The Empire Strikes Back (Atari, 1985) — vector shapes

Generated from the ROM by disasm/emit_shapes.py. Upper-case names are Atari's, carried over from the Star Wars source where the display list is the same; the rest are the listings' address labels. Colours are the AVG's eight: the STAT instruction carries red, green and blue bits and a brightness.

Character set — 54 characters (VGMSGA)

CHAR_
$310C code 0
CHAR_O
$3104 code 1
CHAR_1
$3178 code 2
CHAR_2
$3184 code 3
CHAR_3
$318C code 4
CHAR_4
$319C code 5
CHAR_S
$3130 code 6
CHAR_6
$31A6 code 7
CHAR_7
$31B0 code 8
CHAR_8
$31BA code 9
CHAR_9
$31C0 code 10
CHAR_A
$3070 code 11
CHAR_B
$3080 code 12
CHAR_C
$3094 code 13
CHAR_D
$309C code 14
CHAR_E
$30AA code 15
CHAR_F
$30AE code 16
CHAR_G
$30BC code 17
CHAR_H
$30C6 code 18
CHAR_I
$30D0 code 19
CHAR_J
$30DA code 20
CHAR_K
$30E2 code 21
CHAR_L
$30EE code 22
CHAR_M
$30F6 code 23
CHAR_N
$30FE code 24
CHAR_O
$3104 code 25
CHAR_P
$3110 code 26
CHAR_Q
$3118 code 27
CHAR_R
$3128 code 28
CHAR_S
$3130 code 29
CHAR_T
$313A code 30
CHAR_U
$313E code 31
CHAR_V
$314A code 32
CHAR_W
$3152 code 33
CHAR_X
$315C code 34
CHAR_Y
$3164 code 35
CHAR_Z
$3170 code 36
CH_CLN
$31D0 code 37
CHAR_
$310C code 38
CH_PER
$31CA code 39
CH_PER
$31CA code 40
CH_COP
$3210 code 41
CH_PER
$31CA code 42
CH_HLF
$31F8 code 43
CH_PER
$31CA code 44
CH_APO
$31DE code 45
vg_ch_lparen
$3238 code 46
vg_ch_rparen
$3244 code 47
vg_ch_star
$3250 code 48
CH_PER
$31CA code 49
CH_CMA
$31E6 code 50
CH_HYP
$3230 code 51
CH_PER
$31CA code 52
UNDERL
$30F2 code 53

Vector ROM pictures — 99 ($3000-$3FFF)

Each display list that another one calls or jumps to, or that has a name, run as a subroutine from the default scale. A call into vector RAM (the program's own colour and position variables) is skipped and noted.

