version 0.99 rc1: hardcore mode, enemy updates
[nemesis.git] / nemesis.z80
index 413ab08496af0e15b1f4431774706018e4166247..63dd1449b62e2361e5ccd8896796ee028c4aa7d7 100644 (file)
@@ -1,16 +1,15 @@
 ;----------------------------------------------------------------------------
-;---------------------- NEMESIS ---------------------------------------------
+;-------------------------------- NEMESIS -----------------------------------
 ;----------------------------------------------- cool arcade-shoot-em-up-game
 
-;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org
+;------- by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org -------
 
-;This source should only be used for learning practises, do not
-;alter it, and certainly never distribute an altered version!!
+;!!! This source should only be used for learning practises, do not !!!
+;!!! alter it, and certainly never  distribute an altered version!! !!!
 
-;&&& marks uncertainties or things to optimize
-
-;TO DO:
-; up-double | torpedoes | levels 7-12 | jp m | better weapons
+;TO DO:  levels 11,12,13 | draw bosses 12 and 13 (41/42)
+;       store B<>W mode | ship info at ship selection screen
+;       store ship sprite pointers as word | look over &&& markings
 
 ;---------------------- nemesis.z80 start -----------------------------------
 
@@ -26,7 +25,6 @@
 
 dispbuffer     = $81FA ;= $C9FA                ;virtual screen
 ;VIDEO_MEM     = $FC00         ;tha big scareen
-TEXT_MEM       = _textShadow   ;text buffer; C0F9-C1A0 (167/$A7 bytes)
 
 _clrWindow     = $4a86         ;_clrLCD and _clrScrn
 _ex_ahl_bde    = $45f3         ;exchange values between AHL and BDE
@@ -34,56 +32,49 @@ _shracc             = $4383         ;like _shlacc but just the opposite :P
 _dispahl       = $4a33         ;display value in ahl <100000 (cheap TI)
 _asapvar       = $d6fc         ;our own variable name (likely "nemesis")
 
-storepos       = _asm_exec_ram+7000            ;120 OF 165
-storepos2      = _asm_exec_ram+7200            ;141 OF 167 9000 BYTES
+storepos       = _asm_exec_ram+7000    ;1024 bytes needed to store things
 
 ;---------------------- in-game vars ----------------------------------------
 
-just_fired     = storepos              ; +0    ;counts how long a blast lasts
-hiscorepos     = storepos              ; +0    ;entering hiscore name
-                                       ;       ;--------YOU
-x              = storepos+1            ; +1    ;your ship's position
-y              = x+1                   ; +2    ;your y-pos
-firex          = y+1                   ; +3    ;(1 byte)
-firey          = firex+1               ; +4    ;(1 byte)
-                                       ;       ;--------LEVEL
-eventleft      = storepos+5            ; +5    ;nr. of enemies still to come
-level_enemy    = eventleft+1           ; +7    ;enemy type
-level_info     = level_enemy+1         ; +8    ;info (see below)
-level_move     = level_info+1          ; +9    ;=
-spacespace     = level_move+1          ;+10
-groundinfo     = spacespace+1          ;+20
-groundpos      = groundinfo+1          ;+21    $10
-ceilingpos     = groundpos+16          ;+37    $10
-                                       ;       ;--------STARS
-stars1         = ceilingpos+16         ;+53
-stars2         = stars1+1              ;+54
-nrstars1       = 7
-starx1         = storepos+55           ;+55
-nrstars2       = 7
-starx2         = starx1+(nrstars1*2)   ;+69
-                                       ;       ;--------MULTIPLES
-your_prevpos   = starx2+(nrstars2*2)   ;+87    ;save previous positions (32d)
+just_fired     = storepos              ;  +0   ;counts how long a blast lasts
+hiscorepos     = storepos              ;  +0   ;entering hiscore name
+
+x              = storepos+1            ;  +1   ;your ship's position
+y              = x+1                   ;  +2   ;your y-pos
+firex          = y+1                   ;  +3   ;(1 byte)
+firey          = firex+1               ;  +4   ;(1 byte)
+
+eventleft      = firey+1               ;  +5   ;nr. of enemies still to come
+level_enemy    = eventleft+1           ;  +6   ;enemy type
+level_info     = level_enemy+1         ;  +7   ;ceiling/ground (%00) present
+spacespace     = level_info+1          ;  +8
+groundinfo     = spacespace+1          ;  +9
+stars1         = groundinfo+1          ; +10   ;slow stars byte  (<< %1)
+stars2         = stars1+1              ; +11   ;fast stars byte (<<< %1)
+groundpos      = stars2+1              ; +12   $10
+ceilingpos     = groundpos+16          ; +28   $10
+nrstars1       = 10
+starx1         = ceilingpos+16         ; +44   ;20
+nrstars2       = 10
+starx2         = starx1+(nrstars1*2)   ; +64   ;20
+
 mm             = 4                             ;max. number of multiples
+your_prevpos   = starx2+(nrstars2*2)   ; +84   ;14*mm+2 ;previous positions
 
-;^-----------------------------------<1        ;-120=$78
 
-enemies                = storepos2             ;  +0   ;info about each enemy
-enemysize      = 10                            ;infobytes per enemy
+enemies                = storepos+200          ;+200   ;info about each enemy
+enemysize      = 11                            ;infobytes per enemy
 nrenemies      = 16                            ;max. nr of enemies
 
 ybullets       = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y)
-nrybuls                = 128                   ; +80\
-ebullets       = ybullets+(nrybuls*4)  ;+110   ;30 bytes = 10(state,x,y)
+nrybuls                = 128                   ;+376\
+ebullets       = ybullets+(nrybuls*4)  ;+888   ;30 bytes = 10(state,x,y)
 nrebuls                = 48
-lvlenemies     = ebullets+(nrebuls*3)
+lvlenemies     = ebullets+(nrebuls*3)  ;-1032
 
-;^-----------------------------------<2        ;-141=$8D
-;level_info:
-;      [0000:damage 0:diagfire 0:ground 0:ceiling 0:-]
 ;enemies:
-;      [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)]
-;      [ship type or explosion frame] [x] [y] [movetype] [movecounter]
+;      [HP64] [000000:HP left 00:(00=no enemy 01=exploding 1X=normal)]
+;      [ship sprite (DW!) or explosion frame] [x] [y] [movetype] [movecounter]
 ;      [firecounter] [firefreq] [firetype]
 
 ;---------------------- introduction ----------------------------------------
@@ -94,9 +85,9 @@ lvlenemies    = ebullets+(nrebuls*3)
        .dw Title               ;pointer to description (all shells)
        .dw Icon                ;pointer to YAS icon
 
-Title: .db "Nemesis v0.99.812 by SHIAR",0
+Title: .db "Nemesis v0.99.829 by SHIAR",0
 
-Icon:  .db 8,1                 ;icon for YAS: width = 1byte; height = 9bytes
+Icon:  .db 8,1                 ;icon for YAS: width = 1byte; height = 7bytes
        .db %11100000           ; ███
        .db %01111000           ;  ████
        .db %00111110           ;   █████
@@ -245,14 +236,17 @@ do_invert:                        ;invert screen (b<>w)
        pop hl
        ret
 
-getsomekeys:
-       halt
-       halt
-       cal GET_KEY
-       cp  K_SECOND
-       ret z
-       cp  K_ENTER
-       ret
+mode_invert:
+       ld  hl,invertmode       ;change invert mode (will be stored)
+       ld  a,$98
+       xor (hl)                ;$2F (cpl) <-> $B7 (or a)
+       ld  (hl),a
+       ld  de,1
+       psh de                  ;size
+       psh hl                  ;dest (invertmode)
+       ld  hl,4+invertmode-_asm_exec_ram
+       psh hl                  ;src
+       jp  storesmtn
 
 ;----------------------------------------------------------------------------
 ;---------------------- game loop -------------------------------------------
@@ -268,9 +262,9 @@ game_main_loop:                     ;REPEATS FROM HERE EVERY FRAME
 
 Clear_screen:
        ld  hl,dispbuffer       ;move from (hl) = top left
-       ld  (hl),$00            ;first pixel will be copied all over the screen
+       ld  (hl),0              ;first pixel will be copied all over the screen
        ld  de,dispbuffer+1     ;(de) = next pixel, thus clearing whole screen
-       ld  bc,896              ;loop 896 times = (128/8) * (64-8 for scorebar)
+       ld  bc,16*56-1          ;loop 896 times = (128/8) * (64-8 for scorebar)
        ldir                    ;all clear!
 
        ld  a,0                 ;current frame/turn 0-255
@@ -290,9 +284,9 @@ movestarsdone:
        cal DisplayStars        ;use the same procedure to display back layer
 
        ld  a,(level_info)      ;level info
-       and %00000110           ;isolate ground&ceiling
-       jr  z,game_stuff        ;both non-present
-       and %00000010           ;bit representing the presence of any ceiling
+       rra                     ;ground present? (%1)
+       jr  nc,game_stuff       ;no, so both non-present
+       rra                     ;bit representing the presence of any ceiling
        cal nz,Handle_ceiling   ;scroll the ceiling (if any) +check4collision
        cal Handle_ground       ;scroll the ground and check if we're dead
 
@@ -658,7 +652,10 @@ pause:
        cal getsomekeys         ;GET_KEY w/ halts and checks for enter
        ret z                   ;enter/second pressed: continue game
        cp  K_F1                ;F1 pressed?
-       cal z,do_invert         ;if so then change invert screen (AF saved)
+       jr  nz,notinvert
+       cal do_invert           ;if so then change invert screen (AF saved)
+       cal mode_invert         ;and screen mode (will be saved)
+notinvert:
        ld  hl,CONTRAST         ;contrast setting (0-31)
        ld  b,(hl)              ;load contrast into b
        cp  K_UP                ;+ key changes contrast up
@@ -842,7 +839,7 @@ no_right:
 no_up: ld  e,(hl)              ;e=y
        ld  ix,spr_ship01       ;normal ship sprite
 your_shipspr =$-2
-       ld  hl,your_inv         ;invulnerable?
+       ld  hl,your_shield      ;shielded?
        ld  a,(hl)              ;load time in a
        or  a                   ;is it 0?
        jr  z,disp_ship         ;yes so ship = normal (display \ continue)
@@ -922,16 +919,22 @@ explosion_stuff:          ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite
        ld  c,a
        ld  b,0                 ;bc=a
        add ix,bc               ;go to correct sprite (each spr. is 8 bytes)
-       inc hl
+       inc hl                  ;@x
        ld  d,(hl)              ;load xpos
-       inc hl
+       inc hl                  ;@y
        ld  e,(hl)              ;and y
        jp  putsprite           ;and display it too
 
 ;----hit----
 
 damage_you:                    ;damages you B points
-       ld  a,(your_inv)        ;shield left?
+       ld  a,(hardcore)        ;hardcore mode?
+       or  a
+       jr  z,damageok          ;0 = no  = don't modify
+;      sla b                   ;1 = yes = double tha damage (b shifted left)
+       .db $CB,$30     ;sll b  ;damage=2b|1 (CB3r = unsupported SLL r)
+damageok:
+       ld  a,(your_shield)     ;shield left?
        or  a
        jr  z,dothadamage       ;no shield
        srl b                   ;shield: half the damage
@@ -956,7 +959,7 @@ newarmor:
 
