A somewhat advanced bootleg hack of Road Fighter that appears on several plug & plays.
Unused Graphics#
Some alternate designs for the barge.
Smaller "GOAL" text, likely meant to be used when completing a course. The in-game version is merely reused from Road Fighter.
The Shanghai Paradise logo is present in the CHR data. This is presumably used in the original cartridge release of the game, but said version has yet to be found.
Notably, the Shuo Yu part of the Ban Quan Shuo Yu text is misspelled; the proper spelling would be Ban Quan Suo You, the romanization of the Chinese version of "all rights reserved" (版权所有).
Revisions and Uncompiled Source Code#
There are two known revisions of the ROM: a 64k version (seen on the Retro Station NX-85), and a 256k version (seen on several Power Joy systems). Despite the great difference in size, both games play identically; the 256k version is merely poorly compiled, with most of its data being blank.
For some reason, the original 60-in-1 for the Supermax that the game came bundled with boots the game with a palette different than what the game is supposed to have; if the game is extracted from the cartridge, it uses its original palette. The Retro Station NX-85 does not do this with the 64k version it contains.
In the 256k ROM, a large chunk of source code is present at address #5D28:
�,$7C
DB $28,$18,$B6
DB $1E,$18,$4
DB $46,$4,$4
DB $1E,$18,$4
DB $1E,$4,$7
DB $78,$24,$7
DB $5A,$18,$F1
DB $3C,$4,$4
DB $1E,$4,$66
DB $1E,$18,$8
DB $50,$4,$4
DB $14,$4,$4
DB $28,$18,$93
DB $28,$18,$7
DB $1E,$18,$4
DB $22,$24,$8
DB $22,$18,$4
DB $28,$18,$B5
DB $14,$18,$F3
DB $14,$24,$4
DB $14,$4,$8
DB $2A,$18,$B5
DB $1E,$4,$79
DB $19,$18,$4
DB $28,$4,$4
DB $19,$18,$7
DB $14,$4,$4
DB $19,$24,$7C
DB $1E,$18,$93
DB $28,$18,$F0
DB $5A,$18,$B5
DB $64,$4,$4
DB $1E,$4,$4
DB $1E,$18,$4
DB $1E,$18,$93
DB $32,$4,$7
DB $14,$1A,$7C
DB $2D,$18,$4
DB $3C,$4,$B6
DB $23,$18,$F0
DB $1E,$4,$8
DB $14,$18,$4
DB $64,$18,$4
DB $3C,$24,$4
DB $5A,$18,$B6
DB $C8,$4,$4
D_FE7B:
DB $1E,$18,$4
DB $3C,$18,$4
DB $4B,$4,$6
DB $23,$40,$F3
DB $1E,$34,$7C
DB $32,$18,$66
DB $4B,$18,$4
DB $4B,$24,$4
DB $A,$4,$8
DB $37,$4,$4
DB $8,$2C,$4
DB $20,$18,$79
DB $1E,$4,$4
DB $1E,$34,$7C
DB $3C,$18,$B5
