tb1/tb_asm/data.inc

489 lines
18 KiB
SQL

clear_screen: .ascii "\033[2J\n\0"
default_colors: .ascii "\017\033[0m\n\0"
score_file: .ascii "/tmp/tb_asm.hsc\0"
menu_arrow: .ascii " --> \0"
menu_blank: .ascii " \0"
menu_pointer: .ascii "^\0"
title_string: .byte 14,5,0
.ascii "Merciless Marauding Malicious Marketers\0"
vmw_string: .byte 15,15,7
.ascii "A VMW Software Production\0"
menu_new_string: .ascii "New Game\0"
menu_about_string: .ascii "About\0\0\0\0"
menu_story_string: .ascii "Story\0\0\0\0"
menu_hi_string: .ascii "Hi Score\0"
menu_quit_string: .ascii "Quit\0\0\0\0\0"
menu_no_string: .ascii "NO! \0\0\0"
menu_yes_string: .ascii "YES! \0\0\0"
menu_help_string: .byte 7,20,0
.ascii "F1 or 'h' for HELP\0"
bonus_points_line: .byte 15,5,14
.ascii "BONUS POINTS\0"
no_bonus_line: .byte 14,7,5
.ascii "NO BONUSES THIS LEVEL\0"
no_shield_line: .byte 14,7,5
.ascii "NO SHIELD HITS = +1000\0"
shot_every_line: .byte 14,8,5
.ascii "DESTROYED EVERY ENEMY = +5000\0"
perfect_shot_line: .byte 14,9,5
.ascii "PERFECT SHOT = +5000\0"
about_line_0: .byte 13,0,7
.ascii "TOM BOMBEM\0"
.byte 14,1,11
.ascii "by\0"
.byte 9,2,6
.ascii "Vince Weaver\0"
.byte 12,3,0
.ascii "author if you squint ->\0"
.byte 11,5,0
.ascii "* Testing my asm skills\0"
.byte 10,7,0
.ascii "* Based on Tom Bombem:\0"
.byte 10,8,2
.ascii "Invasion of Inanimate\0"
.byte 10,9,2
.ascii "Objects, a game I\0"
.byte 10,10,2
.ascii "started 10 years ago\0"
.byte 10,11,2
.ascii "in Pascal/asm and is\0"
.byte 10,12,2
.ascii "still languishing\0"
.byte 10,13,2
.ascii "uncompleted in C/SDL.\0"
.byte 5,17,0
.ascii "Contact Vince:\0"
.byte 9,18,0
.ascii "vince@deater.net\0"
.byte 9,19,0
.ascii "http://www.deater.net/weave/\0"
story_line_0: .byte 15,17,0
.ascii "It is the year 2025. All telemarketers\0"
.byte 15,18,0
.ascii "and unsolicited bulk e-mailers have\0"
.byte 15,19,0
.ascii "been exiled to Phobos.\0"
story_line_1: .byte 10,17,0
.ascii "Right before being trapped forever they\0"
.byte 10,18,0
.ascii "manage to launch one last marketing\0"
.byte 10,19,0
.ascii "droid. \0"
