version 0.98: minor fixes, redone levels
[nemesis.git] / nemesis.z80
index 259db9b11754c13527b904fa60951722f6f6484d..d57f1c11759fe607c230e8a0bcce170332e5f429 100644 (file)
-       .include "asm86.h"           
-       .include "ti86asm.inc"
-       .include "ti86abs.inc"
+;----------------------------------------------------------------------------
+;---------------------- NEMESIS ---------------------------------------------
+;----------------------------------------------------------------------------
+
+;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org
+
+;Description           : cool arcade-shoot-em-up-game
+;Other games by author : Worm
+;This source should only be used for learning practises, do not
+;alter it, and certainly do not distribute an altered version!!
+
+;&&& marks uncertainties or things to optimize
+
+;---------------------- nemesis.z80 start -----------------------------------
+
+#include       "asm86.h"
+#include       "ti86asm.inc"   ;standard ti86 romcalls
+#include       "ti86abs.inc"   ;used to save hiscores and so
+
        .org _asm_exec_ram
-       nop
-       jp  Start
-       .dw $0000
-       .dw Title
-Title: .db "Nemesis v0.01 by Shiar",0
-Start: call _runindicoff
 
-TEXT_MEM = $c0f9
-temp1 = $c120
-StringPlace = $c180
-jpf1 = $c200
+#define                  cal   call    ;just to make it harder for you to understand
+#define                  psh   push    ; ^:D
+#define                  dnz   djnz    ;Dec&Jump while NonZero becomes Do w.Non-Zero
+
+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
+_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
+
+;---------------------- in-game vars ----------------------------------------
+
+just_fired     = storepos              ; +0    ;counts how long a blast lasts
+menuitem       = storepos              ; +0    ;used to store menu location
+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
+nextevent      = eventleft+1           ; +6    ;time to next event
+level_enemy    = nextevent+1           ; +7    ;enemy type
+level_info     = level_enemy+1         ; +8    ;info (see below)
+level_move     = level_info+1          ; +9    ;=
+                                       ;       ;--------OBJECTS
+spacespace     = storepos+19           ;+19
+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
+mx             = starx2+(nrstars2*2)   ;+83    ;position of multiple#1
+my             = mx+1                  ;+84    ;multiple y-pos
+m2x            = my+1                  ;+85
+m2y            = m2x+1                 ;+86
+your_locpos    = m2y+1                 ;+87    ;position in your_prevpos tabl
+your_prevpos   = your_locpos+1         ;+88    ;save previous positions (32d)
+
+;^-----------------------------------<1        ;-120=$78
+
+enemies                = storepos2             ;  +0   ;info about each enemy
+enemysize      = 9                             ;infobytes per enemy
+nrenemies      = 16                            ;max. nr of enemies
+
+ybullets       = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y)
+nrybuls                = 64                    ; +80\
+ebullets       = ybullets+(nrybuls*4)  ;+110   ;30 bytes = 10(state,x,y)
+nrebuls                = 16
+lvlenemies     = ebullets+(nrebuls*3)
+
+;^-----------------------------------<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] [firecounter] [firefreq]
+
+;---------------------- introduction ----------------------------------------
+
+        nop                    ;hello yas/ase/rascall/whathever
+        jp init                ;here's the program, but first: a description
+       .dw $0001               ;description type 2 (description + YASicon)
+       .dw Title               ;pointer to description (all shells)
+       .dw Icon                ;pointer to YAS icon
+
+Title: .db "Nemesis v0.98 by SHIAR",0
+
+Icon:  .db 8,1                 ;icon for YAS: width = 1byte; height = 9bytes
+       .db %11100000           ; ███
+       .db %01111000           ;  ████
+       .db %00111110           ;   █████
+       .db %01111001           ;  ████  █
+       .db %00111110           ;   █████
+       .db %01111000           ;  ████
+       .db %11100000           ; ███             ;recommend 80x50 screen mode
+       .DB 0   ;clear stupid YAS-line
+
+;---------------------- init ------------------------------------------------
+
+int_handler:                   ;new interrupt proc
+       ex  af,af'              ;just af only (no need for exx)
+       in  a,($03)             ;read bit 3 port 3
+       bit 3,a                 ;is ON key pressed?
+       jp  z,$0039             ;no: np, return
+       res 0,a                 ;yes: then we have a problem (freeze), so...
+       out ($03),a             ;...mask the ON key interrupts!
+       jp  $0039               ;all done, return
+int_end:
+
+init:  cal BUSY_OFF            ;turns the run-indicator off, obviously
+       cal _clrScrn            ;clean the screen
+       xor a                   ;ld a,0
+       res 2,(iy+13)           ;don't scroll the screen
+       cal _flushallmenus      ;remove TI menus
+
+FixKeys:                       ;fixes some key problems like left+down bug
+       im  1
+       ld  a,$D4
+       ld  bc,$0100
+       ld  h,a
+       ld  l,c                 ;ld hl,$D400
+       ld  d,a
+       ld  e,b                 ;ld de,$D401
+       dec a                   ;ld a,$D3
+       ld  (hl),a
+       ldir
+       ld  hl,int_handler      ;new interrupt handler
+       ld  d,a
+       ld  e,a                 ;ld de,$D3D3
+       ld  bc,int_end-int_handler
+       ldir
+       inc a                   ;ld a,$D4
+       ld  i,a
+       im  2
+
+;---------------------- main menu -------------------------------------------
+
+LogoPut:
+       xor a                   ;white bitmask (a=0)
+       ld  hl,logo_nemesis     ;from...
+       ld  de,VIDEO_MEM+16     ;...to one line from top
+       ld  b,e                 ;ld b,16: one line
+AboveLogo:
+       ld  (de),a              ;clear/n byte
+       inc de                  ;next
+       dnz AboveLogo           ;repeat for the first line
+       ld  bc,16*19            ;logo size
+       ldir                    ;display one line of logo
+
+       ld  hl,16*$33+VIDEO_MEM ;$33 rows down
+       ld  b,16*7              ;draw black 7 lines
+       ld  a,%11111111         ;horizontal line mask
+underline:
+       ld  (hl),a              ;draw one piece of the divider-line
+       inc hl                  ;move right (8 pixels = 1 byte)
+       dnz underline           ;repeat
+
+       ld  hl,_txt_email       ;at the very bottom of tha screen
+       ld  (_penCol),hl
+       ld  hl,txt_email        ;hey, my e-mail address so SEND ME SOMETHING!!
+       cal _vputs              ;VERY important, so display in small font ?:}
+
+       set 3,(iy+5)            ;set white on black
+       ld  de,_txt_about       ;near the bottom of the screen
+       ld  (_penCol),de        ;hl=txt_email++=txt_about
+       cal _vputs              ;display version + me
+       res 3,(iy+5)            ;return to default black on white
+
+dispmenu:
+       ld  de,$0304
+       ld  (_curRow),de
+       ld  hl,txt_menu1
+       cal _puts
+       ld  de,$0305
+       ld  (_curRow),de
+       ld  hl,txt_menu2
+       cal _puts
 
+       xor a
+       ld  (menuitem),a
 
-;-------------------- init ----------------------------------------------------
+menuloop:
+       ld  a,(menuitem)
+       ld  h,$01
+       add a,4
+       ld  l,a
 
-init:
-       set 0,(iy+3)
-       ld  (iy+13),0
+       ld  a,5
+       ld  (_curRow),hl
+       cal _putc
 
-;-------------------- main menu -----------------------------------------------
+       ld  a,(menuitem)
+       ld  h,$01
+       sub 5
+       neg
+       ld  l,a
 
-       jp play_game
+       ld  a,32
+       ld  (_curRow),hl
+       cal _putc
+
+       halt \ halt
+
+       cal GET_KEY             ;wait for keypress
+       cp  K_UP
+       jr  z,menuchange
+       cp  K_DOWN
+       jr  z,menuchange
+       cp  K_EXIT
+       jr  z,menuexit
+       cp  K_F1
+       cal z,do_invert
+       cp  K_SECOND
+       jr  z,start_tha_freakin_game
+       cp  K_ENTER
+       jr  nz,menuloop
+start_tha_freakin_game:
+
+       ld  a,(menuitem)
+       dec a
+       cal nz,New_game         ;NEW GAME
+       jp  samelevel           ;CONTINUE: game_main_loop
+
+menuexit:
+       ld  hl,0
+       ld  (your_score),hl
+       jp  game_over
+
+menuchange:
+       ld  a,(menuitem)
+       xor 1
+       ld  (menuitem),a
+       jr  menuloop
+
+do_invert:                     ;invert screen (b<>w); destr:b
+       psh hl
+       ld  b,a                 ;psh a
+       ld  hl,_invert
+       ld  a,$98
+       xor (hl)                ;$2F (cpl) <-> $B7 (or a)
+       ld  (hl),a
+       ld  a,b                 ;pop a
+       pop hl
+       ret
 
-;-------------------- exit ----------------------------------------------------
+;----------------------------------------------------------------------------
+;---------------------- game loop -------------------------------------------
+;----------------------------------------------------------------------------
 
-exit_game:
+game_main_loop:                        ;REPEATS FROM HERE EVERY FRAME
+       ld  hl,timer            ;update time
+       inc (hl)                ;increase by 1
+       ld  a,(hl)
+       and %11111
+       ld  hl,1                ;once every 32 frames, increase score by 1
+       cal z,scoreInc          ;do it
+
+Clear_screen:
+       ld  hl,dispbuffer       ;move from (hl) = top left
+       ld  (hl),$00            ;first pixel will be copied all over the screen
+       ld  de,dispbuffer+1     ;(de) = next pixel, thus clearing whole screen
+       ld  bc,896              ;loop 896 times = (128/8) * (64-8 for scorebar)
+       ldir                    ;all clear!
+
+       ld  a,0                 ;current frame/turn 0-255
+timer =$-1
+       and %11                 ;a=0 once every 4 turns
+       jr  z,movestarsdone     ;don't move stars once every 4 frames
+       cal movestars1          ;move the stars on the FRONT layer
+       cal movestars2          ;move the distant stars
+movestarsdone:
+       ld  a,(stars1)          ;star positions (the missing byte...)
+       ld  b,nrstars1          ;how many stars? now we know.
+       ld  hl,starx1           ;points to the position of the stars
+       cal DisplayStars        ;display front layer stars
+       ld  a,(stars2)          ;weren't you paying attention five lines ago?
+       ld  b,nrstars2          ;that many?! whow!
+       ld  hl,starx2           ;and there they are
+       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
+       cal nz,Handle_ceiling   ;scroll the ceiling (if any) +check4collision
+       cal Handle_ground       ;scroll the ground and check if we're dead
+
+game_stuff:
+       cal Handle_Ship         ;move you
+       ld  a,(your_occ)        ;are you 100% OK?
+       or  a                   ;a=0??
+       jr  nz,_gamestuff1      ;then don't check for movements/fires/...
+
+check_keys:
+       ld  a,%10111111         ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
+       out (1),a               ;ask for them
+       nop \ nop               ;delay 8 clocks
+       in  a,(1)               ;gettem!
+
+check_exitkey:
+       bit 6,a                 ;test bit 6 = exit-key = EXIT
+       jp  z,game_over         ;<exit> pressed, so be it
+check_morekey:                 ;another unused label... poor compiler
+       bit 7,a                 ;test bit 7 = more-key = PAUSE
+       cal z,Pause             ;yes, go to pause
+
+check_firekey:
+       bit 5,a                 ;test bit 5 = 2nd-key = FIRE
+       ld  hl,check_selkey     ;where to continue after executing Fire_bullet
+       psh hl                  ;push hl on stack (instead of cal Fire_bullet)
+       jp  z,Fire_bullet       ;fire smtn (bulletstaillasermultiples+stuff..)
+       pop hl                  ;no cal to Fire_bullet made, so pop stack
+       xor a                   ;no:
+       ld  (just_fired),a      ;reset just_fired
+
+check_selkey:
+       ld  a,%01011111         ;look at first column of keys (ALPHA to STO)
+       out (1),a               ;gimme
+       nop \ nop               ;what's taking you so long
+       in  a,(1)               ;at last... our precious keyzzz...
+
+       bit 6,a                 ;'bout the GRAPH key...
+       cal z,Teacher           ;you didn't _press_ it, did you?!?
+
+       rla                     ;test bit7 so we know f ALPHA has been pressed
+       cal nc,select           ;yeppy, select the currently selected upgrade
+
+       cal Enemies_hit         ;check for collision with enemies
+       cal inc_weapdamage
+
+_gamestuff1:
+       cal Handle_enemies      ;move enemies
+
+       cal Handle_bullets      ;move your bullets + check for hits
+       cal Enemy_bullets       ;move enemy bullets
+
+       cal Level_event         ;insert enemies
+       cal Display_Screen      ;display all
+
+ ld  b,1
+___:
+       halt                    ;delay
+ dnz ___
+       jp  game_main_loop      ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+inc_weapdamage:
+       ld  a,0
+weapincs =$-1
+       inc a
+       cp  97                  ;max. 96 times (=96/16=6 increases)
+       ret nc                  ;return if already maxed
+       ld  (weapincs),a        ;save new incs
+
+       and %11110000           ;clear last 4 bits so no cf when rotating
+                               ;btw: AND resets cf
+       rra                     ;rotate acting as shift (srl a) but just 1B
+       rra
+       rra
+       rra                     ;increase once just every 16 turns
+       ld  b,a                 ;times to increase
+incthedamage:
+       add  a,1                ;increase damage for one increase
+weapdaminc =$-1
+       dnz incthedamage        ;a=total increase damage
+       ld  b,1                 ;minimal damage
+weapdamage =$-1
+       add a,b                 ;a=total damage
+       ld  (curweapdamage),a   ;safe the current damage
+       cal disp_charge
        ret
 
-;----------------------- game setup -------------------------------------------
+;--------------------------- ground -----------------------------------------
+
+Handle_ground:
+       ld  a,(timer)
+       and %111                ;once every 8 frames
+       jr  nz,Display_ground   ;otherwise skip the scroll
+       ld  bc,15               ;scroll all 16 bytes minus one (teh new byte)
+       ld  hl,groundpos+1      ;from..
+       ld  de,groundpos        ;to (one byte to the left)
+       ldir                    ;LoaDIncreaseRepeat = scroll!
+
+       ld  a,(groundinfo)      ;what kind of ground
+       dec a                   ;type 1:
+       jr  z,ground_tunnel     ;tunnel effect
+ground_boring:
+       ld  a,(groundpos)       ;type 0
+       jr  newground+1
+
+ground_tunnel:
+       ld  a,(groundpos+14)
+       ld  d,a
+       ld  hl,spacespace
+       ld  bc,$500             ;range=0..4
+       cal Random              ;a=0..4
+       dec a                   ;a=-1..3
+       dec a                   ;a=-2..2
+       ld  b,a
+       add a,(hl)              ;add to spacesize (so +2..-2)
+       cp  10
+       jr  c,newground         ;>=0 then don't change
+       ld  c,a
+       ld  a,d
+       add a,b                 ;new position
+       or  a
+       jr  z,newground         ;may not be 0 (=256)
+       cp  -10
+       jr  nc,newground        ;and not be <0 (>246)
+diffground:
+       ld  d,a
+       ld  (hl),c
+newground:
+       ld  a,d
+       ld  (groundpos+15),a    ;save new byte on the right
+
+Display_ground:
+       ld  b,16                ;screen width
+       ld  de,groundpos-1      ;height of current byte (previous actually)
+       psh de                  ;use later
+       ld  hl,dispbuffer+(56*16)-1 ;screen position
+       psh hl
+
+groundloopright:
+       ld  c,b                 ;push b for groundloopup
+       pop hl \ inc hl         ;get screen position and go one right
+       pop de \ inc de         ;get height info and set to the next byte
+       psh de \ psh hl         ;save these for the next time
+       ld  a,(de)              ;height of current byte
+       ld  b,a                 ;save in b
+
+       ld  de,16               ;to substract to go one line up
+       ld  a,%11111111         ;bitmask black
+       or  a
+groundloopup:
+       ld  (hl),a              ;display black byte
+       sbc hl,de               ;go up (sbc must be used for 16-bit sub)
+       dnz groundloopup        ;and loop >groundpos< times
+
+       ld  b,c                 ;pop b used by groundloopup
+       dnz groundloopright     ;loop right for entire screen (16x)
+       pop hl \ pop hl         ;restore stack
+
+CheckGround:                   ;check for collision with the ground
+       ld  a,(x)
+       srl a
+       srl a
+       srl a
+       inc a
+       ld  l,a
+       ld  h,0
+       ld  de,groundpos
+       add hl,de
+       ld  a,(y)
+       sub 57-7
+       neg
+       cp  (hl)
+       ret nc
+       ld  b,5
+       jp  damage_you
+
+;--------------------------- ceiling ----------------------------------------
+
+Handle_ceiling:
+       ld  a,(timer)
+       and %111                ;once every 8 frames
+       jr  nz,Display_ceiling  ;otherwise skip the scroll
+       ld  bc,15               ;scroll all 15 bytes (16th is new position)
+       ld  hl,ceilingpos+1     ;from..
+       ld  de,ceilingpos       ;to (one byte to the left)
+       ldir                    ;LoaDIncreaseRepeat = scroll!
+
+       ld  a,(groundinfo)      ;what kind of ceiling
+       dec a                   ;type 1:
+       jr  z,ceiling_tunnel    ;tunnel effect
+ceiling_boring:
+
+ceiling_tunnel:
+       ld  a,(ceilingpos+14)
+       ld  d,a                 ;d=new ceiling
+       ld  hl,spacespace
+
+       ld  bc,$201             ;range=1..3
+       cal Random              ;a=1-3
+       dec a
+       jr  z,newceiling        ;1:same
+       dec a
+       jr  z,ctunnelup         ;2:up
+ctunneldown:                   ;3:down
+       ld  a,(hl)
+       or  a                   ;(spacespace)=0:
+       jr  z,newceiling+2      ;keep same ceiling
+       inc (hl)
+       inc d
+       jr  newceiling
+ctunnelup:
+       ld  a,1
+       cp  d                   ;if size=1 then don't
+       jr  z,newceiling
+       dec d
+       dec (hl)
+newceiling:
+       ld  a,d
+       ld  (ceilingpos+15),a   ;save the new byte
+
+Display_ceiling:
+       ld  b,16                ;screen width
+       ld  de,ceilingpos-1     ;height of current byte
+       psh de                  ;use later
+       ld  hl,dispbuffer-17    ;screen position
+       psh hl
+
+ceilingloopright:
+       ld  c,b                 ;push b for groundloopup
+       pop hl \ inc hl         ;get screen position and go one right
+       pop de \ inc de         ;get height info and set to the next byte
+       psh de \ psh hl         ;save these for the next time
+       ld  a,(de)              ;height of current byte
+       ld  b,a                 ;save in b
+
+       ld  de,16               ;to substract to go one line up
+       ld  a,%11111111         ;bitmask black
+       or  a
+ceilingloopdown:
+       ld  (hl),a              ;display black byte
+       add hl,de               ;go down
+       dnz ceilingloopdown     ;and loop >groundpos< times
+
+       ld  b,c                 ;pop b used by groundloopup
+       dnz ceilingloopright    ;loop right for entire screen (16x)
+       pop hl \ pop hl         ;restore stack
+
+CheckCeiling:                  ;check for collision with the ground
+       ld  a,(x)               ;your x
+       srl a                   ;x/2
+       srl a                   ;x/4
+       srl a                   ;x/8 (current ceiling-byte)
+       inc a                   ;correction
+
+       ld  l,a                 ;hl = a
+       ld  h,0                 ;"
+       ld  de,ceilingpos       ;first ceiling-byte
+       add hl,de               ;current ceiling-byte
+       ld  a,(y)               ;your y-pos
+       inc a
+       cp  (hl)                ;compare with ceiling
+       ret nc                  ;carry if ceiling is above you
+       ld  b,5
+       jp  damage_you          ;otherwise you don't wanna be in that ship
+
+;--------------------------- move stars -------------------------------------
+
+DisplayStars:                  ;inputs: hl=starx# a=stars# b=nrstars#
+       ld  e,(hl)
+       inc hl
+       ld  d,(hl)
+       ld  (de),a
+       inc hl
+       dnz DisplayStars
+       ret                     ;let's comment this: returns
+
+movestars2:
+       ld  ix,starx2
+       ld  a,(stars2)
+       rlca
+       ld  (stars2),a
+       ret nc
+       ld  b,nrstars2
+       jr  movestars_loop
+
+movestars1:
+       ld  ix,starx1
+       ld  a,(timer)
+       rra
+       ld  a,(stars1)
+       ret c
+       rlca
+       ld  (stars1),a
+       ret nc
+       ld  b,nrstars1
+
+movestars_loop:
+       ld  h,(ix+1)
+       ld  l,(ix)
+       dec hl
 
