version 1.0: weapon updates, start ti-83 version
[nemesis.git] / nemesis.z80
index 259db9b11754c13527b904fa60951722f6f6484d..f0a5bb193c3fe2166a774d961dfecdea8dc08c40 100644 (file)
-       .include "asm86.h"           
-       .include "ti86asm.inc"
-       .include "ti86abs.inc"
+;-----------------------------------------------------------------------------
+;----------------------------  N E M E S I S  --------------------------------
+;------------------------------------------------ cool arcade-shoot-em-up-game
+
+; ---------  Version                   -                  1.01.314  ---------
+; ---------  Release Date              -             2002 March 14  ---------
+; ---------  Author(s)                 -                     Shiar  ---------
+; ---------  Email Address             -         nemesis@shiar.org  ---------
+; ---------  Web Page                  -             www.shiar.org  ---------
+; ---------  Description               -   cool shoot-em-up arcade  ---------
+; ---------  Where to get this game    -                 shiar.org  ---------
+; ---------  Other games by author(s)  -                     Wormy  ---------
+
+;   ----------------------------------------------------------------------
+;   --- This source should only be used for learning practises, do not ---
+;   --- alter it, and certainly never  distribute an altered version!! ---
+;   ----------------------------------------------------------------------
+
+;---------------------- nemesis.z80 start ------------------------------------
+
+ #define       TI86 ;TI83
+
+ #define       cal     call    ;just to make it harder for you to understand
+ #define       rcl     call    ;RemoteCaLl / RomCalL
+ #define       rjp     jp      ;RomJumP
+ #define       dnz     djnz    ;Dec&Jump while NonZero becomes Do w.Non-Zero
+ #define       psh     push    ; >:->
+
+#ifdef TI83 ;-----------------------------------------------------------------
+#include       "ion.inc"       ;standard TI-83 ROMcalls (Ion shell)
+
+ #define       halt    or a
+
+scrwidth       = 12
+
+#define        teacherkey      ;compiled with teacher key: 92 bytes extra
+
+VIDEO_MEM      = plotsscreen
+dispbuffer     = VIDEO_MEM     ;virtual screen (MUST be mod$400=0!!)
+
+BUSY_OFF       = _indicatorOff
+_curRow        = currow
+_curCol        = curcol
+_penCol        = pencol
+;_clrLCD       = _clrlcdf      ;clears screen
+_clrScrn       = _clrscrf      ;also clears TEXT_MEM
+_clrWindow     = _clrscrf
+GET_KEY         = $4014        ;_getcsc
+CONTRAST       = contrast
+_dispahl       = _disphl
+UNPACK_HL       = $4008        ;_divhlby10
+CP_HL_DE       = _cphlde
+Lpi            = $C4
+Lneg           = $1A
+K_DOWN         = 1
+K_LEFT         = 2
+K_RIGHT        = 3
+K_UP           = 4
+K_ENTER        = 9
+K_DEL          = $20
+K_ALPHA        = $30 ;48
+K_F1           = $35 ;Y=
+K_SECOND       = $36 ;54
+K_EXIT         = $37 ;Mode
+kEnter         = 5
+kGrMenu        = 44
+
+storepos       = saferam2      ;<1024 bytes needed to store things
+
+       .org progstart
+
+        ret
+        jr nc,init
+Title: .db "Nemesis 83 TEST by SHIAR",0
+#endif ;----------------------------------------------------------------------
+
+
+#ifdef TI85 ;-----------------------------------------------------------------
+#include       "usgard.h"      ;usgard shell
+
+scrwidth       = 16
+
+;#define       clearbuffer     ;clears the display buffer after usage
+;#define       fixkeys         ;fixes left+down bug: 47 bytes extra size
+;#define       teacherkey      ;compiled with teacher key: 92 bytes extra
+;#define       story           ;storyline shown (w/ neat effect): 871 bytes
+;#define       shiscore        ;save hiscore/savegame
+;#define       invertable
+
+dispbuffer     = $8400 ;$C9FA  ;virtual screen (MUST be mod$400=0!!)
+                       ;8100-8C00
+;_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       = TEXT_MEM      ;<1024 bytes needed to store things
+saferam1       = DELC_MEM
+
+       .org 0
+Title: .db "Nemesis 85 Alpha"  ;Usgard description
+;      .db " - 4 Nunome",0     ;present
+       .db " by SHIAR",0       ;author
+#endif ;----------------------------------------------------------------------
+
+
+#ifdef TI86 ;-----------------------------------------------------------------
+#include       "asm86.h"
+#include       "ti86asm.inc"   ;standard ti86 romcalls
+#include       "ti86abs.inc"   ;used to save hiscores and stuff
+
+scrwidth       = 16
+
+;#define       clearbuffer     ;clears the display buffer after usage
+#define        fixkeys         ;fixes left+down bug: 47 bytes extra size
+#define        teacherkey      ;compiled with teacher key: 92 bytes extra
+;#define       story           ;storyline shown (w/ neat effect): 871 bytes
+#define        shiscore        ;save hiscore/savegame
+#define        invertable
+
+dispbuffer     = $8400 ;$C9FA  ;virtual screen (MUST be mod$400=0!!)
+                       ;8100-8C00
+_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       = $d6fc         ;our own variable name (likely "nemesis")
+
+storepos       = _asm_exec_ram+7800    ;<1024 bytes needed to store things
+                                       ;$F5C0..F9C0 (safe mem D748..FA6F)
+
        .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
+        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 v1.0.C21"  ;Ashell/Rascall/YAS/any shell description
+;      .db " - 4 Nunome",0     ;present
+       .db " by SHIAR",0       ;author
+
+Icon:  .db 8,1                 ;icon for YAS: width = 1byte; height = 7bytes
+       .db %11100000           ; ███
+       .db %01111000           ;  ████
+       .db %00111110           ;   █████
+       .db %01111001           ;  ████  █
+       .db %00111110           ;   █████
+       .db %01111000           ;  ████
+       .db %11100000           ; ███             ;recommend 80x50 screen mode
+       .db 0                   ;YAS 0.92 compatibility
+#endif ;----------------------------------------------------------------------
+
+;---------------------- in-game vars -----------------------------------------
+
+just_fired     = storepos              ;  +0   ;counts how long a blast lasts
+#ifdef shiscore
+hiscorepos     = storepos              ;  +0   ;entering hiscore name
+#endif
+
+x              = storepos+1            ;  +1   ;your ship's position
+y              = x+1                   ;  +2   ;your y-pos
+firex          = y+1                   ;  +3   ;(1 byte)
+firey          = firex+1               ;  +4   ;(1 byte)
+
+eventleft      = firey+1               ;  +5   ;nr. of enemies still to come
+level_enemy    = eventleft+1           ;  +6   ;enemy type
+level_info     = level_enemy+1         ;  +7   ;ground (%0) present
+spacespace     = level_info+1          ;  +8
+stars1         = spacespace+1          ;  +9   ;slow stars byte  (<< %1)
+stars2         = stars1+1              ; +10   ;fast stars byte (<<< %1)
+groundpos      = stars2+1              ; +11   $10
+nrstars1       = 10
+starx1         = groundpos+16          ; +27   ;20
+nrstars2       = 10
+starx2         = starx1+(nrstars1*2)   ; +47   ;20
+
+mm             = 4                             ;max. number of multiples
+your_prevpos   = starx2+(nrstars2*2)   ; +67   ;14*mm+2 ;previous positions
+
+
+enemies                = your_prevpos+(mm*14+4);+125   ;info about each enemy
+enemysize      = 11                            ;infobytes per enemy
+nrenemies      = 16                            ;max. nr of enemies
+
+#ifdef TI86
+ybullets       = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y)
+#else
+ybullets       = saferam1
+#endif
+nrybuls                = 128                   ;+301
+ebullets       = ybullets+(nrybuls*4)  ;+813   ;30 bytes = 10(state,x,y)
+nrebuls                = 48
+lvlenemies     = ebullets+(nrebuls*3)  ;-957
+
+;enemies:
+;      [HP64] [000000:HP left 00:(00=no enemy 01=exploding 1X=normal)]
+;      [ship sprite (DW!) or explosion frame] [x] [y] [movetype]
+;      [movecounter] [firecounter] [firefreq] [firetype]
+
+;---------------------------- save data --------------------------------------
+
+;#ifdef shiscore
+storehi_start:
+hiscore                .dw 0                   ;default hiscore
+hiname         .db "by shiar",0,0      ;   "       "    name
+storehi_end:
+;#endif
+
+invertmode:     cpl ;/or a             ;saves B<>W mode setting        cpl
+
+storesave_start:                       ;--SAVED GAME--                 defs:
+your_ship      .dw spr_ship03          ;your sprite (^invertmode^)     sprs1
+level          .db  4                  ;level number                   1
+levelp         .dw level05             ;pointer to level data          lev00
+pickuptimer    .db  4                  ;counts when to place a pickup  4
+your_score     .dw  0                  ;current score                  0
+your_pickup    .db  3                  ;pickups already picked up      0
+your_occ       .db  0                  ;0=normal 1..16=exploding       0
+your_shield    .db  0                  ;invincibility left             0
+your_armor     .db 24                  ;HP left                        24
+your_lives     .db  3                  ;lives left                     3
+your_weapon    .db 3                   ;current weapon upgrade         0
+your_multiples .db  0                  ;multiples present              0
+your_extra     .db  0                  ;extra beam present             0
+hardcore       .db  0                  ;hardcore mode if non-0         0
+storesave_end:
+
+time2invert:   .db 0                   ;time until b<>w switch (0 at startup)
+;45+31=76
+;---------------------- init -------------------------------------------------
+
+#ifdef fixkeys
+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:                       ;(size 15 bytes)
+#endif
+
+init:  rcl BUSY_OFF            ;turns the run-indicator off, obviously
+#ifdef TI83
+       ld  (iy+13),0
+       res 6,(iy+9)            ;TI-83 uses statmem
+       set textwrite,(iy+20)   ;write text to gbuf
+       rcl _clrLCD
+#endif
+#ifdef TI86
+       res 2,(iy+13)           ;don't scroll the screen
+       rcl _flushallmenus      ;remove TI-86 menus
+       rcl _clrScrn            ;clean the screen
+       ld  hl,$8200
+       ld  c,10
+_clrmem:
+       ld  b,0
+clrmem:        ld  (hl),-1
+       inc hl
+       djnz clrmem
+       dec c
+       jr  nz,_clrmem
+#endif
+
+#ifdef fixkeys
+FixKeys:                       ;fixes some key problems like left+down bug
+       im  1
+       ld  a,$D4
+       ld  bc,$0100
+       ld  h,a
+       ld  l,c                 ;ld hl,$D400 (user silent link routine space)
+       ld  d,a
+       ld  e,b                 ;ld de,$D401
+       dec a                   ;ld a,$D3
+       ld  (hl),a
+       ldir                    ;fill $D400-D500 with $D3s (slink/user on)
+       ld  hl,int_handler      ;new interrupt handler
+       ld  d,a
+       ld  e,a                 ;ld de,$D3D3
+       ld  bc,int_end-int_handler
+       ldir                    ;load new handler at ($D3D3)
+       inc a                   ;ld a,$D4
+       ld  i,a
+       im  2
+#endif
+
+;---------------------- main menu --------------------------------------------
+
+LogoPut:
+       xor a                   ;white bitmask (a=0)
+       ld  hl,logo_nemesis     ;from...
+       ld  de,VIDEO_MEM+scrwidth;...to one line from top
+#ifdef TI86
+       ld  b,e                 ;ld b,16: one line
+#else
+       ld  b,scrwidth
+#endif
+AboveLogo:
+       ld  (de),a              ;clear/n byte
+       inc de                  ;next
+       dnz AboveLogo           ;repeat for the first line
+       ld  bc,scrwidth*19      ;logo size
+       ldir                    ;display one line of logo
+
+       ld  hl,scrwidth*$33+VIDEO_MEM   ;$33 rows down
+       ld  b,scrwidth*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
+#ifdef TI83
+       cal fastCopy            ;draw buffer on screen
+#endif
+
+       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!!
+       rcl _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
+       rcl _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        ;NEW GAME
+       rcl _puts
+       ld  de,$0305
+       ld  (_curRow),de
+       ld  hl,txt_menu2        ;CONTINUE GAME
+       rcl _puts
+
+menuloop:
+       ld  a,0                 ;current menu item (0 or 1); 0 by default
+menuitem =$-1
+       ld  h,$01               ;selector (*) x-coord. = 1
+       add a,4
+       ld  l,a                 ;y-coord. = sel menu item + 4 = 4/5
+       ld  (_curRow),hl        ;set position
+       ld  a,5                 ;'*'
+       rcl _putmap             ;mark selected menu item
+
+       ld  a,l                 ;y-pos 4/5
+       xor 1                   ;invert (4=5; 5=4)
+       ld  (_curRow),a         ;set new row position
+       ld  a,32                ;' ' (empty, just remove any * present)
+       rcl _putc
+
+       cal getsomekeys         ;read keys (z if enter/2nd pressed)
+       ld  hl,menuitem
+       jr  z,start_tha_freakin_game
+       cp  K_EXIT
+       jr  z,menuexit          ;exit goes to the g/o screen (first score=0)
+       cp  K_UP
+       jr  z,menuchange        ;up changes selected menu item
+       cp  K_DOWN              ;down as well
+       jr  nz,menuloop         ;anything else just loops
+menuchange:
+       ld  a,(hl)              ;(menuitem)
+       xor 1                   ;0=1; 1=0
+       ld  (hl),a              ;set new menu item
+       jr  menuloop            ;continue looping
+
+start_tha_freakin_game:
+       ld  a,(hl)              ;(menuitem)
+       dec a                   ;new game=0; so that gives -1 = NZ
+       jp  nz,New_game         ;NEW GAME
+       jp  samelevel           ;CONTINUE: game_main_loop
+
+menuexit:
+       ld  hl,0                ;reset score
+       ld  (your_score),hl     ;(prevents hiscore while never played)
+       jp  game_over           ;and go to game over screen
+
+do_invert:                     ;invert screen (b<>w)
+       psh hl
+       psh af                  ;can't destroy b
+       ld  hl,_invert
+       ld  a,$98
+       xor (hl)                ;$2F (cpl) <-> $B7 (or a)
+       ld  (hl),a
+       pop af
+       pop hl
+       ret
+
+#ifdef invertable
+mode_invert:
+       ld  hl,invertmode       ;change invert mode (will be stored)
+       ld  a,$98
+       xor (hl)                ;$2F (cpl) <-> $B7 (or a)
+       ld  (hl),a
+       ld  de,1
+       psh de                  ;size
+       psh hl                  ;dest (invertmode)
+       ld  hl,4+invertmode-_asm_exec_ram
+       psh hl                  ;src
+       jp  storesmtn
+#endif
+
+;-----------------------------------------------------------------------------
+;---------------------- game loop --------------------------------------------
+;-----------------------------------------------------------------------------
+
+game_main_loop:                        ;REPEATS FROM HERE EVERY FRAME
+       ld  hl,timer            ;update time
+       inc (hl)                ;increase by 1
+
+Clear_screen:
+       ld  hl,dispbuffer       ;move from (hl) = top left
+       ld  (hl),0              ;first pixel will be copied all over the screen
+       ld  de,dispbuffer+1     ;(de) = next pixel, thus clearing whole screen
+       ld  bc,scrwidth*56-1    ;loop 896 times = (128/8) * (64-8 for scorebar)
+       ldir                    ;all clear!
+
+       ld  a,0                 ;current frame/turn 0-255
+timer =$-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
+       rra                     ;ground present? (%1)
+       jr  nc,game_stuff       ;no, continue game
+       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
+       psh af
+       cal z,Pause             ;yes, go to pause
+       pop af
+
+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
+       ld  hl,just_fired       ;no:
+       ld  (hl),5              ;able to fire (five turns = laser duration)
+laserdur =$-1                  ;SMC laser duration
+
+check_selkey:
+       ld  a,%01011111         ;look at first column of keys (ALPHA to STO)
+       out (1),a
+       in  a,(1)               ;our precious keys
+
+#ifdef teacherkey              ;should we check for the teacherkey?
+       bit 6,a                 ;'bout the GRAPH key...
+       cal z,Teacher           ;you didn't _press_ it, did you?!?
+#endif
+
+       rla                     ;test bit7 so we know f ALPHA has been pressed
+       cal nc,select           ;yeppy, select the currently selected upgrade
+
+       cal Enemies_hit         ;check for collision with enemies
+       cal inc_weapdamage
+
+_gamestuff1:
+       cal Handle_enemies      ;move enemies
+
+       cal Handle_bullets      ;move your bullets + check for hits
+       cal Enemy_bullets       ;move enemy bullets
+
+       cal Level_event         ;insert enemies
+       cal Display_Screen      ;display all
+
+#ifdef TI86
+delay:
+       halt                    ;delay and preserve batteries :)
+#else                          ;halt doesn't work on TI-83
+       ld  b,0
+delay:
+       xor 1
+       and 1
+       jr  z,delay
+       dnz delay       
+#endif
+       jp  game_main_loop      ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+;------- weapon -------
+
+inc_weapdamage:
+       ld  a,0
+weapincs =$-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
+
+
+disp_charge:                   ;display charge bar
+#ifdef TI86
+       ld  hl,(58*scrwidth)+VIDEO_MEM+3
+       ld  b,3                 ;bar width 3
+#else
+       ld  hl,(58*scrwidth)+VIDEO_MEM+2
+       ld  b,2                 ;bar width 1.5
+#endif
+chargebarclr:
+       dec hl
+       ld  (hl),0              ;clear (previous) bar
+       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)
+#ifdef TI83
+       srl a                   ;and again if 83 (smaller screen)
+#endif
+       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
+
+spr_bossA2:                    ;the following 51 bytes also function as the
+       .db 8,51                ; sprite for boss A2 (the fullscreen asteroid)
+
+;--------------------------- ground ------------------------------------------
+
+Handle_ground:
+       ld  a,(timer)
+       and %111                ;once every 8 frames
+       jr  nz,Display_ground   ;otherwise skip the scroll
+       ld  bc,scrwidth-1       ;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,(groundpos+14)    ;last ground on right
+       ld  d,a                 ;as default ground
+       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)              ;substract to spacesize
+       cp  128
+       jr  c,newground         ;if nothing left then don't change
+       ld  c,a
+       ld  a,d                 ;current grond height
+       add a,b                 ;add offset (2 higher/lower) => new position
+       or  a                   ;=0?
+       jr  z,newground         ;may not be 0 (=256)
+       cp  -10                 ;>246?
+       jr  nc,newground        ;and not be <0
+       ld  d,a
+       ld  (hl),c
+newground:
+       ld  a,d
+       ld  (groundpos+15),a    ;save new byte on the right
+
+Display_ground:
+       ld  b,scrwidth          ;screen width
+       ld  de,groundpos-1      ;height of current byte (previous actually)
+       psh de                  ;use later
+       ld  hl,dispbuffer+(56*scrwidth)-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,-scrwidth        ;to substract to go one line up
+       ld  a,%11111111         ;bitmask black
+groundloopup:
+       ld  (hl),a              ;display black byte
+       add 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,auch_ground
+       jp  damage_you
+
+;--------------------------- 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                    ;move bits (star) left
+       ld  (stars2),a
+       ret nc                  ;if star didn't went from left to right bit
+       ld  b,nrstars2          ;otherwise move all stars one byte left
+       jr  movestars_loop
+
+movestars1:
+       ld  ix,starx1
+       ld  a,(timer)
+       rra
+       ld  a,(stars1)
+       ret c                   ;once every other turn...
+       rlca
+       ld  (stars1),a
+       ret nc
+       ld  b,nrstars1
+
+movestars_loop:
+       ld  h,(ix+1)
+       ld  l,(ix)              ;star (ix) pos in hl
+       dec hl                  ;one byte left (hl--)
+
+       ld  a,dispbuffer/256-1  ;screen high byte minus one (it may be equal)
+       cp  h                   ;compare w/ star high byte
+       jr  c,newstarok         ;screen<star: still on screen
+       cal RandomY             ;otherwise create new position hl
+
+newstarok:
+       ld  (ix),l              ;save star's new position (ix)=hl
+       ld  (ix+1),h
+       inc ix \ inc ix         ;next star (2 bytes/star)
+       dnz movestars_loop      ;repeat for each star
+       ret                     ;...here's another comment... :P
+
+;--------------------------- pause -------------------------------------------
+
+Pause:
+       ld  hl,_txt_pause
+       ld  (_penCol),hl
+       ld  hl,txt_pause
+       rcl _vputs              ;display small font
+       ld  hl,_txt_pressenter  ;top centered
+       ld  (_curRow),hl
+       ld  hl,txt_pressenter   ;"Enter to continue"
+       rcl _puts               ;display message
+pause:
+       cal getsomekeys         ;GET_KEY w/ halts and checks for enter
+       ret z                   ;enter/second pressed: continue game
+#ifdef invertable
+       cp  K_F1                ;F1 pressed?
+       jr  nz,notinvert
+       cal do_invert           ;if so then change invert screen (AF saved)
+       cal mode_invert         ;and screen mode (will be saved)
+notinvert:
+#endif
+       ld  hl,CONTRAST         ;contrast setting (0-31)
+       ld  b,(hl)              ;load contrast into b
+       cp  K_UP                ;+ key changes contrast up
+       jr  nz,contr_not_up
+       inc b                   ;increase contrast
+       jr  setcontrast         ;set
+contr_not_up:
+       cp  K_DOWN              ;- key
+       jr  nz,pause            ;nope: loop
+       dec b                   ;decrease contrast
+setcontrast:
+       ld  a,b
+       ld  (hl),a
+       out (2),a               ;and set it
+       cal releasekeys
+       jr  pause               ;and loop
+
+;--------------------------- teacher -----------------------------------------
+
+#ifdef teacherkey              ;can be disabled to save space if not needed
+Teacher:
+       ld  (iy+12),5           ;enable flashing cursor
+       rcl _clrWindow          ;top left
+       ld  hl,txt_teacher
+       rcl _puts               ;display message
+       cal releasekeys
+
+teacherloop:
+       rcl _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:                    ;enter displays the answer
+       ld  a,' '               ;the cursor could still be displayed (█)
+       rcl _putc               ;so remove it by displaying a ' ' over it
+
+       ld  hl,$0701
+       ld  (_curRow),hl        ;below the equation, aligned right
+       ld  hl,txt_teacherans   ;the answer text
+       rcl _puts               ;display
+       jr  teacherloop         ;and continue loop
+#endif
+
+;--------------------------- exit --------------------------------------------
+
+quit:
+#ifdef fixkeys
+       im  1                   ;release keyfix procedure
+#endif
+#ifdef TI86
+       xor a
+       ld (_asapvar+1),a       ;next Asm( run will reload the program
+       res 5,(iy)              ;don't display "Done" in TI-OS :P
+       set 2,(iy+13)           ;set back screen scrolling again
+#endif
+#ifdef TI83
+       res 7,(iy+20)           ;_vputs will now write directly to LCD again
+       set 6,(iy+9)            ;finished with statmem
+#endif
+#ifdef clearbuffer             ;should we clear the display buffer?
+       ld  hl,dispbuffer       ;graph-screen location
+       ld  de,dispbuffer+1
+       ld  (hl),a              ;set to 0 (zero, nothing, nada, empty..)
+       ld  bc,1024-1           ;do it 1024 times = entire screen
+       ldir                    ;load that first 0 into the entire area
+#endif
+       jp  _clrWindow          ;as _clrLCD but also clears TEXT_MEM (like the
+                               ;_clrScrn) AND also executes _homeup and ret
+
+;--------------------------- display -----------------------------------------
+
+Display_Screen:
+#ifdef TI83
+fastCopy:
+       jp  ionFastCopy
+        ld      a,$80           ; 7
+        out     ($10),a         ; 11
+        ld      hl,dispbuffer+2-16-(-(16*64)+1)    ; 10
+        ld      a,$20           ; 7
+        ld      c,a             ; 4     ; 43
+fastCopyAgain:
+        ld      b,64            ; 7
+        inc     c               ; 4
+        ld      de,-(16*64)+1   ; 10
+        out     ($10),a         ; 11
+        add     hl,de           ; 11
+        ld      de,15           ; 10
+fastCopyLoop:
+        add     hl,de           ; 11
+        inc     hl              ; 6
+        ret     c               ; 5
+        ld      a,(hl)          ; 7
+        out     ($11),a         ; 11
+        dnz     fastCopyLoop    ; 13/8  ; 3392
+        ld      a,c             ; 4
+        cp      $2B+1           ; 7
+        jr      nz,fastCopyAgain; 12/7
+        ret     ; 11    ; 18
+
+#endif
+       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: rcl 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 ---------------------------------------
+
+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  63+1                ;last explosion frame?
+       jp  c,exploding_you     ;not yet: display explosion
