
|
|
|
|
|
0x063B: [0x0000,0x0000,0x0000,0x0000], /* space */
|
|
|
|
|
0x063C: [0x0000,0x0000,0x0000,0x0000], /* space */
|
|
|
|
|
0x063D: [0x0000,0x0000,0x0000,0x0000], /* space */
|
|
|
|
|
0x063E: [0x0000,0x0000,0x0000,0x0000], /* space */
|
|
|
|
|
0x063F: [0x0000,0x0000,0x0000,0x0000], /* space */
|
|
|
|
|
0x0640: [0x0640,0x0640,0x0640,0x0640], /* TATWEEL */
|
|
|
|
|
0x0641: [0xFED1,0xFED2,0xFED3,0xFED4], /* FAA */
|
|
|
|
|
0x0642: [0xFED5,0xFED6,0xFED7,0xFED8], /* QAF */
|
|
|
|
|
0x0643: [0xFED9,0xFEDA,0xFEDB,0xFEDC], /* KAF */
|
|
|
|
|
0x0644: [0xFEDD,0xFEDE,0xFEDF,0xFEE0], /* LAM */
|
|
|
|
|
0x0645: [0xFEE1,0xFEE2,0xFEE3,0xFEE4], /* MEEM */
|
|
|
|
|
0x0646: [0xFEE5,0xFEE6,0xFEE7,0xFEE8], /* NOON */
|
|
|
|
|
0x0647: [0xFEE9,0xFEEA,0xFEEB,0xFEEC], /* HEH */
|
|
|
|
|
0x0648: [0xFEED,0xFEEE,0xFEED,0xFEEE], /* WAW */
|
|
|
|
|
0x0649: [0xFEEF,0xFEF0,0xFBE8,0xFBE9], /* ALEF MAKSURA */
|
|
|
|
|
0x064A: [0xFEF1,0xFEF2,0xFEF3,0xFEF4], /* YEH */
|
|
|
|
|
0x064B: [0xFEF5,0xFEF6,0xFEF5,0xFEF6], /* LAM ALEF MADD*/
|
|
|
|
|
0x064C: [0xFEF7,0xFEF8,0xFEF7,0xFEF8], /* LAM ALEF HAMZA ABOVE*/
|
|
|
|
|
0x064D: [0xFEF9,0xFEFa,0xFEF9,0xFEFa], /* LAM ALEF HAMZA BELOW*/
|
|
|
|
|
0x064E: [0xFEFb,0xFEFc,0xFEFb,0xFEFc], /* LAM ALEF */
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var disconnectedCharacters = [0x0621,0x0622,0x0623,0x0624,0x0625,0x0627,0x062f,0x0630,0x0631,0x0632,0x0648,0x0649,0x064b,0x064c,0x064d,0x064e];
|
|
|
|
|
|
|
|
|
|
function IsArabicCharacter(char) {
|
|
|
|
|
var code = char.charCodeAt(0);
|
|
|
|
|
return (code >= arabicCharStart && code <= arabicCharEnd);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ContainsArabicCharacters(word) {
|
|
|
|
|
for (var i = 0; i < word.length; i++) {
|
|
|
|
|
if (IsArabicCharacter(word[i])) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function IsDisconnectedCharacter(char) {
|
|
|
|
|
var code = char.charCodeAt(0);
|
|
|
|
|
return disconnectedCharacters.indexOf(code) != -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function ShapeArabicCharacters(word) {
|
|
|
|
|
var shapedWord = "";
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < word.length; i++) {
|
|
|
|
|
if (!IsArabicCharacter(word[i])) {
|
|
|
|
|
shapedWord += word[i];
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var connectedToPreviousChar = i-1 >= 0 && IsArabicCharacter(word[i-1]) && !IsDisconnectedCharacter(word[i-1]);
|
|
|
|
|
|
|
|
|
|
var connectedToNextChar = i+1 < word.length && IsArabicCharacter(word[i+1]) && !IsDisconnectedCharacter(word[i]);
|
|
|
|
|
|
|
|
|
|
var form;
|
|
|
|
|
if (!connectedToPreviousChar && !connectedToNextChar) {
|
|
|
|
|
form = CharacterForm.Isolated;
|
|
|
|
|
}
|
|
|
|
|
else if (connectedToPreviousChar && !connectedToNextChar) {
|
|
|
|
|
form = CharacterForm.Final;
|
|
|
|
|
}
|
|
|
|
|
else if (!connectedToPreviousChar && connectedToNextChar) {
|
|
|
|
|
form = CharacterForm.Initial;
|
|
|
|
|
}
|
|
|
|
|
else if (connectedToPreviousChar && connectedToNextChar) {
|
|
|
|
|
form = CharacterForm.Middle;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var code = word[i].charCodeAt(0);
|
|
|
|
|
|
|
|
|
|
// handle lam alef special case
|
|
|
|
|
if (code == 0x0644 && connectedToNextChar) {
|
|
|
|
|
var nextCode = word[i+1].charCodeAt(0);
|
|
|
|
|
var specialCode = null;
|
|
|
|
|
if (nextCode == 0x0622) {
|
|
|
|
|
// alef madd
|
|
|
|
|
specialCode = glyphForms[0x064b][form];
|
|
|
|
|
}
|
|
|
|
|
else if (nextCode == 0x0623) {
|
|
|
|
|
// hamza above
|
|
|
|
|
specialCode = glyphForms[0x064c][form];
|
|
|
|
|
}
|
|
|
|
|
else if (nextCode == 0x0625) {
|
|
|
|
|
// hamza below
|
|
|
|
|
specialCode = glyphForms[0x064d][form];
|
|
|
|
|
}
|
|
|
|
|
else if (nextCode == 0x0627) {
|
|
|
|
|
// alef
|
|
|
|
|
specialCode = glyphForms[0x064e][form];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (specialCode != null) {
|
|
|
|
|
shapedWord += String.fromCharCode(specialCode);
|
|
|
|
|
i++; // skip a step
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// hacky?
|
|
|
|
|
if (form === CharacterForm.Isolated) {
|
|
|
|
|
shapedWord += word[i];
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var shapedCode = glyphForms[code][form];
|
|
|
|
|
shapedWord += String.fromCharCode(shapedCode);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return shapedWord;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ContainsArabicCharacters = ContainsArabicCharacters;
|
|
|
|
|
this.ShapeArabicCharacters = ShapeArabicCharacters;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* NEW TEXT EFFECTS */
|
|
|
|
|
var TextEffects = {};
|
|
|
|
|
|
|
|
|
|
function positiveModulo(number, divisor) {
|
|
|
|
|
return ((number % divisor) + divisor) % divisor;
|
|
|
|
|
}
|
|
|
|
|
var RainbowEffect = function() {
|
|
|
|
|
this.DoEffect = function(char, time) {
|
|
|
|
|
char.color = rainbowColorStartIndex + Math.floor(positiveModulo((time / 100) - char.col * 0.5, rainbowColorCount));
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
TextEffects["rbw"] = new RainbowEffect();
|
|
|
|
|
|
|
|
|
|
var ColorEffect = function(index) {
|
|
|
|
|
this.DoEffect = function(char) {
|
|
|
|
|
char.color = tileColorStartIndex + index;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
TextEffects["clr1"] = new ColorEffect(0);
|
|
|
|
|
TextEffects["clr2"] = new ColorEffect(1); // TODO : should I use parameters instead of special names?
|
|
|
|
|
TextEffects["clr3"] = new ColorEffect(2);
|
|
|
|
|
|
|
|
|
|
var WavyEffect = function() {
|
|
|
|
|
this.DoEffect = function(char,time) {
|
|
|
|
|
char.offset.y += Math.sin((time / 250) - (char.col / 2)) * 2;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
TextEffects["wvy"] = new WavyEffect();
|
|
|
|
|
|
|
|
|
|
var ShakyEffect = function() {
|
|
|
|
|
function disturb(func, time, offset, mult1, mult2) {
|
|
|
|
|
return func((time * mult1) - (offset * mult2));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.DoEffect = function(char,time) {
|
|
|
|
|
char.offset.y += 1.5
|
|
|
|
|
* disturb(Math.sin, time, char.col, 0.1, 0.5)
|
|
|
|
|
* disturb(Math.cos, time, char.col, 0.3, 0.2)
|
|
|
|
|
* disturb(Math.sin, time, char.row, 2.0, 1.0);
|
|
|
|
|
char.offset.x += 1.5
|
|
|
|
|
* disturb(Math.cos, time, char.row, 0.1, 1.0)
|
|
|
|
|
* disturb(Math.sin, time, char.col, 3.0, 0.7)
|
|
|
|
|
* disturb(Math.cos, time, char.col, 0.2, 0.3);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
TextEffects["shk"] = new ShakyEffect();
|
|
|
|
|
|
|
|
|
|
var DebugHighlightEffect = function() {
|
|
|
|
|
this.DoEffect = function(char) {
|
|
|
|
|
char.color = tileColorStartIndex;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
TextEffects["_debug_highlight"] = new DebugHighlightEffect();
|
|
|
|
|
|
|
|
|
|
} // Dialog()
|
|
|
|
|
</script>
|
|
|
|
|
|
|
|
|
|
<script>
|
|
|
|
|
function TileRenderer(tilesize) {
|
|
|
|
|
// todo : do I need to pass in tilesize? or can I use the global value?
|
|
|
|
|
|
|
|
|
|
bitsyLog("!!!!! NEW TILE RENDERER");
|
|
|
|
|
|
|
|
|
|
var drawingCache = {
|
|
|
|
|
source: {},
|
|
|
|
|
render: {},
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// var debugRenderCount = 0;
|
|
|
|
|
|
|
|
|
|
function createRenderCacheId(drawingId, colorIndex) {
|
|
|
|
|
return drawingId + "_" + colorIndex;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function renderDrawing(drawing) {
|
|
|
|
|
// debugRenderCount++;
|
|
|
|
|
// bitsyLog("RENDER COUNT " + debugRenderCount);
|
|
|
|
|
|
|
|
|
|
var col = drawing.col;
|
|
|
|
|
var drwId = drawing.drw;
|
|
|
|
|
var drawingFrames = drawingCache.source[drwId];
|
|
|
|
|
|
|
|
|
|
// initialize render cache entry
|
|
|
|
|
var cacheId = createRenderCacheId(drwId, col);
|
|
|
|
|
if (drawingCache.render[cacheId] === undefined) {
|
|
|
|
|
// initialize array of frames for drawing
|
|
|
|
|
drawingCache.render[cacheId] = [];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (var i = 0; i < drawingFrames.length; i++) {
|
|
|
|
|
var frameData = drawingFrames[i];
|
|
|
|
|
var frameTileId = renderTileFromDrawingData(frameData, col);
|
|
|
|
|
drawingCache.render[cacheId].push(frameTileId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function renderTileFromDrawingData(drawingData, col) {
|
|
|
|
|
var tileId = bitsyAddTile();
|
|
|
|
|
|
|
|
|
|
var backgroundColor = tileColorStartIndex + 0;
|
|
|
|
|
var foregroundColor = tileColorStartIndex + col;
|
|
|
|
|
|
|
|
|
|
bitsyDrawBegin(tileId);
|
|
|
|
|
|
|
|
|
|
for (var y = 0; y < tilesize; y++) {
|
|
|
|
|
for (var x = 0; x < tilesize; x++) {
|
|
|
|
|
var px = drawingData[y][x];
|
|
|
|
|
|
|
|
|
|
if (px === 1) {
|
|
|
|
|
bitsyDrawPixel(foregroundColor, x, y);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
bitsyDrawPixel(backgroundColor, x, y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bitsyDrawEnd();
|
|
|
|
|
|
|
|
|
|
return tileId;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TODO : move into core
|
|
|
|
|
function undefinedOrNull(x) {
|
|
|
|
|
return x === undefined || x === null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function isDrawingRendered(drawing) {
|
|
|
|
|
var cacheId = createRenderCacheId(drawing.drw, drawing.col);
|
|
|
|
|
return drawingCache.render[cacheId] != undefined;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getRenderedDrawingFrames(drawing) {
|
|
|
|
|
var cacheId = createRenderCacheId(drawing.drw, drawing.col);
|
|
|
|
|
return drawingCache.render[cacheId];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getDrawingFrameTileId(drawing, frameOverride) {
|
|
|
|
|
var frameIndex = 0;
|
|
|
|
|
|
|
|
|
|
if (drawing != null && drawing.animation.isAnimated) {
|
|
|
|
|
if (frameOverride != undefined && frameOverride != null) {
|
|
|
|
|
frameIndex = frameOverride;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
frameIndex = drawing.animation.frameIndex;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return getRenderedDrawingFrames(drawing)[frameIndex];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getOrRenderDrawingFrame(drawing, frameOverride) {
|
|
|
|
|
// bitsyLog("frame render: " + drawing.type + " " + drawing.id + " f:" + frameOverride);
|
|
|
|
|
|
|
|
|
|
if (!isDrawingRendered(drawing)) {
|
|
|
|
|
// bitsyLog("frame render: doesn't exist");
|
|
|
|
|
renderDrawing(drawing);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return getDrawingFrameTileId(drawing, frameOverride);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* PUBLIC INTERFACE */
|
|
|
|
|
this.GetDrawingFrame = getOrRenderDrawingFrame;
|
|
|
|
|
|
|
|
|
|
this.SetDrawingSource = function(drawingId, drawingData) {
|
|
|
|
|
drawingCache.source[drawingId] = drawingData;
|
|
|
|
|
// TODO : reset render cache for this image
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.GetDrawingSource = function(drawingId) {
|
|
|
|
|
return drawingCache.source[drawingId];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.GetFrameCount = function(drawingId) {
|
|
|
|
|
return drawingCache.source[drawingId].length;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.ClearCache = function() {
|
|
|
|
|
bitsyResetTiles();
|
|
|
|
|
drawingCache.render = {};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // Renderer()
|
|
|
|
|
</script>
|
|
|
|
|
|
|
|
|
|
<script>
|
|
|
|
|
var room = {};
|
|
|
|
|
var tile = {};
|
|
|
|
|
var sprite = {};
|
|
|
|
|
var item = {};
|
|
|
|
|
var dialog = {};
|
|
|
|
|
var palette = { //start off with a default palette
|
|
|
|
|
"default" : {
|
|
|
|
|
name : "default",
|
|
|
|
|
colors : [[0,0,0],[255,255,255],[255,255,255]]
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
var variable = {}; // these are starting variable values -- they don't update (or I don't think they will)
|
|
|
|
|
var playerId = "A";
|
|
|
|
|
|
|
|
|
|
var titleDialogId = "title";
|
|
|
|
|
function getTitle() {
|
|
|
|
|
return dialog[titleDialogId].src;
|
|
|
|
|
}
|
|
|
|
|
function setTitle(titleSrc) {
|
|
|
|
|
dialog[titleDialogId] = { src:titleSrc, name:null };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var defaultFontName = "ascii_small";
|
|
|
|
|
var fontName = defaultFontName;
|
|
|
|
|
var TextDirection = {
|
|
|
|
|
LeftToRight : "LTR",
|
|
|
|
|
RightToLeft : "RTL"
|
|
|
|
|
};
|
|
|
|
|
var textDirection = TextDirection.LeftToRight;
|
|
|
|
|
|
|
|
|
|
/* NAME-TO-ID MAPS */
|
|
|
|
|
var names = {
|
|
|
|
|
room : {},
|
|
|
|
|
tile : {},
|
|
|
|
|
sprite : {},
|
|
|
|
|
item : {},
|
|
|
|
|
dialog : {},
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
function updateNamesFromCurData() {
|
|
|
|
|
|
|
|
|
|
function createNameMap(objectStore) {
|
|
|
|
|
var map = {};
|
|
|
|
|
|
|
|
|
|
for (id in objectStore) {
|
|
|
|
|
if (objectStore[id].name != undefined && objectStore[id].name != null) {
|
|
|
|
|
map[objectStore[id].name] = id;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return map;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
names.room = createNameMap(room);
|
|
|
|
|
names.tile = createNameMap(tile);
|
|
|
|
|
names.sprite = createNameMap(sprite);
|
|
|
|
|
names.item = createNameMap(item);
|
|
|
|
|
names.dialog = createNameMap(dialog);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var spriteStartLocations = {};
|
|
|
|
|
|
|
|
|
|
/* VERSION */
|
|
|
|
|
var version = {
|
|
|
|
|
major: 7, // major changes
|
|
|
|
|
minor: 12, // smaller changes
|
|
|
|
|
devBuildPhase: "RELEASE",
|
|
|
|
|
};
|
|
|
|
|
function getEngineVersion() {
|
|
|
|
|
return version.major + "." + version.minor;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* FLAGS */
|
|
|
|
|
var flags;
|
|
|
|
|
function resetFlags() {
|
|
|
|
|
flags = {
|
|
|
|
|
ROOM_FORMAT : 0 // 0 = non-comma separated, 1 = comma separated
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
resetFlags(); //init flags on load script
|
|
|
|
|
|
|
|
|
|
// SUPER hacky location... :/
|
|
|
|
|
var editorDevFlags = {
|
|
|
|
|
// NONE right now!
