+spr_enemy01:
+ .db 6,6 ;enemy type one
+ .db %00111100 ; ████
+ .db %01110000 ; ███
+ .db %11110000 ; ████
+ .db %11110000 ; ████
+ .db %01110000 ; ███
+ .db %00111100 ; ████
+spr_enemy02:
+ .db 8,6 ;enemy type two
+ .db %00111111 ; █████
+ .db %01111000 ; ████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111000 ; ████
+ .db %00111111 ; █████
+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 ; ███
+spr_enemy05:
+ .db 7,6 ;enemy type five
+ .db %00011110 ; ████
+ .db %01111110 ; ██████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111110 ; ██████
+ .db %00011110 ; ████
+spr_enemy06:
+ .db 7,6 ;enemy type six
+ .db %00011100 ; ███
+ .db %01111110 ; ██████
+ .db %10111000 ; █ ███
+ .db %10111000 ; █ ███
+ .db %01111110 ; ██████
+ .db %00011100 ; ███
+spr_enemy07:
+ .db 8,6 ;enemy type seven
+ .db %00011110 ; ████
+ .db %01111111 ; ███████
+ .db %10011100 ; █ ███
+ .db %10011100 ; █ ███
+ .db %01111111 ; ███████
+ .db %00011110 ; ████
+
+spr_boss01:
+ .db 16,10 ;boss type one
+ .db %00000001,%11111111 ; █████████
+ .db %00001111,%11111110 ; ███████████
+ .db %00111111,%11110000 ; ██████████
+ .db %01011111,%10000000 ; █ ██████
+ .db %10011111,%01000000 ; █ █████ █
+ .db %10011111,%01000000 ; █ █████ █
+ .db %01011111,%10000000 ; █ ██████
+ .db %00111111,%11110000 ; ██████████
+ .db %00001111,%11111110 ; ███████████
+ .db %00000001,%11111111 ; █████████
+spr_boss02:
+ .db 16,10 ;boss type:one :
+ .db %11111110,%00000000 ; ███████
+ .db %00001111,%10001111 ; █████ ████
+ .db %00111111,%11100011 ; █████████ ██
+ .db %01001111,%11111110 ; █ ███████████
+ .db %10001101,%01111100 ; █ ██ █ █████
+ .db %10001101,%01111100 ; █ ██ █ █████
+ .db %01001111,%11111110 ; █ ███████████
+ .db %00111111,%11100011 ; █████████ ██
+ .db %00001111,%10001111 ; █████ ████
+ .db %11111110,%00000000 ; ███████
+
+
+spr_enemy08:
+ .db 8,6 ;enemy type eight
+ .db %00011110 ; ████
+ .db %01111111 ; ███████
+ .db %10011100 ; █ ███
+ .db %10011100 ; █ ███
+ .db %01111111 ; ███████
+ .db %00011110 ; ████
+
+;-----------------------------------------------------------------------------
+;----------------------------- 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
+
+;----------------------------- end --------------------------------------------
+
+ .end
+.end
+
+
+;------------------------------------------------------------------------------
+
+; 0.95.A22 -- 22.X.99 -- size 5321
+;
+; * total size of enemy-sprites can now be 510 bytes (space = doubled!)
+; # bullets hit enemies correctly that aren't 6x6; even the 16x10 bosses!
+; * at g/o or nextlevel checks for keys released instead of waiting abit
+; + name stored with hiscore (max. 8 chars, Shiar.95 by default)
+; + when entering hi-name DEL goes back one char (with check 4 no chars)
+; # program is reloaded at start so some score-bugs solved! (_asapvar=0)
+; * at death, upgrades and pickups AREN'T removed! (just armor=0)
+; # bullet is not displayed after being removed anymore
+; # armor-icon stays hilighted when armor is decreased
+; * when stars move off screen, they are placed at a NEW y-pos!
+; * the starting x-positions of stars are not random, so the stars are
+; spread all over screen. y is still random and changes during game
+; * make_random functions smaller and used by different procs
+; # MAJOR BUG! a "random" value was placed somewhere in mem thus
+; creating bugs like unexplained loss of armor and stuff! (I think)
+;
+; 0.96.A31 -- 31.X.99 -- size 4836 + 888
+;
+; # if you were hit when armor-icon selected, prog did weird stuff
+; + armor-bar (shows armor as a black line left at bottom)
+; # bugs involving armor-bar changing armor to a wrong value
+; # YES!!! the saving-bugs were caused by mmldir: it reset all data
+; at mem $8000, so data is now stored at asmexecram+6000 instead!
+; * external levels. All leveldata is loaded from "nemesis0"-var
+; * some optimization (like cal\ret>jp + unused code removed/shortened)
+; * storyline is loaded from level-file (will be compressed later..)
+; + story can be _between_ levels, not only at the start of a new game
+; * "new game" and "continue" in main menu are swapped (new comes 1st)
+; * enemy bullets can do more than one damage: differs per level
+; * collision does 4 damage, ground does 5, you start with 12 armor
+; # running the level-file no longer crashes your calc but just returns
+; * you now move 1.5 pixels per frame! this way you can outrun enemies
+; * hellofajob but enemy-data is now stored at one location in 6 bytes,
+; instead of two 4-byte spaces 40 bytes apart! (cleaner code; faster)
+; * ground/ceiling/stars are continued when at boss (c00l level 3 boss)
+;
+; 0.97.B12 -- 12.XI.99 -- size
+;
+; # bullets do damage in all levels
+; * more armor at armor-upgrade and extra armor at end of a level
+; - internal levels again (no need, safer/smaller)
+; # some registers not correctly pushed/popped
+; * several optimizations (init.procs some bytes smaller)
+;
+;
+; + added - removed * changed # bug fixed