Star Wars (Atari, 1983) — vector shapes

Generated from the ROM by disasm/emit_shapes.py. Names are Atari's, from the re-assembled source. Colours are the AVG's eight: the STAT instruction carries red, green and blue bits and a brightness.

Character set — 45 characters (VGMSGA)

$30FA
$30FA code 0
$30F2
$30F2 code 1
$3166
$3166 code 2
$3172
$3172 code 3
$317A
$317A code 4
$318A
$318A code 5
$311E
$311E code 6
$3194
$3194 code 7
$319E
$319E code 8
$31A8
$31A8 code 9
$31AE
$31AE code 10
$305E
$305E code 11
$306E
$306E code 12
$3082
$3082 code 13
$308A
$308A code 14
$3098
$3098 code 15
$309C
$309C code 16
$30AA
$30AA code 17
$30B4
$30B4 code 18
$30BE
$30BE code 19
$30C8
$30C8 code 20
$30D0
$30D0 code 21
$30DC
$30DC code 22
$30E4
$30E4 code 23
$30EC
$30EC code 24
$30F2
$30F2 code 25
$30FE
$30FE code 26
$3106
$3106 code 27
$3116
$3116 code 28
$311E
$311E code 29
$3128
$3128 code 30
$312C
$312C code 31
$3138
$3138 code 32
$3140
$3140 code 33
$314A
$314A code 34
$3152
$3152 code 35
$315E
$315E code 36
$31CC
$31CC code 37
$31D4
$31D4 code 38
$31B8
$31B8 code 39
$31BE
$31BE code 40
$30E0
$30E0 code 41
$31E6
$31E6 code 42
$31FE
$31FE code 43
$321E
$321E code 44

Vector ROM pictures — 227 ($3000-$3FFF)

Each labelled display list 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.

NUMS (JSRL VJNUMS)
$3226 1 vectors
LZS0
$326E 1 vectors
LZS1
$3272 2 vectors
LZS2
$3276 8 vectors
LZS3
$327A 8 vectors
VGSITE
$32FE 32 vectors
LZA (JSRL VJLZA)
$3300 16 vectors
VGLZD / LZD (JSRL VJLZD)
$3334 1 vectors
VGINIT / INIT (JSRL VJINIT)
$333C 4 vectors
VGFCWN / FCWN (JSRL VJFCWN)
$3366 4 vectors
VGLZS0
$337E 1 vectors
VGLZS1
$338A 2 vectors
VGLZS2
$339C 8 vectors
VGLZS3
$33C6 8 vectors
VGSTAR
$33DC 2 vectors
VGTITL / TITL (JSRL VJTITL)
$33E4 36 vectors
VGFUEL / FUEL (JSRL VJFUEL)
$3406 23 vectors
VGSTTR / STTR (JSRL VJSTTR)
$341A 39 vectors
VGSTBR / STBR (JSRL VJSTBR)
$34B4 44 vectors
VGSTBM / STBM (JSRL VJSTBM)
$3558 25 vectors
VGSTTL / STTL (JSRL VJSTTL)
$35CC 39 vectors
VGSTBL / STBL (JSRL VJSTBL)
$3666 44 vectors
DROP15
$370A 1 vectors
DROP25
$3710 2 vectors
DROP35
$3716 3 vectors
DROP45
$371C 4 vectors
DROP55
$3722 5 vectors
DROP16
$3728 1 vectors
DROP26
$372E 2 vectors
DROP36
$3734 3 vectors
DROP46
$373A 4 vectors
DROP56
$3740 5 vectors
DROP66
$3746 6 vectors
RISE55
$374C 5 vectors
RISE45
$3750 4 vectors
RISE35
$3754 3 vectors
RISE25
$3758 2 vectors
RISE15
$375C 1 vectors
RISE66
$3762 6 vectors
RISE56
$3766 5 vectors
RISE46
$376A 4 vectors
RISE36
$376E 3 vectors
RISE26
$3772 2 vectors
RISE16
$3776 1 vectors
G1A (JSRL VJG1A)
