]> github.com/historicalsource and other repositories - defender-1.git/commitdiff
Replace tabs with spaces
authorRobert Hogan <robhogan@gmail.com>
Fri, 9 Jul 2021 13:54:59 +0000 (14:54 +0100)
committerRobert Hogan <robhogan@gmail.com>
Fri, 9 Jul 2021 13:54:59 +0000 (14:54 +0100)
And add semicolons for comments

src/amode1.src
src/blk71.src
src/defa7.src
src/defb6.src
src/mess0.src
src/phr6.src
src/romc0.src
src/romc8.src
src/romf8.src
src/samexap7.src

index a9881db876ab947205e816ff76de8910180f9cdb..543cb7efec1af22ca0ee53e8beb2d30ad7b235cc 100755 (executable)
-*      TEXT EQUATES
-WTEXTB EQU     $C002
-WNUMBB EQU     $C00E
-LANDV  EQU     $C0DD
-MUTV   EQU     LANDV+2
-SWRMPV EQU     MUTV+2
-BOMBV  EQU     SWRMPV+2
-SWARMV EQU     BOMBV+2
-BAITV  EQU     SWARMV+2
-CREDV  EQU     BAITV+2
-SCANV  EQU     CREDV+2
-ELECV  EQU     SCANV+2
-HOFV   EQU     $C0FD
-INIT$V EQU     HOFV+2
-HALLDV EQU     INIT$V+2
-HALENV EQU     HALLDV+2
+*  TEXT EQUATES
+WTEXTB  EQU    $C002
+WNUMBB  EQU    $C00E
+LANDV   EQU    $C0DD
+MUTV    EQU    LANDV+2
+SWRMPV  EQU    MUTV+2
+BOMBV   EQU    SWRMPV+2
+SWARMV  EQU    BOMBV+2
+BAITV   EQU    SWARMV+2
+CREDV   EQU    BAITV+2
+SCANV   EQU    CREDV+2
+ELECV   EQU    SCANV+2
+HOFV    EQU    $C0FD
+INIT$V  EQU    HOFV+2
+HALLDV  EQU    INIT$V+2
+HALENV  EQU    HALLDV+2
 
-*      STILOB PICT,X,Y CREATES AN OBJECT WITH NO VELOCITY AT X,Y
-STILOB MACRO   \0,\1,\2
-       JSR     GETOB   GET AN OBJECT
-       LDD     #0      VELOCITY
-       STD     OXV,X
-       STD     OYV,X
-       LDD     #\1     X
-       STD     OX16,X
-       LDD     #\2
-       STD     OY16,X
-       LDD     #\0     PICTURE
-       STD     OPICT,X
-       STX     OPTR    AND APPEND TO LIST
-       ENDM
+*  STILOB PICT,X,Y  CREATES AN OBJECT WITH NO VELOCITY AT X,Y
+STILOB  MACRO  \0,\1,\2
+        JSR    GETOB            ;GET AN OBJECT
+        LDD    #0               ;VELOCITY
+        STD    OXV,X
+        STD    OYV,X
+        LDD    #\1              ;X
+        STD    OX16,X
+        LDD    #\2
+        STD    OY16,X
+        LDD    #\0              ;PICTURE
+        STD    OPICT,X
+        STX    OPTR             ;AND APPEND TO LIST
+        ENDM 
 
-NAPP   MACRO   \0,\1
-       LDA     #\0
-       LDX     #\1
-       JMP     SLEEPP
-       ENDM
+NAPP    MACRO  \0,\1
+        LDA    #\0
+        LDX    #\1
+        JMP    SLEEPP
+        ENDM 
 * BSO BONER DOES NOT ALLOW MACRO AND SYMBOL FOR LJSR SO CHANGED TO MLJSR
-MLJSR  MACRO   \0,\1
-       JSR     LJSRV
-       FDB     \1
-       FCB     \0
-       ENDM
+MLJSR   MACRO  \0,\1
+        JSR    LJSRV
+        FDB    \1
+        FCB    \0
+        ENDM 
 
 *SAM EQUATES
-BLKLEN EQU     14
-INITS  EQU     $A000
-PNUMB  EQU     INITS+6
-INITDS EQU     PNUMB+2
-SCOREN EQU     INITDS+4
+BLKLEN  EQU    14
+INITS   EQU    $A000
+PNUMB   EQU    INITS+6
+INITDS  EQU    PNUMB+2
+SCOREN  EQU    INITDS+4
 
