; Phantom Star ; by ; Joe Pemberton ; ; This source is public domain. Feel free to modify it or use it however you ; like, but please credit me. ; powerupsprtable: powerupsprtable0: .dw powerupspr0a ;shields .dw powerupspr0b .dw powerupspr0c .dw powerupspr0b powerupsprtable1: .dw powerupspr1a ;weapon .dw powerupspr1b .dw powerupspr1c .dw powerupspr1b powerupsprtable2: .dw powerupspr2a ;5 pts .dw powerupspr0b .dw powerupspr2b .dw powerupspr0b powerupsprtable3: .dw powerupspr3a ;helper ship .dw powerupspr0b .dw powerupspr3b .dw powerupspr0b powerupsprtable4: .dw powerupspr4a ;10 pts .dw powerupspr0b .dw powerupspr4b .dw powerupspr0b powerupsprtable5: .dw powerupspr5a ;1 up .dw powerupspr5a .dw powerupspr5b .dw powerupspr5b ;shield powerupspr0a: .db 7 .db %00011000 .db %00110000 .db %01100000 .db %11111110 .db %00001100 .db %00011000 .db %00110000 powerupspr0b: .db 7 .db %00011000 .db %00011000 .db %00011000 .db %00011000 .db %00011000 .db %00011000 .db %00011000 powerupspr0c: .db 7 .db %00011000 .db %00001100 .db %00000110 .db %01111111 .db %00110000 .db %00011000 .db %00001100 ;weapon powerupspr1a: .db 5 .db %11111111 .db %11111111 .db %11100000 .db %11010000 .db %11000000 powerupspr1b: .db 5 .db %00011000 .db %00111100 .db %00111100 .db %00011000 .db %00011000 powerupspr1c: .db 5 .db %11111111 .db %11111111 .db %00000111 .db %00001011 .db %00000011 ;5 pts powerupspr2a: .db 7 .db %01111100 .db %01000100 .db %01011100 .db %01000100 .db %01110100 .db %01001100 .db %01111100 powerupspr2b: .db 7 .db %01111100 .db %01111100 .db %01111100 .db %01111100 .db %01111100 .db %01111100 .db %01111100 ;friend powerup powerupspr3a: .db 7 .db %11111111 .db %10011111 .db %10001111 .db %10000001 .db %10001111 .db %10011111 .db %11111111 powerupspr3b: .db 7 .db %11111111 .db %11111001 .db %11110001 .db %10000001 .db %11110001 .db %11111001 .db %11111111 powerupspr4a: .db 7 .db %11111110 .db %10100010 .db %10101010 .db %10101010 .db %10101010 .db %10100010 .db %11111110 powerupspr4b: .db 7 .db %11111110 .db %11111110 .db %11111110 .db %11111110 .db %11111110 .db %11111110 .db %11111110 powerupspr5a: .db 8 .db %11111110 .db %11101110 .db %11001110 .db %11101110 .db %11101110 .db %11101110 .db %11000110 .db %11111110 powerupspr5b: .db 8 .db %11111110 .db %01010010 .db %01010100 .db %01010100 .db %01010010 .db %01010110 .db %10110110 .db %11111110 ;============================= this stuff is just for the death powerups ======================= ;(the powerups that appear when you die) ;flag(1), health(1), startpathcnt(1), startpathptr(2), pathcnt(1), pathcntmax(1), pathptr(2) ;x(1), y(1), height(1), spritecnt(1), spriteptr(2), shottimermax(1), shottimer(1), shotroutineptr(2) powerup_template: powerup_template_flag: .db 0 ;flag .db 50 ;timer .db $ff ;startpathcnt (so update_enemies uses the pathptr) .dw 0 ;startpathptr (null pointer) .db 0 ;pathcnt .db 0 ;pathcntmax powerup_template_path: .dw 0 ;pathptr (null pointer, must be fixed) powerup_template_x: .db 0 ;xcoord (must be fixed) powerup_template_y: .db 0 ;ycoord (must be fixed) .db 8 ;height .db 0 ;spritecnt powerup_template_spr: .dw powerupsprtable1 ;spriteptr (must be fixed) .db 200 ;shottimermax .db 0 ;shottimer .dw 0 ;shotroutineptr (null pointer) die_pu_path: die_pu_path0: .db -1,0 die_pu_path1: .db -1,1 die_pu_path2: .db 0,1 die_pu_path3: .db 1,1 die_pu_path4: .db 1,0 die_pu_path5: .db 1,-1 die_pu_path6: .db 0,-1 die_pu_path7: .db -1,-1