-play_game:
-       ld  hl,stored_data_start
-       ld  bc,variables_end-stored_data_start-1
+       ld  a,l
+       and %00001111
+       cp  9                   ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1
+       jr  nz,newstarok
+       cal RandomY
 
-;---------------------- display setup ----------------------------------------
+newstarok:
+       ld  (ix),l
+       ld  (ix+1),h
+       inc ix \ inc ix
+       dnz movestars_loop
+       ret                     ;for stupid people, here's another comment...
 
-set_up_display:
-       call _clrLCD
+;--------------------------- pause ------------------------------------------
 
-       ld       hl,in_game_text
-       ld       b,3
-l11:   ld       a,(hl)
-       ld       (_curCol),a
-       inc      hl
-       ld       a,(hl)
-       ld       (_curRow),a
-       inc      hl
-       call     _puts
-       djnz     l11
+Pause:
+       psh af
+       ld  hl,$0200            ;top left
+       ld  (_curRow),hl
+       ld  hl,txt_pressenter   ;"Enter to continue"
+       cal _puts               ;display message
+pause:
+       cal _getkey             ;enter low-power mode and wait for key
+       cp  kEnter              ;keypressed = enter?
+       jr  nz,pause            ;no, wait some more
+       pop af
+       ret                     ;continue
+
+;--------------------------- teacher ----------------------------------------
+
+Teacher:
+       ld  (iy+12),5           ;enable flashing cursor
+       cal _clrWindow          ;top left
+       ld  hl,txt_teacher
+       cal _puts               ;display message
+       cal releasekeys
+
+teacherloop:
+       cal _getkey             ;enter low-power mode and wait for key
+       cp  kEnter              ;enter pressed?
+       jr  z,teacherans
+       cp  kGrMenu             ;keypressed = graph?
+       jr  nz,teacherloop      ;no, wait some more
+
+       ld  (iy+12),0           ;disable cursor
+       cal releasekeys
+       jp  disp_icons          ;+ret
+
+teacherans:
+       ld  a,' '
+       cal _putc
+
+       ld  hl,$0701
+       ld  (_curRow),hl
+       ld  hl,txt_teacherans
+       cal _puts
+       jr  teacherloop
 
-;------------------------ in-game texts ---------------------------------------
 
-in_game_text:
-       .db 16,0,"LIVES",0
-       .db 16,3,"LEVEL",0
-       .db 16,6,"SCORE",0
+;--------------------------- exit -------------------------------------------
 
-str_question:
-       .db "-----",0
+quit:  im  1                   ;release keyfix procedure
+       set 2,(iy+13)           ;set back screen scrolling
+       xor a
+       ld (_asapvar+1),a       ;next Asm( run will reload the program
+       ld  hl,dispbuffer       ;graph-screen location
+       ld  de,dispbuffer+1
+       ld  (hl),a
+       ld  bc,1024-1           ;do it 1024 times = entire screen
+       ldir
+       jp  _clrWindow          ;as _clrLCD but also clears TEXT_MEM (like the
+                               ;_clrScrn) AND also executes _homeup and ret
 
-;-------------------------- game loop -----------------------------------------
+;--------------------------- display ----------------------------------------
 
-game_main_loop:
-       ld  hl,timer
-       inc (hl)
+Display_Screen:
+       ld  hl,dispbuffer       ;from buffer (top left)
+       ld  de,VIDEO_MEM        ;to real screen (top left)
+       ld  c,56                ;display height = 64 bytes (minus 8 for bar)
+displayloop:
+       ld  b,16                ;display width = 16 bytes (16*8bits=256pixels)
+displaytloop:
+       ld  a,(hl)              ;copy byte from (hl)
+_invert:                       ;SMC: cpl <-> or a
+       cpl                     ;xor $ff: invert byte (white<=>black)
+       ld  (de),a              ;to (de)
+       inc hl \ inc de         ;next byte
+       dnz displaytloop        ;16x hl >> de
+       dec c                   ;next line
+       jr  nz,displayloop      ;loop 56x
+
+       ld  hl,time2invert
+       ld  a,(hl)
+       or  a                   ;(time2invert)=0:
+       jr  z,noinvert          ; do nothing
+       dec a                   ;otherwise decrease
+       cal z,do_invert         ;if it became 0 then invert
+       ld  (hl),a              ;save new value
+noinvert:
+
+       ld  hl,$396b            ;Display Score
+       ld  (_penCol),hl        ;bottom right of screen
+       ld  hl,(your_score)
+
+_D_HL_DECI:                    ;------- display 5-digit value -------
+       ld  de,savestr+4        ;savenr saves number string
+       ld  b,5                 ;five digits
+ldhld: cal UNPACK_HL           ;one digit of hl
+       add a,'0'               ;make number
+       ld  (de),a              ;save into savenr
+       dec de                  ;point to next digit
+       dnz ldhld               ;repeat for all digits
+
+       ld  hl,savestr          ;we (the program) saved the value righthere
+       jp  _vputs              ;the only thing left to do is to display it
+
+savestr:                       ;@here the score will be stored
+       .db "00000",0           ;don't worry, it's just temporary
+
+;------------------------- handle ship --------------------------------------
 
-       xor a
-       ld  hl,GRAPH_MEM+(16*12)
-       ld  b,a
-csl:   ld  (hl),a
-       inc hl
+Handle_Ship:
+       ld  a,(your_occ)        ;are
+       or  a                   ;you
+       jr  z,ok                ;ok?
+
+       inc a                   ;no! next (explosion)frame
+       ld  (your_occ),a        ;save
+
+       cp  64+1                ;last explosion frame? (1-16=1st;49-64=4th)
+       jp  c,exploding_you     ;not yet: display explosion
+       cp  64+16               ;delay finished?
+       jp  z,You_die           ;yes = game over
+       ret                     ;don't display anything
+
+;----move----
+ok:                            ;we are
+       ld  a,%01111110         ;get arrow keys
+       out (1),a               ;it's cold outside
+       ld  hl,y                ;instead of nop\nop do something usefull
+       in  a,(1)               ;come back in
+
+       ld  b,a                 ;psh a (keys)
+       xor %11111111           ;inverted a = 0 if arrow-key has been pressed
+       ld  a,(your_multiples)
+       jr  z,no_adv            ;if so, leave the multiples where they are
+       or  %100                ;set move bit
+       jr  adv_ok
+no_adv:        and %11111011           ;reset move bit
+
+adv_ok:        ld  (your_multiples),a
+
+       ld  a,(timer)           ;framecounter
+       and %1                  ;switches 0<>1 each frame
+       inc a                   ;a = 1 or 2 (1.5 avg)
+       ld  c,a                 ;c = your_speed
+
+       ld  a,b                 ;pop a (keys)
+       rra                     ;rotate right (put last bit in c)
+       ld  b,a                 ;we need a later
+
+       jr  c,no_down
+       ld  a,(hl)
+       add a,c
+       cp  50                  ;56-6 = bottom of screen
+       jr  nc,no_down
        ld  (hl),a
-       inc hl
+no_down:
+       dec hl
+       rr  b                   ;because we now use b, it's rr instead of rra
+       jr  c,no_left
+       ld  a,(hl)
+       sub c                   ;<dec a> doesn't affect c-flag
+       jr  c,no_left           ;-1 = left side
        ld  (hl),a
+no_left:
+       rr  b
+       jr  c,no_right
+       ld  a,(hl)
+       add a,c
+       cp  122                 ;128-6 = right side
+       jr  nc,no_right
+       ld  (hl),a
+no_right:
+       ld  d,(hl)              ;d=x
+       inc hl
+       rr  b
+       jr  c,no_up
+       ld  a,(hl)
+       sub c                   ;<dec a> doesn't affect carry-flag
+       jr  c,no_up             ;-1 = top of screen
+       ld  (hl),a              ;save new y
+
+no_up: ld  e,(hl)              ;e=y
+       ld  ix,spr_ship01       ;normal ship sprite
+your_shipspr =$-2
+       ld  hl,your_inv         ;invulnerable?
+       ld  a,(hl)              ;load time in a
+       or  a                   ;is it 0?
+       jr  z,disp_ship         ;yes so ship = normal (display \ continue)
+
+       ld  a,(timer)           ;load frame nr.
+       and %00000111           ;a=0 once every four frames
+       jr  nz,not_time         ;a<>0 = not time to update counter
+       dec (hl)                ;decrease inv-time left
+not_time:
+       and %00000100           ;a switches 0<->1 every 2 frames
+       jr  z,disp_ship         ;show normal ship
+inv_flicker:
+       ld  bc,spr_ship01i-spr_ship01
+       add ix,bc               ;display invulnerable ship
+disp_ship:
+       cal safeputsprite       ;display your ship; save de
+
+;----multiples----
+
+handle_multiples:
+       ld  a,(your_multiples)  ;do you have multiples
+       ld  b,a                 ;save a for 2nd check
+       and %11                 ;no? (last two bits = nr of multiples)
+       ret z                   ;then don't handle them either
+
+       ld  a,b                 ;restore a (your_multiples)
+       and %100                ;move the multiples??? (=move bit set?)
+       jr  z,mult_adv          ;nope, just let them (saves (y)in y, (x)in x)
+
+       ld  hl,your_locpos      ;location to save this position
+       ld  a,(hl)              ;load a
+       inc a                   ;a=a+1 (next position)
+       and %00001111           ;if a>15 then a=a-16
+       ld  (hl),a              ;save new a
+       add a,a                 ;a=a*2
+       ld  c,a                 ;bc=2a
+       ld  b,0
+
+       ld  hl,your_prevpos     ;previous positions
+       add hl,bc               ;16 turns ago
+       ld  b,(hl)              ;old x-pos
+       inc hl                  ;and
+       ld  c,(hl)              ;old y-pos
+       ld  (mx),bc             ;save multiple position in (mx)
+       ld  (hl),d              ;save current pos. for 16 turns into the future
+       dec hl                  ;yes...
+       ld  (hl),e              ;...both
+
+mult_adv:
+       ld  de,(mx)
+       ld  a,d
+       ld  d,e
+       ld  e,a                 ;ex d,e
+       ld  ix,spr_multiple     ;sprite of the multiple
+       jp  putsprite           ;display it + <ret>
+
+;----explode----
+
+exploding_you:
+       srl a                   ;half the framerate
+       srl a                   ;half that framerate
+       srl a                   ;and half again that framerate
+       ld  hl,x-1
+       ld  ix,spr_yexplosion   ;base sprite
+
+explosion_stuff:               ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite
+       and %11111110
+       add a,a
+       add a,a                 ;frame*8
+       ld  c,a
+       ld  b,0                 ;bc=a
+       add ix,bc               ;go to correct sprite (each spr. is 8 bytes)
+       inc hl
+       ld  d,(hl)              ;load xpos
        inc hl
-       djnz csl
+       ld  e,(hl)              ;and y
+       jp  putsprite           ;and display it too
 
-       call Level_event
-       call Handle_Ship
-       call Handle_enemies
-       call Display_Screen
-       call Misc_Keys
-       jr  game_main_loop
+;----hit----
 
-;---------------------- display -----------------------------------------------
+damage_you:                    ;damages you B points
+       ld  a,(your_inv)        ;shield left?
+       or  a
+       jr  z,dothadamage       ;no shield
+       srl b                   ;shield: half the damage
+dothadamage:
+       ld  hl,time2invert
+       xor a                   ;a=0
+       cp  (hl)                ;no already inverted?
+       cal z,do_invert         ;then invert screen
+       ld  a,2
+       ld  (hl),a              ;change back 2 frames from now
+
+       ld  hl,your_armor       ;armor left
+       ld  a,(hl)              ;load hp in A
+       sub b                   ;decrease hp by B
+       jp  m,no_armor          ;<0hp left so explode
+       ld  (hl),a              ;no, so save decreased hp
+       jp  disp_armor          ;and display new value
+no_armor:
+       ld  a,%01               ;occ %xxxxxx01 = explode
+       ld  (your_occ),a        ;too bad, you're dead meat
+       ret
 
-Display_Screen:
-       ld  a,64                       ;Display Image
-       ld  hl,GRAPH_MEM+(16*12)
-       ld  de,$fc00
-dsl:   ld  bc,12
-       ldir
-       inc de
-       inc de
-       inc de
-       inc de
+;------------------------- place multiples ----------------------------------
+
+Place_multiples:
+       ld  (mx),de             ;set last multiple-position
+       ld  hl,your_prevpos     ;place all previous positions
+       ld  b,16                ;all 16 of them
+place_multiples:
+       ld  (hl),d              ;set prev-x to d
+       inc hl                  ;next
+       ld  (hl),e              ;set prev-y to e
+       inc hl                  ;next
+       dnz place_multiples     ;repeat
+       ret
+
+;------------------------- select upgrade -----------------------------------
+
+inc_armor:
+       ld  a,(your_armor)      ;load current armor
+       cp  25-6                ;may not become >=25
+       jr  c,doincarmor        ;ok then just add 6
+       ld  a,24-6              ;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  hl,your_pickup      ;select pickups
+       ld  a,(hl)              ;load pickups taken so far
+       dec a                   ;is it 1?
+       ret m                   ;return if it's 0 (no pickups)
+       jr  nz,select2          ;no, carry on
+select1:
+       ld  (hl),a              ;reset pickups
+       cal inc_armor
+       jp  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
+       jp  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
+       cp  maxweapon
+       jp  nc,disp_icons       ;weapon maxed out
+       ld  (hl),a              ;set new weapon
+        cal loadweapon         ;load it (damage and stuff)
+       jp  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
+       jr  nc,upgradelaser     ;nope, just upgrade
+       ld  a,maxweapon-1       ;yes, set laser #1
+upgradelaser:
+       inc a                   ;next laser
+       cp  maxlaser
+       jp  nc,disp_icons       ;laser maxed out
+       ld  (hl),a
+       cal loadweapon
+       jp  disp_icons          ;display + return
+select5:
+       dec a                   ;is it 5?
+       jr  nz,select6          ;no, carry on once more
+       ld  (hl),a              ;reset pickups
+       inc a
+       ld  (your_multiples),a
+       ld  de,(x)
+       cal Place_multiples
+       jp  disp_icons          ;display, return
+select6:
+       ld  (hl),0              ;reset pickups
+       jp  disp_icons          ;display/return
+
+;------------------------- fire bullet --------------------------------------
+
+Fire_bullet:
+       ld  hl,just_fired
+       ld  a,(hl)              ;just_fired
+       cp  5                   ;already pressed?
+       ret z                   ;return when already pressed (=5)
+
+       inc (hl)                ;otherwise increase counter (0 to 4 >> 1 to 5)
+       ld  a,(your_weapon)     ;if you have bullets.....
+       cp  maxweapon
+       jr  nc,fireOK           ;>weapons = laser
+       ld  (hl),5              ;.....then can't fire next turn (go to 5 imm.)
+
+fireOK:
+       ld  hl,(x)              ;yes: first fire from ship position (x)
+       ld  a,(your_multiples)  ;any multiples?
+       and %11                 ;nope?
+       jr  z,fireany           ;then just fire somethin'
+       cal fireany             ;and blast
+       ld  hl,(mx)             ;then, fire from multiple position (mx)
+       dec h                   ;one up (-2 height: keeps weapons centered)
+                               ;blast again and <ret>
+fireany:                       ;HL=(x,y)
+       ld  (firex),hl          ;set position to fire from
+       ld  a,(your_weapon)
+       ld  ix,weapondata+2-(256*3)
+       add a,a                 ;weap*2
+       add a,a                 ;    *4
+       add a,a                 ;    *8
+       ld  c,a
+       ld  b,3                 ;go to current weapon (bc=a), b=3 :P
+       add ix,bc
+
+fire_weapon:                   ;b=3
+       psh bc                  ;save counter
+       ld  a,(ix)              ;load this weapon
+       cp  %11100000           ;%11110000=laser
+       cal z,fire_laser        ;fire laser (will set a=0 when done)
+       or  a                   ;<>0=bullet
+       cal nz,fire_ybullet
+       inc ix
+       inc ix
+       pop bc                  ;weapon counter (do 3 weapons)
+       dnz fire_weapon
+
+fire_tail:
+       ld  hl,your_tail
+       ld  a,(hl)
        dec a
-       jr  nz,dsl
+       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
+       jr  fire_ybullet        ;fire tail bullet and return
+
+;-----fire LASER-----
+
+fire_laser:
+       ld  b,0                 ;overflow counter
+       ld  hl,firex
+       ld  d,(hl)              ;d = your x-pos
+       inc hl
 