DB $28,$18,$B
DB $32,$4,$79
DB $14,$2C,$F1
DB $A,$24,$4
DB $1E,$34,$7C
DB $1E,$4,$B5
DB $1E,$18,$B6
DB $14,$18,$93
DB $32,$18,$66
DB $3C,$18,$B6
DB $3C,$4,$4
DB $14,$2C,$4
DB $2D,$18,$66
DB $23,$24,$F0
DB $1E,$18,$B5
DB $1E,$34,$7C
DB $3C,$18,$B5
DB $3C,$4,$B5
DB $3C,$2C,$4
DB $2D,$24,$4
DB $F,$2C,$4
DB $1C,$2C,$8
DB $28,$18,$B6
DB $1A,$24,$4
DB $14,$2C,$4
DB $1E,$18,$B5
DB $11,$18,$B5
DB $25,$2C,$79
DB $1E,$34,$7C
DB $28,$4,$F1
DB $F,$4,$8
DB $14,$2C,$7C
DB $2D,$18,$93
DB $1E,$18,$93
DB $12,$2C,$79
DB $2D,$2C,$B5
DB $2D,$18,$B6
DB $28,$18,$4
DB $A,$4,$B5
DB $1E,$18,$66
DB $19,$24,$79
DB $1E,$34,$7C
DB $2D,$18,$79
DB $14,$4,$4
DB $11,$18,$F0
DB $37,$4,$4
DB $A,$2C,$4
DB $F,$18,$A7
DB $11,$4,$4
DB $19,$2C,$B5
DB $1C,$1A,$7C
DB $A,$4,$8
DB $3C,$18,$79
DB $1E,$4,$79
DB $D,$4,$4
DB $1E,$18,$4
DB $1B,$4,$B5
DB $44,$4,$F3
DB $1E,$34,$7C
DB $25,$18,$B5
DB $3C,$18,$79
DB $28,$4,$B
DB $14,$18,$8
DB $1E,$18,$93
DB $1E,$18,$93
DB $F,$4,$4
DB $1E,$20,$7C
DB $14,$2C,$4
DB $1E,$18,$4
DB $3C,$18,$B5
DB $28,$4,$B5
DB $1E,$18,$B5
DB $C8,$4,$F0
DB $C8,$2C,$4
DB $FF,$FF,$FF,$FF,$FF,$FF,$FF
DB $FF,$FF,$FF,$FF,$FF,$FF
********************CARTON MESSAGE DATA****************
GAME_TBL: ;//"GAME"
DB $58,$17,$0,$60
DB $3
DB $11,$1D,$15
STAGE_TBL: ;//"STAGE"
DB $70,$23,$0,$58
DB $4
DB $24,$11,$17,$15
OVER_TBL: ;//"OVER"
DB $68,$1F,$0,$60
DB $3
DB $26,$15,$22
GOAL_UP_TBL: ;//"GOAL"UP_HALF
DB $80,$CA,$0,$74
DB $5
DB $CB,$CC,$CD,$CE,$CF
GOAL_DOWN_TBL: ;//"GOAL"DOWN_HALF
DB $88,$DA,$0,$74
DB $5
DB $DB,$DC,$DD,$DE,$DF
PAUSE_TBL: ;//"PAUSE"
DB $80,$E1,$0,$70
DB $3
DB $E2,$E3,$E4
CHECK_SUM:
LDX #8
LDY #0
CHECK_SUM_LOOP
LDA $8065,Y
EOR $8065+1,Y
STA CHECK_SUM_VALUE
INY
BNE CHECK_SUM_LOOP
DEX
BNE CHECK_SUM_LOOP
LDA CHECK_SUM_VALUE
; STA $1000
; JMP $1015
CMP #$19
BEQ CHECK_OK
LDA #0
STA ZL_0
STA PROCESS_STATE
STA MAIN_CAR_STATE
CHECK_OK
RTS
BT_PAM_TBL1:
INCLUDE ALLBT.ASM
BT_COR_TBL1:
INCLUDE ALLBTCOR.ASM
BT_PAT_TBL1:
INCLUDE ALLBTPAT.ASM
BT_PAM_TBL2:
INCLUDE BT.ASM
BT_COR_TBL2:
INCLUDE BTCOR.ASM
BT_PAT_TBL2:
INCLUDE BTPAT.ASM
BT_PAM_TBL3:
INCLUDE BT1.ASM
BT_COR_TBL3:
INCLUDE BTCOR1.ASM
BT_PAT_TBL3:
INCLUDE BTPAT1.ASM
SHOW_PROGRAM:
INCLUDE METHOD.ASM
INCLUDE METHOD_1.ASM
INCLUDE METHOD_2.ASM
INCLUDE METHOD_3.ASM