$3780 2 vectors
G1 (JSRL VJG1)
$3784 4 vectors
G2A (JSRL VJG2A)
$3788 6 vectors
G2 (JSRL VJG2)
$378C 8 vectors
G3A (JSRL VJG3A)
$3790 10 vectors
G3 (JSRL VJG3)
$3794 12 vectors
G4A (JSRL VJG4A)
$3798 14 vectors
G4 (JSRL VJG4)
$379C 16 vectors
G5A (JSRL VJG5A)
$37A0 18 vectors
G5 (JSRL VJG5)
$37A4 20 vectors
G6A (JSRL VJG6A)
$37A8 22 vectors
G6 (JSRL VJG6)
$37AC 24 vectors
G7A (JSRL VJG7A)
$37B0 26 vectors
G7 (JSRL VJG7)
$37B4 28 vectors
G8A (JSRL VJG8A)
$37B8 30 vectors
G8 (JSRL VJG8)
$37BC 32 vectors
G9A (JSRL VJG9A)
$37C0 34 vectors
G9 (JSRL VJG9)
$37C4 36 vectors
GA1 (JSRL VJGA1)
$37D0 6 vectors
GU1 (JSRL VJGU1)
$37D4 6 vectors
GA2 (JSRL VJGA2)
$37D8 10 vectors
GU2 (JSRL VJGU2)
$37DC 10 vectors
GA3 (JSRL VJGA3)
$37E0 14 vectors
GU3 (JSRL VJGU3)
$37E4 14 vectors
GA4 (JSRL VJGA4)
$37E8 18 vectors
GU4 (JSRL VJGU4)
$37EC 18 vectors
GA5 (JSRL VJGA5)
$37F0 22 vectors
GU5 (JSRL VJGU5)
$37F4 22 vectors
GA6 (JSRL VJGA6)
$37F8 26 vectors
GU6 (JSRL VJGU6)
$37FC 26 vectors
GA7 (JSRL VJGA7)
$3800 30 vectors
GU7 (JSRL VJGU7)
$3804 30 vectors
GA8 (JSRL VJGA8)
$3808 34 vectors
GU8 (JSRL VJGU8)
$380C 34 vectors
GA9 (JSRL VJGA9)
$3810 38 vectors
GU9 (JSRL VJGU9)
$3814 38 vectors
VLG1AR
$381A 1 vectors
VLG1R
$381E 2 vectors
VLG2AR
$3822 3 vectors
VLG2R
$3828 4 vectors
VLG3AR
$382E 5 vectors
VLG3R
$3834 6 vectors
VLG4AR
$383A 7 vectors
VLG4R
$3840 8 vectors
VLG5AR
$3846 9 vectors
VLG5R
$384C 10 vectors
VLG6AR
$3852 11 vectors
VLG6R
$3858 12 vectors
VLG7AR
$385E 13 vectors
VLG7R
$3864 14 vectors
VLG8AR
$386A 15 vectors
VLG8R
$3870 16 vectors
VLG9AR
$3876 17 vectors
VLG9R
$387C 18 vectors
VLGA1R
$3884 3 vectors
VLGA2R
$388A 5 vectors
VLGA3R
$3890 7 vectors
VLGA4R
$3896 9 vectors
VLGA5R
$389C 11 vectors
VLGA6R
$38A2 13 vectors
VLGA7R
$38A8 15 vectors
VLGA8R
$38AE 17 vectors
VLGA9R
$38B4 19 vectors
VLGU1R
$38BC 2 vectors
GSU1R
$38C0 2 vectors
VLGU2R
$38C6 4 vectors
GSU2R
$38CA 4 vectors
VLGU3R
$38CE 6 vectors
GSU3R
$38D2 6 vectors
VLGU4R
$38D8 8 vectors
GSU4R
$38DC 8 vectors
VLGU5R
$38E2 10 vectors
GSU5R
$38E6 10 vectors
VLGU6R
$38EC 12 vectors
GSU6R
$38F0 12 vectors
VLGU7R
$38F6 14 vectors
GSU7R
$38FA 14 vectors
VLGU8R
$3900 16 vectors
GSU8R
$3904 16 vectors
VLGU9R
$390A 18 vectors
GSU9R
$390E 18 vectors
GSB9R
$3914 18 vectors
GSB9AR
$391C 17 vectors
GSB8R
$391E 16 vectors
GSB8AR
$3926 15 vectors
GSB7R
$3928 14 vectors
GSB7AR
$3930 13 vectors
GSB6R
$3932 12 vectors
GSB6AR
$393A 11 vectors
GSB5R
$393C 10 vectors
GSB5AR
$3944 9 vectors
GSB4R
$3946 8 vectors
GSB4AR
$394E 7 vectors
GSB3R
$3950 6 vectors
GSB3AR
$3958 5 vectors