-       ld  hl,$1007                   ;Display Score
-       ld  (_curRow),hl
-       ld  hl,(score)
-;       jp  _D_HL_DECI
+       ld  a,(hl)              ;base y-coord (firey)
+       add a,(ix+1)            ;at specified offset (most likely the middle)
+       ld  e,a                 ;save laser-y in e
+       psh de                  ;save unmodified (x,y)
+       add a,a                 ;y*2
+       add a,a                 ;y*4
+       add a,a                 ;y*8
+       rl  b                   ;b (=0) =b*2+overflow (if y>32 then bc=bc+256)
+       add a,a                 ;y*16 (width of screen)
+       rl  b                   ;b=b*2+overflow (if y>64 then bc=bc+512)
+       inc a                   ;8 pixels to right (a=even so no overflow)
+
+       srl d                   ;X/2
+       srl d                   ;X/4
+       srl d                   ;X/8
+       add a,d                 ;a = (Y*16+X/8) mod 256 (c set on overflow)
+
+       jr  nc,_nolc            ;jump if no carry = no overflow = a<=255
+       inc b                   ;a>255 so increase bc by 256
+_nolc: ld  c,a                 ;c = (Y*16+X/8) mod 256
+       ld  hl,dispbuffer       ;save-location
+       add hl,bc               ;bc = Y*16+X/8: hl=screen address
+       ld  a,15                ;128/8=16=screen width ** minus one (inc a ^^)
+       sub d                   ;minus x-start (d=X/8)
+       ld  b,a
+drawlaser:
+       ld  (hl),%11111111
+       inc hl                  ;Go to next byte
+       dnz drawlaser
+handle_laser:
+       pop de                  ;de=(firex): x-pos unmodified
+
+check_laserhits:               ;de = (x,y)
+       psh ix
+       ld  b,nrenemies         ;check all enemies
+       ld  hl,enemies+1        ;enemy#1+occ/hp00
+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
+
+       cal find_sprite         ;ix=sprite to enemy (hl)
+       inc hl
+       ld  a,(hl)              ;check x
+       sub d
+       jp  m,nolashit          ;no hit when enemy is left of you
+       inc hl
+       ld  a,(hl)              ;check y
+       sub e
+       jr  z,enemy_lashit      ;a-e=0 = laser on top line of enemy = hit
+       jr  nc,nolashit         ;a-e>0 = enemy above laser = no hit
+       dec a                   ;minus one
+       add a,(ix+1)            ;add enemy height (according to sprite @ix)
+       jp  m,nolashit          ;a-e>0 = hit
+enemy_lashit:
+       ld  a,(curweapdamage)   ;damage
+       cal enemy_hit           ;hl=enemy+y
+nolashit:
+       pop hl                  ;enemy+1
+       ld  a,b                 ;psh bc
+       ld  bc,enemysize
+       add hl,bc               ;go to next enemy
+       ld  b,a                 ;pop bc
+       dnz laserhits           ;check all enemies
+       xor a                   ;a=0 otherwise weird things might happen :P
+       ld  (weapincs),a        ;reset damage
+       pop ix
        ret
 
-;------------------------- handle ship ----------------------------------------
+;-----fire BULLETs-----
 
-Handle_Ship:
-         ld       a,(your_status)
-         bit      4,a
-         jr       nz,you_not_normal
-         or       a
-         jr       z,ok
-         dec      a
-         ld       (your_status),a
-         ld       hl,(lives)
-         ld       a,l
-         or       h
-         jr       nz,ok
-         pop      af
-         ret
-ok:
-         ld       a,%01111110
-         out      (1),a
-         ld       hl,y
-         in       a,(1)
-         rra
-         ld       b,a
-
-         jr       c,no_down
-         ld       a,(hl)
-         inc      a
-         cp       73                   ;y < 73
-         jr       z,no_down
-         ld       (hl),a
-no_down: dec      hl
-         rr       b
-         jr       c,no_left
-         ld       a,(hl)
-         dec      a
-         jr       z,no_left            ;x > 0
-         ld       (hl),a
-no_left: rr       b   
-         jr       c,no_right
-         ld       a,(hl)
-         inc      a
-         cp       89                   ;x < 89
-         jr       z,no_right
-         ld       (hl),a
-no_right:ld       d,(hl)
-         inc      hl
-         rr       b
-         jr       c,no_up
-         ld       a,(hl)
-         dec      a
-         cp       15                   ;y > 15
-         jr       z,no_up
-         ld       (hl),a
-no_up:
-         ld       ix,spr_ship
-
-display_common:
-         ld       e,(hl)
-         jp       drw_spr
-
-you_not_normal:
-
-         ld       hl,(score)
-         ld       de,-6
-         add      hl,de    
-         ld       a,255
-         cp       h
-         jr       nz,_ok_
-         ld       hl,0
-_ok_:    ld       (score),hl
-         ld       a,(your_status)
-         dec      a
-         ld       (your_status),a
-         inc      a
-         and      14
-         xor      14
-         ld       hl,x-1
-
-explosion_stuff:
-         rra
-         add      a,a
-         add      a,a
-         add      a,a
-         ld       c,a
-         ld       b,0
-         ld       ix,spr_explosion
-         add      ix,bc
-         inc      hl
-         ld       d,(hl)
-         inc      hl
-         jr       display_common
-
-;---------------------------- handle keys -------------------------------------
-
-Misc_Keys:
-         ld       a,$BF
-         out      (1),a
-       nop
-       nop
-         in       a,(1)
-         rla
-         rla
-         jr       nc,e_exit
-
-         ld       a,$FD
-         out      (1),a
-       nop
-       nop
-       in       a,(1)
-       rra
-       bit      5,a
-       ret      nz
-e_exit:        pop      af
+fire_ybullet:          ;fire bullet type=C dam=(curweapdamage) at (firex/y)
+       ld  c,a                 ;save bulletType in c
+       ld  hl,ybullets         ;check for unused bullet
+       ld  de,4
+       ld  b,nrybuls
+find_ybullet:
+       ld  a,(hl)
+       or  a
+       jr  z,found_ybullet     ;0 = no bullet here
+       add hl,de
+       dnz find_ybullet        ;look next bullet
+       ret                     ;none found, return don't fire
+
+found_ybullet:
+       ld  (hl),c              ;use the bullet and set correct bullet-type
+       inc hl                  ;@damage
+       ld  (hl),1              ;set bullet damage
+curweapdamage =$-1
+       ld  a,(firex)           ;your x-pos
+       add a,5                 ;place bullet in front of you
+       inc hl                  ;go to bullet-x
+       ld  (hl),a              ;set x
+
+       ld  a,(firey)           ;your y-pos
+       add a,(ix+1)            ;place bullet at the middle of your ship
+       inc hl                  ;go to bullet-y
+       ld  (hl),a              ;set y
+
+       xor a
+       ld  (weapincs),a        ;reset damage
        ret
 
-;--------------------------- level events -------------------------------------
+;------------------------ handle bullets ------------------------------------
+
+bullet_left:
+       ld  c,a                 ;c=type
+       and %11111              ;pixels to move
+       add a,(hl)              ;a = X + (hl) to the right
+       sub 16                  ;and 16 to the left (so -16..+15)
+       jr  c,remove_bullet     ;remove if x<0
+       cp  128
+       jr  nc,remove_bullet    ;or x>=128
+       ld  (hl),a              ;save new pos.
+       ld  d,a                 ;d = X
+
+       inc hl                  ;@y-pos
+       ld  a,c
+       cal _shracc             ;%11110000->1111
+       srl a                   ;%1110->111
+       dec a
+       jr  z,bullet_noymove    ;1=straight forward
+       dec a
+       jr  z,bullet_up         ;2=up
+       dec a
+       jr  z,bullet_halfup     ;3=1/2up
+       dec a
+       jr  z,bullet_down       ;4=down
 
-Level_event:
-       ld  a,(nextevent)
+bullet_halfdown:               ;5=1/2down
+       ld  a,(timer)
+       and 1
+       jr  z,bullet_noymove
+bullet_down:
+       ld  a,(hl)
+       inc a
+       cp  55
+       jr  z,bullet_noymove
+       ld  (hl),a
+bullet_halfup:
+       ld  a,(timer)
+       and 1
+       jr  z,bullet_noymove
+bullet_up:
+       ld  a,(hl)
        dec a
-       ld  (nextevent),a
+       jr  z,bullet_noymove
+       ld  (hl),a
+bullet_noymove:
+       ld  e,(hl)              ;e = Y
+       ret
+
+remove_bullet:
+       pop hl                  ;cal bullet_left
+       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:
+       psh bc                  ;bullet counter
+       psh hl                  ;save enemy+type
+       ld  (temp1),hl          ;needed for check_bullethits
+       ld  a,(hl)              ;@bulletType
+       inc hl                  ;@damage
+       inc hl                  ;@x
+
        or  a
-       ret nz
+       jp  z,next_ybullet      ;bulletType=0 >> no bullet
+       cal bullet_left         ;move bullet left
+
+display_bullet:
+       psh de                  ;save de =position
+       dec hl                  ;@x
+       dec hl                  ;@damage
+       ld  a,(hl)              ;bullet damage=size
+       ld  hl,bullettable      ;pointer to first bullet
+       srl a
+       srl a                   ;per 4
+       ld  d,0
+       ld  e,a                 ;->16bit (de=a)
+       add hl,de               ;point to correct bullet offset
+       ld  a,(hl)              ;load bullet offset
+       ld  e,a                 ;convert to 16bit (d=0)
+       ld  ix,spr_bullet01     ;first sprite
+       add ix,de               ;add offset (go to correct sprite)
+       pop de                  ;saved position
+
+       ld  a,(ix)              ;bullet x-size
+        ld  (bulletxsize),a    ;used at check_bullethits
+       ld  a,(ix+1)            ;bullet y-size...
+       ld  (bulletysize),a     ;...too
+
+       cal safeputsprite       ;display bullet; DE used for check_bullethits
+
+       cal check_bullethits
+
+next_ybullet:
+       pop hl                  ;restore enemy+type
+       inc hl
+       inc hl
+       inc hl
+       inc hl                  ;skip type,dam,x,y: next enemy+type
+       pop bc                  ;b=counter
+       dnz scan_bullets        ;next bullet (loop)
+       ret
 
-do_event:
-       ld  hl,(curevent)
+;--------------------------- check bullethits -------------------------------
+
+check_bullethits:              ;INPUT: de=X,Y; (temp1)=bullet
+       ld  b,nrenemies
+       ld  hl,enemies+1
+
+hit_enemies:                   ;Hits with normal enemies
+       psh bc                  ;enemy counter
+       psh hl
+
+       ld  a,(hl)
+       and %00000010
+       jr  z,nohit             ;no hit when enemy_occ <> 2/3
+
+       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
+       ld  a,(hl)              ;check x
+       sub d                   ;minus bullet x-position
+       ld  b,a                 ;psh a
+       sub 5                   ;minus bullet x-size
+bulletxsize =$-1
+       jp  p,nohit             ;miss
+       ld  a,b                 ;pop a
+       add a,(ix)              ;add enemy width
+       jp  m,nohit             ;miss
+
+       inc hl                  ;@y
+       ld  a,(hl)              ;check y
+       sub e                   ;minus bullet y-position
+       ld  b,a                 ;psh a
+       sub 3                   ;substract bullet height
+bulletysize =$-1
+       jp  p,nohit             ;nope, missed it
+       ld  a,b                 ;pop a
+       add a,(ix+1)            ;add enemy height
+       dec a                   ;minus one
+       jp  m,nohit             ;missed after all
+
+                               ;---bullet hits enemy (auch-time!)---
+       psh hl
+       ld  hl,0                ;@bulletType
+temp1 =$-2
+       ld  (hl),0              ;remove bullet
+       inc hl                  ;@damage
+       ld  a,(hl)              ;set damage
+       pop hl                  ;enemy+y
+       cal enemy_hit
+nohit:
+       pop hl
+       ld  bc,enemysize
+       add hl,bc
+       pop bc
+       dnz hit_enemies         ;check next enemy
+       ret
+
+enemy_hit:                     ;*in:a=damage;hl=enemy+y
+       add a,a                 ;a=damage to inflict
+       add a,a                 ;first 2 bits used for occ.
+       ld  b,a
+
+       dec hl                  ;@x
+       dec hl                  ;@type
+       dec hl                  ;@hp00 (occ)
+       ld  a,(hl)              ;load hp00
+       sub b                   ;decrease HP (if <0xx then c is set)
+       ld  (hl),a              ;save (no flag-changes)
+       dec hl                  ;@hp64; no change in c
+       ld  a,(hl)              ;load; no c-change
+       sbc a,0                 ;if cf then decrease a
+       ld  (hl),a              ;save back the new value
+       ret nc                  ;if a>=0 then return, otherwise explode
+
+       inc hl                  ;goto occ again
+       ld  (hl),%01            ;set to explode
+       ld  a,(pickuptimer)     ;counts enemies destroyed
+       dec a                   ;enough destroyed for a pickup?
+       jr  nz,pickupdone       ;otherwise just explode
+       ld  (hl),%110           ;change it into a pickup (with 2 HP)
+       ld  a,18                ;reset enemies counter (18 hits = next)
+pickupdone:
+       ld  (pickuptimer),a     ;save new enemiescounter value
        inc hl
+       ld  (hl),$00            ;explosionFrame 0
 
-       ld  de,enemies
-       dec de
-       dec de
-search_noenemy:
-       inc de
-       inc de
-       ld  a,(de)
-       cp  $ff
-       jr  nz,search_noenemy
+       ld  hl,1                ;increase score by one
+       jp  scoreInc            ;+ret
 
-       ld  a,$5a
-       ld  (de),a
-       inc de
+;--------------------------- level events -----------------------------------
+
+Level_event:
+       ld  hl,nextevent        ;time to next event     <ld  a,(nextevent)
+       dec (hl)                ;decrease counter       <dec a
+       ld  a,(hl)              ;look at counter        <ld  (nextevent),a
+       or  a                   ;has it reached zero?
+       ret nz                  ;nope: get outta here!
+
+       ld  bc,0                ;enemy frequency (lvl)
+eventtime =$-2
+       cal Random
+       ld  (nextevent),a       ;set time to next event
+       ld  hl,eventleft
+       dec (hl)                ;update enemy-counter
+
+       ld  a,(hl)              ;look at counter
+       or  a                   ;has it reached 0?
+       jp  z,Next_level        ;yes: level finished
+       dec a                   ;has it reached 1?
+       jr  z,standby_event     ;yes: wait until no enemies present/left
+       dec a                   ;has it reached 2?
+       jr  z,place_boss        ;yep: place the BigBossTM!
+       dec a                   ;has it reached 3?
+       jr  nz,do_event         ;nope: >3 = place an enemy
+       inc hl                  ;nextevent located behind eventleft
+       ld  (hl),123            ;set delay
+       ret                     ;don't place any more enemies
+
+standby_event:
+       ld  b,nrenemies
+       ld  hl,enemies+1-enemysize
+       ld  de,enemysize
+chk_enemyleft:
+       add hl,de
        ld  a,(hl)
-       ld  (de),a
+       or  a                   ;0 = no enemy present
+       jr  nz,enemyleft
+       dnz chk_enemyleft
+       ret
+enemyleft:
+       ld  hl,eventleft
+       inc (hl)
+       ret
 