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
function clearGameData() {
|
|
|
|
|
room = {};
|
|
|
|
|
tile = {};
|
|
|
|
|
sprite = {};
|
|
|
|
|
item = {};
|
|
|
|
|
dialog = {};
|
|
|
|
|
palette = { //start off with a default palette
|
|
|
|
|
"default" : {
|
|
|
|
|
name : "default",
|
|
|
|
|
colors : [[0,0,0],[255,255,255],[255,255,255]]
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
isEnding = false; //todo - correct place for this?
|
|
|
|
|
variable = {};
|
|
|
|
|
|
|
|
|
|
// TODO RENDERER : clear data?
|
|
|
|
|
|
|
|
|
|
spriteStartLocations = {};
|
|
|
|
|
|
|
|
|
|
updateNamesFromCurData();
|
|
|
|
|
|
|
|
|
|
fontName = defaultFontName; // TODO : reset font manager too?
|
|
|
|
|
textDirection = TextDirection.LeftToRight;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var scale = 4; //this is stupid but necessary
|
|
|
|
|
var tilesize = 8;
|
|
|
|
|
var mapsize = 16;
|
|
|
|
|
var width = mapsize * tilesize;
|
|
|
|
|
var height = mapsize * tilesize;
|
|
|
|
|
|
|
|
|
|
var curRoom = "0";
|
|
|
|
|
|
|
|
|
|
var prevTime = 0;
|
|
|
|
|
var deltaTime = 0;
|
|
|
|
|
|
|
|
|
|
// engine event hooks for the editor
|
|
|
|
|
var onInventoryChanged = null;
|
|
|
|
|
var onVariableChanged = null;
|
|
|
|
|
var onGameReset = null;
|
|
|
|
|
var onInitRoom = null;
|
|
|
|
|
|
|
|
|
|
var isPlayerEmbeddedInEditor = false;
|
|
|
|
|
|
|
|
|
|
var renderer = new TileRenderer(tilesize);
|
|
|
|
|
|
|
|
|
|
var curGameData = null;
|
|
|
|
|
var curDefaultFontData = null;
|
|
|
|
|
|
|
|
|
|
function load_game(gameData, defaultFontData, startWithTitle) {
|
|
|
|
|
curGameData = gameData; //remember the current game (used to reset the game)
|
|
|
|
|
|
|
|
|
|
dialogBuffer.Reset();
|
|
|
|
|
scriptInterpreter.ResetEnvironment(); // ensures variables are reset -- is this the best way?
|
|
|
|
|
|
|
|
|
|
parseWorld(gameData);
|
|
|
|
|
|
|
|
|
|
if (!isPlayerEmbeddedInEditor && defaultFontData) {
|
|
|
|
|
curDefaultFontData = defaultFontData; // store for resetting game
|
|
|
|
|
|
|
|
|
|
// todo : consider replacing this with a more general system for requesting resources from the system?
|
|
|
|
|
// hack to ensure default font is available
|
|
|
|
|
fontManager.AddResource(defaultFontName + fontManager.GetExtension(), defaultFontData);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var font = fontManager.Get( fontName );
|
|
|
|
|
dialogBuffer.SetFont(font);
|
|
|
|
|
dialogRenderer.SetFont(font);
|
|
|
|
|
|
|
|
|
|
setInitialVariables();
|
|
|
|
|
|
|
|
|
|
onready(startWithTitle);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function reset_cur_game() {
|
|
|
|
|
if (curGameData == null) {
|
|
|
|
|
return; //can't reset if we don't have the game data
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
stopGame();
|
|
|
|
|
clearGameData();
|
|
|
|
|
load_game(curGameData, curDefaultFontData);
|
|
|
|
|
|
|
|
|
|
if (isPlayerEmbeddedInEditor && onGameReset != null) {
|
|
|
|
|
onGameReset();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function onready(startWithTitle) {
|
|
|
|
|
if (startWithTitle === undefined || startWithTitle === null) {
|
|
|
|
|
startWithTitle = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (startWithTitle) { // used by editor
|
|
|
|
|
startNarrating(getTitle());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function setInitialVariables() {
|
|
|
|
|
for(id in variable) {
|
|
|
|
|
var value = variable[id]; // default to string
|
|
|
|
|
if(value === "true") {
|
|
|
|
|
value = true;
|
|
|
|
|
}
|
|
|
|
|
else if(value === "false") {
|
|
|
|
|
value = false;
|
|
|
|
|
}
|
|
|
|
|
else if(!isNaN(parseFloat(value))) {
|
|
|
|
|
value = parseFloat(value);
|
|
|
|
|
}
|
|
|
|
|
scriptInterpreter.SetVariable(id,value);
|
|
|
|
|
}
|
|
|
|
|
scriptInterpreter.SetOnVariableChangeHandler( onVariableChanged );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getOffset(evt) {
|
|
|
|
|
var offset = { x:0, y:0 };
|
|
|
|
|
|
|
|
|
|
var el = evt.target;
|
|
|
|
|
var rect = el.getBoundingClientRect();
|
|
|
|
|
|
|
|
|
|
offset.x += rect.left + el.scrollLeft;
|
|
|
|
|
offset.y += rect.top + el.scrollTop;
|
|
|
|
|
|
|
|
|
|
offset.x = evt.clientX - offset.x;
|
|
|
|
|
offset.y = evt.clientY - offset.y;
|
|
|
|
|
|
|
|
|
|
return offset;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function stopGame() {
|
|
|
|
|
bitsyLog("stop GAME!");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function update() {
|
|
|
|
|
var curTime = Date.now();
|
|
|
|
|
deltaTime = curTime - prevTime;
|
|
|
|
|
|
|
|
|
|
if (curRoom == null) {
|
|
|
|
|
// in the special case where there is no valid room, end the game
|
|
|
|
|
startNarrating( "", true /*isEnding*/ );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!transition.IsTransitionActive()) {
|
|
|
|
|
updateInput();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (transition.IsTransitionActive()) {
|
|
|
|
|
// transition animation takes over everything!
|
|
|
|
|
transition.UpdateTransition(deltaTime);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
bitsySetGraphicsMode(1);
|
|
|
|
|
|
|
|
|
|
if (!isNarrating && !isEnding) {
|
|
|
|
|
updateAnimation();
|
|
|
|
|
drawRoom(room[curRoom]); // draw world if game has begun
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
clearRoom();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// if (isDialogMode) { // dialog mode
|
|
|
|
|
if(dialogBuffer.IsActive()) {
|
|
|
|
|
dialogRenderer.Draw( dialogBuffer, deltaTime );
|
|
|
|
|
dialogBuffer.Update( deltaTime );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// keep moving avatar if player holds down button
|
|
|
|
|
if( !dialogBuffer.IsActive() && !isEnding )
|
|
|
|
|
{
|
|
|
|
|
if( curPlayerDirection != Direction.None ) {
|
|
|
|
|
playerHoldToMoveTimer -= deltaTime;
|
|
|
|
|
|
|
|
|
|
if( playerHoldToMoveTimer <= 0 )
|
|
|
|
|
{
|
|
|
|
|
movePlayer( curPlayerDirection );
|
|
|
|
|
playerHoldToMoveTimer = 150;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
prevTime = curTime;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var isAnyButtonHeld = false;
|
|
|
|
|
var isIgnoringInput = false;
|
|
|
|
|
|
|
|
|
|
function isAnyButtonDown() {
|
|
|
|
|
return bitsyGetButton(0) || bitsyGetButton(1) || bitsyGetButton(2) || bitsyGetButton(3) || bitsyGetButton(4);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function updateInput() {
|
|
|
|
|
if (dialogBuffer.IsActive()) {
|
|
|
|
|
if (!isAnyButtonHeld && isAnyButtonDown()) {
|
|
|
|
|
/* CONTINUE DIALOG */
|
|
|
|
|
if (dialogBuffer.CanContinue()) {
|
|
|
|
|
var hasMoreDialog = dialogBuffer.Continue();
|
|
|
|
|
if (!hasMoreDialog) {
|
|
|
|
|
// ignore currently held keys UNTIL they are released (stops player from insta-moving)
|
|
|
|
|
isIgnoringInput = true;
|
|
|
|
|
curPlayerDirection = Direction.None;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
dialogBuffer.Skip();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if ( isEnding ) {
|
|
|
|
|
/* BITSY MUSEUM HACK:
|
|
|
|
|
instead of reseting on ending it takes player back to the museum
|
|
|
|
|
also removes need to click button to reset */
|
|
|
|
|
|
|
|
|
|
if (!redirectBitsy){
|
|
|
|
|
redirectBitsy = true;
|
|
|
|
|
window.location.href = "avatars.html";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if (!isIgnoringInput) {
|
|
|
|
|
/* WALK */
|
|
|
|
|
var prevPlayerDirection = curPlayerDirection;
|
|
|
|
|
|
|
|
|
|
if (bitsyGetButton(0)) {
|
|
|
|
|
curPlayerDirection = Direction.Up;
|
|
|
|
|
}
|
|
|
|
|
else if (bitsyGetButton(1)) {
|
|
|
|
|
curPlayerDirection = Direction.Down;
|
|
|
|
|
}
|
|
|
|
|
else if (bitsyGetButton(2)) {
|
|
|
|
|
curPlayerDirection = Direction.Left;
|
|
|
|
|
}
|
|
|
|
|
else if (bitsyGetButton(3)) {
|
|
|
|
|
curPlayerDirection = Direction.Right;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
curPlayerDirection = Direction.None;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (curPlayerDirection != Direction.None && curPlayerDirection != prevPlayerDirection) {
|
|
|
|
|
movePlayer(curPlayerDirection);
|
|
|
|
|
playerHoldToMoveTimer = 500;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!isAnyButtonDown()) {
|
|
|
|
|
isIgnoringInput = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
isAnyButtonHeld = isAnyButtonDown();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var animationCounter = 0;
|
|
|
|
|
var animationTime = 400;
|
|
|
|
|
function updateAnimation() {
|
|
|
|
|
animationCounter += deltaTime;
|
|
|
|
|
|
|
|
|
|
if ( animationCounter >= animationTime ) {
|
|
|
|
|
|
|
|
|
|
// animate sprites
|
|
|
|
|
for (id in sprite) {
|
|
|
|
|
var spr = sprite[id];
|
|
|
|
|
if (spr.animation.isAnimated) {
|
|
|
|
|
spr.animation.frameIndex = ( spr.animation.frameIndex + 1 ) % spr.animation.frameCount;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// animate tiles
|
|
|
|
|
for (id in tile) {
|
|
|
|
|
var til = tile[id];
|
|
|
|
|
if (til.animation.isAnimated) {
|
|
|
|
|
til.animation.frameIndex = ( til.animation.frameIndex + 1 ) % til.animation.frameCount;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// animate items
|
|
|
|
|
for (id in item) {
|
|
|
|
|
var itm = item[id];
|
|
|
|
|
if (itm.animation.isAnimated) {
|
|
|
|
|
itm.animation.frameIndex = ( itm.animation.frameIndex + 1 ) % itm.animation.frameCount;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// reset counter
|
|
|
|
|
animationCounter = 0;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function resetAllAnimations() {
|
|
|
|
|
for (id in sprite) {
|
|
|
|
|
var spr = sprite[id];
|
|
|
|
|
if (spr.animation.isAnimated) {
|
|
|
|
|
spr.animation.frameIndex = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (id in tile) {
|
|
|
|
|
var til = tile[id];
|
|
|
|
|
if (til.animation.isAnimated) {
|
|
|
|
|
til.animation.frameIndex = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (id in item) {
|
|
|
|
|
var itm = item[id];
|
|
|
|
|
if (itm.animation.isAnimated) {
|
|
|
|
|
itm.animation.frameIndex = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getSpriteAt(x,y) {
|
|
|
|
|
for (id in sprite) {
|
|
|
|
|
var spr = sprite[id];
|
|
|
|
|
if (spr.room === curRoom) {
|
|
|
|
|
if (spr.x == x && spr.y == y) {
|
|
|
|
|
return id;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var Direction = {
|
|
|
|
|
None : -1,
|
|
|
|
|
Up : 0,
|
|
|
|
|
Down : 1,
|
|
|
|
|
Left : 2,
|
|
|
|
|
Right : 3
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var curPlayerDirection = Direction.None;
|
|
|
|
|
var playerHoldToMoveTimer = 0;
|
|
|
|
|
|
|
|
|
|
function movePlayer(direction) {
|
|
|
|
|
var roomIds = Object.keys(room);
|
|
|
|
|
|
|
|
|
|
if (player().room == null || roomIds.indexOf(player().room) < 0) {
|
|
|
|
|
return; // player room is missing or invalid.. can't move them!
