**************************************************************************** **************************************************************************** ** ** Platinum Edition for TI-89 (Sprite Images) ** ** This software is in the public domain. There is no warranty. ** ** by Patrick Davidson (pad@calc.org, http://pad.calc.org/) ** ** Last updated August 2, 2001 ** **************************************************************************** **************************************************************************** ******************************************** IMAGES * * These are the actual sprites images. The first part of a sprite is a word * which holds the sprites height, minus one. There then follow that number * of longwords of image data. The image data starts in the 9th bit (from * the right) and can be up to 17 pixels wide (images wider than that will * have their left sides disappear in some positions, and images starting left * of bit 9 will have their right sides disappear in some positions). Bits * in unused columns should be all zero. * * Sprites are normally referenced by their image handles, which are defined * by the IMAGE macro at the bottom of this file. The labels for such * sprites are intended to be "sName", where "Name" will be used to identify * its image handle. * * For grayscale sprites, the height is negated. The image data consists of * the first (most significant) bitplane followed by the second (least * significant) bitplane. Both are in the format described above. * * IMPORTANT WARNING FOR ANYONE EDITING THESE IMAGES: Images in certain * sequences have limitations on sizes; be sure to read the comment above the * sequence to find out the rules. If you don't follow them, the game is * likely to crash. * ******** ******************************************** NORMAL IMAGES * * These images have no restrictions on size or ordering. * ******** sPlayer_Ship_Classic: dc.w -7 dc.l %00000000110000100001100000000000 dc.l %00000000110001110001100000000000 dc.l %00000000110011111001100000000000 dc.l %00000000110111011101100000000000 dc.l %00000000111110001111100000000000 dc.l %00000000111100000111100000000000 dc.l %00000000111000000011100000000000 dc.l %00000000110000000001100000000000 dc.l %00000000110000000001100000000000 dc.l %00000000110000100001100000000000 dc.l %00000000110001110001100000000000 dc.l %00000000110011011001100000000000 dc.l %00000000110110001101100000000000 dc.l %00000000111100000111100000000000 dc.l %00000000111000000011100000000000 dc.l %00000000110000000001100000000000 sPlayer_Ship_Platinum: dc.w -7 dc.l %00000000000000100000000000000000 dc.l %00000000100001010000100000000000 dc.l %00000000100010001000100000000000 dc.l %00000000100010001000100000000000 dc.l %00000000111110101111100000000000 dc.l %00000000111110101111100000000000 dc.l %00000000100010001000100000000000 dc.l %00000000100011111000100000000000 dc.l %00000000010000100001000000000000 dc.l %00000000110001110001100000000000 dc.l %00000000110011111001100000000000 dc.l %00000000110011111001100000000000 dc.l %00000000111111111111100000000000 dc.l %00000000111111111111100000000000 dc.l %00000000110011111001100000000000 dc.l %00000000110011111001100000000000 sUltimate_Bullet: dc.w 11 dc.l %00000000010000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 sDisruptor_Blast: dc.w 8 dc.l %00000000010000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 sQuad_Blast: dc.w 6 dc.l %00000000011100000000000000000000 dc.l %00000000101010000000000000000000 dc.l %00000000110110000000000000000000 dc.l %00000000101010000000000000000000 dc.l %00000000110110000000000000000000 dc.l %00000000101010000000000000000000 dc.l %00000000110110000000000000000000 sPlasma_Blast: dc.w 10 dc.l %00000000001000000000000000000000 dc.l %00000000011100000000000000000000 dc.l %00000000111110000000000000000000 dc.l %00000000111110000000000000000000 dc.l %00000000111110000000000000000000 dc.l %00000000111110000000000000000000 dc.l %00000000111110000000000000000000 dc.l %00000000111110000000000000000000 dc.l %00000000111110000000000000000000 dc.l %00000000111110000000000000000000 dc.l %00000000111110000000000000000000 sEnemy_1: dc.w -7 dc.l %00000000100000001000000000000000 dc.l %00000000110000011000000000000000 dc.l %00000000101000101000000000000000 dc.l %00000000100111001000000000000000 dc.l %00000000100000001000000000000000 dc.l %00000000010000010000000000000000 dc.l %00000000001000100000000000000000 dc.l %00000000000111000000000000000000 dc.l %00000000100000001000000000000000 dc.l %00000000110000011000000000000000 dc.l %00000000111000111000000000000000 dc.l %00000000111111111000000000000000 dc.l %00000000111111111000000000000000 dc.l %00000000011111110000000000000000 dc.l %00000000001111100000000000000000 dc.l %00000000000111000000000000000000 sMissile: dc.w 8 dc.l %00000000101000000000000000000000 dc.l %00000000101000000000000000000000 dc.l %00000000101000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000010000000000000000000000 dc.l %00000000010000000000000000000000 dc.l %00000000010000000000000000000000 sEnemy_2: dc.w 7 dc.l %00000000100000000010000000000000 dc.l %00000000110000000110000000000000 dc.l %00000000111011101110000000000000 dc.l %00000000111111111110000000000000 dc.l %00000000111111111110000000000000 dc.l %00000000111011101110000000000000 dc.l %00000000110000000110000000000000 dc.l %00000000100000000010000000000000 sEnemy_8: dc.w -4 dc.l %00000000100001000000000000000000 dc.l %00000000111111000000000000000000 dc.l %00000000100001000000000000000000 dc.l %00000000010010000000000000000000 dc.l %00000000001100000000000000000000 dc.l %00000000100001000000000000000000 dc.l %00000000111111000000000000000000 dc.l %00000000111111000000000000000000 dc.l %00000000011110000000000000000000 dc.l %00000000001100000000000000000000 sTriple_Shot: dc.w 3 dc.l %00000000011000000000000000000000 dc.l %00000000111100000000000000000000 dc.l %00000000111100000000000000000000 dc.l %00000000011000000000000000000000 sBoss_1: dc.w -13 dc.l %00000000100000000000000010000000 dc.l %00000000110000000000000110000000 dc.l %00000000111000000000001110000000 dc.l %00000000111111111111111110000000 dc.l %00000000111111111111111110000000 dc.l %00000000110000111110000110000000 dc.l %00000000110000011100000110000000 dc.l %00000000110000001000000110000000 dc.l %00000000110000001000000110000000 dc.l %00000000110000001000000110000000 dc.l %00000000111000001000001110000000 dc.l %00000000011100001000011100000000 dc.l %00000000001111111111111000000000 dc.l %00000000000111111111110000000000 dc.l %00000000100000000000000010000000 dc.l %00000000110000000000000110000000 dc.l %00000000111000000000001110000000 dc.l %00000000111111111111111110000000 dc.l %00000000111111111111111110000000 dc.l %00000000111111111111111110000000 dc.l %00000000111111111111111110000000 dc.l %00000000111111111111111110000000 dc.l %00000000111111111111111110000000 dc.l %00000000111111111111111110000000 dc.l %00000000111111111111111110000000 dc.l %00000000011111111111111100000000 dc.l %00000000001111111111111000000000 dc.l %00000000000111111111110000000000 sMBL: sMBC: sMBR: sBoss_2: dc.w -13 dc.l %00000000111100000000011110000000 dc.l %00000000111101010101011110000000 dc.l %00000000111100101010011110000000 dc.l %00000000111101010101011110000000 dc.l %00000000111100101010011110000000 dc.l %00000000111101010101011110000000 dc.l %00000000111100101010011110000000 dc.l %00000000111101010101011110000000 dc.l %00000000111100101010011110000000 dc.l %00000000111101010101011110000000 dc.l %00000000111100101010011110000000 dc.l %00000000111000010100001110000000 dc.l %00000000110000001000000110000000 dc.l %00000000100000000000000010000000 dc.l %00000000111100000000011110000000 dc.l %00000000111110101010111110000000 dc.l %00000000111111010101111110000000 dc.l %00000000111110101010111110000000 dc.l %00000000111111010101111110000000 dc.l %00000000111110101010111110000000 dc.l %00000000111111010101111110000000 dc.l %00000000111110101010111110000000 dc.l %00000000111111010101111110000000 dc.l %00000000111110101010111110000000 dc.l %00000000111101010101011110000000 dc.l %00000000111000101010001110000000 dc.l %00000000110000010100000110000000 dc.l %00000000100000001000000010000000 sEnemy_Bomb: dc.w 4 dc.l %00000000010000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000010000000000000000000000 