GSB2R
$395A 4 vectors
GSB2AR
$3962 3 vectors
GSB1R
$3964 2 vectors
GSB1AR
$396C 1 vectors
VLG1AL
$3972 1 vectors
VLG1L
$3976 2 vectors
VLG2AL
$397A 3 vectors
VLG2L
$3980 4 vectors
VLG3AL
$3986 5 vectors
VLG3L
$398C 6 vectors
VLG4AL
$3992 7 vectors
VLG4L
$3998 8 vectors
VLG5AL
$399E 9 vectors
VLG5L
$39A4 10 vectors
VLG6AL
$39AA 11 vectors
VLG6L
$39B0 12 vectors
VLG7AL
$39B6 13 vectors
VLG7L
$39BC 14 vectors
VLG8AL
$39C2 15 vectors
VLG8L
$39C8 16 vectors
VLG9AL
$39CE 17 vectors
VLG9L
$39D4 18 vectors
VLGA1L
$39DC 3 vectors
VLGA2L
$39E2 5 vectors
VLGA3L
$39E8 7 vectors
VLGA4L
$39EE 9 vectors
VLGA5L
$39F4 11 vectors
VLGA6L
$39FA 13 vectors
VLGA7L
$3A00 15 vectors
VLGA8L
$3A06 17 vectors
VLGA9L
$3A0C 19 vectors
VLGU1L
$3A14 2 vectors
GSU1L
$3A18 2 vectors
VLGU2L
$3A1E 4 vectors
GSU2L
$3A22 4 vectors
VLGU3L
$3A26 6 vectors
GSU3L
$3A2A 6 vectors
VLGU4L
$3A30 8 vectors
GSU4L
$3A34 8 vectors
VLGU5L
$3A3A 10 vectors
GSU5L
$3A3E 10 vectors
VLGU6L
$3A44 12 vectors
GSU6L
$3A48 12 vectors
VLGU7L
$3A4E 14 vectors
GSU7L
$3A52 14 vectors
VLGU8L
$3A58 16 vectors
GSU8L
$3A5C 16 vectors
VLGU9L
$3A62 18 vectors
GSU9L
$3A66 18 vectors
GSB9L
$3A6C 18 vectors
GSB9AL
$3A74 17 vectors
GSB8L
$3A76 16 vectors
GSB8AL
$3A7E 15 vectors
GSB7L
$3A80 14 vectors
GSB7AL
$3A88 13 vectors
GSB6L
$3A8A 12 vectors
GSB6AL
$3A92 11 vectors
GSB5L
$3A94 10 vectors
GSB5AL
$3A9C 9 vectors
GSB4L
$3A9E 8 vectors
GSB4AL
$3AA6 7 vectors
GSB3L
$3AA8 6 vectors
GSB3AL
$3AB0 5 vectors
GSB2L
$3AB2 4 vectors
GSB2AL
$3ABA 3 vectors
GSB1L
$3ABC 2 vectors
GSB1AL
$3AC4 1 vectors
BSHEM / BHEM (JSRL VJBHEM)
$3AC8 16 vectors
BHM2 (JSRL VJBHM2)
$3ACA 16 vectors
BSCIR / BCIR (JSRL VJBCIR)
$3AD0 28 vectors
BCR2 (JSRL VJBCR2)
$3AD2 28 vectors
BSHEM2
$3B06 16 vectors
BSTRN / BTRN (JSRL VJBTRN)
$3B4C 2 vectors
BSDSH / BDSH (JSRL VJBDSH)
$3B64 17 vectors
BSNSD / BNSD (JSRL VJBNSD)
$3BB4 13 vectors
BSFRM / BFRM (JSRL VJBFRM)
$3C0C 23 vectors
BMIN / BMIN (JSRL VJBMIN)
$3CA0 30 vectors
BMN2 (JSRL VJBMN2)
$3CA2 30 vectors
INTN (JSRL VJINTN)
$3D4E 55 vectors
HTCH (JSRL VJHTCH)
$3DFA 182 vectors
CHKR (JSRL VJCHKR)
$3E40 28 vectors
BIP (JSRL VJBIP) / BONDRY (JSRL VJBONDRY)
$3F5C 4 vectors
BOX (JSRL VJBOX)
$3F5E 4 vectors
BIP2 (JSRL VJBIP2)
$3F66 4 vectors
SQR (JSRL VJSQR)
$3F78 4 vectors
RSTR (JSRL VJRSTR)
$3F90 6 vectors
RST2 (JSRL VJRST2)
$3F98 2 vectors
POTP (JSRL VJPOTP)
$3FAA 12 vectors

Pseudo vector ROM pictures — 52

Display lists stored in the program ROM at $CEDE-$D603 (FAKEVG) and copied down to vector RAM $2800 by DOWNVG, where the vector generator runs them like ROM.

