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Gekkan Dennou Club 142
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Gekkan Dennou Club - 2000.3 Vol. 142 (Japan).7z
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j25asm.s
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1998-10-11
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18KB
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935 lines
.include TNB.mac
.include IOCSCALL.mac
.globl _egs_sub
_egs_sub:
clr.w -(sp)
move.w #16,-(sp)
.dc.w $FF23 *conctrl
addq.w #4,sp
rts
*-----------------------------------------------*
* *
* GGSP16_64(VADDS,char) *
* GGSP16_64_S(VADDS,char) *
* S_TOOL25 専用 *
* bit 0-7 0-255 キャラナンバー *
* *
*-----------------------------------------------*
.globl _w_mtoi
.globl _l_mtoi
_w_mtoi:
move.l 4(sp),d0
ror.w #8,d0
rts
_l_mtoi:
move.l 4(sp),d0
ror.w #8,d0
swap.w d0
ror.w #8,d0
rts
*-----------------------------------------------*
* *
* GGSP16_64(VADDS,char) *
* GGSP16_64_S(VADDS,char) *
* S_TOOL25 専用 *
* bit 0-7 0-255 キャラナンバー *
* *
*-----------------------------------------------*
.globl _GGSP16_64
.globl _GGSP16_64_S
_GGSP16_64:
link a6,#0
suba.l a1,a1
SUPER *SUPER MODE
move.l d0,-(sp)
movea.l 8(a6),a0 *a0= VRAM ADDS
move.l 12(a6),d0 *d0= CHAR
bsr _GGP
move.l (sp)+,d0
bmi @f
movea.l d0,a1
USER *USER MODE
@@: unlk a6
rts
_GGSP16_64_S:
movea.l 4(sp),a0 *a0= VRAM ADDS
move.l 8(sp),d0 *d0= CHAR
_GGP:
*a0= VRAM ADDS
*d0= CHAR
movem.l d3-d5,-(sp)
moveq #$000F,d5
*======キャラクターアドレス計算
moveq #0,d2 *d2.l=0
move.b d0,d2 *d2=d0.b
lsl.l #7,d2 *d2<<=7(*128)
movea.l _GGSP16_64_BUFF(pc),a1 *キャラクターベースアドレス
adda.l d2,a1 *a1+=d2 キャラクターアドレス.a
lea _PalTable(pc),a2
*a0 = VADDS
*a1 = キャラクターデータアドレス
move.l #1024-8*2,d4 *d4=1024-16
moveq #7,d3 *d3=7
1:
moveq #3,d2 *d2=3
2:
*-- 右上
moveq #0,d0 *d0.l=0
move.b 64(a1),d0 *d0.b=(a1)
move.w d0,d1
lsr.w #4,d0
add.w d0,d0
move.w (a2,d0.w),d0
swap d0
move.w d1,d0 *d0.b=(a1)
and.w d5,d0
add.w d0,d0
move.w (a2,d0.w),d0
move.l d0,8*2(a0) *まとめて点を打つ
*-- 右下
moveq #0,d0 *d0.l=0
move.b 96(a1),d0 *d0.b=(a1)
move.w d0,d1
lsr.w #4,d0
add.w d0,d0
move.w (a2,d0.w),d0
swap d0
move.w d1,d0 *d0.b=(a1)
and.w d5,d0
add.w d0,d0
move.w (a2,d0.w),d0
move.l d0,8*2+8*1024(a0) *まとめて点を打つ
*-- 左下
moveq #0,d0 *d0.l=0
move.b 32(a1),d0 *d0.b=(a1)
move.w d0,d1
lsr.w #4,d0
add.w d0,d0
move.w (a2,d0.w),d0
swap d0
move.w d1,d0 *d0.b=(a1)
and.w d5,d0
add.w d0,d0
move.w (a2,d0.w),d0
move.l d0,8*1024(a0) *まとめて点を打つ
*-- 左上
moveq #0,d0 *d0.l=0
move.b (a1)+,d0 *d0.b=(a1) 最後だから インクリメントする
move.w d0,d1
lsr.w #4,d0
add.w d0,d0
move.w (a2,d0.w),d0
swap d0
move.w d1,d0 *d0.b=(a1)
and.w d5,d0
add.w d0,d0
move.w (a2,d0.w),d0