+       cp  64+16               ;delay finished?
+       ret nz                  ;no, don't display anything (&return)
+       pop hl                  ;restore stack (cuzzof call)
+       jp  z,You_die           ;yes = game over
+
+;----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 -1                  ;inverted a: 0 if arrow-key has been pressed
+       ld  a,(your_multiples)          ;(btw: CPL doesn't set any flags)
+       res 7,a                 ;reset move bit (no flags changed)
+       jr  z,adv_ok            ;if so, leave the multiples where they are
+       set 7,a                 ;set 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
+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_shield      ;shielded?
+       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 %1111               ;no? (last four bits = nr of multiples)
+       ret z                   ;then don't handle them either
+       bit 7,b                 ;move the multiples??? (=move bit set?)
+       jr  z,mult_adv          ;nope, just let them (saves (y)in y, (x)in x)
+
+       psh de                  ;current position = needed later
+       ld  hl,mm*14+1+your_prevpos     ;previous positions
+       ld  de,mm*14+3+your_prevpos     ;move all positions one back
+       ld  bc,mm*14+2
+       lddr                    ;change 0-57 -> 2-59 (if mm=4 that is)
+       inc hl                  ;your_prevpos+0
+       pop de
+       ld  (hl),d              ;x-pos
+       inc hl                  ;=current position
+       ld  (hl),e              ;y-pos
+
+mult_adv:
+       ld  ix,spr_multiple     ;normal sprite
+       ld  hl,timer
+       bit 3,(hl)              ;change sprites every 8 turns
+       jr  z,disp_multiples
+       ld  ix,spr_multiple2    ;second sprite
+disp_multiples:
+       ld  hl,your_prevpos+16  ;first pos.
+dispmultiplesloop:
+       psh af
+       psh hl
+       ld  d,(hl)              ;load coords
+       inc hl
+       ld  e,(hl)
+       psh ix
+       cal putsprite           ;display
+       pop ix                  ;same sprite next time ;)
+       pop hl
+       ld  de,14
+       add hl,de               ;next multiple
+       pop af                  ;counter
+       dec a
+       ret z                   ;return if all done
+       jr  dispmultiplesloop   ;loop
+
+;----explode----
+
+exploding_you:
+       srl a                   ;half the framerate
+       srl a                   ;and half 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                  ;@x
+       ld  d,(hl)              ;load xpos
+       inc hl                  ;@y
+       ld  e,(hl)              ;and y
+       jp  putsprite           ;and display it too
+
+;----hit----
+
+damage_you:                    ;damages you B points
+       ld  a,(your_occ)        ;return if already dead (prevents exploding
+       or  a                   ; twice, or stucking in exploding state)
+       ret nz                  ;0 = you're normal
+
+       ld  a,(hardcore)        ;hardcore mode?
+       or  a
+       jr  z,damageok          ;0 = no  = don't modify
+;      sla b                   ;1 = yes = double tha damage (b shifted left)
+       .db $CB,$30     ;sll b  ;damage=2b|1 (CB3r = unsupported SLL r)
+damageok:
+       ld  a,(your_shield)     ;shield left?
+       or  a
+       jr  z,dothadamage       ;no shield
+       srl b                   ;shield: half the damage
+dothadamage:
+       ld  hl,time2invert
+       xor a                   ;a=0
+       cp  (hl)                ;not already inverted?
+       cal z,do_invert         ;then invert screen
+       ld  (hl),2              ;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
+       jr  nc,newarmor         ;>=0hp left so don't explode
+       ld  a,%01               ;occ %xxxxxx01 = explode
+       ld  (your_occ),a        ;too bad, you're dead meat
+newarmor:
+       ld  (hl),a              ;save decreased hp
+       jp  disp_armor          ;and display new value
+
+;------------------------- place multiples -----------------------------------
+
+Place_multiples:
+       ld  hl,your_prevpos     ;place all previous positions
+       ld  b,mm*7+2            ;all saved positions of them (14 per multiple)
+place_multiples:
+       ld  (hl),e              ;set prev-x to d
+       inc hl                  ;next
+       ld  (hl),d              ;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  maxarmor-5          ;may not become >=maxarmor
+       jr  c,doincarmor        ;ok then just add 6
+       ld  a,maxarmor-6        ;set to maximum (6 will be added below)
+doincarmor:
+       add a,6                 ;add 6 to armor
+       ld  (your_armor),a      ;change armor
+       ret
+
+select:
+       ld  de,your_weapon      ;current weapon, required for most selections
+       ld  hl,your_pickup      ;select pickups
+       ld  a,(hl)              ;load pickups taken so far
+       dec a                   ;is it 1?
+       ret m                   ;return if it's 0 (no pickups)
+
+       ld  (hl),0              ;reset pickups
+       jr  nz,selectlaser      ;no, carry on again
+selectbeam:
+       ld  a,(de)              ;(your_weapon)
+       inc a                   ;next
+       cp  maxweapon
+       jr  c,selectedbeam      ;weapon OK
+       jr  z,disp_icons        ;weapon maxed out
+       xor a                   ;laser was selected: set to first weapon
+selectedbeam:
+       ld  (de),a              ;set new weapon
+        cal loadweapon         ;load it (damage and stuff)
+       jr  disp_icons          ;display n return
+selectlaser:
+       dec a                   ;is it 2?
+       jr  nz,selectextra      ;no, carry on
+       ld  (your_extra),a      ;no extra beams (tailbeam/up-double)
+       ld  a,(de)              ;(your_weapon)
+       cp  maxweapon           ;upgrade from bullet?
+       jr  nc,upgradelaser     ;nope, just upgrade
+       ld  a,maxweapon-1       ;yes, set laser #1
+upgradelaser:
+       inc a                   ;next laser
+       cp  maxlaser
+       jr  nc,disp_icons       ;laser maxed out
+       ld  (de),a
+       cal loadweapon
+       jr  disp_icons          ;display + return
+selectextra:
+;      ld  a,(de)              ;(your_weapon)
+;      cp  maxweapon+1         ;laser or beams?
+;      jr  c,selectXbeam       ;if beamweap then no multiples but extra beam
+       ld  hl,your_multiples
+       ld  a,(hl)              ;multiples you already got
+       and %1111               ;reset movebit so (your_multiples)=real value
+       inc a                   ;one more
+       cp  mm+1
+       jr  nc,enoughmultiples  ;maxed out
+       ld  (hl),a
+enoughmultiples:
+       ld  de,(x)
+       dec a                   ;if this is your first multiple then...
+       cal z,Place_multiples   ;reset multiples positions
+;      jr  disp_icons          ;display, return
+;selectXbeam:
+;      ld  a,1                 ;updouble
+;      ld  (your_extra),a      ;ready extra beam
+;      jr  disp_icons          ;display 'n return
+
+;--------------------------- show icon ---------------------------------------
+
+disp_icons:                    ;destroyes: abcdehlix
+#ifdef TI86 ;-------86
+
+       ld  a,VIDEO_MEM/$400    ;directly on screen
+       ld  (PutWhere),a        ;place icons at normal screen
+       ld  hl,VIDEO_MEM+(scrwidth*56);56 rows down = eight rows from bottom
+       ld  b,scrwidth          ;draw 16x (screen width)
+       ld  a,%11111111         ;horizontal line mask
+       cal drawline            ;draw divider-line
+
+       ld  b,scrwidth*7        ;draw 16x (screen width) 7x (height)
+       xor a                   ;blank line mask
+       cal drawline            ;clear scorebar
+
+disp_lives:
+       ld  de,$003C            ;(0,4)
+       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:
+       cal disp_armor          ;display bar
+
+       ld  ix,spr_icon00       ;emptyIcon
+       ld  a,(your_weapon)     ;ur weapon
+       cp  maxweapon           ;bullets?
+       psh af                  ;a=(your_weapon); cf=bullets
+       jr  nc,no_bullets       ;=laser
+       ld  hl,$3945            ;position to display bullet-type digit
+       inc a                   ;1 = weapon #1 (=0)
+       ld  (_penCol),hl        ;set location
+       add a,'0'               ;make digit
+       rcl _vputmap            ;display char
+       ld  ix,spr_icon04       ;bulletIcon
+no_bullets:
+       ld  de,$3939            ;icon #2
+       cal putwidesprite       ;(beamweap)
+
+       ld  ix,spr_icon00
+       pop af                  ;ld a,(your_weapon) \ cp maxweapon
+       jr  c,no_laser          ;popped carry
+       ld  hl,$3955            ;position to display laser-type digit
+       ld  (_penCol),hl        ;set location
+       sub maxweapon-1         ;1 = laser #1 (=maxweapon)
+       add a,'0'               ;make digit
+       rcl _vputmap            ;display char
+       ld  ix,spr_icon03       ;laserIcon
+no_laser:
+       ld  de,$4939            ;icon #1
+       cal putwidesprite       ;display icon (laser)
+
+       ld  ix,spr_icon00       ;emptyIcon
+       ld  a,(your_multiples)  ;number of multiples
+       and %111                ;<8
+       jr  z,no_multiples      ;none (empty)
+       ld  ix,spr_icon05       ;multiples-icon
+no_multiples:                  ;no multiples
+       ld  de,$5939            ;icon #3
+       cal putwidesprite
+
+       ld  ix,spr_dividerline
+       ld  de,$6939
+       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,$29               ;add 29h
+       ld  d,a                 ;y-pos = picks * $10 + $29 (3a,4a,5a)
+       ld  e,$39               ;x-pos = bottom (3a39,4a39,5a39)
+
+       ld  ix,spr_icon
+       cal putwidesprite
+iconsdone:
+       ld  a,dispbuffer/$400   ;normal game-screen
+       ld  (PutWhere),a        ;set sprite-position to normal screen
+       jp  disp_charge         ;display weapon charge bar
+
+#else ;-------------83
+
+       ld  hl,VIDEO_MEM+(scrwidth*56);56 rows down = eight rows from bottom
+       ld  b,scrwidth          ;draw 12x (screen width)
+       ld  a,%11111111         ;horizontal line mask
+       cal drawline            ;draw divider-line
+
+       ld  b,scrwidth*7        ;draw 12x (screen width) 7x (height)
+       xor a                   ;blank line mask
+       cal drawline            ;clear scorebar
+
+disp_lives:
+       ld  de,$003C            ;(0,4)
+       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:
+       cal disp_armor          ;display bar
+
+       ld  ix,spr_icon00       ;emptyIcon
+       ld  a,(your_weapon)     ;ur weapon
+       cp  maxweapon           ;bullets?
+       psh af                  ;a=(your_weapon); cf=bullets
+       jr  nc,no_bullets       ;=laser
+       ld  hl,$3935            ;position to display bullet-type digit
+       inc a                   ;1 = weapon #1 (=0)
+       ld  (_penCol),hl        ;set location
+       add a,'0'               ;make digit
+       rcl _vputmap            ;display char
+       ld  ix,spr_icon04       ;bulletIcon
+no_bullets:
+       ld  de,$2F39            ;icon #2
+       cal putwidesprite       ;(beamweap)
+
+       ld  ix,spr_icon00
+       pop af                  ;ld a,(your_weapon) \ cp maxweapon
+       jr  c,no_laser          ;popped carry
+       ld  hl,$393F            ;position to display laser-type digit
+       ld  (_penCol),hl        ;set location
+       sub maxweapon-1         ;1 = laser #1 (=maxweapon)
+       add a,'0'               ;make digit
+       rcl _vputmap            ;display char
+       ld  ix,spr_icon03       ;laserIcon
+no_laser:
+       ld  de,$3939            ;icon #1
+       cal putwidesprite       ;display icon (laser)
+
+       ld  ix,spr_icon00       ;emptyIcon
+       ld  a,(your_multiples)  ;number of multiples
+       and %111                ;<8
+       jr  z,no_multiples      ;none (empty)
+       ld  ix,spr_icon05       ;multiples-icon
+no_multiples:                  ;no multiples
+       ld  de,$4339            ;icon #3
+       cal putwidesprite
+
+       ld  ix,spr_dividerline
+       ld  de,$4D39
+       cal putwidesprite
+
+       ld  a,(your_pickup)     ;pickups taken
+       add a,a                 ;picks*2 (sets z-flag)
+       ld  e,a                 ;save 2*picks
+       jr  z,iconsdone         ;return if no pickups
+       add a,a                 ;picks*4
+       add a,a                 ;picks*8
+       add a,e                 ;picks*10 (8+2=10)
+       add a,$26               ;add 26h
+       ld  d,a                 ;y-pos = picks * 10 + $29 (3a,45,4e)
+       ld  e,$39               ;x-pos = bottom (3a39,4539,4e39)
+
+       ld  ix,spr_icon
+       cal putwidesprite
+iconsdone:
+       jp  disp_charge         ;display weapon charge bar
+
+#endif ;------------^^
+
+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_armor:
+       ld  de,scrwidth         ;line size
+#ifdef TI86
+       ld  hl,VIDEO_MEM+(58*scrwidth)+6
+#else
+       ld  hl,VIDEO_MEM+(58*scrwidth)+5
+#endif
+       ld  a,(your_armor)      ;load your armor (<maxarmor)
+       srl a                   ;divide by 2 (barsize halved)
+       psh af
+       and %111                ;display last bits of armor
+       jr  z,armorbarbitok     ;if b=0 then prevent looping 256x
+       ld  b,a                 ;into B
+       xor a                   ;bit = %00000000
+armorbarbit:
+       scf                     ;set carry flag
+       rla                     ;rotates A left and sets bit 0 (c-flag)
+       dnz armorbarbit         ;repeat B times (so if B=6 then a=%00111111)
+armorbarbitok:                 ;               (an if B=3 then a=%00000111)
+       ld  c,a                 ;save last bit in c
+       pop af                  ;now we'll make the byte
+       and %11111000           ;clear last three bits
+       rra                     ;so we can use rotate instead of shift right
+       rra                     ;which saves 3(-2) bytes and speed
+       rra                     ;/8: don't display last 3 bits of a (later)
+
+       ld  b,5                 ;bar height
+armorbarloop1:
+       psh bc                  ;yloop counter
+       psh hl                  ;begin x-position
+       ld  b,a                 ;loop b=a times per line
+       or  a                   ;<1 bytes
+       jr  z,lastarmorbit      ;then don't display bytes (would be 256x)
+armorbarbyte:
+       ld  (hl),%11111111      ;draw a piece of the bar
+       dec hl                  ;next position
+       dnz armorbarbyte        ;loop it b times
+lastarmorbit:
+       ld  (hl),c              ;draw the last byte
+       dec hl
+       ld  (hl),0              ;empty byte before to remove any remainders
+       pop hl                  ;recall first byte
+       add hl,de               ;one down
+       pop bc                  ;recall yloop-counter
+       dnz armorbarloop1       ;display again
+
+#ifdef TI86
+       ld  hl,(56*scrwidth)+VIDEO_MEM+7
+#else
+       ld  hl,(56*scrwidth)+VIDEO_MEM+6
+#endif
+       ld  a,%01010101
+armorbarY:
+       cal drawbarrow          ;display "grey" mask
+       cal drawbarrow          ;display "grey" mask
+       add hl,de
+       add hl,de
+       add hl,de
+       cal drawbarrow
+drawbarrow:                    ;ORs an entire row with A
+       add hl,de               ;one down
+       ld  b,4                 ;four bytes right
+       psh hl
+armorbarX:
+       dec hl                  ;next byte
+       psh af
+       or  (hl)
+       ld  (hl),a              ;clear
+       pop af
+       dnz armorbarX           ;4x
+       pop hl                  ;old position
+       ret
+
+;------------------------- fire bullet ---------------------------------------
+
+fire_multiple:
+       psh af
+       psh ix                  ;save ix for next fire
+       cal fireany             ;fire from multiple position
+       pop ix                  ;saving ix is much faster than recalculating
+       pop af                  ;number of multiples
+       dec a                   ;one just displayed
+       pop hl                  ;ret
+       ret z                   ;ret2 if none left
+       jp  (hl)                ;real ret
+
+fire_multiples:
+       ld  hl,(your_prevpos+16);then, fire from multiple position
+       cal fire_multiple
+       ld  hl,(your_prevpos+30)
+       cal fire_multiple
+       ld  hl,(your_prevpos+44)
+       cal fire_multiple
+       ld  hl,(your_prevpos+58)
+       cal fire_multiple       ;no JP: that messes up the stack
+       ret
+
+Fire_bullet:
+       ld  hl,just_fired       ;=for how long you may hold fire (2nd)
+       ld  a,(hl)              ;a = time left
+       dec a                   ;decrease timer
+       ret z                   ;may not fire when (just_fired) became 0
+       ld  (hl),a              ;save new decreased value
+
+       ld  a,(your_weapon)     ;if you have bullets.....
+       cp  maxweapon
+       jr  nc,fireOK           ;>weapons = laser
+       ld  (hl),1              ;bullet may last one turn (just fire 1 bullet)
+fireOK:
+       ld  a,(your_weapon)     ;weapon nr.
+       ld  ix,weapondata+2
+       add a,a                 ;weap*2
+       add a,a                 ;    *4
+       add a,a                 ;    *8
+       ld  c,a
+       ld  b,0                 ;go to current weapon (bc=a)
+       add ix,bc               ;ix=weapon ptr
+
+       ld  a,(your_multiples)  ;any multiples?
+       and %1111               ;nr. of multiples
+       cal nz,fire_multiples   ;if >0 then fire them too
+       ld  hl,(x)              ;fire from ship position (x)
+fireany:                       ;HL=(x,y)
+       ld  (firex),hl          ;set position to fire from
+       ld  b,3  ;or use the proc at fireOK with ld ix,weapondata+2-(256*3)
+fire_weapon:
+       psh bc                  ;save counter
+       ld  a,(ix)              ;load this weapon
+       ld  c,a                 ;save bulletType in c
+       and %11100000           ;%111?????=laser
+       cp  %11100000           ;is it?
+       cal z,fire_laser        ;fire laser (will set c=0 when done)
+       xor a                   ;<>0=bullet
+       cp  c                   ;c<>0?
+       cal nz,fire_ybullet     ;then fire bullet
+       inc ix                  ;otherwise fire next weapon
+       inc ix
+       pop bc                  ;weapon counter (do 3 weapons)
+       dnz fire_weapon
+
+fire_tail:
+       ld  ix,extrabulletpos-1 ;extra bullet's position
+       ld  hl,your_extra       ;data
+       ld  a,(hl)
+       or  a
+       ret z
+;      ld  c,tailbeam          ;tailbeam weapon data
+;      dec a                   ;(your_extra)=1
+;      jr  z,fire_ybullet      ;=tail
+       ld  c,doublebeam        ;up double data
+                               ;(your_extra)=2 =double
+;-----fire BULLETs-----
+
+fire_ybullet:          ;fire bullet type=C dam=(curweapdamage) at (firex/y)
+       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
+
+;-----fire LASER-----
+
+fire_laser:
+       ld  b,0                 ;overflow counter
+       ld  hl,firex
+       ld  d,(hl)              ;d = your x-pos
+       inc hl
+
+       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
+#ifdef TI86
+       add a,a                 ;y*4 (86)
+#else
+       add a,e                 ;y*3 (83)
+#endif
+       add a,a                 ;y*8 (86) | y*6 (83)
+       rl  b                   ;b (=0) =b*2+overflow (if y>32 then bc=bc+256)
+       add a,a                 ;width of screen (y*16 (86) | y*12 (83))
+       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,scrwidth-1        ;128/8=16=screen width ** minus one (inc a ^^)
+       sub d                   ;minus x-start (d=X/8)
+       jr  z,handle_laser      ;if size=0=256x (right edge) then skip display
+       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 %11                 ;normal enemy occ = %11
+       cp  %11
+       jr  nz,nolashit         ;no hit when enemy_occ <> 11
+
+       inc hl                  ;@type
+       cal find_sprite         ;ix=sprite to enemy (hl)
+       inc hl                  ;@x
+       ld  a,(hl)              ;check x
+       sub d
+       jr  c,nolashit          ;no hit when enemy is left of you
+       inc hl                  ;@y
+       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:
+       psh hl                  ;pointer to enemy destroyed by putsprite
+       psh bc                  ;safe enemy counter
+       psh de                  ; and Ur position (used for further compares)
+       dec e                   ;adjust y-position
+       dec e
+       dec e                   ;hit sprite centered at e (height=6)
+       dec hl                  ;@x
+       ld  d,(hl)              ;x-position of hit (enemy's x-pos)
+       ld  ix,spr_lashit       ;laserHit sprite
+       cal putsprite           ;display this frame only unlike bullethit ani
+       pop de                  ;restore regs
+       pop bc
+       pop hl
+       ld  a,(curweapdamage)   ;damage
+       cal enemy_hit           ;inflict (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
+       ld  (weapincs),a        ;reset damage
+       pop ix
+       ld  c,a                 ;c=0
+       ret
+
+;------------------------ handle bullets -------------------------------------
+
+Handle_bullets:
+       ld  hl,ybullets
+       ld  b,nrybuls
+scan_bullets:
+       ld  a,(hl)              ;@bulletType
+       or  a                   ;bulletType=0 >> no bullet
+       jp  z,next_ybullet+2    ;skip pops (+2); jP for speed
+
+       psh bc                  ;bullet counter
+       psh hl                  ;save enemy+type
+       ld  (temp1),hl          ;needed for check_bullethits
+       inc hl                  ;@damage
+       ld  c,(hl)              ;damage
+       dec c                   ;c=damage-1
+       jp  m,bullethitbullet   ;damage<=0 (=no bullet)
+       inc hl                  ;@x
+
+;move_bullet
+       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  8*scrwidth
+       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
+#ifdef TI86
+       rcl _shracc             ;%11100000->1110
+;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster
+#else
+       srl a \ srl a \ srl a \ srl a   ;83 doesn't have a shracc call
+#endif
+       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
+bullet_halfdown:               ;5=1/2down
+       ld  a,(timer)
+       rra                     ;carry once every other turn
+       jr  c,bullet_noymove
+bullet_down:
+       ld  a,(hl)
+       inc a
+       cp  55
+       jr  z,bullet_noymove
+       ld  (hl),a
+bullet_halfup:
+       ld  a,(timer)
+       rra                     ;CF every other turn
+       jr  c,bullet_noymove
+bullet_up:
+       ld  a,(hl)
+       dec a
+       jr  z,bullet_noymove
+       ld  (hl),a
+bullet_noymove:
+       ld  e,(hl)              ;e = Y
+
+display_bullet:
+       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  b,0
+       ld  c,a                 ;->16bit (de=a)
+       add hl,bc               ;point to correct bullet offset
+       ld  a,(hl)              ;load bullet offset
+       ld  c,a                 ;convert to 16bit (d=0)
+       ld  ix,spr_bullet01     ;first sprite
+       add ix,bc               ;add offset (go to correct sprite)
+
+       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
+       pop bc                  ;b=counter
+       ld  de,4
+       add hl,de
+       dnz scan_bullets        ;next bullet (loop)
+       ret
+
+remove_bullet:
+       pop hl                  ;enemy+type
+       ld  (hl),0              ;dump this bullet!
+       jr  next_ybullet+1      ;+1:skip pop hl at next_ybullet
+
+bullethitbullet:               ;"bullet" just displaying a bullet hit
+       inc c                   ;restore damage (to -5..0)
+       jp  z,remove_bullet     ;if it's 0 remove it
+       inc c                   ;increase to next frame
+       ld  (hl),c              ;save new
+       ld  a,c
+       neg                     ;make positive value (frame nr. 0..4)
+       add a,a                 ;*2
+       ld  e,a
+       add a,a                 ;*4
+       add a,e                 ;*6
+       ld  e,a
+       ld  d,0                 ;de=a
+       ld  ix,spr_hit          ;first hit sprite
+       add ix,de               ;add frame nr*8 (goto correct sprite)
+       inc hl                  ;@x
+       ld  d,(hl)
+       inc hl                  ;@y
+       ld  e,(hl)              ;load position into de
+       cal putsprite           ;display hit-sprite
+       jr  next_ybullet        ;handle the other bullets
+
+;--------------------------- 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 %11
+       cp  %11
+       jr  nz,nohit            ;no hit when enemy_occ <> %11
+
+       inc hl                  ;enemy type
+       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
+       inc hl                  ;@damage
+       ld  a,(hl)              ;damage to inflict on enemy
+       ld  (hl),-(hitsprites+1);make this bullet exploding (damage = -5)
+       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                  ;@sprite+1
+       dec hl                  ;@sprite
+       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?
+       psh af                  ;save flags and a=0
+       jr  nz,pickupdone       ;otherwise just explode
+       ld  a,pickupfreq        ;reset enemies counter
+pickupdone:
+       ld  (pickuptimer),a     ;save new enemiescounter value
+       inc hl                  ;@sprite (=explosionFrame)
+       ld  (hl),0              ;explosionFrame 0 or enemy #0=pickup
+       pop af
+       cal z,place_enemy       ;place pickup (enemy#=0=a cuz ZF)