 Place_multiples:
        ld  hl,your_prevpos     ;place all previous positions
-       ld  b,mm*7+2            ;all saved positions of them (14 per multiple)
+       ld  b,mm*7+1            ;all saved positions of them (14 per multiple)
 place_multiples:
        ld  (hl),e              ;set prev-x to d
        inc hl                  ;next
@@ -969,15 +972,16 @@ place_multiples:
 
 inc_armor:
        ld  a,(your_armor)      ;load current armor
-       cp  25-6                ;may not become >=25
+       cp  50-6                ;may not become >=50
        jr  c,doincarmor        ;ok then just add 6
-       ld  a,24-6              ;set to maximum (6 will be added below)
+       ld  a,49-6              ;set to maximum (6 will be added below)
 doincarmor:
        add a,6                 ;add 6 to armor
        ld  (your_armor),a      ;change armor
        ret
 
 select:
+       ld  de,your_weapon      ;current weapon, required for most selections
        ld  hl,your_pickup      ;select pickups
        ld  a,(hl)              ;load pickups taken so far
        dec a                   ;is it 1?
@@ -985,47 +989,59 @@ select:
        jr  nz,select2          ;no, carry on
 select1:
        ld  (hl),a              ;reset pickups
-       cal inc_armor
+       cal inc_armor           ;increase armor (like at end of level)
+       ld  a,30                ;activate shield for 30*4=120 frames
+       ld  (your_shield),a
        jr  disp_icons          ;display and return
 select2:
        dec a                   ;is it 2?
        jr  nz,select3          ;no, carry on
-       ld  (hl),a              ;reset pickups
-       inc a                   ;a=1
-       ld  (your_tail),a       ;ready tail beam
+       ld  (hl),a              ;reset (otherwise could be used to cheat)
+       ld  a,(de)              ;(your_weapon)
+       cp  maxweapon
+       jr  nc,disp_icons       ;no beam with laser
+       ld  a,(your_extramode)  ;indicates whether this is tailbeam/double
+       ld  (your_extra),a      ;ready extra beam
        jr  disp_icons          ;display 'n return
 select3:
        dec a                   ;is it 3?
        jr  nz,select4          ;no, carry on
        ld  (hl),a              ;reset pickups
-       ld  hl,your_weapon
-       ld  a,(hl)
-       inc a
+       ld  a,(de)              ;(your_weapon)
+       inc a                   ;next
        cp  maxweapon
-       jr  nc,disp_icons       ;weapon maxed out
-       ld  (hl),a              ;set new weapon
+       jr  c,selected3         ;weapon OK
+       jr  z,disp_icons        ;weapon maxed out
+       xor a                   ;laser was selected: set to first weapon
+selected3:
+       ld  (de),a              ;set new weapon
         cal loadweapon         ;load it (damage and stuff)
+       xor a
+       ld  (your_multiples),a  ;no multiples with beam
        jr  disp_icons          ;display n return
 select4:
        dec a                   ;is it 4?
        jr  nz,select5          ;no, carry on again
        ld  (hl),a              ;reset pickups
-       ld  hl,your_weapon
-       ld  a,(hl)
-       cp  maxweapon           ;upgrade from bullet
+       ld  (your_extra),a      ;no extra beams (tailbeam/up-double)
+       ld  a,(de)              ;(your_weapon)
+       cp  maxweapon           ;upgrade from bullet?
        jr  nc,upgradelaser     ;nope, just upgrade
        ld  a,maxweapon-1       ;yes, set laser #1
 upgradelaser:
        inc a                   ;next laser
        cp  maxlaser
        jr  nc,disp_icons       ;laser maxed out
-       ld  (hl),a
+       ld  (de),a
        cal loadweapon
        jr  disp_icons          ;display + return
 select5:
        dec a                   ;is it 5?
        jr  nz,select6          ;no, carry on once more
        ld  (hl),a              ;reset pickups
+       ld  a,(de)              ;(your_weapon)
+       cp  maxweapon+1         ;laser or beams?
+       jr  c,disp_icons        ;if beams used then no multiples
        ld  hl,your_multiples
        ld  a,(hl)              ;multiples you already got
        and %1111               ;reset movebit so (your_multiples)=real value
@@ -1080,21 +1096,21 @@ displivesdone:
        cal putwidesprite       ;display icon
 
        ld  ix,spr_icon00
-       ld  a,(your_weapon)     ;ur weapon
-       cp  maxweapon           ;laser?
-       psh af                  ;(your_weapon)
-       jr  nc,no_tail          ;if laser (nc) then tail ain't fired
-       ld  a,(your_tail)
+       ld  a,(your_extra)
        or  a
        jr  z,no_tail
-       ld  ix,spr_icon02       ;tailbeamIcon
+       ld  ix,spr_icon02a      ;tailbeamIcon
+       dec a
+       jr  z,no_tail           ;(your_extra)=1 = tailbeam
+       ld  ix,spr_icon02b      ;updoubleIcon
 no_tail:
        ld  de,$2901            ;icon #2
        cal putwidesprite       ;display
 
        ld  ix,spr_icon00
-       pop af                  ;a=(your_weapon); cf=bullets
-       psh af
+       ld  a,(your_weapon)     ;ur weapon
+       cp  maxweapon           ;laser?
+       psh af                  ;a=(your_weapon); cf=bullets
        jr  nc,no_bullets       ;=laser
        ld  hl,$3945            ;position to display bullet-type digit
        pop af                  ;digit=(your_weapon)
@@ -1167,11 +1183,13 @@ armorbarclr:
        sbc hl,de
        dnz armorbarclr
 
-       ld  a,(your_armor)      ;load your armor (<25)
+       ld  a,(your_armor)      ;load your armor (<50)
+       srl a                   ;/2 (<25)
        ld  c,a                 ;psh a
-       srl a                   ;/2
-       srl a                   ;/4
-       srl a                   ;/8: don't display last 3 bits of a (later)
+       and %11111000           ;clear last three bits
+       rra                     ;so we can use rotate instead of shift right
+       rra                     ;which saves 3(-2) bytes and speed
+       rra                     ;/8: don't display last 3 bits of a (later)
        jr  z,noarmorbar        ;if a=0 then it would loop 256x so skip it
        ld  b,a                 ;loop b=a times
 armorbar:                      ;starting at ($39*16)+VIDEO_MEM
@@ -1272,15 +1290,16 @@ fire_weapon:
        dnz fire_weapon
 
 fire_tail:
-       ld  hl,your_tail
+       ld  ix,extrabulletpos-1 ;extra bullet's position
+       ld  hl,your_extra       ;data
        ld  a,(hl)
-       dec a
-       ret nz
-       ld  a,(ix-2)            ;last weapon fired
-       cp  %11100000           ;issit laser
-       ret z                   ;then return
-       xor %11111              ;smart way of going left instead of right :P
-                               ;fire tail bullet
+       or  a
+       ret z
+       ld  c,tailbeam          ;tailbeam weapon data
+       dec a                   ;(your_extra)=1
+       jr  z,fire_ybullet      ;=tail
+       ld  c,doublebeam        ;up double data
+                               ;(your_extra)=2 =double
 ;-----fire BULLETs-----
 
 fire_ybullet:          ;fire bullet type=C dam=(curweapdamage) at (firex/y)
@@ -1361,19 +1380,17 @@ check_laserhits:                ;de = (x,y)
 laserhits:                     ;hits with normal enemies
        psh hl
        ld  a,(hl)              ;occ+hp00
-       and %00000010           ;normal/moving occ.=%1x
-       jr  z,nolashit          ;no hit when enemy_occ <> 2/3
-       inc hl                  ;enemy type
-       ld  a,(hl)
-       or  a                   ;enemy #0 = pickup
-       jr  z,nolashit          ;yes: don't destroy
+       and %11                 ;normal enemy occ = %11
+       cp  %11
+       jr  nz,nolashit         ;no hit when enemy_occ <> 11
 
+       inc hl                  ;@type
        cal find_sprite         ;ix=sprite to enemy (hl)
-       inc hl
+       inc hl                  ;@x
        ld  a,(hl)              ;check x
        sub d
        jr  c,nolashit          ;no hit when enemy is left of you
-       inc hl
+       inc hl                  ;@y
        ld  a,(hl)              ;check y
        sub e
        jr  z,enemy_lashit      ;a-e=0 = laser on top line of enemy = hit
@@ -1399,6 +1416,25 @@ nolashit:
 
 ;------------------------ handle bullets ------------------------------------
 
+remove_bullet:
+       pop hl                  ;enemy+type
+       ld  (hl),0              ;dump this bullet!
+       jr  next_ybullet+1      ;+1:skip pop hl at next_ybullet
+
+Handle_bullets:
+       ld  hl,ybullets
+       ld  b,nrybuls
+scan_bullets:
+       ld  a,(hl)              ;@bulletType
+       or  a                   ;bulletType=0 >> no bullet
+       jp  z,next_ybullet+2    ;skip pops (+2); jP for speed
+
+       psh bc                  ;bullet counter
+       psh hl                  ;save enemy+type
+       ld  (temp1),hl          ;needed for check_bullethits
+       inc hl                  ;@damage
+       inc hl                  ;@x
+
 move_bullet:
        ld  c,a                 ;c=type
        and %11111              ;pixels to move
@@ -1412,7 +1448,7 @@ move_bullet:
 
        inc hl                  ;@y-pos
        ld  a,c
-       cal _shracc             ;%11110000->1111
+       cal _shracc             ;%11100000->1110
 ;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster
        srl a                   ;%1110->111
        dec a
@@ -1423,7 +1459,6 @@ move_bullet:
        jr  z,bullet_halfup     ;3=1/2up
        dec a
        jr  z,bullet_down       ;4=down
-
 bullet_halfdown:               ;5=1/2down
        ld  a,(timer)
        rra                     ;carry once every other turn
@@ -1445,28 +1480,6 @@ bullet_up:
        ld  (hl),a
 bullet_noymove:
        ld  e,(hl)              ;e = Y
-       ret
-
-remove_bullet:
-       pop hl                  ;cal move_bullet
-       pop hl                  ;enemy+type
-       ld  (hl),0              ;dump this bullet!
-       jr  next_ybullet+1      ;+1:skip pop hl at next_ybullet
-
-Handle_bullets:
-       ld  hl,ybullets
-       ld  b,nrybuls
-scan_bullets:
-       ld  a,(hl)              ;@bulletType
-       or  a                   ;bulletType=0 >> no bullet
-       jp  z,next_ybullet+2    ;skip pops (+2); jP for speed
-
-       psh bc                  ;bullet counter
-       psh hl                  ;save enemy+type
-       ld  (temp1),hl          ;needed for check_bullethits
-       inc hl                  ;@damage
-       inc hl                  ;@x
-       cal move_bullet         ;move bullet
 
 display_bullet:
        dec hl                  ;@x
@@ -1495,10 +1508,8 @@ display_bullet:
 next_ybullet:
        pop hl                  ;restore enemy+type
        pop bc                  ;b=counter
-       inc hl  ;&&&add hl = faster
-       inc hl
-       inc hl
-       inc hl                  ;skip type,dam,x,y: next enemy+type
+       ld  de,4
+       add hl,de
        dnz scan_bullets        ;next bullet (loop)
        ret
 
@@ -1513,14 +1524,11 @@ hit_enemies:                    ;Hits with normal enemies
        psh hl
 
        ld  a,(hl)
-       and %00000010
-       jr  z,nohit             ;no hit when enemy_occ <> 2/3
+       and %11
+       cp  %11
+       jr  nz,nohit            ;no hit when enemy_occ <> %11
 
        inc hl                  ;enemy type
-       ld  a,(hl)
-       or  a                   ;enemy #0 = pickup
-       jr  z,nohit             ;yes: don't destroy
-
        cal find_sprite         ;set ix to the sprite of this enemy
 
        inc hl                  ;@x
@@ -1569,7 +1577,8 @@ enemy_hit:                        ;*in:a=damage;hl=enemy+y
        ld  b,a
 
        dec hl                  ;@x
-       dec hl                  ;@type
+       dec hl                  ;@sprite+1
+       dec hl                  ;@sprite
        dec hl                  ;@hp00 (occ)
        ld  a,(hl)              ;load hp00
        sub b                   ;decrease HP (if <0xx then c is set)
@@ -1587,10 +1596,10 @@ enemy_hit:                      ;*in:a=damage;hl=enemy+y
        dec a                   ;enough destroyed for a pickup?
        psh af                  ;save flags and a=0
        jr  nz,pickupdone       ;otherwise just explode
-       ld  a,18                ;reset enemies counter (18 hits = next)
+       ld  a,pickupfreq        ;reset enemies counter
 pickupdone:
        ld  (pickuptimer),a     ;save new enemiescounter value
-       inc hl                  ;@type
+       inc hl                  ;@sprite (=explosionFrame)
        ld  (hl),0              ;explosionFrame 0 or enemy #0=pickup
        pop af
        cal z,place_enemy       ;place pickup (enemy#=0=a cuz ZF)
@@ -1624,7 +1633,7 @@ eventtime =$-2
        dec a                   ;has it reached 3?
        jr  nz,place_ranenemy   ;nope: >3 = place an enemy
        inc hl                  ;nextevent located behind eventleft
-       ld  (hl),123            ;set delay
+       ld  (hl),193            ;set delay
        ret                     ;don't place any more enemies
 
 standby_event:
@@ -1676,11 +1685,14 @@ chk_noenemy:                    ;find an unused (no) enemy
        dec de                  ;goto hp64 (before occ)
        ldi                     ;set hp64
        ldi                     ;set hitpoints+occ of enemy class
-       ld  a,(hl)              ;save sprite-offset/2 (ldi decs bc so in a)
+       ld  a,(hl)
+       .db $DD,$6F ;ld hx,a
        ldi                     ;set sprite
+       ld  a,(hl)
+       .db $DD,$67 ;ld lx,a
+       ldi                     ;set sprite + 1
        ldi                     ;set x-position
 