move.l d0,(a0)+ *まとめて点を打つ 最後だから インクリメントする
*---
dbra d2,2b *d2=d2-1; if d2!=-1 goto 2b
adda.l d4,a0 *a0+=d4 y=y+1:x=0
dbra d3,1b *d3=d3-1; if d3!=-1 goto 1b
movem.l (sp)+,d3-d5
rts
*-----------------------------------------------*
* *
* GGMESHES_13(VADDS) *
* スーパーバイザ専用 *
* *VADDSの16×16をメッシュにする *
* (color=$AD6A) *
*-----------------------------------------------*
.globl _GGMESHES_13
_GGMESHES_13:
move.l 4(sp),a0
moveq #16-1,d1
2:
movea.l a0,a1
btst #0,d1
beq @f
addq.l #2,a1
@@:
moveq #8-1,d0
1: move.w #$AD6A,(a1)
addq.l #4,a1
dbra d0,1b
lea 1024(a0),a0
dbra d1,2b
rts
*-----------------------------------------------*
* *
* GGREV_H(VADDA) *
* スーパーバイザ専用 *
* (color=$AD6A) *
*-----------------------------------------------*
.globl _GGREV_H
.globl _GGREV_H_S
_GGREV_H_S:
move.l 4(sp),a0
moveq #12-1,d1
2:
moveq #6-1,d0
1: not.w (a0)+
dbra d0,1b
lea 1024-12(a0),a0
dbra d1,2b
rts
_GGREV_H:
link a6,#0
suba.l a1,a1
IOCS _B_SUPER
move.l d0,-(sp)
*
move.l 8(a6),a0
moveq #12-1,d1
2:
moveq #6-1,d0
1: not.w (a0)+
dbra d0,1b
lea 1024-12(a0),a0
dbra d1,2b
*
move.l (sp)+,d0
bmi @f
movea.l d0,a1
IOCS _B_SUPER
@@:
unlk a6
rts
*-----------------------------------------------*
* *
* TXHMOJI_S(x,y,fadds) *
* スーパーバイザ専用 *
* *TVADDS に 6×12文字を書く *
* * 半角のみ color=1 *
* *
*-----------------------------------------------*
.globl _TXHMOJI_S
_TXHMOJI_S:
link a6,#0
movem.l d3-d6,-(sp)
lea $E00000,a1
move.l #$20000,d3
move.l #$40000,d4
move.l #$60000,d5
move.l 12(a6),d0
lsl.l #7,d0 * x128
adda.l d0,a1 * adds
move.l 8(a6),d0
lsr.l #3,d0 * /8
adda.l d0,a1 * adds
move.l 8(a6),d2
andi.l #7,d2 * offset 値
*
move.l 16(a6),a0
addq.l #4,a0 * データ
moveq #12-1,d1
1: *
move.b (a0)+,d0
not.b d0
ori.l #$FFFFFF03,d0
ror.l d2,d0 * ずらす
and.b d0,(a1,d3.l)
not.b d0
or.b d0,(a1)
rol.l #8,d0
and.b d0,1(a1,d3.l)
not.b d0
or.b d0,1(a1)
lea 128(a1),a1 * y++
dbra d1,1b
movem.l (sp)+,d3-d6
unlk a6
rts
*-----------------------------------------------*
* *
* TXZMOJI_S(x,y,fadds) *
* スーパーバイザ専用 *
* *TVADDS に 12×12文字を書く *
* * 全角のみ color=1 *
* *
*-----------------------------------------------*
.globl _TXZMOJI_S
_TXZMOJI_S:
link a6,#0
movem.l d3-d6,-(sp)
lea $E00000,a1
move.l #$20000,d3
move.l #$40000,d4
move.l #$60000,d5
move.l 12(a6),d0
lsl.l #7,d0 * x128
adda.l d0,a1 * adds
move.l 8(a6),d0
lsr.l #3,d0 * /8
adda.l d0,a1 * adds
move.l 8(a6),d2
andi.l #7,d2 * offset 値
*
move.l 16(a6),a0
addq.l #4,a0 * データ
moveq #12-1,d1
1: *
move.w (a0)+,d0
not.w d0
ori.l #$FFFF000F,d0
ror.l #8,d0
ror.l d2,d0 * ずらす
and.b d0,(a1,d3.l)
not.b d0
or.b d0,(a1)
rol.l #8,d0
and.b d0,1(a1,d3.l)
not.b d0
or.b d0,1(a1)
rol.l #8,d0
and.b d0,2(a1,d3.l)
not.b d0
or.b d0,2(a1)
lea 128(a1),a1 * y++
dbra d1,1b
