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boss1Code.asm
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929 lines (911 loc) · 52.9 KB
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; diverse banks, see "if else clauses"
if CURRENT_BANK = 3
;
; End boss "BORG"
;
;;;;;;; *****************************************
;;;;;;; * BANK 3 *
;;;;;;; *****************************************
subInitBoss1
lda difficulty
beq noBoss1Change
clr playerBonusActive ; disable shield
noBoss1Change
lda lockPurchased
ora #ENEMY_DESTRUCTED_FLAG ; mark all enemies as dead
sta lockPurchased
ldd #0
sta bossIntroStage
std scoopEnemy1
std scoopEnemy2
std leftSmallGunAnimCounter
std rightSmallGunAnimCounter
std leftBigGunAnimCounter
std rightBigGunAnimCounter
stb allowBossShots
lda #$40
std bossPosY
lda #MAX_SHOT_OBJECTS_BOSS
jsr initBossFight
;
; init boss jump backs
ldd #enemies_done_boss1
std ENEMY_DONE_A
ldd #enemiesShots_done_boss1
std SHOTS_DONE_A
; done in bank 0
REPLACE_1_2_playerShotsDoneBoss01_varFrom0_0
ldd #0 ;
std PLAYERSHOTS_DONE_A
rts
;
; .....................................................
;
initBoss1 ;#isfunction
; destroy scoopies!
bsr subInitBoss1
lda #BOSS_SPRITE_SCALE
sta boss1Scale
; intro
REPLACE_1_2_doBoss1Intro00_varFromIRQ0_9
ldx #0 ; doBoss1Intro00
jsr jsrBank0_fromBank3_T1
bsr subInitBoss1 ; music destroys structures
inc allowBossShots
jsr clear_all_sound
ldd #0200 ; fire "seeking" shot
std bossTimer
ldb difficulty
andb #$f ;
beq easy5
decb
beq normal5
decb
beq hard5
impossible5
ldd #BOSS1_HITPOINTS *3
bra difCont5
hard5
normal5
ldd #BOSS1_HITPOINTS *2
bra difCont5
easy5
ldd #BOSS1_HITPOINTS
difCont5
std bossHP
lda diverseFlags
ora #%00000010 ; boss 1
sta diverseFlags
REPLACE_1_2_adjustShotDamage_varFrom0_41 ; bank 0 replace
ldx #0 ; adjustShotDamage
jsr jsrBank0X
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Boss fight 1 Bank 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
main1Boss1: ;#isfunction
enemiesShots_done_boss1
lds #MY_STACK ; CBFC ; correct the stack to default address
jsr bossFightPlayerStuff
clr bossWasHit
RESET_LASER_SMALL
COL_DETECT_ENEMY_BOSS1 testShot ,1
COL_DETECT_ENEMY_BOSS1 test2Shot ,0
; test Boss fight done
ldx bossHP
; "extro"
lbmi extroBoss1
REPLACE_1_2_displayBoss1_varFrom0_4 ; bank 0 replace
ldx #0 ; displayBoss1
jsr jsrBank0X
tst bossMoveDir
bne boss1MoveLeft
boss1MoveRight
inc bossPosX
lda bossPosX
cmpa #$40
ble boss1MoveDone
inc bossMoveDir
bra boss1MoveDone
boss1MoveLeft
dec bossPosX
lda bossPosX
cmpa #-$40
bge boss1MoveDone
clr bossMoveDir
boss1MoveDone
lda Vec_Loop_Count+1
anda #%01111111
cmpa #%01111111
bne noShotSpawnBoss1
; using a bug shot with "playerX" target data
; to spawn "bigBug" target shots
; only we do not want to shoot at the player, but rather a couple of "parallel" target shots
; so we save the original player pos
; use it as a "target" X
; and restore the pos later
lda playerXpos
pshs a
lda #5 ; five "parallel" target shots
sta tmp3 ; boss fight tmp
lda #$88
sta playerXpos ; at imaginary playerX pos
lda #3 ; speed 3 - and bugshot 2 normal = target shot
sta isBugShot
doAnotherShotBoss1
lda #$30 ; y pos of shot
ldb bossPosX
std bulletSpawnAt
jsr spawnShot
lda playerXpos
adda #$30
sta playerXpos
dec tmp3
bpl doAnotherShotBoss1
puls a
sta playerXpos ; player pos restored
noShotSpawnBoss1
lda Vec_Loop_Count+1
anda #%00011111
cmpa #%00011111 ; timing for boss shots
bne noNormalShotBoss1
clr isBugShot
inc leftSmallGunAnimStart
inc rightSmallGunAnimStart
lda #ANIMATION_DELAY
sta leftSmallGunAnimDelayCounter
sta rightSmallGunAnimDelayCounter
lda #1
sta leftSmallGunAnimCounter
sta rightSmallGunAnimCounter
lda #$18 ; y spawn pos
ldb bossPosX
addb #28 ; x spawn pos
std bulletSpawnAt
jsr spawnShot ; "normal" bullet spawn
lda #$10
ldb bossPosX
subb #28
std bulletSpawnAt
jsr spawnShot
noNormalShotBoss1
ldx bossTimer
leax -1,x
stx bossTimer ; every "x" rounds spawn a seeking missile
bne noMissileBoss1
;...