+
+       ld  hl,1                ;increase score by one
+       jp  scoreInc            ;+ret
+
+;--------------------------- level events ------------------------------------
+
+Level_event:
+       ld  a,0                 ;time to next event
+nextevent =$-1
+       dec a                   ;decrease counter
+       ld  (nextevent),a       ;store new value
+       ret nz                  ;hasn't reached zero yet: 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,place_ranenemy   ;nope: >3 = place an enemy
+       inc hl                  ;nextevent located behind eventleft
+       ld  (hl),193            ;3: set delay for next boss to appear
+       ret                     ;don't place any more enemies
+
+standby_event:
+       ld  b,nrenemies
+       ld  hl,enemies+1-enemysize
+       ld  de,enemysize
+       xor a
+chk_enemyleft:
+       add hl,de               ;go to next enemy
+       cp  (hl)                ;0 = no enemy present
+       jr  nz,enemyleft        ;if enemy present (<>0) then quit checking
+       dnz chk_enemyleft       ;loop for all enemies
+       ld  hl,nextevent        ;time 'til next event
+       ld  (hl),157            ;next time to check is in 157 turns/frames
+       ld  a,(your_weapon)
+       cp  maxweapon           ;you have bullets?
+       jr  nc,placebigupgrade  ;if not just place the big upgrade
+       ld  a,(level)
+       rra                     ;if level&1=0 (even levels)
+       ret nc                  ;then dont place a pickup (=50%)
+placebigupgrade
+       ld  a,1                 ;no enemies left: place upgrade pickup
+       jr  place_enemy         ;place enemy #1(=a) = big pickup
+enemyleft:
+       ld  hl,eventleft
+       inc (hl)
+       ret
+
+
+place_ranenemy:
+       ld  hl,1                ;increase score by 1
+       cal scoreInc
+       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
+       jr  place_enemy
+
+place_boss:
+       ld  hl,(levelp)         ;the leveldata (including the boss)
+       dec hl                  ;points to leveldata\boss\enemynr
+       ld  a,(hl)              ;load enemy# of boss
+
+place_enemy:                   ;places enemy #=a (out:achl=?;b=0;de=@enemy+11)
+       psh af
+       ld  hl,enemies+1-enemysize
+       ld  bc,enemysize
+       xor a                   ;a=0
+chk_noenemy:                   ;find an unused (no) enemy
+       add hl,bc               ;check next enemy
+       cp  (hl)                ;(hl) = 0 ??
+       jr  nz,chk_noenemy      ;jump if enemy present (non-0)
+       ex  de,hl               ;de=hl=usable enemy +1
+       pop af                  ;enemy# to place
+       cal findenemyspecs      ;hl = enemy #a specs
+
+       dec de                  ;goto hp64 (before occ)
+       ldi                     ;set hp64
+       ldi                     ;set hitpoints+occ of enemy class
+       ld  c,(hl)
+       ldi                     ;set sprite
+       ld  b,(hl)              ;bc=@enemy_sprite
+       inc bc                  ;@sprite-height
+       ld  a,(bc)
+       ld  b,a                 ;b = sprite-height
+       ldi                     ;set sprite + 1
+       ldi                     ;set x-position
+
+       ld  a,(hl)              ;load placeInfo
+       inc hl
+       inc a                   ;is it -1?
+       jr  z,random_enemy      ;yes: create random value <51 in a
+       inc a                   ;is it -2?
+       jr  z,lure_enemy        ;yes: create a 100% luring enemy
+       inc a                   ;is it -3?
+       jr  z,lure_enemy        ;yes: pick one (50% lure)
+       inc a                   ;is it -4?
+       jr  z,ground_enemy      ;yes: place @ current ground position
+                               ;otherwise?
+yset_enemy:                    ;set 0+3..$FC+3 as y-position
+       ld  (de),a
+       jr  ypos_OK
+ground_enemy:
+       ld  a,(groundpos+15)    ;ground height
+       neg                     ;negative (high ground, low y-pos)
+       add a,50                ;at the bottom
+       ld  (de),a              ;is turret's position
+       jr  ypos_OK
+halflure_enemy:
+       ld  a,(timer)           ;look at frame-number
+       rra                     ;make random if odd frame nr.
+       rra                     ;...well make that frame/2
+       jr  nc,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  a,64-8              ;=57=screen height (8 is scorebar)
+       sub b                   ;minus sprite height=bottom
+       ld  c,0                 ;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
+       ldi                     ; "  firetype
+       ret                     ;return
+
+;--------------------------- enemy fires -------------------------------------
+
+Enemy_fires:                   ;de = x,y; c = type; ix = enemy_sprite
+       ld  hl,ebullets         ;first bullet to check
+       ld  b,nrebuls
+       dec d
+       dec d                   ;d = x of firing enemy minus 2
+
+       ld  a,(ix+1)            ;the height of the enemy firing this bullet
+       srl a                   ;halved
+       add a,e                 ;added to his y-position
+       ld  e,a                 ;into e
+       dec e                   ;minus one (bullet height)
+
+enemy_fires_again:             ;same but hl = first bullet possibly free
+       xor a
+find_ebullet:
+       cp  (hl)
+       jr  z,found_ebullet     ;0 = not used
+       inc hl \ inc hl \ inc hl
+       dnz find_ebullet        ;look next bullet
+       ret
+
+found_ebullet:
+       ld  a,c
+       sub 6
+       jp  c,bulletok          ;type #0-5 = done (normal/diag)
+       or  a
+       jp  z,bulletaiming      ;type #6 = aiming = type#2..5
+       dec a
+       jr  z,bullettriple      ;type #7 = triple
+       dec a
+       jr  z,bulletdouble      ;type #8 = double
+       dec a
+       jr  z,bulletwide5       ;type #9 = wide 5x
+       dec a
+       jr  z,bulletdquad       ;type #10 = double-quad
+       dec a
+       jr  z,bulletran         ;type #11 = random
+       dec a
+       jr  z,firesenemies      ;type #12 = mine + Dquad
+       dec a
+       jr  z,basefiresenemies  ;type #13 = enemies + 10
+       dec a
+       jr  z,randomfire        ;type #14 = random @full height
+       dec a
+       jr  z,bulletwide3       ;type #15 = wide triple
+       dec a
+       jr  z,bulletfullfire    ;type #16 = straight 5x
+
+randomfire:
+       ld  c,0
+       ld  b,62
+       cal Random              ;a=0..62
+       ld  e,a
+       ld  (hl),1
+       jp  _bulletok
+
+basefiresenemies:              ;type #13 = base
+       ld  bc,$3A00
+       cal Random
+       ld  e,a
+       cal random14
+       ld  c,a
+       cal bulletok            ;find and fire bullet
+
+       ld  a,boss2enemy        ;otherwise place enemy #[boss2enemy]
+       jp  place_enemy
+
+firesenemies:                  ;type #12 = mine / Dquad
+       ld  a,(timer)
+       rra                     ;if odd turn (50% chance)
+       jr  c,bulletdquad       ;then fire 6x
+       ld  a,boss1enemy        ;otherwise place enemy #[boss1enemy]
+       jp  place_enemy
+
+bulletran:                     ;type #11 = fires bullets 1-5 at random
+       cal random14
+       ld  (hl),a              ;set type a=1..5
+       jr  _bulletok
+
+bulletdquad:                   ;type #10 = double-quad
+       cal bulletwide5         ;fire type #1 to 5
+addedgebullets:
+       inc hl
+       ld  a,e
+       sub 7
+       ld  e,a                 ;offset 7 up
+       ld  c,1                 ;type #1 = normal
+       cal enemy_fires_again
+       inc hl
+       ld  a,e
+       add a,14
+       ld  e,a                 ;offset 14 down (7 total)
+_enemy_fires_again:
+       jr  enemy_fires_again
+
+bulletwide5:                   ;type #9 = wide 5x (fires 4 dirs + 1 straight)
+       cal bullettriple        ;fire type #1, 4 and 5
+       inc hl                  ;next bullet
+       ld  c,2                 ;type #2 = down
+       cal enemy_fires_again
+       inc hl
+       ld  c,3                 ;type #3 = up
+       jr  _enemy_fires_again
+
+bulletfullfire:                ;type #16 = straight 5 bullets
+       cal bullettriple        ;fire 3 bullets at center (offset -2,+0,+2)
+       inc e \ inc e           ;restore base (Y)position
+       jr  addedgebullets      ;fire 2 more bullets (at offsets -7 and +7)
+
+bullettriple:                  ;type #7 = triple
+       cal bulletdouble+1      ;fire double weapon (offset +0,+2)
+       dec e \ dec e           ;two px back up
+       dec e \ dec e           ;and another two up (offset -2)
+       inc hl                  ;next bullet position
+       ld  c,1                 ;type #1 = normal
+       jr  _enemy_fires_again  ;find and fire another bullet
+
+bulletdouble:                  ;type #8 = double
+       dec e                   ;one up (1st bullet not centered:offset -1,+1)
+       ld  c,1                 ;type #1 = straight
+       cal bulletok            ;fire bullet
+       inc hl                  ;next bullet position
+       inc e
+       inc e                   ;two px down
+       jr  _enemy_fires_again  ;find and fire another bullet
+
+bulletwide3:                   ;type #15 = spread (3 bullets)
+       ld  (hl),1              ;type #1 = normal
+       cal _bulletok           ;fire
+       inc hl                  ;next bullet
+       ld  c,4                 ;type #4 = down 50%
+       cal enemy_fires_again
+       inc hl
+       ld  c,5                 ;type #5 = up 50%
+       jr  _enemy_fires_again
+
+bulletaiming:                  ;type #6 = aiming = type#2..5
+       ld  a,(y)
+       sub e                   ;a = yourY-bulY = pixels bullet is above you
+       add a,10
+       jp  p,bulletnotup       ;jump when 10 pixels below you or higher
+       ld  (hl),5              ;go slightly down
+       add a,10                ;10 to 20 pixels below you
+       jp  p,_bulletok         ;yes: all done.
+       ld  (hl),3              ;otherwise move down even more
+       jr  _bulletok
+bulletnotup:
+       ld  (hl),1              ;normal bullet...
+       sub 20                  ;...when...
+       jp  m,_bulletok         ;...10 pixels below you to 20 pixels above
+       ld  (hl),4              ;bullet going slightly up...
+       sub 10                  ;...when...
+       jr  c,_bulletok         ;...20 to 30 pixels above you
+       ld  c,2                 ;else (more than 30 pixels) move up more
+
+bulletok:
+       ld  (hl),c              ;set bullet direction
+_bulletok:
+       inc hl
+       ld  (hl),d              ;set x-pos
+       inc hl
+       ld  a,58-5              ;bottom
+       cp  e                   ;bullet-y...
+       jr  nc,bulletonscreen   ;<bottom (=on screen) is ok (skip next part)
+       ld  e,a                 ;otherwise set y-pos to bottom of screen
+bulletonscreen:
+       ld  (hl),e              ;set y-pos
+       ret
+
+;----------------------------- enemy bullets ---------------------------------
+
+Enemy_bullets:
+       ld  hl,ebullets         ;hl=bullet pointer
+       ld  b,nrebuls           ;number of bullets (or _possible_ bullets)
+handle_bullet:
+       psh bc
+       psh hl
+       ld  a,(hl)              ;load bulletType in a
+       or  a                   ;bullet present?
+       cal nz,enemy_bullet     ;non-0: handle bullet
+       pop hl                  ;enemy_bullet could've added one or two to hl
+       pop bc                  ;bullet counter
+       inc hl \ inc hl \ inc hl ;next bullet (3 bytes per bullet)
+       dnz handle_bullet       ;loop for each and every bullet
+       ret
+
+enemy_bullet:
+       inc hl                  ;@x
+       ld  d,(hl)              ;check if it has reached the left side of scrn
+       bit 7,d                 ;x<0?
+       jr  nz,remove_ebullet   ;yes, remove bullet
+       dec d                   ;move one pixel left
+       dec d                   ;and another one (that makes 2)
+       ld  (hl),d              ;save new x-coordinate in (HL) and D
+       inc hl                  ;@y   (BTW: x >= -2)
+       ld  e,(hl)              ;e=y
+
+       dec a
+       jr  z,ebullet_common    ;type 1: normal bullet
+       dec a
+       jr  z,ebullet_down      ;type 2: moving down
+       dec a
+       jr  z,ebullet_up        ;type 3: moving up
+
+       ld  b,a                 ;save bulletType
+       ld  a,(timer)           ;load timer
+       rra                     ;half speed (CF set every other turn)
+       jr  c,ebullet_common    ;if bit then normal bullet
+
+       dec b
+       jr  z,ebullet_down      ;type 4: moving down 50%
+                               ;type 5: moving up 50%
+ebullet_up:
+       dec e                   ;move up
+       jp  m,ebullet_common    ;y<top; don't save new value (so y=0)
+       ld  (hl),e
+       jr  ebullet_common
+ebullet_down:
+       inc e                   ;move down
+       ld  a,e                 ;a=y too
+       cp  58-4                ;y>=bottom?
+       jr  nc,ebullet_common   ;then keep it there
+       ld  (hl),e              ;otherwise save new y
+
+ebullet_common:
+       ld  ix,spr_bullete1     ;display enemy bullet
+       psh hl
+       cal putsprite
+       pop hl                  ;we'll need it again
+
+ebullet_hits:
+       ld  a,(your_occ)
+       or  a
+       ret nz                  ;0 = you're normal
+
+       ld  a,(y)               ;check y collision
+       sub (hl)
+       add a,6
+       ret m
+       cp  9
+       ret nc
+
+       dec hl                  ;check x
+       ld  a,(x)
+       sub (hl)
+       add a,6
+       ret m
+       cp  9
+       ret nc
+
+       ld  b,auch_bullet       ;set damage-amount
+       psh hl
+       cal damage_you          ;HIT!!
+       pop hl                  ;save hl to remove the bullet
+remove_ebullet:
+       dec hl                  ;points to bullettype again
+       ld  (hl),0              ;bullet > unused
+       ret
+
+;--------------------------- handle enemies ----------------------------------
+
+Handle_enemies:
+       ld  hl,enemies+1
+       ld  b,nrenemies         ;handle all enemies
+
+handle_enemy:
+       psh bc
+       psh hl
+
+       ld  a,(hl)
+       and %11
+       jr  z,next_enemy        ;occ "no enemy" 00
+       dec a
+       jr  z,exploding_enemy   ;occ "exploding" 01
+
+normal_enemy:
+       ld  c,a                 ;c = occ-1 = %10 (normal) or %01 (pickup)
+       inc hl                  ;@sprite
+       cal find_sprite
+
+       inc hl                  ;@x
+       ld  d,(hl)              ;x
+       inc hl                  ;@y
+       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  129                 ;x<=128
+       jr  c,enemyonscreenX    ;=on screen
+       cp  -7                  ;x<=-8
+       jr  c,remove_enemy      ;=off screen
+enemyonscreenX:
+       ld  (hl),d              ;store new x
+       dec c                   ;is this a pickup? (c=%01 so ZF=1)
+       jr  nz,check_enemyfire  ;no, a normal enemy; let em fire
+       jr  firing_done         ;continue
+
+check_enemyfire:
+       ld  bc,4                ;4x inc hl
+       add hl,bc               ;@firecount
+       ld  a,(hl)              ;counter till next blast
+       dec a                   ;decrease it
+       ld  (hl),a              ;save new value
+       jr  nz,firing_done      ;finished if not reached 0 yet
+
+       inc hl                  ;@firefreq
+       ld  a,(hl)              ;=time 'til next blast
+       inc hl                  ;@firetype
+       ld  c,(hl)              ;in c
+       dec hl
+       dec hl                  ;@firecount again
+       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
+
+exploding_enemy:
+       inc hl
+       ld  a,(hl)
+       cp  16
+       jr  nz,keep_enemy       ;remove when at last frame
+remove_enemy:
+       pop hl
+       ld  (hl),$0000          ;bye bye enemy
+       jr  next_enemy+1        ;continue AFTER pop hl (already done)
+keep_enemy:
+       inc a
+       ld  (hl),a              ;next frame
+       dec a                   ;1-16 -> 0-15
+       ld  ix,spr_explosion    ;base sprite
+       inc hl                  ;@x
+       cal explosion_stuff     ;display explosion
+       jr  next_enemy
+
+;--------------------------- moving enemies ----------------------------------
+
+moving_enemy:
+       dec d                   ;move left once
+       ld  a,(hl)              ;how does this enemy move?
+       and a
+       ret z                   ;0 = (1<)
+       ld  b,a
+       ld  a,(timer)
+       dec b
+       jp  z,movetype_updown   ;1 = (1<) up / down
+       dec b
+       jr  z,movetype_vslow    ;2 = (.25<)
+       dec b
+       jr  z,movetype_slow     ;3 = (.5 <)
+       dec b
+       jr  z,movetype_lslow    ;4 = (.75<)
+       dec b
+       jr  z,movetype_mfast    ;5 = (1.25<)
+       dec b
+       jr  z,movetype_fast     ;6 = (1.5<)
+       dec b
+       jr  z,movetype_vfast    ;7 = (2  <)
+       dec b
+       jr  z,movetype_xfast    ;8 = (3  <)
+       dec b
+       jr  z,movetype_slowlure ;9 = (1<) move y towards you 50%
+
+       inc d                   ;speed 0
+       dec b
+       jr  z,movetype_lure     ;10 = (0) move y towards you
+       dec b
+       jr  z,movetype_slowlure ;11 = (0) lure 1/2 speed
+       dec b
+       jr  z,movetype_fulllure ;12 = x+y towards you 1/2 speed
+       dec b
+       jr  z,movetype_right    ;13 = (.5>)
+       dec b
+       jr  z,movetype_fright   ;14 = (1>)
+       dec b
+       jr  z,movetype_right    ;15 = (0)
+       dec b
+       ret z                   ;16 =
+
+movetype_lboss:
+       ld  a,104
+       cp  d
+       jr  c,dothemovethingy
+       inc d                   ;x<110: move right
+dothemovethingy:
+       jr  movetype_updown     ;move up and down and up and down and...
+
+movetype_right:
+       rra
+       ret c                   ;speed 0 50%
+movetype_fright:
+       inc d                   ;move right one px
+       ret
+
+movetype_fulllure:
+       rra
+       ret c                   ;50% speed
+       cal movetype_lure
+       ld  a,(x)
+       cp  d
+       jr  c,movetype_vfast    ;moves left (again)
+lure_right:
+       inc d                   ;move right
+       ret
+
+movetype_slowlure:
+       rra                     ;half the time
+       ret c
+movetype_lure:
+       ld  a,110
+       cp  d
+       jr  nc,dothelurethingy
+       dec d                   ;x>109: move left
+dothelurethingy:
+       ld  a,(y)
+       cp  e
+       ret z                   ;don't move vertically 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                  ;@movecount
+       ld  a,(hl)
+       inc a
+       and %1111
+       ld  (hl),a
+
+       or  a                   ;reset carry flag
+       dec hl                  ;reset hl to <y>
+       and %11111100
+       jr  z,movetype_fast
+
+movetype_lslow:
+       and %11
+       ret nz
+       inc d                   ;don't move 25% of the time
+       ret
+movetype_slow:
+       rra
+       ret c
+       inc d                   ;don't move 50%
+       ret
+movetype_vslow:
+       and %11
+       ret z
+       inc d                   ;don't move 75%
+       ret
+
+movetype_mfast:
+       rra
+       ret c                   ;50% chance (makes it 25% total)
+movetype_fast:
+       rra
+       ret c                   ;once every other turn
+movetype_vfast:
+       dec d                   ;move left twice
+       ret
+movetype_xfast:
+       dec d                   ;woowoo, now that's fast!
+       dec d                   ;move left trice!
+       ret
+
+movetype_updown:
+       inc hl                  ;@movecount
+       ld  a,(hl)
+       dec a
+       and 127                 ;range 0..127
+       ld  (hl),a              ;store new movecounter
+       dec hl                  ;reset hl to @movetype
+       and %00100000           ;ZF changes once every 64 turns
+       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
+       ex  de,hl               ;e = X+7, d = Y+7
+
+       ld  hl,enemies+1
+       ld  b,nrenemies         ;check all 20 enemies
+check_collision:
+       psh bc                  ;counter
+       psh hl                  ;pointer
+       ld  a,(hl)
+       and %10                 ;enemy status (%11=normal; %10=pickup)
+       jr  z,check_next        ;2 or 3 = ok, otherwise: next enemy
+       inc hl                  ;@sprite
+
+collide_enemy:                 ;&&& include in Handle_enemy proc
+       cal find_sprite
+
+       inc hl                  ;@x
+       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                  ;@y
+       ld  a,(hl)              ;check y match
+       sub d                   ;same as with x-check
+       jr  nc,check_next       ;(=jp p)
+       add a,6
+       add a,(ix+1)            ;enemy height
+       jp  m,check_next
+       dec hl                  ;@x
+       dec hl                  ;@sprite+1
+       dec hl                  ;@sprite
+       dec hl                  ;@occ
+
+take_pickup:
+       ld  a,(hl)              ;load enemy occ
+       rra                     ;if occ = %10 (can't be %00) then pickup
+       jr  c,collide           ;otherwise normal enemy so you collide
+       ld  (hl),0              ;remove
+       rra                     ;skip this bit (=%1)
+       rra                     ;this bit specifies the pickup ID (big/small)
+       jr  nc,armorpickup      ;%0 = pickup increases armor and shield
+                               ;%1 = pickup selects (next) upgrade
+       ld  hl,your_pickup      ;your pickups
+       ld  a,(hl)              ;current
+       inc a                   ;go to next
+       cp  4                   ;pickups >=4?
+       jr  c,not_maxpickup
+       psh hl                  ;too much pickups
+       ld  hl,250
+       cal scoreInc            ;increase score by 250
+       pop hl
+       ld  a,1                 ;and reset to pickup #1
+not_maxpickup:
+       ld  (hl),a              ;save new
+       psh de
+       cal disp_icons          ;display altered pickupicons
+       pop de                  ;ld de,$0707
+       jr  check_next          ;all done, next..
+
+armorpickup:
+       cal inc_armor           ;increase armor (like at end of level)
+       ld  a,30                ;activate shield for 30*4=120 frames
+       ld  (your_shield),a
+       cal disp_icons          ;display status bar (new armor value)
+        jr  check_next
+
+collide:
+       ld  a,(hl)
+       sub auch_ecollide
+       ld  (hl),a
+       jr  nc,enemydamaged     ;enemy still ok (HP>=0)
+       ld  (hl),%01            ;set to explode
+       inc hl
+       ld  (hl),0              ;explosionFrame 0
+enemydamaged:                  ;damage to enemy delivered
+       ld  b,auch_collide      ;your damage
+       cal damage_you
+
+check_next:
+       pop hl                  ;current enemy base (unaltered)
+       ld  bc,enemysize        ;bytes per enemy
+       add hl,bc               ;pointer to next enemy
+       pop bc                  ;restore counter
+       dnz check_collision     ;loop for all enemies
+       ret
+
+;--------------------------- story -------------------------------------------
+
+dostory:
+#ifdef story
+       cal storyPage           ;do some story
+       ld  a,(hl)              ;load next byte in a
+       inc a                   ;set z-flag if a = $ff
+       jr  nz,dostory          ;otherwise loop
+       inc hl
+       inc hl                  ;set hl to beginning of the level
+       ld  (levelp),hl         ;set the level-pointer
+       ret                     ;and return
+
+storyPage:
+       psh hl                  ;hl will be destroyed by _clrLCD
+       rcl _clrLCD             ;clear screen
+       pop hl
+       ld  a,(hl)
+       ld  (curline),a         ;begin line for special effect
+storyLine:
+       ld  d,(hl)              ;vertical position of text
+       inc hl
+       ld  e,(hl)              ;horizontal text-position
+       ld  (_penCol),de        ;set position
+       inc hl
+       rcl _vputs              ;display text
+
+       ld  a,(hl)              ;load next byte
+       inc hl
+       or  a                   ;0 means more text
+       jr  z,storyLine         ;loop if there is
+
+       psh af
+       psh hl
+       ld  hl,VIDEO_MEM        ;copy text
+       ld  de,dispbuffer       ;to GRAPH_MEM
+       ld  bc,1024             ;entire screen
+       ldir
+       rcl _clrLCD             ;clear VIDEO_MEM
+       pop hl
+       pop bc                  ;last byte (<>0) is lines to SFX
+       psh hl
+       cal DoSFX               ;do special effects
+       cal getsomekeys         ;wait for a key
+       pop hl
+       ret
+
+DoSFX: psh bc                  ;in:(curline)=beginLine;b=nrOfLines
+
+       ld  a,0                 ;get line number
+curline =$-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)
+       sub 64                  ;a=a-64
+       neg                     ;a=64-a (lines from bottom)
+
+       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       ;source of original
+       add hl,bc               ;hl->source
+
+sfxlaserdisp:                  ;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,sfxlaserdisp     ;repeat until whole screen is displayed
+
+       ld  b,11                ;11x 1/200sec = ~20 frames/s
+sfxlaserdelay:
+       halt                    ;delay
+       dnz sfxlaserdelay       ;8x
+
+       pop bc                  ;counter
+       dnz DoSFX
+       ret
+#else
+       rcl _clrWindow
+       ld  hl,welldone
+       rcl _puts
+       jp  getsomekeys         ;wait for a key
+welldone:
+       .db "-CONGRATULATIONS!-",0
+#endif
+
+;--------------------------- proc --------------------------------------------
 
