version 0.98 rc1: left enemies, laser upgrades, tail beam, 4 vessels
authorMischa Poslawsky <nemesis@shiar.org>
Tue, 4 Jul 2000 10:20:20 +0000 (12:20 +0200)
committerMischa Poslawsky <nemesis@shiar.org>
Wed, 18 Mar 2009 03:30:18 +0000 (04:30 +0100)
+ laser will upgrade as well when you reselect it
* 2nd can be used in main menu (wow!)
# altered variable storage space because of Nemesis grew beyond 6kb
# fixed armor bar display when at maximum
+ a few new enemies (asteroids) and remade 1st 4 levels; new pickup
+ 2 new big bosses
- torpedo since it was kinda useless
+ second icon now selects TAIL BEAM: bullet going backwards
# armor increase at the end of a level doesn't overflow armorbar
+ you can choose your own ship out of four vessel after NEW GAME!
+ enemies can appear at any x-position and move both left and right
+ move patterns given per enemy, not per level
* new (faster) enemy-move system; 10 basic moves (x2 left+right)

nemesis.z80

index 9b62f3a9d25ebf20f7f1156c2730b7a6c539d0e8..3b076b94a9ae0d39ecb99b37aecea8fbe5165d93 100644 (file)
@@ -2,21 +2,14 @@
 ;---------------------- NEMESIS ---------------------------------------------
 ;----------------------------------------------------------------------------
 
-; Title                                : Nemesis
-; Version                      : 0.97
-; Release Date                 : 25.VI.00
-; Filename                     : nemesis.86p (6kb)
-; Author(s)                    : Shiar
-; Email Address                        : shiar0@hotmail.com
-; ICQ                          ; #43840958
-; Web Page                     : www.shiar.org
-; Description                  : cool arcade-shoot-em-up-game
-; Where to get this game       : www.shiar.org | www.ticalc.org
-; Other games by author                : Worm
-
-; ABOUT:       This source should only be used for learning practises, do not
-;             alter it, and certainly do not distribute an altered version!!
-; NOTE:                                &&& marks uncertainties or things to optimize
+;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org
+
+;Description           : cool arcade-shoot-em-up-game
+;Other games by author : Worm
+;This source should only be used for learning practises, do not
+;alter it, and certainly do not distribute an altered version!!
+
+;&&& marks uncertainties or things to optimize
 
 ;---------------------- nemesis.z80 start -----------------------------------
 
 #define                  psh   push    ; ^:D
 #define                  dnz   djnz    ;Dec&Jump while NonZero becomes Do w.Non-Zero
 
-;GRAPH_MEM     = $C9FA         ;display buffer
-TEXT_MEM       = _textShadow   ;167 bytes ($A7): C0F9-C1A0
-_clrWindow     = $4a86         ;a new procedure from AsmStudio86 inc. files
-_ex_ahl_bde    = $45f3
-_shracc                = $4383
-_dispahl       = $4a33
-_asapvar       = $d6fc
+;GRAPH_MEM     = $C9FA         ;display buffer (virtual screen)
+;VIDEO_MEM     = $FC00         ;tha big scareen
+TEXT_MEM       = _textShadow   ;text buffer; C0F9-C1A0 (167/$A7 bytes)
+
+_clrWindow     = $4a86         ;_clrLCD and _clrScrn
+_ex_ahl_bde    = $45f3         ;exchange values between AHL and BDE
+_shracc                = $4383         ;like _shlacc but just the opposite :P
+_dispahl       = $4a33         ;display value in ahl <100000 (cheap TI)
+_asapvar       = $d6fc         ;our own variable name (likely "nemesis")
 
-storepos       = _asm_exec_ram+6000            ;120 OF 165
-storepos2      = _asm_exec_ram+6200            ;141 OF 167
+storepos       = _asm_exec_ram+7000            ;120 OF 165
+storepos2      = _asm_exec_ram+7200            ;141 OF 167 9000 BYTES
 
 ;---------------------- in-game vars ----------------------------------------
 
@@ -57,7 +52,6 @@ nextevent     = eventleft+1           ; +6    ;time to next event
 level_enemy    = nextevent+1           ; +7    ;enemy type
 level_info     = level_enemy+1         ; +8    ;info (see below)
 level_move     = level_info+1          ; +9    ;=
-time2invert    = level_move+1          ;+10    ;time until b<>w switch
                                        ;       ;--------OBJECTS
 spacespace     = storepos+19           ;+19
 groundinfo     = spacespace+1          ;+20
@@ -81,7 +75,7 @@ your_prevpos  = your_locpos+1         ;+88    ;save previous positions (32d)
 ;^-----------------------------------<1        ;-120=$78
 
 enemies                = storepos2             ;  +0   ;info about each enemy
-enemysize      = 8                             ;infobytes per enemy
+enemysize      = 9                             ;infobytes per enemy
 nrenemies      = 16                            ;max. nr of enemies
 
 ybullets       = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y)
@@ -95,7 +89,7 @@ lvlenemies    = ebullets+(nrebuls*3)
 ;      [0000:damage 0:diagfire 0:ground 0:ceiling 0:-]
 ;enemies:
 ;      [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)]
-;      [ship type or explosion frame] [x] [y] [movecounter] [firecounter] [firefreq]
+;      [ship type or explosion frame] [x] [y] [movetype] [movecounter] [firecounter] [firefreq]
 
 ;---------------------- introduction ----------------------------------------
 
@@ -232,8 +226,11 @@ menuloop:
        jr  z,menuexit
        cp  K_F1
        cal z,do_invert
+       cp  K_SECOND
+       jr  z,start_tha_freakin_game
        cp  K_ENTER
        jr  nz,menuloop
+start_tha_freakin_game:
 
        ld  a,(menuitem)
        dec a
@@ -327,7 +324,7 @@ 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 (bulletstorplasermultiples+stuff..)
+       jp  z,Fire_bullet       ;fire smtn (bulletstaillasermultiples+stuff..)
        pop hl                  ;no cal to Fire_bullet made, so pop stack
        xor a                   ;no:
        ld  (just_fired),a      ;reset just_fired
@@ -352,7 +349,6 @@ _gamestuff1:
 
        cal Handle_bullets      ;move your bullets + check for hits
        cal Enemy_bullets       ;move enemy bullets
-       cal Handle_torp         ;the same for your torpedo (assuming u have 1)
 
        cal Level_event         ;insert enemies
        cal Display_Screen      ;display all
@@ -917,6 +913,15 @@ place_multiples:
 
