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306 lines (283 loc) · 19.9 KB
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Desc = Zuma VDAC2
Start = 0x5C00
Stack = 0x40F2
Resident = 0x5B00
Page3 = 0
Clock = 2
INT = 0
Pager = 0x0
Compression = 0
Block = #1000, #00, Build/TSLib.bin
Block = #5C00, #05, Build/Core.bin
Block = #C000, #04, Build/main1_play.bin
; UI overlay (Init_Video/MenuMain/LevelSelect) — slot 3 page #41, mapped for menu/level-select + at boot.
Block = #C000, #41, Build/ui_ovl.bin
; RawPak FAT loader overlay — slot 3 page #40, mapped only during level/preview loads.
Block = #C000, #40, Build/loader_ovl.bin
; Predictive AY fallback SFX table page, read through slot 2 by overlay runtime.
Block = #0000, #F4, Sounds/AY/ay_sfx_data.bin
; Adventure/Gauntlet runtime chains: small raw table, read through slot 2 when resolving mode.
Block = #0000, #42, Build/level_chain_table.bin
Block = #0000, #06, Graphics/levels/Converted/track_640.bin
; --- bg = 400x300 PALETTED4444 + 512B ARGB4 palette.
; 120000 bytes -> 8 pages #07..#0E (last padded), palette on page #11.
Block = #0000, #07, Graphics/levels/Converted/bg_paletted_p00.bin
Block = #0000, #08, Graphics/levels/Converted/bg_paletted_p01.bin
Block = #0000, #09, Graphics/levels/Converted/bg_paletted_p02.bin
Block = #0000, #0A, Graphics/levels/Converted/bg_paletted_p03.bin
Block = #0000, #0B, Graphics/levels/Converted/bg_paletted_p04.bin
Block = #0000, #0C, Graphics/levels/Converted/bg_paletted_p05.bin
Block = #0000, #0D, Graphics/levels/Converted/bg_paletted_p06.bin
Block = #0000, #0E, Graphics/levels/Converted/bg_paletted_p07.bin
; (page #0F bundled WC SD driver removed — gameplay now uses the self-contained
; CMD17 RawPak reader, the WC TS-DOS driver is no longer mapped/called.)
Block = #0000, #11, Graphics/levels/Converted/bg_palette_argb4.bin
; --- Legacy balls_atlas ARGB4 (kept in SPG, runtime now uses PALETTED4444 below):
; 6 colors × 16 spin phases × 32×32×2 = 192K. Pages #2D..#38.
Block = #0000, #2D, Graphics/Converted/balls_native_p00_zx7.bin
Block = #0000, #2E, Graphics/Converted/balls_native_p01_zx7.bin
Block = #0000, #2F, Graphics/Converted/balls_native_p02_zx7.bin
Block = #0000, #30, Graphics/Converted/balls_native_p03_zx7.bin
Block = #0000, #31, Graphics/Converted/balls_native_p04_zx7.bin
Block = #0000, #32, Graphics/Converted/balls_native_p05_zx7.bin
Block = #0000, #33, Graphics/Converted/balls_native_p06_zx7.bin
Block = #0000, #34, Graphics/Converted/balls_native_p07_zx7.bin
Block = #0000, #35, Graphics/Converted/balls_native_p08_zx7.bin
Block = #0000, #36, Graphics/Converted/balls_native_p09_zx7.bin
Block = #0000, #37, Graphics/Converted/balls_native_p10_zx7.bin
Block = #0000, #38, Graphics/Converted/balls_native_p11_zx7.bin
; --- Global balls_atlas PALETTED4444:
; 6 colors × 12 spin phases × 51×51 = 187272 bytes, padded to 12 pages.
; Visual ball is 50px centered in the 51px cell; FT812 layout==size, no scale.
; cell = color*12 + spin12. Rotation is hardware matrix, no bitmap scaling.
; Palette ARGB4 строго 512 байт (256 colors × 2 bytes) на page #4F → FT_RAM_G #080000.