sEnemy_Bullet: dc.w 2 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111000000000000000000000 sEnemy_6: dc.w 6 dc.l %00000000110001100000000000000000 dc.l %00000000111011100000000000000000 dc.l %00000000011111000000000000000000 dc.l %00000000001110000000000000000000 dc.l %00000000011111000000000000000000 dc.l %00000000111011100000000000000000 dc.l %00000000110001100000000000000000 sE_X: dc.w 6 dc.l %00000000111000111000000000000000 dc.l %00000000111101111000000000000000 dc.l %00000000011111110000000000000000 dc.l %00000000001111100000000000000000 dc.l %00000000011111110000000000000000 dc.l %00000000111101111000000000000000 dc.l %00000000111000111000000000000000 sBoss_X: dc.w 8 dc.l %00000000110000011100000111000000 dc.l %00000000111000111110001110000000 dc.l %00000000011101110111011100000000 dc.l %00000000001111100011111000000000 dc.l %00000000000111000001110000000000 dc.l %00000000001111100011111000000000 dc.l %00000000011101110111011100000000 dc.l %00000000111000111110001110000000 dc.l %00000000110000011100000111000000 sEnemy_5: dc.w -12 dc.l %00000000100000100000000000000000 dc.l %00000000110001100000000000000000 dc.l %00000000111111100000000000000000 dc.l %00000000100000100000000000000000 dc.l %00000000111111100000000000000000 dc.l %00000000100000100000000000000000 dc.l %00000000100000100000000000000000 dc.l %00000000100000100000000000000000 dc.l %00000000100000100000000000000000 dc.l %00000000100000100000000000000000 dc.l %00000000111111100000000000000000 dc.l %00000000011111000000000000000000 dc.l %00000000001110000000000000000000 dc.l %00000000100000100000000000000000 dc.l %00000000110001100000000000000000 dc.l %00000000111111100000000000000000 dc.l %00000000111111100000000000000000 dc.l %00000000100000100000000000000000 dc.l %00000000111111100000000000000000 dc.l %00000000111111100000000000000000 dc.l %00000000111111100000000000000000 dc.l %00000000111111100000000000000000 dc.l %00000000111111100000000000000000 dc.l %00000000111111100000000000000000 dc.l %00000000011111000000000000000000 dc.l %00000000001110000000000000000000 sBlob_Blast: dc.w 5 dc.l %00000000011000000000000000000000 dc.l %00000000111100000000000000000000 dc.l %00000000111100000000000000000000 dc.l %00000000111100000000000000000000 dc.l %00000000111100000000000000000000 dc.l %00000000011000000000000000000000 sBubble_Weapon: dc.w 4 dc.l %00000000011100000000000000000000 dc.l %00000000100010000000000000000000 dc.l %00000000100010000000000000000000 dc.l %00000000100010000000000000000000 dc.l %00000000011100000000000000000000 sTriangle: dc.w -10 dc.l %00000000000000100000000000000000 dc.l %00000000000000100000000000000000 dc.l %00000000000001010000000000000000 dc.l %00000000000010001000000000000000 dc.l %00000000000010001000000000000000 dc.l %00000000000100000100000000000000 dc.l %00000000001000100010000000000000 dc.l %00000000001001110010000000000000 dc.l %00000000010000100001000000000000 dc.l %00000000100000000000100000000000 dc.l %00000000111111111111100000000000 dc.l %00000000000000100000000000000000 dc.l %00000000000000100000000000000000 dc.l %00000000000001110000000000000000 dc.l %00000000000011111000000000000000 dc.l %00000000000011111000000000000000 dc.l %00000000000111111100000000000000 dc.l %00000000001111111110000000000000 dc.l %00000000001111011110000000000000 dc.l %00000000011110001111000000000000 dc.l %00000000111111011111100000000000 dc.l %00000000111111111111100000000000 sArrow_Bullet: dc.w 10 dc.l %00000000100010000000000000000000 dc.l %00000000110110000000000000000000 dc.l %00000000111110000000000000000000 dc.l %00000000011100000000000000000000 dc.l %00000000001000000000000000000000 dc.l %00000000001000000000000000000000 dc.l %00000000001000000000000000000000 dc.l %00000000001000000000000000000000 dc.l %00000000111110000000000000000000 dc.l %00000000011100000000000000000000 dc.l %00000000001000000000000000000000 sCash_10: dc.w 6 dc.l %00000000000100000000000000000000 dc.l %00000000011111000000000000000000 dc.l %00000000010100000000000000000000 dc.l %00000000011111000000000000000000 dc.l %00000000000101000000000000000000 dc.l %00000000011111000000000000000000 dc.l %00000000000100000000000000000000 sCash_100: dc.w 6 dc.l %00000000000100000100000000000000 dc.l %00000000011111011111000000000000 dc.l %00000000010100010100000000000000 dc.l %00000000011111011111000000000000 dc.l %00000000000101000101000000000000 dc.l %00000000011111011111000000000000 dc.l %00000000000100000100000000000000 sCash_1000: dc.w 6 dc.l %00000000000100011110000000000000 dc.l %00000000011111010011000000000000 dc.l %00000000010100010001000000000000 dc.l %00000000011111010001000000000000 dc.l %00000000000101010001000000000000 dc.l %00000000011111010011000000000000 dc.l %00000000000100011110000000000000 sGuided_Left: dc.w 4 dc.l %00000000000001000000000000000000 dc.l %00000000010010000000000000000000 dc.l %00000000010100000000000000000000 dc.l %00000000011000000000000000000000 dc.l %00000000011110000000000000000000 sGuided_Right: dc.w 4 dc.l %00000000010000000000000000000000 dc.l %00000000001001000000000000000000 dc.l %00000000000101000000000000000000 dc.l %00000000000011000000000000000000 dc.l %00000000001111000000000000000000 sGuided_Down: dc.w 4 dc.l %00000000000100000000000000000000 dc.l %00000000000100000000000000000000 dc.l %00000000010101000000000000000000 dc.l %00000000001110000000000000000000 dc.l %00000000000100000000000000000000 sSuperBoss_Left: dc.w -10 dc.l %00000000100000000000000000000000 dc.l %00000000110000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111111111111111110000000 dc.l %00000000111101010101010100000000 dc.l %00000000111010101010101010000000 dc.l %00000000111101010101010100000000 dc.l %00000000111010101010101010000000 dc.l %00000000111101010101010100000000 dc.l %00000000011010101010101010000000 dc.l %00000000001111111111111100000000 dc.l %00000000100000000000000000000000 dc.l %00000000110000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111111111111111110000000 dc.l %00000000111010101010101010000000 dc.l %00000000111101010101010100000000 dc.l %00000000111010101010101010000000 dc.l %00000000111101010101010100000000 dc.l %00000000111010101010101010000000 dc.l %00000000011101010101010100000000 dc.l %00000000001111111111111110000000 sSuperBoss_Right: dc.w -10 dc.l %00000000000000000000000100000000 dc.l %00000000000000000000001100000000 dc.l %00000000000000000000011100000000 dc.l %00000000111111111111111100000000 dc.l %00000000101010101010111100000000 dc.l %00000000010101010101011100000000 dc.l %00000000101010101010111100000000 dc.l %00000000010101010101011100000000 dc.l %00000000101010101010111100000000 dc.l %00000000010101010101011000000000 dc.l %00000000111111111111110000000000 dc.l %00000000000000000000000100000000 dc.l %00000000000000000000001100000000 dc.l %00000000000000000000011100000000 dc.l %00000000111111111111111100000000 dc.l %00000000010101010101011100000000 dc.l %00000000101010101010111100000000 dc.l %00000000010101010101011100000000 dc.l %00000000101010101010111100000000 dc.l %00000000010101010101011100000000 dc.l %00000000101010101010111100000000 dc.l %00000000111111111111110000000000 sSuperBoss_Left_Dmg: dc.w -10 dc.l %00000000100000000000000000000000 dc.l %00000000110000000000000000000000 dc.l %00000000111000000000000100000000 dc.l %00000000111111111111111100000000 dc.l %00000000111101010101010101000000 dc.l %00000000111010101010101110000000 dc.l %00000000111101010101010100000000 dc.l %00000000111010101010101110000000 dc.l %00000000111101010101011100000000 dc.l %00000000011010101010111110000000 dc.l %00000000001111111111111110000000 dc.l %00000000100000000000000000000000 dc.l %00000000110000000000000000000000 dc.l %00000000111000000000000000000000 dc.l %00000000111111111111111110000000 dc.l %00000000111010101010101100000000 dc.l %00000000111101010101010110000000 dc.l %00000000111010101010101010000000 dc.l %00000000111101010101010100000000 dc.l %00000000111010101010101110000000 dc.l %00000000011101010101011110000000 dc.l %00000000001111111111100110000000 sSuperBoss_Right_Dmg: dc.w -10 dc.l %00000000000000000000000100000000 dc.l %00000000000000000000001100000000 dc.l %00000000000000000000011100000000 dc.l %00000000111111111111111100000000 dc.l %00000000101010101010111100000000 dc.l %00000000010101010101011100000000 dc.l %00000000101010101010111100000000 