ldx #250 ; we could reduce that with higher difficulty?
stx bossTimer
lda difficulty
reduceLoop
beq noReduce
leax -40,x
deca
bra reduceLoop
noReduce
lda playerXpos
ldb bossPosX
lda #%10000010 ; missile speed 1
sta isBugShot ; and "MISSILE" seeking type
lda #$22 ; y pos
ldb bossPosX
addb #46 ; x pos
std bulletSpawnAt
jsr spawnShot ; spawn missile
inc rightBigGunAnimStart
lda #ANIMATION_DELAY
sta rightBigGunAnimDelayCounter
lda #1
sta rightBigGunAnimCounter
;...
noMissileBoss1
; the object lists and smart draw use both stacks
; the object list uses DS as object list pointer
; and the smart draw uses "U" as User stack pointer
lda #DEFAULT_ENEMY_INTENSITY
_INTENSITY_A
lds enemylist_objects_head
puls d,pc ; (D = y,x) ; do all objects
enemies_done_boss1
lda #$7f
_INTENSITY_A
lds shotlist_objects_head
puls d,pc ; goes back to "enemiesShots_done_boss1" = main1Boss1
;
; .....................................................
;
; Boss fight done
extroBoss1 ;#isfunction
lda #3
sta explosionCount
ldx #extro1PointerSUB
stx bossExtroPointer
jmp extroBoss
extro1PointerSUB
REPLACE_1_2_displayBoss1_varFrom0_6 ; bank 0 replace
ldx #0 ; displayBoss1
jmp jsrBank0X
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
endif
if CURRENT_BANK = 2
;;;;;;; *****************************************
;;;;;;; * BANK 2 *
;;;;;;; *****************************************
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
displayBoss1
displayBoss1_0_0 ;#isfunction
; thing to do in odd rounds
; saves about 80 cyles and does no harm
; even round is done in bank 0
; since there the shpots are processed
lda #$60
_INTENSITY_A
sts tmp4
lds playershotlist_objects_head
puls d,pc ; (D = y,x) ; do all objects
playerShotsDoneBoss01
lds tmp4
tst bossWasHit
beq boss1NotHit
jsr Intensity_7F
bra intDoneBoss1
boss1NotHit
jsr Intensity_3F
intDoneBoss1
jsr bossDisplayHead
displayBoss1L
jsr calibrationZero50
clra
ldb gameScale
sta <VIA_shift_reg
LDA #$CC
STA VIA_cntl ;/BLANK low and /ZERO low
stB VIA_t1_cnt_lo
ldd #0
std <VIA_port_b
ldd bossPosY
MY_MOVE_TO_D_START
lda diverseFlags
anda #BIT_FLAG_IS_BOSSFIGHT_ANY
lbeq drawSkullOnly
ldu #Boss1StaticLeft
lda boss1Scale
sta VIA_t1_cnt_lo
MY_MOVE_TO_B_END
jsr SMVB50_drawSmart
ldd bossPosY
MY_MOVE_TO_D_START
ldu #Boss1StaticRight
lda boss1Scale
sta VIA_t1_cnt_lo
MY_MOVE_TO_B_END
jsr SMVB50_drawSmart
ldd bossPosY
MY_MOVE_TO_D_START
