*= $800 amidar_start_col .ds VPATH_NUM round_robin_up .ds VPATH_NUM round_robin_down .ds VPATH_NUM actor_col .ds MAX_ACTORS ; # current tile column actor_xpixel .ds MAX_ACTORS ; # current pixel offset in col actor_xfrac .ds MAX_ACTORS ; # current fractional pixel actor_xspeed .ds MAX_ACTORS ; # current speed (affects fractional) actor_row .ds MAX_ACTORS ; # current tile row actor_ypixel .ds MAX_ACTORS ; # current pixel offset in row actor_yfrac .ds MAX_ACTORS ; # current fractional pixel actor_yspeed .ds MAX_ACTORS ; # current speed (affects fractional) actor_updown .ds MAX_ACTORS ; # preferred direction actor_dir .ds MAX_ACTORS ; # actual direction actor_target_col .ds MAX_ACTORS ; # target column at bot or top T actor_status .ds MAX_ACTORS ; # alive, exploding, dead, regenerating, invulnerable, ??? actor_frame_counter .ds MAX_ACTORS ; # frame counter for sprite changes actor_input_dir .ds MAX_ACTORS ; # current joystick input direction dot_eaten_row .ds 4 ; # dot eaten by player dot_eaten_col .ds 4 player_score .ds 4 player_next_target_score .ds 4 player_lives .ds 4 ; # lives remaining