-       ld  c,a                 ;c=sprite
        ld  a,(hl)              ;load placeInfo
        inc hl
        dec a                   ;is it 1?
@@ -1696,10 +1708,6 @@ lure_enemy:                      ;2nd possibility: luring enemy
        ld  a,(y)               ;place at same y-pos as YOUR ship
        jr  ypos_OK
 random_enemy:
-       ld  b,0                 ;bc = enemy sprite offset / 2
-       ld  ix,spr_enemy00      ;first enemy sprite
-       add ix,bc               ;add offset for current enemy
-       add ix,bc               ;twice (offset stored as offset/2)
        ld  a,64-8              ;=57=screen height (8 is scorebar)
        sub (ix+1)              ;minus sprite height=bottom
        ld  c,b                 ;range=0 to...
@@ -1719,12 +1727,18 @@ ypos_OK:                        ;random value successfully created
 
 ;--------------------------- enemy fires ------------------------------------
 
-Enemy_fires:                   ;de = x,y; c = type
+Enemy_fires:                   ;de = x,y; c = type; ix = enemy_sprite
        ld  hl,ebullets         ;first bullet to check
        ld  b,nrebuls
        dec d
-       dec d                   ;d = x-2
-       inc e                   ;e = y+1
+       dec d                   ;d = x of firing enemy minus 2
+
+       ld  a,(ix+1)            ;the height of the enemy firing this bullet
+       srl a                   ;halved
+       add a,e                 ;added to his y-position
+       ld  e,a                 ;into e
+       dec e                   ;minus one (bullet height)
+
 enemy_fires_again:             ;same but hl = first bullet possibly free
        xor a
 find_ebullet:
@@ -1742,43 +1756,71 @@ found_ebullet:
        jr  z,bulletaiming      ;type #6 = aiming = type#2..5
        dec a
        jr  z,bullettriple      ;type #7 = triple
+       dec a
+       jr  z,bulletdouble      ;type #8 = double
+       dec a
+       jr  z,bulletquad        ;type #9 = quad
+
+bulletdquad:
+       cal bulletquad          ;fire type #1 to 5
+       inc hl
+       ld  a,e
+       sub 5
+       ld  e,a                 ;offset 5 up
+       ld  c,1                 ;type #1 = normal
+       cal enemy_fires_again
+       inc hl
+       ld  a,e
+       add a,10
+       ld  e,a                 ;offset 10 down (5 total)
+       jr  enemy_fires_again
+
+bulletquad:
+       cal bullettriple        ;fire type #1, 4 and 5
+       inc hl                  ;next bullet
+       ld  c,2                 ;type #2 = down
+       cal enemy_fires_again
+       inc hl
+       ld  c,3                 ;type #3 = up
+       jr  enemy_fires_again
 
 bulletdouble:
        dec e                   ;one up
        ld  c,1                 ;type #1
-       cal enemy_fires_again   ;fire bullet
+       cal bulletok            ;fire bullet
        inc hl                  ;next bullet position
        inc e
-       inc e                   ;one down
-       jr  bulletok            ;fire another bullet
+       inc e                   ;two px down
+       jr  enemy_fires_again   ;find and fire another bullet
 
 bullettriple:
        ld  c,1                 ;type #1 = normal
-       cal enemy_fires_again   ;fire
+       cal bulletok            ;fire
        inc hl                  ;next bullet
        ld  c,4                 ;type #4 = down 50%
        cal enemy_fires_again
        inc hl
        ld  c,5                 ;type #5 = up 50%
-       jr  bulletok
+       jr  enemy_fires_again
 
 bulletaiming:
        ld  a,(y)
-       sub e
-       add a,10
-       jp  p,bulletnotup
-       ld  c,5                 ;yourY-bulY = negative (=bullet below you)
+       sub e                   ;a = yourY-bulY = pixels bullet is above you
        add a,10
-       jp  p,bulletnotup
-       ld  c,3                 ;yourY-bulY = even more negative (going up)
+       jp  p,bulletnotup       ;jump when 10 pixels below you or higher
+       ld  c,5                 ;go slightly down
+       add a,10                ;10 to 20 pixels below you
+       jp  p,bulletok          ;yes: all done.
+       ld  c,3                 ;otherwise move down even more
+       jr  bulletok
 bulletnotup:
-       sub 20
-       jr  c,bulletok
-       ld  c,4                 ;bullet going down (=jp m)
-       sub 10
-       jr  c,bulletok          ;even more going down
-       ld  c,2
-
+       ld  c,1                 ;normal bullet...
+       sub 20                  ;...when...
+       jp  m,bulletok          ;...10 pixels below you to 20 pixels above
+       ld  c,4                 ;bullet going slightly up...
+       sub 10                  ;...when...
+       jr  c,bulletok          ;...20 to 30 pixels above you
+       ld  c,2                 ;else (more than 30 pixels) move up more
 bulletok:
        ld  (hl),c              ;set bullet direction
        inc hl
@@ -1888,19 +1930,19 @@ handle_enemy:
        psh hl
 
        ld  a,(hl)
-       and %00000011
-       jr  z,next_enemy        ;occ "no enemy" 0
+       and %11
+       jr  z,next_enemy        ;occ "no enemy" 00
        dec a
-       jr  z,exploding_enemy   ;occ "exploding" 1
+       jr  z,exploding_enemy   ;occ "exploding" 01
 
 normal_enemy:
-       inc hl
-       ld  c,(hl)              ;c = enemy type = de
+       ld  c,a                 ;c = occ-1 = %10 (normal) or %01 (pickup)
+       inc hl                  ;@sprite
        cal find_sprite
 
-       inc hl
+       inc hl                  ;@x
        ld  d,(hl)              ;x
-       inc hl
+       inc hl                  ;@y
        ld  e,(hl)              ;y
 
        inc hl                  ;@movetype
@@ -1925,21 +1967,20 @@ enemyonscreenY:
        jr  c,remove_enemy      ;=off screen
 enemyonscreenX:
        ld  (hl),d              ;store new x
-       ld  a,c                 ;a = enemy type
-       or  a                   ;type 0? (pickup)
+       dec c                   ;is this a pickup? (c=%01 so ZF=1)
        jr  nz,check_enemyfire  ;no, a normal enemy; let em fire
        jr  firing_done         ;continue
 
 check_enemyfire:
        ld  bc,4                ;4x inc hl
        add hl,bc               ;@firecount
-       dec (hl)                ;decrease counter till next blast
-       ld  a,(hl)              ;&&&doesn't seem efficient to me
-       or  a                   ;has it reached zero?
-       jr  nz,firing_done      ;finished if not
+       ld  a,(hl)              ;counter till next blast
+       dec a                   ;decrease it
+       ld  (hl),a              ;save new value
+       jr  nz,firing_done      ;finished if not reached 0 yet
 
        inc hl                  ;@firefreq
-       ld  a,(hl)
+       ld  a,(hl)              ;=time 'til next blast
        inc hl                  ;@firetype
        ld  c,(hl)              ;in c
        dec hl
@@ -1973,6 +2014,7 @@ keep_enemy:
        ld  (hl),a              ;next frame
        dec a                   ;1-16 -> 0-15
        ld  ix,spr_explosion    ;base sprite
+       inc hl                  ;@x
        cal explosion_stuff     ;display explosion
        jr  next_enemy
 
@@ -1990,20 +2032,21 @@ moving_enemy:
        dec b
        jr  z,movetype_vslow    ;2 = (.25<)
        dec b
-       jr  z,movetype_slow     ;3 = (.5<)
+       jr  z,movetype_slow     ;3 = (.5 <)
        dec b
-       jr  z,movetype_fast     ;4 = (1.5<)
+       jr  z,movetype_lslow    ;4 = (.75<)
        dec b
-       jr  z,movetype_vfast    ;5 = (2<)
-
-       inc d                   ;speed 0
+       jr  z,movetype_fast     ;5 = (1.5<)
        dec b
-       jr  z,movetype_smart    ;6 = &&& smart
+       jr  z,movetype_vfast    ;6 = (2  <)
        dec b
-       jr  z,movetype_lure     ;7 = (0) move y towards you
+       jr  z,movetype_slowlure ;7 = (1<) move y towards you 50%
+
+       inc d                   ;speed 0
        dec b
-       jr  z,movetype_slowlure ;8 = (0) lure 1/2 speed
+       jr  z,movetype_lure     ;8 = (0) move y towards you
        dec b
+       jr  z,movetype_slowlure ;9 = (0) lure 1/2 speed
        dec b
        jr  z,movetype_fulllure ;10 = x+y towards you 1/2 speed
        dec b
@@ -2060,16 +2103,20 @@ movetype_smart:
        and %11111100
        jr  z,movetype_fast
 
+movetype_lslow:
+       and %11
+       ret nz
+       inc d                   ;don't move 25% of the time
+       ret
 movetype_slow:
        rra
        ret c
-       inc d                   ;don't move
+       inc d                   ;don't move 50%
        ret
-
 movetype_vslow:
        and %11
        ret z
-       inc d                   ;don't move
+       inc d                   ;don't move 75%
        ret
 
 movetype_fast:
@@ -2114,7 +2161,7 @@ check_collision:
        psh bc                  ;counter
        psh hl                  ;pointer
        ld  a,(hl)
-       and %00000010           ;enemy status
+       and %10                 ;enemy status (%11=normal; %10=pickup)
        jr  z,check_next        ;2 or 3 = ok, otherwise: next enemy
        inc hl                  ;enemy#
 
@@ -2129,15 +2176,17 @@ collide_enemy:                  ;&&& include in Handle_enemy proc
        add a,(ix)              ;enemy width
        jp  m,check_next
 
-       inc hl
+       inc hl                  ;@y
        ld  a,(hl)              ;check y match
        sub d                   ;same as with x-check
        jr  nc,check_next       ;(=jp p)
        add a,6
        add a,(ix+1)            ;enemy height
        jp  m,check_next
-       dec hl
-       dec hl
+       dec hl                  ;@x
+       dec hl                  ;@sprite+1
+       dec hl                  ;@sprite
+       dec hl                  ;@occ
 
 take_pickup:
        psh hl                  ;we need hl
@@ -2145,9 +2194,9 @@ take_pickup:
        cal scoreInc
        pop hl                  ;we're done
 
-       ld  a,(hl)              ;load enemy type
-       or  a
-       jr  nz,collide          ;enemy when <>0
+       ld  a,(hl)              ;load enemy occ
+       rra                     ;if occ = %10 (can't be %00) then pickup
+       jr  c,collide           ;otherwise normal enemy so you collide
 
        psh hl
        ld  hl,your_pickup      ;your pickups
@@ -2161,13 +2210,11 @@ not_maxpickup:
        cal disp_icons          ;display altered pickupicons
        pop hl
 
-       dec hl                  ;to enemy occ
        xor a                   ;set to 0 = gone
        ld  (hl),a              ;remove
        jr  check_next          ;all done, next..
 
 collide:
-       dec hl
        ld  a,(hl)
        sub auch_ecollide
        ld  (hl),a
@@ -2219,7 +2266,7 @@ storyLine:
        pop bc                  ;last byte (<>0) is lines to SFX
        psh hl
        cal DoSFX               ;do special effects
-       cal _getkey             ;wait for a key
+       cal getsomekeys         ;wait for a key
        pop hl
        ret
 
@@ -2314,24 +2361,27 @@ RandomY:                        ;HL = random Y 0..50 right side ((1..51)*16-1)
        pop bc
        ret
 