movem.l (sp)+,d3-d6
unlk a6
rts
*-----------------------------------------------*
* *
* GGREV(ADDS,x,y) *
* *
*-----------------------------------------------*
.globl _GGREV
_GGREV:
link a6,#0
movem.l d3-d6,-(sp)
suba.l a1,a1
SUPER *SUPER MODE
move.l d0,-(sp)
movem.l 8(a6),d0-d2 *(d0=sous),d1=x,d2=y
movea.l d0,a0 *sous adds
move.l d1,d0 *d0=d1
add.l d0,d0 *d0=d0*2
move.l #1024,d5 *d5=1024
sub.l d0,d5 *d5-=d0
subq.l #1,d2
subq.l #1,d1
1:
move.l d1,d0 *d0=x
@@: not.w (a0)+
dbra d0,@b *d0=d0-1; if d0!=-1 goto _CHAINCOLOR_L2
adda.l d5,a0
dbra d2,1b *d2=d2-1; if d2!=-1 goto _CHAINCOLOR_L1
move.l (sp)+,d0
bmi @f
movea.l d0,a1
USER
@@:
movem.l (sp)+,d3-d6
unlk a6
rts
*-----------------------------------------------*
* *
* GGICON_ON(ADDS) *
* *
*-----------------------------------------------*
.globl _GGICON_ON_S
_GGICON_ON_S:
move.l 4(a7),a0 *sous adds
lea _PalTable(pc),a1
moveq #16-1,d2
2:
moveq #16-1,d1
1:
move.w (a0),d0
cmp.w $0E*2(a1),d0
bne @f
move.w $0B*2(a1),(a0)
bra 9f
@@:
cmp.w $0D*2(a1),d0
bne @f
move.w $0E*2(a1),(a0)
bra 9f
@@:
cmp.w $0C*2(a1),d0
bne @f
move.w $0F*2(a1),(a0)
bra 9f
@@:
cmp.w $0B*2(a1),d0
bne @f
move.w $0A*2(a1),(a0)
bra 9f
@@:
9:
addq.l #2,a0
dbra d1,1b *d0=d0-1; if d0!=-1 goto _CHAINCOLOR_L2
lea 1024-16*2(a0),a0
dbra d2,2b *d2=d2-1; if d2!=-1 goto _CHAINCOLOR_L1
rts
*-----------------------------------------------*
* *
* ZOOM 用 *
* *
* GG8PSET_64_S(IADDS,c) *
* SUPER *
* x,y から 8*8を書く *
*-----------------------------------------------*
.globl _GG8PSET_64_S
_GG8PSET_64_S:
movea.l 4(sp),a0
move.w 8+2(sp),d0
swap d0
move.w 8+2(sp),d0
move.l d0,d1
move.l d0,d2
move.l d0,a1
movem.l d0-d2/a1,(a0)
movem.l d0-d2/a1,1024*1(a0)
movem.l d0-d2/a1,1024*2(a0)
movem.l d0-d2/a1,1024*3(a0)
movem.l d0-d2/a1,1024*4(a0)
movem.l d0-d2/a1,1024*5(a0)
movem.l d0-d2/a1,1024*6(a0)
movem.l d0-d2/a1,1024*7(a0)
rts
*-----------------------------------------------*
* *
* ZOOM 用 *
* *
* GG4PSET_64_S(IADDS,c) *
* SUPER *
* x,y から 4*4を書く *
*-----------------------------------------------*
.globl _GG4PSET_64_S
_GG4PSET_64_S:
movea.l 4(sp),a0
move.w 8+2(sp),d0
swap d0
move.w 8+2(sp),d0
move.l d0,(a0)
move.l d0,4(a0)
move.l d0,1024*1(a0)
move.l d0,1024*1+4(a0)
move.l d0,1024*2(a0)
move.l d0,1024*2+4(a0)
move.l d0,1024*3(a0)
move.l d0,1024*3+4(a0)
rts
*-----------------------------------------------*
* *
* ZOOM 用 *
* *
* GG2PSET_64_S(IADDS,c) *
* SUPER *
* x,y から 2*2を書く *
*-----------------------------------------------*
.globl _GG2PSET_64_S
_GG2PSET_64_S:
movea.l 4(sp),a0
move.w 8+2(sp),d0
swap d0
move.w 8+2(sp),d0
move.l d0,(a0)
move.l d0,1024*1(a0)
rts
.if 0
*-----------------------------------------------*
* *
* TXHMOJI_S(x,y,fadds) *