L3058
$3058 28 vectors
CHARE1
$30AC 3 vectors
CHARF1
$30B4 2 vectors
CHARI1
$30D4 2 vectors
CHARO2
$3108 2 vectors
CHARU1
$3144 1 vectors
L314C
$314C 2 vectors
CHAR11
$317E 1 vectors
CHAR31
$318E 4 vectors
CHAR32
$3190 3 vectors
CHAR33
$3192 3 vectors
CHAR71
$31B2 2 vectors
CHAR72
$31B4 1 vectors
CH_TIC
$31EE 3 vectors
L3228
$3228 2 vectors
vg_num_sep
$3262 1 vectors
L3264
$3264 1 vectors
vg_jedi_mark
$326A 7 vectors
L3274
$3274 4 vectors
VGINIT
$3286 4 vectors
L3294
$3294 3 vectors
L32A4
$32A4 1 vectors
VGFCWN
$32B2 4 vectors
vg_dot
$32C8 1 vectors
LZS0
$32E6 1 vectors
L32E8
$32E8 1 vectors
LZS1
$32EA 2 vectors
LZS2
$32EE 8 vectors
LZS3
$32F2 8 vectors
vg_site
$32F6 16 vectors
VGLZD
$3340 1 vectors
VGLZS0
$3348 1 vectors
VGLZS1
$3354 2 vectors
VGLZS2
$3366 8 vectors
VGLZS3
$3390 8 vectors
vg_cockpit0l
$33AE 27 vectors
L33FC
$33FC 9 vectors
vg_cockpit0r
$3422 27 vectors
vg_cockpit1l
$3496 15 vectors
vg_cockpit1r
$349C 15 vectors
vg_ship_tl
$34A2 15 vectors
vg_ckpt1_l
$34A4 15 vectors
vg_ship_tr
$34F8 15 vectors
vg_ckpt1_r
$34FA 15 vectors
L3524
$3524 7 vectors
vg_ship_sl
$354E 11 vectors
vg_ship_sr
$3592 11 vectors
vg_ship_bot
$35D6 8 vectors
vg_ship_mid
$3602 13 vectors
vg_ship_det
$3646 20 vectors
L3688
$3688 5 vectors
vg_gnb0
$36AA 16 vectors
JSRL to vector RAM $001C skipped; JSRL to vector RAM $0026 skipped
vg_gnb1
$3730 16 vectors
JSRL to vector RAM $001C skipped; JSRL to vector RAM $0026 skipped
vg_gnb2
$37B4 16 vectors
JSRL to vector RAM $001C skipped; JSRL to vector RAM $0026 skipped
L3800
$3800 6 vectors
JSRL to vector RAM $001C skipped; JSRL to vector RAM $0026 skipped
vg_gnb3
$3838 16 vectors
JSRL to vector RAM $001C skipped; JSRL to vector RAM $0026 skipped
GNT0
$38BE 6 vectors
GNT1
$38E2 6 vectors
GNT2
$3906 6 vectors
GNT3
$392A 6 vectors
L3956
$3956 1 vectors
JMPL to vector RAM $001C; JSRL to vector RAM $001C skipped
vg_spark3
$39C6 18 vectors
vg_spark2
$3A28 18 vectors
L3A68
$3A68 5 vectors
vg_spark1
$3A82 18 vectors
L3ABA
$3ABA 7 vectors
vg_spark0
$3AE4 18 vectors
vg_box_6dig
$3BD6 4 vectors
vg_box_8dig
$3BE8 4 vectors
vg_shld_l0
$3BFA 3 vectors
vg_shld_l1
$3C0C 3 vectors
vg_shld_l2
$3C1E 3 vectors
vg_shld_l3
$3C30 3 vectors
vg_shld_l4
$3C42 3 vectors
vg_shld_r0
$3C54 3 vectors
vg_shld_r1
$3C66 3 vectors
vg_shld_r2
$3C78 3 vectors
L3C7C
$3C7C 2 vectors
vg_shld_r3
$3C8A 3 vectors
vg_shld_r4
$3C9C 3 vectors
vg_six_bars
$3CAE 6 vectors
vg_colorbars
$3CDC 55 vectors
L3CE0
$3CE0 51 vectors
L3D30
$3D30 7 vectors
vg_hatch
$3D78 197 vectors
vg_checker
$3DBE 28 vectors
L3DF8
$3DF8 23 vectors
L3E00
$3E00 7 vectors
JSRL to vector RAM $001C skipped; JSRL to vector RAM $0026 skipped
L3E0C
$3E0C 21 vectors
BONDRY
$3EDA 4 vectors
BOX
$3EDC 4 vectors
vg_box_sides
$3EE4 4 vectors
vg_scale_sq
$3EF6 4 vectors
vg_raster
$3F0C 6 vectors
vg_raster_ln
$3F14 2 vectors
vg_pot_test
$3F26 12 vectors
L3F2E
$3F2E 11 vectors
L3F30
$3F30 10 vectors
L3F40
$3F40 7 vectors

Display lists copied to vector RAM

Three sets of display lists are stored in bank 0 of the program ROM. The program copies one of them to vector RAM $2800, where the vector generator runs it like ROM; which set depends on the part of the game. Shown is every list of a set that the set itself or the program calls or jumps to. The program's calls are plain addresses in vector RAM, so an address used with one set is tried in all three, and in a set it was not meant for it draws whatever starts there.

