+your_occ .db $00 ;0=normal 1..16=exploding
+;lives .dw $0003 ;unused
+x .db $16 ;x-pos
+y .db $46 ;think about it..
+hp .db $00 ;hitpoints left
+
+ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
+ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
+
+nrenemies = 32
+enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+
+; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
+; %111 (move ptrn) 11111 (ship or explosion frame) %11111111 (x) %11111111 (y)
+
+
+;---------------------------- enemy data --------------------------------------
+
+spr_enemy01:
+ .db 6,6 ;enemy type one
+ .db %00111100 ; ████
+ .db %01110000 ; ███
+ .db %11110000 ; ████
+ .db %11110000 ; ████
+ .db %01110000 ; ███
+ .db %00111100 ; ████
+spr_enemy02:
+ .db 6,6 ;enemy type two
+ .db %00111000 ; ███
+ .db %01100000 ; ██
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01100000 ; ██
+ .db %00111000 ; ███
+spr_enemy03:
+ .db 6,6 ;enemy type three
+ .db %01111100 ; █████
+ .db %11110000 ; ████
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %11110000 ; ████
+ .db %01111100 ; █████
+spr_enemy04:
+ .db 6,6 ;enemy type four
+ .db %00111000 ; ███
+ .db %01111100 ; █████
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %01111100 ; █████
+ .db %00111000 ; ███
+
+enemy01: ;HP:1 move:- fire:-
+ .db %00000010,%00000000,%00000000 ;first two enemy bytes
+enemy02: ;HP:1 move:1 fire:1.5%
+ .db %00000011,%00100001,%01111111
+enemy03: ;HP:2 move:- fire:3%
+ .db %00000110,%00000010,%00001111
+enemy04: ;HP:5 move:- fire:6%
+ .db %00010010,%00000011,%00000011
+enemy05: ;HP:10 move:- fire:25%
+ .db %00100111,%00000100,%00000011
+
+;---------------------------- level data --------------------------------------
+
+Leveldata: ;time,enemyclass,ypos
+ .db $0d,$00,$38 ;first wave (bottom)
+ .db $00,$00,$40
+ .db $00,$00,$48
+ .db $1e,$00,$10 ;second wave (top)
+ .db $00,$00,$18
+ .db $00,$00,$20
+ .db $1e,$00,$24 ;third wave (middle)
+ .db $00,$02,$2c
+ .db $00,$00,$34
+
+ .db $0d,$00,$10 ;top & bottom
+ .db $00,$00,$4a
+ .db $2a,$01,$2d ;middle: moving
+ .db $0c,$02,$2d ; 3HP
+ .db $0b,$02,$2d ; 3HP
+ .db $09,$00,$27 ;two 1HP behind him
+ .db $00,$00,$33
+ .db $09,$02,$21 ;two 3HP behind them
+ .db $00,$02,$39
+ .db $09,$02,$1b ;and two 3HP behind them
+ .db $00,$02,$3f
+
+ .db $15,$03,$11 ;one vertical line of 8HPs
+ .db $00,$03,$19
+ .db $00,$03,$21
+ .db $00,$03,$29
+ .db $00,$03,$31
+ .db $00,$03,$39
+ .db $00,$03,$41
+ .db $00,$03,$49
+
+ .db $0c,$02,$11 ;one vertical line of 3HPs
+ .db $00,$02,$19
+ .db $00,$02,$21
+ .db $00,$02,$29
+ .db $00,$02,$31
+ .db $00,$02,$39
+ .db $00,$02,$41
+ .db $00,$02,$49
+
+ .db $0c,$00,$11 ;one vertical line of 1HPs
+ .db $00,$00,$19
+ .db $00,$00,$21
+ .db $00,$00,$29
+ .db $00,$00,$31
+ .db $00,$00,$39
+ .db $00,$00,$41
+ .db $00,$00,$49
+
+
+
+
+
+
+
+ .db $f1,$01,$40
+ .db $10,$00,$30
+ .db $10,$02,$20
+ .db $40,$01,$10
+ .db $01,$00,$44
+ .db $15,$01,$31
+ .db $04,$02,$38
+ .db $05,$00,$40
+ .db $03,$00,$2f
+ .db $04,$00,$3a
+ .db $12,$02,$10
+ .db $10,$03,$18
+ .db $0e,$03,$20
+ .db $0c,$03,$28
+ .db $0a,$02,$30
+ .db $08,$02,$38
+ .db $06,$01,$40
+ .db $04,$00,$48
+ .db $2a,$00,$20
+ .db $ff,$ff,$ff
+
+;----------------------------- end --------------------------------------------