+random14:                      ;random 1..1+4
+       ld  c,1
+       ld  b,4
+;      cal Random
+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
 
-;-------------------- init ----------------------------------------------------
+RandomY:                       ;HL = random Y 0..50 right side ((1..51)*16-1)
+#ifdef TI86
+       psh bc
+       ld  bc,50*256+1         ;range=1..51
+       cal Random              ;a = 1..51
+       add a,a
+       add a,a
+       ld  h,0
+       ld  l,a                 ;hl = 1..51
+       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
+#else
+       psh bc
+       ld  bc,50*256+1         ;range=1..51
+       cal Random              ;a = 1..51
+       ld  d,a                 ;*1
+       add a,a                 ;*2
+       add a,d                 ;*3
+       ld  h,0
+       ld  l,a                 ;hl = 1..51 * 3
+       add hl,hl
+       add hl,hl               ;hl = 1..51 * 12 (left side at random y)
+       dec hl                  ;hl = 0..50 * 12 (" at right side of screen)
+       ld  de,dispbuffer
+       add hl,de               ;position on screen
+       pop bc
+       ret
+#endif
 
-init:
-       set 0,(iy+3)
-       ld  (iy+13),0
+scoreInc:                      ;increase score by HL
+       psh bc                  ;don't destroy bc (or any registers Xcept hl)
+       ld  bc,(your_score)     ;your current score in bc
+       psh af                  ;don't destroy a either
+       ld  a,(hardcore)        ;load hardcore mode settings in a
+       or  a                   ;is it zero?
+       jr  z,scoreincok        ;then skip the next instruction (score = ok)
+       add hl,hl               ;otherwise (hardcore) double the inc.score
+scoreincok:
+       pop af                  ;restore a register
+       add hl,bc               ;add bc to hl (or vice versa)
+       ld  (your_score),hl     ;save new increased score
+       pop bc                  ;all registers to what they were
+       ret
 
-;-------------------- main menu -----------------------------------------------
+find_sprite:                   ;in:hl=enemy+type | out:ix=sprite to enemy
+       ld  a,(hl)              ;sprite byte #1
+       .db $DD,$6F ;ld hx,a
+       inc hl                  ;@sprite+1
+       ld  a,(hl)              ;sprite byte #2
+       .db $DD,$67 ;ld lx,a    ;ld ix,(hl)
+       ret
 
-       jp play_game
+BLACKLCD:
+       ld  hl,VIDEO_MEM        ;screen location (top left)
+       ld  de,VIDEO_MEM+1
+       ld  (hl),%11111111
+       ld  bc,scrwidth*64-1    ;do it 1024 times = entire screen
+       ldir
+#ifdef TI83
+       cal fastCopy
+#endif
+       set 3,(iy+5)            ;set white on black
+       ret
 
-;-------------------- exit ----------------------------------------------------
+getsomekeys:
+       halt                    ;wait a li'l while and save batteries :P
+       halt
+       rcl GET_KEY             ;input keys
+       or  a
+       jr  z,getsomekeys       ;wait if none
+       cp  K_SECOND            ;2nd pressed?
+       ret z                   ;then return with zf set
+       cp  K_ENTER             ;enter pressed
+       ret                     ;then return with zf set, otherwise zf reset
 
-exit_game:
-       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
+       jp  GET_KEY             ;clear buffer
 
-;----------------------- game setup -------------------------------------------
+findenemyspecs:                        ;enemy #a specs in (hl); in:b=0; out:ac=?
+       ld  hl,enemyspecs       ;enemy "0" specs
+       add a,a                 ;a=type*2
+       ld  c,a                 ;b=0; bc=c=a=type*2
+       add hl,bc               ;hl = enm#0 + type*2
+       add a,a                 ;a=type*4 (max.type<64)
+       ld  c,a                 ;bc=type*4
+       add hl,bc               ;hl = enm#0 + type*6
+       add hl,bc               ;hl = enm#0 + type*10
+       ret                     ;hl = enemy specs
 
-play_game:
-       ld  hl,stored_data_start
-       ld  bc,variables_end-stored_data_start-1
+;--------------------------- game over / new game / death --------------------
 
-;---------------------- display setup ----------------------------------------
+#ifdef shiscore
+chartable:                     ;use chartable-1 and add GET_KEY scancode
+       .db ".<>!",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 $D9,"-pkfa6'"       ;on..alpha
+       .db "54321",$D0,0,'*'   ;F5..F1,2nd,exit,more
 
-set_up_display:
-       call _clrLCD
+save_lvl:
+       ld  hl,storesave_end-storesave_start
+       psh hl                  ;size
+       ld  hl,storesave_start
+       psh hl                  ;dest
+       ld  hl,4+storesave_start-_asm_exec_ram
+       psh hl                  ;src
+       jr  storesmtn
 
-       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
+save_hi:
+        ld  hl,storehi_end-storehi_start
+       psh hl                  ;size
+        ld  hl,storehi_start
+       psh hl                  ;destination
+        ld  hl,4+storehi_start-_asm_exec_ram
+       psh hl                  ;source
 
-;------------------------ in-game texts ---------------------------------------
+storesmtn:             ;stores data [stack=src; stack+1=dest; stack+2=size]
+       ld  hl,_asapvar         ;find own variable
+       rst 20h                 ;cal _ABS_MOV10TOOP1
+       rst 10h                 ;cal _FINDSYM
 
-in_game_text:
-       .db 16,0,"LIVES",0
-       .db 16,3,"LEVEL",0
-       .db 16,6,"SCORE",0
+       xor a                   ;bde=pointer to begin of real program
+       pop hl                  ;data offset
+       add hl,de               ;hl=pointer to data in real prog
+       adc a,b                 ;if hl overflow also increase a
+        rcl _SET_ABS_DEST_ADDR ;destination = real program = ahl
+        xor a                  ;RAM page #0
+       pop hl                  ;data position in normal program ($D748+)
+        rcl _SET_ABS_SRC_ADDR  ;set as source (ahl)
+       pop hl                  ;size
+        rcl _SET_MM_NUM_BYTES  ;set
+        rcl _mm_ldir           ;copy data to real program
+       jp  _RAM_PAGE_1         ;and finally: reset ram page
+#endif
 
-str_question:
-       .db "-----",0
+game_over:                     ;stack=+0
+       cal BLACKLCD            ;clear screen
+#ifdef TI86
+       ld  hl,$0603            ;centered on 86
+#else
+       ld  hl,$0403            ;centered on 83 (smaller screen)
+#endif
+       ld  (_curRow),hl        ;center
+       ld  hl,txt_gameover
+       rcl _puts               ;display "GAME OVER"
+       cal releasekeys         ;wait for all keys to be released
 
-;-------------------------- game loop -----------------------------------------
+       ld  hl,$0007
+       ld  (_curRow),hl
+#ifdef shiscore
+       ld  de,(your_score)     ;current score
+       ld  hl,(hiscore)        ;hiscore
+       rcl CP_HL_DE            ;de<=hl means no hiscore (or same)
+       jr  nc,no_hiscore       ;skip the new hiscore part
+       ld  (hiscore),de        ;otherwise save current score as new hiscore
 