# note spaces needed to overwrite old text?
story_line_2:
.byte 9,0,0
.ascii "You are Tom Bombem.\0"
.byte 9,2,0
.ascii "You drew the short straw.\0"
.byte 9,4,0
.ascii "So it is up to you to\0"
.byte 9,5,2
.ascii "fight through the ads\0"
.byte 9,6,2
.ascii "and destroy the evil\0"
.byte 9,7,2
.ascii "marketing robot, thus\0"
.byte 9,8,2
.ascii "restoring harmony to\0"
.byte 9,9,2
.ascii "the space lanes.\0"
.byte 11,12,7
.ascii "GOOD LUCK!\0"
ending_line:
.byte 15,0,0
.ascii "INCOMING MESSAGE FROM\0"
.byte 15,1,5
.ascii "** EARTH **\0"
.byte 14,3,0
.ascii "Congratulations Tom!\0"
.byte 14,4,0
.ascii "You've destroyed the\0"
.byte 14,5,2
.ascii "Marketing Menace!!\0"
.byte 14,7,0
.ascii "But wait...\0"
.byte 14,8,0
.ascii "Our sensors detect another batch of\0"
.byte 14,9,2
.ascii "enemies, moving even faster!\0"
.byte 14,11,0
.ascii "Feel free to quit at any time, but\0"
.byte 14,12,2
.ascii "remember no paycheck bonus unless\0"
.byte 14,13,2
.ascii "all are destroyed.\0"
.byte 14,15,0
.ascii "PS Your pet guinea\0"
.byte 14,16,3
.ascii "pig is doing\0"
.byte 14,17,3
.ascii "well.\0"
.byte 14,17,16
.ascii "-->\0"
.byte 15,22,0
.ascii "** END TRANSMISSION **\0"
ending_line_2:
.byte 9,0,10
.ascii "Tom: *Sigh*\0"
.byte 15,10,0
.ascii "Press Any Key to Resume Fighting\0"
help_line_0: .byte 15,0,10
.ascii "TOM BOMBEM\0"
.byte 7,1,14
.ascii "by\0"
.byte 15,2,9
.ascii "Vince Weaver\0"
.byte 15,4,0
.ascii "Key Bindings:\0"
.byte 7,6,2
.ascii "UP or 'i' : Move menu up\0"
.byte 7,7,2
.ascii "DOWN or 'm' : Move menu down\0"
.byte 7,8,2
.ascii "ENTER\0"
.byte 7,8,15
.ascii ": Selects current option\0"
.byte 7,10,2
.ascii "RIGHT or 'k' : Move ship right\0"
.byte 7,11,2
.ascii "LEFT of 'j' : Move ship left\0"
.byte 7,12,2
.ascii "SPACEBAR\0"
.byte 7,12,15
.ascii ": Shoots\0"
.byte 7,14,2
.ascii "F1 or 'h' : Displays help\0"
.byte 7,15,2
.ascii "ESC or 'q' : Quits\0"
.byte 7,16,2
.ascii "'p'\0"
.byte 7,16,15
.ascii ": Pauses\0"
.byte 7,17,2
.ascii "'s'\0"
.byte 7,17,15
.ascii ": Toggles sound\0"
game_over_line: .byte 12,8,14
.ascii " GAME OVER! \0"
game_paused_line: .byte 12,8,13
.ascii " GAME PAUSED! \0"
quit_line: .byte 12,7,9
.ascii " QUIT? Are you sure? \0"
block: .byte 219,0
underscore: .ascii "_\0"
shields_line: .byte 0,21,0
.ascii "SHIELDS:\0"
score_line: .byte 15,22,0
.ascii "SCORE:\0"
hiscore_line: .byte 15,22,20
.ascii "HISCORE:\0"
level_line: .byte 15,23,0
.ascii "LEVEL:\0"
high_score_line: .byte 14,7,15
.ascii "HIGH SCORE\0"
new_high_line: .byte 13,5,13
.ascii "NEW HIGH SCORE\0"
.byte 14,7,2
.ascii "Use the arrows to pick your initials\0"
.byte 14,8,5
.ascii "Press ENTER when you are done\0"
hiscore: .long 500
hi_player: .ascii "KRG\0"