-scoreInc:
-       psh bc
-       ld  bc,(your_score)
-       add hl,bc
-       ld  (your_score),hl
-       pop bc
+scoreInc:                      ;increase score by HL
+       psh bc                  ;don't destroy bc (or any registers Xcept hl)
+       ld  bc,(your_score)     ;your current score in bc
+       psh af                  ;don't destroy a either
+       ld  a,(hardcore)        ;load hardcore mode settings in a
+       or  a                   ;is it zero?
+       jr  z,scoreincok        ;then skip the next instruction (score = ok)
+       add hl,hl               ;otherwise (hardcore) double the inc.score
+scoreincok:
+       pop af                  ;restore a register
+       add hl,bc               ;add bc to hl (or vice versa)
+       ld  (your_score),hl     ;save new increased score
+       pop bc                  ;all registers to what they were
        ret
 
 find_sprite:                   ;in:hl=enemy+type | out:ix=sprite to enemy
-       psh de
-       psh hl
-       ld  e,(hl)              ;e = enemy offset/2
-       ld  d,0                 ;de = e
-       ld  ix,spr_enemy00      ;first enemy sprite
-       add ix,de               ;add offset for current enemy
-       add ix,de               ;twice (offset stored as offset/2)
-       pop hl
-       pop de
+       ld  a,(hl)              ;sprite byte #1
+       .db $DD,$6F ;ld hx,a
+       inc hl                  ;@sprite+1
+       ld  a,(hl)              ;sprite byte #2
+       .db $DD,$67 ;ld lx,a    ;ld ix,(hl)
        ret
 
 BLACKLCD:
@@ -2343,6 +2393,17 @@ BLACKLCD:
        set 3,(iy+5)            ;set white on black
        ret
 
+getsomekeys:
+       halt                    ;wait a li'l while and save batteries :P
+       halt
+       cal GET_KEY             ;input keys
+       or  a
+       jr  z,getsomekeys       ;wait if none
+       cp  K_SECOND            ;2nd pressed?
+       ret z                   ;then return with zf set
+       cp  K_ENTER             ;enter pressed
+       ret                     ;then return with zf set, otherwise zf reset
+
 releasekeys:
        halt
        ld  a,%10000000         ;all key-masks
@@ -2354,16 +2415,17 @@ releasekeys:
 
 findenemyspecs:                        ;enemy #a specs in (hl); in:b=0; out:ac=?
        ld  hl,enemyspecs       ;enemy "0" specs
-       ld  c,a
        add a,a                 ;a=type*2
-       add a,a                 ;a=type*4
-       add a,a                 ;a=type*8
-       add a,c                 ;a=type*9
-       ld  c,a                 ;b=0; c=bc=type*8
-       add hl,bc               ;hl = enemy specs
-       ret
+       ld  c,a                 ;b=0; bc=c=a=type*2
+       add hl,bc               ;hl = enm#0 + type*2
+       add a,a                 ;a=type*4 (max.type<64)
+       ld  c,a                 ;bc=type*4
+       add hl,bc               ;hl = enm#0 + type*6
+       add hl,bc               ;hl = enm#0 + type*10
+       ret                     ;hl = enemy specs
 
 ;--------------------------- game over / new game / death -------------------
+
 chartable:
        .db 0,".<>!",0,0,0,0  ;down,L,R,up
        .db 0,"xtoje0",0      ;enter..clear
@@ -2373,41 +2435,40 @@ chartable:
        .db $D9,"-pkfa6'"     ;on..alpha
        .db "54321*",0,$D0    ;F5..more
 
-save_hi:
-       ld  hl,_asapvar         ;find own variable
-       rst 20h                 ;cal _ABS_MOV10TOOP1
-       rst 10h                 ;cal _FINDSYM
+save_lvl:
+       ld  hl,storesave_end-storesave_start
+       psh hl                  ;size
+       ld  hl,storesave_start
+       psh hl                  ;dest
+       ld  hl,4+storesave_start-_asm_exec_ram
+       psh hl                  ;src
+       jr  storesmtn
 
-       xor a
-        ld  hl,4+storehi_start-_asm_exec_ram
-        add hl,de              ;hl=pointer to data in original prog
-        adc a,b
-        cal _SET_ABS_DEST_ADDR
-        xor a
-        ld  hl,storehi_start
-        cal _SET_ABS_SRC_ADDR
+save_hi:
         ld  hl,storehi_end-storehi_start
-        cal _SET_MM_NUM_BYTES
-        cal _mm_ldir           ;save done (cal \ ret)
-       jp  _RAM_PAGE_1
+       psh hl                  ;size
+        ld  hl,storehi_start
+       psh hl                  ;destination
+        ld  hl,4+storehi_start-_asm_exec_ram
+       psh hl                  ;source
 
-save_lvl:
+storesmtn:             ;stores data [stack=src; stack+1=dest; stack+2=size]
        ld  hl,_asapvar         ;find own variable
        rst 20h                 ;cal _ABS_MOV10TOOP1
        rst 10h                 ;cal _FINDSYM
 
-       xor a
-       ld  hl,4+storesave_start-_asm_exec_ram
-       add hl,de               ;hl=pointer to data in original prog
-       adc a,b
-       cal _SET_ABS_DEST_ADDR
-       xor a
-       ld  hl,storesave_start
-       cal _SET_ABS_SRC_ADDR
-       ld  hl,storesave_end-storesave_start
-       cal _SET_MM_NUM_BYTES
-       cal _mm_ldir            ;save done (cal \ ret)
-       jp  _RAM_PAGE_1
+       xor a                   ;bde=pointer to begin of real program
+       pop hl                  ;data offset
+       add hl,de               ;hl=pointer to data in real prog
+       adc a,b                 ;if hl overflow also increase a
+        cal _SET_ABS_DEST_ADDR ;destination = real program = ahl
+        xor a                  ;RAM page #0
+       pop hl                  ;data position in normal program ($D748+)
+        cal _SET_ABS_SRC_ADDR  ;set as source (ahl)
+       pop hl                  ;size
+        cal _SET_MM_NUM_BYTES  ;set
+        cal _mm_ldir           ;copy data to real program
+       jp  _RAM_PAGE_1         ;and finally: reset ram page
 
 game_over:                     ;stack=+0
        cal BLACKLCD            ;clear screen
@@ -2523,7 +2584,7 @@ restore_line:
        add hl,de
        dnz restore_line
 
-       cal _getkey             ;wait for keypress
+       cal getsomekeys         ;wait for keypress
        jp  quit                ;restore some things and return to TI-OS/shell
 
 invship:                       ;procedure used in New_game
@@ -2554,8 +2615,34 @@ New_game:                        ;stack must be +1 (so change the jp in cal :)
 dispshipsloop:
        psh bc                  ;counter
        psh de                  ;position
-       cal putwidesprite       ;display
+       ld  h,e
+       ld  l,40                ;x=40
+       ld  (_penCol),hl        ;small cursor position
+       psh ix                  ;ix destroyed by _vputmap
+       ld  hl,txt_difhardcore  ;hardcore ships text
+       ld  a,b                 ;ship displaying (4 to 1)
+       dec a                   ;minus 1 (3..0)
+       psh af
+       and %10                 ;gives 1,1,0,0 (for ships 0,0,1,1)
+       jr  z,dispdifficulty    ;0 indicates hardcore difficulty ship
+       ld  hl,txt_difnormal    ;normal difficulty ships text
+dispdifficulty:
+       cal _vputs              ;display difficulty
+       ld  a,95
+       ld  (_penCol),a         ;set x=95
+       pop af                  ;ship nr (backwards 3..0)
+       ld  hl,txt_updouble     ;updouble for ships 1
+       and %1                  ;gives 0,1,0,1 (for ships 0,1,0,1)
+       jr  nz,dispsbeam
+       ld  hl,txt_tailbeam     ;tailbeam for ships 0
+dispsbeam:
+       cal _vputs              ;display special beam type
+       pop ix
        pop de
+       psh de                  ;peek de
+       cal putwidesprite       ;display ship
+       pop de
+
        ld  bc,spr_ship01i-spr_ship01+2
        add ix,bc               ;go to next ship
        ld  a,12                ;below the previous one
@@ -2569,18 +2656,12 @@ selectship:
        psh bc
        cal invship
 selectshiploop:
-       halt
-       cal GET_KEY
-       or  a
-       jr  z,selectshiploop
+       cal getsomekeys
        pop bc
+       jr  z,startthenewgame   ;enter/2nd
        psh bc
        cal invship
        pop bc
-       cp  K_SECOND
-       jr  z,startthenewgame
-       cp  K_ENTER
-       jr  z,startthenewgame
        cp  K_DOWN
        jr  nz,selnotdown
        inc b
@@ -2597,21 +2678,29 @@ selnotup:
 startthenewgame:
        ld  hl,spr_ship01-(spr_ship02-spr_ship01)
        ld  de,spr_ship02-spr_ship01
+       psh bc                  ;save b (ship#)
        inc b                   ;your ship #0-3++
+       ld  a,b                 ;ship #1-4
 searchyourship:
        add hl,de               ;next ship
        dnz searchyourship
        ld  (your_ship),hl
+       and 1                   ;gives: 1,0,1,0 for the ships
+       inc a                   ;ships now give 1,2,1,2
+       ld  (your_extramode),a  ;sets tail beam or up double (1 or 2)
+       pop af                  ;ship# 0..3
+       and %10                 ;ships give 0,0,1,1
+       ld  (hardcore),a        ;hardcore mode set for ships 3 and 4
        xor a                   ;ld a,0
        ld  (your_score),a      ;reset score
        ld  (your_score+1),a    ;reset score (0)
-       ld  (your_tail),a       ;no tail beam
+       ld  (your_extra),a      ;no extra beam
        ld  (your_weapon),a     ;no laser
        ld  (your_pickup),a     ;reset pickups
        ld  (your_multiples),a  ;no multiples
        inc a                   ;ld a,1
        ld  (level),a           ;reset level nr (#1)
-       ld  hl,level00          ;set level pointer to level#1
+       ld  hl,levelstart       ;set level pointer to level#1
        ld  (levelp),hl         ;reset level pointer
        ld  a,4
        ld  (your_lives),a      ;3 lives (4 will be decreased @ You_die)
@@ -2619,8 +2708,8 @@ searchyourship:
 
 You_die:                       ;stack must be +1
        pop hl                  ;restore stack
-       ld  a,12
-       ld  (your_armor),a      ;12 HPs/shields
+       ld  a,24
+       ld  (your_armor),a      ;24 HPs/shields
        ld  a,(your_lives)      ;load lives left
        dec a                   ;decrease lives
        ld  (your_lives),a      ;if lives=0ffh GO
@@ -2645,7 +2734,7 @@ Next_level:                       ;stack must be +1
        ld  b,0                 ;advance one level
        ld  c,(hl)
        add hl,bc               ;passed the enemies
-       ld  c,1+7+3
+       ld  c,10
        add hl,bc               ;update to point to next level
        ld  (levelp),hl         ;save
 
@@ -2664,8 +2753,11 @@ Next_level:                      ;stack must be +1
        cal scoreInc            ;update score
 
 samelevel:
-       ld  hl,(your_ship)
-       ld  (your_shipspr),hl
+       ld  hl,invertmode
+       ld  de,_invert          ;sets B<>W mode
+       ldi                     ;ld (_invert),(invertmode)
+       ld  de,your_shipspr     ;sets your ship's sprite
+       ldi                     ;ld (your_shipspr),(your_ship)
 
        ld  a,80
        ld  (nextevent),a       ;time to first enemy appearance
@@ -2694,9 +2786,8 @@ samelevel:
        ld  (eventleft),a       ;set nr of events left
        inc hl
        ld  de,level_info
-       ld  c,4                 ;bc=4
-       ldir                    ;4xLDI
-               ;loads (level_info); (level_move); (spacespace); (groundinfo)
+       ld  c,5                 ;5xLDI:  loads (level_info) (spacespace)
+       ldir                    ;              (groundinfo) (stars1) (stars2)
        ld  a,1
        ld  b,32                ;fill (groundpos) and (ceilingpos)
 fillground:
@@ -2715,8 +2806,8 @@ fillground:
        ld  (timer),a           ;reset time
        ld  hl,your_occ         ;hl = your_occ
        ld  (hl),a              ;reset your ship (not exploding)
-       inc hl                  ;hl = your_inv
-       ld  (hl),25             ;set 25*4=100 frames invulnerable
+       inc hl                  ;hl = your_shield
+       ld  (hl),25             ;set 25*4=100 frames shielded
        ld  de,$1820
        ld  (x),de              ;begin position (x,y)
        cal Place_multiples     ;place all multiple-positions at that (0,24)
@@ -2765,8 +2856,8 @@ game_setup:
        cal _vputs
 
        res 3,(iy+5)            ;set white on black
-       cal _getkey             ;wait for keypress
-       cp  kF1
+       cal getsomekeys         ;wait for keypress
+       cp  K_F1
        cal z,save_lvl
 
        cal _clrLCD             ;clear screen
@@ -2959,8 +3050,8 @@ PutWhere =$-2
 ;------------------------------- sprites ------------------------------------
 ;----------------------------------------------------------------------------
 