Block = #0000, #43, Graphics/Converted/balls_l19_pal4444_p00_zx7.bin
Block = #0000, #44, Graphics/Converted/balls_l19_pal4444_p01_zx7.bin
Block = #0000, #45, Graphics/Converted/balls_l19_pal4444_p02_zx7.bin
Block = #0000, #46, Graphics/Converted/balls_l19_pal4444_p03_zx7.bin
Block = #0000, #47, Graphics/Converted/balls_l19_pal4444_p04_zx7.bin
Block = #0000, #48, Graphics/Converted/balls_l19_pal4444_p05_zx7.bin
Block = #0000, #49, Graphics/Converted/balls_l19_pal4444_p06_zx7.bin
Block = #0000, #4A, Graphics/Converted/balls_l19_pal4444_p07_zx7.bin
Block = #0000, #4B, Graphics/Converted/balls_l19_pal4444_p08_zx7.bin
Block = #0000, #4C, Graphics/Converted/balls_l19_pal4444_p09_zx7.bin
Block = #0000, #4D, Graphics/Converted/balls_l19_pal4444_p10_zx7.bin
Block = #0000, #4E, Graphics/Converted/balls_l19_pal4444_p11_zx7.bin
Block = #0000, #4F, Graphics/Converted/balls_l19_palette_argb4.bin
; --- Killzone atlas: 12 cells 64x64 ARGB4 = 98304 bytes, 6 pages 0x16..0x1B.
Block = #0000, #16, Graphics/Converted/killzone_p00_zx7.bin
Block = #0000, #17, Graphics/Converted/killzone_p01_zx7.bin
Block = #0000, #18, Graphics/Converted/killzone_p02_zx7.bin
Block = #0000, #19, Graphics/Converted/killzone_p03_zx7.bin
Block = #0000, #1A, Graphics/Converted/killzone_p04_zx7.bin
Block = #0000, #1B, Graphics/Converted/killzone_p05_zx7.bin
; --- Match-3 ball destroy (HD-ref animBallDestroy 395,0,105,120): 13 cells 48x48
; ARGB4 = 59904 bytes, 4 pages #1C..#1F (RAM_G DESTROY_RAMG_ADDR, серый).
Block = #0000, #1C, Graphics/Converted/destroy_atlas_p00_zx7.bin
Block = #0000, #1D, Graphics/Converted/destroy_atlas_p01_zx7.bin
Block = #0000, #1E, Graphics/Converted/destroy_atlas_p02_zx7.bin
Block = #0000, #1F, Graphics/Converted/destroy_atlas_p03_zx7.bin
; --- WIN explosion (HD-ref animExplosion 528,0,100,130): 17 cells 48x48 ARGB4 =
; 78336 bytes, 5 pages #28..#2C (RAM_G WINEXP_RAMG_ADDR #100000, оранжевый).
Block = #0000, #28, Graphics/Converted/winexp_p00_zx7.bin
Block = #0000, #29, Graphics/Converted/winexp_p01_zx7.bin
Block = #0000, #2A, Graphics/Converted/winexp_p02_zx7.bin
Block = #0000, #2B, Graphics/Converted/winexp_p03_zx7.bin
Block = #0000, #2C, Graphics/Converted/winexp_p04_zx7.bin
; --- Frog composition ARGB4 permanent (HD-1:1, 122×122 ARGB4 = 2 pages each).
Block = #0000, #52, Graphics/Converted/frog_argb4_p00_zx7.bin
Block = #0000, #53, Graphics/Converted/frog_argb4_p01_zx7.bin
Block = #0000, #54, Graphics/Converted/frog_plate_argb4_p00_zx7.bin
Block = #0000, #55, Graphics/Converted/frog_plate_argb4_p01_zx7.bin
Block = #0000, #56, Graphics/Converted/frog_tongue_argb4_p00_zx7.bin
Block = #0000, #57, Graphics/Converted/frog_tongue_argb4_p01_zx7.bin
Block = #0000, #58, Graphics/Converted/frog_overlay_argb4_p00_zx7.bin
Block = #0000, #59, Graphics/Converted/frog_overlay_argb4_p01_zx7.bin
; --- Global cursor 38×38 ARGB4 zlib, shared by gameplay/menu/level-select.
Block = #0000, #5A, Graphics/Converted/cursor_p00.zlib
; --- HUD top bar (lives counter): life_frog 20×20 PALETTED4444 + 512B ARGB4 palette.
; Raw upload (no ZX7), 1 page each, 4-byte aligned in RAM_G.
Block = #0000, #5B, Graphics/Converted/life_frog.bin
Block = #0000, #5C, Graphics/Converted/hud_palette_argb4.bin
Block = #0000, #5E, Graphics/Converted/hud_menu_atlas.bin
Block = #0000, #5F, Graphics/Converted/hud_progress_atlas.bin
; --- Dialog frame 400×327 PALETTED4444: 130800 bytes raw, разрезан на 8×16K чанков.