Set 0 — 16 pictures (bank 0 $B97C-$BE1B)

s0_big_half
$2800 in vector RAM 25 vectors
s0_big_top
$28B0 in vector RAM 25 vectors
LBA5A
$28DE in vector RAM 22 vectors
LBAB6
$293A in vector RAM 1 vectors
s0_planet
$2944 in vector RAM 53 vectors
LBB02
$2986 in vector RAM 36 vectors
LBB0A
$298E in vector RAM 34 vectors
LBB60
$29E4 in vector RAM 18 vectors
LBB78
$29FC in vector RAM 15 vectors
LBB7C
$2A00 in vector RAM 14 vectors
LBB86
$2A0A in vector RAM 13 vectors
LBBC0
$2A44 in vector RAM 5 vectors
s0_manual
$2A6A in vector RAM 16 vectors
s0_wd_rebel
$2ABE in vector RAM 23 vectors
s0_wd_manual
$2B1C in vector RAM 18 vectors
s0_executor
$2B70 in vector RAM 60 vectors

Set 1 — 12 pictures (bank 0 $BE1C-$C073)

s1_hideout
$2800 in vector RAM 41 vectors
s1_xmit_frm
$28DE in vector RAM 4 vectors
s1_xmit_slot
$28F4 in vector RAM 12 vectors
s1_xmit_mark
$293A in vector RAM 16 vectors
LBF60
$2944 in vector RAM 14 vectors
s1_adv_frame
$2986 in vector RAM 4 vectors
LBFAA
$298E in vector RAM 3 vectors
s1_adv_slots
$299C in vector RAM 12 vectors
s1_gen_mark
$29E4 in vector RAM 10 vectors
LC018
$29FC in vector RAM 2 vectors
JSRL to vector RAM $000A skipped
s1_gen_burst
$2A0A in vector RAM 13 vectors
LC060
$2A44 in vector RAM 3 vectors

Set 2 — 13 pictures (bank 0 $C074-$C4C9)

s2_vader
$2800 in vector RAM 79 vectors
LC168
$28F4 in vector RAM 26 vectors
LC1AE
$293A in vector RAM 11 vectors
LC1B8
$2944 in vector RAM 11 vectors
LC1FA
$2986 in vector RAM 1 vectors
s2_executor
$298E in vector RAM 60 vectors
LC210
$299C in vector RAM 58 vectors
LC270
$29FC in vector RAM 37 vectors
JSRL to vector RAM $012C skipped
LC274
$2A00 in vector RAM 36 vectors
JSRL to vector RAM $0064 skipped
LC27E
$2A0A in vector RAM 33 vectors
JSRL to vector RAM $0172 skipped
LC2B8
$2A44 in vector RAM 20 vectors
LC2DE
$2A6A in vector RAM 14 vectors
LC3E4
$2B70 in vector RAM 1 vectors
JSRL to vector RAM $0024 skipped

Title logo — 27 outlines (bank 1)

Not a display list: each outline is a list of records - move or draw, x, y - that the banner routine turns into vectors at the size and brightness of the moment. The first six outlines (STAR WARS) are drawn in blue, the rest (THE EMPIRE STRIKES BACK and two bars) in turquoise.

3-D objects — 35 (bank 1)

Point tables (x, y, z words). The lines are not data: each object is drawn by a routine that writes vectors between the projected points. Where that routine is in the simple point-to-point form, its lines are shown; otherwise only the points. Drag to turn an object.