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var spr = null;
|
|
|
|
|
|
|
|
|
|
if ( curPlayerDirection == Direction.Left && !(spr = getSpriteLeft()) && !isWallLeft()) {
|
|
|
|
|
player().x -= 1;
|
|
|
|
|
}
|
|
|
|
|
else if ( curPlayerDirection == Direction.Right && !(spr = getSpriteRight()) && !isWallRight()) {
|
|
|
|
|
player().x += 1;
|
|
|
|
|
}
|
|
|
|
|
else if ( curPlayerDirection == Direction.Up && !(spr = getSpriteUp()) && !isWallUp()) {
|
|
|
|
|
player().y -= 1;
|
|
|
|
|
}
|
|
|
|
|
else if ( curPlayerDirection == Direction.Down && !(spr = getSpriteDown()) && !isWallDown()) {
|
|
|
|
|
player().y += 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var ext = getExit( player().room, player().x, player().y );
|
|
|
|
|
var end = getEnding( player().room, player().x, player().y );
|
|
|
|
|
var itmIndex = getItemIndex( player().room, player().x, player().y );
|
|
|
|
|
|
|
|
|
|
// do items first, because you can pick up an item AND go through a door
|
|
|
|
|
if (itmIndex > -1) {
|
|
|
|
|
var itm = room[player().room].items[itmIndex];
|
|
|
|
|
var itemRoom = player().room;
|
|
|
|
|
|
|
|
|
|
startItemDialog(itm.id, function() {
|
|
|
|
|
// remove item from room
|
|
|
|
|
room[itemRoom].items.splice(itmIndex, 1);
|
|
|
|
|
|
|
|
|
|
// update player inventory
|
|
|
|
|
if (player().inventory[itm.id]) {
|
|
|
|
|
player().inventory[itm.id] += 1;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
player().inventory[itm.id] = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// show inventory change in UI
|
|
|
|
|
if (onInventoryChanged != null) {
|
|
|
|
|
onInventoryChanged(itm.id);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (end) {
|
|
|
|
|
startEndingDialog(end);
|
|
|
|
|
}
|
|
|
|
|
else if (ext) {
|
|
|
|
|
movePlayerThroughExit(ext);
|
|
|
|
|
}
|
|
|
|
|
else if (spr) {
|
|
|
|
|
startSpriteDialog(spr /*spriteId*/);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var transition = new TransitionManager();
|
|
|
|
|
|
|
|
|
|
function movePlayerThroughExit(ext) {
|
|
|
|
|
var GoToDest = function() {
|
|
|
|
|
if (ext.transition_effect != null) {
|
|
|
|
|
transition.BeginTransition(
|
|
|
|
|
player().room,
|
|
|
|
|
player().x,
|
|
|
|
|
player().y,
|
|
|
|
|
ext.dest.room,
|
|
|
|
|
ext.dest.x,
|
|
|
|
|
ext.dest.y,
|
|
|
|
|
ext.transition_effect);
|
|
|
|
|
|
|
|
|
|
transition.UpdateTransition(0);
|
|
|
|
|
|
|
|
|
|
transition.OnTransitionComplete(function() {
|
|
|
|
|
player().room = ext.dest.room;
|
|
|
|
|
player().x = ext.dest.x;
|
|
|
|
|
player().y = ext.dest.y;
|
|
|
|
|
curRoom = ext.dest.room;
|
|
|
|
|
|
|
|
|
|
initRoom(curRoom);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
player().room = ext.dest.room;
|
|
|
|
|
player().x = ext.dest.x;
|
|
|
|
|
player().y = ext.dest.y;
|
|
|
|
|
curRoom = ext.dest.room;
|
|
|
|
|
|
|
|
|
|
initRoom(curRoom);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
if (ext.dlg != undefined && ext.dlg != null) {
|
|
|
|
|
// TODO : I need to simplify dialog code,
|
|
|
|
|
// so I don't have to get the ID and the source str
|
|
|
|
|
// every time!
|
|
|
|
|
startDialog(
|
|
|
|
|
dialog[ext.dlg].src,
|
|
|
|
|
ext.dlg,
|
|
|
|
|
function(result) {
|
|
|
|
|
var isLocked = ext.property && ext.property.locked === true;
|
|
|
|
|
if (!isLocked) {
|
|
|
|
|
GoToDest();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ext);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
GoToDest();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* PALETTE INDICES */
|
|
|
|
|
var textBackgroundIndex = 0;
|
|
|
|
|
var textArrowIndex = 1;
|
|
|
|
|
var textColorIndex = 2;
|
|
|
|
|
|
|
|
|
|
// precalculated rainbow colors
|
|
|
|
|
var rainbowColorStartIndex = 3;
|
|
|
|
|
var rainbowColorCount = 10;
|
|
|
|
|
var rainbowColors = [
|
|
|
|
|
[255,0,0],
|
|
|
|
|
[255,217,0],
|
|
|
|
|
[78,255,0],
|
|
|
|
|
[0,255,125],
|
|
|
|
|
[0,192,255],
|
|
|
|
|
[0,18,255],
|
|
|
|
|
[136,0,255],
|
|
|
|
|
[255,0,242],
|
|
|
|
|
[255,0,138],
|
|
|
|
|
[255,0,61],
|
|
|
|
|
];
|
|
|
|
|
|
|
|
|
|
// todo : where should this be stored?
|
|
|
|
|
var tileColorStartIndex = 16;
|
|
|
|
|
|
|
|
|
|
function updatePaletteWithTileColors(tileColors) {
|
|
|
|
|
// clear existing colors
|
|
|
|
|
bitsyResetColors();
|
|
|
|
|
|
|
|
|
|
// textbox colors
|
|
|
|
|
bitsySetColor(textBackgroundIndex, 0, 0, 0); // black
|
|
|
|
|
bitsySetColor(textArrowIndex, 255, 255, 255); // white
|
|
|
|
|
bitsySetColor(textColorIndex, 255, 255, 255); // white
|
|
|
|
|
|
|
|
|
|
// todo : move this to game init?
|
|
|
|
|
// rainbow colors
|
|
|
|
|
for (var i = 0; i < rainbowColorCount; i++) {
|
|
|
|
|
var color = rainbowColors[i];
|
|
|
|
|
bitsySetColor(rainbowColorStartIndex + i, color[0], color[1], color[2]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// tile colors
|
|
|
|
|
for (var i = 0; i < tileColors.length; i++) {
|
|
|
|
|
var color = tileColors[i];
|
|
|
|
|
bitsySetColor(tileColorStartIndex + i, color[0], color[1], color[2]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function updatePalette(palId) {
|
|
|
|
|
var pal = palette[palId];
|
|
|
|
|
bitsyLog(pal.colors.length, "editor");
|
|
|
|
|
updatePaletteWithTileColors(pal.colors);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function initRoom(roomId) {
|
|
|
|
|
bitsyLog("init room " + roomId);
|
|
|
|
|
|
|
|
|
|
updatePalette(curPal());
|
|
|
|
|
|
|
|
|
|
renderer.ClearCache();
|
|
|
|
|
|
|
|
|
|
// init exit properties
|
|
|
|
|
for (var i = 0; i < room[roomId].exits.length; i++) {
|
|
|
|
|
room[roomId].exits[i].property = { locked:false };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// init ending properties
|
|
|
|
|
for (var i = 0; i < room[roomId].endings.length; i++) {
|
|
|
|
|
room[roomId].endings[i].property = { locked:false };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (onInitRoom) {
|
|
|
|
|
onInitRoom(roomId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getItemIndex( roomId, x, y ) {
|
|
|
|
|
for( var i = 0; i < room[roomId].items.length; i++ ) {
|
|
|
|
|
var itm = room[roomId].items[i];
|
|
|
|
|
if ( itm.x == x && itm.y == y)
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getSpriteLeft() { //repetitive?
|
|
|
|
|
return getSpriteAt( player().x - 1, player().y );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getSpriteRight() {
|
|
|
|
|
return getSpriteAt( player().x + 1, player().y );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getSpriteUp() {
|
|
|
|
|
return getSpriteAt( player().x, player().y - 1 );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getSpriteDown() {
|
|
|
|
|
return getSpriteAt( player().x, player().y + 1 );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function isWallLeft() {
|
|
|
|
|
return (player().x - 1 < 0) || isWall( player().x - 1, player().y );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function isWallRight() {
|
|
|
|
|
return (player().x + 1 >= mapsize) || isWall( player().x + 1, player().y );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function isWallUp() {
|
|
|
|
|
return (player().y - 1 < 0) || isWall( player().x, player().y - 1 );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function isWallDown() {
|
|
|
|
|
return (player().y + 1 >= mapsize) || isWall( player().x, player().y + 1 );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function isWall(x,y,roomId) {
|
|
|
|
|
if(roomId == undefined || roomId == null)
|
|
|
|
|
roomId = curRoom;
|
|
|
|
|
|
|
|
|
|
var tileId = getTile( x, y );
|
|
|
|
|
|
|
|
|
|
if( tileId === '0' )
|
|
|
|
|
return false; // Blank spaces aren't walls, ya doofus
|
|
|
|
|
|
|
|
|
|
if( tile[tileId].isWall === undefined || tile[tileId].isWall === null ) {
|
|
|
|
|
// No wall-state defined: check room-specific walls
|
|
|
|
|
var i = room[roomId].walls.indexOf( getTile(x,y) );
|
|
|
|
|
return i > -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Otherwise, use the tile's own wall-state
|
|
|
|
|
return tile[tileId].isWall;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getItem(roomId,x,y) {
|
|
|
|
|
for (i in room[roomId].items) {
|
|
|
|
|
var item = room[roomId].items[i];
|
|
|
|
|
if (x == item.x && y == item.y) {
|
|
|
|
|
return item;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getExit(roomId,x,y) {
|
|
|
|
|
for (i in room[roomId].exits) {
|
|
|
|
|
var e = room[roomId].exits[i];
|
|
|
|
|
if (x == e.x && y == e.y) {
|
|
|
|
|
return e;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getEnding(roomId,x,y) {
|
|
|
|
|
for (i in room[roomId].endings) {
|
|
|
|
|
var e = room[roomId].endings[i];
|
|
|
|
|
if (x == e.x && y == e.y) {
|
|
|
|
|
return e;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getTile(x,y) {
|
|
|
|
|
// bitsyLog(x + " " + y);
|
|
|
|
|
var t = getRoom().tilemap[y][x];
|
|
|
|
|
return t;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function player() {
|
|
|
|
|
return sprite[playerId];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Sort of a hack for legacy palette code (when it was just an array)
|
|
|
|
|
function getPal(id) {
|
|
|
|
|
if (palette[id] === undefined) {
|
|
|
|
|
id = "default";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return palette[ id ].colors;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getRoom() {
|
|
|
|
|
return room[curRoom];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function isSpriteOffstage(id) {
|
|
|
|
|
return sprite[id].room == null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseWorld(file) {
|
|
|
|
|
spriteStartLocations = {};
|
|
|
|
|
|
|
|
|
|
resetFlags();
|
|
|
|
|
|
|
|
|
|
var versionNumber = 0;
|
|
|
|
|
|
|
|
|
|
// flags to keep track of which compatibility conversions
|
|
|
|
|
// need to be applied to this game data
|
|
|
|
|
var compatibilityFlags = {
|
|
|
|
|
convertSayToPrint : false,
|
|
|
|
|
combineEndingsWithDialog : false,
|
|
|
|
|
convertImplicitSpriteDialogIds : false,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var lines = file.split("\n");
|
|
|
|
|
var i = 0;
|
|
|
|
|
while (i < lines.length) {
|
|
|
|
|
var curLine = lines[i];
|
|
|
|
|
|
|
|
|
|
// bitsyLog(lines[i]);
|
|
|
|
|
|
|
|
|
|
if (i == 0) {
|
|
|
|
|
i = parseTitle(lines, i);
|
|
|
|
|
}
|
|
|
|
|
else if (curLine.length <= 0 || curLine.charAt(0) === "#") {
|
|
|
|
|
// collect version number (from a comment.. hacky I know)
|
|
|
|
|
if (curLine.indexOf("# BITSY VERSION ") != -1) {
|
|
|
|
|
versionNumber = parseFloat(curLine.replace("# BITSY VERSION ", ""));
|
|
|
|
|
|
|
|
|
|
if (versionNumber < 5.0) {
|
|
|
|
|
compatibilityFlags.convertSayToPrint = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (versionNumber < 7.0) {
|
|
|
|
|
compatibilityFlags.combineEndingsWithDialog = true;
|
|
|
|
|
compatibilityFlags.convertImplicitSpriteDialogIds = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//skip blank lines & comments
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
else if (getType(curLine) == "PAL") {
|
|
|
|
|
i = parsePalette(lines, i);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(curLine) === "ROOM" || getType(curLine) === "SET") { //SET for back compat
|
|
|
|
|
i = parseRoom(lines, i, compatibilityFlags);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(curLine) === "TIL") {
|
|
|
|
|
i = parseTile(lines, i);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(curLine) === "SPR") {
|
|
|
|
|
i = parseSprite(lines, i);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(curLine) === "ITM") {
|
|
|
|
|
i = parseItem(lines, i);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(curLine) === "DRW") {
|
|
|
|
|
i = parseDrawing(lines, i);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(curLine) === "DLG") {
|
|
|
|
|
i = parseDialog(lines, i, compatibilityFlags);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(curLine) === "END" && compatibilityFlags.combineEndingsWithDialog) {
|
|
|
|
|
// parse endings for back compat
|
|
|
|
|
i = parseEnding(lines, i, compatibilityFlags);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(curLine) === "VAR") {
|
|
|
|
|
i = parseVariable(lines, i);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(curLine) === "DEFAULT_FONT") {
|
|
|
|
|
i = parseFontName(lines, i);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(curLine) === "TEXT_DIRECTION") {
|
|
|
|
|
i = parseTextDirection(lines, i);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(curLine) === "FONT") {
|
|
|
|
|
i = parseFontData(lines, i);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(curLine) === "!") {
|
|
|
|
|
i = parseFlag(lines, i);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
placeSprites();
|
|
|
|
|
|
|
|
|
|
var roomIds = Object.keys(room);
|
|
|
|
|
|
|
|
|
|
if (player() != undefined && player().room != null && roomIds.indexOf(player().room) != -1) {
|
|
|
|
|
// player has valid room
|
|
|
|
|
curRoom = player().room;
|
|
|
|
|
}
|
|
|
|
|
else if (roomIds.length > 0) {
|
|
|
|
|
// player not in any room! what the heck
|
|
|
|
|
curRoom = roomIds[0];
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
// uh oh there are no rooms I guess???