-game_main_loop:
-       ld  hl,timer
-       inc (hl)
+ask_hiname:                    ;and ask for new hiscore name
+       ld  ix,hiname           ;where to store the hiscore name
+       ld  a,9                 ;max. length <9
+       ld  (hiscorepos),a      ;current char (counts backwards 9-1)
+enter_name_loop:
+       ld  a,'_'               ;cursor appearance
+       rcl _putmap             ;display (do not advance cursorpos)
+nokeypressed:
+       cal getsomekeys         ;wait for any key
+       jr  z,nomore            ;if [enter] or [2nd] pressed we're all done
 
-       xor a
-       ld  hl,GRAPH_MEM+(16*12)
-       ld  b,a
-csl:   ld  (hl),a
-       inc hl
-       ld  (hl),a
-       inc hl
+       ld  hl,hiscorepos       ;string position
+       cp  K_DEL               ;[DEL] functions as "backspace"
+       jr  z,backup            ;delete previous char if pressed
+       cp  K_EXIT              ;exit also ends name
+       jr  z,nomore
+
+       ld  b,(hl)              ;(hiscorepos)
+       dec b                   ;next position (counts backwards)
+       jr  z,nokeypressed      ;if it's 1 (became 0) then don't add no more
+       ld  (hl),b              ;otherwise save new string position
+
+       ld  hl,chartable-1      ;chars to add for each key
+       ld  e,a
+       ld  d,0                 ;de = key pressed
+       add hl,de               ;add so we know which char to add for this key
+       ld  a,(hl)              ;load in a
+       or  a                   ;if it's 0 then
+       jr  z,nokeypressed       ;don't add anything afterall
+
+       ld  (ix),a              ;save new char
+       rcl _putc               ;and also display on screen
+       inc ix                  ;goto next char
+       cal releasekeys         ;wait for the key to be released
+       jr  enter_name_loop     ;and continue the loop
+
+backup:                                ;backspace
+       ld  a,(hl)              ;(hiscorepos)
+       cp  9                   ;9 means begin (0 total chars)
+       jr  nc,nokeypressed     ;nothing to remove so continue loop
+       inc (hl)                ;otherwise pos one back
+
+       dec ix                  ;and string to previous char as well
+       ld  a,32                ;remove cursor
+       rcl _putmap             ;by replacing it by ' '
+       ld  hl,_curCol
+       dec (hl)                ;cursor one back
+       jr  enter_name_loop     ;continue name loop
+
+nomore:                                ;name's done
+       ld  a,' '               ;remove cursor
+       rcl _putc               ;(or actually replace with ' ')
+       ld  (ix),0              ;end of string marker (zero-terminated)
+       cal save_hi             ;store hiscore with name in real program
+       jr  hiscoredone         ;continue with game over screen
+#endif
+no_hiscore:                    ;no new hiscore
+       ld  hl,hiname           ;just display old name
+       rcl _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
+       rcl _dispahl            ;display it (a=0)
+
+#ifdef TI86
+       ld  hl,$314b            ;bottom-1 right before score ^^
+#else
+       ld  hl,$312b
+#endif
+       ld  (_penCol),hl        ;set
+       ld  hl,txt_score        ;"Score"
+       rcl _vputs              ;display (small)
+
+       ld  hl,$1007            ;bottom right
+       ld  (_curRow),hl        ;set
+       ld  hl,(hiscore)        ;hi-score
+       rcl _dispahl            ;display
+#ifdef TI86
+       ld  hl,$3946            ;bottom right before hiscore ^^
+#else
+       ld  hl,$3926
+#endif
+       ld  (_penCol),hl        ;set
+       ld  hl,txt_hiscore      ;"Hiscore"
+       rcl _vputs              ;display (small)
+       res 3,(iy+5)
+
+       ld  b,scrwidth
+       ld  de,scrwidth
+       ld  hl,VIDEO_MEM+(49*scrwidth)-1
+restore_line:
+       set 1,(hl)
+       add hl,de
+       dnz restore_line
+
+       cal getsomekeys         ;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,12*scrwidth
+       ld  hl,scrwidth*(3-12)+VIDEO_MEM;begin pos
+invshipinit:
+       add hl,de
+       dnz invshipinit
+       ld  b,12*scrwidth       ;12 lines down
+invshiploop:
+       ld  a,(hl)
+       cpl                     ;invert byte
        ld  (hl),a
        inc hl
-       djnz csl
+       dnz invshiploop         ;loop
+       pop af
+       ret
 
-       call Level_event
-       call Handle_Ship
-       call Handle_enemies
-       call Display_Screen
-       call Misc_Keys
-       jr  game_main_loop
+New_game:                      ;start a new game (SP=+0)
+       rcl _clrLCD
+#ifdef TI86
+       ld  a,VIDEO_MEM/$400
+       ld  (PutWhere),a        ;will be reset after displaying iconbar
+#endif
+       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
+       ld  h,e
+#ifdef TI86
+       ld  l,40                ;x=40
+#else
+       ld  l,30
+#endif
+       ld  (_penCol),hl        ;small cursor position
+       psh ix                  ;ix destroyed by _vputmap
+       ld  hl,txt_difhardcore  ;hardcore ships text
+       ld  a,b                 ;ship displaying (4 to 1)
+       dec a                   ;minus 1 (3..0)
+       psh af
+       and %10                 ;gives 1,1,0,0 (for ships 0,0,1,1)
+       jr  z,dispdifficulty    ;0 indicates hardcore difficulty ship
+       ld  hl,txt_difnormal    ;normal difficulty ships text
+dispdifficulty:
+       rcl _vputs              ;display difficulty
+#ifdef TI86
+       ld  a,95
+#else
+       ld  a,70
+#endif
+       ld  (_penCol),a         ;set x=95
+       pop af                  ;ship nr (backwards 3..0)
+       ld  hl,txt_shpbeam      ;updouble for ships 1
+       and %1                  ;gives 0,1,0,1 (for ships 0,1,0,1)
+       jr  nz,dispsbeam
+       ld  hl,txt_shplaser     ;tailbeam for ships 0
+dispsbeam:
+       rcl _vputs              ;display special beam type
+       pop ix
+       pop de
+       psh de                  ;peek de
+       cal putwidesprite       ;display ship
+       pop de
 
-;---------------------- display -----------------------------------------------
+       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
 
-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
-       dec a
-       jr  nz,dsl
+       ld  b,0                 ;menu pos.
+selectship:
+       psh bc
+       cal invship
+#ifdef TI83
+       cal fastCopy
+#endif
+       cal getsomekeys
+       pop bc
+       jr  z,startthenewgame   ;enter/2nd
+       cp  K_EXIT
+       jp  z,menuexit          ;go game over when exit was pressed
+       psh bc
+       cal invship             ;display selection bar on current ship
+       pop bc
+       cp  K_DOWN              ;down pressed?
+       jr  nz,selnotdown
+       inc b                   ;move selection down
+selnotdown:
+       cp  K_UP                ;up pressed?
+       jr  nz,selnotup
+       dec b                   ;move selection up
+selnotup:
+       ld  a,b                 ;new selection
+       and %11                 ;must be 0..3
+       ld  b,a                 ;in b again
+       jr  selectship          ;loop
 
-       ld  hl,$1007                   ;Display Score
-       ld  (_curRow),hl
-       ld  hl,(score)
-;       jp  _D_HL_DECI
-       ret
+startthenewgame:
+       ld  hl,spr_ship01-(spr_ship02-spr_ship01)
+       ld  de,spr_ship02-spr_ship01
+       psh bc                  ;save b (ship#)
+       inc b                   ;your ship #0-3++
+       ld  a,b                 ;ship #1-4
+searchyourship:
+       add hl,de               ;next ship
+       dnz searchyourship
+       ld  (your_ship),hl
+       and 1                   ;gives: 1,0,1,0 for the ships
+       xor 1                   ;well, make it 0,1,0,1 :)
+       jr  z,whichship         ;ships 0 have bullets
+       ld  a,maxweapon         ;ships 1 have lasers (0,8,0,8)
+whichship:
+       ld  (your_weapon),a     ;set bullet#1 or laser#1 depending on ship
+       pop af                  ;ship# 0..3
+       and %10                 ;ships give 0,0,1,1
+       ld  (hardcore),a        ;hardcore mode set for ships 3 and 4
+       xor a                   ;ld a,0
+       ld  (your_score),a      ;reset score
+       ld  (your_score+1),a    ;reset score (0)
+       ld  (your_extra),a      ;no extra beam
+       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,levelstart       ;set level pointer to level#1
+       ld  (levelp),hl         ;reset level pointer
+       ld  a,4
+       ld  (your_lives),a      ;3 lives (4 will be decreased @ You_die)
+       ld  (pickuptimer),a     ;next pickup after 4 enemies destroyed
 
-;------------------------- handle ship ----------------------------------------
+You_die:                       ;stack must be +1
+       ld  a,24
+       ld  (your_armor),a      ;24 HPs/shields
+       ld  a,(your_lives)      ;load lives left
+       dec a                   ;decrease lives
+       ld  (your_lives),a      ;if lives=0ffh GO
+       inc a                   ;if -1 then zf set now
+       jp  z,game_over         ;and game's over
+       jr  samelevel
 
-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
-       ret
+;--------------------------- next level --------------------------------------
 
-;--------------------------- level events -------------------------------------
+Next_level:                    ;stack must be +1
+       pop hl
 
-Level_event:
-       ld  a,(nextevent)
-       dec a
-       ld  (nextevent),a
-       or  a
-       ret nz
+       cal inc_armor           ;increase armor
 
-do_event:
-       ld  hl,(curevent)
-       inc hl
+       ld  hl,(levelp)         ;level pointer
+       ld  b,0                 ;advance one level
+       ld  c,(hl)
+       add hl,bc               ;passed the enemies
+       ld  c,9
+       add hl,bc               ;update to point to next level
+       ld  (levelp),hl         ;save
 
-       ld  de,enemies
-       dec de
-       dec de
-search_noenemy:
-       inc de
-       inc de
-       ld  a,(de)
-       cp  $ff
-       jr  nz,search_noenemy
+       ld  a,(level)           ;level number
+       inc a                   ;next level #
+       cp  endlevel+1          ;last level done?
+       jr  c,gamenotdone       ;no: continue game
+gamedone:                      ;yes:
+       cal dostory             ;display end (hl=(levelp))
+       ld  hl,500
+       cal scoreInc            ;game complete bonus: 500
+       jp  game_over           ;game over (+hiscore)
+gamenotdone:
+       ld  (level),a
 
-       ld  a,$5a
-       ld  (de),a
-       inc de
+       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
+
+samelevel:
+       ld  hl,invertmode
+       ld  de,_invert          ;sets B<>W mode
+       ldi                     ;ld (_invert),(invertmode)
+       ld  de,your_shipspr     ;sets your ship's sprite
+       ldi                     ;ld (your_shipspr),(your_ship)
+       ldi                     ;and second byte (heh it's a word)
+
+       ld  a,80
+       ld  (nextevent),a       ;time to first enemy appearance
+
+       ld  hl,(levelp)         ;level pointer
+#ifdef story
+       dec hl                  ;byte before level (boss byte)
+       xor a                   ;if it's zero it means here's a story
+       cp  (hl)
+       inc hl                  ;begin of level
+       cal z,dostory           ;do the story and set (levelp) to real level
+#endif
+
+       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)
+       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  de,level_info
+       ld  c,4                 ;5xLDI:  loads (level_info) (spacespace)
+       ldir                    ;              (stars1) (stars2)
+       ld  a,1
+       ld  b,16                ;fill (groundpos)
+fillground:
        ld  (de),a
+       inc de
+       dnz fillground
 
+       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_shield
+       ld  (hl),25             ;set 25*4=100 frames shielded
+       ld  de,$1820
+       ld  (x),de              ;begin position (x,y)
+       cal Place_multiples     ;place all multiple-positions at that (0,24)
+
+       cal loadweapon          ;load (your_weapon)
+
+       xor a
+       ld  hl,enemies          ;remove all enemies and bullets
+       ld  (hl),a              ;clear first byte
+       ld  de,enemies+1        ;copy this to the next byte
+#ifdef TI86                    ;on '86 everything's located here
+       ld  bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1
+#else                          ;on '83 it's a little harder...
+       ld  bc,(nrenemies*enemysize)-1
+       ldir                    ;just clear the enemies
+       ld  hl,ybullets         ;now remove all the bullets (different loc.)
+       ld  (hl),a              ;clear 1st byte
+       ld  de,ybullets+1       ;copy2next
+       ld  bc,(nrybuls*4)+(nrebuls*3)-1
+#endif
+       ldir                    ;clear enemies + ybullets + ebullets
+
+;--------------------------- setup game --------------------------------------
+
+game_setup:
+       cal BLACKLCD            ;white on black
+       ld  hl,txt_level
+       ld  de,$0703
+       ld  (_curRow),de        ;center
+       rcl _puts               ;display "LEVEL "
+
+       ld  a,(level)           ;current level
+       ld  l,a
+       ld  h,0                 ;in hl
+       rcl UNPACK_HL           ;create first digit
+       add a,'0'               ;0-9
+       ld  b,a                 ;into b
+       rcl UNPACK_HL           ;second digit
+       add a,'0'               ;0-9
+       rcl _putc               ;display second digit
+       ld  a,b
+       rcl _putmap             ;display first digit
+
+       ld  hl,txt_lives        ;bar text: "Lx0"...
+       ld  de,$0904
+       ld  (_curRow),de        ;display lives left below level nr
+       rcl _puts
+       ld  a,(your_lives)      ;lives left
+       add a,'0'               ;make value 0='0'
+       rcl _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
+       rcl _vputs
+
+       res 3,(iy+5)            ;set white on black
+       cal getsomekeys         ;wait for keypress
+#ifdef shiscore
+       cp  K_F1
+       cal z,save_lvl
+#endif
+
+       rcl _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 rand 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
        inc hl
-       ld  (curevent),hl
        ld  a,(hl)
-       ld  (nextevent),a
+       and %00011111           ;laser duration
+       ld  (laserdur),a
        ret
 
-;--------------------------- handle enemies -----------------------------------
+;--misc--
+#ifdef TI83
+_clrLCD:
+       rcl _clrlcdf
+       ld  hl,dispbuffer       ;move from (hl) = top left
+       ld  (hl),0              ;first pixel will be copied all over the screen
+       ld  de,dispbuffer+1     ;(de) = next pixel, thus clearing whole screen
+       ld  bc,scrwidth*64-1    ;loop 896 times = (128/8) * (64-8 for scorebar)
+       ldir                    ;all clear!
+       ret
+#endif
 
-Handle_enemies:
-       ld  hl,enemies
+;-----------------------------------------------------------------------------
+;--------------------------- putsprite ---------------------------------------
+;-----------------------------------------------------------------------------
+;in:  de=(x,y); ix=sprite
+;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=?
 
-handle_enemy:
-       push hl
-       ld  d,(hl)
-       inc hl
-       ld  e,(hl)
+#ifdef TI86
+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
 
-       ld  a,d
-       or  a
-       jr  z,next_enemy
-       dec a
+       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
+#endif
+
+#ifdef TI83
+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
+       psh bc
+       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
+       pop bc
+       psh af
+       ld  a,96
+       sub b
        ld  d,a
-       jr  z,remove_enemy
+       pop af
+       dec e                   ;Y--
+       jr  CSdisplay           ;done clipping
 
-       ld  (hl),e
-       dec hl
-       ld  (hl),d
-       ld  ix,spr_enemy01
-       call drw_spr
-       jr  next_enemy
+CSpositive:
+       sub 97-8                ;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
 
-remove_enemy:
-       dec hl
-       ld  (hl),$0000
+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
 
-next_enemy:
-       pop hl
-       inc hl
-       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:
+       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,12
+       add hl,bc               ;next line
+       pop bc                  ;rows counter
+       dnz CSyloop
+CSdone:        ret
+#endif
+
+;--------------------------- 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
+
+#ifdef TI86
+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,dispbuffer/$400   ;switch to hl (Y<64) & set base to dispbuffer
+PutWhere =$-1                  ;screen base position/$400 (where x+y=0)
+       ld  l,a                 ;hl=4*Y
+       ld  a,d                 ;a=d=X
+       rra                     ;RRA: carry flag must be reset!
+       add hl,hl               ;that's what the adds are for :P
+       rra
+       add hl,hl               ;hl=16*Y
+       rra                     ;a=X/8
+       or  l
+       ld  l,a                 ;hl=hl+a
+       ld  a,d
+       and 7                   ;a=X\8
+       cpl
+       rlca
+       rlca
+       rlca
+       ld (FPbit),a
+       xor a
+FPbit =$+1
+       set 0,a
+       ret
+#endif
+
+#ifdef TI83
+findpixel:
+       psh bc
+       psh de
+       ld  a,d
+       cal ionGetPixel
+       pop de
+       pop bc
+       ret
+#endif
+
+;-----------------------------------------------------------------------------
+;------------------------------- sprites -------------------------------------
+;-----------------------------------------------------------------------------
+
+spr_ship01:            ;(normal; up double)
+       .db 7,7         ;ship alpha class (vic viper)
+       .db %11000000   ;██
+       .db %11110000   ;████
+       .db %01111110   ; ██████
+       .db %11101000   ;███ █
+       .db %01111110   ; ██████
+       .db %11110000   ;████
+       .db %11000000   ;██
+spr_ship01i:
+       .db 8,7
+       .db %11001010   ;██  █ █
+       .db %11110101   ;████ █ █
+       .db %01111110   ; ██████
+       .db %11101001   ;███ █  █
+       .db %01111110   ; ██████
+       .db %11110101   ;████ █ █
+       .db %11001010   ;██  █ █
+
+spr_ship02:            ;(normal; tail beam)
+       .db 7,7         ;ship gamma class
+       .db %11111000   ;█████
+       .db %01100000   ; ██
+       .db %11111100   ;██████
+       .db %11100110   ;███  ██
+       .db %11111100   ;██████
+       .db %01100000   ; ██
+       .db %11111000   ;█████
+spr_ship02i:
+       .db 8,7
+       .db %11111010   ;█████ █
+       .db %01100001   ; ██    █
+       .db %11111101   ;██████ █
+       .db %11100111   ;███  ███
+       .db %11111101   ;██████ █
+       .db %01100001   ; ██    █
+       .db %11111010   ;█████ █
+
+spr_ship03:            ;(hardcore; up double)
+       .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   ;█████ █
+
+       .db 7,7         ;ship delta class (lord british)
+       .db %11000000   ; ██
+       .db %11110000   ; ████
+       .db %11111100   ; ██████
+       .db %01100010   ;  ██   █
+       .db %11111100   ; ██████
+       .db %11110000   ; ████
+       .db %11000000   ; ██
+;spr_ship03i:
+       .db 8,7
+       .db %11111100   ; ██████
+       .db %11110010   ; ████  █
+       .db %11111101   ; ██████ █
+       .db %01100011   ;  ██   ██
+       .db %11111101   ; ██████ █
+       .db %11110010   ; ████  █
+       .db %11111100   ; ██████
+
+spr_ship04:            ;(hardcore; tail beam)
+       .db 7,7         ;XC1701II ship
+       .db %11110000   ;████
+       .db %10001100   ;█   ██
+       .db %11110010   ;████  █
+       .db %01011110   ; █ ████
+       .db %11110010   ;████  █
+       .db %10001100   ;█   ██
+       .db %11110000   ;████
+spr_ship04i:
        .db 7,7
-       .db %11111000
-       .db %11000000
-       .db %11111100
-       .db %11111110
-       .db %11111100
-       .db %11000000
-       .db %11111000
+       .db %11110000   ;████
+       .db %10011100   ;█  ███
+       .db %11111110   ;███████
+       .db %01011110   ; █ ████
+       .db %11111110   ;███████
+       .db %10011100   ;█  ███
+       .db %11110000   ;████
+
+auch_bullet  = 1       ;damage to you when hit by an enemy bullet
+auch_ground  = 5       ;the same but when you hit the ground
+auch_collide = 4       ;when you hit an enemy
+auch_ecollide = 2*4    ;damage to the enemy that hit you (skip bit 0/1)
+
+spr_multiple:
+       .db 6,6         ;multiples
+       .db %00000000   ;
+       .db %00111000   ;  ███
+       .db %01111100   ; █████
+       .db %01111100   ; █████
+       .db %01111100   ; █████
+       .db %00111000   ;  ███
+spr_multiple2:
+spr_lashit:
+       .db 7,7         ;multiples
+       .db %00111000   ;  ███
+       .db %01111100   ; █████
+       .db %11111110   ;███████
+       .db %11111110   ;███████
+       .db %11111110   ;███████
+       .db %01111100   ; █████
+       .db %00111000   ;  ███
+
+;-------------------------------- explosions ---------------------------------
+
+;spr_lashit:           ;the same as spr_multiple2
+;      .db 7,7
+;      .db %00111000   ;     ███
+;      .db %01111100   ;    █████
+;      .db %11111110   ;   ███████
+;      .db %11111110   ;▒▒▒███████
+;      .db %11111110   ;   ███████
+;      .db %01111100   ;    █████
+;      .db %00111000   ;     ███
+
+spr_hit:
+hitsprites = 5         ;btw: sprites stored backwards
+       .db 5,4         ;5
+       .db %10101000   ;█▒█ █
+       .db %00001000   ;▒  ▒█
+       .db %10000000   ;█ ▒ ▒
+       .db %10101000   ;█▒█▒█
+
+       .db 5,4         ;4
+       .db %01001000   ; █▒▒█
+       .db %11010000   ;██ █▒
+       .db %00101000   ;▒ █ █
+       .db %11010000   ;██▒█
+
+       .db 5,4         ;3
+       .db %00110000   ;  ██
+       .db %10011000   ;█  ██
+       .db %10001000   ;█ ▒▒█
+       .db %00110000   ; ▒██
+
+       .db 5,4         ;2
+       .db %00100000   ;▒ █▒
+       .db %00001000   ; ▒▒ █
+       .db %10110000   ;█▒██
+       .db %01000000   ;▒█ ▒
+
+       .db 4,4         ;1
+       .db %10010000   ;█  █
+       .db %01100000   ; ██
+       .db %01100000   ; ██
+       .db %10010000   ;█  █
+
+spr_explosion:
+       .db 8,5         ;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 %00000000
+       .db %00010100   ;   █ █
+       .db %00111010   ;  ███ █
+       .db %01110110   ; ███ ██
+       .db %00011000   ;   ██
+       .db %00000000
+
+       .db 8,5         ;3
+       .db %00000000
+       .db %00101100   ;  █ ██
+       .db %01100110   ; ██  ██
+       .db %01001011   ; █  █ ██
+       .db %00111100   ;  ████
+       .db %00000000
+
+       .db 8,5         ;4
+       .db %00111000   ;  ███
+       .db %01011100   ; █ ███
+       .db %10010111   ;█  █ ███
+       .db %01000110   ; █   ██
+       .db %00111000   ;  ███
+       .db %00000000
+
+       .db 8,6         ;5
+       .db %00111100   ;   ████
+       .db %01001111   ; █  ████
+       .db %10100011   ;█ █   ██
+       .db %11000110   ;██   ██
+       .db %01110101   ; ███ █ █
+       .db %00111000   ;  ███
+
+       .db 8,6         ;6
+       .db %00101110   ;  █ ███
+       .db %10000011   ;█     ██
+       .db %01000101   ; █   █ █
+       .db %10100011   ;█ █   ██
+       .db %01000110   ; █   ██
+       .db %00110000   ;  ██
+
+       .db 8,6         ;7
+       .db %00110110   ;  ██ ██
+       .db %00000101   ;     █ █
+       .db %10001001   ;█   █  █
+       .db %01100001   ; ██    █
+       .db %11000010   ;██    █
+       .db %01010001   ; █ █   █
+
+       .db 8,6         ;8
+       .db %00000110   ;     ██
+       .db %00100001   ;  █    █
+       .db %10000000   ;█
+       .db %01000010   ; █    █
+       .db %01000000   ; █
+       .db %00010100   ;   █ █
+
+;--------------------------------- bullets -----------------------------------
+
+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
 