INCLUDE METHOD_4.ASM
INCLUDE METHOD_5.ASM
INCLUDE METHOD_6.ASM
INCLUDE METHOD_7.ASM
INCLUDE METHOD_8.ASM
MUISIC_PROGRAM:
INCLUDE KL_MUSIC.ASM
BASE_MUSIC_INDX:
INCLUDE BOAT.MAM
INCLUDE BOAT.MID
INCLUDE MUSIC.DEF
ORG $FF00
RESET1:
SEI
CLD
LDX #$FF
TXS
LDA #6
STA $8000
LDA #$1C
STA $8001
LDA #7
STA $8000
LDA #$1D
STA $8001
LDA #0
STA $8000
LDA #BANK_BG_PPU
STA $8001
LDA #1
STA $8000
LDA #BANK_BG_PPU+2
STA $8001
LDA #2
STA $8000
LDA #BANK_CARTON_PPU+0
STA $8001
LDA #3
STA $8000
LDA #BANK_CARTON_PPU+1
STA $8001
LDA #4
STA $8000
LDA #BANK_CARTON_PPU+2
STA $8001
LDA #5
STA $8000
LDA #BANK_CARTON_PPU+3
STA $8001
LDA #1
STA $A000
JMP RESET
ORG $FFFA
DW INT
;;;;LFFFC- 10 C0
DW RESET1
;;;;LFFFE- 68
DW INT
$18,$4
DB $A,$40,$F0
DB $23,$18,$4
DB $F,$18,$79
DB $2D,$2C,$66
DB $1E,$40,$4
DB $14,$2C,$4
DB $A,$18,$4
DB $1E,$18,$B5
DB $41,$18,$4
DB $A,$18,$8
DB $1E,$2C,$66
DB $1E,$4,$4
DB $50,$4,$F1
DB $B,$18,$4
DB $E,$2C,$4
DB $19,$18,$B5
DB $23,$40,$4
DB $23,$18,$66
DB $19,$2C,$A7
DB $19,$4,$B5
DB $C,$18,$4
DB $12,$2C,$4
DB $14,$40,$4
DB $1E,$4,$4
DB $F,$18,$79
DB $F,$40,$F0
DB $F,$2C,$66
DB $23,$4,$8
DB $14,$18,$B
DB $14,$2C,$4
DB $1E,$18,$93
DB $1E,$4,$4
DB $8,$40,$4
DB $16,$18,$B5
DB $A,$2C,$93
DB $64,$2C,$93
DB $23,$18,$66
DB $28,$4,$F3
DB $A,$2C,$66
DB $2D,$2C,$B5
DB $14,$40,$4
DB $A,$4,$4
DB $C,$18,$93
DB $8,$2C,$79
DB $F,$4,$8
DB $23,$18,$A7
DB $3C,$2C,$6
DB $F,$4,$4
DB $5,$40,$F0
DB $14,$18,$B5
DB $46,$40,$A7
DB $20,$2C,$66
DB $A,$4,$4
DB $E,$40,$4
DB $1A,$18,$B5
DB $1E,$2C,$79
DB $46,$18,$79
DB $28,$2C,$B
DB $A,$4,$4
DB $1E,$18,$93
DB $28,$40,$A7
DB $28,$2C,$8
DB $14,$2C,$93
DB $28,$2C,$79
DB $14,$18,$93
DB $32,$18,$B5
DB $A,$2C,$8
DB $34,$18,$F3
DB $3F,$2C,$97
DB $17,$2C,$93
DB $1D,$18,$B5
DB $3C,$40,$A7
DB $D,$18,$B
DB $4B,$4,$4
DB $A,$40,$66
DB $F,$2C,$79
DB $23,$18,$A7
DB $37,$18,$B5
DB $32,$18,$A7
DB $1E,$40,$93
DB $28,$18,$7C
DB $96,$18,$B5
D_FDBB:
DB $1E,$4,$4
DB $5A,$18,$4
DB $5A,$4,$F2
DB $4B,$18,$8
DB $F,$4,$4
DB $2D,$4,$4
DB $19,$18,$4
DB $26,$4,$B5
DB $1E,$18,$4
DB $5A,$24,$7C
DB $55,$4,$7
DB $2F,$4,$6
DB $17,$4,$8
DB $3C,$18,$F0
DB $35,$4,$4
DB $16,$18,$4
DB $46,$4,$4
DB $32,$18����������������;/*
NOWC = 0
.IF NOWC
;*/
;
#define MUSIC_CTRL_YUE_QI_ZHONG_LEI0 0X94