-spr_ship01:
-       .db 7,7         ;ship alpha class
+spr_ship01:            ;(normal; up double)
+       .db 7,7         ;ship alpha class (vic viper)
        .db %11000000   ;██
        .db %11110000   ;████
        .db %01111110   ; ██████
@@ -2970,34 +3061,15 @@ spr_ship01:
        .db %11000000   ;██
 spr_ship01i:
        .db 8,7
-       .db %11000010   ;██    █
-       .db %11110001   ;████   █
-       .db %01111111   ; ███████
+       .db %11001010   ;██  █ █
+       .db %11110101   ;████ █ █
+       .db %01111110   ; ██████
        .db %11101001   ;███ █  █
-       .db %01111111   ; ███████
-       .db %11110001   ;████   █
-       .db %11000010   ;██    █
+       .db %01111110   ; ██████
+       .db %11110101   ;████ █ █
+       .db %11001010   ;██  █ █
 
-spr_ship02:
-       .db 7,7         ;ship beta class
-       .db %11100000   ;███
-       .db %11111000   ;█████
-       .db %01111100   ; █████
-       .db %01110010   ; ███  █
-       .db %01111100   ; █████
-       .db %11111000   ;█████
-       .db %11100000   ;███
-spr_ship02i:
-       .db 8,7
-       .db %11100010   ;███   █
-       .db %11111001   ;█████  █
-       .db %01111101   ; █████ █
-       .db %01110011   ; ███  ██
-       .db %01111101   ; █████ █
-       .db %11111001   ;█████  █
-       .db %11100010   ;███   █
-
-spr_ship03:
+spr_ship02:            ;(normal; tail beam)
        .db 7,7         ;ship gamma class
        .db %11111000   ;█████
        .db %01100000   ; ██
@@ -3006,7 +3078,7 @@ spr_ship03:
        .db %11111100   ;██████
        .db %01100000   ; ██
        .db %11111000   ;█████
-spr_ship03i:
+spr_ship02i:
        .db 8,7
        .db %11111010   ;█████ █
        .db %01100001   ; ██    █
@@ -3016,8 +3088,8 @@ spr_ship03i:
        .db %01100001   ; ██    █
        .db %11111010   ;█████ █
 
-spr_ship04:
-       .db 7,7         ;ship delta class
+spr_ship03:            ;(hardcore; up double)
+       .db 7,7         ;ship delta class (lord british)
        .db %11000000   ; ██
        .db %11110000   ; ████
        .db %11111100   ; ██████
@@ -3025,26 +3097,34 @@ spr_ship04:
        .db %11111100   ; ██████
        .db %11110000   ; ████
        .db %11000000   ; ██
-spr_ship04i:
+spr_ship03i:
        .db 8,7
-       .db %11000010   ; ██    
-       .db %11110001   ; ████   █
+       .db %11111100   ; █████
+       .db %11110010   ; ████  █
        .db %11111101   ; ██████ █
        .db %01100011   ;  ██   ██
        .db %11111101   ; ██████ █
-       .db %11110001   ; ████   █
-       .db %11000010   ; ██    
+       .db %11110010   ; ████  █
+       .db %11111100   ; █████
 
-spr_ship05:
-       .db 8,8         ;XC1701II ship
+spr_ship04:            ;(hardcore; tail beam)
+       .db 7,7         ;XC1701II ship
        .db %11110000   ;████
        .db %10001100   ;█   ██
        .db %11110010   ;████  █
-       .db %01011101   ; █ ███ █
-       .db %01011101   ; █ ███ █
+       .db %01011110   ; █ ████
        .db %11110010   ;████  █
        .db %10001100   ;█   ██
        .db %11110000   ;████
+spr_ship04i:
+       .db 7,7
+       .db %11110000   ;████
+       .db %10011100   ;█  ███
+       .db %11111110   ;███████
+       .db %01011110   ; █ ████
+       .db %11111110   ;███████
+       .db %10011100   ;█  ███
+       .db %11110000   ;████
 
 auch_bullet  = 1       ;damage to you when hit by an enemy bullet
 auch_ground  = 5       ;the same when you hit the ground/ceiling
@@ -3275,23 +3355,34 @@ spr_bullete1:
 ;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset]
 ;damage = min.damage + dam.inc*incs (0<=incs<=6)
 ;speed in pixels/frame (>=%10010=forward; <=%01110=backwards)
-;direction: 0=straight forward; 1=up; 2=1/2up; 3=down; 4=1/2down
+;direction: 001=straight forward; 010=up; 011=1/2up; 100=down; 101=1/2down
+;           111=laser (speed=duration 00010-00000)
 
-maxnrweapons = 8+1
 weapondata:
-       .db 1,1,%00000000,0,%00000000,0,%00010010,3     ;1 single fire
-       .db 4,1,%00000000,0,%00000000,0,%00010011,3     ;2 fast single
-       .db 1,1,%00000000,0,%00010010,0,%00010010,6     ;3 double
-       .db 1,1,%01110010,2,%10010010,2,%00110010,2     ;4 triple
-       .db 3,2,%01110011,2,%10010011,2,%00110011,2     ;5
-       .db 5,3,%01110011,2,%10010100,2,%00110011,2     ;6
-       .db 7,4,%01110100,2,%10010100,2,%00110100,2     ;7
-       .db 12,5,%01110110,2,%10010110,2,%00110110,2    ;8
-maxweapon = 8
-       .db 1,1,%11100100,3,%00000000,0,%00000000,0     ;1 single laser
-       .db 1,1,%11111111,0,%11100000,6,%00000000,0     ;2 double laser
-       .db 10,1,%11100001,0,%11100000,6,%11100000,3    ;3 triple laser
-maxlaser = 11
+       .db  1,1,%00110010,3,%00000000,0,%00000000,0    ;1 single beam
+       .db  3,1,%00110011,3,%00000000,0,%00000000,0    ;2 fast single
+       .db  1,1,%00110010,0,%00110010,6,%00000000,0    ;3 double
+       .db  1,1,%01110010,2,%10010010,2,%00110010,2    ;4 triple
+       .db  3,2,%01110011,2,%10010011,2,%00110011,2    ;5
+       .db  6,2,%01110011,2,%10010100,2,%00110011,2    ;6
+       .db  9,3,%01110100,2,%10010100,2,%00110100,2    ;7
+       .db 13,3,%01110110,2,%10010110,2,%00110110,2    ;8
+       .db 18,4,%01110110,2,%10010110,2,%00110110,2    ;9
+maxweapon  = 9
+       .db  1,1,%11100100,3,%00000000,0,%00000000,0    ;1 single laser
+       .db  2,3,%11100011,3,%00000000,0,%00000000,0    ;2 short
+       .db  1,2,%11100100,3,%11100000,4,%00000000,0    ;3 fat
+       .db  1,2,%11100101,0,%11100000,6,%00000000,0    ;4 double
+       .db  3,4,%11100011,3,%00000000,0,%00000000,0    ;5 short
+       .db  1,2,%11100100,3,%11100000,6,%11100000,0    ;6 triple
+       .db  1,3,%11101010,3,%11100000,6,%11100000,0    ;7 triple long
+       .db  2,4,%11100101,2,%11100000,4,%00000000,0    ;8 double
+       .db  2,1,%11101011,3,%11100000,2,%11100000,4    ;9 big fat long
+maxlaser   = 18
+tailbeam   = %00101101 ;180 degrees
+doublebeam = %01010010 ;45 degrees
+extrabulletpos:
+       .db  3 ;tail/double yposition
 
 ;------------------------------------ bar -----------------------------------
 
@@ -3337,28 +3428,28 @@ spr_icon00:
        .db %01010101
        .db %10101010
 spr_icon01:
-       .db 16,7        ;torpedo .......:.......:
-       .db %10000001           ;█      ███  ██ █
-       .db %10000000           ;█       ███  ██ ▒
-       .db %11000000           ;██      ███   ██
-       .db %10110001           ;█ ██   ███   █ █
-       .db %11001100           ;██  ██      ██  ▒
-       .db %10110011           ;█ ██  ██   ████ ▒
-       .db %11001100           ;██  ██  ██   ██ ▒
+       .db 16,7        ;shield  .......:.......:
+       .db %10001111           ;█   ███████  █  
+       .db %10011001           ;█  ██  █████  █ ▒
+       .db %10111100           ;█ ████   ████ █ 
+       .db %10111000           ;█ ███   █  ██ █ 
+       .db %10111100           ;█ ████   ████ █ ▒
+       .db %10011001           ;█  ██  █████  █ ▒
+       .db %10001111           ;█   ███████  █  ▒
        .db 7
-       .db %11001101
-       .db %11100110
-       .db %11100011
-       .db %11000101
-       .db %00001100
-       .db %00011110
-       .db %11000110
-spr_icon02:
+       .db %11100100
+       .db %11110010
+       .db %01111010
+       .db %10011010
+       .db %01111010
+       .db %11110010
+       .db %11100100
+spr_icon02a:
        .db 16,7        ;tailbeam.......:.......:
        .db %10000000           ;█               ▒
        .db %10000011           ;█     ██        ▒
        .db %10000001           ;█      ███      ▒
-       .db %10111011           ;█ ███ █████  ██▒
+       .db %10111011           ;█ ███ ███ ██  ██▒
        .db %10000001           ;█      ███      ▒
        .db %10000011           ;█     ██        ▒
        .db %10000000           ;█               ▒
@@ -3366,8 +3457,23 @@ spr_icon02:
        .db %00000000
        .db %00000000
        .db %11000000
-       .db %11110011
+       .db %10110011
        .db %11000000
+spr_icon02b:
+       .db 16,7        ;updouble.......:.......:
+       .db %10000000           ;█          ██   ▒
+       .db %10000000           ;█         ██    ▒
+       .db %10110000           ;█ ██     ██     ▒
+       .db %10011100           ;█  ███          ▒
+       .db %10111011           ;█ ███ ██   ████ ▒
+       .db %10011100           ;█  ███          ▒
+       .db %10110000           ;█ ██            ▒
+       .db 5
+       .db %00011000
+       .db %00110000
+       .db %01100000
+       .db %00000000
+       .db %00011110
 spr_icon03:
        .db 11,7        ;bullets .......:.......:
        .db %10000000           ;█       ██      ▒
@@ -3424,11 +3530,16 @@ spr_dividerline:
 txt_email:     .db "www.shiar.org ",127 ;title screen
                .db " shiar0@hotmail.com",0
 _txt_email       = $3A01 ;$3A1E=just email
-txt_about:     .db "v0.99.812 ",127," by Shiar",0 ;right behind txt_email
+txt_about:     .db "v0.99.829 ",127," by Shiar",0 ;right behind txt_email
 _txt_about       = $3321
 txt_menu1:     .db "NEW GAME",0
 txt_menu2:     .db "CONTINUE",0
 
+txt_difhardcore:.db "Hardcore!",0
+txt_difnormal: .db "Normal",0
+txt_updouble:  .db "Up Double",0
+txt_tailbeam:  .db "Tail Beam",0
+
 txt_level:     .db "LEVEL ",0 ;new level screen
 txt_lives:     .db   "Lx0",0
 txt_savekey:   .db "Press [F1] to save",0
@@ -3452,20 +3563,24 @@ hiscore         .dw 0                   ;default hiscore
 hiname         .db "shiar.99",0        ;   "       "    name
 storehi_end:
 