dc.l %00000000010101010101011100000000 dc.l %00000000111010101010111100000000 dc.l %00000000000111010101011000000000 dc.l %00000000000111111111110000000000 dc.l %00000000000000000000000100000000 dc.l %00000000000000000000001100000000 dc.l %00000000000000000000011100000000 dc.l %00000000011111111111111100000000 dc.l %00000000010101010101011100000000 dc.l %00000000101010101010111100000000 dc.l %00000000010101010101011100000000 dc.l %00000000101010101010111100000000 dc.l %00000000111101010101011100000000 dc.l %00000000011111101010111100000000 dc.l %00000000101111111111110000000000 sBall: dc.w -6 dc.l %00000000001110000000000000000000 dc.l %00000000010101000000000000000000 dc.l %00000000101010100000000000000000 dc.l %00000000110101100000000000000000 dc.l %00000000101010100000000000000000 dc.l %00000000010101000000000000000000 dc.l %00000000001110000000000000000000 dc.l %00000000001110000000000000000000 dc.l %00000000011011000000000000000000 dc.l %00000000110101100000000000000000 dc.l %00000000101010100000000000000000 dc.l %00000000110101100000000000000000 dc.l %00000000011011000000000000000000 dc.l %00000000001110000000000000000000 sSwoop1: dc.w -9 dc.l %00000000101000000000010100000000 dc.l %00000000111001000010011100000000 dc.l %00000000101001100110010100000000 dc.l %00000000111001011010011100000000 dc.l %00000000101001111110010100000000 dc.l %00000000111111000011111100000000 dc.l %00000000101111000011110100000000 dc.l %00000000111000100110011100000000 dc.l %00000000101000011000010100000000 dc.l %00000000111000000000011100000000 dc.l %00000000111000000000011100000000 dc.l %00000000101001000010010100000000 dc.l %00000000111001100110011100000000 dc.l %00000000101001111110010100000000 dc.l %00000000111001111110011100000000 dc.l %00000000101111111111110100000000 dc.l %00000000111111111111111100000000 dc.l %00000000101000111110010100000000 dc.l %00000000111000011000011100000000 dc.l %00000000101000000000010100000000 sSwoop2: dc.w -9 dc.l %00000000111000000000011100000000 dc.l %00000000101001000010010100000000 dc.l %00000000111001100110011100000000 dc.l %00000000101001011010010100000000 dc.l %00000000111001111110011100000000 dc.l %00000000101111000011110100000000 dc.l %00000000111111000011111100000000 dc.l %00000000101000100100010100000000 dc.l %00000000111000011000011100000000 dc.l %00000000101000000000010100000000 dc.l %00000000101000000000010100000000 dc.l %00000000111001000010011100000000 dc.l %00000000101001100110010100000000 dc.l %00000000111001111110011100000000 dc.l %00000000101001111110010100000000 dc.l %00000000111111111111111100000000 dc.l %00000000101111111111110100000000 dc.l %00000000111000111110011100000000 dc.l %00000000101000011000010100000000 dc.l %00000000111000000000011100000000 sfake: dc.w 0 dc.l 0 ******************************************** "WHEEL" ENEMY * * All four images of this enemy must be the same size and in order * ******** sWheel_1: dc.w -14 dc.l %00000000000111111111000000000000 dc.l %00000000001111111111100000000000 dc.l %00000000011100010001110000000000 dc.l %00000000111000010000111000000000 dc.l %00000000110000010000011000000000 dc.l %00000000110000010000011000000000 dc.l %00000000110000010000011000000000 dc.l %00000000111111111111111000000000 dc.l %00000000110000010000011000000000 dc.l %00000000110000010000011000000000 dc.l %00000000110000010000011000000000 dc.l %00000000111000010000111000000000 dc.l %00000000011100010001110000000000 dc.l %00000000001111111111100000000000 dc.l %00000000000111111111000000000000 dc.l %00000000000111111111000000000000 dc.l %00000000001111111111100000000000 dc.l %00000000011111101111110000000000 dc.l %00000000111111101111111000000000 dc.l %00000000111111101111111000000000 dc.l %00000000111111101111111000000000 dc.l %00000000111111101111111000000000 dc.l %00000000110000000000011000000000 dc.l %00000000111111101111111000000000 dc.l %00000000111111101111111000000000 dc.l %00000000111111101111111000000000 dc.l %00000000111111101111111000000000 dc.l %00000000011111101111110000000000 dc.l %00000000001111111111100000000000 dc.l %00000000000111111111000000000000 sWheel_2: dc.w -14 dc.l %00000000000111111111000000000000 