-;XLenemytable:----------------------------------------------------------------
-XLbullettable:
- .db (spr_bullet01-spr_bullet01)
- .db (spr_bullet01-spr_bullet01)
- .db (spr_bullet01-spr_bullet01)
- .db (spr_bullet01-spr_bullet01)
- .db (spr_bullet01-spr_bullet01)
- .db (spr_bullet01-spr_bullet01)
- .db (spr_bullet02-spr_bullet01)
- .db (spr_bullet02-spr_bullet01)
- .db (spr_bullet02-spr_bullet01)
- .db (spr_bullet02-spr_bullet01)
- .db (spr_bullet02-spr_bullet01)
- .db (spr_bullet02-spr_bullet01)
- .db (spr_bullet02-spr_bullet01)
- .db (spr_bullet02-spr_bullet01)
- .db (spr_bullet02-spr_bullet01)
- .db (spr_bullet02-spr_bullet01)
- .db (spr_bullet02-spr_bullet01)
- .db (spr_bullet02-spr_bullet01)
- .db (spr_bullet02-spr_bullet01)
- .db (spr_bullet02-spr_bullet01)
- .db (spr_bullet02-spr_bullet01)
-
-XLenemytable:
- .db $00 ;00
- .db (spr_enemy01-spr_enemy00)/2 ;01
- .db (spr_enemy02-spr_enemy00)/2 ;02
- .db (spr_enemy03-spr_enemy00)/2 ;03
- .db (spr_enemy04-spr_enemy00)/2 ;04
- .db (spr_enemy05-spr_enemy00)/2 ;05
- .db (spr_enemy06-spr_enemy00)/2 ;06
- .db (spr_enemy07-spr_enemy00)/2 ;07
- .db (spr_boss01 -spr_enemy00)/2 ;08
- .db (spr_boss02 -spr_enemy00)/2 ;09
- .db (spr_enemy08-spr_enemy00)/2 ;0A
- .db (spr_enemy00-spr_enemy00)/2 ;0B
- .db (spr_enemy00-spr_enemy00)/2 ;0C
- .db (spr_enemy00-spr_enemy00)/2 ;0D
- .db (spr_enemy00-spr_enemy00)/2 ;0E
- .db (spr_enemy00-spr_enemy00)/2 ;0F
-
-;XLenemyinfos:----------------------------------------------------------------
-XLenemyinfos:
-
-;format: [000000:HP 00:occ] [HP64] [appearance(ypos)] [unused]
-
- .db %00100110,0,1,1 ;#1 HP:1 app:random
- .db %00101010,0,2,3 ;#2 HP:1 app:halflure
- .db %00001111,0,3,2 ;#3 HP:1 app:lure
-
- .db %00000110,0,4,2 ;#4 HP:2 app:lure
- .db %00000111,0,5,3 ;#5 HP:2 app:random moving
- .db %00001011,0,6,2 ;#6 HP:3 app:lure moving
-
- .db %00011011,0,7,3 ;#7 HP:7 app:halflure moving
-
- .db %00110011,1,8,1 ;boss1
- .db %00111011,0,9,3 ;boss2
-
- .db %00000000,0,0,0
- .db %00000000,0,0,0
- .db %00000000,0,0,0
- .db %00000000,0,0,0
- .db %00000000,0,0,0
- .db %00000000,0,0,0
- .db %00000000,0,0,0
-
-;XLsprenemies:----------------------------------------------------------------
-XLsprenemies:
+;------------------------------ enemies -------------------------------------
+
+;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)]
+; [movetype] [time2fire] [firefreq]
+;case movetype:
+; 1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure;
+; 8=y-lure 1/2x; 9=8 stop at x=99; 10=x+y-lure 1/2x
+enemyspecs:
+;1-5=asteroids
+ .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,0,0,0
+ .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,0,0,0
+ .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,4,0,0
+ .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,3,0,0
+ .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,5,0,0
+;6=basic enemy
+ .db 0,%00100110,(spr_enemy13-spr_enemy00)/2,128,1,0,1,0
+;7=normal enemy
+ .db 0,%00101110,(spr_enemy04-spr_enemy00)/2,128,3,0,19,39
+;8=jumping bug (up/down)
+ .db 0,%00001111,(spr_enemy12-spr_enemy00)/2,128,2,1,87,5
+
+ .db 0,%00000110,(spr_enemy04-spr_enemy00)/2,2,0,0,0,0 ;9=
+ .db 0,%00000111,(spr_enemy05-spr_enemy00)/2,3,0,0,0,0 ;10=
+ .db 0,%00001011,(spr_enemy06-spr_enemy00)/2,2,0,0,0,0 ;11=
+
+ .db 0,%00011011,(spr_enemy07-spr_enemy00)/2,3,0,0,0,0 ;12=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;13=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;14=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;15=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;16=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;17=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;18=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;19=
+ .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;20=
+
+ .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,128,1,7,15,10 ;21=sm_boss1
+ .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,128,3,9,10,9 ;22=sm_boss2
+ .db 2,%00001011,(spr_boss0_3-spr_enemy00)/2,128,1,0,36,14 ;23=asteroid
+ .db 2,%00110011,(spr_boss0_3-spr_enemy00)/2,128,2,0,28,12 ;24=asteroid
+ .db 2,%00000111,(spr_boss0_4-spr_enemy00)/2,128,3,0,18,7 ;25=bigboss1
+ .db 2,%01001011,(spr_boss0_5-spr_enemy00)/2,128,3,0,18,7 ;26=bigboss2
+
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0