game_flags: .byte 2 # bit 0 = Previously Paused
# bit 1 = Sound On/Off
# bit 2 = Shield/Score change?
# timespec for nanosleep
milisecond: .long 0
.long 1000000
hundred_microsecond: .long 0
.long 100000
#
# vmw_soft.h
# vmw @ 8,6
# A VMW Software Production" @ 7,15
vmw_sprite:
.byte 23,8
.byte 0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x2,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x2,0x1,0x1,0x1,0x1,0x1,0x1,0x1
.byte 0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x2,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x2,0x1,0x1,0x1,0x1,0x1,0x1,0x1
.byte 0x0,0x4,0x4,0x4,0x4,0x4,0x2,0x2,0x2,0x1,0x1,0x1,0x1,0x1,0x2,0x2,0x2,0x1,0x1,0x1,0x1,0x1,0x0
.byte 0x0,0x4,0x4,0x4,0x4,0x4,0x2,0x2,0x2,0x1,0x1,0x1,0x1,0x1,0x2,0x2,0x2,0x1,0x1,0x1,0x1,0x1,0x0
.byte 0x0,0x0,0x4,0x4,0x4,0x2,0x2,0x2,0x2,0x2,0x1,0x1,0x1,0x2,0x2,0x2,0x2,0x2,0x1,0x1,0x1,0x0,0x0
.byte 0x0,0x0,0x4,0x4,0x4,0x2,0x2,0x2,0x2,0x2,0x1,0x1,0x1,0x2,0x2,0x2,0x2,0x2,0x1,0x1,0x1,0x0,0x0
.byte 0x0,0x0,0x0,0x4,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x1,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x1,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x4,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x1,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x1,0x0,0x0,0x0
# opener.h
# 40x20
# 0,5 Merciless Marauding Malicious Marketers
opener_sprite:
.byte 40,20
.byte 0x9,0x9,0x9,0x0,0x9,0x9,0x9,0x0,0x9,0x0,0x0,0x0,0x9,0x0,0xC,0xC,0x0,0x0,0xC,0xC,0xC,0x0,0xC,0x0,0x0,0x0,0xC,0x0,0xC,0xC,0x0,0x0,0xC,0xC,0x0,0xC,0x0,0x0,0x0,0xC
.byte 0x0,0x9,0x0,0x0,0x9,0x0,0x9,0x0,0x9,0x9,0x0,0x9,0x9,0x0,0xC,0x0,0xC,0x0,0xC,0x0,0xC,0x0,0xC,0xC,0x0,0xC,0xC,0x0,0xC,0x0,0xC,0x0,0xC,0x0,0x0,0xC,0xC,0x0,0xC,0xC
.byte 0x0,0x9,0x0,0x0,0x9,0x0,0x9,0x0,0x9,0x0,0x9,0x0,0x9,0x0,0xC,0xC,0x0,0x0,0xC,0x0,0xC,0x0,0xC,0x0,0xC,0x0,0xC,0x0,0xC,0xC,0x0,0x0,0xC,0xC,0x0,0xC,0x0,0xC,0x0,0xC
.byte 0x0,0x9,0x0,0x0,0x9,0x0,0x9,0x0,0x9,0x0,0x0,0x0,0x9,0x0,0xC,0x0,0xC,0x0,0xC,0x0,0xC,0x0,0xC,0x0,0x0,0x0,0xC,0x0,0xC,0x0,0xC,0x0,0xC,0x0,0x0,0xC,0x0,0x0,0x0,0xC
.byte 0x0,0x9,0x0,0x0,0x9,0x9,0x9,0x0,0x9,0x0,0x0,0x0,0x9,0x0,0xC,0xC,0x0,0x0,0xC,0xC,0xC,0x0,0xC,0x0,0x0,0x0,0xC,0x0,0xC,0xC,0x0,0x0,0xC,0xC,0x0,0xC,0x0,0x0,0x0,0xC
.byte 0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xF,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x8,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x0,0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x8,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xF,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x0,0x7,0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xB,0x0,0x0,0x0