object 0 — TIE fighter
53 points at $A426, draw routine draw_tie
88 lines read from the draw routine
object 1 — exploded TIE wing
19 points at $A564, draw routine draw_tie_wing
30 lines read from the draw routine
object 2 — exploded TIE wing
19 points at $A5D6, draw routine draw_tie_wing
30 lines read from the draw routine
object 3 — exploded TIE cabin
29 points at $A648, draw routine draw_tie_cabin
46 lines read from the draw routine
object 4 — probot body, upper part
19 points at $A6F6, draw routine draw_probot_body
30 lines read from the draw routine
object 5 — probot body, lower part
6 points at $A768, draw routine draw_probot_body
points only: the draw routine is not in the simple form
object 6 — probot head
20 points at $A78C, draw routine draw_probot_head
27 lines read from the draw routine
object 7 — four-sided figure on the front of the probot head
20 points at $A78C, draw routine draw_probot_eye
4 lines read from the draw routine
object 8 — hexagon of a probot transmission
6 points at $A804, draw routine draw_hexagon
6 lines read from the draw routine
object 9 — probot limb, stroke down
4 points at $A828, draw routine draw_limb_down
3 lines read from the draw routine
object 10 — probot limb, stroke back up
4 points at $A840, draw routine draw_limb_up
2 lines read from the draw routine
object 11 — probot limb
4 points at $A858, draw routine draw_limb_down
3 lines read from the draw routine
object 12 — probot limb
4 points at $A870, draw routine draw_limb_down
3 lines read from the draw routine
object 13 — probot limb
4 points at $A888, draw routine draw_limb_down
3 lines read from the draw routine
object 14 — probot limb
4 points at $A8A0, draw routine draw_limb_down
3 lines read from the draw routine
object 15 — probot limb
4 points at $A8B8, draw routine draw_limb_down
3 lines read from the draw routine
object 16 — probot limb
4 points at $A8D0, draw routine draw_limb_down
3 lines read from the draw routine
object 17 — AT-ST head
18 points at $A8E8, draw routine draw_atst_head
18 lines read from the draw routine
object 18 — front panel of the AT-ST head
18 points at $A8E8, draw routine draw_atst_port
4 lines read from the draw routine
object 19 — AT-ST leg (its 18 points are made by the game)
1 points at $A954, draw routine draw_atst_leg
points only: the draw routine is not in the simple form
object 20 — AT-ST head half (explosion piece)
8 points at $A95A, draw routine draw_atst_side
11 lines read from the draw routine
object 21 — AT-ST head top wedge (explosion piece)
6 points at $A98A, draw routine draw_atst_top
9 lines read from the draw routine
object 22 — AT-ST head half (explosion piece)
8 points at $A9AE, draw routine draw_atst_side
11 lines read from the draw routine
object 23 — AT-AT body
24 points at $A9DE, draw routine draw_atat_body
26 lines read from the draw routine
object 24 — AT-AT head
21 points at $AA6E, draw routine draw_atat_head
21 lines read from the draw routine
object 25 — the eye on the AT-AT head
21 points at $AA6E, draw routine draw_atat_eye
4 lines read from the draw routine
object 26 — AT-AT neck
21 points at $AA6E, draw routine draw_atat_neck
points only: the draw routine is not in the simple form
object 27 — AT-AT leg (its 12 points are made by the game)
1 points at $AAEC, draw routine draw_atat_leg
points only: the draw routine is not in the simple form
object 28 — third of the AT-AT body (explosion piece)
8 points at $AAF2, draw routine draw_atat_piece
12 lines read from the draw routine
object 29 — third of the AT-AT body (explosion piece)
8 points at $AB22, draw routine draw_atat_piece
12 lines read from the draw routine
object 30 — third of the AT-AT body (explosion piece)
8 points at $AB52, draw routine draw_atat_piece
12 lines read from the draw routine
object 31 — dart at the end of the tow cable
9 points at $AB82, draw routine draw_dart
18 lines read from the draw routine
object 32 — asteroid
24 points at $ABB8, draw routine draw_asteroid
48 lines read from the draw routine
object 33 — asteroid
24 points at $AC48, draw routine draw_asteroid
48 lines read from the draw routine
object 34 — asteroid
24 points at $ACD8, draw routine draw_asteroid
48 lines read from the draw routine