ldu #Boss1StaticInnerLeft
lda boss1Scale
sta VIA_t1_cnt_lo
MY_MOVE_TO_B_END
jsr SMVB50_drawSmart
ldd bossPosY
MY_MOVE_TO_D_START
ldu #Boss1StaticInnerRight
lda boss1Scale
sta VIA_t1_cnt_lo
MY_MOVE_TO_B_END
jsr SMVB50_drawSmart
ldd bossPosY
MY_MOVE_TO_D_START
drawSkullOnly
ldu #Boss1StaticSkull
lda boss1Scale
sta VIA_t1_cnt_lo
MY_MOVE_TO_B_END
jsr SMVB50_drawSmart
ldd bossPosY
MY_MOVE_TO_D_START
dec eyeLeftAnimDelayCounter
bpl boss1EyeAnimStays
lda #ANIMATION_DELAY
sta eyeLeftAnimDelayCounter
inc eyeLeftAnimCounter
ldu #Boss1EyeAnim
lda eyeLeftAnimCounter
asla
ldu a,u
bne boss1EyeAnimOk
clr eyeLeftAnimCounter
boss1EyeAnimOk
boss1EyeAnimStays
ldu #Boss1EyeLeft
lda boss1Scale
sta VIA_t1_cnt_lo
MY_MOVE_TO_B_END
jsr SMVB50_drawSmart
ldu #Boss1EyeAnim
lda eyeLeftAnimCounter
asla
ldu a,u
jsr SMVB50_drawSmart
ldd bossPosY
MY_MOVE_TO_D_START
ldu #Boss1EyeRight
lda boss1Scale
sta VIA_t1_cnt_lo
MY_MOVE_TO_B_END
jsr SMVB50_drawSmart
ldu #Boss1EyeAnim
lda eyeLeftAnimCounter
asla
ldu a,u
jsr SMVB50_drawSmart
ldd bossPosY
MY_MOVE_TO_D_START
lda diverseFlags
anda #BIT_FLAG_IS_BOSSFIGHT_ANY
; tst inBossFight
lbeq finishDrawEarlyBoss1
LeftSmallGunDrawBoss1_d_again
ldu #Boss1GunLeftSmall_0
tst leftSmallGunAnimStart
beq LeftSmallGunDrawBoss1
dec leftSmallGunAnimDelayCounter
bpl LeftSmallGunDrawBoss1_d
lda #ANIMATION_DELAY
sta leftSmallGunAnimDelayCounter
inc leftSmallGunAnimCounter
lda leftSmallGunAnimCounter
lsla
ldu #Boss1GunLeftSmall_Anim
ldu a,u
bne LeftSmallGunDrawBoss1_d
clr leftSmallGunAnimStart
bra LeftSmallGunDrawBoss1_d_again
LeftSmallGunDrawBoss1_d
ldu #Boss1GunLeftSmall_Anim
lda leftSmallGunAnimCounter
lsla
ldu a,u
LeftSmallGunDrawBoss1
lda boss1Scale
sta VIA_t1_cnt_lo
MY_MOVE_TO_B_END
jsr SMVB50_drawSmart
ldd bossPosY
MY_MOVE_TO_D_START
RightSmallGunDrawBoss1_d_again
ldu #Boss1GunRightSmall_0
tst rightSmallGunAnimStart
beq RightSmallGunDrawBoss1
dec rightSmallGunAnimDelayCounter
bpl RightSmallGunDrawBoss1_d
lda #ANIMATION_DELAY
sta rightSmallGunAnimDelayCounter
inc rightSmallGunAnimCounter
lda rightSmallGunAnimCounter
lsla
ldu #Boss1GunRightSmall_Anim
ldu a,u
bne RightSmallGunDrawBoss1_d
clr rightSmallGunAnimStart
bra RightSmallGunDrawBoss1_d_again
RightSmallGunDrawBoss1_d
ldu #Boss1GunRightSmall_Anim
lda rightSmallGunAnimCounter
lsla
ldu a,u
RightSmallGunDrawBoss1
lda boss1Scale
sta VIA_t1_cnt_lo
MY_MOVE_TO_B_END
jsr SMVB50_drawSmart
;...