#define MUSIC_CTRL_YUE_QI_ZHONG_LEI1 0X95
#define MUSIC_CTRL_YA_SUO_FANG_SHI 0X96
#define MUSIC_CTRL_BU_YA_SUO_FANG_SHI 0X97
#define MUSIC_CTRL_LEI_XING 0X90 //90 91 92 93
#define MUSIC_CTRL_XIANG_DU 0XB0
#define MUSIC_CTRL_ZHAN_KONG 0XA0
#define MUSIC_CTRL_JIAN_BIAN 0XA1
#define MUSIC_CTRL_JIAN_RUO 0XA2
#define MUSIC_CTRL_ZENG_QIANG 0XA2
#define MUSIC_CTRL_CHAN_DOU0 0XA3
#define MUSIC_CTRL_CHAN_DOU1 0XA4
#define MUSIC_CTRL_BU_LIAN_XU_FA_YIN 0XF2
#define MUSIC_CTRL_LIAN_XU_FA_YIN 0XF1
#define MUSIC_CTRL_GUN_DONG 0XF3
#define MUSIC_CTRL_JIE_SHU 0XFF
#define MUSIC_CTRL_ZHUAN_ZI 0XFE
#define MUSIC_CTRL_TIAO_ZHUAN 0XF0
#define MUSIC_CTRL_CHONG1 0XD0
#define MUSIC_CTRL_FENG_ZHI1 0XF8
#define MUSIC_CTRL_FENG_ZHI2 0XF7
#define MUSIC_CTRL_FENG_ZHI3 0XF6
#define MUSIC_CTRL_YING_JIAN_SHU_JU 0XF5
#define MUSIC_CTRL_CHONG2 0XE0
#define MUSIC_CTRL_CHONG3 0XC0
#define MUSIC_CTRL_HAN_ZI 0XFA
#define MUSIC_CTRL_FAN_ZI 0XF9
#define MUSIC_CTRL_YIN_SE 0XFC
#define MUSIC_CTRL_ZHENG_JI_PIAN 0XFB
#define MUSIC_CTRL_FU_JI_PIAN 0XFB
#define MUSIC_CTRL_XING_GE 0XFD
#define MUSIC_CTRL_AD 0XF4
;/*
.ENDIF
;*/
;/*
MUSIC_CTRL_YUE_QI_ZHONG_LEI0 = $94
MUSIC_CTRL_YUE_QI_ZHONG_LEI1 = $95
MUSIC_CTRL_YA_SUO_FANG_SHI = $96
MUSIC_CTRL_BU_YA_SUO_FANG_SHI = $97
MUSIC_CTRL_LEI_XING = $90
MUSIC_CTRL_XIANG_DU = $B0
MUSIC_CTRL_ZHAN_KONG = $A0
MUSIC_CTRL_JIAN_BIAN = $A1
MUSIC_CTRL_JIAN_RUO = $A2
MUSIC_CTRL_ZENG_QIANG = $A2
MUSIC_CTRL_CHAN_DOU0 = $A3
MUSIC_CTRL_CHAN_DOU1 = $A4
MUSIC_CTRL_LIAN_XU_FA_YIN = $F1
MUSIC_CTRL_BU_LIAN_XU_FA_YIN = $F2
MUSIC_CTRL_GUN_DONG = $F3
MUSIC_CTRL_JIE_SHU = $FF
MUSIC_CTRL_ZHUAN_ZI = $FE
MUSIC_CTRL_TIAO_ZHUAN = $F0
MUSIC_CTRL_CHONG1 = $D0
MUSIC_CTRL_FENG_ZHI1 = $F8
MUSIC_CTRL_FENG_ZHI2 = $F7
MUSIC_CTRL_FENG_ZHI3 = $F6
MUSIC_CTRL_YING_JIAN_SHU_JU = $F5
MUSIC_CTRL_CHONG2 = $E0
MUSIC_CTRL_CHONG3 = $C0
MUSIC_CTRL_HAN_ZI = $FA
MUSIC_CTRL_FAN_ZI = $F9
MUSIC_CTRL_YIN_SE = $FC
MUSIC_CTRL_ZHENG_JI_PIAN = $FB
MUSIC_CTRL_FU_JI_PIAN = $FB
MUSIC_CTRL_XING_GE = $FD
MUSIC_CTRL_AD = $F4
;*/
DB $8
DB $15
DB $8
DB $C
DB $8
DB $6
DB $5
DB $8
DB $9
DB $12
DB $9
DB $8
DB $5
DB $5
DB $9
DB $12
DB $9
DB $11
DB $9
DB $12
DB $9
DB $7
DB $12
DB $11
DB $12
DB $14
DB $12
DB $11
DB $12
DB $7
DB $12
DB $13
DB $12
DB $14
DB $12
DB $13
DB $12