dc.l %00000000001111111111100000000000 dc.l %00000000011100000101110000000000 dc.l %00000000111000001000111000000000 dc.l %00000000110000001000011000000000 dc.l %00000000111000001000011000000000 dc.l %00000000110111010000011000000000 dc.l %00000000110000111000011000000000 dc.l %00000000110000010111011000000000 dc.l %00000000110000100000111000000000 dc.l %00000000110000100000011000000000 dc.l %00000000111000100000111000000000 dc.l %00000000011101000001110000000000 dc.l %00000000001111111111100000000000 dc.l %00000000000111111111000000000000 dc.l %00000000000111111111000000000000 dc.l %00000000001111111111100000000000 dc.l %00000000011111111011110000000000 dc.l %00000000111111110111111000000000 dc.l %00000000111111110111111000000000 dc.l %00000000110111110111111000000000 dc.l %00000000111000101111111000000000 dc.l %00000000111111000111111000000000 dc.l %00000000111111101000111000000000 dc.l %00000000111111011111011000000000 dc.l %00000000111111011111111000000000 dc.l %00000000111111011111111000000000 dc.l %00000000011110111111110000000000 dc.l %00000000001111111111100000000000 dc.l %00000000000111111111000000000000 sWheel_3: dc.w -14 dc.l %00000000000111111111000000000000 dc.l %00000000001111111111100000000000 dc.l %00000000011100000001110000000000 dc.l %00000000111100000001111000000000 dc.l %00000000110010000010011000000000 dc.l %00000000110001000100011000000000 dc.l %00000000110000101000011000000000 dc.l %00000000110000010000011000000000 dc.l %00000000110000101000011000000000 dc.l %00000000110001000100011000000000 dc.l %00000000110010000010011000000000 dc.l %00000000111100000001111000000000 dc.l %00000000011100000001110000000000 dc.l %00000000001111111111100000000000 dc.l %00000000000111111111000000000000 dc.l %00000000000111111111000000000000 dc.l %00000000001111111111100000000000 dc.l %00000000011111111111110000000000 dc.l %00000000111011111110111000000000 dc.l %00000000111101111101111000000000 dc.l %00000000111110111011111000000000 dc.l %00000000111111010111111000000000 dc.l %00000000111111101111111000000000 dc.l %00000000111111010111111000000000 dc.l %00000000111110111011111000000000 dc.l %00000000111101111101111000000000 dc.l %00000000111011111110111000000000 dc.l %00000000011111111111110000000000 dc.l %00000000001111111111100000000000 dc.l %00000000000111111111000000000000 sWheel_4: dc.w -14 dc.l %00000000000111111111000000000000 dc.l %00000000001111111111100000000000 dc.l %00000000011101000001110000000000 dc.l %00000000111000100000111000000000 dc.l %00000000110000100000011000000000 dc.l %00000000110000100000111000000000 dc.l %00000000110000010111011000000000 dc.l %00000000110000111000011000000000 dc.l %00000000110111010000011000000000 dc.l %00000000111000001000011000000000 dc.l %00000000110000001000011000000000 dc.l %00000000111000001000111000000000 dc.l %00000000011100000101110000000000 dc.l %00000000001111111111100000000000 dc.l %00000000000111111111000000000000 dc.l %00000000000111111111000000000000 dc.l %00000000001111111111100000000000 dc.l %00000000011110111111110000000000 dc.l %00000000111111011111111000000000 dc.l %00000000111111011111111000000000 dc.l %00000000111111011111011000000000 dc.l %00000000111111101000111000000000 dc.l %00000000111111000111111000000000 dc.l %00000000111000101111111000000000 dc.l %00000000110111110111111000000000 dc.l %00000000111111110111111000000000 dc.l %00000000111111110111111000000000 dc.l %00000000011111111011110000000000 dc.l %00000000001111111111100000000000 dc.l %00000000000111111111000000000000 ******************************************** OPERATOR ENEMY * * Materialization sequence for the operator enemy. These images must be * in order (with the full image at the top) and must all be 6 lines tall. * ******** sEnemy_0: dc.w 6 dc.l %00000000011111000000000000000000 dc.l %00000000111111100000000000000000 dc.l %00000000110001100000000000000000 dc.l %00000000110001100000000000000000 dc.l %00000000110001100000000000000000 dc.l %00000000111111100000000000000000 dc.l %00000000011111000000000000000000 sEnemy_0_1: dc.w 6 dc.l %00000000011111000000000000000000 dc.l %00000000110111100000000000000000 dc.l %00000000110001100000000000000000 dc.l %00000000010001100000000000000000 dc.l %00000000110000100000000000000000 dc.l %00000000110111100000000000000000 dc.l %00000000011011000000000000000000 sEnemy_0_2: dc.w 6 dc.l %00000000011011000000000000000000 dc.l %00000000010110100000000000000000 dc.l %00000000110001100000000000000000 dc.l %00000000010001000000000000000000 dc.l %00000000110000100000000000000000 dc.l %00000000100101100000000000000000 dc.l %00000000011011000000000000000000 sEnemy_0_3: dc.w 6 dc.l %00000000011011000000000000000000 dc.l %00000000000100100000000000000000 dc.l %00000000110001000000000000000000 dc.l %00000000010001000000000000000000 dc.l %00000000000000100000000000000000 dc.l %00000000100100000000000000000000 dc.l %00000000011010000000000000000000 sEnemy_0_4: dc.w 6 dc.l %00000000010011000000000000000000 dc.l %00000000000000100000000000000000 dc.l %00000000000001000000000000000000 dc.l %00000000010000000000000000000000 dc.l %00000000000000100000000000000000 dc.l %00000000100100000000000000000000 dc.l %00000000000010000000000000000000 sEnemy_0_5: dc.w 6 dc.l %00000000010000000000000000000000 dc.l %00000000000000100000000000000000 dc.l %00000000000000000000000000000000 dc.l %00000000010000000000000000000000 dc.l %00000000000000100000000000000000 dc.l %00000000100000000000000000000000 dc.l %00000000000010000000000000000000 ******************************************** EXPLOSION SEQUENCES * * Sequence of images displayed when a ship is destroyed. Each successive * image of the sequence is located using the height of the previous one, * so the specified height must be exactly correct. You can change the * length of the sequences by inserting additional images between the start * and end of the sequence. It should be obvious that they also must be in * the order they're to be displayed in, with nothing in between. * ******** sExplosion1: dc.w 8 dc.l %00000000001001100000000000000000 dc.l %00000000010010001000000000000000 dc.l %00000000011010101000000000000000 dc.l %00000000111000110000000000000000 dc.l %00000000001000001100000000000000 dc.l %00000000000110001000000000000000 dc.l %00000000010101010100000000000000 dc.l %00000000001111100000000000000000 dc.l %00000000000010001000000000000000 sExplosion2: dc.w 8 dc.l %00000000001001100000000000000000 dc.l %00000000110010001000000000000000 dc.l %00000000011010101100000000000000 dc.l %00000000011001011100000000000000 dc.l %00000000111011110000000000000000 dc.l %00000000011001011100000000000000 dc.l %00000000011101010100000000000000 dc.l %00000000001111100000000000000000 dc.l %00000000000011001000000000000000 sExplosion3: dc.w 8 dc.l %00000000001001100000000000000000 dc.l %00000000110110001100000000000000 dc.l %00000000010010100100000000000000 dc.l %00000000011000011010000000000000 dc.l %00000000100000101100000000000000 dc.l %00000000011000011010000000000000 dc.l %00000000010101010100000000000000 dc.l %00000000001101110000000000000000 dc.l %00000000000011001000000000000000 sExplosion4: dc.w 8 dc.l %00000000001001100000000000000000 dc.l %00000000100010001000000000000000 dc.l %00000000001010101110000000000000 dc.l %00000000010100001000000000000000 dc.l %00000000100000000100000000000000 dc.l %00000000001000010010000000000000 dc.l %00000000010100001000000000000000 dc.l %00000000010100100100000000000000 dc.l %00000000100011001000000000000000 sExplosion5: dc.w 8 dc.l %00000000001001100000000000000000 dc.l %00000000100000001010000000000000 dc.l %00000000001000100100000000000000 dc.l %00000000010001001000000000000000 dc.l %00000000100000000010000000000000 dc.l %00000000001000010100000000000000 dc.l %00000000010001001000000000000000 dc.l %00000000010000000010000000000000 dc.l %00000000000011001000000000000000 sExplosion6: dc.w 9 dc.l %00000000001000100000000000000000 dc.l %00000000100010000100000000000000 dc.l %00000000000000001000000000000000 dc.l %00000000100000000010000000000000 dc.l %00000000001000010100000000000000 dc.l %00000000000000000000000000000000 dc.l %00000000000000001000000000000000 dc.l %00000000010000000100000000000000 dc.l %00000000000001001010000000000000 dc.l %00000000000010010000000000000000 sExplosion7: dc.w 9 dc.l %00000000001000100000000000000000 dc.l %00000000100001001000000000000000 dc.l %00000000000000000101000000000000 dc.l %00000000001000000000000000000000 dc.l %00000000000000000000000000000000 dc.l %00000000101000000010000000000000 dc.l %00000000000000000000000000000000 dc.l %00000000010000000000000000000000 dc.l %00000000000000001010000000000000 dc.l %00000000000100010000000000000000 sExplosion8: dc.w 9 dc.l %00000000001000100000000000000000 dc.l %00000000100000000010000000000000 dc.l %00000000000000000000000000000000 dc.l 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%00000000001000000000000000000000 dc.l %00000000000000000001000000000000 dc.l %00000000000100000000010000000000 ******************************************** SMALL SPINNING ENEMIES * * Several small spinning enemy sequences. Each of these sequences must be * in order, and all images in a sequence must have a constant size which is * stored in the enemy's data structure. * ******** sEnemy10_1: dc.w -10 dc.l %00000000000000000000000000000000 dc.l %00000000000000000000000000000000 dc.l %00000000000000000000000000000000 dc.l %00000000100011100010000000000000 dc.l %00000000100100010010000000000000 dc.l %00000000111100011110000000000000 dc.l %00000000100100010010000000000000 dc.l %00000000100011100010000000000000 dc.l %00000000000000000000000000000000 dc.l %00000000000000000000000000000000 dc.l %00000000000000000000000000000000 dc.l %00000000000000000000000000000000 dc.l %00000000000000000000000000000000 dc.l %00000000000000000000000000000000 dc.l %00000000100011100010000000000000 dc.l %00000000100111110010000000000000 dc.l %00000000111111111110000000000000 dc.l %00000000100111110010000000000000 dc.l %00000000100011100010000000000000 dc.l %00000000000000000000000000000000 dc.l %00000000000000000000000000000000 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%00000000001111110000000000000000 dc.l %00000000010111101000000000000000 dc.l %00000000000000000000000000000000 dc.l %00000000000000000000000000000000 dc.w -1 ******************************************** SPRITE IMAGE NUMBER ASSIGNMENTS * * The IMAGE macro generates assigns sprite image numbers to sprites, which * are there offsets from the label "image_table". These handles, which are * given to symbols named "in_Name" are normally used to refer to sprites; * they are stored in the game's object data structures, among other things. * Throughout most of the game, these image handles are stored instead of the * real addresses, as they require no relocation and stay the same when the * game is saved and restored again. * * As this table is only used to set symbols to equal the offsets, this table * takes absolutely no space in the executable code. * ******** IMAGE MACRO in_\1 equ s\1-image_table ENDM image_table: IMAGE Disruptor_Blast IMAGE Enemy_1 IMAGE Enemy_Bomb IMAGE Enemy_2 IMAGE Boss_1 IMAGE Enemy_Bullet IMAGE Explosion1 IMAGE Explosion2 IMAGE Explosion3 IMAGE Explosion4 IMAGE Explosion5 IMAGE Explosion6 IMAGE Explosion7 IMAGE Explosion8 IMAGE LExplosion1 IMAGE LExplosion2 IMAGE LExplosion3 IMAGE LExplosion4 IMAGE LExplosion5 IMAGE LExplosion6 IMAGE LExplosion7 IMAGE LExplosion8 IMAGE LExplosion9 IMAGE Enemy10_1 IMAGE Enemy10_2 IMAGE Enemy10_3 IMAGE Enemy10_4 IMAGE Enemy3_1 IMAGE Enemy3_2 IMAGE Enemy3_3 IMAGE Enemy3_4 IMAGE Enemy4_1 IMAGE Enemy4_2 IMAGE Enemy4_3 IMAGE Enemy4_4 IMAGE Enemy7_1 IMAGE Enemy7_2 IMAGE Enemy7_3 IMAGE Enemy7_4 IMAGE Enemy_Small_1 IMAGE Enemy_Small_2 IMAGE Enemy_Small_3 IMAGE Enemy_Small_4 IMAGE Boss_2 IMAGE Triple_Shot IMAGE Cash_10 IMAGE Cash_100 IMAGE Cash_1000 IMAGE Enemy_5 IMAGE Enemy_6 IMAGE Boss_X IMAGE Arrow_Bullet IMAGE Guided_Left IMAGE Guided_Right IMAGE Guided_Down IMAGE Plasma_Blast IMAGE Enemy_8 IMAGE Blob_Blast IMAGE SuperBoss_Left IMAGE SuperBoss_Right IMAGE SuperBoss_Left_Dmg IMAGE SuperBoss_Right_Dmg IMAGE fake IMAGE Enemy_0 IMAGE Enemy_0_1 IMAGE Enemy_0_2 IMAGE Enemy_0_3 IMAGE Enemy_0_4 IMAGE Enemy_0_5 IMAGE Quad_Blast IMAGE Bubble_Weapon IMAGE Triangle IMAGE E_X IMAGE Missile IMAGE Wheel_1 IMAGE Wheel_2 IMAGE Wheel_3 IMAGE Wheel_4 IMAGE Ultimate_Bullet IMAGE Ball IMAGE Player_Ship_Platinum IMAGE Player_Ship_Classic IMAGE Swoop1 IMAGE Swoop2 IMAGE MBL IMAGE MBC IMAGE MBR