 ;------------------------- select upgrade -----------------------------------
 
+inc_armor:
+       ld  a,(your_armor)      ;load current armor
+       cp  25-6                ;may not become >=25
+       jr  c,doincarmor        ;ok then just add 6
+       ld  a,24-6              ;set to maximum (6 will be added below)
+doincarmor:
+       add a,6                 ;add 6 to armor
+       ld  (your_armor),a      ;change armor
+
 select:
        ld  hl,your_pickup      ;select pickups
        ld  a,(hl)              ;load pickups taken so far
@@ -924,22 +929,15 @@ select:
        ret m                   ;return if it's 0 (no pickups)
        jr  nz,select2          ;no, carry on
 select1:
-       ld  a,(your_armor)      ;load current armor
-       cp  25-6                ;may not become >=25
-       jr  c,select1_          ;ok then just add 6
-       ld  a,25-6              ;set to maximum (6 will be added below)
-select1_:
-       add a,6                 ;add 6 to armor
-       ld  (your_armor),a      ;change armor
-       xor a                   ;ld a,0
-       ld  (your_pickup),a     ;reset pickups
+       ld  (hl),a              ;reset pickups
+       cal inc_armor
        jp  disp_icons          ;display and return
 select2:
        dec a                   ;is it 2?
        jr  nz,select3          ;no, carry on
        ld  (hl),a              ;reset pickups
        inc a                   ;a=1
-       ld  (torp_occ),a        ;ready torpedoes
+       ld  (your_tail),a       ;ready tail beam
        jp  disp_icons          ;display 'n return
 select3:
        dec a                   ;is it 3?
@@ -948,7 +946,7 @@ select3:
        ld  hl,your_weapon
        ld  a,(hl)
        inc a
-       cp  maxnrweapons
+       cp  maxweapon
        jp  nc,disp_icons       ;weapon maxed out
        ld  (hl),a              ;set new weapon
         cal loadweapon         ;load it (damage and stuff)
@@ -957,8 +955,17 @@ select4:
        dec a                   ;is it 4?
        jr  nz,select5          ;no, carry on again
        ld  (hl),a              ;reset pickups
-       inc a                   ;a=1
-       ld  (your_weapon),a     ;ready laser
+       ld  hl,your_weapon
+       ld  a,(hl)
+       cp  maxweapon           ;upgrade from bullet
+       jr  nc,upgradelaser     ;nope, just upgrade
+       ld  a,maxweapon-1       ;yes, set laser #1
+upgradelaser:
+       inc a                   ;next laser
+       cp  maxlaser
+       jp  nc,disp_icons       ;laser maxed out
+       ld  (hl),a
+       cal loadweapon
        jp  disp_icons          ;display + return
 select5:
        dec a                   ;is it 5?
@@ -983,8 +990,8 @@ Fire_bullet:
 
        inc (hl)                ;otherwise increase counter (0 to 4 >> 1 to 5)
        ld  a,(your_weapon)     ;if you have bullets.....
-       dec a                   ;(1=laser)
-       jr  z,fireOK
+       cp  maxweapon
+       jr  nc,fireOK           ;>weapons = laser
        ld  (hl),5              ;.....then can't fire next turn (go to 5 imm.)
 
 fireOK:
@@ -998,21 +1005,19 @@ fireOK:
                                ;blast again and <ret>
 fireany:                       ;HL=(x,y)
        ld  (firex),hl          ;set position to fire from
-       cal fire_torp           ;&&&
-
-       ld  a,(your_weapon)     ;do you have laser?
-       ld  ix,weapondata-6-(256*3)
+       ld  a,(your_weapon)
+       ld  ix,weapondata+2-(256*3)
        add a,a                 ;weap*2
        add a,a                 ;    *4
        add a,a                 ;    *8
        ld  c,a
-       ld  b,3                 ;go to current weapon (bc=a)
+       ld  b,3                 ;go to current weapon (bc=a), b=3 :P
        add ix,bc
 
 fire_weapon:                   ;b=3
        psh bc                  ;save counter
        ld  a,(ix)              ;load this weapon
-       cp  %11110000           ;%11110000=laser
+       cp  %11100000           ;%11110000=laser
        cal z,fire_laser        ;fire laser (will set a=0 when done)
        or  a                   ;<>0=bullet
        cal nz,fire_ybullet
@@ -1020,7 +1025,17 @@ fire_weapon:                     ;b=3
        inc ix
        pop bc                  ;weapon counter (do 3 weapons)
        dnz fire_weapon
-       ret
+
+fire_tail:
+       ld  hl,your_tail
+       ld  a,(hl)
+       dec a
+       ret nz
+       ld  a,(ix-2)            ;last weapon fired
+       cp  %11100000           ;issit laser
+       ret z                   ;then return
+       xor %11111              ;smart way of going left instead of right :P
+       jr  fire_ybullet        ;fire tail bullet and return
 
 ;-----fire LASER-----
 
@@ -1063,6 +1078,7 @@ 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
@@ -1074,6 +1090,8 @@ laserhits:                        ;hits with normal enemies
        ld  a,(hl)
        or  a                   ;enemy #0 = pickup
        jr  z,nolashit          ;yes: don't destroy
+
+       cal find_sprite         ;ix=sprite to enemy (hl)
        inc hl
        ld  a,(hl)              ;check x
        sub d
@@ -1083,7 +1101,8 @@ laserhits:                        ;hits with normal enemies
        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
-       add a,5                 ;add enemy height&&&
+       dec a                   ;minus one
+       add a,(ix+1)            ;add enemy height (according to sprite @ix)
        jp  m,nolashit          ;a-e>0 = hit
 enemy_lashit:
        ld  a,(curweapdamage)   ;damage
@@ -1097,23 +1116,12 @@ nolashit:
        dnz laserhits           ;check all enemies
        xor a                   ;a=0 otherwise weird things might happen :P
        ld  (weapincs),a        ;reset damage
-       ret
-
-;-----misc-----
-
-fire_torp:
-       ld  de,(firex)
-       ld  hl,torp_occ         ;torpedo...
-       ld  a,(hl)              ;load torpInfo
-       dec a                   ;do you have (unused) torpedoes?
-       ret nz                  ;nope (a must be 1)
-       ld  (hl),2              ;yes; use torpedo
-       ld  (torp_pos),de       ;save torpedo position (in de)
+       pop ix
        ret
 
 ;-----fire BULLETs-----
 
-fire_ybullet:
+fire_ybullet:          ;fire bullet type=C dam=(curweapdamage) at (firex/y)
        ld  c,a                 ;save bulletType in c
        ld  hl,ybullets         ;check for unused bullet
        ld  de,4
@@ -1149,30 +1157,29 @@ curweapdamage =$-1
 
 bullet_left:
        ld  c,a                 ;c=type
-       and %1111
-       ld  b,a                 ;b=0000type
-
-       ld  a,128
-       cp  (hl)                ;off screen? (x>=128)
-       jr  c,remove_bullet
-       ld  a,(hl)              ;a = X
-       add a,b                 ;move b to the right
+       and %11111              ;pixels to move
+       add a,(hl)              ;a = X + (hl) to the right
+       sub 16                  ;and 16 to the left (so -16..+15)
+       jr  c,remove_bullet     ;remove if x<0
+       cp  128
+       jr  nc,remove_bullet    ;or x>=128
        ld  (hl),a              ;save new pos.
        ld  d,a                 ;d = X
 
        inc hl                  ;@y-pos
        ld  a,c
-       cal _shracc
+       cal _shracc             ;%11110000->1111
+       srl a                   ;%1110->111
        dec a
-       jr  z,bullet_noymove
+       jr  z,bullet_noymove    ;1=straight forward
        dec a
-       jr  z,bullet_up
+       jr  z,bullet_up         ;2=up
        dec a
-       jr  z,bullet_halfup
+       jr  z,bullet_halfup     ;3=1/2up
        dec a
-       jr  z,bullet_down
+       jr  z,bullet_down       ;4=down
 
-bullet_halfdown:
+bullet_halfdown:               ;5=1/2down
        ld  a,(timer)
        and 1
        jr  z,bullet_noymove
@@ -1345,38 +1352,6 @@ pickupdone:
        ld  hl,1                ;increase score by one
        jp  scoreInc            ;+ret
 