SWST (JSRL VJSWST)
$2800 53 vectors
SWSA (JSRL VJSWSA)
$2868 37 vectors
SWSR (JSRL VJSWSR)
$28B0 37 vectors
SWWW (JSRL VJSWWW)
$2910 47 vectors
SWWA (JSRL VJSWWA)
$295C 52 vectors
SWRS (JSRL VJSWRS)
$29A4 71 vectors
GNB0
$2A3C 16 vectors
JSRL to vector RAM $002C skipped; JSRL to vector RAM $0030 skipped
GNB1
$2AC2 16 vectors
JSRL to vector RAM $002C skipped; JSRL to vector RAM $0030 skipped
GNB2
$2B46 16 vectors
JSRL to vector RAM $002C skipped; JSRL to vector RAM $0030 skipped
GNB3
$2BCA 16 vectors
JSRL to vector RAM $002C skipped; JSRL to vector RAM $0030 skipped
GNT0
$2C50 6 vectors
GNT1
$2C74 6 vectors
GNT2
$2C98 6 vectors
GNT3
$2CBC 6 vectors
B.L
$2CE0 5 vectors
B.L2
$2CE2 5 vectors
B.L3
$2CEA 1 vectors
B.C
$2CF0 7 vectors
B.C2
$2CF2 7 vectors
B.O
$2CF8 8 vectors
B.B
$2CFE 11 vectors
B.G
$2D08 11 vectors
B.U
$2D14 7 vectors
B.T
$2D1E 7 vectors
B.T2
$2D22 6 vectors
B.I
$2D34 10 vectors
B.F
$2D42 8 vectors
B.F2
$2D44 8 vectors
B.E
$2D5A 10 vectors
B.K
$2D62 8 vectors
B.K2
$2D6A 6 vectors
B.R
$2D7A 12 vectors
B.A
$2D8A 11 vectors
B.D
$2DA8 10 vectors
B.N
$2DC2 7 vectors
B.H
$2DCE 10 vectors
B.M
$2DE4 9 vectors
B.M2
$2DF2 3 vectors
B.S
$2DF8 12 vectors
B.V
$2E12 9 vectors
B.W
$2E26 9 vectors
B.W2
$2E34 3 vectors
B.Y
$2E3A 7 vectors
B.Y2
$2E4A 1 vectors
UBLK1 / UB1 (JSRL VJUB1)
$2E50 99 vectors
UBLK2 / UB2 (JSRL VJUB2)
$2E78 73 vectors
UBLK3 / UB3 (JSRL VJUB3)
$2E92 64 vectors
UBLK4 / UB4 (JSRL VJUB4)
$2EA8 38 vectors
LBLK1 / LB1 (JSRL VJLB1)
$2EBC 79 vectors
LBLK2 / LB2 (JSRL VJLB2)
$2EE0 63 vectors
LBLK3 / LB3 (JSRL VJLB3)
$2EF8 68 vectors
LBLK4 / LB4 (JSRL VJLB4)
$2F10 54 vectors

3-D objects — 26 (WSOBJ, bank 1)

Point tables (x, y, z words) and line lists: a byte is point×4, plus 1 for a move with the beam off, plus 2 for a damage-level marker; $FF ends the list. Drag to turn an object. Ground objects are drawn by code instead of a line list, so only their points are shown.