+invertmode:     cpl                    ;saves B<>W mode setting        cpl
+
 storesave_start:                       ;--SAVED GAME--                 defs:
+your_ship      .dw spr_ship01          ;your sprite (^invertmode^)     sprs1
 level          .db  1                  ;level number                   1
-levelp         .dw level01             ;pointer to level data          l01
+levelp         .dw level00             ;pointer to level data          lev00
 pickuptimer    .db  4                  ;counts when to place a pickup  4
-your_ship      .dw spr_ship01          ;your sprite                    sprs1
+your_extramode .db  1                  ;you have tail or double        1
 your_score     .dw  0                  ;current score                  0
-your_pickup    .db  4                  ;pickups already picked up      0
+your_pickup    .db  0                  ;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 22                  ;HP left                        12
+your_shield    .db  0                  ;invincibility left             0
+your_armor     .db 24                  ;HP left                        12
 your_lives     .db  3                  ;lives left                     3
-your_weapon    .db  8                  ;current weapon upgrade         0
+your_weapon    .db  3                  ;current weapon upgrade         0
 your_multiples .db  0                  ;multiples present              0
-your_tail      .db  0                  ;tail beam present              0
+your_extra     .db  0                  ;extra beam present             0
+hardcore       .db  0                  ;hardcore mode if non-0         0
 storesave_end:
 
 time2invert:   .db 0                   ;time until b<>w switch (0 at startup)
@@ -3474,33 +3589,35 @@ time2invert:    .db 0                   ;time until b<>w switch (0 at startup)
 
 ;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] [stars1] [stars2]
+;      [min. enemy frequency] [enemy frequency max.inc]
+;      [next lvl (=nrenemies+4)] [level_info: 1:ceiling 1:ground]
+;      [tunnel size] [groundtype] [stars1] [stars2]
 ;efrequency must be odd if halfluring!
 
        .db 0   ;storyline ID
-level00:       ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end]
+levelstart:    ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end]
        .db 25,33,"Imperial ships have",0,0
        .db 31,9,"been sent to intercept you",0,31-25+6,-1
 
-       .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 1,1
+       .db 30
+level00:.db 5,2,4,2,1,1
+       .db 28,73,13
+       .db %00,0,0,1,1
 
-       .db 21
-level02:                       ;first wave of enemies; easeey
-       .db 3,6,7,8
-       .db 20,60,60,%00100000,0,0,0
-       .db 1,1
+       .db 31 ;boss for level01
+level01:.db 2,2,4 ;enemies
+       .db 26,70,20
+       .db %00,0,0,1,1
 
-       .db 22
-level03:                       ;some more enemies
-       .db 4,7,8,9,10
-       .db 17,40,75,%00110000,0,0,0
-       .db 1,1
+       .db 32
+level02:.db 3,2,3,4
+       .db 20,60,60
+       .db %00,0,0,1,1
+
+       .db 33
+level03:.db 4,3,4,5,6
+       .db 17,40,75
+       .db %00,0,0,1,1
 
        .db 0
        .db 1,1,"Long-Range scanners are ",
@@ -3512,182 +3629,135 @@ level03:                      ;some more enemies
        .db 31,1,"asteroid belt and try to",0,0
        .db 38,1,"lose them inthere.",0,38-24+6,-1
 
-       .db 23
-level04:                       ;approaching asteroid belt
-       .db 7,11,11,12,12,13,1,2
-       .db 12,24,80,%00111000
-       .db 2,0,0,1,1
+;---- approaching asteroid belt
+       .db 34
+level04:.db 5,7,7,8,10,11
+       .db 17,27,70
+       .db %00,0,0,1,1
 
-       .db 24
-level05:                       ;light asteroid belt
-       .db 5,11,12,1,2,4
-       .db 12,24,80,%00111000
-       .db 2,0,0,1,1
+;---- light asteroid belt
+       .db 35
+level05:.db 7,9,10,8,10,11,11,13
+       .db 12,24,80
+       .db %00,0,0,1,1
 
-       .db 25
-level06:                       ;inside asteroid belt
-       .db 6,13,1,2,3,4,5
-       .db 7,18,180,%01011000
-       .db 2,0,0,1,1
+;---- inside asteroid belt
+       .db 36
+level06:.db 10,9,10,11,11,13,12,12,13,14,14
+       .db 7,18,180
+       .db %00,0,0,1,1
 
-       .db 0,1,1,"That's it for now...",0,5,-1
+       .db 37
+level07:.db 4,15,16,17,5
+       .db 22,29,62
+       .db %00,0,0,1,1 ;-1=%11111111=line
 
-endlevel = 6
+       .db 38
+level08:.db 5,15,16,17,18,18
+       .db 20,38,57
+       .db %00,0,0,1,1
 
-       .db 0
-       .db 1,1,"And the storyline conti",
-               .db "nues.....",0,5
-       .db 9,1,"You decide to fly close",
-               .db " to the",0,0
-       .db 15,1,"surface of a nearby pl",
-               .db "anet =)",0,15-9+6,-1
+       .db 39
+level09:.db 3,18,19,20
+       .db 19,63,57
+       .db %00,0,0,1,1
 
-       .db 26
-level03b:
-       .db 1,2
-       .db $13,40,$4b,%00100100,0,-5,1
-       .db 1,1
+       .db 0,1,1,"That`s all folks...",0,0
+       .db 20,50,"for now...",0,20-0+6,-1
 
-        .db 0
+endlevel = 10
 
-       .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,%00110110,0,-9,1
-       .db -1,-1 ;=%11111111=line
-
-       .db $07,$08
-level04b:
-       .db 1,$04
-       .db $11,$41,%00100001,0,0,0
-       .db 1,1
-       .db $07,$09
-level05a:
-       .db 1,$05
-       .db $11,$45,%00100101,%10,-7,1
-       .db 1,1
-       .db $07,$08
-level06c:
-       .db 1,$06
-       .db $19,$3a,%00100111,0,-4,1
-       .db 1,1
-
-       .db $07,$09
-level07:
-       .db 1,$07
-       .db $09,$ff,%00100001,0,0,0
-       .db 1,1
+pickupfreq = 10
 
 ;------------------------------ enemies -------------------------------------
 
 ;format:       [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)]
 ;              [movetype] [time2fire] [firefreq] [firetype]
+;occ:          00=no enemy; 01=exploding (sprite=frame); 10=pickup; 11=enemy
 ;appearances:  1=random; 2=lure; 3=halflure
-;movetypes:    1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure;
-;              8=y-lure 1/2x; 9=x; 10=x+y-lure 1/2x
+;movetypes:    1=updown; 2=1/4x; 3=1/2x; 4=3/4x; 5=3/2x; 6=2x; 7=ylure50%;
+;              7=ylure; 8=ylure50%; 9=x; 10=x+y-lure 50%; 11=-1/2x; 12=-1x
 ;firetypes:    1=normal; 6=aiming; 7=triple; 8=double
 
-enemyspecs:
-       .db 0,%00000110,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;pickup
-;1-5=asteroids         ,                           ,   , ,  ,  ,
-       .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,00, 0, 0,1
-       .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,00, 0, 0,1
-       .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,04, 0, 0,1
-       .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,03, 0, 0,1 ;slow+hard
-       .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,05, 0, 0,1
-;6-10=basic enemies    ,                           ,   , ,  ,  ,
-       .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,00,10, 0,1 ;weak
-       .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,03, 6,50,1 ;slow
-       .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,00, 1, 0,1
-       .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,00,19,39,8 ;heavy
-       .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,04, 1, 0,1 ;fast
-;11-13=backwards enemies                           ,   , ,  ,  ,
-       .db 0,%00011110,(spr_enemyB1-spr_enemy00)/2,000,3,11,19,92,1
-       .db 0,%00101110,(spr_enemyB2-spr_enemy00)/2,000,1,12,11,45,1
-       .db 0,%00110110,(spr_enemyB3-spr_enemy00)/2,000,1,11,10,41,8 ;small
-;14=improved enemies   ,                           ,   , ,  ,  ,
-       .db 0,%01001010,(spr_enemyG1-spr_enemy00)/2,128,3,00, 1,35,1
-
-       .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;15
-       .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;16
-       .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;17
-       .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;18
-       .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;19
-;20-23=first bosses    ,                           ,   , ,  ,  ,
-       .db 1,%00101011,(spr_boss2  -spr_enemy00)/2,127,1,08,20,12,1 ;small
-       .db 1,%00110011,(spr_boss1  -spr_enemy00)/2,127,1,08,15,11,8 ;normal
-       .db 1,%01001011,(spr_boss1  -spr_enemy00)/2,127,3,10,10,11,1 ;moving
-       .db 0,%11111111,(spr_boss3  -spr_enemy00)/2,127,2,10, 1, 4,1 ;weak+rapidfire
-;24-25=asteroid bosses ,                           ,   , ,  ,  ,
-       .db 2,%00001011,(spr_bossA1 -spr_enemy00)/2,127,1,10,36,14,6
-       .db 2,%00110011,(spr_bossA1 -spr_enemy00)/2,127,2,10,28,12,6
-;26-27=big bosses      ,                           ,   , ,  ,  ,
-       .db 2,%00000111,(spr_bossB1 -spr_enemy00)/2,127,3,07,18, 7,7
-       .db 2,%01001011,(spr_bossB2 -spr_enemy00)/2,127,3,07,18, 7,7
+enemyspecs:  ;10 bytes/enemy | max.enemies <64 | sprites use <768 bytes
+       .db 0,%00000110,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;pickup
+;1-6=basic enemies     ,               ,               ,   , ,  ,  ,  ,
+       .db 0,%00000111,spr_enemyE0&255,spr_enemyE0/256,128,1,00,12, 0,1 ;intro
+       .db 0,%00010011,spr_enemyE1&255,spr_enemyE1/256,128,1,00,10, 0,1 ;weak
+       .db 0,%00110011,spr_enemyE4&255,spr_enemyE4/256,128,1,03, 6,50,1 ;slow
+       .db 0,%00100111,spr_enemyE2&255,spr_enemyE2/256,128,1,00, 1, 0,1
+       .db 0,%00101111,spr_enemyE3&255,spr_enemyE3/256,128,3,00,19,39,8 ;heavy
+       .db 0,%00101011,spr_enemyE5&255,spr_enemyE5/256,128,3,05, 1, 0,1 ;fast
+;7-9=backwards enemies ,               ,               ,   , ,  ,  ,  ,
+       .db 0,%00011111,spr_enemyB1&255,spr_enemyB1/256,000,3,11,19,92,1
+       .db 0,%00101111,spr_enemyB2&255,spr_enemyB2/256,000,1,12,11,45,1
+       .db 0,%00110111,spr_enemyB3&255,spr_enemyB3/256,000,1,11,10,41,8 ;small
+;10-14=asteroid        ,               ,               ,   , ,  ,  ,  ,
+       .db 0,%00100111,spr_enemyA1&255,spr_enemyA1/256,128,1,04, 0, 0,1
+       .db 0,%00111111,spr_enemyA2&255,spr_enemyA2/256,128,1,00, 0, 0,1
+       .db 0,%01011011,spr_enemyA3&255,spr_enemyA3/256,128,1,05, 0, 0,1
+       .db 1,%00001011,spr_enemyA4&255,spr_enemyA4/256,128,1,03, 0, 0,1 ;slow+hard
+       .db 0,%00111111,spr_enemyA4&255,spr_enemyA4/256,128,1,06, 0, 0,1
+;15-20=improved enemies,               ,               ,   , ,  ,  ,  ,
+       .db 0,%01001011,spr_enemyG1&255,spr_enemyG1/256,128,3,00, 3,40,1
+       .db 0,%01011111,spr_enemyG2&255,spr_enemyG2/256,128,3,00, 1,36,1
+       .db 0,%00110011,spr_enemyG5&255,spr_enemyG5/256,128,1,01, 9,52,1 ;updown
+       .db 0,%01111011,spr_enemyG3&255,spr_enemyG3/256,128,3,04, 7,99,7 ;3x
+       .db 0,%10110111,spr_enemyG4&255,spr_enemyG4/256,128,2,01,17, 0,7 ;updown3x
+       .db 0,%10001011,spr_enemyG6&255,spr_enemyG6/256,128,2,07,62,60,8 ;lure
+;21-29=unused,         ,               ,               ,   , ,  ,  ,  ,
+       .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;21
+       .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;22
+       .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;23
+       .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;24
+       .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;25
+       .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;26
+       .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;27
+       .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;28
+       .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;29
+;30-34=first bosses    ,               ,               ,   , ,  ,  ,  ,
+       .db 1,%00100011,spr_boss01 &255,spr_boss01 /256,127,1,09,35,50,7 ;triple
+       .db 1,%00101011,spr_boss02 &255,spr_boss02 /256,127,1,09,20,12,1 ;small
+       .db 1,%00111111,spr_boss03 &255,spr_boss03 /256,127,1,09,15,11,8 ;normal
+       .db 1,%01001111,spr_boss04 &255,spr_boss04 /256,127,3,10,10,11,1 ;moving
+       .db 0,%11111111,spr_boss05 &255,spr_boss05 /256,127,2,10, 1, 4,1 ;weak+rapidfire
+;35-36=asteroid bosses ,               ,               ,   , ,  ,  ,  ,
+       .db 2,%00001011,spr_bossA1 &255,spr_bossA1 /256,127,1,10,36,14,6
+       .db 2,%00110011,spr_bossA1 &255,spr_bossA1 /256,127,2,10,28,12,6
+;37-40=big bosses      ,               ,                   ,   , ,  ,  ,  ,
+       .db 2,%00000011,spr_boss07 &255,spr_boss07 /256,127,3,08,31, 8,7
+       .db 2,%00100111,spr_boss06 &255,spr_boss06 /256,127,3,08,13, 7,7
+       .db 2,%00100111,spr_boss08 &255,spr_boss08 /256,127,1,08,18, 8,9  ;quad
+       .db 2,%10010011,spr_boss09 &255,spr_boss09 /256,127,1,08,21, 9,10 ;6x
 