ldd bossPosY
MY_MOVE_TO_D_START
RightBigGunDrawBoss1_d_again
ldu #Boss1GunRightBig_0
tst rightBigGunAnimStart
beq RightBigGunDrawBoss1
dec rightBigGunAnimDelayCounter
bpl RightBigGunDrawBoss1_d
lda #ANIMATION_DELAY
sta rightBigGunAnimDelayCounter
inc rightBigGunAnimCounter
lda rightBigGunAnimCounter
lsla
ldu #Boss1GunRightBig_Anim
ldu a,u
bne RightBigGunDrawBoss1_d
clr rightBigGunAnimStart
bra RightBigGunDrawBoss1_d_again
RightBigGunDrawBoss1_d
ldu #Boss1GunRightBig_Anim
lda rightBigGunAnimCounter
lsla
ldu a,u
RightBigGunDrawBoss1
lda boss1Scale
sta VIA_t1_cnt_lo
MY_MOVE_TO_B_END
jsr SMVB50_drawSmart
;....
ldd bossPosY
MY_MOVE_TO_D_START
ldu #Boss1GunLeftBig_0
lda boss1Scale
sta VIA_t1_cnt_lo
MY_MOVE_TO_B_END
jsr SMVB50_drawSmart
ldd bossPosY
MY_MOVE_TO_D_START
ldu #Boss1FumeLeft
ldb Vec_Loop_Count+1
andb #1
beq noOddRoundBoss1
ldu #Boss1FumeRight
noOddRoundBoss1
lda boss1Scale
sta VIA_t1_cnt_lo
MY_MOVE_TO_B_END
jsr SMVB50_drawSmart
drawBosss1Done
rts
finishDrawEarlyBoss1
MY_MOVE_TO_B_END
bra drawBosss1Done
endif
if CURRENT_BANK = 0
;;;;;;; *****************************************
;;;;;;; * BANK 0 *
;;;;;;; *****************************************
doBoss1Intro00 ;#isfunction
doBoss1Intro0_0 ;#isfunction
ldd #$3000
std bossPosY
clr boss3MouthAnimCounter
lda #$70
sta boss3AttachmentScale
REPLACE_1_2_boss1Music_varFromIRQ1_1
ldu #0 ; ; boss1Music
REPLACE_1_2_PLYINIT_varFromIRQ1_18
ldx #0 ; PLYINIT
jsr jsrBank1_fromBank0_T1
clr songLoop
lda #-50
sta introBossX
nega
sta introPlayerX
IRQ_TO_0_SHIFT
lda #150
sta scoopEnemy1
Boss1IntroLoop
JSR Wait_Recal_noShift ; Vectrex BIOS recalibration
REPLACE_1_2_playAKSMusicNoLoop_varFromIRQ1_173
ldx #0 ; playAKSMusicNoLoop
jsr jsrBank1_fromBank0_T1
jsr calibrationZero50
LDy #bosssIntroMain ; address of data
nextScenePart_b1:
ldd #$6032
stb VIA_t1_cnt_lo
lda #$60
ldb introBossX
MY_MOVE_TO_D_START_NO_SHIFT
LDU ,y++
LDd ,y
beq lastDraw
MY_MOVE_TO_D_END
jsr SMVB50_drawSmart
BRA nextScenePart_b1
lastDraw
MY_MOVE_TO_D_END
jsr SMVB50_drawSmart
contBoss1Draw
jsr Intensity_5F
lda #50
sta VIA_t1_cnt_lo
lda #$60
ldb introBossX
MY_MOVE_TO_D_START_NO_SHIFT
lda bossIntroStage
cmpa #1
beq middleShots
cmpa #2
beq lastShots
LDu #bossShots_0 ; address of data
bra ShotsCont
middleShots
ldu #bossShots_1
bra ShotsCont
lastShots
LDu #bossShots_2 ; address of data
ShotsCont
MY_MOVE_TO_D_END
jsr SMVB50_drawSmart
lda #50
sta VIA_t1_cnt_lo
jsr drawBossPlayerOnly
lda Vec_Loop_Count+1
anda #%00000011
bne noPosChangeb1
ldb introBossX
beq noPosChangeb1
inc introBossX
dec introPlayerX
noPosChangeb1
ldb scoopEnemy1
beq noWait_b1
dec scoopEnemy1
lda scoopEnemy1
cmpa #100
bne no100sh
inc bossIntroStage
no100sh
cmpa #50
bne no50sh
inc bossIntroStage
no50sh
jmp Boss1IntroLoop
noWait_b1
REPLACE_1_2_getButtonState_varFromIRQ1_129
ldx #0 ; getButtonState
jsr jsrBank1_fromBank0_T1
ldb current_button_state
andb #3
CMPB #$01 ; pressed, but last time was unpressed
lbne Boss1IntroLoop
rts
; there might be some VLists for animation, in case I leave these in place...