-;--------------------------- handle torpedo ---------------------------------
-
-Handle_torp:
-       ld  a,(torp_occ)
-       sub 2
-       ret m                   ;return if occ=0/1
-
-       ld  hl,torp_pos         ;x-position
-       ld  a,(hl)              ;load in a
-       inc a                   ;move right
-       cp  125                 ;right edge reached
-       jr  nc,remove_torp      ;remove if x>125
-       ld  (hl),a              ;save new x
-       ld  d,a
-
-       inc hl                  ;y-position
-       ld  a,(hl)
-       inc a                   ;move down
-       cp  56                  ;bottom reached
-       jr  nc,remove_torp      ;remove if y>40
-       ld  (hl),a              ;save new y
-       ld  e,a
-
-       ld  ix,spr_bullett1
-       cal safeputsprite       ;display torpedo
-       jp  check_bullethits    ;check for hits with enemies
-
-remove_torp:
-       ld  a,1
-       ld  (torp_occ),a
-       ret
-
 ;--------------------------- level events -----------------------------------
 
 Level_event:
@@ -1406,18 +1381,6 @@ eventtime =$-2
        ld  (hl),123            ;set delay
        ret                     ;don't place any more enemies
 
-place_boss:
-       ld  a,1
-       ld  (nrlvlenemies),a    ;just one enemy: the BOSS
-       ld  hl,(levelp)         ;the leveldata (including the boss)
-       dec hl                  ;points to leveldata\boss\enemynr
-       ld  a,(hl)              ;load it
-       ld  (lvlenemies),a      ;set new enemy (boss)
-       dec hl                  ;points to level\boss\movement
-       ld  a,(hl)              ;load
-       ld  (level_move),a      ;set boss movement
-       jp  do_event            ;+ret
-
 standby_event:
        ld  b,nrenemies
        ld  hl,enemies+1-enemysize
@@ -1435,6 +1398,14 @@ enemyleft:
        ret
 
 
+place_boss:
+       ld  a,1
+       ld  (nrlvlenemies),a    ;just one enemy: the BOSS
+       ld  hl,(levelp)         ;the leveldata (including the boss)
+       dec hl                  ;points to leveldata\boss\enemynr
+       ld  a,(hl)              ;load it
+       ld  (lvlenemies),a      ;set new enemy (boss)
+
 do_event:
        ld  hl,enemies+1-enemysize
        ld  bc,enemysize
@@ -1460,10 +1431,7 @@ nrlvlenemies =$-1                ;=nr of enemies minus 1
        ldi                     ;set hp64
        ldi                     ;set hitpoints+occ of enemy class
        ldi                     ;set enemy class (nr)
-
-       ld  a,128               ;appear at right edge of screen
-       ld  (de),a              ;= x-position (save)
-       inc de                  ;@y-pos
+       ldi                     ;set x-position
 
        ld  a,(hl)              ;load placeInfo
        inc hl
@@ -1485,11 +1453,10 @@ random_enemy:
 ypos_OK:                       ;random value successfully created
        ld  (de),a              ;save y-position
        inc de                  ;@movecounter
-
+       ldi                     ;set move-type
        ld  a,1                 ;movecounter = 1
        ld  (de),a              ;set
        inc de                  ;@firecounter
-
        ldi                     ;set time-to-1st-fire
        ldi                     ;set firefreq
        ret                     ;return
@@ -1659,29 +1626,29 @@ handle_enemy:
        jr  z,next_enemy        ;occ "no enemy" 0
        dec a
        jr  z,exploding_enemy   ;occ "exploding" 1
-       ld  b,a                 ;b=2 if moving, otherwise b=1
 
-normal_enemy:                  ;occ "normal" 2 or "moving" 3
+normal_enemy:
        inc hl
        ld  c,(hl)              ;c = enemy type = de
        cal find_sprite
 
        inc hl
-       ld  a,(hl)              ;x
-       dec a                   ;move left
-       ld  d,a
-       bit 7,d                 ;x<0
-       jr  z,enemy_onscreen
-       cp  -7                  ;x<=-8
-       jr  c,remove_enemy      ;=off screen
-enemy_onscreen:
+       ld  d,(hl)              ;x
        inc hl
        ld  e,(hl)              ;y
-       ld  a,b                 ;moving state was stored in b earlier
-       dec a                   ;is it 1?
-       cal nz,moving_enemy     ;2 = moving enemy
 
-       ld  (hl),e
+       inc hl                  ;@movetype
+       cal moving_enemy
+       dec hl
+
+       ld  a,d                 ;new x value
+       cp  128                 ;x<128
+       jr  c,enemyonscreen     ;=on screen
+       cp  -7                  ;x<=-8
+       jr  c,remove_enemy      ;=off screen
+enemyonscreen:
+
+       ld  (hl),e              ;store new y
        dec hl                  ;@x
        ld  (hl),d              ;store new x
        ld  a,c                 ;a = enemy type
@@ -1696,6 +1663,7 @@ enemy_onscreen:
 
 check_enemyfire:
        inc hl                  ;@y
+       inc hl                  ;@movetype
        inc hl                  ;@movecount
        inc hl                  ;@firecount
        dec (hl)                ;decrease counter till next blast
@@ -1741,28 +1709,40 @@ exploding_enemy:
 ;--------------------------- moving enemies ---------------------------------
 
 moving_enemy:
-       ld  a,(level_move)
+       ld  a,(hl)              ;how does this enemy move?
+       bit 7,a                 ;direction indicator
+       jr  nz,moveright
+moveleft:
+       dec d
+       jr  moveXdone
+moveright:
+       inc d
+moveXdone:
+       res 7,a
        and a
-       jr  z,movetype_updown   ;type 0
+       ret z                   ;type 0 = don't move
        dec a
-       jr  z,movetype_vslow    ;1
+       jr  z,movetype_updown   ;1 = up / down
        dec a
-       jr  z,movetype_fast     ;2
+       jr  z,movetype_vslow    ;2 = 1/4 speed
        dec a
-       jr  z,movetype_vfast    ;3
+       jr  z,movetype_slow     ;3 = 1/2 speed
        dec a
-       jr  z,movetype_smart    ;4
+       jr  z,movetype_fast     ;3 = 1.5x speed
        dec a
-       jr  z,movetype_lure     ;5
+       jr  z,movetype_vfast    ;4 = 2x speed
        dec a
-       jr  z,movetype_slowlure ;6
+       jr  z,movetype_smart    ;5
        dec a
-       jr  z,movetype_stoplure ;7
+       jr  z,movetype_lure     ;6 = move y towards you
+       dec a
+       jr  z,movetype_slowlure ;7 = lure 1/2 speed
+       dec a
+       jr  z,movetype_stoplure ;8 = slowlure; stop at x=99
 ;      dec a
-;      jr  z,movetype_fulllure ;8
+;      jr  z,movetype_fulllure ;9 = x+y towards you 1/2 speed
 
 movetype_fulllure:
-       inc d
        ld  a,(timer)
        and 1
        ret z
@@ -1782,13 +1762,10 @@ movetype_stoplure:
        cp  d
        jr  c,movetype_slowlure
        inc d                   ;x<100: full stop
-       jr  movetype_slowlure
-
 movetype_slowlure:
        ld  a,(timer)
        and 1
        ret z
-
 movetype_lure:
        ld  a,(y)
        cp  e
@@ -1815,6 +1792,10 @@ smartupdate:
        and %11111100
        jr  z,movetype_fast
 