 spr_bullet01:
-       .db 3,5
-       .db %01000000
+       .db 2,1
+       .db %11000000   ;▒██
+spr_bullet02:
+       .db 4,1
+       .db %11110000   ;▒████
+spr_bullet03:
+       .db 2,2
+       .db %11000000   ;▒██
+       .db %11000000   ;▒██
+spr_bullet04:
+       .db 4,2
+       .db %10110000   ;▒█▒██
+       .db %10110000   ;▒█▒██
+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   ; ██▒
+
+;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: 001=straight forward; 010=up; 011=1/2up; 100=down; 101=1/2down
+;           111=laser (speed=duration 00010-00000)
+
+weapondata:    ;max = 9x6; 15x5; 21x4; 27x3
+       .db 2,1,%00110010,3,%00000000,0,%00000000,0     ;1 single     (1x2+1)  2
+       .db 3,1,%00110011,3,%00000000,0,%00000000,0     ;2 fast       (1x3+1)  3
+       .db 2,1,%00110010,0,%00110010,6,%00000000,0     ;3 double     (2x2+1)  4
+       .db 2,1,%01110010,2,%10010010,2,%00110010,2     ;4 triple     (3x2+1)  6
+       .db 3,2,%00110011,2,%10010010,2,%01110010,2     ;5            (3x3+2)  9
+       .db 4,2,%01110011,2,%10010011,2,%00110011,2     ;6            (3x4+2) 12
+       .db 5,3,%01110100,2,%10010100,2,%00110100,2     ;7            (3x5+3) 15
+       .db 7,4,%01110101,2,%10010101,2,%00110101,2     ;8            (3x7+4) 21
+       .db 9,6,%01110110,2,%10010110,2,%00110110,2     ;9            (3x9+6) 27
+maxweapon  = 9
+       .db 1,1,%11100100,3,%00000000,0,%00000000,0     ;1 single     (1x1x3)  3
+       .db 2,3,%11100011,3,%00000000,0,%00000000,0     ;2 short      (2x1x2)  4
+       .db 1,2,%11100100,3,%11100000,4,%00000000,0     ;3 fat        (1x2x3)  6
+       .db 1,2,%11100101,0,%11100000,6,%00000000,0     ;4 double     (1x2x4)  8
+       .db 4,4,%11100011,3,%00000000,0,%00000000,0     ;5 short      (4x1x2)  8
+       .db 1,2,%11100100,3,%11100000,6,%11100000,0     ;6 triple     (1x3x3)  9
+       .db 1,3,%11101000,3,%11100000,6,%11100000,0     ;7 triple long(1x3x7) 21
+       .db 2,5,%11100101,2,%11100000,4,%00000000,0     ;8 double     (2x2x4) 32
+       .db 1,9,%11101100,3,%11100000,2,%11100000,4     ;9 big fat lng(1x3xB) 33
+maxlaser   = 18
+tailbeam   = %00101101 ;180 degrees
+doublebeam = %01010010 ;45 degrees
+extrabulletpos:
+       .db  3 ;tail/double yposition
+
+;------------------------------------ bar ------------------------------------
+
+#ifdef TI86
+
+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 15,7        ;unused  .......:.......:
+       .db %10000000           ;█
+       .db %10111111           ;█ █████████████
+       .db %10101010           ;█ █ █ █ █ █ █ █
+       .db %10110101           ;█ ██ █ █ █ █ ██
+       .db %10101010           ;█ █ █ █ █ █ █ █
+       .db %10111111           ;█ █████████████
+       .db %10000000           ;█
+       .db 6
+       .db %00000000
+       .db %11111110
+       .db %10101010
+       .db %01010110
+       .db %10101010
+       .db %11111110
+;spr_icon01:
+;      .db 16,7        ;shield  .......:.......:
+;      .db %10001111           ;█   ███████  █  ▒
+;      .db %10011001           ;█  ██  █████  █ ▒
+;      .db %10111100           ;█ ████   ████ █ ▒
+;      .db %10111000           ;█ ███   █  ██ █ ▒
+;      .db %10111100           ;█ ████   ████ █ ▒
+;      .db %10011001           ;█  ██  █████  █ ▒
+;      .db %10001111           ;█   ███████  █  ▒
+;      .db 7
+;      .db %11100100
+;      .db %11110010
+;      .db %01111010
+;      .db %10011010
+;      .db %01111010
+;      .db %11110010
+;      .db %11100100
+maxarmor = 63                          ;maximum HPs you can get
+;spr_icon02a:
+;      .db 16,6        ;tailbeam.......:.......:
+;      .db %10000000           ;█               ▒
+;      .db %10000011           ;█     ██        ▒
+;      .db %10000001           ;█      ███      ▒
+;      .db %10111011           ;█ ███ ███ ██  ██▒
+;      .db %10000001           ;█      ███      ▒
+;      .db %10000011           ;█     ██        ▒
+;      .db %10000000           ;█               ▒
+;      .db 5
+;      .db %00000000
+;      .db %00000000
+;      .db %11000000
+;      .db %10110011
+;      .db %11000000
+spr_icon02:
+       .db 16,7        ;updouble.......:.......:
+       .db %10000000           ;█          ██   ▒
+       .db %10000000           ;█         ██    ▒
+       .db %10110000           ;█ ██     ██     ▒
+       .db %10011100           ;█  ███          ▒
+       .db %10111011           ;█ ███ ██   ████ ▒
+       .db %10011100           ;█  ███          ▒
+       .db %10110000           ;█ ██            ▒
+       .db 5
+       .db %00011000
+       .db %00110000
+       .db %01100000
+       .db %00000000
+       .db %00011110
+spr_icon03:
+       .db 16,7        ;laser   .......:.......:
+       .db %10000000           ;█               ▒
+       .db %10001010           ;█   █ █     ▒▒▒ ▒
+       .db %11101100           ;███ ██      ▒▒▒ ▒
+       .db %11110111           ;████ ███████▒▒▒█▒
+       .db %11101100           ;███ ██      ▒▒▒ ▒
+       .db %10001010           ;█   █ █     ▒▒▒ ▒
+       .db %10000000           ;█               ▒
+       .db 4
+       .db %00000000
+       .db %00000000
+       .db %00000000
+       .db %11111111
+spr_icon04:
+       .db 11,7        ;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_icon05:
+       .db 16,7        ;multiple.......:.......:
+       .db %10000011           ;█     ███       ▒
+       .db %10000001           ;█      ████  ██ ▒
+       .db %10000001           ;█      ████     ▒
+       .db %10000011           ;█     ███       ▒
+       .db %10011000           ;█  ██           ▒
+       .db %10111100           ;█ ████  ██    ██▒
+       .db %10011000           ;█  ██           ▒
+       .db 6
+       .db %10000000
+       .db %11100110
        .db %11100000
+       .db %10000000
+       .db %00000000
+       .db %11000011
+
+#endif
+#ifdef TI83
+
+spr_lship:
+       .db 3,3                 ;li'l ship indicating lives left
+       .db %11000000           ;██  ▒▒
+       .db %01100000           ; ██  ▒▒
+       .db %11000000           ;██  ▒▒
+lshipsize = 3                  ;space between two ship icons
+
+spr_icon:
+       .db 10,7        ;selected.......:.......:
+       .db %11111111           ;███████████
+       .db %11000000           ;██        █
+       .db %11000000           ;██        █
+       .db %11000000           ;██        █
+       .db %11000000           ;██        █
+       .db %11000000           ;██        █
+       .db %11111111           ;███████████
+       .db 7
        .db %11100000
+       .db %00100000
+       .db %00100000
+       .db %00100000
+       .db %00100000
+       .db %00100000
        .db %11100000
+spr_icon00:
+       .db 9,7         ;unused  .......:.......:
+       .db %10000000           ;█
+       .db %10111111           ;█ ███████
+       .db %10101010           ;█ █ █ █ █
+       .db %10110101           ;█ ██ █ ██
+       .db %10101010           ;█ █ █ █ █
+       .db %10111111           ;█ ███████
+       .db %10000000           ;█
+       .db 6
+       .db %00000000
+       .db %10000000
+       .db %10000000
+       .db %10000000
+       .db %10000000
+       .db %10000000
+maxarmor = 63                          ;maximum HPs you can get
+spr_icon03:
+       .db 5,7         ;laser   .......:.......:
+       .db %10000000           ;█         ▒
+       .db %10100000           ;█ █   ▒▒▒ ▒
+       .db %10100000           ;█ █   ▒▒▒ ▒
+       .db %10100000           ;█ █   ▒▒▒ ▒
+       .db %10100000           ;█ █   ▒▒▒ ▒
+       .db %10111000           ;█ ███ ▒▒▒ ▒
+       .db %10000000           ;█         ▒
+spr_icon04:
+       .db 5,7         ;bullets .......:.......:
+       .db %10000000           ;█         ▒
+       .db %10110000           ;█ ██  ▒▒▒ ▒
+       .db %10101000           ;█ █ █ ▒▒▒ ▒
+       .db %10110000           ;█ ██  ▒▒▒ ▒
+       .db %10101000           ;█ █ █ ▒▒▒ ▒
+       .db %10110000           ;█ ██  ▒▒▒ ▒
+       .db %10000000           ;█         ▒
+spr_icon05:
+       .db 7,7         ;multiple.......:.......:
+       .db %10000000           ;█          ▒
+       .db %10100010           ;█ █   █    ▒
+       .db %10110110           ;█ ██ ██    ▒
+       .db %10101010           ;█ █ █ █    ▒
+       .db %10100010           ;█ █   █    ▒
+       .db %10100010           ;█ █   █    ▒
+       .db %10000000           ;█          ▒
 