;bosssIntroClosed
; DW 0
;bosssIntroOpen
; DW 0
bosssIntroMain
DW boss_0 ; list of all single vectorlists in this
DW boss_1
DW boss_2
DW boss_3
DW boss_4
DW boss_5
DW boss_6
DW boss_7
DW boss_8
DW 0
boss_0
db $31, $01, -$16, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db $2F, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db -$03, $01, $1C, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$07, $01, -$03, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $0A, $01, $05, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $07, $01, $1C, hi(SMVB50_continue5_single), lo(SMVB50_continue5_single)
db -$0C, $01, $16
db -$12, $01, $06
db -$08, $01, -$04
db -$02, $01, -$15
db -$0A, $01, -$0B, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$04, $01, $04, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $ce, $01, $ce , hi(SMVB50_startMove_xyStays_single), lo(SMVB50_startMove_xyStays_single) ; y was -$04; x was $04; y now $CE
db $ee, $01, $ee , hi(SMVB50_startDraw_xyStays_single), lo(SMVB50_startDraw_xyStays_single) ; y was -$04; x was $04, y now $ee
db $ce, $01, $ce , hi(SMVB50_startMove_xyStays_single), lo(SMVB50_startMove_xyStays_single) ; y was -$04; x was $04; y now $CE
db $ee, $01, $ee , hi(SMVB50_startDraw_xyStays_single), lo(SMVB50_startDraw_xyStays_single) ; y was -$04; x was $04, y now $ee
db $14, $01, $09, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $47, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db -$23, $01, $1C, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $0C, $01, -$20, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db $2F, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db $14, $01, $04, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $01, $01, $12, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $05, $01, $02, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$0A, $01, $0D, hi(SMVB50_continue3_single), lo(SMVB50_continue3_single)
db -$05, $01, -$02
db $0A, $01, -$0D
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
boss_1
db -$2C, $01, $69, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db $03, $01, $12, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$0C, $01, -$01, hi(SMVB50_continue3_single), lo(SMVB50_continue3_single)
db -$0B, $01, -$15
db $14, $01, $04
db $ce, $01, -$08, hi(SMVB50_startMove_newY_eq_oldX_single), lo(SMVB50_startMove_newY_eq_oldX_single) ; y was $04, now $ce
db $53, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db $10, $01, $53, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$34, $01, -$59, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db $2F, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db $10, $01, $03, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $3D, $01, $36, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$04, $01, -$01, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $0D, $01, -$38, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $07, $01, $02, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$01, $01, $12, hi(SMVB50_continue6_single), lo(SMVB50_continue6_single)
db -$0F, $01, $18
db $00, $01, $0D
db $0E, $01, -$19
db $01, $01, -$0C
db -$04, $01, -$01
db $04, $01, $07, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $47, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db $0F, $01, -$30, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$03, $01, $04, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $2F, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db $08, $01, -$0C, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $03, $01, $0C, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $07, $01, $04, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $47, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db -$19, $01, $24, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
boss_2
db $18, $01, $7D, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db $2F, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db $09, $01, -$04, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $15, $01, -$1C, hi(SMVB50_continue4_single), lo(SMVB50_continue4_single)
db -$04, $01, -$07
db -$09, $01, $06
db -$02, $01, -$04
db $07, $01, $0F, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $04, $01, $00, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$01, $01, $08, hi(SMVB50_continue3_single), lo(SMVB50_continue3_single)
db -$14, $01, $18
db -$05, $01, $00
db $5F, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db -$44, $01, $69, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $2F, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db $00, $01, -$0E, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$09, $01, -$0A, hi(SMVB50_continue2_single), lo(SMVB50_continue2_single)
db -$0D, $01, -$02
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
boss_3
db -$1B, $01, $6E, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $06, $01, $07, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$05, $01, $03, hi(SMVB50_continue7_single), lo(SMVB50_continue7_single)
db $00, $01, $05
db $05, $01, $01
db -$06, $01, $03
db -$03, $01, $00
db -$06, $01, -$01
db -$05, $01, -$06
db $00, $01, -$07, hi(SMVB50_continue4_single), lo(SMVB50_continue4_single)
db $05, $01, -$03
db $07, $01, $01
db $03, $01, $07
db $00, $01, $05, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$04, $01, $04, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $09, $01, -$0C, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $00, $01, $09, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $05, $01, $03, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$0A, $01, $06, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$0C, $01, -$06, hi(SMVB50_continue2_single), lo(SMVB50_continue2_single)
db -$07, $01, -$0B
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
boss_4
db $25, $01, -$6E, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db -$12, $01, $02, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$04, $01, $02, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db -$05, $01, -$09, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $06, $01, -$02, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $0F, $01, -$03, hi(SMVB50_continue7_single), lo(SMVB50_continue7_single)
db -$03, $01, $05