TIE
object 0, 54 points at $6005 (bank 1)
line list at $6AB1
TI1
object 1, 20 points at $6143 (bank 1)
line list at $6B1A
TI2
object 2, 20 points at $61B5 (bank 1)
line list at $6B1A
TI3
object 3, 30 points at $6227 (bank 1)
line list at $6B41
RTH
object 4, 58 points at $62D5 (bank 1)
line list at $6B7A
XW
object 5, 2 points at $642B (bank 1)
line list at $6BDD
YW
object 6, 2 points at $6431 (bank 1)
line list at $6BDF
GND
object 7, 16 points at $6437 (bank 1)
ground object: drawn by code at $6CFB
TWR
object 8, 16 points at $6437 (bank 1)
ground object: drawn by code at $6CFB
BNK
object 9, 16 points at $6437 (bank 1)
ground object: drawn by code at $6C1B
STB
object 10, 16 points at $6437 (bank 1)
ground object: drawn by code at $6EB0
WPN
object 11, 8 points at $6497 (bank 1)
ground object: drawn by code at $720A
WGA
object 12, 16 points at $64C7 (bank 1)
ground object: drawn by code at $6FD8
WGB
object 13, 16 points at $64C7 (bank 1)
ground object: drawn by code at $6FD8
WFF
object 14, 6 points at $6521 (bank 1)
ground object: drawn by code at $72D4
WFG
object 15, 6 points at $6521 (bank 1)
ground object: drawn by code at $7374
POR
object 16, 12 points at $6545 (bank 1)
ground object: drawn by code at $7450
TW1
object 17, 8 points at $658D (bank 1)
line list at $6BE1
TW2
object 18, 10 points at $65B7 (bank 1)
line list at $6BEF
TW3
object 19, 8 points at $65ED (bank 1)
line list at $6BE1
BK1
object 20, 8 points at $6617 (bank 1)
line list at $6BE1
BK2
object 21, 8 points at $6641 (bank 1)
line list at $6BE1
BK3
object 22, 8 points at $666B (bank 1)
line list at $6BE1
WG1
object 23, 8 points at $6695 (bank 1)
line list at $6BE1
WG2
object 24, 8 points at $66BF (bank 1)
line list at $6C01
WG3
object 25, 6 points at $66EF (bank 1)
line list at $6C11

Messages — 214 (TCMES)

#addressnamexy colourtext
0$DB3FMS.CPY-104.-420.GRNSTAR WARS
1$DB48-404.-456.GRN@ 1983 LUCASFILM LTD. AND ATARI,INC.
2$DB6C-224.-492.GRNALL RIGHTS RESERVED.
3$DB80MS.CPZ-464.-528.GRNLUCASFILM TRADEMARKS USED UNDER LICENSE.
4$DBA8MS.GVR-104.0480.TRQGAME OVER
5$DBA8MS.GVR-104.0480.TRQGAME OVER
6$DBB1MS.INS-140.0480.BLUINSERT COINS
7$DBBDMS.FRE-104.0432.YLWFREE PLAY
8$DBC6MS.2PC-164.0432.YLW2 PLAYS 1 COIN
9$DBD4MS.1CP-152.0432.YLW1 COIN 1 PLAY
10$DBE1MS.2CP-164.0432.YLW2 COINS 1 PLAY
11$DBEFMS.STR-248.0480.VJMFLPULL TRIGGER TO START
12$DC04MS.CRD-060.0432.WHTCREDITS
13$DC0B-060.0432.WHTCREDIT
14$DC11MS.SHG-116.460./2VJMFLSHIELD GONE
15$DC1CMS.FLI-396.0288.REDFLIGHT INSTRUCTIONS TO RED FIVE
16$DC3B-444.0216.RED1. YOUR X-WING IS EQUIPPED WITH AN
17$DC5E-420.0180.REDINVISIBLE DEFLECTOR SHIELD THAT
18$DC7D-420.0144.REDWILL PROTECT YOU FOR COLLISIONS.