.byte 0x0,0xE,0x0,0x0,0x0,0x7,0x7,0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xB,0x4,0x4
.byte 0x0,0xE,0xE,0xE,0x9,0xF,0xF,0xF,0xF,0xF,0xF,0xF,0xF,0x9,0x9,0x9,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xB,0xC,0xC
.byte 0xE,0xE,0x4,0xC,0x9,0xF,0x4,0x2,0x9,0x2,0x9,0xF,0xF,0x9,0x9,0x9,0x9,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xB,0x0,0xC,0xC
.byte 0x0,0xE,0xE,0xC,0x9,0xF,0x4,0x2,0x9,0x2,0x9,0xF,0xF,0x9,0x9,0x9,0x9,0x9,0x0,0x0,0x0,0x0,0x0,0x0,0x4,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xC,0xC
.byte 0x0,0x0,0x0,0xE,0x9,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0xF,0xF,0xF,0xF,0xF,0xF,0x0,0x0,0x0,0x0,0xE,0x7,0x7,0x7,0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xC,0xC
.byte 0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x4,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xF,0x0,0x0,0x0,0x0,0x4,0x4
.byte 0x0,0x0,0x0,0x0,0x8,0x0,0x0,0x0,0x0,0x0,0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0xF,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xF,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x8,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7,0x0
# vince.h
# 16x20
vince_sprite:
.byte 16,20
.byte 0x0,0x0,0x8,0xf,0xf,0xf,0xf,0xf,0xf,0xf,0xf,0x8,0x0,0x0,0x0,0x0
.byte 0x0,0x8,0x7,0xf,0xf,0xf,0xf,0x7,0xf,0xf,0xf,0xf,0x7,0x7,0x0,0x0
.byte 0x8,0x7,0x7,0x7,0x7,0x7,0x8,0x7,0xf,0x7,0x7,0xf,0xf,0xf,0x7,0x0
.byte 0x7,0x8,0x0,0x8,0x7,0x7,0x7,0xf,0xf,0xf,0xf,0xf,0xf,0xf,0xf,0x8
.byte 0x7,0x0,0x8,0xf,0xf,0xf,0xf,0xf,0xf,0xf,0xf,0xf,0xf,0xf,0xf,0x7
.byte 0x8,0x0,0x7,0xf,0xf,0xf,0xf,0xf,0xf,0xf,0x7,0xf,0x7,0x7,0x8,0x8
.byte 0x8,0x8,0xf,0xf,0xf,0xf,0xf,0xf,0xf,0xf,0xf,0x8,0x8,0x0,0x8,0x7
.byte 0x8,0x7,0xf,0xf,0xf,0xf,0x7,0xf,0xf,0xf,0x7,0x0,0x8,0x0,0x8,0x7
.byte 0x7,0x8,0x8,0x7,0xf,0x8,0x0,0x8,0x7,0xf,0x7,0x0,0x0,0x0,0x0,0x8
.byte 0x0,0x7,0x0,0x8,0xf,0x0,0x0,0x8,0x0,0x8,0xf,0x8,0x0,0x0,0x0,0x8
.byte 0x0,0x7,0x8,0x7,0xf,0x8,0x0,0x0,0x7,0xf,0xf,0x7,0x0,0x0,0x0,0x7
.byte 0x0,0xf,0x8,0xf,0xf,0xf,0x7,0x7,0xf,0xf,0xf,0xf,0x0,0x0,0x0,0x7
.byte 0x0,0xf,0x7,0x8,0x8,0x7,0xf,0xf,0xf,0xf,0xf,0x8,0x8,0x8,0x7,0x7
.byte 0x0,0xf,0xf,0x8,0x0,0x7,0xf,0xf,0xf,0xf,0x7,0x0,0x7,0x7,0x7,0x0
.byte 0x0,0xf,0xf,0x7,0x8,0x7,0x7,0xf,0xf,0xf,0x7,0x0,0x7,0x7,0x8,0x0
.byte 0x0,0x7,0x7,0x0,0x8,0x0,0x0,0x7,0x7,0x0,0x0,0xf,0x8,0x7,0x0,0x0
.byte 0x0,0x8,0xf,0xf,0x8,0xf,0xf,0x7,0x0,0x0,0x8,0x7,0x7,0x8,0x0,0x0
.byte 0x0,0x0,0xf,0x7,0x7,0x7,0xf,0x7,0x7,0x8,0x8,0xf,0x7,0x0,0x0,0x0
