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Thrust2

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

Tape/disk: Home » Personal collection » Acorn tapes » Electron_User » Electron_User_tape27b_acorn_eu_1991_september.wav
Filename: Thrust2
Read OK:
File size: 16F5 bytes
Load address: FFFF1A00
Exec address: FFFF8023
Duplicates

There are 5 duplicate copies of this file in the archive:

File contents
   10REM Thruster Part 2
   20REM by Rob Walmsley
   30REM (c) The Micro User
   40ON ERROR MODE7:REPORT:PRINT" at ";ERL:END
   50MODE2:VDU23;8202;0;0;0;
   60PROCInit
   70REPEAT
   80PROCResetGame
   90REPEAT
  100PROCResetScreen
  110PROCInfo
  120PROCScreen
  130PROCStatus
  140PROCEntrance
  150REPEAT
  160IFTWI% PROCTwiz
  170PROCWalls:PROCMain
  180UNTIL Dead% ORY%>1080
  190IFDead% GCOL3,C1%:PROCDrawShip(A%,X%,Y%):PROCExplosion(X%,Y%):Lives%=Lives%-1 ELSEScreen%=Screen%+1:SOUND2,3,180,1
  200PROCDelay(150)
  210UNTILLives%=0
  220PROCGameOver
  230UNTIL0
  240:
  250DEFPROCMain:IFTIME<mt%ENDPROC
  260OA%=A%:OX%=X%:OY%=Y%
  270VDU19,C1%,6;0;19,C2%,0;0;
  280IFEN% GOTO340
  290IFINKEY-74 IF Fire%=0 SOUND3,2,2,2:Fire%=TRUE:FXD=S(A%)*28:FYD=C(A%)*28:FX%=X%+36+FXD:FY%=Y%-32+FYD:FM%=6:GCOL3,7:PLOT69,FX%,FY%
  300IFINKEY-66 A%=A%-1:IFA%=-1 A%=11
  310IFINKEY-82 A%=A%+1:IFA%=12 A%=0
  320IFINKEY-1  PROCT1 ELSE PROCT2
  330IFFire% PROCFire
  340IFGT%=2 VDU19,12,TH%;0;
  350XD=XD+TH%*S(A%)
  360YD=YD+TH%*C(A%)
  370XD=XD*.97
  380IFXD>-.3 IF XD<.3 XD=0
  390IFGT%=1 YD=YD+GR ELSEYD=YD-GR
  400X%=X%+XD
  410Y%=Y%+YD
  420GCOL3,C2%
  430PROCDrawShip(A%,X%,Y%)
  440VDU19,C1%,0;0;19,C2%,6;0;
  450GCOL3,C1%
  460PROCDrawShip(OA%,OX%,OY%)
  470IFC1%=1 C1%=2:C2%=1 ELSE C1%=1:C2%=2
  480PROCCheckDead
  490mt%=TIME+mi%:ENDPROC
  500:
  510DEFPROCT1:TH%=2
  520IFF%=1 SOUND0,-1,6,-1:F%=0
  530ENDPROC
  540:
  550DEFPROCT2:TH%=0
  560IFF%=0 F%=1:*FX21,4
  570ENDPROC
  580:
  590DEFPROCCheckDead:U%=X%+36:V%=Y%-32
  600P1%=POINT(U%+S(A%)*28,V%+C(A%)*28)
  610P2%=POINT(U%+S((A%+5)MOD12)*28,V%+C((A%+5)MOD12)*28)
  620P3%=POINT(U%+S((A%+7)MOD12)*28,V%+C((A%+7)MOD12)*28)