Messages — 223

#addressxy colourtext
$00$CD13-272-4201THE EMPIRE STRIKES BACK
$CD2D-512-4481 # 1985 LUCASFILM LTD.AND ATARI GAMES,INC.
$CD5B-236-4841ALL RIGHTS RESERVED.
$CD72-512-5121 LUCASFILM TRADEMARKS USED UNDER LICENSE.
$01$CDA0-2842001ATARI'S GAME DESIGN TEAM
$CDBB-321481FOR
$CDC1-2961001'THE EMPIRE STRIKES BACK'
$CDDD-292-407MIKE HALLY
$CDEA20-400PRODUCT MANAGER
$CDFC-316-1007GREG RIVERA
$CE0A20-1000PROGRAMMER
$CE17-340-1607NORM AVELLAR
$CE2620-1600PROGRAMMER
$CE33-244-2207ROB ROWE
$CE3E20-2200TECHNICIAN
$CE4B-212-3001SPECIAL THANKS TO:
$CE60-464-3407BRAD FULLER, JED MARGOLIN, DAVE RALSTON
$CE8A-344-3807DOUG SNYDER, AND EARL VICKERS
$02$CEAA-10404GAME OVER
$03$CEB6-1044802GAME OVER
$04$CEC2-1404800INSERT COINS
$05$CED1-1044566FREE PLAY
$06$CEDD-16443262 PLAYS 1 COIN
$07$CEEE-15243261 COIN 1 PLAY
$08$CEFE-16443262 COINS 1 PLAY
$09$CF0F-24838411PULL TRIGGER TO START
$0A$CF27-604327CREDITS
$0B$CF31-604327CREDIT
$0C$CF3A-804081SHIELDS
$0D$CF44-802403SHIELDS
$CF4E-442043GONE
$0E$CF553645043WAVE
$0F$CF5C2484323PROBOTS
$10$CF662484323WALKERS
$11$CF702604323TIES
$12$CF772484323
$13$CF7B2604323TIMER
$14$CF832604323
$15$CF87-2242163FLIGHT INSTRUCTIONS
$16$CF9D-37210811. YOU BEGIN WITH ENOUGH 'FORCE'
$17$CFC1-348721TO PROTECT YOU FOR COLLISIONS.
$18$CFE4-372-3612. 'FORCE' STRENGTH IS LOST WHEN
$19$D008-348-721YOU COLLIDE WITH ENEMY SHOTS,
$1A$D028-348-1081WALKERS AND ASTEROIDS.
$1B$D041-372-21613. AIM YOUR LASERS WITH CURSOR TO
$1C$D066-348-2521EXPLODE PROBOTS, TRANSMISSIONS,
$1D$D088-348-2881WALKERS, TIE FIGHTERS AND SHOTS.
$1E$D0AB-372-39614. AVOID COLLISION WITH ASTEROIDS
$1F$D0D0-348-4321BY FLYING AROUND THEM.
$20$D0E9967212
$21$D0ED967213
$22$D0F1967214
$23$D0F5967215
$24$D0F9-1522803REBEL SCORING
$25$D109-4401803*PROBOT
$D113376180625
$D118-4161283FIREBALL
$D12340012863
$26$D127-416803TRANSMISSION
$D1364008065
$D13A-440283*AT-ST
$D14337628650
$27$D148-440-203*AT-AT
$D151376-20675
$D156-416-683FLYING BONUS
$D16528-686PROGRESSIVE 5,000
$28$D179-416-1203STAR SHOT
$D185400-12067
$D189-440-1683*TIE FIGHTER
$D198352-1686100
$D19E-416-2203WAVE COMPLETED
$D1AF304-22062,500
$29$D1B7-416-2683JEDI LETTER
$D1C5304-26865,000
$D1CD-416-3203JEDI BONUS
$D1DA280-320620,000
$2A$D1E3-476-3683* 10 X SCORING AFTER EARNING JEDI LETTER
$2B$D20E-3083405SELECT STARTING DIFFICULTY
$D22B-4523005MOVE CURSOR TO A PLANET AND FIRE LASER
$D254-10426011COUNTDOWN
$D260-300321EASY
$D267-4682003WAVE 1
$D270-492-120NO BONUS
$D27B-68-2001MEDIUM
$D284-68-1603WAVE 2
$D28D-56-4200BONUS
$D295-80-4603100,000
$D29F224321HARD
$D2A63322003WAVE 3
$D2AF344-120BONUS
$D2B7320-523250,000
$D2C1-468-1603INSTRUCTIONS
$D2D0200-1603INSTRUCTIONS
$2C$D2DF-2964801DARTH VADER'S EXECUTOR IS
$D2FB-3684201SEARCHING FOR THE REBEL HIDEOUT