-spr_bullet02:
-       .db 3,3
+#endif
+
+spr_dividerline:
+       .db 8,7
+       .db 128,128,128,128,128,128,128 ;128 = %10000000
+
+;---------------------------- texts ------------------------------------------
+
+#ifdef TI83
+txt_email:     .db 127," www.shiar.org ",127,0 ;title screen
+_txt_email       = $3A20
+txt_about:     .db "v1.0.C21 ",127," by Shiar",0 ;right behind txt_email
+_txt_about       = $3311
+#endif
+#ifdef TI86
+txt_email:     .db "www.shiar.org ",127 ;title screen
+               .db " shiar0@hotmail.com",0
+_txt_email       = $3A01 ;$3A1E=just email
+txt_about:     .db "v1.0.C21 ",127," by Shiar",0 ;right behind txt_email
+_txt_about       = $3321
+#endif
+
+txt_menu1:     .db "NEW GAME",0
+txt_menu2:     .db "CONTINUE",0
+
+txt_difhardcore:.db "Hardcore!",0
+txt_difnormal: .db "Normal",0
+txt_shpbeam:   .db "Beam",0
+txt_shplaser:  .db "Laser",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_pause:     .db " ",6,"/",7," ",$1C,"contrast; "
+               .db "F1",$1C,"B",$CF,5,"W Mode",0
+_txt_pause       = $020B
+txt_pressenter:        .db "Enter to continue",0 ;pause
+_txt_pressenter          = $0201
+#ifdef teacherkey
+txt_teacher:   .db "(2",Lpi,"*.98)/sin 13",0 ;teacher
+txt_teacherans:        .db Lneg,"14.6549373495",0
+#endif
+
+;------------------------------ levels data ----------------------------------
+
+;format:boss: [moveType] [enemyType]
+;      @level: [nr.dif.enemies]x [enemy nr]
+;      [min. enemy frequency] [enemy frequency max.inc]
+;      [next lvl (=nrenemies+4)] [level_info: 0000000 1:ground]
+;      [tunnel size] [groundtype] [stars1] [stars2]
+;efrequency must be odd if halfluring!
+
+#ifdef story
+       .db 0   ;storyline ID
+levelstart:    ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end]
+       .db 28,35,"COSMIC YEAR 6718",0,28-28+6
+       .db 10,8,"INTELLIGENCE REPORTS ",
+       .db     "BACTERION",0,0
+       .db 17,7,"FORCES ARE BUILDING A ",
+       .db     "NEW VESSEL",0,0
+       .db 33,32,"A POWERFUL VESSEL",0,0
+       .db 40,15,"THAT COULD EASILY DESTROY",
+       .db     " US",0,0
+       .db 47,36,"ONCE COMPLETED",0,47-10+6
+
+       .db 22,1,"YOU HAVE TO GO INTO THE ",
+       .db     "HEART OF THEIR",0,0
+       .db 28,1,"SPACE AND DESTROY THE VESSEL",
+       .db     " BEFORE",0,0
+       .db 34,22,"IT BECOMES OPERATIONAL.",0,34-22+6
+       .db 25,56,"GOOD",0,0
+       .db 32,56,"LUCK",0,32-25+6
+       .db -1
+#endif
+       .db 40
+#ifndef story
+levelstart:
+#endif
+level00: ;intro
+       .db 5,3,5,3,2,2
+       .db 28,73,13
+       .db %0,0,1,1
+
+       .db 41
+level01:.db 2,3,5
+       .db 26,70,20
+       .db %0,0,1,1
+
+       .db 42
+level02:.db 3,3,4,5
+       .db 20,60,60
+       .db %0,0,1,1
+
+       .db 43
+level03:.db 4,4,5,6,7
+       .db 17,40,75
+       .db %0,0,1,1
+#ifdef story
+       .db 0
+       .db 25,2,"LONG-RANGE SCANNERS ARE ",
+       .db     "SHOWING",0,0
+       .db 32,2,"LOTS OF ENEMY VESSELS ",
+       .db     "APPROACHING",0,32-25+6
+       .db 22,9,"I'M CHANGING COURSE TO A",
+       .db     " NEARBY",0,0
+       .db 28,4,"ASTEROID BELT AND TRY TO ",
+       .db     "LOSE THEM",0,0
+       .db 34,48,"INTHERE...",0,34-22+6
+       .db -1
+#endif
+       .db 44
+level04: ;approaching asteroid belt
+       .db 5,8,8,9,11,12
+       .db 17,27,70
+       .db %0,0,1,1
+
+       .db 45
+level05: ;inside belt
+       .db 7,10,11,9,11,12,12,14
+       .db 12,24,80
+       .db %0,0,1,1
+
+       .db 46
+level06: ;(deep inside)
+       .db 10,10,11,12,12,14,13,13,14,15,15
+       .db 7,18,180
+       .db %0,0,1,1
+#ifdef story
+       .db 0
+       .db 28,6,"APPROACHING BACTERION ",
+       .db     "TERRATORY",0,6
+       .db 25,10,"READING LOTS OF ENEMY ",
+       .db     "VESSELS",0,0
+       .db 32,24,"ON AN INTERCEPT COURSE",0,32-25+6
+       .db -1
+#endif
+       .db 47
+level07:.db 4,16,17,18,6
+       .db 22,29,62
+       .db %0,0,1,1 ;-1=%11111111=line
+
+       .db 48
+level08:.db 5,16,17,18,19,19
+       .db 20,38,57
+       .db %0,0,1,1
+
+       .db 49
+level09: ;lot of triples
+       .db 3,19,20,21
+       .db 19,63,57
+       .db %0,0,1,1
+
+       .db 50
+level10: ;likely no pickups here (hard)
+       .db 7,22,23,24,24,24,25,26
+       .db 22,26,51
+       .db %0,0,1,1
+#ifdef story
+       .db 0
+       .db 24,18,"REACHED THEIR HOMEPLANET",0,0
+       .db 33,18,"SCANNING FOR THE VESSEL...",0,33-24+6
+       .db -1
+#endif
+       .db 50
+level11: ;planet level
+       .db 8,27,27,28,28,29,29,29,30
+       .db 6,8,108
+       .db %1,-7,-1,-1
+
+       .db 50
+level12: ;planet level 2
+       .db 4,39,30,31,31
+       .db 16,8,49
+       .db %1,-10,1,1
+#ifdef story
+       .db 0
+       .db 18,11,"ENEMY VESSEL STRAIGHT "
+       .db     "AHEAD...",0,0
+       .db 25,16,"IT SEEMS TO BE "
+       .db     "OPERATIONAL!!",0,0
+       .db 33,19,"WELL YOU'VE COME THIS "
+       .db     "FAR;",0,0
+       .db 39,8,"TRY TO DESTROY IT, OR DIE "
+       .db     "TRYING....",0,39-18+6
+       .db -1
+#endif
+       .db 51
+level13: ;endlevel
+       .db 1,26
+       .db 5,20,18
+       .db %0,0,1,1
+#ifdef story
+       .db 0
+       .db 1,1,"Thats all folks...",0,0
+       .db 20,50,"for now...",0,20-1+6
+       .db -1
+#endif
+endlevel = 13+1
+
+pickupfreq = 19
+
+;------------------------------ enemies --------------------------------------
+
+;format:       [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)]
+;              [movetype] [time2fire] [firefreq] [firetype]
+;occ:          %00=no enemy; 01=exploding (sprite=frame); 10=pickup; 11=enemy
+;appearances:  0+=ypos; -1=random; -2=lure; -3=halflure
+;movetypes:    0=1x; 1=updown; 2=0.25x; 3=0.5x; 4=0.75x; 5=1.25x; 6=1.5x;
+;              7=2x; 8=3x; 9=ylure50%; 10=ylure; 11=ylure50%; 12=x+y-lure 50%;
+;              13=-1/2x; 14=-1x; 16=boss; 17=right+1
+;firetypes:    1=normal; 2=down; 3=up; 4=1/2down; 5=1/2up; 6=aiming(2-5);
+;              7=triple; 8=double; 9=wide5; 10=wide7; 11=ran; 12=10+enemies
+;              13=base; 14=ranY; 15=wide3; 16=5x
+
+enemyspecs:  ;10 bytes/enemy | max.enemies <64 | sprites use <768 bytes
+#ifdef TI86
+;0-1=pickups
+       .db  0,%00000010,spr_enemyP1&255,spr_enemyP1/256,128,-2,03, 0, 0,1 ;pickup
+       .db  0,%00000110,spr_enemyP2&255,spr_enemyP2/256,128,-2,03, 0, 0,1 ;bigpickup
+;2-7=basic enemies      ,spr_enemy  &255,spr_enemy  /256,  X, Y, d,WT,WF,W
+       .db  0,%00001011,spr_enemyE0&255,spr_enemyE0/256,128,-1,00,12, 0,1 ;intro
+       .db  0,%00100011,spr_enemyE1&255,spr_enemyE1/256,128,-1,00,10, 0,1 ;weak
+       .db  0,%01100011,spr_enemyE4&255,spr_enemyE4/256,128,-1,03, 6,50,1 ;slow
+       .db  0,%01001011,spr_enemyE2&255,spr_enemyE2/256,128,-1,00, 1, 0,1
+       .db  0,%01011011,spr_enemyE3&255,spr_enemyE3/256,128,-3,00,19,39,8 ;heavy
+       .db  0,%01010011,spr_enemyE5&255,spr_enemyE5/256,128,-3,05, 1, 0,1 ;fast
+;8-10=backwards enemies ,spr_enemy  &255,spr_enemy  /256,  X, Y, d,WT,WF,W
+       .db  0,%00111011,spr_enemyB1&255,spr_enemyB1/256,000,-3,13,19,92,1
+       .db  0,%01011011,spr_enemyB2&255,spr_enemyB2/256,000,-1,14,11,45,1
+       .db  0,%01101011,spr_enemyB3&255,spr_enemyB3/256,000,-1,13,10,41,8 ;small
+;11-15=asteroid         ,spr_enemy  &255,spr_enemy  /256,  X, Y, d,WT,WF,W
+       .db  0,%01001011,spr_enemyA1&255,spr_enemyA1/256,128,-1,04, 0, 0,1
+       .db  0,%01111011,spr_enemyA2&255,spr_enemyA2/256,128,-1,00, 0, 0,1
+       .db  0,%10110011,spr_enemyA3&255,spr_enemyA3/256,128,-1,06, 0, 0,1
+       .db  1,%00010011,spr_enemyA4&255,spr_enemyA4/256,128,-1,03, 0, 0,1 ;slow+hard
+       .db  0,%01111011,spr_enemyA4&255,spr_enemyA4/256,128,-1,07, 0, 0,1
+;16-21=improved enemies ,spr_enemy  &255,spr_enemy  /256,  X, Y, d,WT,WF,W
+       .db  0,%10010011,spr_enemyG1&255,spr_enemyG1/256,128,-3,00, 3,40,1
+       .db  0,%10111011,spr_enemyG2&255,spr_enemyG2/256,128,-3,00, 1,36,1
+       .db  0,%01100011,spr_enemyG5&255,spr_enemyG5/256,128,-1,01, 9,52,1 ;updown
+       .db  0,%11110011,spr_enemyG3&255,spr_enemyG3/256,128,-3,04, 7,99,15 ;3x
+       .db  1,%01101011,spr_enemyG4&255,spr_enemyG4/256,128,-2,01,17, 0,15 ;updown3x
+       .db  1,%00010011,spr_enemyG6&255,spr_enemyG6/256,128,-2,09,62,60,8 ;lure
+;22-26=hi-speed         ,spr_enemy  &255,spr_enemy  /256,  X, Y, d,WT,WF,W
+       .db  1,%00010011,spr_enemyS2&255,spr_enemyS2/256,128,-2,06, 3,32,8 ;fast
+       .db  0,%11111011,spr_enemyS1&255,spr_enemyS1/256,128,-3,09, 2,28,1 ;lure
+       .db  1,%00101011,spr_enemyS4&255,spr_enemyS4/256,128,-3,07, 0, 0,1 ;vfast+nofire
+       .db  1,%01110011,spr_enemyS3&255,spr_enemyS3/256,128,-1,09, 1,20,8 ;lure+
+       .db  0,%11011011,spr_enemyS2&255,spr_enemyS2/256,128,-2,01, 3,7,11 ;updown+ran
+;27-29=hyper  ,%        ,spr_enemy  &255,spr_enemy  /256,  X, Y, d,WT,WF,W
+       .db  1,%00001011,spr_enemyN1&255,spr_enemyN1/256,128,-1,07, 0, 0,1
+       .db  1,%00010111,spr_enemyN2&255,spr_enemyN2/256,128,-2,07, 0, 0,1
+       .db  1,%00001111,spr_enemyN3&255,spr_enemyN3/256,128,-1,08, 0, 0,1 ;xfast
+;30-31=turrets,%        ,spr_enemy  &255,spr_enemy  /256,  X, Y, d,WT,WF,W
+       .db  1,%10001111,spr_enemyT1&255,spr_enemyT1/256,128,-4,00, 1,15,3 ;turret L
+       .db  1,%11011011,spr_enemyT1&255,spr_enemyT1/256,128,-4,00, 1,16,5 ;turret l
+
+       .db  0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0
+       .db  0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0
+       .db  0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0
+       .db  0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0
+       .db  0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0
+;37-38=final boss' enemy,spr_enemy  &255,spr_enemy  /256,  X, Y, d,WT,WF,W
+       .db  0,%11110011,spr_enemyM1&255,spr_enemyM1/256,128,-3,01, 0, 0,1 ;moving
+       .db  0,%11110011,spr_enemyM1&255,spr_enemyM1/256,128,23,11, 0, 0,1 ;mid+lure
+;39=misc      ,%        ,spr_enemy  &255,spr_enemy  /256,  X, Y, d,WT,WF,W
+       .db -1,%11111111,spr_enemyM2&255,spr_enemyM2/256,128,-2,08, 0, 0,1 ;bullet
+boss1enemy = 37
+boss2enemy = 38
+;40-44=first bosses     ,spr_      &255,spr_       /256,  X, Y, d,WT,WF,W
+       .db  2,%01000111,spr_boss01&255,spr_boss01 /256,127,-1,11,35,48,15 ;triple
+       .db  2,%01010011,spr_boss02&255,spr_boss02 /256,127,-1,11,20,12,1  ;single
+       .db  2,%11011011,spr_boss03&255,spr_boss03 /256,127,-1,10,15, 8,8  ;double
+       .db  3,%00111111,spr_boss04&255,spr_boss04 /256,127,-3,12,10,11,1  ;Flure
+       .db  4,%01011011,spr_boss05&255,spr_boss05 /256,000,-2,17, 1,3,11  ;ranfire
+;45-46=asteroid bosses  ,spr_      &255,spr_       /256,  X, Y,  ,  ,  ,
+       .db  5,%01101111,spr_bossA1&255,spr_bossA1 /256,127,-2,12,28,14,7  ;Flure
+       .db 20,%00011111,spr_bossA2&255,spr_bossA2 /256,119,00,16,31, 3,14 ;fullscreen
+;47-51=big bosses       ,spr_      &255,spr_       /256,  X, Y,  ,  ,  ,
+       .db  4,%00010111,spr_boss07&255,spr_boss07 /256,127,-3,10,31, 8,16 ;5x
+       .db  6,%10001111,spr_boss08&255,spr_boss08 /256,127,-1,10,18, 8,9  ;quad
+       .db  3,%10111011,spr_boss06&255,spr_boss06 /256,127,-2,12, 1, 4,1  ;weak+rapidfire
+       .db  7,%11101011,spr_boss09&255,spr_boss09 /256,127,-1,10,21, 9,10 ;6x
+       .db  9,%11011011,spr_boss10&255,spr_boss10 /256,127,-1,10,12,11,12 ;enemies
+#else
+;0-1=pickups
+       .db  0,%00000010,spr_enemyP1&255,spr_enemyP1/256,96,-2,03, 0, 0,1 ;pickup
+       .db  0,%00000110,spr_enemyP2&255,spr_enemyP2/256,96,-2,03, 0, 0,1 ;bigpickup
+;2-7=basic enemies      ,spr_enemy  &255,spr_enemy  /256, X, Y, d,WT,WF,W
+       .db  0,%00001011,spr_enemyE0&255,spr_enemyE0/256,96,-1,00,12, 0,1 ;intro
+       .db  0,%00100011,spr_enemyE1&255,spr_enemyE1/256,96,-1,00,10, 0,1 ;weak
+       .db  0,%01100011,spr_enemyE4&255,spr_enemyE4/256,96,-1,03, 6,50,1 ;slow
+       .db  0,%01001011,spr_enemyE2&255,spr_enemyE2/256,96,-1,00, 1, 0,1
+       .db  0,%01011011,spr_enemyE3&255,spr_enemyE3/256,96,-3,00,19,39,8 ;heavy
+       .db  0,%01010011,spr_enemyE5&255,spr_enemyE5/256,96,-3,05, 1, 0,1 ;fast
+;8-10=backwards enemies ,spr_enemy  &255,spr_enemy  /256, X, Y, d,WT,WF,W
+       .db  0,%00111011,spr_enemyB1&255,spr_enemyB1/256,00,-3,13,19,92,1
+       .db  0,%01011011,spr_enemyB2&255,spr_enemyB2/256,00,-1,14,11,45,1
+       .db  0,%01101011,spr_enemyB3&255,spr_enemyB3/256,00,-1,13,10,41,8 ;small
+;11-15=asteroid         ,spr_enemy  &255,spr_enemy  /256, X, Y, d,WT,WF,W
+       .db  0,%01001011,spr_enemyA1&255,spr_enemyA1/256,96,-1,04, 0, 0,1
+       .db  0,%01111011,spr_enemyA2&255,spr_enemyA2/256,96,-1,00, 0, 0,1
+       .db  0,%10110011,spr_enemyA3&255,spr_enemyA3/256,96,-1,06, 0, 0,1
+       .db  1,%00010011,spr_enemyA4&255,spr_enemyA4/256,96,-1,03, 0, 0,1 ;slow+hard
+       .db  0,%01111011,spr_enemyA4&255,spr_enemyA4/256,96,-1,07, 0, 0,1
+;16-21=improved enemies ,spr_enemy  &255,spr_enemy  /256, X, Y, d,WT,WF,W
+       .db  0,%10010011,spr_enemyG1&255,spr_enemyG1/256,96,-3,00, 3,40,1
+       .db  0,%10111011,spr_enemyG2&255,spr_enemyG2/256,96,-3,00, 1,36,1
+       .db  0,%01100011,spr_enemyG5&255,spr_enemyG5/256,96,-1,01, 9,52,1 ;updown
+       .db  0,%11110011,spr_enemyG3&255,spr_enemyG3/256,96,-3,04, 7,99,15 ;3x
+       .db  1,%01101011,spr_enemyG4&255,spr_enemyG4/256,96,-2,01,17, 0,15 ;updown3x
+       .db  1,%00010011,spr_enemyG6&255,spr_enemyG6/256,96,-2,09,62,60,8 ;lure
+;22-26=hi-speed         ,spr_enemy  &255,spr_enemy  /256, X, Y, d,WT,WF,W
+       .db  1,%00010011,spr_enemyS2&255,spr_enemyS2/256,96,-2,06, 3,32,8 ;fast
+       .db  0,%11111011,spr_enemyS1&255,spr_enemyS1/256,96,-3,09, 2,28,1 ;lure
+       .db  1,%00101011,spr_enemyS4&255,spr_enemyS4/256,96,-3,07, 0, 0,1 ;vfast+nofire
+       .db  1,%01110011,spr_enemyS3&255,spr_enemyS3/256,96,-1,09, 1,20,8 ;lure+
+       .db  0,%11011011,spr_enemyS2&255,spr_enemyS2/256,96,-2,01, 3,7,11 ;updown+ran
+;27-29=hyper  ,%        ,spr_enemy  &255,spr_enemy  /256, X, Y, d,WT,WF,W
+       .db  1,%00001011,spr_enemyN1&255,spr_enemyN1/256,96,-1,07, 0, 0,1
+       .db  1,%00010111,spr_enemyN2&255,spr_enemyN2/256,96,-2,07, 0, 0,1
+       .db  1,%00001111,spr_enemyN3&255,spr_enemyN3/256,96,-1,08, 0, 0,1 ;xfast
+;30-31=turrets,%        ,spr_enemy  &255,spr_enemy  /256, X, Y, d,WT,WF,W
+       .db  1,%10001111,spr_enemyT1&255,spr_enemyT1/256,96,-4,00, 1,15,3 ;turret L
+       .db  1,%11011011,spr_enemyT1&255,spr_enemyT1/256,96,-4,00, 1,16,5 ;turret l
+
+       .db  0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0
+       .db  0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0
+       .db  0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0
+       .db  0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0
+       .db  0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0
+;37-38=final boss' enemy,spr_enemy  &255,spr_enemy  /256, X, Y, d,WT,WF,W
+       .db  0,%11110011,spr_enemyM1&255,spr_enemyM1/256,96,-3,01, 0, 0,1 ;moving
+       .db  0,%11110011,spr_enemyM1&255,spr_enemyM1/256,96,23,11, 0, 0,1 ;mid+lure
+;39=misc      ,%        ,spr_enemy  &255,spr_enemy  /256, X, Y, d,WT,WF,W
+       .db -1,%11111111,spr_enemyM2&255,spr_enemyM2/256,96,-2,08, 0, 0,1 ;bullet
+boss1enemy = 37
+boss2enemy = 38
+;40-44=first bosses     ,spr_      &255,spr_       /256, X, Y, d,WT,WF,W
+       .db  2,%01000111,spr_boss01&255,spr_boss01 /256,95,-1,11,35,48,15 ;triple
+       .db  2,%01010011,spr_boss02&255,spr_boss02 /256,95,-1,11,20,12,1  ;single
+       .db  2,%11011011,spr_boss03&255,spr_boss03 /256,95,-1,10,15, 8,8  ;double
+       .db  3,%00111111,spr_boss04&255,spr_boss04 /256,95,-3,12,10,11,1  ;Flure
+       .db  4,%01011011,spr_boss05&255,spr_boss05 /256,00,-2,17, 1,3,11  ;ranfire
+;45-46=asteroid bosses  ,spr_      &255,spr_       /256, X, Y,  ,  ,  ,
+       .db  5,%01101111,spr_bossA1&255,spr_bossA1 /256,95,-2,12,28,14,7  ;Flure
+       .db 20,%00011111,spr_bossA2&255,spr_bossA2 /256,87,00,16,31, 3,14 ;fullscreen
+;47-51=big bosses       ,spr_      &255,spr_       /256, X, Y,  ,  ,  ,
+       .db  4,%00010111,spr_boss07&255,spr_boss07 /256,95,-3,10,31, 8,16 ;5x
+       .db  6,%10001111,spr_boss08&255,spr_boss08 /256,95,-1,10,18, 8,9  ;quad
+       .db  3,%10111011,spr_boss06&255,spr_boss06 /256,95,-2,12, 1, 4,1  ;weak+rapidfire
+       .db  7,%11101011,spr_boss09&255,spr_boss09 /256,95,-1,10,21, 9,10 ;6x
+       .db  9,%11011011,spr_boss10&255,spr_boss10 /256,95,-1,10,12,11,12 ;enemies
+#endif
+
+spr_enemy00:
+spr_enemyP1:
+       .db 10,8                        ;pickup
+       .db %00111111                   ;  ██████
+       .db %01100001                   ; ██    ██
+       .db %10001100                   ;█   ██   █
+       .db %10111111                   ;█ ██████ █
+       .db %10111111                   ;█ ██████ █
+       .db %10001100                   ;█   ██   █
+       .db %01100001                   ; ██    ██
+       .db %00111111                   ;  ██████
+       .db 7
+       .db %00000000
+       .db %10000000
        .db %01000000
-       .db %11100000
        .db %01000000
+       .db %01000000
+       .db %01000000
+       .db %10000000
+spr_enemyP2:
+       .db 11,9                        ;big pickup
+       .db %00111111                   ;  ███████
+       .db %01100000                   ; ██     ██
+       .db %10001110                   ;█   ███   █
+       .db %10111011                   ;█ ███ ███ █
+       .db %10100000                   ;█ █     █ █
+       .db %10111011                   ;█ ███ ███ █
+       .db %10001110                   ;█   ███   █
+       .db %01100000                   ; ██     ██
+       .db %00111111                   ;  ███████
+       .db 9
+       .db %10000000
+       .db %11000000
+       .db %00100000
+       .db %10100000
+       .db %10100000
+       .db %10100000
+       .db %00100000
+       .db %11000000
+       .db %10000000
 
-spr_enemy01:
-       .db 6,6
-       .db %00111100
-       .db %01110000
-       .db %11110000
-       .db %11110000
-       .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
+spr_enemyE0:
+       .db 6,7                         ;weak
+       .db %00011100                   ;   ███
+       .db %00100100                   ;  █  █
+       .db %01101000                   ; ██ █
+       .db %10110100                   ;█ ██ █
+       .db %01101000                   ; ██ █
+       .db %00100100                   ;  █  █
+       .db %00011100                   ;   ███
+spr_enemyE1:
+       .db 6,7                         ;weak
+       .db %00111100                   ;  ████
+       .db %01000100                   ; █   █
+       .db %10111000                   ;█ ███
+       .db %11100000                   ;███
+       .db %10111000                   ;█ ███
+       .db %01000100                   ; █   █
+       .db %00111100                   ;  ████
+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 %01010000                   ; █ █
+       .db %11010000                   ;██ █
+       .db %11010000                   ;██ █
+       .db %01010000                   ; █ █
+       .db %00111100                   ;  ████
+spr_enemyE4:
+       .db 6,7
+       .db %00011100                   ;   ███
+       .db %01101000                   ; ██ █
+       .db %10011000                   ;█  ██
+       .db %01110000                   ; ███
+       .db %10011000                   ;█  ██
+       .db %01101000                   ; ██ █
+       .db %00011100                   ;   ███
+spr_enemyE5:
+       .db 6,6                         ;speedy
+       .db %00010100                   ;   █ █
+       .db %01111000                   ; ████
+       .db %10100000                   ;█ █
+       .db %10100000                   ;█ █
+       .db %01111000                   ; ████
+       .db %00010100                   ;   █ █
 
-;---------------------------- texts ------------------------------------------
+spr_enemyB1:
+       .db 6,6                         ;solid backwards
+       .db %11110000                   ;████
+       .db %00101000                   ;  █ █
+       .db %01010100                   ; █ █ █
+       .db %01010100                   ; █ █ █
+       .db %00101000                   ;  █ █
+       .db %11110000                   ;████
+spr_enemyB2:
+       .db 6,7
+       .db %11110000                   ;████
+       .db %01001000                   ; █  █
+       .db %01110100                   ; ███ █
+       .db %00100100                   ;  █  █
+       .db %01110100                   ; ███ █
+       .db %01001000                   ; █  █
+       .db %11110000                   ;████
+spr_enemyB3:
+       .db 5,7
+       .db %11100000                   ;███
+       .db %01010000                   ; █ █
+       .db %01111000                   ; ████
+       .db %01000000                   ; █
+       .db %01111000                   ; ████
+       .db %01010000                   ; █ █
+       .db %11100000                   ;███
 
-title_message:
-         .db      "G A L A X I A N",0
+spr_enemyA1:
+       .db 7,6                         ;asteroid one
+       .db %00011000                   ;   ██
+       .db %01101100                   ; ██ ██
+       .db %10011110                   ;█  ████
+       .db %11111010                   ;█████ █
+       .db %10111100                   ;█ ████
+       .db %01110000                   ; ███
+spr_enemyA2:
+       .db 8,7                         ;asteroid two
+       .db %00111100                   ;  ████
+       .db %01011010                   ; █ ██ █
+       .db %01101101                   ; ██ ██ █
+       .db %11111101                   ;██████ █
+       .db %11111111                   ;████████
+       .db %10110110                   ;█ ██ ██
+       .db %01100000                   ; ██
+spr_enemyA3:
+       .db 8,8                         ;asteroid three
+       .db %00011110                   ;   ████
+       .db %01110011                   ; ███  ██
+       .db %01111101                   ; █████ █
+       .db %10110111                   ;█ ██ ███
+       .db %11111110                   ;███████
+       .db %11111101                   ;██████ █
+       .db %01010111                   ; █ █ ███
+       .db %00001110                   ;    ███
+spr_enemyA4:
+       .db 7,6                         ;asteroid four
+       .db %01111000                   ; ████
+       .db %10110110                   ;█ ██ ██
+       .db %11111101                   ;██████ █
+       .db %01111011                   ; ████ ██
+       .db %01001110                   ; █  ███
+       .db %00110000                   ;  ██
 