; ZX7-сжатие даёт ~3KB на чанк (солидный зелёный internal). 8 pages #60..#67.
; Shared dialog palette (200 colors quantized) на #5D.
Block = #0000, #5D, Graphics/Converted/dialog_palette_argb4.bin
Block = #0000, #6D, Graphics/Converted/dialog_ok_normal.bin
Block = #0000, #60, Graphics/Converted/dialog_frame_p00_zx7.bin
Block = #0000, #61, Graphics/Converted/dialog_frame_p01_zx7.bin
Block = #0000, #62, Graphics/Converted/dialog_frame_p02_zx7.bin
Block = #0000, #63, Graphics/Converted/dialog_frame_p03_zx7.bin
Block = #0000, #64, Graphics/Converted/dialog_frame_p04_zx7.bin
Block = #0000, #65, Graphics/Converted/dialog_frame_p05_zx7.bin
Block = #0000, #66, Graphics/Converted/dialog_frame_p06_zx7.bin
Block = #0000, #67, Graphics/Converted/dialog_frame_p07_zx7.bin
; --- Native alien font atlas: nativealien48 compact 487×30 ARGB4, 2 ZX7 chunks.
; RAM_G #098000..#0A0000.
Block = #0000, #68, Graphics/Converted/font_native_atlas_p00_zx7.bin
Block = #0000, #69, Graphics/Converted/font_native_atlas_p01_zx7.bin
; --- Cancun10 stats font: compact 1024-native final-dialog stats atlas.
; 304x18 ARGB4 = 10944 bytes, 1 ZX7 chunk. Page #6A. RAM_G #0A0000.
Block = #0000, #6A, Graphics/Converted/font_cancun10_stats_atlas_p00_zx7.bin
; --- Cancun8 compact 1024-native top-HUD font (SCORE/digits/colon only).
; 462x34 ARGB4 = 31416 bytes, 2 ZX7 chunks. Pages #6B..#6C. RAM_G #0A4000.
Block = #0000, #6B, Graphics/Converted/font_cancun8_atlas_p00_zx7.bin
Block = #0000, #6C, Graphics/Converted/font_cancun8_atlas_p01_zx7.bin
; --- nativealien48 text atlases (ARGB4, red-yellow gradient), ZX7.
; LEVEL 1-1 рендерится в 36 px source и scale'ится FT812 cmd_scale в 64 px display.
; Все 3 атласа влезают в 1 SPG page каждый.
Block = #0000, #20, Graphics/Converted/text_gameover_zx7.bin
Block = #0000, #21, Graphics/Converted/font_level48_atlas_p00_zx7.bin
Block = #0000, #22, Graphics/Converted/font_level48_atlas_p01_zx7.bin
Block = #0000, #23, Build/font_level48_meta.bin
Block = #0000, #24, Graphics/Converted/sparkle_zx7.bin
Block = #0000, #25, Graphics/Converted/loading_text_p00_zx7.bin
Block = #0000, #26, Graphics/Converted/loading_text_p01_zx7.bin
Block = #0000, #27, Graphics/Converted/loading_text_p02_zx7.bin
; --- Frame strips PALETTED4444 (ZX7-сжатые, native per-pixel alpha) ---
Block = #0000, #3A, Graphics/Converted/frame_top_p0_zx7.bin
Block = #0000, #3B, Graphics/Converted/frame_top_p1_zx7.bin
Block = #0000, #3C, Graphics/Converted/frame_bot_zx7.bin
Block = #0000, #3D, Graphics/Converted/frame_left_zx7.bin
Block = #0000, #3E, Graphics/Converted/frame_right_zx7.bin
; 512 байт raw
Block = #0000, #3F, Graphics/Converted/frame_palette_argb4.bin
; --- Gameplay tunnel top-cover: ARGB4 tile metadata + SPG raw pages.
; Auto-generated by Source/OTHER/make_top_mask_overlays.py.