|
|
|
|
|
curRoom = null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (curRoom != null) {
|
|
|
|
|
initRoom(curRoom);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
scriptCompatibility(compatibilityFlags);
|
|
|
|
|
|
|
|
|
|
return versionNumber;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function scriptCompatibility(compatibilityFlags) {
|
|
|
|
|
if (compatibilityFlags.convertSayToPrint) {
|
|
|
|
|
bitsyLog("CONVERT SAY TO PRINT!");
|
|
|
|
|
|
|
|
|
|
var PrintFunctionVisitor = function() {
|
|
|
|
|
var didChange = false;
|
|
|
|
|
this.DidChange = function() { return didChange; };
|
|
|
|
|
|
|
|
|
|
this.Visit = function(node) {
|
|
|
|
|
if (node.type != "function") {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (node.name === "say") {
|
|
|
|
|
node.name = "print";
|
|
|
|
|
didChange = true;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
for (dlgId in dialog) {
|
|
|
|
|
var dialogScript = scriptInterpreter.Parse(dialog[dlgId].src);
|
|
|
|
|
var visitor = new PrintFunctionVisitor();
|
|
|
|
|
dialogScript.VisitAll(visitor);
|
|
|
|
|
if (visitor.DidChange()) {
|
|
|
|
|
var newDialog = dialogScript.Serialize();
|
|
|
|
|
if (newDialog.indexOf("\n") > -1) {
|
|
|
|
|
newDialog = '"""\n' + newDialog + '\n"""';
|
|
|
|
|
}
|
|
|
|
|
dialog[dlgId].src = newDialog;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//TODO this is in progress and doesn't support all features
|
|
|
|
|
function serializeWorld(skipFonts) {
|
|
|
|
|
if (skipFonts === undefined || skipFonts === null)
|
|
|
|
|
skipFonts = false;
|
|
|
|
|
|
|
|
|
|
var worldStr = "";
|
|
|
|
|
/* TITLE */
|
|
|
|
|
worldStr += getTitle() + "\n";
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
/* VERSION */
|
|
|
|
|
worldStr += "# BITSY VERSION " + getEngineVersion() + "\n"; // add version as a comment for debugging purposes
|
|
|
|
|
if (version.devBuildPhase != "RELEASE") {
|
|
|
|
|
worldStr += "# DEVELOPMENT BUILD -- " + version.devBuildPhase;
|
|
|
|
|
}
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
/* FLAGS */
|
|
|
|
|
for (f in flags) {
|
|
|
|
|
worldStr += "! " + f + " " + flags[f] + "\n";
|
|
|
|
|
}
|
|
|
|
|
worldStr += "\n"
|
|
|
|
|
/* FONT */
|
|
|
|
|
if (fontName != defaultFontName) {
|
|
|
|
|
worldStr += "DEFAULT_FONT " + fontName + "\n";
|
|
|
|
|
worldStr += "\n"
|
|
|
|
|
}
|
|
|
|
|
if (textDirection != TextDirection.LeftToRight) {
|
|
|
|
|
worldStr += "TEXT_DIRECTION " + textDirection + "\n";
|
|
|
|
|
worldStr += "\n"
|
|
|
|
|
}
|
|
|
|
|
/* PALETTE */
|
|
|
|
|
for (id in palette) {
|
|
|
|
|
if (id != "default") {
|
|
|
|
|
worldStr += "PAL " + id + "\n";
|
|
|
|
|
if( palette[id].name != null )
|
|
|
|
|
worldStr += "NAME " + palette[id].name + "\n";
|
|
|
|
|
for (i in getPal(id)) {
|
|
|
|
|
for (j in getPal(id)[i]) {
|
|
|
|
|
worldStr += getPal(id)[i][j];
|
|
|
|
|
if (j < 2) worldStr += ",";
|
|
|
|
|
}
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
}
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
/* ROOM */
|
|
|
|
|
for (id in room) {
|
|
|
|
|
worldStr += "ROOM " + id + "\n";
|
|
|
|
|
if ( flags.ROOM_FORMAT == 0 ) {
|
|
|
|
|
// old non-comma separated format
|
|
|
|
|
for (i in room[id].tilemap) {
|
|
|
|
|
for (j in room[id].tilemap[i]) {
|
|
|
|
|
worldStr += room[id].tilemap[i][j];
|
|
|
|
|
}
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if ( flags.ROOM_FORMAT == 1 ) {
|
|
|
|
|
// new comma separated format
|
|
|
|
|
for (i in room[id].tilemap) {
|
|
|
|
|
for (j in room[id].tilemap[i]) {
|
|
|
|
|
worldStr += room[id].tilemap[i][j];
|
|
|
|
|
if (j < room[id].tilemap[i].length-1) worldStr += ","
|
|
|
|
|
}
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (room[id].name != null) {
|
|
|
|
|
/* NAME */
|
|
|
|
|
worldStr += "NAME " + room[id].name + "\n";
|
|
|
|
|
}
|
|
|
|
|
if (room[id].walls.length > 0) {
|
|
|
|
|
/* WALLS */
|
|
|
|
|
worldStr += "WAL ";
|
|
|
|
|
for (j in room[id].walls) {
|
|
|
|
|
worldStr += room[id].walls[j];
|
|
|
|
|
if (j < room[id].walls.length-1) {
|
|
|
|
|
worldStr += ",";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
}
|
|
|
|
|
if (room[id].items.length > 0) {
|
|
|
|
|
/* ITEMS */
|
|
|
|
|
for (j in room[id].items) {
|
|
|
|
|
var itm = room[id].items[j];
|
|
|
|
|
worldStr += "ITM " + itm.id + " " + itm.x + "," + itm.y;
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (room[id].exits.length > 0) {
|
|
|
|
|
/* EXITS */
|
|
|
|
|
for (j in room[id].exits) {
|
|
|
|
|
var e = room[id].exits[j];
|
|
|
|
|
if ( isExitValid(e) ) {
|
|
|
|
|
worldStr += "EXT " + e.x + "," + e.y + " " + e.dest.room + " " + e.dest.x + "," + e.dest.y;
|
|
|
|
|
if (e.transition_effect != undefined && e.transition_effect != null) {
|
|
|
|
|
worldStr += " FX " + e.transition_effect;
|
|
|
|
|
}
|
|
|
|
|
if (e.dlg != undefined && e.dlg != null) {
|
|
|
|
|
worldStr += " DLG " + e.dlg;
|
|
|
|
|
}
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (room[id].endings.length > 0) {
|
|
|
|
|
/* ENDINGS */
|
|
|
|
|
for (j in room[id].endings) {
|
|
|
|
|
var e = room[id].endings[j];
|
|
|
|
|
// todo isEndingValid
|
|
|
|
|
worldStr += "END " + e.id + " " + e.x + "," + e.y;
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (room[id].pal != null && room[id].pal != "default") {
|
|
|
|
|
/* PALETTE */
|
|
|
|
|
worldStr += "PAL " + room[id].pal + "\n";
|
|
|
|
|
}
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
}
|
|
|
|
|
/* TILES */
|
|
|
|
|
for (id in tile) {
|
|
|
|
|
worldStr += "TIL " + id + "\n";
|
|
|
|
|
worldStr += serializeDrawing( "TIL_" + id );
|
|
|
|
|
if (tile[id].name != null && tile[id].name != undefined) {
|
|
|
|
|
/* NAME */
|
|
|
|
|
worldStr += "NAME " + tile[id].name + "\n";
|
|
|
|
|
}
|
|
|
|
|
if (tile[id].isWall != null && tile[id].isWall != undefined) {
|
|
|
|
|
/* WALL */
|
|
|
|
|
worldStr += "WAL " + tile[id].isWall + "\n";
|
|
|
|
|
}
|
|
|
|
|
if (tile[id].col != null && tile[id].col != undefined && tile[id].col != 1) {
|
|
|
|
|
/* COLOR OVERRIDE */
|
|
|
|
|
worldStr += "COL " + tile[id].col + "\n";
|
|
|
|
|
}
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
}
|
|
|
|
|
/* SPRITES */
|
|
|
|
|
for (id in sprite) {
|
|
|
|
|
worldStr += "SPR " + id + "\n";
|
|
|
|
|
worldStr += serializeDrawing( "SPR_" + id );
|
|
|
|
|
if (sprite[id].name != null && sprite[id].name != undefined) {
|
|
|
|
|
/* NAME */
|
|
|
|
|
worldStr += "NAME " + sprite[id].name + "\n";
|
|
|
|
|
}
|
|
|
|
|
if (sprite[id].dlg != null) {
|
|
|
|
|
worldStr += "DLG " + sprite[id].dlg + "\n";
|
|
|
|
|
}
|
|
|
|
|
if (sprite[id].room != null) {
|
|
|
|
|
/* SPRITE POSITION */
|
|
|
|
|
worldStr += "POS " + sprite[id].room + " " + sprite[id].x + "," + sprite[id].y + "\n";
|
|
|
|
|
}
|
|
|
|
|
if (sprite[id].inventory != null) {
|
|
|
|
|
for(itemId in sprite[id].inventory) {
|
|
|
|
|
worldStr += "ITM " + itemId + " " + sprite[id].inventory[itemId] + "\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (sprite[id].col != null && sprite[id].col != undefined && sprite[id].col != 2) {
|
|
|
|
|
/* COLOR OVERRIDE */
|
|
|
|
|
worldStr += "COL " + sprite[id].col + "\n";
|
|
|
|
|
}
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
}
|
|
|
|
|
/* ITEMS */
|
|
|
|
|
for (id in item) {
|
|
|
|
|
worldStr += "ITM " + id + "\n";
|
|
|
|
|
worldStr += serializeDrawing( "ITM_" + id );
|
|
|
|
|
if (item[id].name != null && item[id].name != undefined) {
|
|
|
|
|
/* NAME */
|
|
|
|
|
worldStr += "NAME " + item[id].name + "\n";
|
|
|
|
|
}
|
|
|
|
|
if (item[id].dlg != null) {
|
|
|
|
|
worldStr += "DLG " + item[id].dlg + "\n";
|
|
|
|
|
}
|
|
|
|
|
if (item[id].col != null && item[id].col != undefined && item[id].col != 2) {
|
|
|
|
|
/* COLOR OVERRIDE */
|
|
|
|
|
worldStr += "COL " + item[id].col + "\n";
|
|
|
|
|
}
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
}
|
|
|
|
|
/* DIALOG */
|
|
|
|
|
for (id in dialog) {
|
|
|
|
|
if (id != titleDialogId) {
|
|
|
|
|
worldStr += "DLG " + id + "\n";
|
|
|
|
|
worldStr += dialog[id].src + "\n";
|
|
|
|
|
if (dialog[id].name != null) {
|
|
|
|
|
worldStr += "NAME " + dialog[id].name + "\n";
|
|
|
|
|
}
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
/* VARIABLES */
|
|
|
|
|
for (id in variable) {
|
|
|
|
|
worldStr += "VAR " + id + "\n";
|
|
|
|
|
worldStr += variable[id] + "\n";
|
|
|
|
|
worldStr += "\n";
|
|
|
|
|
}
|
|
|
|
|
/* FONT */
|
|
|
|
|
// TODO : support multiple fonts
|
|
|
|
|
if (fontName != defaultFontName && !skipFonts) {
|
|
|
|
|
worldStr += fontManager.GetData(fontName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return worldStr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function serializeDrawing(drwId) {
|
|
|
|
|
var drawingData = renderer.GetDrawingSource(drwId);
|
|
|
|
|
var drwStr = "";
|
|
|
|
|
for (f in drawingData) {
|
|
|
|
|
for (y in drawingData[f]) {
|
|
|
|
|
var rowStr = "";
|
|
|
|
|
for (x in drawingData[f][y]) {
|
|
|
|
|
rowStr += drawingData[f][y][x];
|
|
|
|
|
}
|
|
|
|
|
drwStr += rowStr + "\n";
|
|
|
|
|
}
|
|
|
|
|
if (f < (drawingData.length-1)) drwStr += ">\n";
|
|
|
|
|
}
|
|
|
|
|
return drwStr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function isExitValid(e) {
|
|
|
|
|
var hasValidStartPos = e.x >= 0 && e.x < mapsize && e.y >= 0 && e.y < mapsize;
|
|
|
|
|
var hasDest = e.dest != null;
|
|
|
|
|
var hasValidRoomDest = (e.dest.room != null && e.dest.x >= 0 && e.dest.x < mapsize && e.dest.y >= 0 && e.dest.y < mapsize);
|
|
|
|
|
return hasValidStartPos && hasDest && hasValidRoomDest;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function placeSprites() {
|
|
|
|
|
for (id in spriteStartLocations) {
|
|
|
|
|
//bitsyLog(id);
|
|
|
|
|
//bitsyLog( spriteStartLocations[id] );
|
|
|
|
|
//bitsyLog(sprite[id]);
|
|
|
|
|
sprite[id].room = spriteStartLocations[id].room;
|
|
|
|
|
sprite[id].x = spriteStartLocations[id].x;
|
|
|
|
|
sprite[id].y = spriteStartLocations[id].y;
|
|
|
|
|
//bitsyLog(sprite[id]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ARGUMENT GETTERS */
|
|
|
|
|
function getType(line) {
|
|
|
|
|
return getArg(line,0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getId(line) {
|
|
|
|
|
return getArg(line,1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getArg(line,arg) {
|
|
|
|
|
return line.split(" ")[arg];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getCoord(line,arg) {
|
|
|
|
|
return getArg(line,arg).split(",");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseTitle(lines, i) {
|
|
|
|
|
var results = scriptUtils.ReadDialogScript(lines,i);
|
|
|
|
|
setTitle(results.script);
|
|
|
|
|
i = results.index;
|
|
|
|
|
|
|
|
|
|
i++;
|
|
|
|
|
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseRoom(lines, i, compatibilityFlags) {
|
|
|
|
|
var id = getId(lines[i]);
|
|
|
|
|
room[id] = {
|
|
|
|
|
id : id,
|
|
|
|
|
tilemap : [],
|
|
|
|
|
walls : [],
|
|
|
|
|
exits : [],
|
|
|
|
|
endings : [],
|
|
|
|
|
items : [],
|
|
|
|
|
pal : null,
|
|
|
|
|
name : null
|
|
|
|