+
+place_boss:
+       ld  a,1
+       ld  (nrlvlenemies),a    ;just one enemy: the BOSS
+       ld  hl,(levelp)         ;the leveldata (including the boss)
+       dec hl                  ;points to leveldata\boss\enemynr
+       ld  a,(hl)              ;load it
+       ld  (lvlenemies),a      ;set new enemy (boss)
+
+do_event:
+       ld  hl,enemies+1-enemysize
+       ld  bc,enemysize
+       xor a                   ;a=0
+chk_noenemy:
+       add hl,bc
+       cp  (hl)                ;(hl) = 0 ??
+       jr  nz,chk_noenemy      ;jump if enemy present (non-0)
+       ex  de,hl               ;de=hl=usable enemy
+
+place_enemy:                   ;de = enemy+1
+       ld  bc,0                ;0..nrlvlenemies
+nrlvlenemies =$-1              ;=nr of enemies minus 1
+       cal Random              ;random enemy b..b+c = 0..nrenemies-1
+       ld  b,0
+       ld  c,a                 ;bc=a
+       ld  hl,lvlenemies
+       add hl,bc               ;go to a random enemy
+       ld  a,(hl)              ;load enemy nr of this mysterious random enemy
+       cal findenemyspecs      ;hl = enemy #a specs
+
+       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)
+       ldi                     ;set sprite
+       ldi                     ;set x-position
+
+       ld  c,a                 ;c=sprite
+       ld  a,(hl)              ;load placeInfo
        inc hl
-       ld  (curevent),hl
+       dec a                   ;is it 1?
+       jr  z,random_enemy      ;yes: create random value <51 in a
+       dec a                   ;is it 2?
+       jr  z,lure_enemy        ;yes: create a 100% luring enemy
+                               ;otherwise?
+halflure_enemy:                        ;yes (of course it is): pick one (50% lure)
+       ld  a,(timer)           ;look at frame-number
+       and %00000001           ;make random if odd frame nr.
+       jr  nz,random_enemy     ;1st possibility: random enemy
+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...
+       ld  b,a                 ;...57-y
+       cal Random              ;random value on screen
+ypos_OK:                       ;random value successfully created
+       ld  (de),a              ;save y-position
+       inc de                  ;@movecounter
+       ldi                     ;set move-type
+       ld  a,1                 ;movecounter = 1
+       ld  (de),a              ;set
+       inc de                  ;@firecounter
+       ldi                     ;set time-to-1st-fire
+       ldi                     ;set firefreq
+       ret                     ;return
+
+;--------------------------- enemy fires ------------------------------------
+
+Enemy_fires:                   ;de = x,y
+       dec d
+       dec d                   ;d = x-2
+       inc e                   ;e = y+1
+
+       ld  b,nrebuls
+       ld  hl,ebullets
+find_ebullet:
        ld  a,(hl)
-       ld  (nextevent),a
+       or  a
+       jr  z,found_ebullet     ;0 = not used
+       inc hl \ inc hl \ inc hl
+       dnz find_ebullet        ;look next bullet
+       ret
+
+found_ebullet:
+       ld  b,%1100
+       ld  a,(level_info)
+       and %00001000
+       jr  z,bulletok
+
+       ld  a,(y)
+       sub e
+       add a,10
+       jp  p,bulletnotup
+       ld  b,%1011             ;yourY-bulY = negative (=bullet below you)
+       add a,10
+       jp  p,bulletnotup
+       ld  b,%1001             ;yourY-bulY = even more negative (going up)
+
+bulletnotup:
+       sub 20
+       jp  m,bulletok
+       ld  b,%1010             ;bullet going down
+       sub 10
+       jp  m,bulletok          ;even more going down
+       ld  b,%1000
+
+bulletok:
+       ld  a,(level_info)
+       and %11110000
+       or  b
+       ld  (hl),a              ;set bullet direction
+       inc hl
+       ld  (hl),d              ;set x-pos
+       inc hl
+       ld  (hl),e              ;set y-pos
+       ret
+
+;----------------------------- enemy bullets --------------------------------
+
+Enemy_bullets:
+       ld  hl,ebullets
+       ld  b,nrebuls
+handle_bullet:
+       psh bc
+       psh hl
+       ld  a,(hl)              ;load bulletType in a
+       and %1111               ;select direction-bits
+       jr  nz,enemy_bullet     ;non-0: handle bullet
+next_bullet:
+       pop hl                  ;do not move the <pop hl>
+       pop bc
+       inc hl \ inc hl \ inc hl
+       dnz handle_bullet
        ret
 
-;--------------------------- handle enemies -----------------------------------
+enemy_bullet:
+       ld  b,a                 ;save type&%1111
+       inc hl                  ;bullet x
+       ld  a,(hl)              ;check if it has reached the left side of scrn
+       bit 7,a                 ;x<0?
+       jr  nz,remove_ebullet   ;yes, remove bullet
+       dec (hl)                ;move one left
+       dec (hl)                ;and another one
+       ld  d,(hl)              ;d=x
+       inc hl                  ;@y
+
+       ld  a,b                 ;restore type
+       cp  %1100               ;is it a normal bullet? (cp = faster than bit)
+       jr  z,ebullet_common    ;type %1100: normal bullet
+       and %111                ;isolate important bits
+       jr  z,ebullet_down      ;type %1000: moving down
+       dec a
+       jr  z,ebullet_up        ;type %1001: moving up
+       ld  b,a
+
+       ld  a,(timer)
+       rra
+       jr  c,ebullet_common
+
+       ld  a,b
+       dec a
+       jr  z,ebullet_down      ;type %1010: moving down 50%
+                               ;type %1011: moving up 50%
+ebullet_up:
+       ld  a,(hl)
+       dec a
+       jp  m,ebullet_common
+       ld  (hl),a
+       jr  ebullet_common
+
+ebullet_down:
+       ld  a,(hl)
+       inc a
+       cp  55
+       jr  z,ebullet_common
+       ld  (hl),a
+
+ebullet_common:
+       ld  e,(hl)              ;e=y
+       ld  ix,spr_bullete1     ;display enemy bullet
+       cal putsprite
+
+ebullet_hits:
+       ld  a,(your_occ)
+       or  a
+       jr  nz,next_bullet      ;0 = you're normal
+
+       pop hl
+       psh hl
+       inc hl                  ;check x
+       ld  a,(x)
+       sub (hl)
+       add a,6
+       jp  m,next_bullet
+       cp  9
+       jr  nc,next_bullet
+
+       inc hl                  ;check y
+       ld  a,(y)
+       sub (hl)
+       add a,6
+       jp  m,next_bullet
+       cp  9
+       jr  nc,next_bullet
+
+       pop hl                  ;points to bullettype again
+       psh hl                  ;and save it again (ivm call to damage_you)
+       ld  a,(hl)              ;load bullettype
+       cal _shracc             ;isolate damage-bits (%1111???? -> %00001111)
+       ld  b,a                 ;set damage-amount
+       cal damage_you          ;HIT!!
+remove_ebullet:
+       pop hl                  ;hl could be destroyed by damage_you
+       ld  (hl),0              ;bullet > unused
+       jr  next_bullet+1       ;next bullet (SKIP THE <POP HL> = one byte)
+
+;--------------------------- handle enemies ---------------------------------
 
 Handle_enemies:
-       ld  hl,enemies
+       ld  hl,enemies+1
+       ld  b,nrenemies         ;handle all enemies
 
 handle_enemy:
-       push hl
-       ld  d,(hl)
+       psh bc
+       psh hl
+
+       ld  a,(hl)
+       and %00000011
+       jr  z,next_enemy        ;occ "no enemy" 0
+       dec a
+       jr  z,exploding_enemy   ;occ "exploding" 1
+
+normal_enemy:
        inc hl
-       ld  e,(hl)
+       ld  c,(hl)              ;c = enemy type = de
+       cal find_sprite
 
-       ld  a,d
+       inc hl
+       ld  d,(hl)              ;x
+       inc hl
+       ld  e,(hl)              ;y
+
+       inc hl                  ;@movetype
+       cal moving_enemy
+       dec hl
+
+       ld  a,e                 ;new y value
+       cp  57
+       jr  c,enemyonscreenY    ;=on screen
+       cp  -20                 ;moved off at top
+       ld  e,0                 ;reset to top
+       jr  nc,enemyonscreenY
+       ld  e,57                ;otherwise reset to bottom
+enemyonscreenY:
+       ld  (hl),e              ;store new y
+       dec hl                  ;@x
+
+       ld  a,d                 ;new x value
+       cp  128                 ;x<128
+       jr  c,enemyonscreenX    ;=on screen
+       cp  -7                  ;x<=-8
+       jr  c,remove_enemy      ;=off screen
+enemyonscreenX:
+       ld  (hl),d              ;store new x
+       ld  a,c                 ;a = enemy type
+       or  a                   ;type 0? (pickup)
+       jr  nz,check_enemyfire  ;no, a normal enemy; let em fire
+       ld  a,(timer)           ;load time
+       and %1                  ;move left once every 2 turns
+       jr  z,firing_done       ;don't move now
+       inc d                   ;increase x-position (don't move this turn)
+       inc (hl)                ;and save it
+       jr  firing_done         ;continue
+
+check_enemyfire:
+       inc hl                  ;@y
+       inc hl                  ;@movetype
+       inc hl                  ;@movecount
+       inc hl                  ;@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
+
+       inc hl                  ;@firefreq
+       ld  a,(hl)
+       dec hl
+       ld  (hl),a              ;reset counter for next blast
+       psh de                  ;save registers for firing-use
+       cal Enemy_fires         ;fires bullet
+       pop de                  ;restore (destroyed by Enemy_fires)
+firing_done:
+       cal putwidesprite       ;display sprite @ix
+
+next_enemy:
+       pop hl
+       ld  bc,enemysize
+       add hl,bc
+       pop bc
+       dnz handle_enemy
+       ret
+
+remove_enemy:
+       pop hl
+       ld  (hl),$0000          ;bye bye enemy
+       jr  next_enemy+1        ;continue AFTER pop hl (already done)
+
+exploding_enemy:
+       inc hl
+       ld  a,(hl)
+       cp  16
+       jr  z,remove_enemy      ;remove when at last frame
+       inc a
+       ld  (hl),a              ;next frame
+       dec a                   ;1-16 -> 0-15
+       ld  ix,spr_explosion    ;base sprite
+       cal explosion_stuff     ;display explosion
+       jr  next_enemy
+
+;--------------------------- moving enemies ---------------------------------
+
+moving_enemy:
+       ld  a,(hl)              ;how does this enemy move?
+       bit 7,a                 ;direction indicator
+       jr  nz,moveright
+moveleft:
+       dec d
+       jr  moveXdone
+moveright:
+       inc d
+moveXdone:
+       res 7,a                 ;01111111=movetype:
+       and a
+       ret z                   ;0 = don't move
+       dec a
+       jr  z,movetype_updown   ;1 = 0 >< up / down
+       dec a
+       jr  z,movetype_vslow    ;2 = .75 >>
+       dec a
+       jr  z,movetype_slow     ;3 = .5 >>
+       dec a
+       jr  z,movetype_fast     ;4 = .5 <<
+       dec a
+       jr  z,movetype_vfast    ;5 = 1 <<
+       dec a
+       jr  z,movetype_smart    ;6
+       dec a
+       jr  z,movetype_lure     ;7 = 1 >> move y towards you
+       dec a
+       jr  z,movetype_slowlure ;8 = 1 >> lure 1/2 speed
+       dec a
+;      jr  z,movetype_stoplure ;9 = 1 >> slowlure; stop at x=99
+;      dec a
+;      jr  z,movetype_fulllure ;10 = x+y towards you 1/2 speed
+
+movetype_fulllure:
+       ld  a,(timer)
+       and 1
+       ret z
+       cal movetype_lure
+       ld  a,(x)
+       cp  d
+       ret c                   ;move left (already did)
+lure_right:
+       inc d                   ;already moved left, so move right
+moverightonce:
+       inc d                   ;twice (=+1)
+       ret
+
+movetype_slowlure:
+       ld  a,(timer)
+       and 1                   ;half the time
+       jr  z,moverightonce     ;dont move at all (compensate move left +ret)
+movetype_lure:
+       ld  a,104
+       cp  d
+       jr  c,dothelurethingy
+       inc d                   ;x<106: full stop
+dothelurethingy:
+       ld  a,(y)
+       cp  e
+       ret z                   ;don't move if equal
+       jr  c,lure_up           ;below you then move up
+lure_down:                     ;above then move down
+       inc e
+       ret
+lure_up:
+       dec e
+       ret
+
+movetype_smart:
+       inc hl                  ;hl =@ <move>
+       ld  a,(timer)
+       and %1111               ;     |
+       ld  a,(hl)              ;&&& \|/
+       jr  nz,smartupdate
+       inc a
+smartupdate:
+       ld  (hl),a
+
+       or  a                   ;reset carry flag
+       dec hl                  ;reset hl to <y>
+       and %11111100
+       jr  z,movetype_fast
+
+movetype_slow:
+       ld  a,(timer)
+       and %1
+       ret z
+movetype_vslow:
+       ld  a,(timer)
+       and %11
+       ret z
+       inc d
+       ret
+
+movetype_fast:
+       ld  a,(timer)
+       and %1
+       ret z
+movetype_vfast:
+       dec d                   ;move left
+       ret nz                  ;finished
+       pop hl                  ;restore stack (no ret used)
+       jp  remove_enemy        ;remove this enemy (off screen)
+
+movetype_updown:
+       inc hl                  ;@ <move>
+       ld  a,(hl)
+       dec a
+       jr  nz,move_updated
+       add a,128
+move_updated:
+       ld  (hl),a
+
+       or  a                   ;reset carry flag
+       dec hl                  ;@ <y>
+       and %00100000
+       ld  a,(hl);&&&ld a,e    ;load current y-position
+       jr  z,movedown
+
+moveup:        dec a                   ;decrease y-pos (=move up)
+       ret m                   ;don't move off the screen (y<0)
+       dec e                   ;save new y-pos
+       ret                     ;finish
+movedown:
+       inc a                   ;increase y-pos
+       cp  55                  ;compare with bottom
+       ret nc                  ;return if it has passed that line (>40)
+       inc e                   ;otherwise save new position
+       ret                     ;and return
+
+;--------------------------- check collision --------------------------------
+
+Enemies_hit:
+       ld  hl,(x)              ;e = X, d = Y
+       ld  de,$0707            ;add 7 to both d and e
+       add hl,de
+       ld  d,h
+       ld  e,l                 ;e = X+7, d = Y+7
+
+       ld  hl,enemies+1
+       ld  b,nrenemies         ;check all 20 enemies
+check_collision:
+       psh hl
+       ld  a,(hl)
+       and %00000010
+       jr  z,check_next        ;2 or 3 = ok
+       inc hl
+
+collide_enemy:                 ;&&& include in Handle_enemy proc
+       cal find_sprite
+
+       inc hl
+       ld  a,(hl)              ;check x match
+       sub e                   ;enemy position minus yours minus 7
+       jp  p,check_next
+       add a,6
+       add a,(ix)              ;enemy width
+       jp  m,check_next
+
+       inc hl
+       ld  a,(hl)              ;check y match
+       sub d                   ;same as with x-check
+       jp  p,check_next
+       add a,6
+       add a,(ix+1)            ;enemy height
+       jp  m,check_next
+       dec hl
+       dec hl
+
+take_pickup:
+       psh hl                  ;we need hl
+       ld  hl,2                ;increase score by 2
+       cal scoreInc
+       pop hl                  ;we're done
+
+       ld  a,(hl)              ;load enemy type
        or  a
-       jr  z,next_enemy
+       jr  nz,collide          ;enemy when <>0
+
+       psh hl
+       ld  hl,your_pickup      ;your pickups
+       ld  a,(hl)              ;current
+       inc a                   ;go to next
+       cp  6                   ;pickups >=6
+       jr  c,not_maxpickup
+       ld  a,1                 ;yes: reset to pickup 1
+not_maxpickup:
+       ld  (hl),a              ;save new
+       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..
+
+destroy_enemy:
+       ld  (hl),%01            ;set to explode
+       inc hl
+       ld  (hl),0              ;explosionFrame 0
+       jr  collide_done
+
+collide:
+       dec hl
+       ld  a,(hl)
+       and %11111100
+       jr  z,destroy_enemy
+       ld  a,(hl)
+       sub collidedamage
+       ld  (hl),a
+collide_done:
+       ld  b,collidedamage     ;damage
+       cal damage_you
+
+check_next:
+       pop hl
+       ld  a,b                 ;psh bc
+       ld  bc,enemysize
+       add hl,bc
+       ld  b,a                 ;pop bc
+       dnz check_collision
+       ret
+
+;--------------------------- story ------------------------------------------
+
+storyPage:
+       psh hl
+       cal _clrLCD
+       pop hl
+storyLine:
+       inc hl
+       ld  e,(hl)
+       inc hl
+       ld  d,(hl)
+       ld  (_penCol),de
+       inc hl
+       cal _vputs
+
+       ld  a,(hl)
        dec a
-       ld  d,a
-       jr  z,remove_enemy
+       jr  z,storyLine
+
+       psh hl
+       ld  hl,VIDEO_MEM        ;copy text
+       ld  de,dispbuffer       ;to GRAPH_MEM
+       ld  bc,1024             ;entire screen
+       ldir
+       cal _clrLCD
+       pop hl
 
