+your_pickup .db $04
+your_occ .db $00 ;0=normal 1..16=exploding
+your_inv .db $00 ;invincibility left
+your_armor .db $0a ;HP left
+your_lives .db $03 ;
+
+your_weapon .db $02 ;weapon: 0=no, 1=laser, 2+=bullet n+1
+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)
+storesave_end:
+
+;XLlevelsdata:---------------------------------------------------------------
+
+level00:
+ .db 0 ;story identifier
+ .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06
+ .db $1b,$1d,"STORYLINE COMING SOON" ,0,0,$1d,$06
+ .db $09,$19,"STORYLINE COMING SOON" ,0,1
+ .db $2e,$21,"**** NEMESIS 86" ,0,1
+ .db $52,$36,"by Shiar" ,0,0,$19,$23
+ .db $ff ;story end
+
+;format:[nr.dif.enemies]x [enemy nr]
+; [min. enemy frequency] [enemy frequency max.inc] [next lvl]
+; [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
+; [level_move] [tunnel size] [groundtype]
+; [16_ground] [16_ceiling] [stars1] [stars2]
+
+ .db $07,$08 ;moveType; enemyType
+level01: ;efrequency must be odd if halfluring!
+ .db 3,1,2,3
+ .db 6,10,180,%00000000
+ .db 2,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db $07,$08 ;moveType; enemyType
+level02: ;efrequency must be odd if halfluring!
+ .db 3,4,5,6
+ .db 30,1,40,%00010000
+ .db 0,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 0,0
+
+ .db 0
+ .db $01,01,"And the storyline conti",
+ .db "nues.....",0,1
+ .db $01,09,"You decide to fly close",
+ .db " to the",0,1
+ .db $01,15,"surface of a nearby pl",
+ .db "anet =)",0,0,1,20
+ .db $FF
+
+ .db $07,$09
+level03:
+ .db 1,$02
+ .db $13,40,$4b,%00100100,0,-5,1
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 0,0
+
+ .db 0
+ .db $01,01,"Blablabla...",0,1
+ .db $01,34,"this storyline sux",0,0,1,39
+ .db $FF
+
+ .db $07,$09
+level03a:
+ .db 1,$03
+ .db $2d,$3f,%00010110,0,-9,1
+ .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20
+ .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18
+ .db -1,-1 ;=%11111111=line
+
+ .db $07,$08
+level04:
+ .db 1,$04
+ .db $11,$41,%00100001,0,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+ .db $07,$09
+level05:
+ .db 1,$05
+ .db $11,$45,%00100101,%10,-7,1
+ .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2
+ .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+ .db $07,$08
+level06:
+ .db 1,$06
+ .db $19,$3a,%00100111,0,-4,1
+ .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
+ .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db $07,$09
+level07:
+ .db 1,$07
+ .db $09,$ff,%00100001,0,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+;------------------------------ enemies -------------------------------------
+
+;format: [HP64] [000000:HP 00:occ] [sprite] [appearance(ypos)]
+; [time2fire] [firefreq] [0] [0]
+enemyspecs:
+ .db 0,%00100110,(spr_enemy01-spr_enemy00)/2,1,0,0,0,0 ;#1
+ .db 0,%00111111,(spr_enemy02-spr_enemy00)/2,1,0,0,0,0 ;#2
+ .db 0,%01011010,(spr_enemy03-spr_enemy00)/2,1,0,0,0,0 ;#2
+
+ .db 0,%00100110,(spr_enemy04-spr_enemy00)/2,1,1,46,0,0 ;#1
+ .db 0,%00101010,(spr_enemy05-spr_enemy00)/2,3,39,13,0,0 ;#2
+ .db 0,%00001111,(spr_enemy06-spr_enemy00)/2,2,87,5,0,0 ;#3
+
+ .db 0,%00000110,(spr_enemy04-spr_enemy00)/2,2,0,0,0,0 ;#4
+ .db 0,%00000111,(spr_enemy05-spr_enemy00)/2,3,0,0,0,0 ;#5
+ .db 0,%00001011,(spr_enemy06-spr_enemy00)/2,2,0,0,0,0 ;#6
+
+ .db 0,%00011011,(spr_enemy07-spr_enemy00)/2,3,0,0,0,0 ;#7
+
+ .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,1,15,10,0,0 ;boss1
+ .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,3,10,8,0,0 ;boss2
+
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+
+spr_enemy00:
+ .db 8,8 ;pickup
+ .db %00011000 ; ██
+ .db %00011000 ; ██
+ .db %00011000 ; ██
+ .db %11111111 ; ████████
+ .db %11111111 ; ████████
+ .db %00011000 ; ██
+ .db %00011000 ; ██
+ .db %00011000 ; ██