-your_occ .db $00 ;0=normal 1=exploding 2=gone
-lives .dw $0003 ;unused
-x .db $16 ;x-pos
-y .db $46 ;think about it..
-hp .db $00 ;hitpoints left
-
-ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
-ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
-
-enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
- .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
- .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
- .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
- .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
-
-; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
-; %111 (move ptrn) 11111 (ship or explosion frame) %11111111 (x) %11111111 (y)
-
-
-;---------------------------- enemy data --------------------------------------
-
-spr_enemy01:
- .db 6,6 ;enemy type one
- .db %00111100 ; ████
- .db %01110000 ; ███
- .db %11110000 ; ████
- .db %11110000 ; ████
- .db %01110000 ; ███
- .db %00111100 ; ████
-spr_enemy02:
- .db 6,6 ;enemy type two
- .db %00111000 ; ███
- .db %01100000 ; ██
- .db %11111100 ; ██████
- .db %11111100 ; ██████
- .db %01100000 ; ██
- .db %00111000 ; ███
-spr_enemy03:
- .db 6,6 ;enemy type three
- .db %01111100 ; █████
- .db %11110000 ; ████
- .db %11111000 ; █████
- .db %11111000 ; █████
- .db %11110000 ; ████
- .db %01111100 ; █████
-spr_enemy04:
- .db 6,6 ;enemy type four
- .db %00111000 ; ███
- .db %01111100 ; █████
- .db %11111000 ; █████
- .db %11111000 ; █████
- .db %01111100 ; █████
- .db %00111000 ; ███
-
-enemy01:
- .db %00000010,%00000000 ;first two enemy bytes
-enemy02:
- .db %00000010,%00100001
-enemy03:
- .db %00000110,%00000010
-enemy04:
- .db %00010010,%00000010
-
-;---------------------------- level data --------------------------------------
-
-Leveldata:
- .db $01,$01,$40 ;$time (ff=end) $type $y-pos
- .db $10,$00,$30
- .db $10,$02,$20
- .db $40,$01,$10
- .db $01,$00,$44
- .db $15,$01,$31
- .db $04,$02,$38
- .db $05,$00,$40
- .db $03,$00,$2f
- .db $04,$00,$3a
- .db $12,$02,$10
- .db $10,$03,$18
- .db $0e,$03,$20
- .db $0c,$03,$28
- .db $0a,$02,$30
- .db $08,$02,$38
- .db $06,$01,$40
- .db $04,$00,$48
- .db $2a,$00,$20
- .db $ff,$ff,$ff
+stored_data_start:
+hiscore .dw $0000
+hiname .db "Shiar.95",0
+stored_data_end:
+
+your_pickup .db $00
+your_occ .db $00 ;0=normal 1..16=exploding
+your_inv .db $00 ;invincibility left
+your_armor .db $05 ;HP left
+your_lives .db $00 ;
+
+your_weapon .db $00 ;laser avail: 0=no, 1=yes
+your_multiples .db $00 ;multiples present
+torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt
+torp_pos .dw $0000 ;torpedo position (x,y)
+
+#include nemesis0.z80
+
+;----------------------------- logo -------------------------------------------
+
+logo_nemesis:
+.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000
+.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000
+.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000
+.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000
+.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001