$2D$D31D-1042601COUNTDOWN
$D329-36803YOU MAY START YOUR NEXT GAME ON
$D34B-84-643WAVE
$D352-56-3000BONUS
$2E$D35A-17616011CONGRATULATIONS
$D36C-2601207ADVANCED WAVE FINISHED
$D385-248807AND JEDI BONUS EARNED
$2F$D39D-2841407YOU MUST EARN JEDI BONUS
$D3B8-2841007TO START AT HIGHER WAVES
$30$D3D3-3681607YOU MUST COMPLETE ADVANCED WAVE
$D3F5-2241207AND EARN JEDI BONUS
$D40B-284807TO START AT HIGHER WAVES
$31$D426-3683206MESSAGE FROM REBEL COMMAND POST
$D448-40428011YOUR STRENGTH FLOWS FROM THE FORCE
$D46D-3202400BUT BEWARE OF THE DARK SIDE
$D48B-2241201SHOOT YOUR INITIALS
$32$D4A1-212011REBEL FORCE ROSTER
$D4B6-120-5120JEDI KNIGHT
$33$D4C4-2123163REBEL FORCE ROSTER
$D4D9-120-3840JEDI KNIGHT
$34$D4E7-4403363IMPERIAL PROBOTS SEARCHING FOR REBELS
$35$D50F-4403367SHOOT PROBOTS AND THEIR TRANSMISSIONS
$36$D537-4163363PARTIAL TRANSMISSION SENT TO EMPIRE
$37$D55D-3083367SHOOT PROBOTS FOR BONUS
$38$D57A-4403363DARTH VADER ALERTED TO REBEL LOCATION
$39$D5A2-3683363EMPIRE LAUNCHING TROOPS TO HOTH
$3A$D5C4-5003363IMPERIAL WALKERS ATTACKING POWER GENERATOR
$3B$D5F1-4523367SHOOT RED EYE OR USE TOW CABLE ON LEGS
$3C$D61A-2963367SHOOT RED EYE WITH LASERS
$3D$D636-2843363PARTIAL GENERATOR DAMAGE
$3E$D651-3083367SHOOT WALKERS FOR BONUS
$3F$D66E-2963363REBELS EVACUATING HIDEOUT
$40$D68A-2963367POWER GENERATOR DESTROYED
$41$D6A6-1402007 TOW CABLES
$42$D6B5-12820071 TOW CABLE
$43$D6C3-2242007ALL TOW CABLES GONE
$44$D6D9-2602006BONUS POINTS FOR TRICK FLYING
$45$D6F9-1521003REBEL HIDEOUT
$46$D709-3683367SHOOT TIE FIGHTERS FOR BONUS
$47$D72B-4523363SHOOT ENEMY SHOTS TO SAVE YOUR SHIELDS
$48$D754-3803367SURVIVE TO EARN NEXT JEDI LETTER
$49$D777-3683363AVOID COLLISIONS WITH ASTEROIDS
$4A$D799-428336115,000 POINTS AND JEDI LETTER AWARDED
$4B$D7C0-428336115,000 POINTS AND JEDI LETTER AWARDED
$4C$D7E7-428336115,000 POINTS AND JEDI LETTER AWARDED
$4D$D80E-428336115,000 POINTS AND JEDI LETTER AWARDED
$4E$D835-332-41211WAVE COMPLETED: 2,500 POINTS
$4F$D854-356-44811NO BONUS AWARDED FOR EASY WAVE
$50$D875-464-44811100,000 BONUS AWARDED FOR MODERATE WAVE
$51$D89F-416-44811250,000 BONUS AWARDED FOR HARD WAVE
$52$D8C5-260-46011BONUS AWARDED FOR CONTINUED PLAY
$53$D8E8-4203363REBEL TRAINING MANUAL SECTION
$54$D90B-2362487IMPERIAL PROBE DROID
$D922-682007PROBOT
$55$D92B-272481INFORMATION TRANSMITTER
$56$D945200-1003RED
$D94B100-1363SENSORY EYE
$57$D959-1762487PROBOT WEAPONRY
$58$D96B148-1003ENEMY MAY
$D977148-1363SHOOT AT
$D982148-1723PLAYER AT
$D98E148-2083ANY TIME
$59$D999-2121483PROBOT TRANSMITTER
$5A$D9AE-4001005TRANSMISSION
$5B$D9BD148-1003TRANSMISSION
$D9CC148-1363READY TO
$D9D7148-1723LAUNCH WHEN
$D9E5148-2083PROBOT HEAD
$D9F3148-2447IS WHITE
$5C$D9FE-1882487PROBOT HIT ZONES