db $03, $01, $02
db $04, $01, $00
db $02, $01, $03
db -$07, $01, $04
db $02, $01, $02
db -$01, $01, $05, hi(SMVB50_continue5_single), lo(SMVB50_continue5_single)
db $08, $01, $03
db -$01, $01, $06
db -$13, $01, $00
db -$04, $01, -$02
db $09, $01, $02, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $07, $01, $06, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$1E, $01, -$01, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $05, $01, $04, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $ce, $01, -$03, hi(SMVB50_startMove_newY_eq_oldX_single), lo(SMVB50_startMove_newY_eq_oldX_single) ; y was $04, now $ce
db $15, $01, $00, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$05, $01, $03, hi(SMVB50_continue6_single), lo(SMVB50_continue6_single)
db -$14, $01, $00
db $04, $01, -$03
db -$05, $01, -$03
db -$04, $01, $02
db -$07, $01, $03
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
boss_5
db $11, $01, -$60, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $47, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db $0B, $01, $29, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$02, $01, $24, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db -$0B, $01, -$14, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $2F, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db $10, $01, $1D, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$01, $01, -$02, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $02, $01, -$1E, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$01, $01, -$07, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db -$0E, $01, -$08, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$0D, $01, $04, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$04, $01, -$01, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $04, $01, $01, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $01, $01, -$10, hi(SMVB50_continue2_single), lo(SMVB50_continue2_single)
db $0E, $01, -$03
db -$05, $01, -$0C, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $00, $01, -$1A, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$05, $01, $00, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $ee, $01, $1A, hi(SMVB50_startDraw_newY_eq_oldX_single), lo(SMVB50_startDraw_newY_eq_oldX_single) ; y was $00, now $ee
db $0B, $01, $01, hi(SMVB50_continue4_single), lo(SMVB50_continue4_single)
db -$03, $01, $1E
db -$1E, $01, $0B
db -$08, $01, -$01
db -$39, $01, $47, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $0A, $01, -$17, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $10, $01, $02, hi(SMVB50_continue3_single), lo(SMVB50_continue3_single)
db -$06, $01, $18
db -$14, $01, -$03
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
boss_6
db -$4A, $01, -$3E, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db $47, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db $30, $01, $07, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $29, $01, $0E, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db $2F, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db -$1C, $01, -$03, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$0D, $01, -$0B, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db $2D, $01, -$1B, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$12, $01, -$0C, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$06, $01, $0F, hi(SMVB50_continue3_single), lo(SMVB50_continue3_single)
db $12, $01, $0C
db $06, $01, -$0F
db $05, $01, $27, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $03, $01, $17, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $06, $01, $03, hi(SMVB50_continue5_single), lo(SMVB50_continue5_single)
db $14, $01, -$07
db $0B, $01, -$16
db -$07, $01, -$1B
db -$0B, $01, -$08
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
boss_7
db $38, $01, -$4B, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db $01, $01, -$07, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$08, $01, -$19, hi(SMVB50_continue2_single), lo(SMVB50_continue2_single)
db -$08, $01, $05
db $47, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db -$19, $01, $31, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $5F, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db -$0A, $01, $6E, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $2F, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db $01, $01, $09, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $15, $01, $07, hi(SMVB50_continue7_single), lo(SMVB50_continue7_single)
db -$1C, $01, $1B
db -$16, $01, -$07
db -$07, $01, -$08
db -$0B, $01, $0C
db -$0E, $01, $03
db -$03, $01, -$13
db $47, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db $ee, $01, -$37, hi(SMVB50_startDraw_yStays_single), lo(SMVB50_startDraw_yStays_single) ; y was -$03, now $ee
db $07, $01, -$32, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db $2F, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db $08, $01, -$13, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $0B, $01, -$0D, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db $5F, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db $1B, $01, -$7F, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $01, $01, $00, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $47, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db -$27, $01, $09, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$01, $01, -$09, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $2F, 0, 0, hi(SMVB50_LightOff_Intensity), lo(SMVB50_LightOff_Intensity)
db -$0A, $01, -$04, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
boss_8
db -$1A, $01, -$60, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $08, $01, -$03, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $02, $01, -$08, hi(SMVB50_continue7_single), lo(SMVB50_continue7_single)
db $0B, $01, $00
db -$05, $01, $0F
db -$09, $01, $05
db -$07, $01, -$09
db -$05, $01, -$03
db -$03, $01, -$08
db $03, $01, -$07, hi(SMVB50_continue4_single), lo(SMVB50_continue4_single)
db $05, $01, -$04
db $08, $01, $04
db $02, $01, $07
db -$02, $01, $08, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $ee, $01, $07, hi(SMVB50_startDraw_newY_eq_oldX_single), lo(SMVB50_startDraw_newY_eq_oldX_single) ; y was $08, now $ee