Block = #0000, #CC, Graphics/levels/Converted/top_masks/top_mask_meta.bin
Block = #0000, #CD, Graphics/levels/Converted/top_masks/top_mask_page_cd.bin
Block = #0000, #CE, Graphics/levels/Converted/top_masks/top_mask_page_ce.bin
Block = #0000, #CF, Graphics/levels/Converted/top_masks/top_mask_page_cf.bin
Block = #0000, #D0, Graphics/levels/Converted/top_masks/top_mask_page_d0.bin
Block = #0000, #D1, Graphics/levels/Converted/top_masks/top_mask_page_d1.bin
Block = #0000, #D2, Graphics/levels/Converted/top_masks/top_mask_page_d2.bin
Block = #0000, #D3, Graphics/levels/Converted/top_masks/top_mask_page_d3.bin
Block = #0000, #D4, Graphics/levels/Converted/top_masks/top_mask_page_d4.bin
Block = #0000, #D5, Graphics/levels/Converted/top_masks/top_mask_page_d5.bin
Block = #0000, #D6, Graphics/levels/Converted/top_masks/top_mask_page_d6.bin
Block = #0000, #D7, Graphics/levels/Converted/top_masks/top_mask_page_d7.bin
Block = #0000, #D8, Graphics/levels/Converted/top_masks/top_mask_page_d8.bin
Block = #0000, #D9, Graphics/levels/Converted/top_masks/top_mask_page_d9.bin
Block = #0000, #DA, Graphics/levels/Converted/top_masks/top_mask_page_da.bin
Block = #0000, #DB, Graphics/levels/Converted/top_masks/top_mask_page_db.bin
Block = #0000, #DC, Graphics/levels/Converted/top_masks/top_mask_page_dc.bin
Block = #0000, #DD, Graphics/levels/Converted/top_masks/top_mask_page_dd.bin
Block = #0000, #DE, Graphics/levels/Converted/top_masks/top_mask_page_de.bin
Block = #0000, #DF, Graphics/levels/Converted/top_masks/top_mask_page_df.bin
Block = #0000, #E0, Graphics/levels/Converted/top_masks/top_mask_page_e0.bin
Block = #0000, #E1, Graphics/levels/Converted/top_masks/top_mask_page_e1.bin
Block = #0000, #E2, Graphics/levels/Converted/top_masks/top_mask_page_e2.bin
Block = #0000, #E3, Graphics/levels/Converted/top_masks/top_mask_page_e3.bin
Block = #0000, #E4, Graphics/levels/Converted/top_masks/top_mask_page_e4.bin
Block = #0000, #E5, Graphics/levels/Converted/top_masks/top_mask_page_e5.bin
Block = #0000, #E6, Graphics/levels/Converted/top_masks/top_mask_page_e6.bin
Block = #0000, #E7, Graphics/levels/Converted/top_masks/top_mask_page_e7.bin
Block = #0000, #E8, Graphics/levels/Converted/top_masks/top_mask_page_e8.bin
Block = #0000, #E9, Graphics/levels/Converted/top_masks/top_mask_page_e9.bin
Block = #0000, #EA, Graphics/levels/Converted/top_masks/top_mask_page_ea.bin
Block = #0000, #EB, Graphics/levels/Converted/top_masks/top_mask_page_eb.bin
Block = #0000, #EC, Graphics/levels/Converted/top_masks/top_mask_page_ec.bin
Block = #0000, #ED, Graphics/levels/Converted/top_masks/top_mask_page_ed.bin
Block = #0000, #EE, Graphics/levels/Converted/top_masks/top_mask_page_ee.bin
Block = #0000, #EF, Graphics/levels/Converted/top_masks/top_mask_page_ef.bin
Block = #0000, #F0, Graphics/levels/Converted/top_masks/top_mask_page_f0.bin
Block = #0000, #F1, Graphics/levels/Converted/top_masks/top_mask_page_f1.bin
Block = #0000, #F2, Graphics/levels/Converted/top_masks/top_mask_page_f2.bin
Block = #0000, #F3, Graphics/levels/Converted/top_masks/top_mask_page_f3.bin
; --- Main menu FT812 profile. zlib streams inflate directly into menu RAM_G.
; Foreground is split into independent CMD_INFLATE streams for current TSLib
; feeder. Each compressed stream is below 64K and writes a 0xF000 raw slice.