|
};
|
|
|
|
|
i++;
|
|
|
|
|
|
|
|
|
|
// create tile map
|
|
|
|
|
if ( flags.ROOM_FORMAT == 0 ) {
|
|
|
|
|
// old way: no commas, single char tile ids
|
|
|
|
|
var end = i + mapsize;
|
|
|
|
|
var y = 0;
|
|
|
|
|
for (; i<end; i++) {
|
|
|
|
|
room[id].tilemap.push( [] );
|
|
|
|
|
for (x = 0; x<mapsize; x++) {
|
|
|
|
|
room[id].tilemap[y].push( lines[i].charAt(x) );
|
|
|
|
|
}
|
|
|
|
|
y++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if ( flags.ROOM_FORMAT == 1 ) {
|
|
|
|
|
// new way: comma separated, multiple char tile ids
|
|
|
|
|
var end = i + mapsize;
|
|
|
|
|
var y = 0;
|
|
|
|
|
for (; i<end; i++) {
|
|
|
|
|
room[id].tilemap.push( [] );
|
|
|
|
|
var lineSep = lines[i].split(",");
|
|
|
|
|
for (x = 0; x<mapsize; x++) {
|
|
|
|
|
room[id].tilemap[y].push( lineSep[x] );
|
|
|
|
|
}
|
|
|
|
|
y++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (i < lines.length && lines[i].length > 0) { //look for empty line
|
|
|
|
|
// bitsyLog(getType(lines[i]));
|
|
|
|
|
if (getType(lines[i]) === "SPR") {
|
|
|
|
|
/* NOTE SPRITE START LOCATIONS */
|
|
|
|
|
var sprId = getId(lines[i]);
|
|
|
|
|
if (sprId.indexOf(",") == -1 && lines[i].split(" ").length >= 3) { //second conditional checks for coords
|
|
|
|
|
/* PLACE A SINGLE SPRITE */
|
|
|
|
|
var sprCoord = lines[i].split(" ")[2].split(",");
|
|
|
|
|
spriteStartLocations[sprId] = {
|
|
|
|
|
room : id,
|
|
|
|
|
x : parseInt(sprCoord[0]),
|
|
|
|
|
y : parseInt(sprCoord[1])
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
else if ( flags.ROOM_FORMAT == 0 ) { // TODO: right now this shortcut only works w/ the old comma separate format
|
|
|
|
|
/* PLACE MULTIPLE SPRITES*/
|
|
|
|
|
//Does find and replace in the tilemap (may be hacky, but its convenient)
|
|
|
|
|
var sprList = sprId.split(",");
|
|
|
|
|
for (row in room[id].tilemap) {
|
|
|
|
|
for (s in sprList) {
|
|
|
|
|
var col = room[id].tilemap[row].indexOf( sprList[s] );
|
|
|
|
|
//if the sprite is in this row, replace it with the "null tile" and set its starting position
|
|
|
|
|
if (col != -1) {
|
|
|
|
|
room[id].tilemap[row][col] = "0";
|
|
|
|
|
spriteStartLocations[ sprList[s] ] = {
|
|
|
|
|
room : id,
|
|
|
|
|
x : parseInt(col),
|
|
|
|
|
y : parseInt(row)
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if (getType(lines[i]) === "ITM") {
|
|
|
|
|
var itmId = getId(lines[i]);
|
|
|
|
|
var itmCoord = lines[i].split(" ")[2].split(",");
|
|
|
|
|
var itm = {
|
|
|
|
|
id: itmId,
|
|
|
|
|
x : parseInt(itmCoord[0]),
|
|
|
|
|
y : parseInt(itmCoord[1])
|
|
|
|
|
};
|
|
|
|
|
room[id].items.push( itm );
|
|
|
|
|
}
|
|
|
|
|
else if (getType(lines[i]) === "WAL") {
|
|
|
|
|
/* DEFINE COLLISIONS (WALLS) */
|
|
|
|
|
room[id].walls = getId(lines[i]).split(",");
|
|
|
|
|
}
|
|
|
|
|
else if (getType(lines[i]) === "EXT") {
|
|
|
|
|
/* ADD EXIT */
|
|
|
|
|
var exitArgs = lines[i].split(" ");
|
|
|
|
|
//arg format: EXT 10,5 M 3,2 [AVA:7 LCK:a,9] [AVA 7 LCK a 9]
|
|
|
|
|
var exitCoords = exitArgs[1].split(",");
|
|
|
|
|
var destName = exitArgs[2];
|
|
|
|
|
var destCoords = exitArgs[3].split(",");
|
|
|
|
|
var ext = {
|
|
|
|
|
x : parseInt(exitCoords[0]),
|
|
|
|
|
y : parseInt(exitCoords[1]),
|
|
|
|
|
dest : {
|
|
|
|
|
room : destName,
|
|
|
|
|
x : parseInt(destCoords[0]),
|
|
|
|
|
y : parseInt(destCoords[1])
|
|
|
|
|
},
|
|
|
|
|
transition_effect : null,
|
|
|
|
|
dlg: null,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// optional arguments
|
|
|
|
|
var exitArgIndex = 4;
|
|
|
|
|
while (exitArgIndex < exitArgs.length) {
|
|
|
|
|
if (exitArgs[exitArgIndex] == "FX") {
|
|
|
|
|
ext.transition_effect = exitArgs[exitArgIndex+1];
|
|
|
|
|
exitArgIndex += 2;
|
|
|
|
|
}
|
|
|
|
|
else if (exitArgs[exitArgIndex] == "DLG") {
|
|
|
|
|
ext.dlg = exitArgs[exitArgIndex+1];
|
|
|
|
|
exitArgIndex += 2;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
exitArgIndex += 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
room[id].exits.push(ext);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(lines[i]) === "END") {
|
|
|
|
|
/* ADD ENDING */
|
|
|
|
|
var endId = getId(lines[i]);
|
|
|
|
|
|
|
|
|
|
// compatibility with when endings were stored separate from other dialog
|
|
|
|
|
if (compatibilityFlags.combineEndingsWithDialog) {
|
|
|
|
|
endId = "end_" + endId;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var endCoords = getCoord(lines[i], 2);
|
|
|
|
|
var end = {
|
|
|
|
|
id : endId,
|
|
|
|
|
x : parseInt(endCoords[0]),
|
|
|
|
|
y : parseInt(endCoords[1])
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
room[id].endings.push(end);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(lines[i]) === "PAL") {
|
|
|
|
|
/* CHOOSE PALETTE (that's not default) */
|
|
|
|
|
room[id].pal = getId(lines[i]);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(lines[i]) === "NAME") {
|
|
|
|
|
var name = lines[i].split(/\s(.+)/)[1];
|
|
|
|
|
room[id].name = name;
|
|
|
|
|
names.room[name] = id;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parsePalette(lines,i) { //todo this has to go first right now :(
|
|
|
|
|
var id = getId(lines[i]);
|
|
|
|
|
i++;
|
|
|
|
|
var colors = [];
|
|
|
|
|
var name = null;
|
|
|
|
|
while (i < lines.length && lines[i].length > 0) { //look for empty line
|
|
|
|
|
var args = lines[i].split(" ");
|
|
|
|
|
if (args[0] === "NAME") {
|
|
|
|
|
name = lines[i].split(/\s(.+)/)[1];
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
var col = [];
|
|
|
|
|
lines[i].split(",").forEach(function(i) {
|
|
|
|
|
col.push(parseInt(i));
|
|
|
|
|
});
|
|
|
|
|
colors.push(col);
|
|
|
|
|
}
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
palette[id] = {
|
|
|
|
|
id : id,
|
|
|
|
|
name : name,
|
|
|
|
|
colors : colors
|
|
|
|
|
};
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseTile(lines, i) {
|
|
|
|
|
var id = getId(lines[i]);
|
|
|
|
|
var tileData = createDrawingData("TIL", id);
|
|
|
|
|
|
|
|
|
|
i++;
|
|
|
|
|
|
|
|
|
|
// read & store tile image source
|
|
|
|
|
i = parseDrawingCore(lines, i, tileData.drw);
|
|
|
|
|
|
|
|
|
|
// update animation info
|
|
|
|
|
tileData.animation.frameCount = renderer.GetFrameCount(tileData.drw);
|
|
|
|
|
tileData.animation.isAnimated = tileData.animation.frameCount > 1;
|
|
|
|
|
|
|
|
|
|
// read other properties
|
|
|
|
|
while (i < lines.length && lines[i].length > 0) { // look for empty line
|
|
|
|
|
if (getType(lines[i]) === "COL") {
|
|
|
|
|
tileData.col = parseInt(getId(lines[i]));
|
|
|
|
|
}
|
|
|
|
|
else if (getType(lines[i]) === "NAME") {
|
|
|
|
|
/* NAME */
|
|
|
|
|
tileData.name = lines[i].split(/\s(.+)/)[1];
|
|
|
|
|
names.tile[tileData.name] = id;
|
|
|
|
|
}
|
|
|
|
|
else if (getType(lines[i]) === "WAL") {
|
|
|
|
|
var wallArg = getArg(lines[i], 1);
|
|
|
|
|
if (wallArg === "true") {
|
|
|
|
|
tileData.isWall = true;
|
|
|
|
|
}
|
|
|
|
|
else if (wallArg === "false") {
|
|
|
|
|
tileData.isWall = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// store tile data
|
|
|
|
|
tile[id] = tileData;
|
|
|
|
|
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseSprite(lines, i) {
|
|
|
|
|
var id = getId(lines[i]);
|
|
|
|
|
var type = (id === "A") ? "AVA" : "SPR";
|
|
|
|
|
var spriteData = createDrawingData(type, id);
|
|
|
|
|
|
|
|
|
|
bitsyLog(spriteData);
|
|
|
|
|
|
|
|
|
|
i++;
|
|
|
|
|
|
|
|
|
|
// read & store sprite image source
|
|
|
|
|
i = parseDrawingCore(lines, i, spriteData.drw);
|
|
|
|
|
|
|
|
|
|
// update animation info
|
|
|
|
|
spriteData.animation.frameCount = renderer.GetFrameCount(spriteData.drw);
|
|
|
|
|
spriteData.animation.isAnimated = spriteData.animation.frameCount > 1;
|
|
|
|
|
|
|
|
|
|
// read other properties
|
|
|
|
|
while (i < lines.length && lines[i].length > 0) { // look for empty line
|
|
|
|
|
if (getType(lines[i]) === "COL") {
|
|
|
|
|
/* COLOR OFFSET INDEX */
|
|
|
|
|
spriteData.col = parseInt(getId(lines[i]));
|
|
|
|
|
}
|
|
|
|
|
else if (getType(lines[i]) === "POS") {
|
|
|
|
|
/* STARTING POSITION */
|
|
|
|
|
var posArgs = lines[i].split(" ");
|
|
|
|
|
var roomId = posArgs[1];
|
|
|
|
|
var coordArgs = posArgs[2].split(",");
|
|
|
|
|
spriteStartLocations[id] = {
|
|
|
|
|
room : roomId,
|
|
|
|
|
x : parseInt(coordArgs[0]),
|
|
|
|
|
y : parseInt(coordArgs[1])
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
else if(getType(lines[i]) === "DLG") {
|
|
|
|
|
spriteData.dlg = getId(lines[i]);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(lines[i]) === "NAME") {
|
|
|
|
|
/* NAME */
|
|
|
|
|
spriteData.name = lines[i].split(/\s(.+)/)[1];
|
|
|
|
|
names.sprite[spriteData.name] = id;
|
|
|
|
|
}
|
|
|
|
|
else if (getType(lines[i]) === "ITM") {
|
|
|
|
|
/* ITEM STARTING INVENTORY */
|
|
|
|
|
var itemId = getId(lines[i]);
|
|
|
|
|
var itemCount = parseFloat(getArg(lines[i], 2));
|
|
|
|
|
spriteData.inventory[itemId] = itemCount;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// store sprite data
|
|
|
|
|
sprite[id] = spriteData;
|
|
|
|
|
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseItem(lines, i) {
|
|
|
|
|
var id = getId(lines[i]);
|
|
|
|
|
var itemData = createDrawingData("ITM", id);
|
|
|
|
|
|
|
|
|
|
i++;
|
|
|
|
|
|
|
|
|
|
// read & store item image source
|
|
|
|
|
i = parseDrawingCore(lines, i, itemData.drw);
|
|
|
|
|
|
|
|
|
|
// update animation info
|
|
|
|
|
itemData.animation.frameCount = renderer.GetFrameCount(itemData.drw);
|
|
|
|
|
itemData.animation.isAnimated = itemData.animation.frameCount > 1;
|
|
|
|
|
|
|
|
|
|
// read other properties
|
|
|
|
|
while (i < lines.length && lines[i].length > 0) { // look for empty line
|
|
|
|
|
if (getType(lines[i]) === "COL") {
|
|
|
|
|
/* COLOR OFFSET INDEX */
|
|
|
|
|
itemData.col = parseInt(getArg(lines[i], 1));
|
|
|
|
|
}
|
|
|
|
|
else if (getType(lines[i]) === "DLG") {
|
|
|
|
|
itemData.dlg = getId(lines[i]);
|
|
|
|
|
}
|
|
|
|
|
else if (getType(lines[i]) === "NAME") {
|
|
|
|
|
/* NAME */
|
|
|
|
|
itemData.name = lines[i].split(/\s(.+)/)[1];
|
|
|
|
|
names.item[itemData.name] = id;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// store item data
|
|
|
|
|
item[id] = itemData;
|
|
|
|
|
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseDrawing(lines, i) {
|
|
|
|
|
// store drawing source
|
|
|
|
|
var drwId = getId( lines[i] );
|
|
|
|
|
return parseDrawingCore( lines, i, drwId );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseDrawingCore(lines, i, drwId) {
|
|
|
|
|
var frameList = []; //init list of frames
|
|
|
|
|
frameList.push( [] ); //init first frame
|
|
|
|
|
var frameIndex = 0;
|
|
|
|
|
var y = 0;
|
|
|
|
|
while ( y < tilesize ) {
|
|
|
|
|
var l = lines[i+y];
|
|
|
|
|
var row = [];
|
|
|
|
|
for (x = 0; x < tilesize; x++) {
|
|
|
|
|
row.push( parseInt( l.charAt(x) ) );
|
|
|
|
|
}
|
|
|
|
|
frameList[frameIndex].push( row );
|
|
|
|
|
y++;
|
|
|
|
|
|
|
|
|
|
if (y === tilesize) {
|
|
|
|
|
i = i + y;
|
|
|
|
|
if ( lines[i] != undefined && lines[i].charAt(0) === ">" ) {
|
|
|
|
|
// start next frame!