+movetype_slow:
+       ld  a,(timer)
+       and %1
+       ret z
 movetype_vslow:
        ld  a,(timer)
        and %11
@@ -1996,7 +1977,7 @@ dostory:
        inc a                           ;set z-flag if a = $ff
        jr  nz,dostory                  ;otherwise loop
 
-       ld  bc,3+1                      ;story ends
+       ld  bc,2+1                      ;story ends
        add hl,bc                       ;set hl to beginning of the level
        ld  (levelp),hl                 ;set the level-pointer
        ret                             ;and return
@@ -2098,21 +2079,26 @@ displivesdone:
        cal disp_armor          ;display bar
 
        ld  ix,spr_icon00
-       ld  a,(torp_occ)
+       ld  a,(your_weapon)     ;ur weapon
+       cp  maxweapon           ;laser?
+       psh af                  ;(your_weapon)
+       jr  nc,no_tail          ;if laser (nc) then tail ain't fired
+       ld  a,(your_tail)
        or  a
-       jr  z,no_torp
-       ld  ix,spr_icon02       ;torpedoIcon
-no_torp:
+       jr  z,no_tail
+       ld  ix,spr_icon02       ;tailbeamIcon
+no_tail:
        ld  de,$2901            ;icon #2
        cal putwidesprite       ;display
 
        ld  ix,spr_icon00
-       ld  a,(your_weapon)     ;ur weapon
-       dec a                   ;1=laser
-       jr  z,no_bullets
+       pop af                  ;a=(your_weapon); cf=bullets
+       psh af
+       jr  nc,no_bullets       ;=laser
        ld  hl,$3945            ;position to display bullet-type digit
-       ld  a,(your_weapon)     ;digit
-       dec a                   ;minus one (1=laser)
+       pop af                  ;digit=(your_weapon)
+       psh af
+       inc a                   ;1 = weapon #1 (=0)
        ld  (_penCol),hl        ;set location
        add a,'0'               ;make digit
        cal _vputmap            ;display char
@@ -2122,9 +2108,15 @@ no_bullets:
        cal putwidesprite       ;display icon
 
        ld  ix,spr_icon00       ;emptyIcon
-       ld  a,(your_weapon)
-       dec a
-       jr  nz,no_laser
+       pop af                  ;ld a,(your_weapon)
+       ld  b,a
+       jr  c,no_laser          ;popped carry
+       ld  hl,$3955            ;position to display bullet-type digit
+       ld  (_penCol),hl        ;set location
+       ld  a,b                 ;(your_weapon)  ;load = faster than push
+       sub maxweapon-1         ;1 = laser #1 (=maxweapon)
+       add a,'0'               ;make digit
+       cal _vputmap            ;display char
        ld  ix,spr_icon04       ;laserIcon
 no_laser:
        ld  de,$4901            ;icon #4
@@ -2174,7 +2166,7 @@ armorbarclr:
        sbc hl,de
        dnz armorbarclr
 
-       ld  a,(your_armor)      ;load your armor
+       ld  a,(your_armor)      ;load your armor (<25)
        ld  c,a                 ;psh a
        srl a                   ;/2
        srl a                   ;/4
@@ -2492,12 +2484,86 @@ restore_line:
        cal _getkey             ;wait for keypress
        jp  quit                ;restore some things and return to TI-OS/shell
 
+invship:                       ;procedure used in New_game
+       psh af
+       inc b
+       ld  de,$C0
+       ld  hl,VIDEO_MEM+$30-$C0;begin pos
+invshipinit:
+       add hl,de
+       dnz invshipinit
+       ld  b,$B0               ;12 lines down
+invshiploop:
+       ld  a,(hl)
+       cpl                     ;invert byte
+       ld  (hl),a
+       inc hl
+       dnz invshiploop         ;loop
+       pop af
+       ret
+
 New_game:                      ;stack must be +1 (so change the jp in cal :)
+       cal _clrLCD
+       ld  hl,VIDEO_MEM
+       ld  (PutWhere),hl       ;will be reset after displaying iconbar
+       ld  ix,spr_ship01       ;first ship: sprite
+       ld  de,$0105            ;position
+       ld  b,4                 ;number of ships to display
+dispshipsloop:
+       psh bc                  ;counter
+       psh de                  ;position
+       cal putwidesprite       ;display
+       pop de
+       ld  bc,spr_ship01i-spr_ship01+2
+       add ix,bc               ;go to next ship
+       ld  a,12                ;below the previous one
+       add a,e
+       ld  e,a
+       pop bc
+       dnz dispshipsloop       ;loop
+
+       ld  b,0                 ;menu pos.
+selectship:
+       psh bc
+       cal invship
+selectshiploop:
+       halt
+       cal GET_KEY
+       or  a
+       jr  z,selectshiploop
+       pop bc
+       psh bc
+       cal invship
+       pop bc
+       cp  K_SECOND
+       jr  z,startthenewgame
+       cp  K_ENTER
+       jr  z,startthenewgame
+       cp  K_DOWN
+       jr  nz,selnotdown
+       inc b
+selnotdown:
+       cp  K_UP
+       jr  nz,selnotup
+       dec b
+selnotup:
+       ld  a,b
+       and %11
+       ld  b,a
+       jr  selectship
+
+startthenewgame:
+       ld  hl,spr_ship01-(spr_ship02-spr_ship01)
+       ld  de,spr_ship02-spr_ship01
+       inc b                   ;your ship #0-3++
+searchyourship:
+       add hl,de               ;next ship
+       dnz searchyourship
+       ld  (your_ship),hl
        xor a                   ;ld a,0
-       ld  (time2invert),a     ;keep the screen as it is
        ld  (your_score),a      ;reset score
        ld  (your_score+1),a    ;reset score (0)
-       ld  (torp_occ),a        ;no torpedoes
+       ld  (your_tail),a       ;no tail beam
        ld  (your_weapon),a     ;no laser
        ld  (your_pickup),a     ;reset pickups
        ld  (your_multiples),a  ;no multiples
@@ -2505,8 +2571,6 @@ New_game:                 ;stack must be +1 (so change the jp in cal :)
        ld  (level),a           ;reset level nr (#1)
        ld  hl,level00          ;set level pointer to level#1
        ld  (levelp),hl         ;reset level pointer
-       inc a                   ;ld a,2
-       ld  (your_weapon),a     ;default weapon
        ld  a,4
        ld  (your_lives),a      ;3 lives (4 will be decreased @ You_die)
        ld  (pickuptimer),a     ;next pickup after 4 enemies destroyed
@@ -2526,14 +2590,8 @@ You_die:                 ;stack must be +1
 
 Next_level:                    ;stack must be +1
        pop hl
-       ld  a,(your_armor)      ;load current armor
-       cp  25-8                ;may not become >=25
-       jr  c,addok             ;ok then just add 8
-       ld  a,25-8              ;set to maximum (8 will be added below)
-addok:
-       add a,8                 ;add 8 to armor
-       ld  (your_armor),a      ;change armor
 