.byte 0x0,0x0,0x7,0xf,0xf,0xf,0xf,0x8,0x8,0x0,0x8,0xf,0x8,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x8,0x8,0x0,0x0,0x0,0x0,0x0,0x7,0xf,0x8,0x0,0x0,0x0
# phobos.h
# 40x16
phobos_sprite:
.byte 40,15
.byte 0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xf,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x0,0x7,0xf,0xf,0xf,0xf,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x4,0xc,0xc,0xc,0xc,0xc,0xc,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xf,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x4,0xc,0xc,0xc,0xc,0xc,0x4,0xc,0xc,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x4,0xc,0xc,0xc,0xc,0xc,0xc,0xc,0xc,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x4,0xc,0xc,0xc,0x4,0xc,0xc,0xc,0xc,0x0,0x0,0x0,0x0,0x0,0x8,0x6,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x4,0xc,0xc,0xc,0xc,0xc,0xc,0xc,0xc,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x4,0xc,0xc,0xc,0xc,0xc,0x4,0xc,0xc,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xf,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x4,0xc,0xc,0xc,0xc,0xc,0xc,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x0,0x7,0xf,0xf,0xf,0xf,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0xf,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
# 3x1
evil_ship_sprite:
.byte 3,1
.byte 0x3,0xb,0x3
# tom.h
# 16x18
tom_sprite:
.byte 16,18
.byte 0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x9,0x9,0x9,0x9,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x0,0x8,0x8,0x9,0x9,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x0,0x8,0x8,0x9,0x9,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x0,0x8,0x8,0x9,0x9,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x0,0x8,0x8,0x9,0x9,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x1,0x1,0x1,0x1,0x9,0x9,0x0,0x0,0x0,0x0,0x0,0x0
.byte 0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9
.byte 0x1,0x1,0x9,0x9,0x1,0x1,0x1,0x1,0x9,0x9,0xc,0xc,0x1,0x1,0x9,0x9
.byte 0x1,0x1,0x9,0x9,0x1,0x1,0x1,0x1,0x9,0x9,0x9,0x9,0x1,0x1,0x9,0x9
.byte 0x1,0x1,0x9,0x9,0x1,0x1,0x1,0x1,0x9,0x9,0x9,0x9,0x1,0x1,0x9,0x9
.byte 0x1,0x1,0x9,0x9,0x1,0x1,0x1,0x1,0x9,0x9,0x9,0x9,0x1,0x1,0x9,0x9
.byte 0x1,0x1,0x9,0x9,0x1,0x1,0x1,0x1,0x9,0x9,0x9,0x9,0x1,0x1,0x9,0x9
.byte 0x3,0x3,0xb,0xb,0x1,0x1,0x9,0x9,0x1,0x1,0x9,0x9,0x3,0x3,0xb,0xb
.byte 0x0,0x0,0x0,0x0,0x1,0x1,0x9,0x9,0x1,0x1,0x9,0x9,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x1,0x1,0x9,0x9,0x1,0x1,0x9,0x9,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x1,0x1,0x9,0x9,0x1,0x1,0x9,0x9,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x3,0x3,0xb,0xb,0x3,0x3,0xb,0xb,0x0,0x0,0x0,0x0