  630IF(P1%>3 ANDP1%<12 ORP2%>3 ANDP2%<12 ORP3%>3 ANDP2%<12) ANDD%=-4 ENDPROC
  640IFP1%>3 ORP2%>3 ORP3%>3 Dead%=TRUE
  650ENDPROC
  660:
  670DEFPROCDrawShip(I%,X%,Y%)
  680MOVEX%,Y%:VDU 224+I%*2
  690MOVEX%,Y%-32:VDU 225+I%*2
  700ENDPROC
  710:
  720DEFPROCFire
  730GCOL3,7:PLOT69,FX%,FY%
  740FM%=FM%-1
  750FX%=FX%+FXD
  760FY%=FY%+FYD
  770Col%=POINT(FX%,FY%)
  780IFCol%>12 PROCHitBlob
  790IFCol%>3 IF Col%<12 IF D%=-4 GOTO810
  800IFCol%<>0 ORFM%=0 Fire%=FALSE:ENDPROC
  810GCOL3,7:PLOT69,FX%,FY%
  820ENDPROC
  830:
  840DEFPROCInit:F%=0
  850TW%=0:TH%=-1
  860Fire%=FALSE:Dead%=FALSE
  870XD=0:YD=0:GR=1:TH%=0
  880DIM S(11),C(11),ED%(7,1),GT$(2)
  890GT$(0)=""
  900GT$(1)="Inverse Gravity"
  910GT$(2)="Invisible Landscape"
  920FORI%=0TO11:J%=I%*30
  930S(I%)=SINRADJ%
  940C(I%)=COSRADJ%
  950NEXT:
  960ti%=10:wi%=300
  970mi%=10:ENDPROC
  980:
  990DEFPROCEntrance:LOCAL GT%
 1000EN%=TRUE:X%=224:Y%=1088
 1010VDU4:COLOUR134
 1020PRINTTAB(2,0)SPC4
 1030COLOUR128:VDU5:EN%=FALSE
 1040tt%=TIME+30:wt%=TIME+30
 1050FORi%=0TO15:mt%=TIME-1
 1060PROCMain:NEXT
 1070ENDPROC
 1080:
 1090DEFPROCCircle(X%,Y%,R%)
 1100VDU29,X%;Y%;
 1110FORK%=0TOR%STEP4
 1120Q%=SQR(R%*R%-K%*K%)
 1130MOVE-Q%,K%:DRAWQ%,K%
 1140MOVE-Q%,-K%:DRAWQ%,-K%
 1150NEXT:VDU26:ENDPROC
 1160:
 1170DEFPROCBase
 1180FORJ%=0TO2:GCOL0,15-J%
 1190PROCCircle(BX%,BY%,24-J%*8)
 1200NEXT:ENDPROC
 1210:
 1220DEFPROCScreen
 1230FORI%=0TO15:VDU19,I%,0;0;:NEXT
 1240GX%=64:GY%=32:GCOL0,12
 1250RESTORE (2470+((Screen%-1)MOD10)*30)
 1260READ N%
 1270FORI%=1TON%:READ A$
 1280X1%=FNc(A$,1)*GX%
 1290Y1%=1024-FNc(A$,2)*GY%
 1300X2%=FNc(A$,3)*GX%
 1310Y2%=1024-FNc(A$,4)*GY%
 1320X3%=FNc(A$,5)*GX%
 1330Y3%=1024-FNc(A$,6)*GY%
 1340MOVEX1%,Y1%:MOVEX2%,Y2%
 1350PLOT85,X3%,Y3%:NEXT
 1360PROCDrawWalls
 1370READ BX%,BY%:PROCBase
 1380VDU4:COLOUR3
 1390PRINTTAB(2,26);"- - Thruster - -" 
 1400PRINTTAB(10,29);"Level "
 1410PRINTTAB(2,29);"Lives "
 1420VDU5
 1430FORI%=3TO11:VDU19,I%,6;0;:NEXT
 1440VDU19,4,3;0;19,8,3;0;19,12,2;0;
 1450ENDPROC
 1460:
 1470DEFFNc(A$,N%)=ASCMID$(A$,N%)-65
 1480:
 1490DEFPROCDrawWalls
 1500READ N%:IFN%=0 ENDPROC
 1510FORi%=1TON%
 1520READ WX%,WY%,WT%,WL%
 1530IFWT% GOTO1600