+       cal inc_armor           ;increase armor
        ld  hl,level            ;level number
        ld  a,(hl)
        inc a
@@ -2551,7 +2609,7 @@ addok:
        ld  b,0                 ;advance one level
        ld  c,(hl)
        add hl,bc               ;passed the enemies
-       ld  c,1+7+32+4
+       ld  c,1+7+32+3
        add hl,bc               ;update to point to next level
        ld  (levelp),hl         ;save
 
@@ -2611,14 +2669,7 @@ samelevel:
        ld  (x),de              ;begin position (x,y)
        cal Place_multiples     ;place all multiple-positions at that (0,24)
 
-       ld  a,(torp_occ)
-       or  a                   ;no torpedoes?
-       jr  z,torpsclear        ;then just continue (=0)
-       ld  a,1                 ;if so, set to "ready to fire" (=1)
-torpsclear:
-
-       ld  a,(your_weapon)
-       cal loadweapon
+       cal loadweapon          ;load (your_weapon)
 
        ld  hl,enemies          ;remove all enemies and bullets
        ld  (hl),0              ;clear first byte
@@ -2692,7 +2743,7 @@ loadweapon:
        add a,a                 ;    *8
        ld  c,a
        ld  b,0
-       ld  hl,weapondata-16
+       ld  hl,weapondata
        add hl,bc
        ld  a,(hl)
        ld  (weapdamage),a      ;damage of bullets
@@ -2790,6 +2841,7 @@ CSdone:   ret
 ;--------------------------- putbigsprite -----------------------------------
 
 putwidesprite:
+;destr: abcdehl+ix (ix=behind sprite; hl:a=right below sprite; b=0; d=width)
        ld  a,(ix)              ;width
        cp  9
        jr  c,putsprite         ;width<=8: just draw the sprite
@@ -2801,11 +2853,12 @@ putwidesprite:
        psh de
        cal _putsprite          ;otherwise draw one column (8 pixels wide)
        pop de
-       inc ix
+       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
@@ -2852,22 +2905,22 @@ PutWhere =$-2
 
 spr_ship01:
        .db 7,7         ;ship alpha class
-       .db %01111000   ; ████
-       .db %11100000   ;███
-       .db %01111100   ; █████
-       .db %11110010   ;████  █
-       .db %01111100   ; █████
-       .db %11100000   ;███
-       .db %01111000   ; ████
+       .db %11000000   ;██
+       .db %11110000   ;████
+       .db %01111110   ; ██████
+       .db %11101000   ;███ █
+       .db %01111110   ; ██████
+       .db %11110000   ;████
+       .db %11000000   ;██
 spr_ship01i:
        .db 8,7
-       .db %01111010   ; ████ █
-       .db %11100001   ;███    █
-       .db %01111101   ; █████ 
-       .db %11110011   ;████  █
-       .db %01111101   ; █████ 
-       .db %11100001   ;███    █
-       .db %01111010   ; ████ █
+       .db %11000010   ;██    █
+       .db %11110001   ;████   █
+       .db %01111111   ; ██████
+       .db %11101001   ;███ █  
+       .db %01111111   ; ██████
+       .db %11110001   ;████   █
+       .db %11000010   ;██    █
 
 spr_ship02:
        .db 7,7         ;ship beta class
@@ -3136,19 +3189,26 @@ bullettable:
        .db (spr_bullet13-spr_bullet01) ;56
        .db (spr_bullet13-spr_bullet01) ;60
 
-;format:[min.damage] [dam.inc] [0000:direction 0000:speed] [offset]
+;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset]
 ;damage = min.damage + dam.inc*incs (0<=incs<=6)
+;speed in pixels/frame (>=%10010=forward; <=%01110=backwards)
+;direction: 0=straight forward; 1=up; 2=1/2up; 3=down; 4=1/2down
+
 maxnrweapons = 8+1
 weapondata:
-       .db 1,1,%11110000,0,%11110000,6,%00000000,0     ;LASER
-       .db 1,1,%00000010,3,%00000000,0,%00000000,0     ;single fire
-       .db 3,1,%00000011,3,%00000000,0,%00000000,0     ;fast single
-       .db 1,1,%00000010,0,%00000010,6,%00000000,0     ;double
-       .db 1,1,%00010010,2,%00110010,2,%01000010,2     ;triple
-       .db 3,2,%00010011,2,%00110011,2,%01000011,2
-       .db 5,3,%00010011,2,%00110011,2,%01000100,2
-       .db 7,4,%00010100,2,%00110100,2,%01000100,2
-       .db 12,5,%00010110,2,%00110110,2,%01000110,2
+       .db 1,1,%00000000,0,%00000000,0,%00010010,3     ;1 single fire
+       .db 6,1,%00000000,0,%00000000,0,%00010011,3     ;2 fast single
+       .db 1,1,%00000000,0,%00010010,0,%00010010,6     ;3 double
+       .db 1,1,%01110010,2,%10010010,2,%00110010,2     ;4 triple
+       .db 3,2,%01110011,2,%10010011,2,%00110011,2     ;5
+       .db 5,3,%01110011,2,%10010100,2,%00110011,2     ;6
+       .db 7,4,%01110100,2,%10010100,2,%00110100,2     ;7
+       .db 12,5,%01110110,2,%10010110,2,%00110110,2    ;8
+maxweapon = 8
+       .db 1,1,%00000000,0,%00000000,0,%11100000,3     ;1 single laser
+       .db 1,1,%00000000,0,%11100000,0,%11100000,6     ;2 double laser
+       .db 1,1,%11100000,0,%11100000,6,%11100000,3     ;3 triple laser
+maxlaser = 11
 
 collidedamage = 4
 
@@ -3213,6 +3273,23 @@ spr_icon01:
        .db %00001100
        .db %11110000
 spr_icon02:
+       .db 16,7        ;tailbeam .......:.......:
+       .db %10000000           ; █
+       .db %10000011           ; █     ██
+       .db %10000001           ; █      ███
+       .db %10111011           ; █ ███ ██████  ██
+       .db %10000001           ; █      ███
+       .db %10000011           ; █     ██
+       .db %10000000           ; █
+       .db 7
+       .db %00000000
+       .db %00000000
+       .db %11000000
+       .db %11110011
+       .db %11000000
+       .db %00000000
+       .db %00000000
+spr_icon02b:
        .db 16,7        ;torpedo  .......:.......:
        .db %10111000           ; █ ███      █ █ █
        .db %10011100           ; █  ███     █ █ █
@@ -3249,19 +3326,19 @@ spr_icon03:
 spr_icon04:
        .db 16,7        ;laser    .......:.......:
        .db %10000000           ; █
-       .db %10110010           ; █ ██  █ █
-       .db %10111011           ; █ ███ ██
-       .db %10011101           ; █  ███ ████████
-       .db %10111011           ; █ ███ ██
-       .db %10110010           ; █ ██  █ █
+       .db %10001010           ; █   █ █     ▒▒▒
+       .db %11101100           ; ███ ██      ▒▒▒
+       .db %11110111           ; ████ ███████▒▒▒
+       .db %11101100           ; ███ ██      ▒▒▒
+       .db %10001010           ; █   █ █     ▒▒▒
        .db %10000000           ; █
        .db 7
        .db %00000000
-       .db %10000000
+       .db %00000000
        .db %00000000
        .db %11111111
        .db %00000000
-       .db %10000000
+       .db %00000000
        .db %00000000
 spr_icon05:
        .db 16,7        ;multiple .......:.......:
@@ -3289,8 +3366,8 @@ spr_dividerline:
 txt_email:     .db "www.shiar.org ",127 ;title screen
                .db " shiar0@hotmail.com",0
 _txt_email = $3A01 ;$3A1E=just email
-txt_about:     .db " v0.97.625 ",127," by Shiar",0 ;right behind txt_email
-_txt_about = $331F
+txt_about:     .db "v0.97.73 ",127," by Shiar",0 ;right behind txt_email
+_txt_about = $3321
 txt_menu1:     .db "NEW GAME",0
 txt_menu2:     .db "CONTINUE",0
 
