+ .db %11000000
+ .db %00000000
+ .db %11000000
+ .db %11100000
+ .db %11000000
+spr_icon04:
+ .db 16,7 ;laser .......:.......:
+ .db %10000000 ; █
+ .db %10001010 ; █ █ █ ▒▒▒
+ .db %11101100 ; ███ ██ ▒▒▒
+ .db %11110111 ; ████ ███████▒▒▒█
+ .db %11101100 ; ███ ██ ▒▒▒
+ .db %10001010 ; █ █ █ ▒▒▒
+ .db %10000000 ; █
+ .db 7
+ .db %00000000
+ .db %00000000
+ .db %00000000
+ .db %11111111
+ .db %00000000
+ .db %00000000
+ .db %00000000
+spr_icon05:
+ .db 16,7 ;multiple .......:.......:
+ .db %10000011 ; █ ███
+ .db %10000001 ; █ ████ ██
+ .db %10000001 ; █ ████
+ .db %10000011 ; █ ███
+ .db %10011000 ; █ ██
+ .db %10111100 ; █ ████ ██ ██
+ .db %10011000 ; █ ██
+ .db 7
+ .db %10000000
+ .db %11100110
+ .db %11100000
+ .db %10000000
+ .db %00000000
+ .db %11000011
+ .db %00000000
+spr_dividerline:
+ .db 8,7
+ .db 128,128,128,128,128,128,128 ;128 = %10000000
+
+;---------------------------- texts -----------------------------------------
+
+txt_email: .db "www.shiar.org ",127 ;title screen
+ .db " shiar0@hotmail.com",0
+_txt_email = $3A01 ;$3A1E=just email
+txt_about: .db "v0.97.73 ",127," by Shiar",0 ;right behind txt_email
+_txt_about = $3321
+txt_menu1: .db "NEW GAME",0
+txt_menu2: .db "CONTINUE",0
+
+txt_level: .db "LEVEL ",0 ;new level screen
+txt_lives: .db "Lx0",0
+txt_savekey: .db "Press [F1] to save",0
+
+txt_gameover: .db "GAME OVER!",0 ;game over screen
+txt_score: .db "Score",0
+txt_hiscore: .db "Hiscore",0
+
+txt_pressenter: .db "Enter to continue",0 ;pause
+txt_teacher: .db "(2",Lpi,"*.97)/sin 13",0 ;boss
+txt_teacherans: .db Lneg,"14.5053971725",0
+
+;---------------------------- save data -------------------------------------
+
+storehi_start:
+hiscore .dw 0
+hiname .db "shiar.97",0
+storehi_end:
+
+storesave_start:
+level .db $01 ;level number
+levelp .dw level01 ;pointer to level data
+pickuptimer .db $04 ;counts when to place a pickup
+your_ship .dw spr_ship01 ;your sprite
+your_score .dw $0000 ;current score
+
+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 $00 ;current weapon upgrade
+your_multiples .db $00 ;multiples present
+your_tail .db $01 ;tail beam present
+storesave_end:
+
+time2invert: .db 0 ;time until b<>w switch (0 at startup)
+
+;XLlevelsdata:---------------------------------------------------------------
+
+;format:boss: [moveType] [enemyType]
+; @level: [nr.dif.enemies]x [enemy nr]
+; [min. enemy frequency] [enemy frequency max.inc] [next lvl]
+; [level_info: 0000:damage 0:diagfire 0:ground 0:ceiling 0:?]
+; [level_move] [tunnel size] [groundtype]
+; [16_ground] [16_ceiling] [stars1] [stars2]
+;efrequency must be odd if halfluring!
+
+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 $ff ;story end
+
+ .db 21
+level01: ;first wave of enemies; easeey
+ .db 2,6,7
+ .db 20,60,60,%00010000,0,0,0
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 22
+level02: ;some more enemies
+ .db 4,6,7,7,8
+ .db 17,40,75,%00010000,0,0,0
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 0
+
+ .db 0
+ .db 1,1,"Long-Range scanners are ",
+ .db "showing",0,1
+ .db 1,8,"lots of enemy vessels on ",
+ .db "an intercept",0,1
+ .db 1,15,"course.",0,1
+ .db 1,24,"I'm changing course to a",
+ .db " nearby ",0,1
+ .db 1,31,"asteroid belt and try to",0,1
+ .db 1,38,"lose them inthere.",0,0
+ .db 1,38+5,$FF
+
+ .db 23
+level04: ;light asteroid belt
+ .db 3,1,2,4
+ .db 12,24,80,%00011000
+ .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 24
+level05: ;inside asteroid belt
+ .db 5,1,2,3,4,5
+ .db 6,10,180,%00101000
+ .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 25
+level02a:
+ .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
+
+ .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 26
+level03b:
+ .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
+
+ .db 0
+ .db $01,01,"Blablabla...",0,1
+ .db $01,34,"this storyline sux",0,0,1,39
+ .db $FF
+
+ .db 27
+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
+level04b:
+ .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
+level05a:
+ .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
+level06c:
+ .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] [xpos] [appearance(ypos)]
+; [movetype] [time2fire] [firefreq]
+;case movetype:
+; 1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure;
+; 8=y-lure 1/2x; 9=8 stop at x=99; 10=x+y-lure 1/2x
+enemyspecs:
+;1-5=asteroids
+ .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,0,0,0
+ .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,0,0,0
+ .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,4,0,0
+ .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,3,0,0
+ .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,5,0,0
+;6=basic enemy
+ .db 0,%00100110,(spr_enemy13-spr_enemy00)/2,128,1,0,1,0
+;7=normal enemy
+ .db 0,%00101110,(spr_enemy04-spr_enemy00)/2,128,3,0,19,39
+;8=jumping bug (up/down)
+ .db 0,%00001111,(spr_enemy12-spr_enemy00)/2,128,2,1,87,5
+
+ .db 0,%00000110,(spr_enemy04-spr_enemy00)/2,2,0,0,0,0 ;9=
+ .db 0,%00000111,(spr_enemy05-spr_enemy00)/2,3,0,0,0,0 ;10=
+ .db 0,%00001011,(spr_enemy06-spr_enemy00)/2,2,0,0,0,0 ;11=
+
+ .db 0,%00011011,(spr_enemy07-spr_enemy00)/2,3,0,0,0,0 ;12=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;13=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;14=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;15=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;16=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;17=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;18=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;19=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;20=
+
+ .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,128,1,7,15,10 ;21=sm_boss1
+ .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,128,3,9,10,9 ;22=sm_boss2
+ .db 2,%00001011,(spr_boss0_3-spr_enemy00)/2,128,1,0,36,14 ;23=asteroid
+ .db 2,%00110011,(spr_boss0_3-spr_enemy00)/2,128,2,0,28,12 ;24=asteroid
+ .db 2,%00000111,(spr_boss0_4-spr_enemy00)/2,128,3,0,18,7 ;25=bigboss1
+ .db 2,%01001011,(spr_boss0_5-spr_enemy00)/2,128,3,0,18,7 ;26=bigboss2
+
+ .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 16,8 ;pickup
+ .db %11111111 ; ████████████
+ .db %10000110 ; █ ██ █
+ .db %10000110 ; █ ██ █
+ .db %10111111 ; █ ████████ █
+ .db %10111111 ; █ ████████ █
+ .db %10000110 ; █ ██ █
+ .db %10000110 ; █ ██ █
+ .db %11111111 ; ████████████
+ .db 8