-       ld  (hl),e
+       inc hl
+       ld  a,(hl)
+       inc hl
+       ld  b,(hl)
+       psh hl
+       cal DoSFX
+       cal _getkey
+       pop hl
+       ret
+
+dostory:
+       cal storyPage                   ;do some story
+       inc hl                          ;look at next hl
+       ld  a,(hl)                      ;load in a
+       dec hl                          ;restory hl
+       inc a                           ;set z-flag if a = $ff
+       jr  nz,dostory                  ;otherwise loop
+
+       ld  bc,2+1                      ;story ends
+       add hl,bc                       ;set hl to beginning of the level
+       ld  (levelp),hl                 ;set the level-pointer
+       ret                             ;and return
+
+;--------------------------- SFX --------------------------------------------
+
+DoSFX:                         ;in:a=beginLine;b=nrOfLines
+       ld  (curline),a
+SFXframe:
+       psh bc
+
+       ld  a,0                 ;get line number
+curline =$-1
+       inc a                   ;go to the next line
+       ld  (curline),a         ;update
+
+       ld  l,a
+       ld  h,0                 ;hl=a
+       add hl,hl
+       add hl,hl
+       add hl,hl
+       add hl,hl               ;*16 (a pixels down=a*16)
+
+       ld  b,h                 ;save hl for later
+       ld  c,l
+
+       ld  de,VIDEO_MEM        ;where to put sfx
+       add hl,de               ;go to ymin
+       ex  de,hl               ;put into de again
+
+       ld  hl,dispbuffer
+       add hl,bc               ;hl->logo
+
+       sub 64                  ;a=a-64
+       neg                     ;a=64-a (lines from bottom)
+
+;      ld  c,a                 ;c=a=(curline)
+;      ld  a,64
+;      sub c                   ;lines from bottom
+
+SFXdisp:                       ;display this frame on screen
+       ld  bc,16               ;one line (=16 bytes, you'd know by now)
+       ldir                    ;display (copy actually)
+       ld  bc,-16              ;go up one line (not on screen)
+       add hl,bc               ;so the same line will be displayed
+       dec a                   ;counter
+       jr  nz,SFXdisp          ;repeat until whole screen is displayed
+
+       ld  b,8
+SFXdelay:
+       halt                    ;delay
+       dnz SFXdelay            ;8x
+
+       pop bc                  ;counter
+       dnz SFXframe
+       ret
+
+;--------------------------- show icon --------------------------------------
+
+drawline:
+       ld  (hl),a              ;draw one piece of the divider-line
+       inc hl                  ;move right (8 pixels = 1 byte)
+       dnz drawline            ;repeat (16bytes * 8pixels =128= screen width)
+       ret
+
+disp_icons:
+ psh bc \ psh de \ psh hl \ psh ix ;&&&
+
+       ld  hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom
+       ld  (PutWhere),hl       ;place icons at bottom of normal screen
+       ld  b,16                ;draw 16x (screen width)
+       ld  a,%11111111         ;horizontal line mask
+       cal drawline            ;draw divider-line
+
+       ld  b,16*7              ;draw 16x (screen width) 7x (height)
+       xor a                   ;blank line mask
+       cal drawline            ;clear scorebar
+
+disp_lives:
+       ld  de,5                ;(0,5)
+       ld  a,(your_lives)      ;nr of lives
+       or  a
+       jr  z,displivesdone     ;no lives
+       ld  b,a
+displivesloop:
+       psh bc
+       ld  ix,spr_lship
+       cal safeputsprite       ;put li'l ship
+       ld  a,lshipsize+1
+       add a,d
+       ld  d,a                 ;x=x+5
+       pop bc
+       dnz displivesloop       ;one ship per life
+displivesdone:
+
+       ld  ix,spr_icon01       ;armorIcon
+       ld  de,$1901            ;icon #1
+       cal putwidesprite       ;display icon
+       cal disp_armor          ;display bar
+
+       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)
+       or  a
+       jr  z,no_tail
+       ld  ix,spr_icon02       ;tailbeamIcon
+no_tail:
+       ld  de,$2901            ;icon #2
+       cal putwidesprite       ;display
+
+       ld  ix,spr_icon00
+       pop af                  ;a=(your_weapon); cf=bullets
+       psh af
+       jr  nc,no_bullets       ;=laser
+       ld  hl,$3945            ;position to display bullet-type digit
+       pop af                  ;digit=(your_weapon)
+       psh af
+       inc a                   ;1 = weapon #1 (=0)
+       ld  (_penCol),hl        ;set location
+       add a,'0'               ;make digit
+       cal _vputmap            ;display char
+       ld  ix,spr_icon03       ;bulletIcon
+no_bullets:
+       ld  de,$3901            ;icon #3
+       cal putwidesprite       ;display icon
+
+       ld  ix,spr_icon00       ;emptyIcon
+       pop af                  ;ld a,(your_weapon)
+       ld  b,a
+       jr  c,no_laser          ;popped carry
+       ld  hl,$3955            ;position to display bullet-type digit
+       ld  (_penCol),hl        ;set location
+       ld  a,b                 ;(your_weapon)  ;load = faster than push
+       sub maxweapon-1         ;1 = laser #1 (=maxweapon)
+       add a,'0'               ;make digit
+       cal _vputmap            ;display char
+       ld  ix,spr_icon04       ;laserIcon
+no_laser:
+       ld  de,$4901            ;icon #4
+       cal putwidesprite
+
+       ld  ix,spr_icon00       ;emptyIcon
+       ld  a,(your_multiples)
+       and %11
+       jr  z,no_multiples
+       ld  ix,spr_icon05
+no_multiples:
+       ld  de,$5901            ;icon #5
+       cal putwidesprite
+
+       ld  ix,spr_dividerline
+       ld  de,$6901
+       cal putwidesprite
+
+       ld  a,(your_pickup)     ;pickups taken
+       add a,a                 ;picks*2 (sets z-flag)
+       jr  z,iconsdone         ;return if no pickups
+       add a,a                 ;picks*4
+       add a,a                 ;picks*8
+       add a,a                 ;picks*$10
+       add a,$09               ;add 0ah
+       ld  d,a                 ;y-pos = picks * $10 + $0a (19,29,39,49,59)
+       ld  e,$01               ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01)
+
+       ld  ix,spr_icon
+       cal putwidesprite
+iconsdone:
+       ld  hl,dispbuffer       ;normal game-screen
+       ld  (PutWhere),hl       ;set sprite-position to normal screen
+
+ pop ix \ pop hl \ pop de \ pop bc
+       ret
+
+disp_armor:
+       ld  de,16               ;line size
+       ld  hl,(57*16)+VIDEO_MEM+3
+       ld  b,3
+armorbarclr:
        dec hl
-       ld  (hl),d
-       ld  ix,spr_enemy01
-       call drw_spr
-       jr  next_enemy
+       ld  (hl),0
+       add hl,de
+       ld  (hl),0
+       sbc hl,de
+       dnz armorbarclr
+
+       ld  a,(your_armor)      ;load your armor (<25)
+       ld  c,a                 ;psh a
+       srl a                   ;/2
+       srl a                   ;/4
+       srl a                   ;/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
+       ld  (hl),%11111111      ;draw a piece of the bar
+       add hl,de               ;one down (resets carry)
+       ld  (hl),%11111111      ;same piece
+       sbc hl,de               ;up again
+       inc hl                  ;next position
+       dnz armorbar            ;loop it b times
+
+noarmorbar:
+       ld  a,c                 ;pop a
+       and %111                ;display last bits of armor
+       ret z                   ;if armor=0 then bit = %00000000 (don't disp)
+       ld  b,a                 ;into B
+       xor a                   ;bit = %00000000
+armorbarbit:
+       scf                     ;set carry flag
+       rra                     ;rotates A right and sets bit 7 (c-flag)
+       dnz armorbarbit         ;repeat B times (so if B=6 then a=%11111100)
+armorbarready:                 ;               (an if B=3 then a=%11100000)
+       ld  (hl),a              ;draw this last byte
+       add hl,de
+       ld  (hl),a              ;and just below
+       ret
 
-remove_enemy:
+disp_charge:
+       ld  hl,(59*16)+VIDEO_MEM+3
+       ld  b,3
+chargebarclr:
        dec hl
-       ld  (hl),$0000
+       ld  (hl),0
+       dnz chargebarclr
+
+       ld  a,(weapincs)        ;load bar size (0-80)
+       srl a                   ;half the size (0-40)
+       srl a                   ;again half that size (0-20 pixels)
+       ld  c,a                 ;psh a
+       srl a                   ;/2
+       srl a                   ;/4
+       srl a                   ;/8: don't display last 3 bits of a (later)
+       jr  z,nochargebar       ;if a=0 then it would loop 256x so skip it
+       ld  b,a                 ;loop b=a times
+chargebar:                     ;starting at ($39*16)+VIDEO_MEM
+       ld  (hl),%11111111      ;draw a piece of the bar
+       inc hl                  ;next position
+       dnz chargebar           ;loop it b times
+nochargebar:
+       ld  a,c                 ;pop a
+       and %111                ;display last bits of chargebar
+       ret z                   ;if armor=0 then bit = %00000000 (don't disp)
+       ld  b,a                 ;into B
+       xor a                   ;bit = %00000000
+chargebarbit:
+       scf                     ;set carry flag
+       rra                     ;rotates A right and sets bit 7 (c-flag)
+       dnz chargebarbit        ;repeat B times (so if B=6 then a=%11111100)
+chargebarready:                        ;               (an if B=3 then a=%11100000)
+       ld  (hl),a              ;draw this last byte
+       ret
 