@@ -3303,21 +3380,21 @@ txt_score:      .db "Score",0
 txt_hiscore:   .db "Hiscore",0
 
 txt_pressenter:        .db "Enter to continue",0 ;pause
-txt_teacher:   .db "(2",Lpi,"*.95)/sin 13",0 ;boss
-txt_teacherans:        .db Lneg,"14.2063168184",0
+txt_teacher:   .db "(2",Lpi,"*.97)/sin 13",0 ;boss
+txt_teacherans:        .db Lneg,"14.5053971725",0
 
 ;---------------------------- save data -------------------------------------
 
 storehi_start:
-hiscore                .dw $0000
-hiname         .db "Shiar.97",0
+hiscore                .dw 0
+hiname         .db "shiar.97",0
 storehi_end:
 
 storesave_start:
 level          .db $01                 ;level number
 levelp         .dw level01             ;pointer to level data
 pickuptimer    .db $04                 ;counts when to place a pickup
-your_ship      .dw spr_ship04          ;your sprite
+your_ship      .dw spr_ship01          ;your sprite
 your_score     .dw $0000               ;current score
 
 your_pickup    .db $04
@@ -3326,14 +3403,23 @@ your_inv        .db $00                 ;invincibility left
 your_armor     .db $0a                 ;HP left
 your_lives     .db $03                 ;
 
-your_weapon    .db $02                 ;weapon: 0=no, 1=laser, 2+=bullet n+1
+your_weapon    .db $00                 ;current weapon upgrade
 your_multiples .db $00                 ;multiples present
-torp_occ       .db $00                 ;torp.state: 0=unavail 1=avail 2=presnt
-torp_pos       .dw $0000               ;torpedo position (x,y)
+your_tail      .db $01                 ;tail beam present
 storesave_end:
 
+time2invert:   .db 0                   ;time until b<>w switch (0 at startup)
+
 ;XLlevelsdata:---------------------------------------------------------------
 
+;format:boss: [moveType] [enemyType]
+;      @level: [nr.dif.enemies]x [enemy nr]
+;      [min. enemy frequency] [enemy frequency max.inc] [next lvl]
+;      [level_info: 0000:damage 0:diagfire 0:ground 0:ceiling 0:?]
+;      [level_move] [tunnel size] [groundtype]
+;      [16_ground] [16_ceiling] [stars1] [stars2]
+;efrequency must be odd if halfluring!
+
 level00:
        .db 0                           ;story identifier
        .db $21,$1d,"Cosmic year 6716"          ,0,0,$1d,$06
@@ -3343,23 +3429,56 @@ level00:
        .db $52,$36,"by Shiar"                  ,0,0,$19,$23
        .db $ff                         ;story end
 
-;format:[nr.dif.enemies]x [enemy nr]
-;      [min. enemy frequency] [enemy frequency max.inc] [next lvl]
-;      [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
-;      [level_move] [tunnel size] [groundtype]
-;      [16_ground] [16_ceiling] [stars1] [stars2]
+       .db 21
+level01:               ;first wave of enemies; easeey
+       .db 2,6,7
+       .db 20,60,60,%00010000,0,0,0
+       .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+
+       .db 22
+level02:               ;some more enemies
+       .db 4,6,7,7,8
+       .db 17,40,75,%00010000,0,0,0
+       .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+
+       .db 0
+
+       .db 0
+       .db 1,1,"Long-Range scanners are ",
+       .db     "showing",0,1
+       .db 1,8,"lots of enemy vessels on ",
+       .db     "an intercept",0,1
+       .db 1,15,"course.",0,1
+       .db 1,24,"I'm changing course to a",
+       .db     " nearby ",0,1
+       .db 1,31,"asteroid belt and try to",0,1
+       .db 1,38,"lose them inthere.",0,0
+       .db 1,38+5,$FF
+
+       .db 23
+level04:               ;light asteroid belt
+       .db 3,1,2,4
+       .db 12,24,80,%00011000
+       .db 2,0,0
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1     ;16
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
 
-       .db $07,$08                     ;moveType; enemyType
-level01:                               ;efrequency must be odd if halfluring!
-       .db 3,1,2,3
-       .db 6,10,180,%00000000
+       .db 24
+level05:               ;inside asteroid belt
+       .db 5,1,2,3,4,5
+       .db 6,10,180,%00101000
        .db 2,0,0
        .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1     ;16
        .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
        .db 1,1
 
-       .db $07,$08                     ;moveType; enemyType
-level02:                               ;efrequency must be odd if halfluring!
+       .db 25
+level02a:
        .db 3,4,5,6
        .db 30,1,40,%00010000
        .db 0,0,0
@@ -3367,7 +3486,7 @@ level02:                          ;efrequency must be odd if halfluring!
        .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
        .db 1,1
 
-       .db 0,0
+       .db 0
 
        .db 0
        .db $01,01,"And the storyline conti",
@@ -3378,22 +3497,22 @@ level02:                                ;efrequency must be odd if halfluring!
                .db "anet =)",0,0,1,20
        .db $FF
 
-       .db $07,$09
-level03:
+       .db 26
+level03b:
        .db 1,$02
        .db $13,40,$4b,%00100100,0,-5,1
        .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
        .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
        .db 1,1
 
-        .db 0,0
+        .db 0
 
        .db 0
        .db $01,01,"Blablabla...",0,1
        .db $01,34,"this storyline sux",0,0,1,39
        .db $FF
 
-       .db $07,$09
+       .db 27
 level03a:
        .db 1,$03
        .db $2d,$3f,%00010110,0,-9,1
@@ -3402,21 +3521,21 @@ level03a:
        .db -1,-1 ;=%11111111=line
 
        .db $07,$08
-level04:
+level04b:
        .db 1,$04
        .db $11,$41,%00100001,0,0,0
        .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
        .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
        .db 1,1
        .db $07,$09
-level05:
+level05a:
        .db 1,$05
        .db $11,$45,%00100101,%10,-7,1
        .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2
        .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1
        .db 1,1
        .db $07,$08
-level06:
+level06c:
        .db 1,$06
        .db $19,$3a,%00100111,0,-4,1
        .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
@@ -3433,25 +3552,45 @@ level07:
 