db $05, $01, -$0F, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$05, $01, -$0C, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$08, $01, -$0D, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $10, $01, $08, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $05, $01, $11, hi(SMVB50_continue5_single), lo(SMVB50_continue5_single)
db -$06, $01, $14
db -$0F, $01, $07
db -$13, $01, -$08
db -$05, $01, -$13
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
bossShots_0
db $00, $01, -$4A, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $13, $01, -$0C, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $00, $01, $05, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$13, $01, $0D, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$24, $01, $37, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$26, $01, $1B, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$01, $01, $0D, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $24, $01, -$1B, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $1A, $01, $08, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $ee, $01, -$13, hi(SMVB50_startDraw_yStays_single), lo(SMVB50_startDraw_yStays_single) ; y was $1A, now $ee
db $04, $01, $05, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$1F, $01, $17, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $1E, $01, $2D, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $1B, $01, -$16, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$05, $01, $50, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$20, $01, $25, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $01, $01, -$06, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$1A, $01, $1B, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $00, $01, -$07, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $16, $01, -$16, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$04, $01, $45, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$19, $01, $12, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $00, $01, -$05, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $19, $01, -$12, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$53, $01, -$04, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $22, $01, -$1F, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $06, $01, $06, hi(SMVB50_startMove_yEqx_single), lo(SMVB50_startMove_yEqx_single) ; y is $06
db -$28, $01, $25, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
bossShots_1
db $00, $01, -$4A, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $13, $01, -$0B, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $00, $01, $05, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$13, $01, $0C, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$24, $01, $38, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$26, $01, $15, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$01, $01, $0D, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $24, $01, -$15, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $19, $01, $04, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $1B, $01, -$0F, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $04, $01, $05, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$20, $01, $13, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $1F, $01, $2C, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $1B, $01, -$11, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$05, $01, $50, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$21, $01, $17, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $02, $01, $08, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$1E, $01, $10, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $00, $01, -$05, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $1A, $01, -$0D, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$04, $01, $45, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$1A, $01, $04, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $00, $01, -$05, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $1A, $01, -$04, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$55, $01, -$1B, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $24, $01, -$08, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $06, $01, $06, hi(SMVB50_startMove_yEqx_single), lo(SMVB50_startMove_yEqx_single) ; y is $06
db -$2A, $01, $0B, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
bossShots_2
db $00, $01, -$4A, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $13, $01, -$0B, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $00, $01, $05, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$13, $01, $0C, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$24, $01, $38, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$26, $01, $14, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$01, $01, $0C, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $24, $01, -$13, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $19, $01, $03, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $1B, $01, -$0E, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $04, $01, $05, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$20, $01, $11, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $1E, $01, $2B, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $1C, $01, -$0E, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$05, $01, $50, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$21, $01, $0B, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $02, $01, $14, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$1E, $01, $04, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $00, $01, -$03, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $1A, $01, -$03, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$04, $01, $45, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$1B, $01, -$08, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $00, $01, -$05, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $1B, $01, $08, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$51, $01, -$2B, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $20, $01, $08, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $06, $01, $06, hi(SMVB50_startMove_yEqx_single), lo(SMVB50_startMove_yEqx_single) ; y is $06
db -$25, $01, -$08, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
endif