Add strophe 2 of the song
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										94
									
								
								melody.c
									
									
									
									
									
								
							
							
						
						
									
										94
									
								
								melody.c
									
									
									
									
									
								
							@ -33,18 +33,21 @@ const uint32_t RETURN = 0x20000;
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const uint32_t refrain[];
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const uint32_t quadrupel[];
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const uint32_t strophe1[];
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const uint32_t strophe2[];
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const uint32_t main_melody[];
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const uint32_t *cpu32EntryPoint = main_melody;
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const uint32_t CALL_REFRAIN = CALL + 0;
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const uint32_t CALL_QUADRUPEL = CALL + 1;
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const uint32_t CALL_STROPHE1 = CALL + 2;
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const uint32_t GOTO_MAIN_MELODY = 3;
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const uint32_t CALL_STROPHE2 = CALL + 3;
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const uint32_t GOTO_MAIN_MELODY = 4;
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const uint32_t *jumplabels[] = {
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    refrain,
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    quadrupel,
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    strophe1,
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    strophe2,
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    main_melody,
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};
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const uint32_t **cppu32JumpLabels = jumplabels;
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@ -190,8 +193,97 @@ const uint32_t strophe1[] = {
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    RETURN,
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};
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const uint32_t strophe2[] = {
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    PAUSE(TACT / 8),
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    TONE(CIS, TACT / 8),
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    TONE(CIS, TACT / 8),
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    TONE(B,   TACT / 8),
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    TONE(CIS, TACT / 8),
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    TONE(DIS, TACT * 3 / 8),
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    PAUSE(TACT / 8),
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    TONE(C,   TACT / 8),
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    TONE(B,   TACT / 8),
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    TONE(B,   TACT / 8),
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    TONE(GIS, TACT / 2),
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    PAUSE(TACT / 8),
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    TONE(B,   TACT / 8),
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    TONE(B,   TACT / 8),
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    TONE(C,   TACT / 8),
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    TONE(CIS, TACT / 8),
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    TONE(B,   TACT / 8),
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    TONE(GIS, TACT / 4),
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    PAUSE(TACT / 8),
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    TONE(GIS2,TACT / 8),
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    TONE(GIS2,TACT / 8),
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    TONE(DIS, TACT / 4),
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    TONE(F,   TACT / 8),
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    TONE(DIS, TACT / 8),
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    TONE(CIS, TACT / 8),
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    PAUSE(TACT / 8),
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    TONE(CIS, TACT / 8),
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    TONE(CIS, TACT / 8),
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    TONE(B,   TACT / 8),
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    TONE(CIS, TACT / 8),
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    TONE(B,   TACT / 8),
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    TONE(CIS, TACT / 8),
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    TONE(DIS, TACT / 8),
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    PAUSE(TACT / 8),
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    TONE(C,   TACT / 8),
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    TONE(B,   TACT / 8),
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    TONE(B,   TACT / 8),
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    TONE(GIS, TACT / 2),
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    PAUSE(TACT / 8),
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    TONE(B,   TACT / 8),
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    TONE(B,   TACT / 8),
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    TONE(C,   TACT / 8),
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    TONE(CIS, TACT / 8),
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    TONE(B,   TACT / 8),
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    TONE(GIS, TACT / 4),
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    PAUSE(TACT / 4),
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    TONE(DIS, TACT / 8),
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    TONE(F,   TACT / 8),
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    TONE(F,   TACT / 4),
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    TONE(DIS, TACT / 4),
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    TONE(CIS, TACT * 5 / 8),
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    TONE(DIS, TACT / 8),
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    TONE(F,   TACT / 8),
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    TONE(DIS, TACT / 4), // 1/8 tact before, 1/8 tact after
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    TONE(DIS, TACT / 8),
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    TONE(DIS, TACT / 8),
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    TONE(F,   TACT / 8),
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    TONE(DIS, TACT / 4),
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    TONE(GIS, TACT / 4),
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    PAUSE(TACT / 4),
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    TONE(GIS, TACT / 8),
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    TONE(B,   TACT / 8),
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    TONE(C,   TACT / 8),
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    TONE(CIS, TACT / 8),
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    TONE(B,   TACT / 8),
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    PAUSE(TACT / 8),
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    TONE(DIS, TACT / 8),
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    TONE(F,   TACT / 8),
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    TONE(DIS, TACT / 4),
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    RETURN,
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};
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const uint32_t main_melody[] = {
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    CALL_STROPHE1,
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    CALL_REFRAIN,
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    CALL_STROPHE2,
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    CALL_REFRAIN,
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    CALL_REFRAIN,
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    GOTO_MAIN_MELODY,
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};
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