|
|
|
|
|
frameList.push( [] );
|
|
|
|
|
frameIndex++;
|
|
|
|
|
//start the count over again for the next frame
|
|
|
|
|
i++;
|
|
|
|
|
y = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
renderer.SetDrawingSource(drwId, frameList);
|
|
|
|
|
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// creates a drawing data structure with default property values for the type
|
|
|
|
|
function createDrawingData(type, id) {
|
|
|
|
|
// the avatar's drawing id still uses the sprite prefix (for back compat)
|
|
|
|
|
var drwId = (type === "AVA" ? "SPR" : type) + "_" + id;
|
|
|
|
|
|
|
|
|
|
var drawingData = {
|
|
|
|
|
type : type,
|
|
|
|
|
id : id,
|
|
|
|
|
name : null,
|
|
|
|
|
drw : drwId,
|
|
|
|
|
col : (type === "TIL") ? 1 : 2,
|
|
|
|
|
animation : {
|
|
|
|
|
isAnimated : false,
|
|
|
|
|
frameIndex : 0,
|
|
|
|
|
frameCount : 1,
|
|
|
|
|
},
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// add type specific properties
|
|
|
|
|
if (type === "TIL") {
|
|
|
|
|
// default null value indicates it can vary from room to room (original version)
|
|
|
|
|
drawingData.isWall = null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (type === "AVA" || type === "SPR") {
|
|
|
|
|
// default sprite location is "offstage"
|
|
|
|
|
drawingData.room = null;
|
|
|
|
|
drawingData.x = -1;
|
|
|
|
|
drawingData.y = -1;
|
|
|
|
|
drawingData.inventory = {};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (type === "AVA" || type === "SPR" || type === "ITM") {
|
|
|
|
|
drawingData.dlg = null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return drawingData;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseScript(lines, i, backCompatPrefix, compatibilityFlags) {
|
|
|
|
|
var id = getId(lines[i]);
|
|
|
|
|
id = backCompatPrefix + id;
|
|
|
|
|
i++;
|
|
|
|
|
|
|
|
|
|
var results = scriptUtils.ReadDialogScript(lines,i);
|
|
|
|
|
|
|
|
|
|
dialog[id] = { src: results.script, name: null, id: id, };
|
|
|
|
|
|
|
|
|
|
if (compatibilityFlags.convertImplicitSpriteDialogIds) {
|
|
|
|
|
// explicitly hook up dialog that used to be implicitly
|
|
|
|
|
// connected by sharing sprite and dialog IDs in old versions
|
|
|
|
|
if (sprite[id]) {
|
|
|
|
|
if (sprite[id].dlg === undefined || sprite[id].dlg === null) {
|
|
|
|
|
sprite[id].dlg = id;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
i = results.index;
|
|
|
|
|
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseDialog(lines, i, compatibilityFlags) {
|
|
|
|
|
// hacky but I need to store this so I can set the name below
|
|
|
|
|
var id = getId(lines[i]);
|
|
|
|
|
|
|
|
|
|
i = parseScript(lines, i, "", compatibilityFlags);
|
|
|
|
|
|
|
|
|
|
if (lines[i].length > 0 && getType(lines[i]) === "NAME") {
|
|
|
|
|
dialog[id].name = lines[i].split(/\s(.+)/)[1]; // TODO : hacky to keep copying this regex around...
|
|
|
|
|
names.dialog[dialog[id].name] = id;
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// keeping this around to parse old files where endings were separate from dialogs
|
|
|
|
|
function parseEnding(lines, i, compatibilityFlags) {
|
|
|
|
|
return parseScript(lines, i, "end_", compatibilityFlags);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseVariable(lines, i) {
|
|
|
|
|
var id = getId(lines[i]);
|
|
|
|
|
i++;
|
|
|
|
|
var value = lines[i];
|
|
|
|
|
i++;
|
|
|
|
|
variable[id] = value;
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseFontName(lines, i) {
|
|
|
|
|
fontName = getArg(lines[i], 1);
|
|
|
|
|
i++;
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseTextDirection(lines, i) {
|
|
|
|
|
textDirection = getArg(lines[i], 1);
|
|
|
|
|
i++;
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseFontData(lines, i) {
|
|
|
|
|
// NOTE : we're not doing the actual parsing here --
|
|
|
|
|
// just grabbing the block of text that represents the font
|
|
|
|
|
// and giving it to the font manager to use later
|
|
|
|
|
|
|
|
|
|
var localFontName = getId(lines[i]);
|
|
|
|
|
var localFontData = lines[i];
|
|
|
|
|
i++;
|
|
|
|
|
|
|
|
|
|
while (i < lines.length && lines[i] != "") {
|
|
|
|
|
localFontData += "\n" + lines[i];
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var localFontFilename = localFontName + fontManager.GetExtension();
|
|
|
|
|
fontManager.AddResource( localFontFilename, localFontData );
|
|
|
|
|
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function parseFlag(lines, i) {
|
|
|
|
|
var id = getId(lines[i]);
|
|
|
|
|
var valStr = lines[i].split(" ")[2];
|
|
|
|
|
flags[id] = parseInt( valStr );
|
|
|
|
|
i++;
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function drawTile(tileId, x, y) {
|
|
|
|
|
bitsyDrawBegin(0);
|
|
|
|
|
bitsyDrawTile(tileId, x, y);
|
|
|
|
|
bitsyDrawEnd();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function drawSprite(tileId, x, y) {
|
|
|
|
|
drawTile(tileId, x, y);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function drawItem(tileId, x, y) {
|
|
|
|
|
drawTile(tileId, x, y);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// var debugLastRoomDrawn = "0";
|
|
|
|
|
|
|
|
|
|
function clearRoom() {
|
|
|
|
|
var paletteId = "default";
|
|
|
|
|
|
|
|
|
|
if (room === undefined) {
|
|
|
|
|
// protect against invalid rooms
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (room.pal != null && palette[paletteId] != undefined) {
|
|
|
|
|
paletteId = room.pal;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bitsyDrawBegin(0);
|
|
|
|
|
bitsyClear(tileColorStartIndex);
|
|
|
|
|
bitsyDrawEnd();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function drawRoom(room, frameIndex) { // frameIndex is optional
|
|
|
|
|
// if (room.id != debugLastRoomDrawn) {
|
|
|
|
|
// debugLastRoomDrawn = room.id;
|
|
|
|
|
// bitsyLog("DRAW ROOM " + debugLastRoomDrawn);
|
|
|
|
|
// }
|
|
|
|
|
|
|
|
|
|
if (room === undefined) {
|
|
|
|
|
// protect against invalid rooms
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// clear the screen buffer
|
|
|
|
|
bitsyDrawBegin(0);
|
|
|
|
|
bitsyClear(tileColorStartIndex);
|
|
|
|
|
bitsyDrawEnd();
|
|
|
|
|
|
|
|
|
|
//draw tiles
|
|
|
|
|
for (i in room.tilemap) {
|
|
|
|
|
for (j in room.tilemap[i]) {
|
|
|
|
|
var id = room.tilemap[i][j];
|
|
|
|
|
var x = parseInt(j);
|
|
|
|
|
var y = parseInt(i);
|
|
|
|
|
|
|
|
|
|
if (id != "0") {
|
|
|
|
|
//bitsyLog(id);
|
|
|
|
|
if (tile[id] == null) { // hack-around to avoid corrupting files (not a solution though!)
|
|
|
|
|
id = "0";
|
|
|
|
|
room.tilemap[i][j] = id;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
// bitsyLog(id);
|
|
|
|
|
drawTile(getTileFrame(tile[id], frameIndex), x, y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//draw items
|
|
|
|
|
for (var i = 0; i < room.items.length; i++) {
|
|
|
|
|
var itm = room.items[i];
|
|
|
|
|
drawItem(getItemFrame(item[itm.id], frameIndex), itm.x, itm.y);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//draw sprites
|
|
|
|
|
for (id in sprite) {
|
|
|
|
|
var spr = sprite[id];
|
|
|
|
|
if (spr.room === room.id) {
|
|
|
|
|
drawSprite(getSpriteFrame(spr, frameIndex), spr.x, spr.y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TODO : remove these get*Image methods
|
|
|
|
|
function getTileFrame(t, frameIndex) {
|
|
|
|
|
return renderer.GetDrawingFrame(t, frameIndex);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getSpriteFrame(s, frameIndex) {
|
|
|
|
|
return renderer.GetDrawingFrame(s, frameIndex);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getItemFrame(itm, frameIndex) {
|
|
|
|
|
return renderer.GetDrawingFrame(itm, frameIndex);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function curPal() {
|
|
|
|
|
return getRoomPal(curRoom);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getRoomPal(roomId) {
|
|
|
|
|
var defaultId = "default";
|
|
|
|
|
|
|
|
|
|
if (roomId == null) {
|
|
|
|
|
return defaultId;
|
|
|
|
|
}
|
|
|
|
|
else if (room[roomId].pal != null) {
|
|
|
|
|
//a specific palette was chosen
|
|
|
|
|
return room[roomId].pal;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
if (roomId in palette) {
|
|
|
|
|
//there is a palette matching the name of the room
|
|
|
|
|
return roomId;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
//use the default palette
|
|
|
|
|
return defaultId;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return defaultId;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var isDialogMode = false;
|
|
|
|
|
var isNarrating = false;
|
|
|
|
|
var isEnding = false;
|
|
|
|
|
var redirectBitsy = false;
|
|
|
|
|
var dialogModule = new Dialog();
|
|
|
|
|
var dialogRenderer = dialogModule.CreateRenderer();
|
|
|
|
|
var dialogBuffer = dialogModule.CreateBuffer();
|
|
|
|
|
var fontManager = new FontManager();
|
|
|
|
|
|
|
|
|
|
// TODO : is this scriptResult thing being used anywhere???
|
|
|
|
|
function onExitDialog(scriptResult, dialogCallback) {
|
|
|
|
|
bitsyLog("EXIT DIALOG!");
|
|
|
|
|
|
|
|
|
|
isDialogMode = false;
|
|
|
|
|
|
|
|
|
|
if (isNarrating) {
|
|
|
|
|
isNarrating = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (isDialogPreview) {
|
|
|
|
|
isDialogPreview = false;
|
|
|
|
|
|
|
|
|
|
if (onDialogPreviewEnd != null) {
|
|
|
|
|
onDialogPreviewEnd();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (dialogCallback != undefined && dialogCallback != null) {
|
|
|
|
|
dialogCallback(scriptResult);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
TODO
|
|
|
|
|
- titles and endings should also take advantage of the script pre-compilation if possible??
|
|
|
|
|
- could there be a namespace collision?
|
|
|
|
|
- what about dialog NAMEs vs IDs?
|
|
|
|
|
- what about a special script block separate from DLG?
|
|
|
|
|
*/
|
|
|
|
|
function startNarrating(dialogStr,end) {
|
|
|
|
|
bitsyLog("NARRATE " + dialogStr);
|
|
|
|
|
|
|
|
|
|
if(end === undefined) {
|
|
|
|
|
end = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
isNarrating = true;
|
|
|
|
|
isEnding = end;
|
|
|
|
|
|
|
|
|
|
startDialog(dialogStr);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function startEndingDialog(ending) {
|
|
|
|
|
isNarrating = true;
|
|
|
|
|
isEnding = true;
|
|
|
|
|
|
|
|
|
|
startDialog(
|
|
|
|
|
dialog[ending.id].src,
|
|
|
|
|
ending.id,
|
|
|
|
|
function() {
|
|
|
|
|
var isLocked = ending.property && ending.property.locked === true;
|
|
|
|
|
if (isLocked) {
|
|
|
|
|
isEnding = false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ending);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function startItemDialog(itemId, dialogCallback) {
|
|
|
|
|
var dialogId = item[itemId].dlg;
|
|
|
|
|
// bitsyLog("START ITEM DIALOG " + dialogId);
|
|
|
|
|
if (dialog[dialogId]) {
|
|
|
|
|
var dialogStr = dialog[dialogId].src;
|
|
|
|
|
startDialog(dialogStr, dialogId, dialogCallback);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
dialogCallback();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function startSpriteDialog(spriteId) {
|
|
|
|
|
var spr = sprite[spriteId];
|
|
|
|
|
var dialogId = spr.dlg;
|
|
|
|
|
// bitsyLog("START SPRITE DIALOG " + dialogId);
|
|
|
|
|
if (dialog[dialogId]){
|
|
|
|
|
var dialogStr = dialog[dialogId].src;
|
|
|
|
|
startDialog(dialogStr,dialogId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function startDialog(dialogStr, scriptId, dialogCallback, objectContext) {
|
|
|
|
|
// bitsyLog("START DIALOG ");
|
|
|
|
|
if (dialogStr.length <= 0) {
|
|
|
|
|
// bitsyLog("ON EXIT DIALOG -- startDialog 1");
|
|
|
|
|
onExitDialog(null, dialogCallback);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
isDialogMode = true;
|
|
|
|
|
|
|
|
|
|
dialogRenderer.Reset();
|
|
|
|
|
dialogRenderer.SetCentered(isNarrating /*centered*/);
|
|
|
|
|
dialogBuffer.Reset();
|
|
|
|
|
scriptInterpreter.SetDialogBuffer(dialogBuffer);
|
|
|
|
|
|
|
|
|
|
var onScriptEnd = function(scriptResult) {
|
|
|
|
|
dialogBuffer.OnDialogEnd(function() {
|
|
|
|
|
onExitDialog(scriptResult, dialogCallback);
|
|
|
|
|
});
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
if (scriptId === undefined) { // TODO : what's this for again?