DB $E1 ;重2
DW _曲3_CHNL_ADR_副歌
DB $F0 ;跳转
DW _曲3_CHNL_ADR_START
DB $FF ;结束
;通道 = $4
;基准_1 = $5F
;每拍中断数 = $30
;初始音色 = 鼓_4
_曲4:
DW _音色_ADR_鼓_4
_曲4_CHNL_ADR_START:
DB $F2 ;不连续发音
DB $3
DB $16
DB $16
DB $16
DB $F0 ;跳转
DW _曲4_CHNL_ADR_START
DB $FF ;结束
_曲_MUSIC_ASCII:
DW $1F18
DW $2418
DW $2318
DW $6018
DW $2618
DW $1F0C
DW $1C0C
DW $240C
DW $230C
DW $260C
DW $1D0C
DW $210C
DW $280C
DW $2430
DW $200C
DW $290C
DW $2D0C
DW $2F0C
DW $2B0C
DW $300C
DW $340C
DW $2C0C
DW $5F18
;名称: 开船
;通道 = $5
;基准_1 = $14
;每拍中断数 = $4
;初始音色 = 单簧管_16
_开船5:
DW _音色_ADR_单簧管_16
_开船5_CHNL_ADR_START:
DB $FE ;转子
DW _开船5_CHNL_ADR_INIT
DB $0
DB $1
_开船5_CHNL_ADR_INIT:
DB $93 ;类型
DB $A1,$10 ;渐变
DB $A2,$81 ;减弱
DB $A4 ;颤抖1
DB $F2 ;不连续发音
DB $FF ;结束
_开船_MUSIC_ASCII:
DW $1406
DW $6002
;名称: 警告
;通道 = $5
;基准_1 = $46
;每拍中断数 = $F
;初始音色 = 电钢琴_03
_警告5:
DW _音色_ADR_电钢琴_03
DB $0
DB $FF ;结束
_警告_MUSIC_ASCII:
DW $281E
;名称: JIANGLI
;通道 = $5
;基准_1 = $3C
;每拍中断数 = $10
;初始音色 = GUITA1
_JIANGLI5:
DW _音色_ADR_GUITA1
_JIANGLI5_CHNL_ADR_START:
DB $0
DB $1
DB $1
DB $1
DB $FF ;结束
_JIANGLI_MUSIC_ASCII:
DW $2308
DW $2C08
;名称: 爆炸
;通道 = $5
;基准_1 = $46
;每拍中断数 = $1
;初始音色 = 单音色_01
_爆炸5:
DW _音色_ADR_单音色_01
DB $FE ;转子
DW _爆炸5_CHNL_ADR_INIT
DB $FC ;音色
DW _音色_ADR_单音色_03
DB $F3,$82 ;滚动
DB $FE ;转子
DW _爆炸5_CHNL_ADR_SUB1
DB $B2 ;响度
DB $FE ;转子
DW _爆炸5_CHNL_ADR_SUB1
DB $BA ;响度
DB $FE ;转子
DW _爆炸5_CHNL_ADR_SUB1
DB $BD ;响度
DB $FE ;转子
DW _爆炸5_CHNL_ADR_SUB1
DB $BE ;响度
DB $FE ;转子
DW _爆炸5_CHNL_ADR_SUB1
DB $FF ;结束
_爆炸5_CHNL_ADR_SUB1:
DB $0
DB $1
DB $2
DB $FF ;结束
_爆炸5_CHNL_ADR_INIT:
DB $93 ;类型
DB $F3,$0 ;滚动
DB $A0,$0 ;占空
DB $A1,$10 ;渐变
DB $A2,$81 ;减弱
DB $B0 ;响度
DB $94 ;乐器种类
DB $A3 ;颤抖0
DB $F2 ;不连续发音
DB $FF ;结束
_爆炸_MUSIC_ASCII:
DW $1C04
DW $2104
DW $2804
;名称: 暂停
;通道 = $5
;基准_1 = $C
;每拍中断数 = $8
;初始音色 = GUITA1
_暂停5:
DW _音色_ADR_GUITA1
DB $0
DB $1
DB $2
DB $1
DB $2
DB $3
DB $FF ;结束
_暂停_MUSIC_ASCII:
DW $C04
DW $1004
DW $1304
DW $1808
;名称: 过关
;通道 = $1
;基准_1 = $20
;每拍中断数 = $18
;初始音色 = GUITA1
_过关1:
DW _音色_ADR_GUITA1
DB $0
DB $1
DB $2
DB $3
DB $4
DB $5
DB $6
DB $7
DB $6
DB $4
DB $5
DB $7
DB $8
DB $9
DB $FF ;结束
;通道 = $2
;基准_1 = $20
;每拍中断数 = $18
;初始音色 = GUITA1
_过关2:
DW _音色_ADR_GUITA1
DB $A
DB $B
DB $6
DB $7
DB $C
DB $D
DB $D
DB $D
DB $C
DB $6
DB $7
DB $D
DB $E
DB $9
DB $FF ;结束
;通道 = $4
