+txt_pressenter: .db "Enter to continue",0 ;pause
+txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher
+txt_teacherans: .db Lneg,"14.6549373495",0
+
+;---------------------------- save data -------------------------------------
+
+storehi_start:
+hiscore .dw 0 ;default hiscore
+hiname .db "shiar.98",0 ; " " name
+storehi_end:
+
+storesave_start: ;--SAVED GAME-- defs:
+level .db 1 ;level number 1
+levelp .dw level01 ;pointer to level data l01
+pickuptimer .db 4 ;counts when to place a pickup 4
+your_ship .dw spr_ship01 ;your sprite sprs1
+your_score .dw 0 ;current score 0
+your_pickup .db 3 ;pickups already picked up 0
+your_occ .db 0 ;0=normal 1..16=exploding 0
+your_inv .db 0 ;invincibility left 0
+your_armor .db 12 ;HP left 12
+your_lives .db 3 ;lives left 3
+your_weapon .db 0 ;current weapon upgrade 0
+your_multiples .db 0 ;multiples present 0
+your_tail .db 0 ;tail beam present 0
+storesave_end:
+
+time2invert: .db 0 ;time until b<>w switch (0 at startup)
+
+;------------------------------ levels data ---------------------------------
+
+;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 $ff ;story end
+
+ .db 20 ;boss for level01
+level01: ;intro-like, just a few enemies to begin with
+ .db 2,6,8
+ .db 26,70,20,%00010000,0,0,0
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 21
+level02: ;first wave of enemies; easeey
+ .db 3,6,7,8
+ .db 20,60,60,%00100000,0,0,0
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 22
+level03: ;some more enemies
+ .db 4,7,8,9,10
+ .db 17,40,75,%00110000,0,0,0
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 0,0 ;storyline ID
+ .db 1,1,"Long-Range scanners are ",
+ .db "showing",0,1
+ .db 1,8,"lots of enemy vessels on ",
+ .db "an intercept",0,1
+ .db 1,15,"course.",0,1
+ .db 1,24,"I'm changing course to a",
+ .db " nearby ",0,1
+ .db 1,31,"asteroid belt and try to",0,1
+ .db 1,38,"lose them inthere.",0,0
+ .db 1,38+5,$FF
+
+ .db 23
+level04: ;light asteroid belt
+ .db 3,1,2,4
+ .db 12,24,80,%00111000
+ .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,%01011000
+ .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,%01000000
+ .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