* スーパーバイザ専用 *
* *TVADDS に 6×12文字を書く *
* * 半角のみ *
* *
*-----------------------------------------------*
.globl _TXHMOJI_S
_TXHMOJI_S:
link a6,#0
movem.l d3-d6,-(sp)
lea $E00000,a1
move.l #$20000,d3
move.l #$40000,d4
move.l #$60000,d5
move.l 12(a6),d0
lsl.l #7,d0 * x128
adda.l d0,a1 * adds
move.l 8(a6),d0
lsr.l #3,d0 * /8
adda.l d0,a1 * adds
move.l 8(a6),d2
andi.l #7,d2 * offset 値
*
move.l 16(a6),a0
addq.l #4,a0 * データ
moveq #12-1,d1
1: *
move.b (a0)+,d0
not.b d0
ori.l #$FFFFFF03,d0
ror.l d2,d0 * ずらす
and.b d0,(a1)
and.b d0,(a1,d3.l)
* and.b d0,(a1,d4.l)
* and.b d0,(a1,d5.l)
rol.l #8,d0
and.b d0,1(a1)
and.b d0,1(a1,d3.l)
* and.b d0,1(a1,d4.l)
* and.b d0,1(a1,d5.l)
lea 128(a1),a1 * y++
dbra d1,1b
movem.l (sp)+,d3-d6
unlk a6
rts
*-----------------------------------------------*
* *
* TXZMOJI_S(x,y,fadds) *
* スーパーバイザ専用 *
* *TVADDS に 12×12文字を書く *
* * 全角のみ *
* *
*-----------------------------------------------*
.globl _TXZMOJI_S
_TXZMOJI_S:
link a6,#0
movem.l d3-d6,-(sp)
lea $E00000,a1
move.l #$20000,d3
move.l #$40000,d4
move.l #$60000,d5
move.l 12(a6),d0
lsl.l #7,d0 * x128
adda.l d0,a1 * adds
move.l 8(a6),d0
lsr.l #3,d0 * /8
adda.l d0,a1 * adds
move.l 8(a6),d2
andi.l #7,d2 * offset 値
*
move.l 16(a6),a0
addq.l #4,a0 * データ
moveq #12-1,d1
1: *
move.w (a0)+,d0
not.w d0
ori.l #$FFFF000F,d0
ror.l #8,d0
ror.l d2,d0 * ずらす
and.b d0,(a1)
and.b d0,(a1,d3.l)
* and.b d0,(a1,d4.l)
* and.b d0,(a1,d5.l)
rol.l #8,d0
and.b d0,1(a1)
and.b d0,1(a1,d3.l)
* and.b d0,1(a1,d4.l)
* and.b d0,1(a1,d5.l)
rol.l #8,d0
and.b d0,2(a1)
and.b d0,2(a1,d3.l)
* and.b d0,2(a1,d4.l)
* and.b d0,2(a1,d5.l)
lea 128(a1),a1 * y++
dbra d1,1b
movem.l (sp)+,d3-d6
unlk a6
rts
*-----------------------------------------------*
* *
* TXPCG16_(TVADDS,char) *
* TXPCG16_S_(TVADDS,char) *
* スーパーバイザ専用 *
* *TXPCG16_BUFFから16×16で書く *
* *
*-----------------------------------------------*
.globl _TXPCG16_
.globl _TXPCG16_S_
_TXPCG16_:
link a6,#0
movem.l d3-d7,-(sp)
suba.l a1,a1
SUPER *SUPER MODE
move.l d0,-(sp)
bsr _TXP_
move.l (sp)+,d0
bmi @f
movea.l d0,a1
USER *USER MODE
@@:
movem.l (sp)+,d3-d7
unlk a6
rts
_TXPCG16_S_:
link a6,#0
movem.l d3-d7,-(sp)
bsr _TXP_
movem.l (sp)+,d3-d7
unlk a6
rts
_TXP_:
moveq #$000F,d5
movea.l 8(a6),a0 *a0 = TVRAM ADDS
move.l 12(a6),d2 *d0= char
lsl.l #7,d2 *d2<<=7(*128)
movea.l _TXPCG16_BUFF,a1 *PCGパッファ
adda.l d2,a1 *a1+=d2 キャラクターデータアドレス.a
*--- ノーマル ---*
*a0 = VADDS
*a1 = キャラクターデータアドレス
moveq #15,d3 *d3=8-1
_NORMAL_L1:
* 16dot 分制作
moveq #0,d4
moveq #0,d5
moveq #0,d6
moveq #0,d7
*
moveq #4-1,d1
1: *
move.b (a1)+,d0
* d4,d5,d6,d7 プレーン 0-3 に当たる
roxl.b #1,d0
roxl.w #1,d4
roxl.b #1,d0
roxl.w #1,d5
roxl.b #1,d0
roxl.w #1,d6
roxl.b #1,d0