$5D$DA11148-1003DESTROY
$DA1B148-1363PROBOT
$DA24148-1723BY SHOOTING
$DA32148-2083HEAD OR BODY
$5E$DA41-4001363DESTROY
$DA4B-4001003TRANSMISSION
$DA5A-400643BY SHOOTING
$DA68-4002811FLASHING
$DA73-400-83RING
$5F$DA7A-3202487ALL TERRAIN SCOUT TRANSPORT
$DA98-1402127AT-ST WALKER
$60$DAA7148-1003GUN PORT
$61$DAB2-2482487AT-ST WALKER WEAPONRY
$62$DACA148-1003ENEMY MAY
$DAD6148-1363SHOOT AT
$DAE1148-1723PLAYER WHEN
$DAEF148-2083GUN PORT IS
$DAFD148-24411FLASHING
$63$DB08-2602487AT-ST WALKER HIT ZONES
$DB21-452-4007EVERY 5 AT-ST WALKERS DESTROYED AWARDS
$DB4A-380-4487AN EXTRA TOW CABLE FOR NEXT WAVE
$64$DB6D148-1003DESTROY
$DB77148-1363AT-ST WALKER
$DB86148-1723BY SHOOTING
$DB94148-2083LASER AT
$DB9F148-2443GUN PORT.
$65$DBAB-3442487ALL TERRAIN ARMORED TRANSPORT
$DBCB-1402127AT-AT WALKER
$66$DBDA148-1003GUN PORT
$DBE5-452-4007FLY THROUGH LEGS FOR PROGRESSIVE BONUS
$67$DC0E-2482487AT-AT WALKER WEAPONRY
$68$DC26148-1003ENEMY MAY
$DC32148-1363SHOOT AT
$DC3D148-1723PLAYER WHEN
$DC4B148-2083GUN PORT IS
$DC59148-24411FLASHING
$69$DC64-2602487AT-AT WALKER HIT ZONES
$6A$DC7D148-1003DESTROY
$DC87148-1363AT-AT WALKER
$DC96148-1723BY SHOOTING
$DCA4148-2083LASER AT
$DCAF148-2443GUN PORT
$6B$DCBA148-1003DESTROY
$DCC4148-1363AT-AT WALKER
$DCD3148-1723BY SHOOTING
$DCE1148-2083TOW CABLE
$DCED148-2443BETWEEN LEGS.
$6C$DCFD-2722487TWIN ION ENGINE FIGHTER
$DD17-1282127TIE FIGHTER
$6D$DD25-92-2003GUN PORT
$6E$DD30-2362487TIE FIGHTER WEAPONRY
$6F$DD47148-1003ENEMY MAY
$DD53148-1363SHOOT AT
$DD5E148-1723PLAYER AT
$DD6A148-2083ANY TIME
$70$DD75-2482487TIE FIGHTER HIT ZONES
$71$DD8D148-1003DESTROY
$DD97148-1363TIE FIGHTER
$DDA5148-1723WITH LASER
$72$DDB2-922487ASTEROID
$73$DDBD-30003
$74$DDC1-2002487ASTEROID WEAPONRY
$75$DDD5-296-3003ASTEROIDS HAVE NO WEAPONS
$DDF1-356-4003AVOID COLLISION WITH ASTEROIDS
$76$DE12-2122487ASTEROID HIT ZONES
$77$DE27-356-4003AVOID COLLISION WITH ASTEROIDS
$78$DE48-2604807ACCOUNTING INFORMATION
$DE61-2164401AUX COINS
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$DE7F-3843601RIGHT MECH COINS
$DE92-3843201TOTAL COINS PAID
$DEA5-2882801GAMES PLAYED
$DEB4-3842401ADD-A-COIN GAMES PERCENT
$DEDC2484401HIGH WAVE
$DEE8-3601801TOTAL GAME TIME SECONDS
$DF0C-4081401AVERAGE GAME TIME
$DF20-312801TOTAL TIME ON SECONDS
$DF42-432401PERCENTAGE OF PLAY PERCENT
$DF63-248-407HISTORY OF GAME TIMES
$79$DF7B-1405007GAME OPTIONS
$DF8A-3604481VALUE OF A COIN
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$DFC1-2643001BONUS ADDER
$DFCF-3842481STARTING SHIELDS
$DFE2-3602001PLAY DIFFICULTY
$DFF4-3841481JEDI-LETTER MODE
$E007-3841001MUSIC IN ATTRACT
$E01A-408-1001RESET HIGH SCORES
$E02E-408-1481RESET TIMING INFO
$E042-312-2001RESET OPTIONS
$E052-264-2481TEST NOVRAM
