+your_pickup .db $00
+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:----------------------------------------------------------------
+XLlevelsdata:
+
+ .db 0
+ .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06
+ .db $1b,$1d,"storyline coming soon..." ,0,0,$1d,$06
+ .db $09,$19,"the Nemesis saga continues",0,1
+ .db $2e,$21,"with NEMESIS 86" ,0,1
+ .db $52,$36,"by Shiar" ,0,0,$19,$23
+ .db $ff
+
+;format:[enemy nr] [enemy frequency] [next lvl]
+; [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
+; [level_move] [level_fire] [tunnel size] [groundtype] [16_ground]
+; [16_ceiling] [stars1] [stars2]
+
+ .db $15,$07,$08 ;fireFreq; moveType; enemyType
+level01: ;efrequency must be odd if halfluring!
+ .db $01,$1b,$2f,%00010001,0,255,0,0 ;0f>>2f ; 7
+ .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 ;16
+ .db 1,1 ; 2
+ .db $10,$07,$09 ; 3
+
+ .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 $10,$07,$09 ; 3
+level02: ;44
+ .db $02,$13,$4b,%00100101,0,064,0,0
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+ .db $0E,$07,$09
+
+ .db 0
+ .db $01,01,"Blablabla...",0,1
+ .db $01,34,"this storyline sux",0,0,1,39
+ .DB $FF
+
+ .db $0E,$07,$09
+level03:
+ .db $03,$2d,$3f,%00010110,0,255,-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
+
+ .db $0D,$07,$08
+level04:
+ .db $04,$11,$41,%00100001,0,057,0,0
+ .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 $0C,$07,$09
+level05:
+ .db $05,$11,$45,%00100101,%10,031,-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 $0B,$07,$08
+level06:
+ .db $06,$19,$3a,%00100111,0,255,-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 $08,$07,$09
+level07:
+ .db $07,$09,$ff,%00100001,0,043,0,0
+ .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
+
+;XLenemytable:----------------------------------------------------------------
+XLbullettable:
+ .db (spr_bullet01-spr_bullet01)
+ .db (spr_bullet01-spr_bullet01)
+ .db (spr_bullet01-spr_bullet01)
+ .db (spr_bullet01-spr_bullet01)
+ .db (spr_bullet01-spr_bullet01)
+ .db (spr_bullet01-spr_bullet01)
+ .db (spr_bullet02-spr_bullet01)
+ .db (spr_bullet02-spr_bullet01)
+ .db (spr_bullet02-spr_bullet01)
+ .db (spr_bullet02-spr_bullet01)
+ .db (spr_bullet02-spr_bullet01)
+ .db (spr_bullet02-spr_bullet01)
+ .db (spr_bullet02-spr_bullet01)
+ .db (spr_bullet02-spr_bullet01)
+ .db (spr_bullet02-spr_bullet01)
+ .db (spr_bullet02-spr_bullet01)
+ .db (spr_bullet02-spr_bullet01)
+ .db (spr_bullet02-spr_bullet01)
+ .db (spr_bullet02-spr_bullet01)
+ .db (spr_bullet02-spr_bullet01)
+ .db (spr_bullet02-spr_bullet01)
+
+XLenemytable:
+ .db $00 ;00
+ .db (spr_enemy01-spr_enemy00)/2 ;01
+ .db (spr_enemy02-spr_enemy00)/2 ;02
+ .db (spr_enemy03-spr_enemy00)/2 ;03
+ .db (spr_enemy04-spr_enemy00)/2 ;04
+ .db (spr_enemy05-spr_enemy00)/2 ;05
+ .db (spr_enemy06-spr_enemy00)/2 ;06
+ .db (spr_enemy07-spr_enemy00)/2 ;07
+ .db (spr_boss01 -spr_enemy00)/2 ;08
+ .db (spr_boss02 -spr_enemy00)/2 ;09
+ .db (spr_enemy08-spr_enemy00)/2 ;0A
+ .db (spr_enemy00-spr_enemy00)/2 ;0B
+ .db (spr_enemy00-spr_enemy00)/2 ;0C
+ .db (spr_enemy00-spr_enemy00)/2 ;0D
+ .db (spr_enemy00-spr_enemy00)/2 ;0E
+ .db (spr_enemy00-spr_enemy00)/2 ;0F
+
+;XLenemyinfos:----------------------------------------------------------------
+XLenemyinfos:
+
+;format: [000000:HP 00:occ] [HP64] [appearance(ypos)] [unused]
+
+ .db %00100110,0,1,1 ;#1 HP:1 app:random
+ .db %00101010,0,2,3 ;#2 HP:1 app:halflure
+ .db %00001111,0,3,2 ;#3 HP:1 app:lure
+
+ .db %00000110,0,4,2 ;#4 HP:2 app:lure
+ .db %00000111,0,5,3 ;#5 HP:2 app:random moving
+ .db %00001011,0,6,2 ;#6 HP:3 app:lure moving
+
+ .db %00011011,0,7,3 ;#7 HP:7 app:halflure moving
+
+ .db %00110011,1,8,1 ;boss1
+ .db %00111011,0,9,3 ;boss2
+
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+
+;XLsprenemies:----------------------------------------------------------------
+XLsprenemies:
+
+spr_enemy00:
+ .db 8,8 ;pickup
+ .db %00011000 ; ██
+ .db %00011000 ; ██
+ .db %00011000 ; ██
+ .db %11111111 ; ████████
+ .db %11111111 ; ████████
+ .db %00011000 ; ██
+ .db %00011000 ; ██
+ .db %00011000 ; ██