|
|
|
|
|
scriptInterpreter.Interpret(dialogStr, onScriptEnd);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
if (!scriptInterpreter.HasScript(scriptId)) {
|
|
|
|
|
scriptInterpreter.Compile(scriptId, dialogStr);
|
|
|
|
|
}
|
|
|
|
|
// scriptInterpreter.DebugVisualizeScript(scriptId);
|
|
|
|
|
scriptInterpreter.Run(scriptId, onScriptEnd, objectContext);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var isDialogPreview = false;
|
|
|
|
|
function startPreviewDialog(script, dialogCallback) {
|
|
|
|
|
isNarrating = true;
|
|
|
|
|
|
|
|
|
|
isDialogMode = true;
|
|
|
|
|
|
|
|
|
|
isDialogPreview = true;
|
|
|
|
|
|
|
|
|
|
dialogRenderer.Reset();
|
|
|
|
|
dialogRenderer.SetCentered(true);
|
|
|
|
|
dialogBuffer.Reset();
|
|
|
|
|
scriptInterpreter.SetDialogBuffer(dialogBuffer);
|
|
|
|
|
|
|
|
|
|
// TODO : do I really need a seperate callback for this debug mode??
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|
onDialogPreviewEnd = dialogCallback;
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var onScriptEndCallback = function(scriptResult) {
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|
dialogBuffer.OnDialogEnd(function() {
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|
|
onExitDialog(scriptResult, null);
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});
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};
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|
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scriptInterpreter.Eval(script, onScriptEndCallback);
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}
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/* NEW SCRIPT STUFF */
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var scriptModule = new Script();
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|
var scriptInterpreter = scriptModule.CreateInterpreter();
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var scriptUtils = scriptModule.CreateUtils(); // TODO: move to editor.js?
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// scriptInterpreter.SetDialogBuffer( dialogBuffer );
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/* EVENTS */
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|
|
bitsyOnUpdate(update);
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|
bitsyOnQuit(stopGame);
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|
|
bitsyOnLoad(load_game);
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</script>
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<!-- store default font in separate script tag for back compat-->
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<script type="text/bitsyFontData" id="ascii_small">
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FONT ascii_small
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SIZE 6 8
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CHAR 0
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000000
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000000
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000000
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000000
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000000
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000000
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000000
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000000
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CHAR 1
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001110
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010001
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011011
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010001
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010101
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010001
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001110
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000000
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CHAR 2
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001110
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011111
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010101
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011111
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010001
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011111
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001110
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000000
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CHAR 3
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000000
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001010
|
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011111
|
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011111
|
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011111
|
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|
001110
|
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|
000100
|
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000000
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CHAR 4
|
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000000
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000000
|
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001010
|
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|
001110
|
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|
001110
|
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|
000100
|
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|
000000
|
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|
000000
|
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|
CHAR 5
|
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|
000100
|
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|
001110
|
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|
001110
|
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|
000100
|
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|
011111
|
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|
|
011111
|
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|
000100
|
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|
000000
|
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|
CHAR 6
|
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|
|
000000
|
|
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|
|
000100
|
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|
|
001110
|
|
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|
|
011111
|
|
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|
|
011111
|
|
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|
|
000100
|
|
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|
|
001110
|
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|
|
000000
|
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|
CHAR 7
|
|
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|
|
000000
|
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|
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000000
|
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|
000000
|
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|
|
001100
|
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|
001100
|
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|
000000
|
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|
|
000000
|
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|
|
000000
|
|
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|
CHAR 8
|
|
|
|
|
111111
|
|
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|
|
111111
|
|
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|
|
111111
|
|
|
|
|
110011
|
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|
|
110011
|
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|
|
111111
|
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|
|
111111
|
|
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|
|
111111
|
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|
CHAR 9
|
|
|
|
|
000000
|
|
|
|
|
000000
|
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|
|
011110
|
|
|
|
|
010010
|
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|
|
010010
|
|
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|
|
011110
|
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|
|
000000
|
|
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|
|
000000
|
|
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|
|
CHAR 10
|
|
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|
|
111111
|
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|
|
111111
|
|
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|
|
100001
|
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|
|
101101
|
|
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|
|
101101
|
|
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|
|
100001
|
|
|
|
|
111111
|
|
|
|
|
111111
|
|
|
|
|
CHAR 11
|
|
|
|
|
000000
|
|
|
|
|
000111
|
|
|
|
|
000011
|
|
|
|
|
001101
|
|
|
|
|
010010
|
|
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|
|
010010
|
|
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|
|
001100
|
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|
|
000000
|
|
|
|
|
CHAR 12
|
|
|
|
|
001110
|
|
|
|
|
010001
|
|
|
|
|
010001
|
|
|
|
|
001110
|
|
|
|
|
000100
|
|
|
|
|
001110
|
|
|
|
|
000100
|
|
|
|
|
000000
|
|
|
|
|
CHAR 13
|
|
|
|
|
000100
|
|
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|
|
000110
|
|
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|
|
000101
|
|
|
|
|
000100
|
|
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|
|
001100
|
|
|
|
|
011100
|
|
|
|
|
011000
|
|
|
|
|
000000
|
|
|
|
|
CHAR 14
|
|
|
|
|
000011
|
|
|
|
|
001101
|
|
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|
|
001011
|
|
|
|
|
001101
|
|
|
|
|
001011
|
|
|
|
|
011011
|
|
|
|
|
011000
|
|
|
|
|
000000
|
|
|
|
|
CHAR 15
|
|
|
|
|
000000
|
|
|
|
|
010101
|
|
|
|
|
001110
|
|
|
|
|
011011
|
|
|
|
|
001110
|
|
|
|
|
010101
|
|
|
|
|
000000
|
|
|
|
|
000000
|
|
|
|
|
CHAR 16
|
|
|
|
|
001000
|
|
|
|
|
001100
|
|
|
|
|
001110
|
|
|
|
|
001111
|
|
|
|
|
001110
|
|
|
|
|
001100
|
|
|
|
|
001000
|
|
|
|
|
000000
|
|
|
|
|
CHAR 17
|
|
|
|
|
000010
|
|
|
|
|
000110
|
|
|
|
|
001110
|
|
|
|
|
011110
|
|
|
|
|
001110
|
|
|
|
|
000110
|
|
|
|
|
000010
|
|
|
|
|
000000
|
|
|
|
|
CHAR 18
|
|
|
|
|
000100
|
|
|
|
|
001110
|
|
|
|
|
011111
|
|
|
|
|
000100
|
|
|
|
|
011111
|
|
|
|
|
001110
|
|
|
|
|
000100
|
|
|
|
|
000000
|
|
|
|
|
CHAR 19
|
|
|
|
|
001010
|
|
|
|
|
001010
|
|
|
|
|
001010
|
|
|
|
|
001010
|
|
|
|
|
001010
|
|
|
|
|
000000
|
|
|
|
|
001010
|
|
|
|
|
000000
|
|
|
|
|
CHAR 20
|
|
|
|
|
001111
|
|
|
|
|
010101
|
|
|
|
|
010101
|
|
|
|
|
001101
|
|
|
|
|
000101
|
|
|
|
|
000101
|
|
|
|
|
000101
|
|
|
|
|
000000
|
|
|
|
|
CHAR 21
|
|
|
|
|
001110
|
|
|
|
|
010001
|
|
|
|
|
001100
|
|
|
|
|
001010
|
|
|
|
|
000110
|
|
|
|
|
010001
|
|
|
|
|
001110
|
|
|
|
|
000000
|
|
|
|
|
CHAR 22
|
|
|
|
|
000000
|
|
|
|
|
000000
|
|
|
|
|
000000
|
|
|
|
|
000000
|
|
|
|
|
000000
|
|
|
|
|
011110
|
|
|
|
|
011110
|
|
|
|
|
000000
|
|
|
|
|
CHAR 23
|
|
|
|
|
000100
|
|
|
|
|
001110
|
|
|
|
|
011111
|
|
|
|
|
000100
|
|
|
|
|
011111
|
|
|
|
|
001110
|
|
|
|
|
000100
|
|
|
|
|
001110
|
|
|
|
|
CHAR 24
|
|
|
|
|
000100
|
|
|
|
|
001110
|
|
|
|
|
011111
|
|
|
|
|
000100
|
|
|
|
|
000100
|
|
|
|
|
000100
|
|
|
|
|
000100
|
|
|
|
|
000000
|
|
|
|
|
CHAR 25
|
|
|
|
|
000100
|
|
|
|
|
000100
|
|
|
|
|
000100
|
|
|
|
|
000100
|
|
|
|
|
011111
|
|
|
|
|
001110
|
|
|
|
|
000100
|
|
|
|
|
000000
|
|
|
|
|
CHAR 26
|
|
|
|
|
000000
|
|
|
|
|
000100
|
|
|
|
|
000110
|
|
|
|
|
011111
|
|
|
|
|
000110
|
|
|
|
|
000100
|
|
|
|
|
000000
|
|
|
|
|
000000
|
|
|
|
|
CHAR 27
|
|
|
|
|
000000
|
|
|
|
|
000100
|
|
|
|
|
001100
|
|
|
|
|
011111
|
|
|
|
|
001100
|
|
|
|
|
000100
|
|
|
|
|
000000
|
|
|
|
|
000000
|
|
|
|
|
CHAR 28
|
|
|
|
|
000000
|
|
|
|
|
000000
|
|
|
|
|
000000
|
|
|
|
|
010000
|
|
|
|
|
010000
|
|
|
|
|
010000
|
|
|
|
|
011111
|
|
|
|
|
000000
|
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|
|
CHAR 29
|
|
|
|
|
000000
|
|
|
|
|
001010
|
|
|
|
|
001010
|
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|
|
011111
|
|
|
|
|
001010
|
|
|
|
|
001010
|
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|
|
|
000000
|
|
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|
|
000000
|
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|
|
CHAR 30
|
|
|
|
|
000100
|
|
|
|
|
000100
|
|
|
|
|
001110
|
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|
|
001110
|
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|
|
011111
|
|
|
|
|
011111
|
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|
|
000000
|
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|
|
000000
|
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|
|
CHAR 31
|
|
|
|
|
011111
|
|
|
|
|
011111
|
|
|
|
|
001110
|
|
|
|
|
001110
|
|
|
|
|
000100
|
|
|
|
|
000100
|
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|
|
000000
|
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|
|
000000
|
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|
|
|
CHAR 32
|
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|
|
|
000000
|
|
|
|
|
000000
|
|
|
|
|
000000
|
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|
|
000000
|
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|
|
000000
|
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|
|
000000
|
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|
|
000000
|
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|
|
000000
|
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|
|
CHAR 33
|
|
|
|
|
000100
|
|
|
|
|
001110
|
|
|
|
|
001110
|
|
|
|
|
000100
|
|
|
|
|
000100
|
|
|
|
|
000000
|
|
|
|
|
000100
|
|
|
|
|
000000
|
|
|
|
|
CHAR 34
|
|
|
|
|
011011
|
|
|
|
|
011011
|
|
|
|
|
010010
|
|
|
|
|
000000
|
|
|
|
|
000000
|
|
|
|
|
000000
|
|
|
|
|
000000
|
|
|
|
|
000000
|
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|
|
CHAR 35
|
|
|
|
|
000000
|
|
|
|
|
001010
|
|
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|
|
011111
|
|
|
|
|
001010
|
|
|
|
|
001010
|
|
|
|
|
011111
|
|
|
|
|
001010
|
|
|
|
|
000000
|
|
|
|
|
CHAR 36
|
|
|
|
|
001000
|
|
|
|
|
001110
|
|
|
|
|
010000
|
|
|
|
|
001100
|
|
|
|
|
000010
|
|
|
|
|
011100
|
|
|
|
|
000100
|
|
|
|
|
000000
|
|
|
|
|
CHAR 37
|
|
|
|
|
011001
|
|
|
|
|
011001
|
|
|
|
|
000010
|
|
|
|
|
000100
|
|
|
|
|
001000
|
|
|
|
|
010011
|
|
|
|
|
010011
|
|
|
|
|
000000
|
|
|
|
|
CHAR 38
|
|
|
|
|
001000
|
|
|
|
|
010100
|
|
|
|
|
010100
|
|
|
|
|
001000
|
|
|
|
|
010101
|
|
|
|
|
010010
|
|
|
|
|
001101
|
|
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|
|
000000
|
|
|
|
|
CHAR 39
|
|
|
|
|
001100
|
|
|
|
|
001100
|
|
|
|
|
001000
|
|
|
|
|
000000
|
|
|
|
|
000000
|
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|
|
000000
|
|
|
|
|
000000
|
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|
|
000000
|
|
|
|
|
CHAR 40
|
|
|
|
|
000100
|
|
|
|
|
001000
|
|
|
|
|
001000
|
|
|
|
|
001000
|
|
|
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|
001000
|
|
|
|
|
001000
|
|
|
|
|
000100
|
|
|
|
|
000000
|
|
|
|
|
CHAR 41
|
|
|
|
|
001000
|
|
|
|
|
000100
|
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|
000100
|
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|
000100
|
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000100
|
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|
000100
|
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|
|
001000
|
|
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|
|
000000
|
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|
|
CHAR 42
|
|
|
|
|
000000
|
|
|
|
|
001010
|
|
|
|
|
001110
|
|
|
|
|
011111
|
|
|
|
|
001110
|
|
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|
|
001010
|
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|
|
000000
|
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|
|
|
000000
|
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|
|
CHAR 43
|
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|
|
000000
|
|
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|
000100
|
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|
000100
|
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|
011111
|
|
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|
000100
|
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|
000100
|
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|
000000
|
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|
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|
000000
|
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|
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|
CHAR 44
|
|
|
|
|
000000
|
|
|
|
|
000000
|
|
|
|
|
000000
|
|
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|
|
000000
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001000
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CHAR 45
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000000
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000000
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011111
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CHAR 46
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CHAR 47
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000000
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000001
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CHAR 48
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001110
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010001
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010011
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010101
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011001
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010001
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001110
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CHAR 49
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000100
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CHAR 50
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010001
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000110
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001000
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CHAR 51
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010001
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000001
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CHAR 52
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000010
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010010
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000010
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CHAR 53
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011111
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010000
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011110
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000001
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CHAR 54
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000110
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CHAR 55
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011111
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000001
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000010
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CHAR 56
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CHAR 57
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010001
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001111
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000001
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001100
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CHAR 58
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CHAR 59
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001000
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CHAR 60
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000010
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000100
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CHAR 61
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CHAR 62
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001000
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000100
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000001
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CHAR 63
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010001
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000001
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000110
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CHAR 64
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010001
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010111
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010101
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010111
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CHAR 65
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010001
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CHAR 66
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011110
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010001
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010001
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CHAR 67
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001110
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010001
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010000
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CHAR 68
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011110
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010001
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010001
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CHAR 69
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011111
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010000
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010000
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011110
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010000
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010000
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011111
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000000
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CHAR 70
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011111
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010000
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010000
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011110
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010000
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010000
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010000
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CHAR 71
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001110
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010001
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010000
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010111
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010001
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010001
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001111
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CHAR 72
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010001
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010001
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011111
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010001
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CHAR 73
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001110
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000100
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000100
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000100
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001110
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000000
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CHAR 74
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000001
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000001
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000001
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000001
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010001
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010001
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001110
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000000
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CHAR 75
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010001
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010010
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010100
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011000
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010100
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010010
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010001
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000000
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CHAR 76
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010000
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010000
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010000
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010000
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010000
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010000
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011111
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000000
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CHAR 77
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010001
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011011
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010101
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010001
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010001
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010001
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010001
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000000
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CHAR 78
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010001
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011001
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010101
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010011
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010001
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010001
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010001
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000000
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CHAR 79
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001110
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010001
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010001
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010001
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010001
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010001
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001110
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000000
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CHAR 80
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011110
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010001
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010001
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011110
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010000
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010000
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010000
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000000
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CHAR 81
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001110
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010001
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010001
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010001
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010101
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010010
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001101
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000000
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CHAR 82
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011110
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010001
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010001
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011110
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010010
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010001
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010001
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000000
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CHAR 83
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001110
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010001
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010000
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001110
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000001
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010001
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001110
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000000
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CHAR 84
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011111
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000100
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000100
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000100
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000100
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000100
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000100
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000000
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CHAR 85
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010001
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010001
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010001
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010001
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010001
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010001
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001110
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000000
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CHAR 86
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010001
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010001
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010001
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010001
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010001
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001010
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000100
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000000
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CHAR 87
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010001
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010001
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010101
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010101
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010101
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010101
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001010
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000000
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CHAR 88
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010001
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010001
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001010
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000100
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001010
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010001
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010001
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000000
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CHAR 89
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010001
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010001
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010001
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001010
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000100
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000100
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000100
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000000
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CHAR 90
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011110
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000010
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000100
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001000
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010000
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010000
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011110
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000000
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CHAR 91
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001110
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001000
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001000
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001000
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001000
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001000
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001110
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000000
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CHAR 92
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000000
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010000
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001000
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000100
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000010
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000001
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000000
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000000
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CHAR 93
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001110
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000010
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000010
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000010
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000010
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000010
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001110
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000000
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CHAR 94
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000100
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001010
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010001
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000000
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000000
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000000
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000000
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000000
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CHAR 95
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000000
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000000
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000000
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000000
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000000
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000000
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000000
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111111
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CHAR 96
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001100
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001100
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000100
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000000
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000000
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000000
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000000
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000000
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CHAR 97
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000000
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000000
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001110
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000001
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001111
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010001
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001111
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000000
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CHAR 98
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010000
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010000
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011110
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010001
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010001
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010001
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011110
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000000
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CHAR 99
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000000
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000000
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001110
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010001
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010000
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010001
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001110
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000000
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CHAR 100
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000001
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000001
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001111
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010001
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010001
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010001
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001111
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000000
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CHAR 101
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000000
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000000
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001110
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010001
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011110
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010000
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001110
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000000
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CHAR 102
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000110
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001000