$E060-260-4003UP,DOWN TO SELECT ITEM
$E079-380-4483PULL LEFT FIRE TO CHANGE SETTING
$7A$E09C724481FREE PLAY
$7B$E0A87244812 CREDITS
$7C$E0B47244811 CREDIT
$7D$E0BF724481% CREDIT
$7E$E0CA7240011
$7F$E0CE7240012
$80$E0D27234811
$81$E0D67234814
$82$E0DA7234815
$83$E0DE7234816
$84$E0E2723001NONE
$85$E0E97230012 GIVES 1
$86$E0F57230014 GIVES 1
$87$E1017230014 GIVES 2
$88$E10D7230015 GIVES 1
$89$E1197230013 GIVES 1
$8A$E125723001NONE
$8B$E12C723001NONE
$8C$E1337224812
$8D$E1377224813
$8E$E13B7224814
$8F$E13F7224815
$90$E143722001EASY
$91$E14A722001MODERATE
$92$E155722001HARD
$93$E15C722001HARDEST
$94$E166721481LEVEL
$95$E16E721481LEVEL ONLY
$96$E17B721481INCREMENT
$97$E187721481INCREMENT ONLY
$98$E198721001NO
$99$E19D721001YES
$9A$E1A372-1001NO
$9B$E1A872-1001YES
$9C$E1AE72-1481NO
$9D$E1B372-1481YES
$9E$E1B972-2001NO
$9F$E1BE72-2001YES
$A0$E1C472-2481NO
$A1$E1C972-2481YES
$A2$E1CF176-2483NO ERRORS
$A3$E1DB176-2483ERROR AT
$A4$E1E6-1764487HARDWARE ERRORS
$A5$E1F8-21207NO ERRORS DETECTED
$E20D-140-1003VERISUM
$A6$E217-2124001PROGRAM RAM AT 2FH
$A7$E22C-1643481MATH RAM AT 5F
$A8$E23D-1643001MATH RAM AT 5H
$A9$E24E-1522481VG RAM0 AT 3L
$AA$E25E-1522001VG RAM1 AT 3M
$AB$E26E-1521481VG RAM2 AT 3P
$AC$E27E-1521001VG RAM3 AT 4L
$AD$E28E-152481VG RAM4 AT 4M
$AE$E29E-15201VG RAM5 AT 4P
$AF$E2AE-260-481NON VOLATILE RAM AT 1E
$B0$E2C7-200-2001PROGRAM ROM0 AT 1F
$B1$E2DC-200-2481PROGRAM ROM2 AT 1JK
$B2$E2F2-200-3001PROGRAM ROM3 AT 1KL
$B3$E308-200-3481PROGRAM ROM4 AT 1M
$B4$E31D-200-4001EXPANSION BOARD 1HJ
$B5$E333-140-1481VG ROM AT 1L
$B6$E342-1284007SWITCH TEST
$B7$E350-3003001LEFT FIRE
$B8$E35C1003001RIGHT FIRE
$B9$E369-80-1481SPARE 1
$BA$E373-1042001SELF TEST
$BB$E37F-441481SLAM
$BC$E386-921001AUX COIN
$BD$E391-104481LEFT COIN
$BE$E39D-11601RIGHT COIN
$BF$E3AA-152-481
$C0$E3AE-104-1001
$C1$E3B2-3242481LEFT THUMB
$C2$E3BF1002481RIGHT THUMB
$C3$E3CD-80-2001SPARE 2
$C4$E3D7-116-2481
$C5$E3DB-80-3001
$C6$E3DF-68-3001
$C7$E3E32282087POT TEST
$C8$E3EE-1164007SOUND TEST
$E3FB-5603SOUND
$C9$E403-1524007MATHBOX TESTS
$CA$E413-2602007BAD MATHBOX READY LINE
$CB$E42C-1643487DIVIDER ERRORS
$CC$E43D-2002007NO DIVIDER ERRORS
$CD$E451-3562727OPT SW NUM DIV DEN IS ERROR
$CE$E472-152-1007MATRIX ERRORS
$CF$E482-188-3007NO MATRIX ERRORS
$D0$E495-921007BIP TEST
$E4A0-176-1007ALIGN THE BOXES
$D1$E4B2-1162487SCALE TEST
$D2$E4BF-681887LINEAR
$D3$E4C8-2001887LINEAR AND BINARY
$D4$E4DC-1643007INTENSITY TEST
$E4ED-100-20080. OFF
$E4F6-100-24891. DIM
$E4FF-100-300102. LOW
$E508-100-34873. HIGH
$D5$E512-308-5007PRESS AUX COIN TO CONTINUE
$D6$E52F-332-5007PRESS AUX COIN FOR SELF TEST
$D7$E54E-392-30011PULL RIGHT FIRE TO PERFORM RESETS
$D8(nothing)
$D9(nothing)
$DA(nothing)
$DB(nothing)
$DC(nothing)
$DD(nothing)
$DE(nothing)