-;---------------------------- save data --------------------------------------
+spr_enemyG1:
+       .db 8,6                         ;G-Type
+       .db %00011111                   ;   █████
+       .db %01001000                   ; █  █
+       .db %10110100                   ;█ ██ █
+       .db %10110100                   ;█ ██ █
+       .db %01001000                   ; █  █
+       .db %00011111                   ;   █████
+spr_enemyG2:
+       .db 8,6                         ;smaller nacelles
+       .db %00010111                   ;   █ ███
+       .db %01101100                   ; ██ ██
+       .db %10110100                   ;█ ██ █
+       .db %10110100                   ;█ ██ █
+       .db %01101100                   ; ██ ██
+       .db %00010111                   ;   █ ███
+spr_enemyG3:
+       .db 8,6                         ;shuttle
+       .db %00001111                   ;    ████
+       .db %01110100                   ; ███ █
+       .db %10011100                   ;█  ███
+       .db %10011100                   ;█  ███
+       .db %01110100                   ; ███ █
+       .db %00001111                   ;    ████
+spr_enemyG4:
+       .db 8,6                         ;G-Type solid
+       .db %00111101                   ;   ███ █
+       .db %01111000                   ; ████
+       .db %11110100                   ;████ █
+       .db %11110100                   ;████ █
+       .db %01111000                   ; ████
+       .db %00111101                   ;   ███ █
+spr_enemyG5:
+       .db 6,6
+       .db %01111100                   ; █████
+       .db %10110000                   ;█ ██
+       .db %10101000                   ;█ █ █
+       .db %10101000                   ;█ █ █
+       .db %10110000                   ;█ ██
+       .db %01111100                   ; █████
+spr_enemyG6:
+       .db 8,5                         ;shuttle
+       .db %00001111                   ;    ████
+       .db %01110100                   ; ███ █
+       .db %10011010                   ;█  ██ █
+       .db %01110100                   ; ███ █
+       .db %00001111                   ;    ████
 
-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:
+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                         ;fast interceptor
+       .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                   ;  █████
+spr_enemyN2:
+       .db 8,7                         ;
+       .db %00111110                   ;  █████
+       .db %00011101                   ;   ███ █
+       .db %11111111                   ;████ ███
+       .db %01110110                   ; ██ ███
+       .db %11111111                   ;████ ███
+       .db %00011101                   ;   ███ █
+       .db %00111110                   ;  █████
+spr_enemyN3:
+       .db 8,7                         ;Nem3MSX jumper lvl#3
+       .db %10111110                   ;█ █████
+       .db %01011101                   ; █ ███ █
+       .db %01111110                   ; ██████
+       .db %00010100                   ;   █ █
+       .db %01111110                   ; ██████
+       .db %01011101                   ; █ ███ █
+       .db %10111110                   ;█ █████
+spr_enemyN4:
+       .db 8,8                         ;Stolen from XC1701II
+       .db %01111110                   ; ██████
+       .db %11110101                   ;████ █ █
+       .db %00011111                   ;   █████
+       .db %00111101                   ;  ████ █
+       .db %00111001                   ;  ███  █
+       .db %00011111                   ;   █████
+       .db %11110101                   ;████ █ █
+       .db %01111110                   ; ██████
+spr_enemyN5:
+       .db 7,8                         ;Stolen from XC1701II
+       .db %00111100                   ;  ████
+       .db %01010010                   ; █ █  █
+       .db %11111110                   ;███████
+       .db %01001010                   ; █  █ █
+       .db %01011010                   ; █ ██ █
+       .db %11111110                   ;███████
+       .db %01010010                   ; █ █  █
+       .db %01111100                   ;  ████
 
-       .end
+spr_enemyT1:
+       .db 8,7                         ;turret left
+       .db %11000000                   ;██
+       .db %01100000                   ; ██
+       .db %00110000                   ;  ██
+       .db %01011100                   ; █ ███
+       .db %10110110                   ;█ ██ ██
+       .db %01011010                   ; █ ██ █
+       .db %11111111                   ;████████
+spr_enemyT2:
+       .db 8,7                         ;turret right
+       .db %00000011                   ;      ██
+       .db %00000110                   ;     ██
+       .db %00001100                   ;    ██
+       .db %00111010                   ;  ███ █
+       .db %01101101                   ; ██ ██ █
+       .db %01011010                   ; █ ██ █
+       .db %11111111                   ;████████
 
+spr_enemyM1:
+       .db 8,7                         ;mine
+       .db %00111100                   ;  ████
+       .db %01011010                   ; █ ██ █
+       .db %11111111                   ;████████
+       .db %01001010                   ; █  █ █
+       .db %11111111                   ;████████
+       .db %01011010                   ; █ ██ █
+       .db %00111100                   ;  ████
+spr_enemyM2:
+       .db 7,6                         ;giant bullet
+       .db %00011000                   ;   ██▒
+       .db %01111110                   ; ██████▒
+       .db %11111000                   ;█████▒
+       .db %11111100                   ;██████▒
+       .db %01111110                   ; ██████▒
+       .db %00111000                   ;  ███▒
 
+spr_boss01:
+       .db 9,12                        ;.......:.2.....:
+       .db %00000111                   ;     ████
+       .db %00011100                   ;   ███
+       .db %00101010                   ;  █ █ █
+       .db %01011011                   ; █ ██ ██
+       .db %10100110                   ;█ █  ██ █
+       .db %11010101                   ;██ █ █ █
+       .db %11010101                   ;██ █ █ █
+       .db %10100110                   ;█ █  ██ █
+       .db %01011011                   ; █ ██ ██
+       .db %00101010                   ;  █ █ █
+       .db %00011100                   ;   ███
+       .db %00000111                   ;     ████
+       .db 12
+       .db %10000000
+       .db %00000000
+       .db %00000000
+       .db %00000000
+       .db %10000000
+       .db %00000000 ;...what a waste of space...
+       .db %00000000
+       .db %10000000
+       .db %00000000
+       .db %00000000
+       .db %00000000
+       .db %10000000
+spr_boss02:
+       .db 12,12                       ;.......:....5..:
+       .db %00011110                   ;   ████
+       .db %01100001                   ; ██    ██
+       .db %10110010                   ;█ ██  █  ██
+       .db %00000101                   ;     █ ██ █
+       .db %00001010                   ;    █ █  ██
+       .db %00011010                   ;   ██ █ █  █
+       .db %00011010                   ;   ██ █ █  █
+       .db %00001010                   ;    █ █  ██
+       .db %00000101                   ;     █ ██ █
+       .db %10110010                   ;█ ██  █  ██
+       .db %01100001                   ; ██    ██
+       .db %00011110                   ;   ████
+       .db 11
+       .db %00000000
+       .db %10000000
+       .db %01100000
+       .db %10100000
+       .db %01100000
+       .db %10010000
+       .db %10010000
+       .db %01100000
+       .db %10100000
+       .db %01100000
+       .db %10000000
+spr_boss03:
+       .db 16,10                       ;.......:.......:
+       .db %00000001                   ;       ██████ ██
+       .db %00001110                   ;    ███   █ ███
+       .db %00110010                   ;  ██  █ ████
+       .db %01001101                   ; █  ██ ██
+       .db %11101011                   ;███ █ ██ █
+       .db %11101011                   ;███ █ ██ █
+       .db %01001101                   ; █  ██ ██
+       .db %00110010                   ;  ██  █ ████
+       .db %00001110                   ;    ███   █ ███
+       .db %00000001                   ;       ██████ ██
+       .db 10
+       .db %11111011
+       .db %00101110
+       .db %11110000
+       .db %10000000
+       .db %01000000
+       .db %01000000
+       .db %10000000
+       .db %11110000
+       .db %00101110
+       .db %11111011
+spr_boss04:
+       .db 16,10                       ;.......:.......:
+       .db %00000000                   ;           █████
+       .db %00000000                   ;        ███    █
+       .db %00000111                   ;     ████ █████
+       .db %00111101                   ;  ████ █ █ ████
+       .db %01001010                   ; █  █ █ ██ ███ █
+       .db %10110110                   ;█ ██ ██ ███  █ █
+       .db %10110110                   ;█ ██ ██ ███  █ █
+       .db %01001010                   ; █  █ █ ██ ███ █
+       .db %00111101                   ;  ████ █ █ ████
+       .db %00000111                   ;     ████ █████
+       .db 12                          ;        ███    █
+       .db %00011111                   ;           █████
+       .db %11100001
+       .db %10111110
+       .db %01011110
+       .db %11011101
+       .db %11100101
+       .db %11100101
+       .db %11011101
+       .db %01011110
+       .db %10111110
+       .db %11100001
+       .db %00011111
+spr_boss05:
+       .db 16,10                       ;.......:.......:
+       .db %11111110                   ;███████
+       .db %00000011                   ;      ███   ████
+       .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 %01101101
+       .db %01101101
+       .db %10010110
+       .db %11100001
+       .db %10001111
+spr_bossA1:
+       .db 12,11                       ;AsteroidBoss 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
+spr_boss06:
+       .db 16,10                       ;.......:.......:
+       .db %10111110                   ;█ █████   ███
+       .db %00000011                   ;      ███   ████
+       .db %01110101                   ; ███ █ ████ ██ █
+       .db %11111101                   ;██████ █ ███  █
+       .db %00000110                   ;     ██ █ █ ██ █
+       .db %00000110                   ;     ██ █ █ ██ █
+       .db %11111101                   ;██████ █ ███  █
+       .db %01110101                   ; ███ █ ████ ██ █
+       .db %00000011                   ;      ███   ████
+       .db %10111110                   ;█ █████   ███
+       .db 10
+       .db %00111000
+       .db %10001111
+       .db %11101101
+       .db %01110010
+       .db %10101101
+       .db %10101101
+       .db %01110010
+       .db %11101101
+       .db %10001111
+       .db %00111000
+spr_boss07:                            ;modelled after a Nemesis][MSX boss
+       .db 16,15                       ;.......:.......:
+       .db %00001111                   ;    █████
+       .db %00111110                   ;  █████ █████
+       .db %01111101                   ; █████ █ ███████
+       .db %00000011                   ;      ██
+       .db %00000100                   ;     █  █
+       .db %00000011                   ;      █████
+       .db %00011110                   ;   ████ ██ ████
+       .db %11110011                   ;████  ██ █ █
+       .db %00011110                   ;   ████ ██ ████
+       .db %00000011                   ;      █████
+       .db %00000100                   ;     █  █
+       .db %00000011                   ;      ██
+       .db %01111101                   ; █████ █ ███████
+       .db %00111110                   ;  █████ █████
+       .db %00001111                   ;    █████
+       .db 15
+       .db %10000000
+       .db %11111000
+       .db %01111111
+       .db %00000000
+       .db %10000000
+       .db %11100000
+       .db %11011110
+       .db %01010000
+       .db %11011110
+       .db %11100000
+       .db %10000000
+       .db %00000000
+       .db %01111111
+       .db %11111000
+       .db %10000000
+spr_boss08:                            ;modelled after a Nemesis][MSX boss
+       .db 16,18                       ;.......:.......:
+       .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
+       .db %01110000
+       .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_boss09:
+       .db 14,14                       ;.......:......7:
+       .db %01100111                   ; ██  ████  ██
+       .db %11001011                   ;██  █ ██ █  ██
+       .db %10110000                   ;█ ██      ██ █
+       .db %10101111                   ;█ █ ██████ █ █
+       .db %01010000                   ; █ ██    ██ █
+       .db %01010011                   ; █ █  ██   █ █
+       .db %10100111                   ;█ █  ████ ██ █
+       .db %10100111                   ;█ █  ████ ██ █
+       .db %01010011                   ; █ █  ██   █ █
+       .db %01010000                   ; █ ██    ██ █
+       .db %10101111                   ;█ █ ██████ █ █
+       .db %10110000                   ;█ ██      ██ █
+       .db %11001001                   ;██  █ ██ █  ██
+       .db %01100111                   ; ██  ████  ██
+       .db 14
+       .db %10011000
+       .db %01001100
+       .db %00110100
+       .db %11010100
+       .db %00101000
+       .db %00010100
+       .db %10110100
+       .db %10110100
+       .db %00010100
+       .db %00101000
+       .db %11010100
+       .db %00110100
+       .db %01001100
+       .db %10011000
+spr_boss10:
+       .db 16,19                       ;.......:.......:
+       .db %01111011                   ; ████ ███
+       .db %10000110                   ;█    ██ █████
+       .db %00000011                   ;      ███ █
+       .db %00111011                   ;  ███ ██   ███
+       .db %00000111                   ;     ███ ███
+       .db %00001100                   ;    ██  ███ █
+       .db %00110111                   ;  ██ █████ █ ██
+       .db %01111011                   ; ████ ██  █ ██ █
+       .db %11100100                   ;███  █  ██ ██  █
+       .db %00000001                   ;    ██████ ██  █
+       .db %11100100                   ;███  █  ██ ██  █
+       .db %01111011                   ; ████ ██  █ ██ █
+       .db %00110111                   ;  ██ █████ █ ██
+       .db %00001100                   ;    ██  ███ █
+       .db %00000111                   ;     ███ ██
+       .db %00111011                   ;  ███ ██   ███
+       .db %00000011                   ;      ███ █
+       .db %10000110                   ;█    ██ █████
+       .db %01111011                   ; ████ ███
+       .db 19
+       .db %10000000
+       .db %11111000
+       .db %10100000
+       .db %00011100
+       .db %01110000
+       .db %11101000
+       .db %11010110
+       .db %00101101
+       .db %11011001
+       .db %11011001
+       .db %11011001
+       .db %00101101
+       .db %11010110
+       .db %11101000
+       .db %01100000
+       .db %00011100
+       .db %10100000
+       .db %11111000
+       .db %10000000
+;spr_bossA2: ;in asm code
 
+;-----------------------------------------------------------------------------
+;----------------------------- logo ------------------------------------------
+;-----------------------------------------------------------------------------
 
-;NEMESIS'86 by Shiar
+logo_nemesis:
+#ifdef TI83
+.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011
+.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011
+.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011
+.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011
+.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000
+.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000
+.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011
+#endif
+#ifdef TI86
+.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
+#endif
 
+;----------------------------- end -------------------------------------------
 
-;0.01.717 -- 17.VII.99 -- size 984
-;
-;      + movement of ship over whole screen
-;      + enemies moving from right to left, appearing right at specified times
+       .end
+.end
 
 
+;-----------------------------------------------------------------------------
+;-----------------------------------------------------------------------------
+;-----------------------------------------------------------------------------
 
+; 0.99.99 -- 9.IX.00 -- size 6936
+;
+;      + you can have upto FOUR multiples! (~20 pixels apart)
+;      * some optimizations: keycall, menu handling, port nops removed,
+;         more SMC, fire handling, fast bullet handling, enemy movement
+;      * better "backwards" enemies handling (and implemented in game)
+;      # when enemy changed into a pickup, movement is set to vslow
+;      * instead of turning into a pickup, enemies explode and a pickup
+;         appears at the right side of the screen (moves left slowly)
+;      # bullets do damage again (screenflash made damage become 0)
+;      + when destroyed by bullets, the armor bar will show 0HP left
+;      * all enemy bullets do the same damage in all levels
+;      * you now appear at (*32*,30) because enemies can come from left
+;      * improved bullet handling (faster, smaller, etc.)
+;      + multiples are animated like real Nemesis (grow-shrink-grow-shrink>)
+;      # fixed a bug that didn't select multiples when you were moving
+;      # enemy collision screwed up invert and some other weird stuff
+;      + in pause screen change contrast with up/down and B/W mode with F1
+;      + lasers can have different durations (beams last longer)
+;      * some sign-flag checkings replaced by carry-flag (thus reducing size)
+;      # slow enemies (including pickups) didn't always appear (just 25-50%)
+;      + enemies can fire different kinds of bullets: aiming, double, triple
+;      * maximum number of bullets increased (48 for enemies, 128 for you)
+;      * beamweapon can be selected when you got laser (like vice versa)
+;      * selecting laser removes tailbeam or up-double
+;      # tail beam/up-double correctly centered
+;      # disappearing bullets (when enemies fired multiple bullets) fixed
+;      + bullets and lasers both upgradable upto level 9
+;      # fixed end story (_vputs didn't recognize 0-end when "'" in string)
+;      # stars couldn't be altered anymore since recent levelformat changes
+;      * maximum different enemies increased from 28 to 63
+;      * pickup sprite altered, small changes to some enemies
+;      + new moves implemented: 75% speed and lure-while-moving
+;      # fixed the enemy aiming bullets procedure
+;      * enemies fire their bullets centered too! (even the large bosses)
+;      * you may NOT have any multiples together with beams, just lasers
+;      + added new enemy guns: quad- and 6x-fire!!
+;      * sprite table length increased to 768 bytes (stored DIV3)
+;      + ships 3/4 select hardcore mode: score and damage are doubled
+;      + first icon not only increases armor, but also activates shield for
+;         some time (shield halves damage and absorbs bullets in normal mode)
+;      + ship selection screen also shows ship specs (hardcore/tailbeam/etc)
+;      * shield looks different for each ship
+;      * hiscore/savegame procedure optimized (several bytes smaller)
+;      + B<>W mode setting will be stored
+;      * enemy sprite pointers stored as words (thus increasing sprite table
+;         length from 768B to 65kB, and increasing sprite calculation speed)
+;      * hardcore mode does _more_ than doubled damage (bulletsdamage +1)
+;      * 10 bytes off by optimizing main menu a little
+;      * and optimizations to hiscore name handling saved another 17 bytes!
+;      * score increased by 1 per placed enemy, instead of time (otherwise
+;         you could just evade bosses for a long time for very high score)
+;      * findpixel optimized (or rather un-unoptimized: restored to original)
+;      # ground fixed again (and optimized for tunnel only)
+;      # prevents exploding more than once (not dieing while inside ground)
+;      * some unneccessary pushes removed
+;      + final boss also fires moving mines (just up/down-enemies)
+;      * on collision less damage to enemy, more to you (bosses too simple)
+;      * normal pickups will increase armor and shield directly (no [alpha])
+;      + a large pickup'll appear at the end of a level which will select
+;         your next upgrade: beamweapon, laser, multiple/tailbeam/up-double
+;      + a small explosion is displayed when enemy's hit but not destroyed
+;      # _all_ multiples appear at your position at start of level
+;      # bug in selecting multiples fixed (recent bug)
+;      + getting passed 3rd upgrade (4 pickups) increases score by 250!
+;      - second icon integrated in 5th, first two icons removed (unused now)
+;      * the armor bar is now 5 pixels in height; very visible
+;      # if selecting upgrade or starting level, charge bar wasn't displayed
+;
+; 1.00.C21 -- 21.XII.00 -- size 6797
+;
+;      * armor-bar background, empty upgrades sprites changed
+;      + shows sprite when laser hits an enemy (his "shield"?)
+;      + exit-key also quits out of ship selection screen
+;      # fixed direct-quit on death bug (bug since recent optimization)
+;      * armor-bar background changed (more elegant and smaller code)
+;      # "flash" when end-boss spawns mine fixed
+;      + enemy's y start position can be specified per enemy
+;      + when bullets selected, upgrade icons won't appear half the time
+;      # remainder pixels in armor bar (appeared after heavy damage) removed
+;      + your ship's explosion is now also 8 frames (half enemy expl. speed)
+;      + does NOT display Done after running in TI-OS! (anti-teacher ;)
+;      * storyline completed (probably the crappiest story ever!)
+;      # only first byte of ship's sprite altered; now loads whole word
+;      - tail beam removed (up double only); odd ships now contain laser
+;      # fixed laserbeam display when firing at right edge
+;      # star relocation altered to work correctly w/ new screen location
+;      # halfluring wasn't 50% (more like 75%) since random enemy spawning
+;      * restored multiples for bullets (since it's unlikely you'll select 1)
+;      # fixed mem overlapping causing "weird stuff" when moving multiples
+;      # bullets fired below screen bottom are moved up onto screen
+;      + SOURCE ALSO TI-83 COMPATIBLE (still few bugs like hiscore, bullets)
+;      # upgrading beam weapon removed multiples
+;      # clipping at left side wrong in TI-83 version fixed
+;
+;
+;       + added        - removed       * changed       # bug fixed
 
+;bullet handling: (255/enemy)+419+putsprite cycles per bullet
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