roxl.w #1,d7
*
roxl.b #1,d0
roxl.w #1,d4
roxl.b #1,d0
roxl.w #1,d5
roxl.b #1,d0
roxl.w #1,d6
roxl.b #1,d0
roxl.w #1,d7
*
dbra d1,1b
*
lea 32*2-4(a1),a2
moveq #4-1,d1
1: *
move.b (a2)+,d0
*
roxl.b #1,d0 *
roxl.w #1,d4
roxl.b #1,d0 *
roxl.w #1,d5
roxl.b #1,d0 *
roxl.w #1,d6
roxl.b #1,d0 *
roxl.w #1,d7
*
roxl.b #1,d0 *
roxl.w #1,d4
roxl.b #1,d0 *
roxl.w #1,d5
roxl.b #1,d0 *
roxl.w #1,d6
roxl.b #1,d0 *
roxl.w #1,d7
*
dbra d1,1b
*
move.w d7,(a0) *a0 = TVRAM ADDS
movea.l a0,a2
adda.l #$20000,a2
move.w d6,(a2) *a0 = TVRAM ADDS
adda.l #$20000,a2
move.w d5,(a2) *a0 = TVRAM ADDS
adda.l #$20000,a2
move.w d4,(a2) *a0 = TVRAM ADDS
lea 128(a0),a0
dbra d3,_NORMAL_L1 *d3=d3-1; if d3!=-1 goto _._L1
rts
*-----------------------------------------------*
* *
* TXMESHES_13(TVADDS) *
* スーパーバイザ専用 *
* *TVADDSの16×16をメッシュにする *
* (color=13) *
*-----------------------------------------------*
.globl _TXMESHES_13
_TXMESHES_13:
move.l 4(sp),a0
movea.l a0,a1
movea.l a0,a2
movea.l #$20000,a1
add.l #$40000,a2
move.w #$aaaa,d1
move.w #$5555,d2
moveq #8-1,d0
@@: or.w d1,(a0)
and.w d2,(a0,a1.l)
or.w d1,(a2)
or.w d1,(a2,a1.l)
lea 128(a0),a0
lea 128(a2),a2
or.w d2,(a0)
and.w d1,(a0,a1.l)
or.w d2,(a2)
or.w d2,(a2,a1.l)
lea 128(a0),a0
lea 128(a2),a2
dbra d0,@b
rts
*-----------------------------------------------*
* *
* TXREV_H(x,y) *
* スーパーバイザ専用 *
* *TVADDSの6×12を反転メッシュにする*
* (color=13) *
*-----------------------------------------------*
.globl _TXREV_H
.globl _TXREV_H_S
_TXREV_H:
link a6,#0
movem.l d3-d6,-(sp)
suba.l a1,a1
IOCS _B_SUPER
move.l d0,-(sp)
lea $E00000,a1
move.l #$20000,d3
move.l #$40000,d4
move.l #$60000,d5
move.l 12(a6),d0
lsl.l #7,d0 * x128
adda.l d0,a1 * adds
move.l 8(a6),d0
lsr.l #3,d0 * /8
adda.l d0,a1 * adds
move.l 8(a6),d2
andi.l #7,d2 * offset 値
move.l #$000000FC,d0
ror.l d2,d0 * ずらす
move.l d0,d2
rol.l #8,d2
*
moveq #12-1,d1
1: *
eor.b d0,(a1)
eor.b d0,(a1,d3.l)
eor.b d0,(a1,d4.l)
eor.b d0,(a1,d5.l)
eor.b d2,1(a1)
eor.b d2,1(a1,d3.l)
eor.b d2,1(a1,d4.l)
eor.b d2,1(a1,d5.l)
lea 128(a1),a1 * y++
dbra d1,1b
*
move.l (sp)+,d0
bmi @f
movea.l d0,a1
IOCS _B_SUPER
@@:
movem.l (sp)+,d3-d6
unlk a6
rts
_TXREV_H_S:
link a6,#0
movem.l d3-d6,-(sp)
lea $E00000,a1
move.l #$20000,d3
move.l #$40000,d4
move.l #$60000,d5
move.l 12(a6),d0
lsl.l #7,d0 * x128
adda.l d0,a1 * adds
move.l 8(a6),d0
lsr.l #3,d0 * /8
adda.l d0,a1 * adds
move.l 8(a6),d2
andi.l #7,d2 * offset 値
move.l #$000000FC,d0
ror.l d2,d0 * ずらす
move.l d0,d2
rol.l #8,d2
*
moveq #12-1,d1
1: *
eor.b d0,(a1)
eor.b d0,(a1,d3.l)
eor.b d0,(a1,d4.l)
eor.b d0,(a1,d5.l)
eor.b d2,1(a1)
eor.b d2,1(a1,d3.l)
eor.b d2,1(a1,d4.l)
eor.b d2,1(a1,d5.l)
lea 128(a1),a1 * y++
dbra d1,1b
movem.l (sp)+,d3-d6