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001000
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011110
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001000
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001000
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001000
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000000
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CHAR 103
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000000
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000000
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001111
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010001
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010001
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001111
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000001
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001110
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CHAR 104
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010000
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010000
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011100
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010010
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010010
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010010
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010010
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000000
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CHAR 105
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000100
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000000
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000100
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000100
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000100
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000100
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000110
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000000
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CHAR 106
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000010
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000000
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000110
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000010
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000010
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000010
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010010
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001100
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CHAR 107
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010000
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010000
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010010
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010100
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011000
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010100
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010010
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000000
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CHAR 108
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000100
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000100
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000100
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000100
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000100
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000100
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000110
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000000
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CHAR 109
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000000
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000000
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011010
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010101
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010101
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010001
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010001
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000000
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CHAR 110
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000000
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000000
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011100
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010010
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010010
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010010
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010010
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000000
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CHAR 111
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000000
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000000
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001110
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010001
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010001
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010001
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001110
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000000
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CHAR 112
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000000
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000000
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011110
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010001
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010001
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010001
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011110
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010000
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CHAR 113
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000000
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000000
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001111
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010001
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010001
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010001
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001111
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000001
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CHAR 114
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000000
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000000
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010110
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001001
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001000
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001000
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011100
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000000
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CHAR 115
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000000
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000000
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001110
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010000
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001110
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000001
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001110
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000000
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CHAR 116
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000000
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001000
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011110
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001000
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001000
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001010
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000100
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000000
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CHAR 117
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000000
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000000
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010010
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010010
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010010
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010110
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001010
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000000
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CHAR 118
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000000
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000000
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010001
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010001
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010001
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001010
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000100
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000000
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CHAR 119
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000000
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000000
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010001
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010001
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010101
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011111
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001010
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000000
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CHAR 120
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000000
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000000
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010010
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010010
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001100
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010010
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010010
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000000
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CHAR 121
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000000
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000000
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010010
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010010
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010010
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001110
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000100
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011000
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CHAR 122
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000000
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000000
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011110
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000010
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001100
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010000
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011110
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000000
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CHAR 123
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000110
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001000
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001000
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011000
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001000
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001000
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000110
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000000
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CHAR 124
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000100
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000100
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000100
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000100
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000100
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000100
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000100
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000100
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CHAR 125
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001100
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000010
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000010
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000011
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000010
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000010
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001100
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000000
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CHAR 126
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001010
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010100
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000000
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000000
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000000
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000000
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000000
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000000
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CHAR 127
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000100
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001110
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011011
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010001
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010001
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011111
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000000
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000000
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CHAR 128
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001110
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010001
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010000
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010000
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010001
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001110
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000100
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001100
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CHAR 129
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010010
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000000
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010010
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010010
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010010
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010110
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001010
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000000
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CHAR 130
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000011
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000000
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001110
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010001
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011110
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010000
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001110
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000000
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CHAR 131
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001110
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000000
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001110
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000001
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001111
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010001
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001111
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000000
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CHAR 132
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001010
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000000
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001110
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000001
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001111
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010001
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001111
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000000
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CHAR 133
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001100
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000000
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001110
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000001
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001111
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010001
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001111
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000000
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CHAR 134
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001110
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001010
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001110
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000001
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001111
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010001
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001111
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000000
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CHAR 135
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000000
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001110
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010001
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010000
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010001
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001110
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000100
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001100
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CHAR 136
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001110
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000000
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001110
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010001
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011110
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010000
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001110
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000000
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CHAR 137
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001010
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000000
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001110
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010001
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011110
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010000
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001110
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000000
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CHAR 138
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001100
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000000
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001110
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010001
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011110
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010000
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001110
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000000
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CHAR 139
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001010
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000000
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000100
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000100
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000100
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000100
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000110
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000000
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CHAR 140
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000100
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001010
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000000
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000100
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000100
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000100
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000110
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000000
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CHAR 141
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001000
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CHAR 187
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CHAR 189
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CHAR 215
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CHAR 216
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CHAR 217
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CHAR 218
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CHAR 219
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CHAR 220
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100000
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100000
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100000
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100000
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100000
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100000
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100000
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100000
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CHAR 221
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110000
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110000
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110000
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110000
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110000
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110000
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110000
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CHAR 222
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111000
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111000
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111000
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111000
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111000
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111000
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111000
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111000
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CHAR 223
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111100
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CHAR 224
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111110
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111110
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111110
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111110
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111110
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111110
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111110
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111110
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CHAR 225
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000000
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011100
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010010
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011100
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010010
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011100
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010000
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CHAR 226
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011110
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010010
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010000
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010000
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010000
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010000
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CHAR 227
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011111
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001010
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001010
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CHAR 228
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001010
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001110
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000001
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001111
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010001
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001111
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CHAR 229
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001111
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010010
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010010
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CHAR 230
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010010
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010010
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010010
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011100
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010000
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010000
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CHAR 231
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000000
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010100
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CHAR 232
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001110
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000100
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001110
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010001
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001110
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000100
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001110
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000000
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CHAR 233
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001100
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010010
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010010
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011110
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010010
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001100
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000000
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CHAR 234
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000000
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001110
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010001
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010001
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001010
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001010
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011011
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000000
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CHAR 235
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001100
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010000
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001000
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000100
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001110
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010010
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001100
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000000
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CHAR 236
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000000
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000000
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001010
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010101
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010101
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001010
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000000
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000000
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CHAR 237
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000000
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000100
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001110
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010101
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010101
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001110
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000100
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000000
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CHAR 238
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000000
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001110
|
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|
010000
|
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011110
|
|
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|
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010000
|
|
|
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|
001110
|
|
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|
|
000000
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000000
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CHAR 239
|
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|
|
000000
|
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|
|
|
001100
|
|
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|
|
010010
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|
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|
010010
|
|
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|
010010
|
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|
010010
|
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000000
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000000
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CHAR 240
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|
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|
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000000
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011110
|
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000000
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011110
|
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000000
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011110
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000000
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000000
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CHAR 241
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000000
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000100
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001110
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000100
|
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000000
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001110
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000000
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000000
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CHAR 242
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|
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010000
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|
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001100
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000010
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001100
|
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010000
|
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000000
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011110
|
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000000
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CHAR 243
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|
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000000
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000000
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111111
|
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|
111000
|
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|
|
100110
|
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100001
|
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|
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100000
|
|
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111111
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CHAR 244
|
|
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|
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000000
|
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000000
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111111
|
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|
000111
|
|
|
|
|
011001
|
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100001
|
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000001
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111111
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CHAR 245
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|
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|
|
000100
|
|
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|
000100
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|
000100
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|
000100
|
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|
000100
|
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010100
|
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|
001000
|
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000000
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CHAR 246
|
|
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|
|
001010
|
|
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|
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000000
|
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|
001110
|
|
|
|
|
010001
|
|
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|
|
010001
|
|
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|
010001
|
|
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|
001110
|
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000000
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CHAR 247
|
|
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|
|
111110
|
|
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|
|
111110
|
|
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111110
|
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|
111110
|
|
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|
|
111110
|
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111110
|
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|
111110
|
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111110
|
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CHAR 248
|
|
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|
111100
|
|
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|
111100
|
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|
111100
|
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|
111100
|
|
|
|
|
111100
|
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|
111100
|
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|
|
111100
|
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111100
|
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CHAR 249
|
|
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|
|
111000
|
|
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|
|
111000
|
|
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|
|
111000
|
|
|
|
|
111000
|
|
|
|
|
111000
|
|
|
|
|
111000
|
|
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|
|
111000
|
|
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|
|
111000
|
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CHAR 250
|
|
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|
|
110000
|
|
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|
|
110000
|
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110000
|
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|
|
110000
|
|
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|
|
110000
|
|
|
|
|
110000
|
|
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|
|
110000
|
|
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|
|
110000
|
|
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|
|
CHAR 251
|
|
|
|
|
100000
|
|
|
|
|
100000
|
|
|
|
|
100000
|
|
|
|
|
100000
|
|
|
|
|
100000
|
|
|
|
|
100000
|
|
|
|
|
100000
|
|
|
|
|
100000
|
|
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|
|
CHAR 252
|
|
|
|
|
001010
|
|
|
|
|
000000
|
|
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|
|
010010
|
|
|
|
|
010010
|
|
|
|
|
010010
|
|
|
|
|
010110
|
|
|
|
|
001010
|
|
|
|
|
000000
|
|
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|
|
CHAR 253
|
|
|
|
|
011000
|
|
|
|
|
000100
|
|
|
|
|
001000
|
|
|
|
|
011100
|
|
|
|
|
000000
|
|
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000000
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000000
|
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000000
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CHAR 254
|
|
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000000
|
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000000
|
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000000
|
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|
011110
|
|
|
|
|
110010
|
|
|
|
|
110011
|
|
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|
|
111110
|
|
|
|
|
001111
|
|
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|
|
CHAR 255
|
|
|
|
|
010010
|
|
|
|
|
111111
|
|
|
|
|
010010
|
|
|
|
|
010010
|
|
|
|
|
111111
|
|
|
|
|
010010
|
|
|
|
|
000000
|
|
|
|
|
000000
|
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</script>
|
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</script>
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</script>
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</head>
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<!-- DOCUMENT BODY -->
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<body onload='startExportedGame()'>
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<!-- GAME CANVAS -->
|
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|
|
<canvas id='game'></canvas>
|
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</body>
|
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</html>
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