 spr_enemy00:
-       .db 16,8                        ;pickup
-       .db %11111111                   ; ████████████
-       .db %10000110                   ; █    ██    █
-       .db %10000110                   ; █    ██    █
-       .db %10111111                   ; █ ████████ █
-       .db %10111111                   ; █ ████████ █
-       .db %10000110                   ; █    ██    █
-       .db %10000110                   ; █    ██    █
-       .db %11111111                   ; ████████████
-       .db 8
-       .db %11110000
-       .db %00010000
-       .db %00010000
-       .db %11010000
-       .db %11010000
-       .db %00010000
-       .db %00010000
-       .db %11110000
-       .db 0
-
-spr_enemyA1:
-       .db 7,6                         ;asteroid one
-       .db %00011000                   ;   ██
-       .db %01101100                   ; ██ ██
-       .db %10011110                   ;█  ████
-       .db %11111010                   ;█████ █
-       .db %10111100                   ;█ ████
-       .db %01110000                   ; ███
-spr_enemyA2:
-       .db 8,7                         ;asteroid two
-       .db %00111100                   ;  ████
-       .db %01011010                   ; █ ██ █
-       .db %01101101                   ; ██ ██ █
-       .db %11111101                   ;██████ █
-       .db %11111111                   ;████████
-       .db %10110110                   ;█ ██ ██
-       .db %01100000                   ; ██
-       .db 0
-spr_enemyA3:
-       .db 8,8                         ;asteroid three
-       .db %00011110                   ;   ████
-       .db %01110011                   ; ███  ██
-       .db %01111101                   ; █████ █
-       .db %10110111                   ;█ ██ ███
-       .db %11111110                   ;███████
-       .db %11111101                   ;██████ █
-       .db %01010111                   ; █ █ ███
-       .db %00001110                   ;    ███
-spr_enemyA4:
-       .db 7,6                         ;asteroid four
-       .db %01111000                   ; ████
-       .db %10110110                   ;█ ██ ██
-       .db %11111101                   ;██████ █
-       .db %01111011                   ; ████ ██
-       .db %01001110                   ; █  ███
-       .db %00110000                   ;  ██
+       .db 10,8                        ;pickup
+       .db %00111111                   ;  ██████
+       .db %01100001                   ; ██    ██
+       .db %10001100                   ;█   ██   █
+       .db %10111111                   ;█ ██████ █
+       .db %10111111                   ;█ ██████ █
+       .db %10001100                   ;█   ██   █
+       .db %01100001                   ; ██    ██
+       .db %00111111                   ;  ██████
+       .db 7
+       .db %00000000
+       .db %10000000
+       .db %01000000
+       .db %01000000
+       .db %01000000
+       .db %01000000
+       .db %10000000
 
+spr_enemyE0:
+       .db 6,7                         ;weak
+       .db %00011100                   ;   ███
+       .db %00100100                   ;  █  █
+       .db %01101000                   ; ██ █
+       .db %10110100                   ;█ ██ █
+       .db %01101000                   ; ██ █
+       .db %00100100                   ;  █  █
+       .db %00011100                   ;   ███
 spr_enemyE1:
        .db 6,7                         ;weak
        .db %00111100                   ;  ████
@@ -3697,7 +3767,6 @@ spr_enemyE1:
        .db %10111000                   ;█ ███
        .db %01000100                   ; █   █
        .db %00111100                   ;  ████
-       .db 0
 spr_enemyE2:
        .db 6,6                         ;weak
        .db %00111100                   ;  ████
@@ -3709,10 +3778,10 @@ spr_enemyE2:
 spr_enemyE3:
        .db 6,6                         ;normal solid (Galaxian enemy)
        .db %00111100                   ;  ████
-       .db %01110000                   ; ██
-       .db %11110000                   ;███
-       .db %11110000                   ;███
-       .db %01110000                   ; ██
+       .db %01010000                   ; █ 
+       .db %11010000                   ;██ 
+       .db %11010000                   ;██ 
+       .db %01010000                   ; █ 
        .db %00111100                   ;  ████
 spr_enemyE4:
        .db 6,7
@@ -3723,15 +3792,14 @@ spr_enemyE4:
        .db %10011000                   ;█  ██
        .db %01101000                   ; ██ █
        .db %00011100                   ;   ███
-       .db 0
 spr_enemyE5:
        .db 6,6                         ;speedy
-       .db %00011100                   ;   ██
+       .db %00010100                   ;   █ 
        .db %01111000                   ; ████
-       .db %11100000                   ;██
-       .db %11100000                   ;██
+       .db %10100000                   ;█ 
+       .db %10100000                   ;█ 
        .db %01111000                   ; ████
-       .db %00011100                   ;   ██
+       .db %00010100                   ;   █ 
 
 spr_enemyB1:
        .db 6,6                         ;solid backwards
@@ -3750,7 +3818,6 @@ spr_enemyB2:
        .db %01110100                   ; ███ █
        .db %01001000                   ; █  █
        .db %11110000                   ;████
-       .db 0
 spr_enemyB3:
        .db 5,7
        .db %11100000                   ;███
@@ -3760,56 +3827,90 @@ spr_enemyB3:
        .db %01111000                   ; ████
        .db %01010000                   ; █ █
        .db %11100000                   ;███
-       .db 0
+
+spr_enemyA1:
+       .db 7,6                         ;asteroid one
+       .db %00011000                   ;   ██
+       .db %01101100                   ; ██ ██
+       .db %10011110                   ;█  ████
+       .db %11111010                   ;█████ █
+       .db %10111100                   ;█ ████
+       .db %01110000                   ; ███
+spr_enemyA2:
+       .db 8,7                         ;asteroid two
+       .db %00111100                   ;  ████
+       .db %01011010                   ; █ ██ █
+       .db %01101101                   ; ██ ██ █
+       .db %11111101                   ;██████ █
+       .db %11111111                   ;████████
+       .db %10110110                   ;█ ██ ██
+       .db %01100000                   ; ██
+spr_enemyA3:
+       .db 8,8                         ;asteroid three
+       .db %00011110                   ;   ████
+       .db %01110011                   ; ███  ██
+       .db %01111101                   ; █████ █
+       .db %10110111                   ;█ ██ ███
+       .db %11111110                   ;███████
+       .db %11111101                   ;██████ █
+       .db %01010111                   ; █ █ ███
+       .db %00001110                   ;    ███
+spr_enemyA4:
+       .db 7,6                         ;asteroid four
+       .db %01111000                   ; ████
+       .db %10110110                   ;█ ██ ██
+       .db %11111101                   ;██████ █
+       .db %01111011                   ; ████ ██
+       .db %01001110                   ; █  ███
+       .db %00110000                   ;  ██
 
 spr_enemyG1:
        .db 8,6                         ;G-Type
-       .db %00111111                   ;   █████
+       .db %00011111                   ;   █████
        .db %01001000                   ; █  █
        .db %10110100                   ;█ ██ █
        .db %10110100                   ;█ ██ █
        .db %01001000                   ; █  █
-       .db %00111111                   ;   █████
+       .db %00011111                   ;   █████
 spr_enemyG2:
        .db 8,6                         ;smaller nacelles
-       .db %00000111                   ;     ███
+       .db %00010111                   ;   █ ███
        .db %01101100                   ; ██ ██
        .db %10110100                   ;█ ██ █
        .db %10110100                   ;█ ██ █
        .db %01101100                   ; ██ ██
-       .db %00000111                   ;     ███
+       .db %00010111                   ;   █ ███
 spr_enemyG3:
        .db 8,6                         ;shuttle
        .db %00001111                   ;    ████
-       .db %01111100                   ; ████
+       .db %01110100                   ; ███ 
        .db %10011100                   ;█  ███
        .db %10011100                   ;█  ███
-       .db %01111100                   ; ████
+       .db %01110100                   ; ███ 
        .db %00001111                   ;    ████
 spr_enemyG4:
        .db 8,6                         ;G-Type solid
-       .db %00111111                   ;   ████
+       .db %00111101                   ;   ███ 
        .db %01111000                   ; ████
-       .db %11111100                   ;█████
-       .db %11111100                   ;█████
+       .db %11110100                   ;████ 
+       .db %11110100                   ;████ 
        .db %01111000                   ; ████
-       .db %00111111                   ;   ████
+       .db %00111101                   ;   ███ 
 spr_enemyG5:
        .db 6,6
        .db %01111100                   ; █████
        .db %10110000                   ;█ ██
-       .db %10111000                   ;█ ██
-       .db %10111000                   ;█ ██
+       .db %10101000                   ;█ █ 
+       .db %10101000                   ;█ █ 
        .db %10110000                   ;█ ██
        .db %01111100                   ; █████
 spr_enemyG6:
-       .db 7,6                         ;small G-type solid
-       .db %00011110                   ;   ████
-       .db %01111000                   ; ████
-       .db %11110000                   ;████
-       .db %11110000                   ;████
-       .db %01111000                   ; ████
-       .db %00011110                   ;   ████
+       .db 8,5                         ;shuttle
+       .db %00001111                   ;    ████
+       .db %01110100                   ; ███ █
+       .db %10011010                   ;█  ██ █
+       .db %01110100                   ; ███ █
+       .db %00001111                   ;    ████
 
 spr_enemyS1:
        .db 6,6                         ;solid
@@ -3853,7 +3954,6 @@ spr_enemyN1:
        .db %00001110                   ;    ███
        .db %11110001                   ;████   █
        .db %00111110                   ;  █████
-       .db 0
 spr_enemyN2:
        .db 8,7                         ;
        .db %00111110                   ;  █████
@@ -3863,7 +3963,6 @@ spr_enemyN2:
        .db %11111111                   ;████ ███
        .db %00011101                   ;   ███ █
        .db %00111110                   ;  █████
-       .db 0
 spr_enemyN3:
        .db 8,7                         ;Nem3MSX jumper lvl#3
        .db %10111110                   ;█ █████
@@ -3873,7 +3972,6 @@ spr_enemyN3:
        .db %01111110                   ; ██████
        .db %01011101                   ; █ ███ █
        .db %10111110                   ;█ █████
-       .db 0
 spr_enemyN4:
        .db 8,8                         ;Stolen from XC1701II
        .db %01111110                   ; ██████
@@ -3895,31 +3993,34 @@ spr_enemyN5:
        .db %01010010                   ; █ █  █
        .db %01111100                   ;  ████
 