;基准_1 = $5A
;每拍中断数 = $18
;初始音色 = 鼓_4
_过关4:
DW _音色_ADR_鼓_4
DB $F
DB $10
DB $11
DB $11
DB $12
DB $11
DB $12
DB $11
DB $12
DB $11
DB $11
DB $11
DB $13
DB $FF ;结束
_过关_MUSIC_ASCII:
DW $2712
DW $2906
DW $270C
DW $250C
DW $240C
DW $220C
DW $200C
DW $1F0C
DW $2018
DW $6018
DW $2012
DW $2206
DW $1D0C
DW $1B0C
DW $1B18
DW $6012
DW $6106
DW $610C
DW $600C
DW $6118
;名称: OVER
;通道 = $5
;基准_1 = $18
;每拍中断数 = $8
;初始音色 = GUITA1
_OVER5:
DW _音色_ADR_GUITA1
DB $0
DB $1
DB $2
DB $3
DB $4
DB $3
DB $5
DB $FF ;结束
_OVER_MUSIC_ASCII:
DW $1F04
DW $1C04
DW $1804
DW $1304
DW $1004
DW $C08
MUSIC_DATA_INDX:
DB 0,0,0
;曲
DB $11
DW _曲2
DB 2
DW _曲3
DB 3
DW _曲4
DB 255
DW _曲_MUSIC_ASCII
;开船
DB $4
DW _开船5
DB 255
DW _开船_MUSIC_ASCII
;警告
DB $4
DW _警告5
DB 255
DW _警告_MUSIC_ASCII
;JIANGLI
DB $4
DW _JIANGLI5
DB 255
DW _JIANGLI_MUSIC_ASCII
;爆炸
DB $4
DW _爆炸5
DB 255
DW _爆炸_MUSIC_ASCII
;暂停
DB $4
DW _暂停5
DB 255
DW _暂停_MUSIC_ASCII
;过关
DB $10
DW _过关1
DB 1
DW _过关2
DB 3
DW _过关4
DB 255
DW _过关_MUSIC_ASCII
;OVER
DB $4
DW _OVER5
DB 255
DW _OVER_MUSIC_ASCII
_音色_ADR_单簧管_16:
DW _音色_ADR_单簧管_16_SORT
DW _音色_ADR_单簧管_16_VAL
DW _音色_ADR_单簧管_16_F
_音色_ADR_单簧管_16_SORT:
DB $40
DB $FF
_音色_ADR_单簧管_16_VAL:
DB $4
DB $4
DB $5
DB $6
DB $7
DB $8
DB $FF
_音色_ADR_单簧管_16_F:
DB $0
DB $0
DB $FF
DB $FF
DB $0
DB $0
DB $1
DB $1
DB $80,$0
_音色_ADR_单音色_01:
DW _音色_ADR_单音色_01_SORT
DW _音色_ADR_单音色_01_VAL
DW _音色_ADR_单音色_01_F
_音色_ADR_单音色_01_SORT:
DB $0
DB $FF
_音色_ADR_单音色_01_VAL:
DB $F
DB $FF
_音色_ADR_单音色_01_F:
DB $7F
_音色_ADR_单音色_03:
DW _音色_ADR_单音色_03_SORT
DW _音色_ADR_单音色_03_VAL
DW _音色_ADR_单音色_03_F
_音色_ADR_单音色_03_SORT:
DB $80
DB $FF
_音色_ADR_单音色_03_VAL:
DB $F
DB $FF
_音色_ADR_单音色_03_F:
DB $7F
_音色_ADR_电钢琴_03:
DW _音色_ADR_电钢琴_03_SORT
DW _音色_ADR_电钢琴_03_VAL
DW _音色_ADR_电钢琴_03_F
_音色_ADR_电钢琴_03_SORT:
DB $C0
DB $FF
_音色_ADR_电钢琴_03_VAL:
DB $F
DB $E
DB $C
DB $B
DB $A
DB $9
DB $8
DB $8
DB $8
DB $7
DB $7
DB $7
DB $6
DB $6
DB $6
DB $6
DB $5
DB $5
DB $5
DB $4
DB $4
DB $4
DB $4
DB $4
DB $3
DB $3
DB $3
DB $3
DB $3
DB $3
DB $3
DB $3
DB $3
DB $3
DB $2
DB $2
DB $2
DB $2
DB $2
DB $2
DB $2
DB $2
DB $3
DB $2
DB $2
DB $2
DB $2
DB $2
DB $2
DB $2
DB $2
DB $1
DB $1
DB $1
DB $1
DB $1
This is followed by further source code at address #FD64:
DW INT
E- 68
C0
$FB
FB
F5
B
F5
2 93
D1D0) NUMBER
SIC_ADR)
======
=
ARTON ASC