unlk a6
rts
.endif
*--------------------------------*
.globl _PalTable
_PalTable:
.dc.w $0000,$0842,$B7B7,$DFC0,$0000,$6036,$a840,$07C0
.dc.w $0001,$0842,$4210,$6B5A,$8420,$AD6A,$D6B4,$FFFE
*--------------------------------*
.globl _GGSP16_64_BUFF
.xref L000000
_GGSP16_64_BUFF:
dc.l L000000
.globl _TTL_DATA
.xref _S000000
_TTL_DATA:
dc.l _S000000
*--------------------------------*
.globl _MapAdds
.xref _L000000
_MapAdds:
.dc.l _L000000
*--------------------------------*
* .globl _SpAdds
* .xref _S000000
*_SpAdds:
* .dc.l _S000000
*------------------------------------- 以下、X68 の本より頂き改造もの
MINMAX macro Y,X *x=max(x,y),y=min(x,y)
local skip
cmp.l Y,X
bge skip
exg.l Y,X
skip:
.endm
_sort5intM::
movem.l 4(sp),d0-d2/a0-a1
MINMAX d2,d1
MINMAX d2,d0
MINMAX d2,a0
MINMAX d2,a1
MINMAX d1,d0
MINMAX d1,a0
MINMAX d1,a1
MINMAX d0,a0
MINMAX d0,a1
rts
*--------------------------------------------------------*
.globl _FncKeyJX
.globl _FncKeyOrg
_FncKeyJX:
.dc.b $02,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0 *F1
.dc.b $04,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0
.dc.b $00,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0
.dc.b $00,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0
.dc.b $00,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0
.dc.b $16,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0 *F6
.dc.b $17,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0
.dc.b $18,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0
.dc.b $19,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0
.dc.b $15,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0 *F10
.dc.b $00,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0 *F11
.dc.b $05,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0
.dc.b $00,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0
.dc.b $00,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0
.dc.b $00,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0
.dc.b $00,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0 *F16
.dc.b $00,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0
.dc.b $00,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0
.dc.b $00,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0
.dc.b $06,0,0,0, 0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0 *F20
.dc.b $14,0,0,0,0,0 * ROLLUP
.dc.b $0F,0,0,0,0,0 * ROLLDN
.dc.b $00,0,0,0,0,0 * INS
.dc.b $07,0,0,0,0,0 * DEL
.dc.b $1E,0,0,0,0,0 * UP
.dc.b $1D,0,0,0,0,0 * LEFT
.dc.b $1C,0,0,0,0,0 * RIGHT
.dc.b $1F,0,0,0,0,0 * DOWN
.dc.b $0C,0,0,0,0,0 * CLR
.dc.b $00,0,0,0,0,0 * HELP
.dc.b $0B,0,0,0,0,0 * HOME
.dc.b $12,0,0,0,0,0 * UNDO
.even
_FncKeyOrg:
.ds.b 712 * 控え用
.even