-spr_boss1:
-       .db 16,10                       ;.......:.......:
-       .db %00000001                   ;       ██████ ██
-       .db %00001110                   ;    ███   █ ███
-       .db %00110010                   ;  ██  █ ████
-       .db %01001101                   ; █  ██ ██
-       .db %11101011                   ;███ █ ██ █
-       .db %11101011                   ;███ █ ██ █
-       .db %01001101                   ; █  ██ ██
-       .db %00110010                   ;  ██  █ ████
-       .db %00001110                   ;    ███   █ ███
-       .db %00000001                   ;       ██████ ██
-       .db 10
-       .db %11111011
-       .db %00101110
-       .db %11110000
+spr_boss01:
+       .db 9,12                        ;.......:.2.....:
+       .db %00000111                   ;     ████
+       .db %00011100                   ;   ███
+       .db %00101010                   ;  █ █ █
+       .db %01011011                   ; █ ██ ██
+       .db %10100110                   ;█ █  ██ █
+       .db %11010101                   ;██ █ █ █
+       .db %11010101                   ;██ █ █ █
+       .db %10100110                   ;█ █  ██ █
+       .db %01011011                   ; █ ██ ██
+       .db %00101010                   ;  █ █ █
+       .db %00011100                   ;   ███
+       .db %00000111                   ;     ████
+       .db 12
        .db %10000000
-       .db %01000000
-       .db %01000000
+       .db %00000000
+       .db %00000000
+       .db %00000000
        .db %10000000
-       .db %11110000
-       .db %00101110
-       .db %11111011
-       .db 0
-spr_boss2:
+       .db %00000000
+       .db %00000000
+       .db %10000000
+       .db %00000000
+       .db %00000000
+       .db %00000000
+       .db %10000000
+spr_boss02:
        .db 12,12                       ;.......:....5..:
        .db %00011110                   ;   ████
        .db %01100001                   ; ██    ██
@@ -3945,7 +4046,55 @@ spr_boss2:
        .db %10100000
        .db %01100000
        .db %10000000
-spr_boss3:
+spr_boss03:
+       .db 16,10                       ;.......:.......:
+       .db %00000001                   ;       ██████ ██
+       .db %00001110                   ;    ███   █ ███
+       .db %00110010                   ;  ██  █ ████
+       .db %01001101                   ; █  ██ ██
+       .db %11101011                   ;███ █ ██ █
+       .db %11101011                   ;███ █ ██ █
+       .db %01001101                   ; █  ██ ██
+       .db %00110010                   ;  ██  █ ████
+       .db %00001110                   ;    ███   █ ███
+       .db %00000001                   ;       ██████ ██
+       .db 10
+       .db %11111011
+       .db %00101110
+       .db %11110000
+       .db %10000000
+       .db %01000000
+       .db %01000000
+       .db %10000000
+       .db %11110000
+       .db %00101110
+       .db %11111011
+spr_boss04:
+       .db 16,10                       ;.......:.......:
+       .db %00000000                   ;           █████
+       .db %00000000                   ;        ███    █
+       .db %00000111                   ;     ████ █████
+       .db %00111101                   ;  ████ █ █ ████
+       .db %01001010                   ; █  █ █ ██ ███ █
+       .db %10110110                   ;█ ██ ██ ███  █ █
+       .db %10110110                   ;█ ██ ██ ███  █ █
+       .db %01001010                   ; █  █ █ ██ ███ █
+       .db %00111101                   ;  ████ █ █ ████
+       .db %00000111                   ;     ████ █████
+       .db 12                          ;        ███    █
+       .db %00011111                   ;           █████
+       .db %11100001
+       .db %10111110
+       .db %01011110
+       .db %11011101
+       .db %11100101
+       .db %11100101
+       .db %11011101
+       .db %01011110
+       .db %10111110
+       .db %11100001
+       .db %00011111
+spr_boss05:
        .db 16,10                       ;.......:.......:
        .db %11111110                   ;███████
        .db %00000011                   ;      ███   ████
@@ -3968,7 +4117,7 @@ spr_boss3:
        .db %11100001
        .db %10001111
 spr_bossA1:
-       .db 16,11                       ;AsteroidBoss one
+       .db 12,11                       ;AsteroidBoss one
        .db %00011110                   ;   ████
        .db %01110011                   ; ███  ███
        .db %01111111                   ; ███████ █
@@ -3990,9 +4139,41 @@ spr_bossA1:
        .db %11110000
        .db %11110000
        .db %11000000
-       .db 0
-spr_bossB1:
-       .db 16,18                       ;BigBoss one    :
+spr_boss06:
+       .db 16,15                       ;.......:.......:
+       .db %00001111                   ;    █████
+       .db %00111110                   ;  █████ █████
+       .db %01111101                   ; █████ █ ███████
+       .db %00000011                   ;      ██
+       .db %00000100                   ;     █  █
+       .db %00000011                   ;      █████
+       .db %00011110                   ;   ████ ██ ████
+       .db %11110011                   ;████  ██ █ █
+       .db %00011110                   ;   ████ ██ ████
+       .db %00000011                   ;      █████
+       .db %00000100                   ;     █  █
+       .db %00000011                   ;      ██
+       .db %01111101                   ; █████ █ ███████
+       .db %00111110                   ;  █████ █████
+       .db %00001111                   ;    █████
+       .db 15                          ;modelled after a Nemesis][MSX boss
+       .db %10000000
+       .db %11111000
+       .db %01111111
+       .db %00000000
+       .db %10000000
+       .db %11100000
+       .db %11011110
+       .db %01010000
+       .db %11011110
+       .db %11100000
+       .db %10000000
+       .db %00000000
+       .db %01111111
+       .db %11111000
+       .db %10000000
+spr_boss07:
+       .db 16,18                       ;.......:.......:
        .db %00000000                   ;         █ █
        .db %00000111                   ;     ███ ███
        .db %00000011                   ;      ████ █
@@ -4031,40 +4212,78 @@ spr_bossB1:
        .db %11010000
        .db %01110000
        .db %01010000
-spr_bossB2:
-       .db 16,15                       ;BigBoss two    :
-       .db %00001111                   ;    █████
-       .db %00111110                   ;  █████ █████
-       .db %01111101                   ; █████ █ ███████
-       .db %00000011                   ;      ██
-       .db %00000100                   ;     █  █
-       .db %00000011                   ;      █████
-       .db %00011110                   ;   ████ ██ ████
-       .db %11110011                   ;████  ██ █ █
-       .db %00011110                   ;   ████ ██ ████
-       .db %00000011                   ;      █████
-       .db %00000100                   ;     █  █
-       .db %00000011                   ;      ██
-       .db %01111101                   ; █████ █ ███████
-       .db %00111110                   ;  █████ █████
-       .db %00001111                   ;    █████
-       .db 15                          ;modelled after a Nemesis][MSX boss
+spr_boss08:
+       .db 14,14                       ;.......:......7:
+       .db %01100111                   ; ██  ████  ██
+       .db %11001011                   ;██  █ ██ █  ██
+       .db %10110000                   ;█ ██      ██ █
+       .db %10101111                   ;█ █ ██████ █ █
+       .db %01010000                   ; █ ██    ██ █
+       .db %01010011                   ; █ █  ██   █ █
+       .db %10100111                   ;█ █  ████ ██ █
+       .db %10100111                   ;█ █  ████ ██ █
+       .db %01010011                   ; █ █  ██   █ █
+       .db %01010000                   ; █ ██    ██ █
+       .db %10101111                   ;█ █ ██████ █ █
+       .db %10110000                   ;█ ██      ██ █
+       .db %11001001                   ;██  █ ██ █  ██
+       .db %01100111                   ; ██  ████  ██
+       .db 14
+       .db %10011000
+       .db %01001100
+       .db %00110100
+       .db %11010100
+       .db %00101000
+       .db %00010100
+       .db %10110100
+       .db %10110100
+       .db %00010100
+       .db %00101000
+       .db %11010100
+       .db %00110100
+       .db %01001100
+       .db %10011000
+spr_boss09:
+       .db 16,19                       ;.......:.......:
+       .db %01111011                   ; ████ ███
+       .db %10000110                   ;█    ██ █████
+       .db %00000011                   ;      ███ █
+       .db %00111011                   ;  ███ ██   ███
+       .db %00000111                   ;     ███ ███
+       .db %00001100                   ;    ██  ███ █
+       .db %00110111                   ;  ██ █████ █ ██
+       .db %01111011                   ; ████ ██  █ ██ █
+       .db %11100100                   ;███  █  ██ ██  █
+       .db %00000001                   ;    ██████ ██  █
+       .db %11100100                   ;███  █  ██ ██  █
+       .db %01111011                   ; ████ ██  █ ██ █
+       .db %00110111                   ;  ██ █████ █ ██
+       .db %00001100                   ;    ██  ███ █
+       .db %00000111                   ;     ███ ██
+       .db %00111011                   ;  ███ ██   ███
+       .db %00000011                   ;      ███ █
+       .db %10000110                   ;█    ██ █████
+       .db %01111011                   ; ████ ███
+       .db 19
        .db %10000000
        .db %11111000
-       .db %01111111
-       .db %00000000
-       .db %10000000
-       .db %11100000
-       .db %11011110
-       .db %01010000
-       .db %11011110
-       .db %11100000
-       .db %10000000
-       .db %00000000
-       .db %01111111
+       .db %10100000
+       .db %00011100
+       .db %01110000
+       .db %11101000
+       .db %11010110
+       .db %00101101
+       .db %11011001
+       .db %11011001
+       .db %11011001
+       .db %00101101
+       .db %11010110
+       .db %11101000
+       .db %01100000
+       .db %00011100
+       .db %10100000
        .db %11111000
        .db %10000000
-       .db 0
 
 ;----------------------------------------------------------------------------
 ;----------------------------- logo ------------------------------------------
@@ -4174,7 +4393,7 @@ logo_nemesis:
 ;      # after pause weapon will not be fired
 ;      # teacher key fixed (waits for GRAPH to be release before&after)
 ;
-; 0.99.815 -- 15.VIII.00 -- size 6399
+; 0.99.829 -- 29.VIII.00 -- size 6861
 ;
 ;      + you can have upto FOUR multiples! (~20 pixels apart)
 ;      * some optimizations: keycall, menu handling, port nops removed,
@@ -4197,6 +4416,31 @@ logo_nemesis:
 ;      # slow enemies (including pickups) didn't always appear (just 25-50%)
 ;      + enemies can fire different kinds of bullets: aiming, double, triple
 ;      * maximum number of bullets increased (48 for enemies, 128 for you)
+;      * beamweapon can be selected when you got laser (like vice versa)
+;      * selecting laser removes tailbeam or up-double
+;      # tail beam/up-double correctly centered
+;      # disappearing bullets (when enemies fired multiple bullets) fixed
+;      + bullets and lasers both upgradable upto level 9
+;      # fixed end story (_vputs didn't recognize 0-end when "'" in string)
+;      # stars couldn't be altered anymore since recent levelformat changes
+;      * maximum different enemies increased from 28 to 63
+;      * pickup sprite altered, small changes to some enemies
+;      + new moves implemented: 75% speed and lure-while-moving
+;      # fixed the enemy aiming bullets procedure
+;      * enemies fire their bullets centered too! (even the large bosses)
+;      * you may NOT have any multiples together with beams, just lasers
+;      + added new enemy guns: quad- and 6x-fire!!
+;      * sprite table length increased to 768 bytes (stored DIV3)
+;      + ships 3/4 select hardcore mode: score and damage are doubled
+;      + first icon not only increases armor, but also activates shield for
+;         some time (shield halves damage and absorbs bullets in normal mode)
+;      + ship selection screen also shows ship specs (hardcore/tailbeam/etc)
+;      * shield looks different for each ship
+;      * hiscore/savegame procedure optimized (several bytes smaller)
+;      + B<>W mode setting will be stored
+;      * enemy sprite pointers stored as words (thus increasing sprite table
+;         length from 768B to 65kB, and increasing sprite calculation speed)
+;      * hardcore mode does _more_ than doubled damage (bulletsdamage +1)
 ;
 ;       + added        - removed       * changed       # bug fixed