 ;------------------------------ enemies -------------------------------------
 
-;format: [HP64] [000000:HP 00:occ] [sprite] [appearance(ypos)]
-;       [time2fire] [firefreq] [0] [0]
+;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:
-       .db 0,%00100110,(spr_enemy01-spr_enemy00)/2,1,0,0,0,0   ;#1
-       .db 0,%00111111,(spr_enemy02-spr_enemy00)/2,1,0,0,0,0   ;#2
-       .db 0,%01011010,(spr_enemy03-spr_enemy00)/2,1,0,0,0,0   ;#2
-
-       .db 0,%00100110,(spr_enemy04-spr_enemy00)/2,1,1,46,0,0  ;#1
-       .db 0,%00101010,(spr_enemy05-spr_enemy00)/2,3,39,13,0,0 ;#2
-       .db 0,%00001111,(spr_enemy06-spr_enemy00)/2,2,87,5,0,0  ;#3
-
-       .db 0,%00000110,(spr_enemy04-spr_enemy00)/2,2,0,0,0,0   ;#4
-       .db 0,%00000111,(spr_enemy05-spr_enemy00)/2,3,0,0,0,0   ;#5
-       .db 0,%00001011,(spr_enemy06-spr_enemy00)/2,2,0,0,0,0   ;#6
-
-       .db 0,%00011011,(spr_enemy07-spr_enemy00)/2,3,0,0,0,0   ;#7
-
-       .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,1,15,10,0,0 ;boss1
-       .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,3,10,8,0,0  ;boss2
+;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
@@ -3462,44 +3601,62 @@ enemyspecs:
        .db 0,%00000000,0,0,0,0,0,0
 
 spr_enemy00:
-       .db 8,8                         ;pickup
-       .db %00011000                   ;    ██
-       .db %00011000                   ;    ██
-       .db %00011000                   ;    ██
-       .db %11111111                   ; ████████
-       .db %11111111                   ; ████████
-       .db %00011000                   ;    ██
-       .db %00011000                   ;    ██
-       .db %00011000                   ;    ██
-
-spr_enemy01:
-       .db 7,6                         ;enemy type one
+       .db 16,8                        ;pickup
+       .db %11111111                   ; ████████████
+       .db %10000110                   ; █    ██    █
+       .db %10000110                   ; █    ██    █
+       .db %10111111                   ; █ ████████ █
+       .db %10111111                   ; █ ████████ █
+       .db %10000110                   ; █    ██    █
+       .db %10000110                   ; █    ██    █
+       .db %11111111                   ; ████████████
+       .db 8
+       .db %11110000
+       .db %00010000
+       .db %00010000
+       .db %11010000
+       .db %11010000
+       .db %00010000
+       .db %00010000
+       .db %11110000
+       .db 0
+
+spr_enemyA1:
+       .db 7,6                         ;asteroid one
        .db %00011000                   ;   ██
-       .db %01111100                   ; █████
-       .db %11111110                   ;███████
-       .db %11111110                   ;██████
-       .db %11111100                   ;██████
+       .db %01101100                   ; ██ ██
+       .db %10011110                   ;█  ████
+       .db %11111010                   ;█████ 
+       .db %10111100                   ;█ ████
        .db %01110000                   ; ███
-spr_enemy02:
-       .db 8,7                         ;enemy type two
+spr_enemyA2:
+       .db 8,7                         ;asteroid two
        .db %00111100                   ;  ████
-       .db %01111110                   ; ██████
-       .db %01111111                   ; ███████
+       .db %01011010                   ; █ ██ █
+       .db %01101101                   ; ██ ██ █
+       .db %11111101                   ;██████ █
        .db %11111111                   ;████████
-       .db %11111111                   ;████████
-       .db %11110110                   ;████ ██
+       .db %10110110                   ;█ ██ ██
        .db %01100000                   ; ██
        .db 0
-spr_enemy03:
-       .db 8,8                         ;enemy type three
+spr_enemyA3:
+       .db 8,8                         ;asteroid three
        .db %00011110                   ;   ████
        .db %01110011                   ; ███  ██
        .db %01111101                   ; █████ █
-       .db %11111111                   ;████████
+       .db %10110111                   ;█ ██ ███
        .db %11111110                   ;███████
-       .db %11111110                   ;████████
-       .db %01111110                   ; ███████
-       .db %00011100                   ;    ███
+       .db %11111101                   ;██████ █
+       .db %01010111                   ; █ █ ███
+       .db %00001110                   ;    ███
+spr_enemyA4:
+       .db 7,6                         ;asteroid four
+       .db %01111000                   ; ████
+       .db %10110110                   ;█ ██ ██
+       .db %11111101                   ;██████ █
+       .db %01111011                   ; ████ ██
+       .db %01001110                   ; █  ███
+       .db %00110000                   ;  ██
 spr_enemy04:
        .db 6,6                         ;enemy type one
        .db %00111100                   ;   ████
@@ -3543,71 +3700,59 @@ spr_enemy07:
 spr_enemy08:
        .db 7,6                         ;enemy type six
        .db %00011100                   ;    ███
-       .db %01111110                   ;  █████
-       .db %10111000                   ; █ ███
-       .db %10111000                   ; █ ███
-       .db %01111110                   ;  █████
+       .db %01110010                   ;  ███  
+       .db %10101100                   ; █ █ ██
+       .db %10101100                   ; █ █ ██
+       .db %01110010                   ;  ███  
        .db %00011100                   ;    ███
 spr_enemy09:
        .db 8,6                         ;enemy type seven
-       .db %00011110                   ;    ████
-       .db %01111111                   ;  ███████
-       .db %10011100                   ; █  ███
-       .db %10011100                   ; █  ███
-       .db %01111111                   ;  ███████
-       .db %00011110                   ;    ████
+       .db %00011011                   ;    ██ ██
+       .db %01110110                   ;  ███ ██
+       .db %10111100                   ; █ ████
+       .db %10111100                   ; █ ████
+       .db %01110110                   ;  ███ ██
+       .db %00011011                   ;    ██ ██
 spr_enemy10:
-       .db 8,6                         ;enemy type seven
-       .db %00011110                   ;    ████
-       .db %01111111                   ;  ███████
-       .db %10011100                   ; █  ███
-       .db %10011100                   ; █  ███
-       .db %01111111                   ;  ███████
-       .db %00011110                   ;    ████
+       .db 8,7                         ;enemy type eight
+       .db %00111110                   ;  █████
+       .db %11110001                   ;████   █
+       .db %00001110                   ;    ███
+       .db %00010101                   ;   █ █ █
+       .db %00001110                   ;    ███
+       .db %11110001                   ;████   █
+       .db %00111110                   ;  █████
+       .db 0
+spr_enemy11:
+       .db 8,7                         ;enemy type nine
+       .db %00111110                   ;  █████
+       .db %00011101                   ;   ███ █
+       .db %11111111                   ;████ ███
+       .db %01110110                   ; ██ ███
+       .db %11111111                   ;████ ███
+       .db %00011101                   ;   ███ █
+       .db %00111110                   ;  █████
+       .db 0
+spr_enemy12:
+       .db 8,7                         ;enemy type ten
+       .db %10111110                   ;█ █████
+       .db %01011101                   ; █ ███ █
+       .db %01111110                   ; ██████
+       .db %00010100                   ;   █ █
+       .db %01111110                   ; ██████
+       .db %01011101                   ; █ ███ █
+       .db %10111110                   ;█ █████
+       .db 0
+spr_enemy13:
+       .db 6,6                         ;enemy type eleven
+       .db %00111100                   ;   ████
+       .db %01010000                   ;  █ █
+       .db %10100000                   ; █ █
+       .db %10100000                   ; █ █
+       .db %01010000                   ;  █ █
+       .db %00111100                   ;   ████
 