Block = #0000, #70, Graphics/Menu/Converted/main_screen_background_canvas_4x3_z00.zlib
Block = #0000, #72, Graphics/Menu/Converted/main_screen_background_canvas_4x3_z01.zlib
Block = #0000, #74, Graphics/Menu/Converted/main_screen_background_canvas_4x3_z02.zlib
Block = #0000, #77, Graphics/Menu/Converted/main_screen_background_canvas_4x3_z03.zlib
Block = #0000, #7A, Graphics/Menu/Converted/main_screen_background_canvas_4x3_z04.zlib
Block = #0000, #7D, Graphics/Menu/Converted/main_screen_sky_canvas_4x3.zlib
Block = #0000, #80, Graphics/Menu/Converted/main_sun.zlib
Block = #0000, #81, Graphics/Menu/Converted/main_sun_light.zlib
Block = #0000, #82, Graphics/Menu/Converted/main_button_adventure_normal.zlib
Block = #0000, #83, Graphics/Menu/Converted/main_button_adventure_hover.zlib
Block = #0000, #84, Graphics/Menu/Converted/main_button_adventure_pressed.zlib
Block = #0000, #85, Graphics/Menu/Converted/main_button_gauntlet_normal.zlib
Block = #0000, #86, Graphics/Menu/Converted/main_button_gauntlet_hover.zlib
Block = #0000, #87, Graphics/Menu/Converted/main_button_gauntlet_pressed.zlib
Block = #0000, #88, Graphics/Menu/Converted/main_button_options_normal.zlib
Block = #0000, #89, Graphics/Menu/Converted/main_button_options_hover.zlib
Block = #0000, #8A, Graphics/Menu/Converted/main_button_options_pressed.zlib
Block = #0000, #8B, Graphics/Menu/Converted/main_button_more_games_normal.zlib
Block = #0000, #8C, Graphics/Menu/Converted/main_button_more_games_hover.zlib
Block = #0000, #8D, Graphics/Menu/Converted/main_button_more_games_pressed.zlib
Block = #0000, #8E, Graphics/Menu/Converted/main_button_quit_normal.zlib
Block = #0000, #8F, Graphics/Menu/Converted/main_button_quit_hover.zlib
Block = #0000, #90, Graphics/Menu/Converted/main_button_quit_pressed.zlib
Block = #0000, #91, Graphics/Menu/Converted/main_menu_sky_palette_argb4.bin
Block = #0000, #92, Graphics/Menu/Converted/main_menu_ui_palette_argb4.bin
; --- Level select SPG blocks (append to spgbld_vdac2.ini) ---
Block = #0000, #94, Graphics/Menu/Converted/level_select_screen_background_canvas_4x3_z00.zlib
Block = #0000, #95, Graphics/Menu/Converted/level_select_screen_background_canvas_4x3_z01.zlib
Block = #0000, #97, Graphics/Menu/Converted/level_select_screen_background_canvas_4x3_z02.zlib
Block = #0000, #99, Graphics/Menu/Converted/level_select_screen_background_canvas_4x3_z03.zlib
Block = #0000, #9B, Graphics/Menu/Converted/level_select_screen_background_canvas_4x3_z04.zlib
Block = #0000, #9D, Graphics/Menu/Converted/level_select_screen_sky_canvas_4x3.zlib
Block = #0000, #A0, Graphics/Menu/Converted/level_select_button_main_menu_normal.zlib
Block = #0000, #A1, Graphics/Menu/Converted/level_select_button_main_menu_hover.zlib
Block = #0000, #A2, Graphics/Menu/Converted/level_select_button_main_menu_pressed.zlib
Block = #0000, #A3, Graphics/Menu/Converted/level_select_button_back_normal.zlib
Block = #0000, #A4, Graphics/Menu/Converted/level_select_button_back_hover.zlib
Block = #0000, #A5, Graphics/Menu/Converted/level_select_button_back_pressed.zlib
Block = #0000, #A6, Graphics/Menu/Converted/level_select_button_play_normal.zlib
Block = #0000, #A7, Graphics/Menu/Converted/level_select_button_play_hover.zlib
Block = #0000, #A8, Graphics/Menu/Converted/level_select_button_play_pressed.zlib
Block = #0000, #A9, Graphics/Menu/Converted/level_select_button_next_normal.zlib
Block = #0000, #AA, Graphics/Menu/Converted/level_select_button_next_hover.zlib
Block = #0000, #AB, Graphics/Menu/Converted/level_select_button_next_pressed.zlib
Block = #0000, #AC, Graphics/Menu/Converted/level_select_badge_rabbit_normal.zlib
Block = #0000, #AD, Graphics/Menu/Converted/level_select_badge_rabbit_hover.zlib
Block = #0000, #AE, Graphics/Menu/Converted/level_select_badge_rabbit_pressed.zlib
Block = #0000, #AF, Graphics/Menu/Converted/level_select_badge_eagle_normal.zlib
Block = #0000, #B0, Graphics/Menu/Converted/level_select_badge_eagle_hover.zlib
Block = #0000, #B1, Graphics/Menu/Converted/level_select_badge_eagle_pressed.zlib
Block = #0000, #B2, Graphics/Menu/Converted/level_select_badge_jaguar_normal.zlib
Block = #0000, #B3, Graphics/Menu/Converted/level_select_badge_jaguar_hover.zlib
Block = #0000, #B4, Graphics/Menu/Converted/level_select_badge_jaguar_pressed.zlib
Block = #0000, #B5, Graphics/Menu/Converted/level_select_badge_sun_god_normal.zlib
Block = #0000, #B6, Graphics/Menu/Converted/level_select_badge_sun_god_hover.zlib
Block = #0000, #B7, Graphics/Menu/Converted/level_select_badge_sun_god_pressed.zlib
Block = #0000, #B8, Graphics/Menu/Converted/level_select_sky_palette_argb4.bin
Block = #0000, #B9, Graphics/Menu/Converted/level_select_ui_palette_argb4.bin
Block = #0000, #BA, Graphics/Menu/Converted/level_select_preview_frog_argb4.zlib
Block = #0000, #BB, Graphics/Menu/Converted/level_select_preview_killzone_argb4.zlib
; --- More Games room (full-screen 640x480 PALETTED4444 + palette).