 1540FORJ%=0TO1
 1550GCOL0,4+J%*4
 1560MOVEWX%+J%*8,WY%:DRAWWX%+J%*8,WY%+WL%
 1570MOVEWX%+24-J%*8,WY%:DRAWWX%+24-J%*8,WY%+WL%
 1580NEXT
 1590GOTO1660
 1600FORJ%=0TO1:GCOL0,4+J%*4
 1610MOVEWX%,WY%+J%*8:DRAWWX%+WL%,WY%+J%*8
 1620MOVEWX%,WY%+J%*8+4:DRAWWX%+WL%,WY%+J%*8+4
 1630MOVEWX%,WY%+20-J%*8:DRAWWX%+WL%,WY%+20-J%*8
 1640MOVEWX%,WY%+16-J%*8:DRAWWX%+WL%,WY%+16-J%*8
 1650NEXT
 1660NEXT:ENDPROC
 1670:
 1680DEFPROCWalls:IFTIME<wt%ENDPROC
 1690IFD%=4 VDU19,C%,0;0; ELSEVDU19,C%,3;0;
 1700IFC%+D%=0 OR C%+D%=12 D%=-D%:wt%=TIME+wi% ELSEC%=C%+D%
 1710ENDPROC
 1720:
 1730DEFPROCTwiz:IFTIME<tt%ENDPROC
 1740Q%=Q%+1:IFQ%<1 ENDPROC
 1750IFTD%=1 VDU19,TW%,1;0; ELSEVDU19,TW%,0;0;
 1760IFTD%+TW%=12 ORTD%+TW%=16 TD%=-TD% ELSETW%=TW%+TD%
 1770Q%=0:tt%=TIME+ti%:ENDPROC
 1780:
 1790DEFPROCExplosion(EX%,EY%)
 1800LOCAL I%,J%:*FX21,4
 1810SOUND1,1,150,45:SOUND0,-15,7,35
 1820GCOL3,7:VDU19,7,7;0;
 1830FORI%=0TO2
 1840ED%(I%,0)=RND(3)-2
 1850ED%(I%,1)=RND(3)-2
 1860NEXT
 1870FORI%=16 TO60 STEP4
 1880IFI%=60 GOTO1920
 1890FORJ%=0TO2
 1900MOVE EX%+ED%(J%,0)*I%,EY%+ED%(J%,1)*I%
 1910VDUASC".":NEXT
 1920IFI%=16 GOTO1960
 1930FORJ%=0TO2
 1940MOVE EX%+ED%(J%,0)*(I%-4),EY%+ED%(J%,1)*(I%-4)
 1950VDUASC".":NEXT
 1960NEXT
 1970VDU19,7,6;0;
 1980ENDPROC
 1990:
 2000DEFPROCHitBlob:TWI%=0
 2010VDU19,13,0;0;19,14,0;0;15,0;0;
 2020GCOL0,0
 2030PROCCircle(BX%,BY%,24)
 2040PROCExplosion(BX%,BY%)
 2050VDU4:COLOUR128
 2060PRINTTAB(2,0)SPC4
 2070VDU5:ENDPROC
 2080:
 2090DEFPROCResetGame
 2100Screen%=1:Lives%=3
 2110GR=.7:GT%=0:ENDPROC
 2120:
 2130DEFPROCResetScreen
 2140TWI%=TRUE
 2150C%=8:D%=-4:T%=0
 2160TD%=1:TW%=13
 2170A%=0:C1%=1:C2%=2
 2180XD=0:YD=0:TH%=0
 2190Dead%=FALSE
 2200ENDPROC
 2210:
 2220DEFPROCInfo:VDU4:CLS
 2230COLOUR7:VDU19,7,7;0;19,8,8;0;
 2240PRINTTAB(1,10);"Entering level - ";Screen%
 2250GT%=Screen%DIV10
 2260IF(Screen%MOD10)=0 COLOUR8:PRINTTAB(1,12);GT$(GT%) :GOTO2280
 2270IF(Screen%MOD5)=0 COLOUR8:PRINTTAB(1,12);"Increased Gravity":GR=.8
 2280IFGT%=1 A%=6
 2290PROCDelay(300)
 2300CLS:VDU5:ENDPROC
 2310:
 2320DEFPROCDelay(T%)T%=TIME+T%
 2330REPEATUNTILTIME>T%:ENDPROC
 2340:
 2350DEFPROCGameOver:VDU4