 spr_boss0_1:
-       .db 16,19                       ;boss type one  :
-       .db %00000000                   ;         █ █
-       .db %00000111                   ;     ███ ███
-       .db %00000011                   ;      ████ █
-       .db %00000001                   ;       ██ ██
-       .db %00000011                   ;      ███ ██
-       .db %00000000                   ;        █████
-       .db %00010111                   ;   █ ██████████
-       .db %00111111                   ;  ██████ ██ ██
-       .db %11111000                   ;█████   ██ █ ███
-       .db %00001111                   ;    █████ ██ █ █
-       .db %11111000                   ;█████   ██ █ ███
-       .db %00111111                   ;  ██████ ██ ██
-       .db %00010111                   ;   █ ██████████
-       .db %00000000                   ;        █████
-       .db %00000011                   ;      ███ ██
-       .db %00000001                   ;       ██ ██
-       .db %00000011                   ;      ████ █
-       .db %00000111                   ;     ███ ███
-       .db %00000000                   ;         █ █
-       .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
-       .db 0
-spr_boss0_2:
        .db 16,10                       ;boss type one   :
        .db %00000001                   ;        █████████
        .db %00001111                   ;     ███████████
@@ -3631,8 +3776,8 @@ spr_boss0_2:
        .db %11111110
        .db %11111111
        .db 0
-spr_boss0_3:
-       .db 16,10                       ;boss type:one   :
+spr_boss0_2:
+       .db 16,10                       ;boss type two   :
        .db %11111110                   ; ███████
        .db %00001111                   ;     █████   ████
        .db %00111111                   ;   █████████   ██
@@ -3643,7 +3788,7 @@ spr_boss0_3:
        .db %00111111                   ;   █████████   ██
        .db %00001111                   ;     █████   ████
        .db %11111110                   ; ███████
-       .db 10
+       .db 9
        .db %00000000
        .db %10001111
        .db %11100011
@@ -3653,7 +3798,103 @@ spr_boss0_3:
        .db %11111110
        .db %11100011
        .db %10001111
+spr_boss0_3:
+       .db 16,11                       ;bigasteroid one
+       .db %00011110                   ;   ████
+       .db %01110011                   ; ███  ███
+       .db %01111111                   ; ███████ █
+       .db %01111111                   ; █████████
+       .db %11111110                   ;███████ ███
+       .db %11111110                   ;███████████
+       .db %11111111                   ;████████████
+       .db %11111110                   ;███████ ████
+       .db %01111110                   ; █████████
+       .db %00111110                   ;  ██████
+       .db %00011100                   ;    ███
+       .db 9
        .db %00000000
+       .db %10000000
+       .db %01000000
+       .db %11000000
+       .db %11100000
+       .db %11100000
+       .db %11110000
+       .db %11110000
+       .db %11000000
+       .db 0
+spr_boss0_4:
+       .db 16,18                       ;bigboss one    :
+       .db %00000000                   ;         █ █
+       .db %00000111                   ;     ███ ███
+       .db %00000011                   ;      ████ █
+       .db %00000001                   ;       ██ ██
+       .db %00000011                   ;      ███ ██
+       .db %00000000                   ;        █████
+       .db %00010111                   ;   █ ██████████
+       .db %00111111                   ;  ██████ ██ ██
+       .db %11111000                   ;█████   ██ █ ███
+       .db %00001111                   ;    █████ ██ █ █
+       .db %11111000                   ;█████   ██ █ ███
+       .db %00111111                   ;  ██████ ██ ██
+       .db %00010111                   ;   █ ██████████
+       .db %00000000                   ;        █████
+       .db %00000011                   ;      ███ ██
+       .db %00000001                   ;       ██ ██
+       .db %00000011                   ;      ████ █
+       .db %00000111                   ;     ███ ███
+       .db 19                          ;         █ █
+       .db %01010000
+       .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_boss0_5:
+       .db 16,15                       ;bigboss two    :
+       .db %00001111                   ;    █████
+       .db %00111110                   ;  █████ █████
+       .db %01111101                   ; █████ █ ███████
+       .db %00000011                   ;      ██
+       .db %00000100                   ;     █  █
+       .db %00000011                   ;      █████
+       .db %00011110                   ;   ████ ██ ████
+       .db %11110011                   ;████  ██ █ █
+       .db %00011110                   ;   ████ ██ ████
+       .db %00000011                   ;      █████
+       .db %00000100                   ;     █  █
+       .db %00000011                   ;      ██
+       .db %01111101                   ; █████ █ ███████
+       .db %00111110                   ;  █████ █████
+       .db %00001111                   ;    █████
+       .db 15
+       .db %10000000
+       .db %11111000
+       .db %01111111
+       .db %00000000
+       .db %10000000
+       .db %11100000
+       .db %11011110
+       .db %01010000
+       .db %11011110
+       .db %11100000
+       .db %10000000
+       .db %00000000
+       .db %01111111
+       .db %11111000
+       .db %10000000
        .db 0
 
 ;----------------------------------------------------------------------------
@@ -3691,7 +3932,7 @@ logo_nemesis:
 ;----------------------------------------------------------------------------
 ;----------------------------------------------------------------------------
 
-; 0.97.625 -- 25.VI.00 -- size 5729
+; 0.97.73 -- 3.VII.00 -- size 6612
 ;
 ;      # bullets do damage in all levels
 ;      * more armor at armor-upgrade and extra armor at end of a level
@@ -3700,6 +3941,7 @@ logo_nemesis:
 ;      * several optimizations (init.procs some bytes smaller)
 ;      # enemies hit with hitpoints left disappeared (one pop too much...)
 ;      + bullets "charge up" (more damage) when not firing
+;      - removed contrast changes
 ;      + more powerful bullets have different sprites (larger=more damage)
 ;      # multiples appear at your position (begin level/just selected)
 ;      # when invulnerable multiples acted weird
@@ -3734,13 +3976,27 @@ logo_nemesis:
 ;      * armor bar is two pixels high (better visible)
 ;      # bullet overflow fixed again (>63 bullets fired)
 ;      # correct weapon loaded when continuing a saved game
-;      # game doesn't freeze when generating a random value <=1
+;      # game freezed when generating a random value <=1
 ;      * you explode in a different way than the enemies
 ;      + screen inverts for a brief time when you are hit!
 ;      # stats-bar was messed up when ya got 0 lives left
-;      * new (big) boss; "asteroids" level #1
-;      * score increased once every 32 frames (instead of 256)
+;      * two new (big) bosses modeled after a common MSX Nemesis2-boss
+;      * score increased once every 32 frames (instead of every 256)
 ;      # ground fixed for new random routine (smaller routine; incs -2 to 2)
+;      + laser will upgrade as well when you reselect it
+;      * 2nd can be used in main menu (wow!)
+;      # altered variable storage space because of Nemesis grew beyond 6kb
+;      # fixed armor bar display when at maximum
+;      + a few new enemies (asteroids) and remade 1st 4 levels; new pickup
+;      - torpedo since it was kinda useless
+;      + second icon now selects TAIL BEAM: bullet going backwards
+;      # armor increase at the end of a level doesn't overflow armorbar
+;      + you can choose your own ship out of four vessel after NEW GAME!
+;      + enemies can appear at any x-position and move both left and right
+;      + move patterns given per enemy, not per level
+;      * new (faster) enemy-move system; 10 basic moves (x2 left+right)
 ;
+;      ! game sometimes crashes after running Nemesis:
+;         (in TI-OS: screen misformed + freeze)
 ;
 ;       + added        - removed       * changed       # bug fixed
\ No newline at end of file