-next_enemy:
+;--------------------------- proc -------------------------------------------
+
+Random:                                ;a=c<random<b+c; destr:none
+       psh hl
+       ld  hl,rancount         ;amount to increase with (0-255)
+randomloop:
+       inc (hl)                ;change for next time
+       ld  a,r                 ;value $0-7F (can be _anything_ so watch out!)
+       add a,0                 ;add to last random value
+ranseed =$-1                   ;SMC :P
+       add a,(hl)              ;add the changing increase value
+                       ;(this is because R can be anything;
+                       ; ie always be even so freeze when a must be 1<=a<=1)
+       ld  (ranseed),a         ;save for next time
+       cp  b                   ;a>=b
+       jr  nc,randomloop       ;then add again
+       add a,c                 ;a<b; a=a+c
+       pop hl
+       ret
+rancount: .db 0
+
+RandomY:                       ;HL = random Y 0..50 right side ((1..51)*16-1)
+       psh bc
+       ld  bc,50*256+1         ;range=1..51
+       cal Random              ;a = 1..51
+       ld  h,0
+       ld  l,a                 ;hl = 1..51
+       add hl,hl
+       add hl,hl
+       add hl,hl
+       add hl,hl               ;hl = 1..51 * 16 (left side at random y)
+       dec hl                  ;hl = 0..50 * 16 (" at right side of screen)
+       ld  de,dispbuffer
+       add hl,de               ;position on screen
+       pop bc
+       ret
+
+scoreInc:
+       psh bc
+       ld  bc,(your_score)
+       add hl,bc
+       ld  (your_score),hl
+       pop bc
+       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
+       ret
+
+BLACKLCD:
+       ld  hl,VIDEO_MEM        ;screen location (top left)
+       ld  de,VIDEO_MEM+1
+       ld  (hl),%11111111
+       ld  bc,1024-1           ;do it 1024 times = entire screen
+       ldir
+       set 3,(iy+5)            ;set white on black
+       ret
+
+releasekeys:
+       halt
+       ld  a,%10000000         ;all key-masks
+       out (1),a
+       in  a,(1)
+       inc a                   ;cp %11111111 (no keys pressed)
+       jr  nz,releasekeys      ;keep waitin
+       cal GET_KEY             ;clear buffer
+       ret
+
+findenemyspecs:                        ;enemy #a specs in (hl); in:b=0; out:ac=?
+       ld  hl,enemyspecs-8     ;enemy "0" specs (1 before enemy #1)
+       add a,a                 ;a=type*2
+       add a,a                 ;a=type*4
+       add a,a                 ;a=type*8
+       ld  c,a                 ;b=0; c=bc=type*8
+       add hl,bc               ;hl = enemy specs
+       ret
+
+;--------------------------- game over / new game / death -------------------
+chartable:
+       .db 0,".<>!",0,0,0,0  ;down,L,R,up
+       .db 0,"xtoje0",0      ;enter..clear
+       .db " wsnid9",0       ;(-)..custom
+       .db "zvrmhc8",0       ;dot..del
+       .db "yuqlgb7#"        ;0..xvar
+       .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
+
+       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
+        ld  hl,storehi_end-storehi_start
+        cal _SET_MM_NUM_BYTES
+        cal _mm_ldir           ;save done (cal \ ret)
+       jp  _RAM_PAGE_1
+
+save_lvl:
+       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
+
+game_over:                     ;stack=+0
+       cal BLACKLCD            ;clear screen
+       ld  hl,$0603
+       ld  (_curRow),hl        ;center
+       ld  hl,txt_gameover
+       cal _puts               ;display "GAME OVER"
+       cal releasekeys         ;wait for all keys to be released
+
+       ld  hl,$0007
+       ld  (_curRow),hl
+
+       ld  de,(your_score)
+       ld  hl,(hiscore)
+       cal CP_HL_DE
+       jr  nc,no_hiscore
+       ld  (hiscore),de
+
+ask_hiname:
+       ld  ix,hiname
+       ld  a,9
+       ld  (hiscorepos),a
+enter_name_loop:
+       ld  a,'_'
+       cal _putc
+       ld  hl,_curCol
+       dec (hl)
+nokeypressed:
+       halt \ halt
+       cal GET_KEY
+       or  a
+       jr  z,nokeypressed
+
+       cp  K_DEL
+       jr  z,backup
+       cp  K_ENTER
+       jr  z,nomore
+       cp  K_EXIT
+       jr  z,nomore
+
+       ld  hl,hiscorepos
+       ld  b,(hl)
+       dec b
+       jr  z,nokeypressed
+       ld  (hl),b
+
+       ld  hl,chartable
+       ld  e,a
+       ld  d,0
+       add hl,de
+       ld  a,(hl)
+       or  a
+       jr  z,nokeypressed
+
+       ld  (ix),a
+       cal _putc
+       inc ix
+       cal releasekeys
+       jr  enter_name_loop
+
+backup:
+       ld  hl,hiscorepos
+       ld  a,(hl)
+       cp  9
+       jr  nc,nokeypressed
+       inc (hl)
+
+       dec ix
+       ld  (ix),' '
+       ld  a,32
+       cal _putc
+       ld  hl,_curCol
+       dec (hl)
+       dec (hl)
+       jr  enter_name_loop
+
+nomore:
+       ld  a,' '
+       cal _putc
+       ld  (ix),0
+       cal save_hi
+       jr  hiscoredone
+
+no_hiscore:
+       ld  hl,hiname
+       cal _puts
+
+hiscoredone:
+       xor a                   ;clear a (Ahl will be displayed)
+       ld  hl,$1006            ;bottom-1 right
+       ld  (_curRow),hl        ;set
+       ld  hl,(your_score)     ;your score
+       cal _dispahl            ;display it (a=0)
+
+       ld  hl,$314b            ;bottom-1 right before score ^^
+       ld  (_penCol),hl        ;set
+       ld  hl,txt_score        ;"Score"
+       cal _vputs              ;display (small)
+
+       ld  hl,$1007            ;bottom right
+       ld  (_curRow),hl        ;set
+       ld  hl,(hiscore)        ;hi-score
+       cal _dispahl            ;display
+       ld  hl,$3946            ;bottom right before hiscore ^^
+       ld  (_penCol),hl        ;set
+       ld  hl,txt_hiscore      ;"Hiscore"
+       cal _vputs              ;display (small)
+       res 3,(iy+5)
+
+       ld  b,16
+       ld  de,16
+       ld  hl,VIDEO_MEM+(49*16)-1
+restore_line:
+       set 1,(hl)
+       add hl,de
+       dnz restore_line
+
+       cal _getkey             ;wait for keypress
+       jp  quit                ;restore some things and return to TI-OS/shell
+
+invship:                       ;procedure used in New_game
+       psh af
+       inc b
+       ld  de,$C0
+       ld  hl,VIDEO_MEM+$30-$C0;begin pos
+invshipinit:
+       add hl,de
+       dnz invshipinit
+       ld  b,$B0               ;12 lines down
+invshiploop:
+       ld  a,(hl)
+       cpl                     ;invert byte
+       ld  (hl),a
+       inc hl
+       dnz invshiploop         ;loop
+       pop af
+       ret
+
+New_game:                      ;stack must be +1 (so change the jp in cal :)
+       cal _clrLCD
+       ld  hl,VIDEO_MEM
+       ld  (PutWhere),hl       ;will be reset after displaying iconbar
+       ld  ix,spr_ship01       ;first ship: sprite
+       ld  de,$0105            ;position
+       ld  b,4                 ;number of ships to display
+dispshipsloop:
+       psh bc                  ;counter
+       psh de                  ;position
+       cal putwidesprite       ;display
+       pop de
+       ld  bc,spr_ship01i-spr_ship01+2
+       add ix,bc               ;go to next ship
+       ld  a,12                ;below the previous one
+       add a,e
+       ld  e,a
+       pop bc
+       dnz dispshipsloop       ;loop
+
+       ld  b,0                 ;menu pos.
+selectship:
+       psh bc
+       cal invship
+selectshiploop:
+       halt
+       cal GET_KEY
+       or  a
+       jr  z,selectshiploop
+       pop bc
+       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
+selnotdown:
+       cp  K_UP
+       jr  nz,selnotup
+       dec b
+selnotup:
+       ld  a,b
+       and %11
+       ld  b,a
+       jr  selectship
+
+startthenewgame:
+       ld  hl,spr_ship01-(spr_ship02-spr_ship01)
+       ld  de,spr_ship02-spr_ship01
+       inc b                   ;your ship #0-3++
+searchyourship:
+       add hl,de               ;next ship
+       dnz searchyourship
+       ld  (your_ship),hl
+       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_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  (levelp),hl         ;reset level pointer
+       ld  a,4
+       ld  (your_lives),a      ;3 lives (4 will be decreased @ You_die)
+       ld  (pickuptimer),a     ;next pickup after 4 enemies destroyed
+
+You_die:                       ;stack must be +1
+       pop hl                  ;restore stack
+       ld  a,12
+       ld  (your_armor),a      ;12 HPs/shields
+       ld  a,(your_lives)      ;load lives left
+       dec a                   ;decrease lives
+       ld  (your_lives),a      ;if lives=0ffh GO
+       inc a                   ;if -1 then zf set now
+       jp  z,game_over         ;and game's over
+       jr  samelevel
+
+;--------------------------- next level -------------------------------------
+
+Next_level:                    ;stack must be +1
        pop hl
+
+       cal inc_armor           ;increase armor
+       ld  hl,level            ;level number
+       ld  a,(hl)
+       inc a
+       ld  (hl),a
+
+       add a,a
+       add a,a
+       ld  h,0                 ;increase score....
+       ld  l,a                 ;by level number * 4
+       ld  bc,20
+       add hl,bc               ;plus 20
+       cal scoreInc            ;update score
+
+       ld  hl,(levelp)         ;level pointer
+       ld  b,0                 ;advance one level
+       ld  c,(hl)
+       add hl,bc               ;passed the enemies
+       ld  c,1+7+32+3
+       add hl,bc               ;update to point to next level
+       ld  (levelp),hl         ;save
+
+samelevel:
+       ld  hl,(your_ship)
+       ld  (your_shipspr),hl
+
+       ld  a,80
+       ld  (nextevent),a       ;time to first enemy appearance
+
+       ld  hl,(levelp)         ;level pointer
+       xor a
+       cp  (hl)
+       cal z,dostory
+
+       ld  a,(hl)              ;number of (different) enemies in this level
        inc hl
+       ld  c,a
+       ld  (nrlvlenemies),a    ;set nr of enemies-1
+       ld  b,0                 ;bc=c so we can use ldir
+       ld  de,lvlenemies       ;table of enemies
+       ldir                    ;load enemies to table
+       ld  a,(hl)              ;load new appearance-time
+       ld  (eventtime),a
        inc hl
        ld  a,(hl)
-       cp  $ff
-       jr  nz,handle_enemy
-
-       ret
-
-;--------------------------- putsprite ----------------------------------------
-
-offsets_table:
-         .db      128,64,32,16,8,4,2,1
-drw_spr: ld       a,d
-         and      7
-         ld       hl,offsets_table
-         ld       c,a
-         ld       b,0
-         add      hl,bc
-         ld       a,(hl)
-         ld       (_smc1+1),a
-
-         ld       (_smc1+1),a
-         ld       hl,GRAPH_MEM
-         ld       a,e
-         add      a,a
-         add      a,e
-         add      a,a
-         rl       b
-         add      a,a
-         rl       b
-         srl      d
-         srl      d
-         srl      d
-         add      a,d
-         jr       nc,_n1
-         inc      b
-_n1:     ld       c,a
-         add      hl,bc                                    
-          
-         ld       d,(ix)       
-         ld       b,(ix+1)        
-_oloop:  push     bc                         ;Save # of rows
-         push     hl                         ;Save screen address
-         ld       b,d                        ;Load width
-         ld       c,(ix+2)                   ;Load one line of image
-         inc      ix
-_smc1    ld       a,1                        ;Load pixel mask
-_iloop:  sla      c                          ;Test leftmost pixel
-         jr       nc,_noplot                 ;See if a plot is needed
-         ld       e,a                        ;OR pixel with screen
-         or       (hl)
-         ld       (hl),a
-         ld       a,e
-_noplot: rrca
-         jr       nc,_notedge                ;Test if edge of byte reached
-         inc      hl                         ;Go to next byte
-_notedge:djnz     _iloop
-         pop      hl                         ;Restore address
-         ld       bc,12                      ;Go to next line
-         add      hl,bc
-         pop      bc                         ;Restore data
-         djnz     _oloop
-         ret
-
-;drw_sprw:
-         ld       a,d
-         and      7                          
-         ld       hl,offsets_table          
-         ld       c,a                
-         ld       b,0                    
-         add      hl,bc                
-         ld       a,(hl)               
-
-         ld       (wsmc1+1),a
-         ld       (wsmc2+1),a
-         ld       hl,GRAPH_MEM
-
-         ld       a,e
-         add      a,a
-         add      a,e
-         add      a,a
-         rl       b
-         add      a,a
-         rl       b
-         srl      d
-         srl      d
-         srl      d
-         add      a,d
-         jr       nc,n1
-         inc      b
-n1:      ld       c,a
-         add      hl,bc                                    
-          
-         ld       d,(ix)       
-         ld       b,(ix+1)        
-woloop:  push     bc                         ;Save # of rows
-         push     hl                         ;Save screen address
-         ld       b,d                        ;Load width
-         ld       c,(ix+2)                   ;Load one line of image
-         inc      ix
-wsmc1    ld       a,1                        ;Load pixel mask
-wiloop:  sla      c                          ;Test leftmost pixel
-         jr       nc,wnoplot                 ;See if a plot is needed
-         ld       e,a                        ;OR pixel with screen
-         or       (hl)
-         ld       (hl),a
-         ld       a,e
-wnoplot: rrca
-         jr       nc,wnotedge                ;Test if edge of byte reached
-         inc      hl                         ;Go to next byte
-wnotedge
-wsmc2:   cp       1
-         jr       z,wover_1
-
-         djnz     wiloop
-         pop      hl                         ;Restore address
-         ld       bc,12                      ;Go to next line
-         add      hl,bc
-         pop      bc                         ;Restore data
-         djnz     woloop
-         ret
-wover_1: ld       c,(ix+2)
-         inc      ix
-         djnz     wiloop
-         dec      ix
-         pop      hl
-         ld       bc,12
-         add      hl,bc
-         pop      bc
-         djnz     woloop
-         ret
-
-
-HL_Decimal:
-       ld (_penCol),de                 ;set display position
-       ld de,StringPlace+4             ;end of location to store string
-       ld b,5                          ;digits
-ConvLoop:
-       call UNPACK_HL                  ;value to string
-       add a,'0'
-       ld (de),a                       ;store char
-       dec de
-       djnz ConvLoop                   ;loop
-       ld hl,StringPlace               ;display stored chars
-       call _vputs
-       ret
-
-
-
-
-;------------------------------- sprites --------------------------------------
-
-spr_ship:
-       .db 7,7
-       .db %11111000
-       .db %11000000
-       .db %11111100
-       .db %11111110
-       .db %11111100
-       .db %11000000
-       .db %11111000
+       ld  (eventtime+1),a     ;set
+       inc hl
+       ld  a,(hl)              ;load nr of enemies in this level
+       ld  (eventleft),a       ;set nr of events left
+       inc hl
+       ld  a,(hl)
+       ld  (level_info),a      ;
+       inc hl
+       ld  a,(hl)              ;movement of enemies in this level
+       ld  (level_move),a      ;do it
+
+       inc hl
+       ld  de,spacespace
+       ld  c,17+17+2           ;b=0
+       ldir
+
+       ld  ix,starx1
+       ld  b,nrstars1
+       cal placestars
+       ld  ix,starx2
+       ld  b,nrstars2
+       cal placestars
+
+       xor a
+       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
+       ld  de,$1800
+       ld  (x),de              ;begin position (x,y)
+       cal Place_multiples     ;place all multiple-positions at that (0,24)
+
+       cal loadweapon          ;load (your_weapon)
+
+       ld  hl,enemies          ;remove all enemies and bullets
+       ld  (hl),0              ;clear first byte
+       ld  de,enemies+1        ;copy this to the next byte
+       ld  bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1
+       ldir                    ;clear enemies + bullets (y/e)
+
+;--------------------------- setup game -------------------------------------
+
+game_setup:
+       cal BLACKLCD            ;white on black
+       ld  hl,txt_level
+       ld  de,$0703
+       ld  (_curRow),de        ;center
+       cal _puts               ;display "LEVEL "
+
+       ld  a,(level)           ;current level
+       ld  l,a
+       ld  h,0                 ;in hl
+       cal UNPACK_HL           ;create first digit
+       add a,'0'               ;0-9
+       ld  b,a                 ;into b
+       cal UNPACK_HL           ;second digit
+       add a,'0'               ;0-9
+       cal _putc               ;display second digit
+       ld  a,b
+       cal _putmap             ;display first digit
+
+       ld  hl,txt_lives        ;bar text: "Lx0"...
+       ld  de,$0904
+       ld  (_curRow),de        ;display lives left below level nr
+       cal _puts
+       ld  a,(your_lives)      ;lives left
+       add a,'0'               ;make value 0='0'
+       cal _putc
+
+       cal releasekeys         ;wait for user to release all keys
+       ld  hl,txt_savekey      ;"Press [F1] to save"
+       ld  de,$3A46            ;bottom-right
+       ld  (_penCol),de
+       cal _vputs
+
+       res 3,(iy+5)            ;set white on black
+       cal _getkey             ;wait for keypress
+       cp  kF1
+       cal z,save_lvl
+
+       cal _clrLCD             ;clear screen
+       cal disp_icons          ;display bottom icons +ret
+       jp  game_main_loop
+
+placestars:
+       cal RandomY             ;a = random y-pos 1..bottom
+       ld  a,b                 ;a =  b = star nr. = 1..7
+       add a,a                 ;a = 2b = 2..14
+       ld  d,0
+       ld  e,a                 ;de = a = 2-14
+       or  a
+       sbc hl,de               ;substract from random y => random pos anywhere
+
+       ld  (ix),l              ;save x-pos (l)
+       ld  (ix+1),h            ;save y-pos (h)
+       inc ix \ inc ix         ;next star
+       dnz placestars          ;repeat for all stars
+       ret
+
+loadweapon:
+       ld  a,(your_weapon)
+       add a,a                 ;weap*2
+       add a,a                 ;    *4
+       add a,a                 ;    *8
+       ld  c,a
+       ld  b,0
+       ld  hl,weapondata
+       add hl,bc
+       ld  a,(hl)
+       ld  (weapdamage),a      ;damage of bullets
+        inc hl
+        ld  a,(hl)
+        ld  (weapdaminc),a     ;damage increase
+       ret
+
+;----------------------------------------------------------------------------
+;--------------------------- putsprite --------------------------------------
+;----------------------------------------------------------------------------
+;in:  de=(x,y); ix=sprite
+;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=?
+
+putsprite:
+       ld  c,(ix)              ;save width
+_putsprite:                    ;putsprite with custom width
+       ld  a,d                 ;a=X
+       bit 7,d                 ;check sign bit of X
+       jr  z,CSpositive        ;X>=0
+
+       neg                     ;a=|X|
+       cp  (ix)                ;off screen?
+       ret nc                  ;X<=-width: don't draw at all
+       ld  b,a                 ;b=|X|mod 8=1..7=bits to draw
+       ld  a,%11111111         ;all bits set (draw everything)
+CSclipleft:
+       srl a                   ;remove first bit in a for each b
+       dnz CSclipleft          ;b=1: a=%01111111
+                               ;b=2: a=%00111111
+                               ;b=3: a=%00011111
+                               ;b=4: a=%00001111
+                               ;b=5: a=%00000111
+                               ;b=6: a=%00000011
+                               ;b=7: a=%00000001
+       res 7,d                 ;X+128 (right side of screen)
+       dec e                   ;Y--
+       jr  CSdisplay           ;done clipping
+
+CSpositive:
+       sub 129-8               ;minus (screen width - byte width)
+       ld  b,a
+       ld  a,%11111111         ;clipmask
+       jr  c,CSdisplay         ;x+width<128 then entire sprite is on screen
+       inc b                   ;b = number of pixels off screen
+CSclipright:
+       add a,a                 ;remove last bit in a for each b
+       dnz CSclipright         ;b=1: a=%11111110
+                               ;b=2: a=%11111100
+                               ;b=3: a=%11111000
+                               ;b=4: a=%11110000
+                               ;b=5: a=%11100000
+                               ;b=6: a=%11000000
+                               ;b=7: a=%10000000
+                               ;b>7: a=%00000000 = off screen
+
+CSdisplay:                     ;display the sprite ix at (d,e) masked
+       ld  (CSclipmask),a      ;set mask
+       cal findpixel           ;convert de to screen location hl:a
+       ld  (CSbitmask),a
+
+       ld  d,c                 ;width
+       ld  b,(ix+1)            ;height
+CSyloop:
+       psh bc                  ;save rows to go
+       psh hl                  ;screen
+       ld  b,d                 ;width
+       ld  a,(ix+2)            ;load image line
+       and 255                 ;mask
+CSclipmask =$-1
+       ld  c,a                 ;c=image
+       inc ix                  ;next
+CSbitmask =$+1
+       ld  a,1                 ;saved bitmask
+CSxloop:
+       sla c                   ;test leftmost pixel
+       jr  nc,CSnodraw         ;don't draw if it's 0
+       ld  e,a                 ;psh af: save bitmask
+       or  (hl)
+       ld  (hl),a              ;OR pixel with screen
+       ld  a,e                 ;pop af
+CSnodraw:
+       rrca                    ;next bit
+       jr  nc,CSbitdrawn       ;carry set if bit "jumped"
+       inc hl                  ;next byte
+CSbitdrawn:
+       dnz CSxloop
+       pop hl                  ;screen at x-offset=0
+       ld  bc,16
+       add hl,bc               ;next line
+       pop bc                  ;rows counter
+       dnz CSyloop
+CSdone:        ret
+
+;--------------------------- putbigsprite -----------------------------------
+
+putwidesprite:
+;destr: abcdehl+ix (ix=behind sprite; hl:a=right below sprite; b=0; d=width)
+       ld  a,(ix)              ;width
+       cp  9
+       jr  c,putsprite         ;width<=8: just draw the sprite
+
+       ld  a,(ix)
+       sub 8                   ;width>8
+       psh af
+       ld  c,8
+       psh de
+       cal _putsprite          ;otherwise draw one column (8 pixels wide)
+       pop de
+       inc ix                  ;no x-size to load
+       ld  a,8                 ;next
+       add a,d                 ;8 pixels right
+       ld  d,a
+       pop bc                  ;then draw the remaining pixels (c=width-8)
+       ld  c,b
+       jr  _putsprite
+
+safeputsprite:                 ;cal putsprite with de intact
+       psh de
+       cal putsprite
+       pop de
+       ret
+
+;------------------------------- findpixel ----------------------------------
+;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de
+
+findpixel:
+       ld  a,e                 ;a=e=Y
+       add a,a
+       add a,a                 ;add a,a is 7 cycles faster than add hl,hl
+       ld  h,0                 ;switch to hl now (Y<64)
+       ld  l,a                 ;hl=4*Y
+       ld  a,d                 ;a=d=X
+       rra                     ;RRA: carry flag must be reset!
+       add hl,hl               ;that's what the adds are for :P
+       rra
+       add hl,hl               ;hl=16*Y
+       rra                     ;a=X/8
+       or  l
+       ld  l,a                 ;hl=hl+a
+       ld  a,d
+       and 7                   ;a=X\8
+       cpl
+       rlca
+       rlca
+       rlca
+       ld (FPbit),a
+       xor a
+FPbit =$+1
+       set 0,a
+       ld  de,dispbuffer       ;screen base position (where x+y=0)
+PutWhere =$-2
+       add hl,de
+       ret
+
+;----------------------------------------------------------------------------
+;------------------------------- sprites ------------------------------------
+;----------------------------------------------------------------------------
+
+spr_ship01:
+       .db 7,7         ;ship alpha class
+       .db %11000000   ;██
+       .db %11110000   ;████
+       .db %01111110   ; ██████
+       .db %11101000   ;███ █
+       .db %01111110   ; ██████
+       .db %11110000   ;████
+       .db %11000000   ;██
+spr_ship01i:
+       .db 8,7
+       .db %11000010   ;██    █
+       .db %11110001   ;████   █
+       .db %01111111   ; ███████
+       .db %11101001   ;███ █  █
+       .db %01111111   ; ███████
+       .db %11110001   ;████   █
+       .db %11000010   ;██    █
+
+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:
+       .db 7,7         ;ship gamma class
+       .db %11111000   ;█████
+       .db %01100000   ; ██
+       .db %11111100   ;██████
+       .db %11100110   ;███  ██
+       .db %11111100   ;██████
+       .db %01100000   ; ██
+       .db %11111000   ;█████
+spr_ship03i:
+       .db 8,7
+       .db %11111010   ;█████ █
+       .db %01100001   ; ██    █
+       .db %11111101   ;██████ █
+       .db %11100111   ;███  ███
+       .db %11111101   ;██████ █
+       .db %01100001   ; ██    █
+       .db %11111010   ;█████ █
+
+spr_ship04:
+       .db 7,7         ;ship delta class
+       .db %11000000   ; ██
+       .db %11110000   ; ████
+       .db %11111100   ; ██████
+       .db %01100010   ;  ██   █
+       .db %11111100   ; ██████
+       .db %11110000   ; ████
+       .db %11000000   ; ██
+spr_ship04i:
+       .db 8,7
+       .db %11000010   ; ██    █
+       .db %11110001   ; ████   █
+       .db %11111101   ; ██████ █
+       .db %01100011   ;  ██   ██
+       .db %11111101   ; ██████ █
+       .db %11110001   ; ████   █
+       .db %11000010   ; ██    █
+
+spr_multiple:
+       .db 6,5         ;multiples
+       .db %01111000   ;  ████
+       .db %11001100   ; ██  ██
+       .db %10000100   ; █    █
+       .db %11001100   ; ██  ██
+       .db %01111000   ;  ████
+
+;-------------------------------- explosions --------------------------------
+
+spr_explosion:
+       .db 8,6         ;1
+       .db %00000000
+       .db %00011100   ;    ███
+       .db %00111110   ;   █████
+       .db %01010110   ;  █ █ ██
+       .db %00111000   ;   ███
+       .db %00000000
+
+       .db 8,6         ;2
+       .db %00110000   ;   ██
+       .db %01001110   ;  █ ▒███
+       .db %10111110   ; █ █████
+       .db %01001111   ;  █ ▒████
+       .db %00111000   ;   ███
+       .db %00011010   ;    ██ █
+
+       .db 8,6         ;3
+       .db %10110000   ; █ ██
+       .db %01001110   ;  █  ███
+       .db %10110101   ; █ ██▒█▒█
+       .db %01000101   ;  █  ▒█▒█
+       .db %00111110   ;   █████
+       .db %01011010   ;  █ ██ █
+
+       .db 8,6         ;4
+       .db %00101010   ; ▒ █▒█ █
+       .db %01000110   ;  █  ▒██
+       .db %10110101   ; █ ██ █ █
+       .db %01100110   ;  ██  ██▒
+       .db %00111100   ;   ████▒
+       .db %01011001   ;  █ ██ ▒█
+
+       .db 8,6         ;5
+       .db %01000000   ;  █▒ ▒ ▒
+       .db %00100101   ;  ▒█  █▒█
+       .db %00010100   ; ▒ ▒█ █ ▒
+       .db %01000100   ;  █▒  █
+       .db %00010010   ;   ▒█▒▒█
+       .db %10011010   ; █▒ ██ █▒
+
+       .db 8,6         ;6
+       .db %01000100   ;  █   █
+       .db %00100000   ;   ▒█ ▒ ▒
+       .db %00000001   ;    ▒ ▒ █
+       .db %01000100   ;  █   █
+       .db %00100010   ;   █▒  █
+       .db %01001000   ; ▒█ ▒█ ▒
+
+       .db 8,6         ;7
+       .db %00001000   ;  ▒  █▒
+       .db %11000010   ; ██ ▒  █
+       .db %00000000   ;        ▒
+       .db %00100000   ;  ▒█  ▒
+       .db %00000001   ;   ▒   ▒█
+       .db %00110000   ;  ▒██▒
+
+       .db 8,6         ;8
+       .db %00000100   ;     ▒█
+       .db %00000000   ; ▒▒    ▒
+       .db %01000000   ;  █
+       .db %00000000   ;   ▒
+       .db %00000010   ;       █▒
+       .db %00100100   ;   █▒ █
+
+spr_yexplosion:
+       .db 8,5         ;1
+       .db %00000000
+       .db %00101100   ;  █ ██
+       .db %00011110   ;   ████
+       .db %00110100   ;  ██ █
+       .db %00011000   ;   ██
+       .db %00000000
+
+       .db 8,5         ;2
+       .db %00111000   ;  ███
+       .db %01011100   ; █ ███
+       .db %10010111   ;█  █ ███
+       .db %01000110   ; █   ██
+       .db %00111000   ;  ███
+       .db %00000000
+
+       .db 8,6         ;3
+       .db %00111100   ;   ████
+       .db %01001111   ; █  ████
+       .db %10100011   ;█ █   ██
+       .db %11000110   ;██   ██
+       .db %01110101   ; ███ █ █
+       .db %00111000   ;  ███
+
+       .db 8,6         ;4
+       .db %00110110   ;  ██ ██
+       .db %00000101   ;     █ █
+       .db %11000001   ;██     █
+       .db %01100001   ; ██    █
+       .db %11000010   ;██    █
+       .db %01010001   ; █ █   █
+
+;--------------------------------- bullets ----------------------------------
 