 2360COLOUR7:VDU19,7,7;0;
 2370PRINTTAB(0,29)"Hit spacebar to play"
 2380REPEATUNTILGET=32:CLS
 2390VDU5:ENDPROC
 2400:
 2410DEFPROCStatus
 2420VDU4:COLOUR3
 2430PRINTTAB(8,29);Lives%
 2440PRINTTAB(16,29);Screen%
 2450VDU5:ENDPROC
 2460:
 2470DATA 10,AACAAQ,AKDZAZ,BRDZIZ,ISHZUZ,PXUJUZ,MKUJUV,SKUAUJ,UDUAPA,MDSAGA,INJBGA
 2480DATA 2,508,448,0,172,540,688,1,232
 2490DATA 1084,900
 2500DATA 12,AACAAZ,AGCACG,OKCGPH,OKBLBF,AZCZBK,AZLZHV,IPLZHV,IPLZUQ,UZLZUM,UQRQUA,UFMAUA,RDGANA
 2510DATA 1,504,540,0,148
 2520DATA 172,320
 2530DATA 14,CECAAA,CEAAAS,BZAEAZ,BZIZAV,UZGZQV,UZUAQV,TGUANA,REGANA,OCGAGE,EQGEHS,GNNQHS,IQNQNN,GDGJMC,JDNJMC
 2540DATA 1,808,604,0,144
 2550DATA 500,650
 2560DATA 13,AUCAAA,AZDZAJ,AZUZHX,GAJAFT,JRNZHY,JRNZLH,JAPAHF,JAPAUH,UAPAUH,QEPKUH,UXRIUH,UZUSLY,UZLPLY
 2570DATA 1,488,788,1,500
 2580DATA 1100,480
 2590DATA 14,AZCAAA,AZCZAB,AZFZAV,AZUZOX,RZUZUU,SAUZUU,SAUAUU,UGUANA,UDGANA,MBGAGD,FHLIEU,KGPJEU,KVPJEU,KVPJSP
 2600DATA 1,104,388,1,144
 2610DATA 1100,360
 2620DATA 18,AZAACA,DGAZCB,DGDZAZ,DMFMDZ,FZFMDZ,FZFQHQ,FZHZHQ,HWHZUZ,UTQYUZ,UAPPUY,UAJTPP,UAJTJO,UAHOJO,UAHOHK,UAFKHK,UAFKFG,UAGBFG,UAGBGA
 2630DATA 0
 2640DATA 1100,360
 2650DATA 8,AACACE,GCUEUA,GAGCUA,AAAUIN,KNUAUU,URUZKZ,ATDZAZ,AXOZAZ
 2660DATA 1,508,600,1,140
 2670DATA 124,380
 2680DATA 13,AACAAJ,CACJAJ,CHCJQJ,CHQHQJ,UAGAGC,UAUCGC,UASAUZ,SZSAUZ,SZSOEO,AZCJAJ,AZCJCZ,AZSZCV,AZSZQV
 2690DATA 8,396,804,0,154,596,804,0,154,796,804,0,154,996,804,0,154,396,580,0,154,596,580,0,154,796,580,0,154,996,580,0,154
 2700DATA 650,360
 2710DATA 14,AZAACA,CFAQCA,JJASCF,GAUAHE,HEUAMG,LFPDMM,NTEUMK,NYAZAW,QXUZAZ,QXUZQM,ULUZQM,ULUATM,ULUASB,UFUAOC
 2720DATA 3,800,556,1,216,800,588,1,216,792,620,1,224
 2730DATA 1100,800

� Thruster Part 2
� by Rob Walmsley
� (c) The Micro User
(� � �7:�:�" at ";�:�
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<	�Init
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��Status
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��Walls:�Main
�� Dead% �Y%>1080
�e�Dead% �3,C1%:�DrawShip(A%,X%,Y%):�Explosion(X%,Y%):Lives%=Lives%-1 �Screen%=Screen%+1:�2,3,180,1
��Delay(150)
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�
�GameOver
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�:
���Main:�<mt%�
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�19,C1%,6;0;19,C2%,0;0;
�EN% �DTA
"q�-74 � Fire%=0 �3,2,2,2:Fire%=�:FXD=S(A%)*28:FYD=C(A%)*28:FX%=X%+36+FXD:FY%=Y%-32+FYD:FM%=6:�3,7:�69,FX%,FY%
,�-66 A%=A%-1:�A%=-1 A%=11
6�-82 A%=A%+1:�A%=12 A%=0
@�-1  �T1 � �T2
J�Fire% �Fire
T�GT%=2 �19,12,TH%;0;
^XD=XD+TH%*S(A%)
hYD=YD+TH%*C(A%)
r
XD=XD*.97
|�XD>-.3 � XD<.3 XD=0
��GT%=1 YD=YD+GR �YD=YD-GR
�X%=X%+XD
�Y%=Y%+YD
�
�3,C2%
��DrawShip(A%,X%,Y%)
��19,C1%,0;0;19,C2%,6;0;
�
�3,C1%
��DrawShip(OA%,OX%,OY%)
�$�C1%=1 C1%=2:C2%=1 � C1%=1:C2%=2
��CheckDead
�mt%=�+mi%:�
�:
���T1:TH%=2
�F%=1 �0,-1,6,-1:F%=0
�
:
&��T2:TH%=0
0�F%=0 F%=1:*FX21,4
:�
D:
N!��CheckDead:U%=X%+36:V%=Y%-32
X!P1%=�U%+S(A%)*28,V%+C(A%)*28)
b/P2%=�U%+S((A%+5)�12)*28,V%+C((A%+5)�12)*28)
l/P3%=�U%+S((A%+7)�12)*28,V%+C((A%+7)�12)*28)
v;�(P1%>3 �P1%<12 �P2%>3 �P2%<12 �P3%>3 �P2%<12) �D%=-4 �
� �P1%>3 �P2%>3 �P3%>3 Dead%=�
��
�:
���DrawShip(I%,X%,Y%)
��X%,Y%:� 224+I%*2
��X%,Y%-32:� 225+I%*2
��
�:
�
��Fire
��3,7:�69,FX%,FY%
�
FM%=FM%-1
�FX%=FX%+FXD
�FY%=FY%+FYD
Col%=�FX%,FY%)
�Col%>12 �HitBlob
#�Col%>3 � Col%<12 � D%=-4 �TjC
 �Col%<>0 �FM%=0 Fire%=�:�
*�3,7:�69,FX%,FY%
4�
>:
H��Init:F%=0
RTW%=0:TH%=-1
\Fire%=�:Dead%=�
fXD=0:YD=0:GR=1:TH%=0
p!� S(11),C(11),ED%(7,1),GT$(2)
z
GT$(0)=""
�GT$(1)="Inverse Gravity"
� GT$(2)="Invisible Landscape"
��I%=0�11:J%=I%*30
�S(I%)=��J%
�C(I%)=��J%
��:
�ti%=10:wi%=300
�mi%=10:�
�:
���Entrance:� GT%
�EN%=�:X%=224:Y%=1088
��4:�134
��2,0)�4
�128:�5:EN%=�
tt%=�+30:wt%=�+30
�i%=0�15:mt%=�-1
$�Main:�
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8:
B��Circle(X%,Y%,R%)
L�29,X%;Y%;
V�K%=0�R%�4
`Q%=�(R%*R%-K%*K%)
j�-Q%,K%:�Q%,K%
t�-Q%,-K%:�Q%,-K%
~�:�26:�
�:
�
��Base
��J%=0�2:�0,15-J%
��Circle(BX%,BY%,24-J%*8)
��:�
�:
���Screen
��I%=0�15:�19,I%,0;0;:�
�GX%=64:GY%=32:�0,12
� � (2470+((Screen%-1)�10)*30)
�� N%
��I%=1�N%:� A$
X1%=�c(A$,1)*GX%

Y1%=1024-�c(A$,2)*GY%
X2%=�c(A$,3)*GX%
Y2%=1024-�c(A$,4)*GY%
(X3%=�c(A$,5)*GX%
2Y3%=1024-�c(A$,6)*GY%
<�X1%,Y1%:�X2%,Y2%
F�85,X3%,Y3%:�
P�DrawWalls
Z� BX%,BY%:�Base
d	�4:�3