19$DC9F-444.0072.RED2. DEFLECTOR STRENGTH IS LOST WHEN
20$DCC2-420.0036.REDA FIREBALL IMPACTS YOUR SHIELD OR
21$DCE3-420.0000.REDWHEN YOU STRIKE A LASER TOWER OR
22$DD03-420.-036.REDTRENCH CATWALK.
23$DD12-444.-108.RED3. AIM YOUR LASERS WITH CURSOR TO
24$DD34-420.-144.REDEXPLODE EMPIRE TIE FIGHTERS, LASER
25$DD56-420.-180.REDTOWER TOPS AND TRENCH TURRETS.
26$DD74-444.-252.RED4. SHOOT FIREBALLS BEFORE THEY
27$DD93-420.-288.REDIMPACT YOUR SHIELD.
28$DDA6-444.-360.RED5. THE REBEL FORCE IS DEPENDING ON
29$DDC9-420.-396.REDYOU TO STOP THE EMPIRE BY BLOWING
30$DDEAMS.FLZ-420.-432.REDUP THE DEATH STAR.
31$DDFC0084.0144.RED6
32$DDFD0084.0144.RED7
33$DDFE0084.0144.RED8
34$DDFF0084.0144.RED9
35$DE00MS.SCR-060.0280.PRPSCORING
36$DE07MS.SC1-372.0180.PRPTIE FIGHTERS 1,000
37$DE29-372.0120.PRPDARTH VADER'S SHIP 2,000
38$DE4B-372.0060.PRPLASER BUNKERS 200
39$DE6D-372.0000.PRPLASER TOWERS 200
40$DE8F-372.-060.PRPTRENCH TURRETS 100
41$DEB1-372.-120.PRPFIREBALLS 33
42$DED3-372.-280.PRPEXHAUST PORT 25,000
43$DEF5MS.SCZ-372.-350.PRPDESTROYING ALL TOWER TOPS 50,000
44$DF17MS.DS1-224.0340.PRPSELECT A DEATH STAR
45$DF2A-380.0300.PRPFIRE LASER AT DESIRED DEATH STAR
46$DF4A-104.0260.VJMFLCOUNTDOWN
47$DF53-300.0032.GRNEASY
48$DF57-068.-200.GRNMEDIUM
49$DF5D0224.0032.GRNHARD
50$DF61-468.0200.REDWAVE 1
51$DF67-068.-160.REDWAVE 3
52$DF6D0332.0200.REDWAVE 5
53$DF730344.0000.BLUBONUS
54$DF730344.0000.BLUBONUS
55$DF78-492.0000.BLUNO BONUS
56$DF80-080.-440.RED400,000
57$DF87MS.DSZ0320.-040.RED800,000
58$DF8EMS.HS1-368.0340.YLWMESSAGE FROM REBEL COMMAND POST
59$DFAD-308.0280.PRPYOU ARE A TRUE REBEL PILOT
60$DFC7-248.0220.VJMFLTHE FORCE IS WITH YOU
61$DFDCMS.HSZ-224.0120.BLUSHOOT YOUR INITIALS
62$DFEFMS.RF2-320.0316.REDPRINCESS LEIA'S REBEL FORCE
63$DFEFMS.RF2-320.0316.REDPRINCESS LEIA'S REBEL FORCE
64$E00AMS.NXT-128.VGRW7REDPOINTS NEXT TOWER
65$E01BMS.TWR0314.0444.REDTOWERS
66$E021MS.ATP-284.VGRW7VJMFLCLEARED ALL LASER TOWERS
67$E039MS.RWD-356.VGRW7RED50,000 FOR SHOOTING ALL TOWERS
68$E057MS.EXH-212.VGRW9/2-12.VJMFLEXHAUST PORT AHEAD
69$E069MS.DSD-236.0312.VJMFLDEATH STAR DESTROYED
70$E07DMS.MSD-224.VGRW9/2-12.VJMFLEXHAUST PORT MISSED
71$E090MS.BRE-308.0192.VJMFLBONUS FOR REMAINING ENERGY
72$E0AA-128.0144.VJMFL5,000 X
73$E0B2MS.BSE-272.0072.VJMFLADDED TO DEFLECTOR SHIELD
74$E0CB-272.0072.VJMFLSHIELD AT FULL STRENGTH
75$E0E2MS.BON-224.-048.VJMFLSTARTING WAVE BONUS
76$E0F5MS.SFB-176.VGRW7WHTSHOOT FIREBALLS
77$E104MS.STF-212.VGRW7REDSHOOT TIE FIGHTERS
78$E116MS.ACW-164.VGRW7REDAVOID CATWALKS
79$E124MS.USE-152.VGRW9VJMFLUSE THE FORCE
80$E1310000.0000.VJMFL FOR USING THE FORCE
81$E145OBI-WAN KENOBI IS GONE BUT HIS
82$E163PRESENCE IS FELT WITHIN THE FORCE.