 spr_bullet01:
-       .db 3,5
-       .db %01000000
-       .db %11100000
+       .db 2,1
+       .db %11000000   ;▒██
+spr_bullet02:
+       .db 4,1
+       .db %11110000   ;▒████
+spr_bullet03:
+       .db 2,2
+       .db %11000000   ;▒██
+       .db %11000000   ;▒██
+spr_bullet04:
+       .db 3,2
+       .db %11100000   ;▒███
+       .db %11100000   ;▒███
+spr_bullet05:
+       .db 4,3
+       .db %01100000   ; ▒██
+       .db %11110000   ;▒████
+       .db %01100000   ; ▒██
+spr_bullet06:
+       .db 5,3
+       .db %00110000   ;  ▒██
+       .db %11111000   ;▒█████
+       .db %00110000   ;  ▒██
+spr_bullet07:
+       .db 5,3
+       .db %01110000   ; ▒███
+       .db %11111000   ;▒█████
+       .db %01110000   ; ▒███
+spr_bullet08:
+       .db 5,3
+       .db %11110000   ;▒████
+       .db %11111000   ;▒█████
+       .db %11110000   ;▒████
+spr_bullet09:
+       .db 5,4
+       .db %00010000   ;   ▒█
+       .db %10111000   ;▒█▒███
+       .db %01111000   ; ▒████
+       .db %00010000   ;   ▒█
+spr_bullet10:
+       .db 6,4
+       .db %00111000   ;  ▒███
+       .db %01111100   ; ▒█████
+       .db %11111100   ;▒██████
+       .db %00110000   ;  ▒██
+spr_bullet11:
+       .db 7,5
+       .db %00011000   ;   ▒██
+       .db %11111100   ;▒██████
+       .db %00111110   ;  ▒█████
+       .db %01111100   ; ▒█████
+       .db %00011000   ;   ▒██
+spr_bullet12:
+       .db 7,6
+       .db %00110000   ;  ▒██
+       .db %11111100   ;▒██████
+       .db %00111110   ;  ▒█████
+       .db %01111110   ; ▒██████
+       .db %11111100   ;▒██████
+       .db %00111000   ;  ▒███
+spr_bullet13:
+       .db 8,8
+       .db %00111100   ;  ▒████
+       .db %11111110   ;▒███████
+       .db %01111111   ; ▒███████
+       .db %00011111   ;   ▒█████
+       .db %01111111   ; ▒███████
+       .db %11111110   ;▒███████
+       .db %00111100   ;  ▒████
+spr_bullett1:
+       .db 4,3         ;▒▒▒
+       .db %11100000   ;▒███
+       .db %11110000   ; ████
+       .db %01110000   ;  ███
+
+spr_bullete1:
+       .db 4,3         ;enemy bullets
+       .db %01100000   ; ██▒
+       .db %11110000   ;████▒
+       .db %01100000   ; ██▒
+
+bullettable:
+       .db (spr_bullet01-spr_bullet01) ;0
+       .db (spr_bullet02-spr_bullet01) ;4
+       .db (spr_bullet03-spr_bullet01) ;8
+       .db (spr_bullet04-spr_bullet01) ;12
+       .db (spr_bullet05-spr_bullet01) ;16
+       .db (spr_bullet06-spr_bullet01) ;20
+       .db (spr_bullet07-spr_bullet01) ;24
+       .db (spr_bullet08-spr_bullet01) ;28
+       .db (spr_bullet09-spr_bullet01) ;32
+       .db (spr_bullet10-spr_bullet01) ;36
+       .db (spr_bullet11-spr_bullet01) ;40
+       .db (spr_bullet12-spr_bullet01) ;44
+       .db (spr_bullet13-spr_bullet01) ;48
+       .db (spr_bullet13-spr_bullet01) ;52
+       .db (spr_bullet13-spr_bullet01) ;56
+       .db (spr_bullet13-spr_bullet01) ;60
+
+;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
+
+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,%00000000,0,%00000000,0,%11100000,3     ;1 single laser
+       .db 1,1,%00000000,0,%11100000,0,%11100000,6     ;2 double laser
+       .db 1,1,%11100000,0,%11100000,6,%11100000,3     ;3 triple laser
+maxlaser = 11
+
+collidedamage = 4
+
+;------------------------------------ bar -----------------------------------
+
+spr_lship:
+       .db 5,3                 ;li'l ship indicating lives left
+       .db %11100000           ;███
+       .db %01111000           ; ████
+       .db %11100000           ;███
+lshipsize = 5                  ;space between two ship icons
+
+spr_icon:
+       .db 16,7        ;selected.......:.......:
+       .db %11111111           ;████████████████
+       .db %11000000           ;██             █
+       .db %11000000           ;██             █
+       .db %11000000           ;██             █
+       .db %11000000           ;██             █
+       .db %11000000           ;██             █
+       .db %11111111           ;████████████████
+       .db 7
+       .db %11111111
+       .db %00000001
+       .db %00000001
+       .db %00000001
+       .db %00000001
+       .db %00000001
+       .db %11111111
+spr_icon00:
+       .db 16,7        ;unused  .......:.......:
+       .db %10101010           ;█ █ █ █ █ █ █ █
+       .db %11010101           ;██ █ █ █ █ █ █ █
+       .db %10101010           ;█ █ █ █ █ █ █ █
+       .db %11010101           ;██ █ █ █ █ █ █ █
+       .db %10101010           ;█ █ █ █ █ █ █ █
+       .db %11010101           ;██ █ █ █ █ █ █ █
+       .db %10101010           ;█ █ █ █ █ █ █ █
+       .db 7
+       .db %10101010
+       .db %01010101
+       .db %10101010
+       .db %01010101
+       .db %10101010
+       .db %01010101
+       .db %10101010
+spr_icon01:
+       .db 16,7        ;armor  ;.......:.......:
+       .db %10000111           ;█    ███████    ▒
+       .db %10011000           ;█  ██       ██  ▒
+       .db %10110011           ;█ ██  ████   ██ ▒
+       .db %10110000           ;█ ██    ████ ██ ▒
+       .db %10110011           ;█ ██  ████   ██ ▒
+       .db %10011000           ;█  ██       ██  ▒
+       .db %10000111           ;█    ███████    ▒
+       .db 7
+       .db %11110000
+       .db %00001100
+       .db %11000110
+       .db %11100110
+       .db %11000110
+       .db %00001100
+       .db %11110000
+spr_icon02:
+       .db 16,7        ;tailbeam.......:.......:
+       .db %10000000           ;█               ▒
+       .db %10000011           ;█     ██        ▒
+       .db %10000001           ;█      ███      ▒
+       .db %10111011           ;█ ███ ██████  ██▒
+       .db %10000001           ;█      ███      ▒
+       .db %10000011           ;█     ██        ▒
+       .db %10000000           ;█               ▒
+       .db 7
+       .db %00000000
+       .db %00000000
+       .db %11000000
+       .db %11110011
+       .db %11000000
+       .db %00000000
+       .db %00000000
+spr_icon02b:
+       .db 16,7        ;torpedo .......:.......:
+       .db %10111000           ;█ ███      █ █ █▒
+       .db %10011100           ;█  ███     █ █ █▒
+       .db %10111000           ;█ ███    █  █ █ ▒
+       .db %10000000           ;█       ███ █ █ ▒
+       .db %11100001           ;███    ████  █ █▒
+       .db %10011000           ;█  ██   ████ █ █▒
+       .db %11100110           ;███  ██   ██  █ ▒
+       .db 7
+       .db %00010101
+       .db %00010101
+       .db %01001010
+       .db %11101010
+       .db %11100101
+       .db %11110101
+       .db %00110010
+spr_icon03:
+       .db 16,7        ;bullets .......:.......:
+       .db %10000000           ;█       ██      ▒
+       .db %10000011           ;█     █████ ▒▒▒ ▒
+       .db %10011000           ;█  ██   ██  ▒▒▒ ▒
+       .db %11111100           ;██████      ▒▒▒ ▒
+       .db %10011000           ;█  ██   ██  ▒▒▒ ▒
+       .db %10000011           ;█     █████ ▒▒▒ ▒
+       .db %10000000           ;█       ██      ▒
+       .db 7
+       .db %11000000
        .db %11100000
+       .db %11000000
+       .db %00000000
+       .db %11000000
        .db %11100000
+       .db %11000000
+spr_icon04:
+       .db 16,7        ;laser   .......:.......:
+       .db %10000000           ;█               ▒
+       .db %10001010           ;█   █ █     ▒▒▒ ▒
+       .db %11101100           ;███ ██      ▒▒▒ ▒
+       .db %11110111           ;████ ███████▒▒▒█▒
+       .db %11101100           ;███ ██      ▒▒▒ ▒
+       .db %10001010           ;█   █ █     ▒▒▒ ▒
+       .db %10000000           ;█               ▒
+       .db 7
+       .db %00000000
+       .db %00000000
+       .db %00000000
+       .db %11111111
+       .db %00000000
+       .db %00000000
+       .db %00000000
+spr_icon05:
+       .db 16,7        ;multiple.......:.......:
+       .db %10000011           ;█     ███       ▒
+       .db %10000001           ;█      ████  ██ ▒
+       .db %10000001           ;█      ████     ▒
+       .db %10000011           ;█     ███       ▒
+       .db %10011000           ;█  ██           ▒
+       .db %10111100           ;█ ████  ██    ██▒
+       .db %10011000           ;█  ██           ▒
+       .db 7
+       .db %10000000
+       .db %11100110
        .db %11100000
-
-spr_bullet02:
-       .db 3,3
+       .db %10000000
+       .db %00000000
+       .db %11000011
+       .db %00000000
+spr_dividerline:
+       .db 8,7
+       .db 128,128,128,128,128,128,128 ;128 = %10000000
+
+;---------------------------- texts -----------------------------------------
+
+txt_email:     .db "www.shiar.org ",127 ;title screen
+               .db " shiar0@hotmail.com",0
+_txt_email = $3A01 ;$3A1E=just email
+txt_about:     .db "v0.98.77 ",127," by Shiar",0 ;right behind txt_email
+_txt_about = $3321
+txt_menu1:     .db "NEW GAME",0
+txt_menu2:     .db "CONTINUE",0
+
+txt_level:     .db "LEVEL ",0 ;new level screen
+txt_lives:     .db   "Lx0",0
+txt_savekey:   .db "Press [F1] to save",0
+
+txt_gameover:  .db "GAME OVER!",0 ;game over screen
+txt_score:     .db "Score",0
+txt_hiscore:   .db "Hiscore",0
+
+txt_pressenter:        .db "Enter to continue",0 ;pause
+txt_teacher:   .db "(2",Lpi,"*.98)/sin 13",0 ;teacher
+txt_teacherans:        .db Lneg,"14.6549373495",0
+
+;---------------------------- save data -------------------------------------
+
+storehi_start:
+hiscore                .dw 0                   ;default hiscore
+hiname         .db "shiar.98",0        ;   "       "    name
+storehi_end:
+
+storesave_start:                       ;--SAVED GAME--                 defs:
+level          .db  1                  ;level number                   1
+levelp         .dw level01             ;pointer to level data          l01
+pickuptimer    .db  4                  ;counts when to place a pickup  4
+your_ship      .dw spr_ship01          ;your sprite                    sprs1
+your_score     .dw  0                  ;current score                  0
+your_pickup    .db  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 12                  ;HP left                        12
+your_lives     .db  3                  ;lives left                     3
+your_weapon    .db  0                  ;current weapon upgrade         0
+your_multiples .db  0                  ;multiples present              0
+your_tail      .db  0                  ;tail beam present              0
+storesave_end:
+
+time2invert:   .db 0                   ;time until b<>w switch (0 at startup)
+
+;------------------------------ levels data ---------------------------------
+
+;format:boss: [moveType] [enemyType]
+;      @level: [nr.dif.enemies]x [enemy nr]
+;      [min. enemy frequency] [enemy frequency max.inc] [next lvl]
+;      [level_info: 0000:damage 0:diagfire 0:ground 0:ceiling 0:?]
+;      [level_move] [tunnel size] [groundtype]
+;      [16_ground] [16_ceiling] [stars1] [stars2]
+;efrequency must be odd if halfluring!
+
+level00:
+       .db 0                           ;story identifier
+       .db $21,$1d,"Cosmic year 6716"          ,0,0,$1d,$06
+       .db $1b,$1d,"STORYLINE COMING SOON"     ,0,0,$1d,$06
+       .db $09,$19,"STORYLINE COMING SOON"     ,0,1
+       .db $2e,$21,"**** NEMESIS 86"           ,0,1
+       .db $52,$36,"by Shiar"                  ,0,0,$19,$23
+       .db $ff                         ;story end
+
+       .db 20 ;boss for level01
+level01:                       ;intro-like, just a few enemies to begin with
+       .db 2,6,8
+       .db 26,70,20,%00010000,0,0,0
+       .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+
+       .db 21
+level02:                       ;first wave of enemies; easeey
+       .db 3,6,7,8
+       .db 20,60,60,%00100000,0,0,0
+       .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+
+       .db 22
+level03:                       ;some more enemies
+       .db 4,7,8,9,10
+       .db 17,40,75,%00110000,0,0,0
+       .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+
+       .db 0,0 ;storyline ID
+       .db 1,1,"Long-Range scanners are ",
+       .db     "showing",0,1
+       .db 1,8,"lots of enemy vessels on ",
+       .db     "an intercept",0,1
+       .db 1,15,"course.",0,1
+       .db 1,24,"I'm changing course to a",
+       .db     " nearby ",0,1
+       .db 1,31,"asteroid belt and try to",0,1
+       .db 1,38,"lose them inthere.",0,0
+       .db 1,38+5,$FF
+
+       .db 23
+level04:                       ;light asteroid belt
+       .db 3,1,2,4
+       .db 12,24,80,%00111000
+       .db 2,0,0
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1     ;16
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+
+       .db 24
+level05:                       ;inside asteroid belt
+       .db 5,1,2,3,4,5
+       .db 6,10,180,%01011000
+       .db 2,0,0
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1     ;16
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+
+       .db 25
+level02a:
+       .db 3,4,5,6
+       .db 30,1,40,%01000000
+       .db 0,0,0
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1     ;16
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+
+       .db 0
+
+       .db 0
+       .db $01,01,"And the storyline conti",
+               .db "nues.....",0,1
+       .db $01,09,"You decide to fly close",
+               .db " to the",0,1
+       .db $01,15,"surface of a nearby pl",
+               .db "anet =)",0,0,1,20
+       .db $FF
+
+       .db 26
+level03b:
+       .db 1,$02
+       .db $13,40,$4b,%00100100,0,-5,1
+       .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+
+        .db 0
+
+       .db 0
+       .db $01,01,"Blablabla...",0,1
+       .db $01,34,"this storyline sux",0,0,1,39
+       .db $FF
+
+       .db 27
+level03a:
+       .db 1,$03
+       .db $2d,$3f,%00010110,0,-9,1
+       .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20
+       .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18
+       .db -1,-1 ;=%11111111=line
+
+       .db $07,$08
+level04b:
+       .db 1,$04
+       .db $11,$41,%00100001,0,0,0
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+       .db $07,$09
+level05a:
+       .db 1,$05
+       .db $11,$45,%00100101,%10,-7,1
+       .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2
+       .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+       .db $07,$08
+level06c:
+       .db 1,$06
+       .db $19,$3a,%00100111,0,-4,1
+       .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
+       .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+
+       .db $07,$09
+level07:
+       .db 1,$07
+       .db $09,$ff,%00100001,0,0,0
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+
+;------------------------------ enemies -------------------------------------
+
+;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)]
+;       [movetype] [time2fire] [firefreq]
+;appearances: 1=random; 2=lure; 3=halflure
+;case movetype:
+;  1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure;
+;  8=y-lure 1/2x; 9=8 stop at x=99; 10=x+y-lure 1/2x
+enemyspecs:
+;1-5=asteroids
+       .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,0,0,0
+       .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,0,0,0
+       .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,4,0,0
+       .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,3,0,0
+       .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,5,0,0
+;6-10=basic enemies
+       .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,0,10,0 ;weak
+       .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,3,6,50 ;slow
+       .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,0,1,0
+       .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,0,19,39
+       .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,4,1,0 ;fast
+;11=jumping bug (up/down)
+       .db 0,%00001111,(spr_enemyN3-spr_enemy00)/2,128,2,1,87,5
+
+       .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0   ;12
+       .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0   ;13
+       .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0   ;14
+       .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0   ;15
+       .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0   ;16
+       .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0   ;17
+       .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0   ;18
+       .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0   ;19
+;20-22=first bosses
+       .db 1,%00101011,(spr_boss0_1-spr_enemy00)/2,127,1,8,20,12       ;20
+       .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,127,1,8,15,10       ;21
+       .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,127,3,9,10,9        ;22
+;23-24=asteroid bosses
+       .db 2,%00001011,(spr_boss0_3-spr_enemy00)/2,127,1,10,36,14
+       .db 2,%00110011,(spr_boss0_3-spr_enemy00)/2,127,2,10,28,12
+;25-26=big bosses
+       .db 2,%00000111,(spr_boss0_4-spr_enemy00)/2,127,3,7,18,7        ;25=bigboss1
+       .db 2,%01001011,(spr_boss0_5-spr_enemy00)/2,127,3,7,18,7        ;26=bigboss2
+
+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                   ;  ██
+
+spr_enemyE1:
+       .db 6,7                         ;weak
+       .db %00111100                   ;  ████
+       .db %01000100                   ; █   █
+       .db %10111000                   ;█ ███
+       .db %11100000                   ;███
+       .db %10111000                   ;█ ███
+       .db %01000100                   ; █   █
+       .db %00111100                   ;  ████
+       .db 0
+spr_enemyE2:
+       .db 6,6                         ;weak
+       .db %00111100                   ;  ████
+       .db %01010000                   ; █ █
+       .db %10100000                   ;█ █
+       .db %10100000                   ;█ █
+       .db %01010000                   ; █ █
+       .db %00111100                   ;  ████
+spr_enemyE3:
+       .db 6,6                         ;normal solid (Galaxian enemy)
+       .db %00111100                   ;  ████
+       .db %01110000                   ; ███
+       .db %11110000                   ;████
+       .db %11110000                   ;████
+       .db %01110000                   ; ███
+       .db %00111100                   ;  ████
+spr_enemyE4:
+       .db 6,7
+       .db %00011100                   ;   ███
+       .db %01101000                   ; ██ █
+       .db %10011000                   ;█  ██
+       .db %01110000                   ; ███
+       .db %10011000                   ;█  ██
+       .db %01101000                   ; ██ █
+       .db %00011100                   ;   ███
+       .db 0
+spr_enemyE5:
+       .db 6,6                         ;speedy
+       .db %00011100                   ;   ███
+       .db %01111000                   ; ████
+       .db %11100000                   ;███
+       .db %11100000                   ;███
+       .db %01111000                   ; ████
+       .db %00011100                   ;   ███
+
+spr_enemyG1:
+       .db 8,6                         ;G-Type
+       .db %00111111                   ;   █████
+       .db %01001000                   ; █  █
+       .db %10110100                   ;█ ██ █
+       .db %10110100                   ;█ ██ █
+       .db %01001000                   ; █  █
+       .db %00111111                   ;   █████
+spr_enemyG2:
+       .db 8,6                         ;smaller nacelles
+       .db %00000111                   ;     ███
+       .db %01101100                   ; ██ ██
+       .db %10110100                   ;█ ██ █
+       .db %10110100                   ;█ ██ █
+       .db %01101100                   ; ██ ██
+       .db %00000111                   ;     ███
+spr_enemyG3:
+       .db 8,6                         ;shuttle
+       .db %00001111                   ;    ████
+       .db %01111100                   ; █████
+       .db %10011100                   ;█  ███
+       .db %10011100                   ;█  ███
+       .db %01111100                   ; █████
+       .db %00001111                   ;    ████
+spr_enemyG4:
+       .db 8,6                         ;G-Type solid
+       .db %00111111                   ;   █████
+       .db %01111000                   ; ████
+       .db %11111100                   ;██████
+       .db %11111100                   ;██████
+       .db %01111000                   ; ████
+       .db %00111111                   ;   █████
+spr_enemyG5:
+       .db 6,6                         ;G lost his head; large window ;)
+       .db %01111100                   ; █████
+       .db %10110000                   ;█ ██
+       .db %10111000                   ;█ ███
+       .db %10111000                   ;█ ███
+       .db %10110000                   ;█ ██
+       .db %01111100                   ; █████
+spr_enemyG6:
+       .db 7,6                         ;small G-type
+       .db %00011110                   ;   ████
+       .db %01111000                   ; ████
+       .db %11110000                   ;████
+       .db %11110000                   ;████
+       .db %01111000                   ; ████
+       .db %00011110                   ;   ████
+
+spr_enemyS1:
+       .db 6,6                         ;solid
+       .db %00111000                   ;   ███
+       .db %01111100                   ;  █████
+       .db %11111000                   ; █████
+       .db %11111000                   ; █████
+       .db %01111100                   ;  █████
+       .db %00111000                   ;   ███
+spr_enemyS2:
+       .db 7,6                         ;some attack vessel
+       .db %00011100                   ;    ███
+       .db %01110010                   ;  ███  █
+       .db %10101100                   ; █ █ ██
+       .db %10101100                   ; █ █ ██
+       .db %01110010                   ;  ███  █
+       .db %00011100                   ;    ███
+spr_enemyS3:
+       .db 7,6                         ;interceptor
+       .db %00011110                   ;    ████
+       .db %01111110                   ;  ██████
+       .db %11111100                   ; ██████
+       .db %11111100                   ; ██████
+       .db %01111110                   ;  ██████
+       .db %00011110                   ;    ████
+spr_enemyS4:
+       .db 8,6                         ;cheap intercept
+       .db %00011011                   ;    ██ ██
+       .db %01110110                   ;  ███ ██
+       .db %10111100                   ; █ ████
+       .db %10111100                   ; █ ████
+       .db %01110110                   ;  ███ ██
+       .db %00011011                   ;    ██ ██
+
+spr_enemyN1:
+       .db 8,7                         ;some cool Nemesis-MSX enemy
+       .db %00111110                   ;  █████
+       .db %11110001                   ;████   █
+       .db %00001110                   ;    ███
+       .db %00010101                   ;   █ █ █
+       .db %00001110                   ;    ███
+       .db %11110001                   ;████   █
+       .db %00111110                   ;  █████
+       .db 0
+spr_enemyN2:
+       .db 8,7                         ;
+       .db %00111110                   ;  █████
+       .db %00011101                   ;   ███ █
+       .db %11111111                   ;████ ███
+       .db %01110110                   ; ██ ███
+       .db %11111111                   ;████ ███
+       .db %00011101                   ;   ███ █
+       .db %00111110                   ;  █████
+       .db 0
+spr_enemyN3:
+       .db 8,7                         ;Nem3MSX jumper lvl#3
+       .db %10111110                   ;█ █████
+       .db %01011101                   ; █ ███ █
+       .db %01111110                   ; ██████
+       .db %00010100                   ;   █ █
+       .db %01111110                   ; ██████
+       .db %01011101                   ; █ ███ █
+       .db %10111110                   ;█ █████
+       .db 0
+
+spr_boss0_1:
+       .db 16,10               ;boss type one..:.......:
+       .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 %11100000
        .db %01000000
-
-spr_enemy01:
-       .db 6,6
-       .db %00111100
-       .db %01110000
+       .db %10000000
        .db %11110000
+       .db %00101110
+       .db %11111011
+       .db 0
+spr_boss0_2:
+       .db 16,10               ;boss type two..:.......:
+       .db %11111110                   ;███████
+       .db %00000011                   ;      ███   ████
+       .db %00110101                   ;  ██ █ ████    █
+       .db %01111010                   ; ████ █ █  █ ██
+       .db %10001101                   ;█   ██ █ ██ ██
+       .db %10001101                   ;█   ██ █ ██ ██
+       .db %01111010                   ; ████ █ █  █ ██
+       .db %00110101                   ;  ██ █ ████    █
+       .db %00000011                   ;      ███   ████
+       .db %11111110                   ;███████
+       .db 9
+       .db %00000000
+       .db %10001111
+       .db %11100001
+       .db %10010110
+       .db %01101100
+       .db %01101100
+       .db %10010110
+       .db %11100001
+       .db %10001111
+spr_boss0_3:
+       .db 16,11                       ;bigasteroid one
+       .db %00011110                   ;   ████
+       .db %01110011                   ; ███  ███
+       .db %01111111                   ; ███████ █
+       .db %01111111                   ; █████████
+       .db %11111110                   ;███████ ███
+       .db %11111111                   ;███████████
+       .db %11111111                   ;████████████
+       .db %10111110                   ;█ █████ ████
+       .db %01011111                   ; █ ███████
+       .db %00110111                   ;  ██ ███
+       .db %00001110                   ;    ███
+       .db 9
+       .db %00000000
+       .db %10000000
+       .db %01000000
+       .db %11000000
+       .db %11100000
+       .db %11100000
        .db %11110000
+       .db %11110000
+       .db %11000000
+       .db 0
+spr_boss0_4:
+       .db 16,18                       ;bigboss one    :
+       .db %00000000                   ;         █ █
+       .db %00000111                   ;     ███ ███
+       .db %00000011                   ;      ████ █
+       .db %00000001                   ;       ██ ██
+       .db %00000011                   ;      ███ ██
+       .db %00000000                   ;        █████
+       .db %00010111                   ;   █ ██████████
+       .db %00111111                   ;  ██████ ██ ██
+       .db %11111000                   ;█████   ██ █ ███
+       .db %00001111                   ;    █████ ██ █ █
+       .db %11111000                   ;█████   ██ █ ███
+       .db %00111111                   ;  ██████ ██ ██
+       .db %00010111                   ;   █ ██████████
+       .db %00000000                   ;        █████
+       .db %00000011                   ;      ███ ██
+       .db %00000001                   ;       ██ ██
+       .db %00000011                   ;      ████ █
+       .db %00000111                   ;     ███ ███
+       .db 19                          ;         █ █
+       .db %01010000                   ;modelled after a Nemesis][MSX boss
        .db %01110000
-       .db %00111100
-
-spr_explosion:                               
-         .db      8,6
-         .db      %00000000
-         .db      %00011100
-         .DB      %00111110
-         .DB      %01010110
-         .DB      %00111000
-         .DB      %00000000
-         .db      8,6
-         .db      %00110000
-         .db      %01001110
-         .DB      %10111110
-         .DB      %01001111
-         .DB      %00111000
-         .DB      %00011010
-         .db      8,6
-         .db      %11110011
-         .db      %01001110
-         .DB      %10110101
-         .DB      %01000101
-         .DB      %00111110
-         .DB      %11011010
-         .db      8,6
-         .db      %11110011
-         .db      %01001110
-         .DB      %10110101
-         .DB      %01000101
-         .DB      %00111110
-         .DB      %11011010
-         .db      8,6
-         .db      %01000001
-         .db      %00100110
-         .DB      %00010101
-         .DB      %01000100
-         .DB      %00010010
-         .DB      %10011010
-         .db      8,6
-         .db      %01000010
-         .db      %00100000
-         .DB      %00000001
-         .DB      %01000100
-         .DB      %00100010
-         .DB      %10001010
-         .db      8,6
-         .db      %00001000
-         .db      %11000010
-         .DB      %00000000
-         .db      %00100000
-         .db      %00000001
-         .db      %00110000
-         .db      8,6
-         .db      %00000100
-         .DB      %00000000
-         .DB      %01000000
-         .DB      %00000000
-         .db      %00000001
-         .db      %00100100
-
-;---------------------------- level data -------------------------------------
-Leveldata:
-       .db $90,$40
-       .db $90,$30
-       .db $90,$20
-       .db $90,$10
-       .db $00,$00
-
-;---------------------------- texts ------------------------------------------
-
-title_message:
-         .db      "G A L A X I A N",0
-
-;---------------------------- save data --------------------------------------
-
-stored_data_start:
-
-curevent       .dw Leveldata           ;next event
-nextevent      .db (Leveldata)         ;time to next event
-score          .dw $0000
-lives          .dw $0003
-level          .dw $0003
-x              .db $46
-y              .db $46
-lasers         .db $03
-ybullets       .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-ebuls          .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-enemies                .dw $3335,$2323,$4040,$ffff,$ffff
-               .dw $ffff,$ffff,$ffff,$ffff,$ffff
-               .dw 0,0,0,0,0
-               .dw 0,0,0,0,0
-               .dw 0,0,0,0,0,0,0,0,0,0
-               .dw 0,0,0,0,0,0,0,0,0,$ffff
-
-boss_status    .db 00
-boss_pwr          .db 00
-boss_x            .db 00
-boss_y            .db 00
-boss_2bytes       .dw 0000
-
-timer          .dw $0000
-your_status    .db $00
-               .db $00
-warped_status  .db $00
-
-variables_end:
-
-stored_data_end:
-
+       .db %11010000
+       .db %10110000
+       .db %10110000
+       .db %11111000
+       .db %11111110
+       .db %01101100
+       .db %11010111
+       .db %10110101
+       .db %11010111
+       .db %01101100
+       .db %11111110
+       .db %11111000
+       .db %10110000
+       .db %10110000
+       .db %11010000
+       .db %01110000
+       .db %01010000
+spr_boss0_5:
+       .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
+       .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
+       .db 0
+
+;----------------------------------------------------------------------------
+;----------------------------- logo ------------------------------------------
+;----------------------------------------------------------------------------
+
+logo_nemesis:
+.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111110
+.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11111100
+.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11111000
+.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11110000
+.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001
+
+;----------------------------- end ------------------------------------------
 