n�2,26);"- - Thruster - -" 
x�10,29);"Level "
��2,29);"Lives "
��5
��I%=3�11:�19,I%,6;0;:�
�!�19,4,3;0;19,8,3;0;19,12,2;0;
��
�:
�ݤc(A$,N%)=��A$,N%)-65
�:
���DrawWalls
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�J%=0�1

�0,4+J%*4
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,�
6	�D|F
@�J%=0�1:�0,4+J%*4
J#�WX%,WY%+J%*8:�WX%+WL%,WY%+J%*8
T'�WX%,WY%+J%*8+4:�WX%+WL%,WY%+J%*8+4
^)�WX%,WY%+20-J%*8:�WX%+WL%,WY%+20-J%*8
h)�WX%,WY%+16-J%*8:�WX%+WL%,WY%+16-J%*8
r�
|�:�
�:
���Walls:�<wt%�
�"�D%=4 �19,C%,0;0; ��19,C%,3;0;
�2�C%+D%=0 � C%+D%=12 D%=-D%:wt%=�+wi% �C%=C%+D%
��
�:
���Twiz:�<tt%�
�Q%=Q%+1:�Q%<1 �
�%�TD%=1 �19,TW%,1;0; ��19,TW%,0;0;
�1�TD%+TW%=12 �TD%+TW%=16 TD%=-TD% �TW%=TW%+TD%
�Q%=0:tt%=�+ti%:�
�:
���Explosion(EX%,EY%)
� I%,J%:*FX21,4
�1,1,150,45:�0,-15,7,35
�3,7:�19,7,7;0;
&�I%=0�2
0ED%(I%,0)=�(3)-2
:ED%(I%,1)=�(3)-2
D�
N�I%=16 �60 �4
X�I%=60 �t@G
b�J%=0�2
l'� EX%+ED%(J%,0)*I%,EY%+ED%(J%,1)*I%
v�".":�
��I%=16 �thG
��J%=0�2
�/� EX%+ED%(J%,0)*(I%-4),EY%+ED%(J%,1)*(I%-4)
��".":�
��
��19,7,6;0;
��
�:
���HitBlob:TWI%=0
� �19,13,0;0;19,14,0;0;15,0;0;
��0,0
��Circle(BX%,BY%,24)
��Explosion(BX%,BY%)
�4:�128
�2,0)�4
�5:�
 :
*��ResetGame
4Screen%=1:Lives%=3
>GR=.7:GT%=0:�
H:
R��ResetScreen
\
TWI%=�
fC%=8:D%=-4:T%=0
pTD%=1:TW%=13
zA%=0:C1%=1:C2%=2
�XD=0:YD=0:TH%=0
�Dead%=�
��
�:
���Info:�4:�
��7:�19,7,7;0;19,8,8;0;
�'�1,10);"Entering level - ";Screen%
�GT%=Screen%�10
�.�(Screen%�10)=0 �8:�1,12);GT$(GT%) :�dhH
�7�(Screen%�5)=0 �8:�1,12);"Increased Gravity":GR=.8
��GT%=1 A%=6
��Delay(300)
�
�:�5:�
	:
	��Delay(T%)T%=�+T%
	���>T%:�
	$:
	.��GameOver:�4
	8�7:�19,7,7;0;
	B!�0,29)"Hit spacebar to play"
	L���=32:�
	V�5:�
	`:
	j��Status
	t	�4:�3
	~�8,29);Lives%
	��16,29);Screen%
	��5:�
	�:
	�N� 10,AACAAQ,AKDZAZ,BRDZIZ,ISHZUZ,PXUJUZ,MKUJUV,SKUAUJ,UDUAPA,MDSAGA,INJBGA
	�#� 2,508,448,0,172,540,688,1,232
	�� 1084,900
	�\� 12,AACAAZ,AGCACG,OKCGPH,OKBLBF,AZCZBK,AZLZHV,IPLZHV,IPLZUQ,UZLZUM,UQRQUA,UFMAUA,RDGANA
	�� 1,504,540,0,148
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000016f0  38 30 30 0d ff                                    |800..|
000016f5
Thrust2.m0
Thrust2.m1
Thrust2.m2
Thrust2.m4
Thrust2.m5