.byte 0x0,0x0,0x0,0x0,0x8,0x8,0x7,0x7,0x8,0x8,0x7,0x7,0x0,0x0,0x0,0x0
# game_sprites.h
# 8x4
ship_sprite:
.byte 0x8,0x4
.byte 0x0,0x0,0x9,0x9,0x9,0x0,0x0,0x0
.byte 0x0,0x7,0xf,0xf,0xf,0x7,0x0,0x0
.byte 0x7,0x7,0xf,0x7,0xf,0x7,0x7,0x0
.byte 0x0,0x0,0x0,0xe,0x0,0x0,0x0,0x0
# 1x3
missile_sprite:
.byte 0x1,0x3
.byte 0x7
.byte 0x7
.byte 0xe
# 3x2
enemy_sprites:
enemy_sprite0:
.byte 0x3,0x2
.byte 0xf,0xf,0x4
.byte 0xf,0xf,0xf
enemy_sprite1:
.byte 0x3,0x2
.byte 0x9,0x0,0x9
.byte 0x0,0x9,0x0
enemy_sprite2:
.byte 0x3,0x2
.byte 0x2,0xa,0x2
.byte 0x2,0xa,0x2
enemy_sprite3:
.byte 0x3,0x2
.byte 0x3,0x6,0x6
.byte 0x3,0x6,0x6
enemy_sprite4:
.byte 0x3,0x2
.byte 0x0,0xe,0x0
.byte 0xe,0x0,0xe
enemy_sprite5:
.byte 0x3,0x2
.byte 0xc,0xf,0xf
.byte 0xc,0x7,0x7
explosion_sprites:
explosion_sprite0:
.byte 0x3,0x2
.byte 0xe,0xe,0xc
.byte 0xc,0xe,0x8
explosion_sprite1:
.byte 0x3,0x2
.byte 0x7,0x7,0x4
.byte 0x4,0x7,0x0
explosion_sprite2:
.byte 0x3,0x2
.byte 0x8,0x8,0x0
.byte 0x0,0x8,0x8
# boss.h
# 3x2
smoke_sprites:
smoke_sprite0:
.byte 0x3,0x1
.byte 0x0,0x8,0x0
smoke_sprite1:
.byte 0x3,0x1
.byte 0x8,0x7,0x8
smoke_sprite2:
.byte 0x3,0x1
.byte 0x7,0x4,0x7
# 13x3
boss_sprite:
.byte 0xd,0x3
.byte 0xf,0x7,0x4,0xc,0xc,0xc,0xc,0xc,0xc,0xc,0x4,0x7,0xf
.byte 0xf,0x8,0x7,0x4,0x4,0x3,0xb,0x3,0x4,0x4,0x7,0x8,0xf
.byte 0xf,0x0,0x8,0x7,0x3,0xb,0xe,0xb,0x3,0x7,0x8,0x0,0xf
# 1x2
laser_sprites:
laser_sprite0:
.byte 0x1,0x2
.byte 0xd
.byte 0x5
laser_sprite1:
.byte 0x1,0x2
.byte 0x5
.byte 0xd
# ending.h
# 7x7
tom_head_sprite:
.byte 0x7,0x7
.byte 0x0,0x1,0x1,0x1,0x9,0x9,0x0
.byte 0x0,0x1,0x0,0x0,0x8,0x9,0x0
.byte 0x0,0x1,0x0,0x0,0x8,0x9,0x0
.byte 0x0,0x1,0x0,0x0,0x8,0x9,0x0
.byte 0x0,0x1,0x0,0x0,0x8,0x9,0x0
.byte 0x0,0x0,0x1,0x1,0x9,0x0,0x0
.byte 0x1,0x1,0x1,0x1,0x9,0x9,0x9
# 5x6
earth_sprite:
.byte 0x5,0x6
.byte 0x0,0x7,0xf,0xf,0x0
.byte 0x2,0xA,0xA,0x9,0x9
.byte 0x1,0xA,0x9,0x9,0x9
.byte 0x1,0x9,0xA,0xA,0x9
.byte 0x1,0x9,0xA,0x9,0x9
.byte 0x0,0x7,0xf,0xf,0x0
# 19x7
susie_sprite:
.byte 0x13,0x7
.byte 0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x8,0x0,0xf,0xf,0x0,0x7,0x7,0x7
.byte 0x7,0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x8,0x0,0x0,0x8,0x0,0x0,0x7,0x7
.byte 0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7
.byte 0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7
.byte 0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7,0x7,0x7
.byte 0x7,0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7,0x7,0x7,0x7,0x7
.byte 0x7,0x7,0x7,0x7,0x8,0x8,0x8,0x7,0x7,0x7,0x7,0x7,0x8,0x8,0x8,0x7,0x7,0x7,0x7