        .end
+.end
 
 
+;----------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+;----------------------------------------------------------------------------
 
-
-;NEMESIS'86 by Shiar
-
-
-;0.01.717 -- 17.VII.99 -- size 984
+; 0.98.77 -- 7.VII.00 -- size 6707
 ;
-;      + movement of ship over whole screen
-;      + enemies moving from right to left, appearing right at specified times
-
-
-
-
+;      # bullets do damage in all levels
+;      * more armor at armor-upgrade and extra armor at end of a level
+;      - internal levels again (no need 4 external, safer/smaller)
+;      # some registers not correctly pushed/popped
+;      * several optimizations (init.procs some bytes smaller)
+;      # enemies hit with hitpoints left disappeared (one pop too much...)
+;      + bullets "charge up" (more damage) when not firing
+;      - removed contrast changes
+;      + more powerful bullets have different sprites (larger=more damage)
+;      # multiples appear at your position (begin level/just selected)
+;      # when invulnerable multiples acted weird
+;      # no more error at activation after APD off after running Nemesis
+;      # saves correctly if own name ain't "nemesis" + some bytes smaller
+;      # screen wasn't always entirely cleared after quit
+;      * waits until all keys have been released after death
+;      + different bullets sizes will miss if they're too small
+;      + at level start "press F1 to save"-text will be displayed
+;      * w3.shiar.org displayed at title screen, black bar behind version nr
+;      # score to 0 when exit pressed at main menu
+;      # no residual story-text in first frame of game
+;      # game doesn't continue again after death (stack messed up)
+;      # game over when lives<0 (didn't work in v0.96+)
+;      * using some self-modifiing code (so it's smaller)
+;      # new random procedure: stars don't appear on one line anymore
+;      * weapons appear centered at multiples
+;      * laser properties can be changed (damage, charge)
+;      + weapon can be combination of bullets/lasers (max. of 3 per weapon)
+;      * bullet-icon is removed when laser is selected
+;      * enemy sprite table integrated in enemy specs (-1 byte/enemy)
+;      + random enemy is chosen from any number of enemies per level
+;      * time to first enemy fire defined per enemy, not per level
+;      + CLIPPED sprites!! no more in/out popping enemies! wow...
+;      * bullets/enemies removed when _entirely_ off screen
+;      # enemies would sometimes be hit by bullets going right below them
+;      # size of the second bullet was too big (invisible hit)
+;      * the frequency an enemy fires bullets is defined per enemy
+;      + wide clipped sprites implemented (width 1-16 pixels)
+;      # bosses first move left until x=100, otherwise they'd be off-screen
+;      * at status bar left below ships are displayed for lives left
+;      * armor bar is two pixels high (better visible)
+;      # bullet overflow fixed again (>63 bullets fired)
+;      # correct weapon loaded when continuing a saved game
+;      # game freezed when generating a random value <=1
+;      * you explode in a different way than the enemies
+;      + screen inverts for a brief time when you are hit!
+;      # stats-bar was messed up when ya got 0 lives left
+;      * two new (big) bosses modeled after a common MSX Nemesis2-boss
+;      * score increased once every 32 frames (instead of every 256)
+;      # ground fixed for new random routine (smaller routine; incs -2 to 2)
+;      + laser will upgrade as well when you reselect it
+;      * 2nd can be used in main menu (wow!)
+;      # altered variable storage space because of Nemesis grew beyond 6kb
+;      # fixed armor bar display when at maximum
+;      + a few new enemies (asteroids) and remade 1st 4 levels; new pickup
+;      - torpedo since it was kinda useless
+;      + second icon now selects TAIL BEAM: bullet going backwards
+;      # armor increase at the end of a level doesn't overflow armorbar
+;      + you can choose your own ship out of four vessel after NEW GAME!
+;      + enemies can appear at any x-position and move both left and right
+;      + move patterns given per enemy, not per level
+;      * new (faster) enemy-move system; 10 basic moves (x2 left+right)
+;      # enemies can _never_ move above or below visible screen
+;      * "randomY"-enemies are placed entirely on screen (height calced)
+;      # the major TI-OS crash bug WAS afterall caused by sprites drawn
+;         (partially) outside screen memory. temporarily fixed by setting
+;         virtual screen buffer to $8200 (enough mem there)
+;      + upto 29 cool enemy sprites and redone first five levels
+;      * improved enemy-move routine; smooth luring, five speeds+backwards
+;      # after pause weapon will not be fired
+;      # teacher key fixed (waits for GRAPH to be release before&after)
+;
+;       + added        - removed       * changed       # bug fixed
\ No newline at end of file