83$E185THE EMPIRE'S DEATH STAR, UNDER THE
84$E1A7COMMAND OF DARTH VADER, NEARS THE
85$E1C8REBEL PLANET. YOU MUST JOIN THE
86$E1E8REBELLION TO STOP THE EMPIRE.
87$E205THE FORCE WILL BE WITH YOU.
88$E220ALWAYS
89$E226MS.ACC-260.480.WHTACCOUNTING INFORMATION
90$E23C-216.440.GRNAUX COINS
91$E245-360.400.GRNLEFT MECH COINS
92$E254-384.360.GRNRIGHT MECH COINS
93$E264-384.320.GRNTOTAL COINS PAID
94$E274-288.280.GRNGAMES PLAYED
95$E2800250.320.GRNHIGH WAVE
96$E289-360.220.GRNTOTAL GAME TIME SECONDS
97$E2AA-408.180.GRNAVERAGE GAME TIME
98$E2BB-312.120.GRNTOTAL TIME ON SECONDS
99$E2DA-432.080.GRNPERCENTAGE OF PLAY PERCENT
100$E2F8-248.000.WHTHISTORY OF GAME TIMES
101$E30DMS.OPT-140.500.WHTGAME OPTIONS
102$E319-360.450.GRNVALUE OF A COIN
103$E328-360.400.GRNLEFT MECH VALUE
104$E337-384.350.GRNRIGHT MECH VALUE
105$E347-264.300.GRNBONUS ADDER
106$E352-360.250.GRNSTARTING SHIELD
107$E361-360.200.GRNPLAY DIFFICULTY
108$E370-288.150.GRNBONUS SHIELD
109$E37C-384.100.GRNMUSIC IN ATTRACT
110$E38C-408.000.GRNRESET HIGH SCORES
111$E39D-408.-050.GRNRESET TIMING INFO
112$E3AE-312.-100.GRNRESET OPTIONS
113$E3BB-264.-150.GRNTEST NOVRAM
114$E3C6-260.-300.GRNUP,DOWN TO SELECT ITEM
115$E3DC-368.-350.GRNPULL LEFT FIRE TO CHANGE SETTING
116$E3FCMS.VLC072.450.GRNFREE PLAY
117$E405072.450.GRN2 CREDITS
118$E40E072.450.GRN1 CREDIT
119$E416072.450.GRN% CREDIT
120$E41EMS.LMV072.400.GRN1
121$E41F072.400.GRN2
122$E420MS.RMV072.350.GRN1
123$E421072.350.GRN4
124$E422072.350.GRN5
125$E423072.350.GRN6
126$E424MS.BAV072.300.GRNNONE
127$E428072.300.GRN2 GIVES 1
128$E431072.300.GRN4 GIVES 1
129$E43A072.300.GRN4 GIVES 2
130$E443072.300.GRN5 GIVES 1
131$E44C072.300.GRN3 GIVES 1
132$E455072.300.GRNNONE
133$E455072.300.GRNNONE
134$E459MS.SLV072.250.GRN6
135$E45A072.250.GRN7
136$E45B072.250.GRN8
137$E45C072.250.GRN9
138$E45DMS.DIF072.200.GRNEASY
139$E461072.200.GRNMODERATE
140$E469072.200.GRNHARD
141$E46D072.200.GRNHARDEST
142$E474MS.BSV072.150.GRN0
143$E475072.150.GRN1
144$E476072.150.GRN2
145$E477072.150.GRN3
146$E478MS.MUV072.100.GRNYES
147$E47B072.100.GRNNO
148$E47DMS.RHS072.000.GRNNO
149$E47F072.000.GRNYES
150$E482MS.RAC072.-050.GRNNO
151$E484072.-050.GRNYES
152$E487MS.ROP072.-100.GRNNO