Block = #0000, #BC, Graphics/Menu/Converted/more_games_screen_4x3_z00.zlib
Block = #0000, #BF, Graphics/Menu/Converted/more_games_screen_4x3_z01.zlib
Block = #0000, #C2, Graphics/Menu/Converted/more_games_screen_4x3_z02.zlib
Block = #0000, #C5, Graphics/Menu/Converted/more_games_screen_4x3_z03.zlib
Block = #0000, #C8, Graphics/Menu/Converted/more_games_screen_4x3_z04.zlib
Block = #0000, #CB, Graphics/Menu/Converted/more_games_palette_argb4.bin
; --- Level-select thumbnails: SPG-resident zlib ARGB4 streams.
; Level-select previews are loaded raw from ZUMALVL.PAK. Keeping them out of
; SPG avoids the WC loader size/range hang confirmed on hardware.
; Preview was #0200/#CC: Graphics/levels/Converted/pack/level_select_preview_l01.zlib
; Preview was #0200/#CE: Graphics/levels/Converted/pack/level_select_preview_l02.zlib
; Preview was #0200/#D0: Graphics/levels/Converted/pack/level_select_preview_l03.zlib
; Preview was #0200/#D2: Graphics/levels/Converted/pack/level_select_preview_l04.zlib
; Preview was #0200/#D5: Graphics/levels/Converted/pack/level_select_preview_l05.zlib
; Preview was #0200/#D7: Graphics/levels/Converted/pack/level_select_preview_l06.zlib
; Preview was #0200/#D9: Graphics/levels/Converted/pack/level_select_preview_l07.zlib
; Preview was #0200/#DB: Graphics/levels/Converted/pack/level_select_preview_l08.zlib
; Preview was #0200/#DD: Graphics/levels/Converted/pack/level_select_preview_l09.zlib
; Preview was #0200/#DF: Graphics/levels/Converted/pack/level_select_preview_l10.zlib
; Preview was #0200/#E1: Graphics/levels/Converted/pack/level_select_preview_l11.zlib
; Preview was #0200/#E3: Graphics/levels/Converted/pack/level_select_preview_l12.zlib
; Preview was #0200/#E5: Graphics/levels/Converted/pack/level_select_preview_l13.zlib
; Preview was #0200/#E7: Graphics/levels/Converted/pack/level_select_preview_l14.zlib
; Preview was #0200/#E9: Graphics/levels/Converted/pack/level_select_preview_l15.zlib
; Preview was #0200/#EB: Graphics/levels/Converted/pack/level_select_preview_l16.zlib
; Preview was #0200/#EE: Graphics/levels/Converted/pack/level_select_preview_l17.zlib
; Preview was #0200/#F1: Graphics/levels/Converted/pack/level_select_preview_l18.zlib
; Preview was #0200/#F3: Graphics/levels/Converted/pack/level_select_preview_l19.zlib
; Preview was #0200/#F5: Graphics/levels/Converted/pack/level_select_preview_l20.zlib
; Preview was #0200/#F7: Graphics/levels/Converted/pack/level_select_preview_l21.zlib
; Preview was #0200/#FA: Graphics/levels/Converted/pack/level_select_preview_l22.zlib