153$E489072.-100.GRNYES
154$E48CMS.TER072.-150.GRNNO
155$E48E072.-150.GRNYES
156$E491MS.GNV178.-150.REDNO ERRORS
157$E49AMS.BNV178.-150.REDERROR AT
158$E4A2MS.SWT-128.400.WHTSWITCH TEST
159$E4AD-300.300.GRNLEFT FIRE
160$E4B6100.300.GRNRIGHT FIRE
161$E4C0-080.-150.GRNSPARE 1
162$E4C7-104.200.GRNSELF TEST
163$E4D0-044.150.GRNSLAM
164$E4D4-092.100.GRNAUX COIN
165$E4DC-104.050.GRNLEFT COIN
166$E4E5-116.-000.GRNRIGHT COIN
167$E4EF-104.-100.GRN
168$E4EF-104.-100.GRN
169$E4F0-324.250.GRNLEFT THUMB
170$E4FA100.250.GRNRIGHT THUMB
171$E505-080.-200.GRNSPARE 2
172$E50C-068.-300.GRN
173$E50C-068.-300.GRN
174$E50C-068.-300.GRN
175$E50DMS.POT228.210.WHTPOT TEST
176$E515MS.RAM-176.450.WHTHARDWARE ERRORS
177$E524-212.000.WHTNO ERRORS DETECTED
178$E536-200.400.GRNPROGRAM RAM AT 2FH
179$E548-164.350.GRNMATH RAM AT 5F
180$E556-164.300.GRNMATH RAM AT 5H
181$E564-140.250.GRNVG RAM0 AT 3L
182$E571-140.200.GRNVG RAM1 AT 3M
183$E57E-140.150.GRNVG RAM2 AT 3P
184$E58B-140.100.GRNVG RAM3 AT 4L
185$E598-140.050.GRNVG RAM4 AT 4M
186$E5A5-140.000.GRNVG RAM5 AT 4P
187$E5B2-260.-050.GRNNON VOLATILE RAM AT 1E
188$E5C8-200.-200.GRNPROGRAM ROM0 AT 1F
189$E5DA-200.-250.GRNPROGRAM ROM1 AT 1HJ
190$E5ED-200.-300.GRNPROGRAM ROM2 AT 1JK
191$E600-200.-350.GRNPROGRAM ROM3 AT 1KL
192$E613-200.-400.GRNPROGRAM ROM4 AT 1M
193$E625-140.-150.GRNVG ROM AT 1L
194$E631MS.MBT-152.400.WHTMATHBOX TESTS
195$E63EMS.MBN-260.200.WHTBAD MATHBOX READY LINE
196$E654MS.DIV-164.350.WHTDIVIDER ERRORS
197$E662-200.200.WHTNO DIVIDER ERRORS
198$E673-360.275.WHTOPT SW NUM DIV DEN IS ERROR
199$E691MS.MTX-152.-100.WHTMATRIX ERRORS
200$E69E-188.-300.WHTNO MATRIX ERRORS
201$E6AEMS.BIP-092.100.WHTBIP TEST
202$E6B6-176.-100.WHTALIGN THE BOXES
203$E6C5MS.SCL-116.250.WHTSCALE TEST
204$E6CF-068.190.WHTLINEAR
205$E6D5-200.190.WHTLINEAR AND BINARY
206$E6E6MS.INT-100.-200.WHT&0FF00!000. OFF
207$E6EC-100.-250.WHT&0FF00!101. DIM
208$E6F2-100.-300.WHT&0FF00!202. LOW
209$E6F8-100.-350.WHT&0FF00!803. HIGH
210$E6FF-164.300.WHTINTENSITY TEST
211$E70DMS.XIT-308.-450.WHTPRESS AUX COIN TO CONTINUE
212$E727MS.TST-332.-450.WHTPRESS AUX COIN FOR SELF TEST
213$E743MS.RES-392.-250.VJMFLPULL RIGHT FIRE TO PERFORM RESETS