-       ORG     THTAB
+        ORG    THTAB
 *
-***    SAMRAM
+***  SAMRAM
 *
 
-TEMPA  RMB     1
-TEMPB  RMB     1
-XTEMP$ RMB     2
-CURSR$ RMB     2
-CUREND RMB     2
-LGOFLG RMB     1
-LGOPTR RMB     2
-DEFSPT RMB     2
-DEFDPT RMB     2
-WX     RMB     2
-DEFRPT RMB     2
-DCOLOR RMB     1
-LEN    RMB     1
-PIX    RMB     1
-ENTFLG RMB     1
-INIDIR RMB     1
-INITN  RMB     1
-PSCORE RMB     2
-STALT  RMB     1
-UDDEL  RMB     1
-UDCNT  RMB     1
-UDSFLG RMB     1
-SPOINT RMB     2
-OCRED  RMB     1
-ICREDF RMB     1
-FIRFLG RMB     1
-FIRCNT RMB     1
+TEMPA   RMB    1
+TEMPB   RMB    1
+XTEMP$  RMB    2
+CURSR$  RMB    2
+CUREND  RMB    2
+LGOFLG  RMB    1
+LGOPTR  RMB    2
+DEFSPT  RMB    2
+DEFDPT  RMB    2
+WX      RMB    2
+DEFRPT  RMB    2
+DCOLOR  RMB    1
+LEN     RMB    1
+PIX     RMB    1
+ENTFLG  RMB    1
+INIDIR  RMB    1
+INITN   RMB    1
+PSCORE  RMB    2
+STALT   RMB    1
+UDDEL   RMB    1
+UDCNT   RMB    1
+UDSFLG  RMB    1
+SPOINT  RMB    2
+OCRED   RMB    1
+ICREDF  RMB    1
+FIRFLG  RMB    1
+FIRCNT  RMB    1
 
-***    LEDRAM
+***  LEDRAM
 
-LASPRC RMB     2       LASER PROCESS
-MANPTR RMB     2       MAN OBJECT
-SHIPTR RMB     2       PLAYER OBJECT
-ENEMYP RMB     2       BAD GUY OBJECT
-MANFRF RMB     1       FRAMES OF FREE FALL
-P500OB RMB     2       500 PT. OBJECT
-OTABPT RMB     2       TABLE OF OBJECTS POINTER
-LSTATE RMB     2       EXTRA STATE FOR THE LASER ROUTINE
-TEXPTR RMB     2
-TEXTMP RMB     2
+LASPRC  RMB    2                ;LASER PROCESS
+MANPTR  RMB    2                ;MAN OBJECT
+SHIPTR  RMB    2                ;PLAYER OBJECT
+ENEMYP  RMB    2                ;BAD GUY OBJECT
+MANFRF  RMB    1                ;FRAMES OF FREE FALL
+P500OB  RMB    2                ;500 PT. OBJECT
+OTABPT  RMB    2                ;TABLE OF OBJECTS POINTER
+LSTATE  RMB    2                ;EXTRA STATE FOR THE LASER ROUTINE
+TEXPTR  RMB    2
+TEXTMP  RMB    2
 
-       ORG     $B300   USE TERRAIN AREA
+        ORG    $B300            ;USE TERRAIN AREA
 
-DEFDSC RMB     4       "DEFENDER" WHOLE DESCRIPTER
-DEFRAM RMB     BLKLEN*15 "DEFENDER" OBJECT BLOCKS
-DEFPIC RMB     4*15    "DEFENDER" PICTURE DESCRIPTERS
-DEFBLK RMB     24*60   "DEFENDER" DATA
+DEFDSC  RMB    4                ;"DEFENDER" WHOLE DESCRIPTER
+DEFRAM  RMB    BLKLEN*15        ;"DEFENDER" OBJECT BLOCKS
+DEFPIC  RMB    4*15             ;"DEFENDER" PICTURE DESCRIPTERS
+DEFBLK  RMB    24*60            ;"DEFENDER" DATA
 
 
-*      EQUATES
-XMAN   EQU     $1E00
-YMAN   EQU     $DB00
-XSHIP  EQU     $0800
-YSHIP  EQU     $5000
-AMTYPE EQU     0
+*  EQUATES
+XMAN    EQU    $1E00
+YMAN    EQU    $DB00
+XSHIP   EQU    $0800
+YSHIP   EQU    $5000
+AMTYPE  EQU    0
 
-       ORG     $C000
-       JMP     HALLOF  VECTORS
-       JMP     SCNR
+        ORG    $C000
+        JMP    HALLOF           ;VECTORS
+        JMP    SCNR
 *
 *HALL OF FAME ENTRY
 *
-HALLOF JSR     GNCIDE  KILL ALL PROCESSES
-       LDA     #$FF    SYSTEM STATUS
-       STA     STATUS
-       JSR     STINIT  REINITIALIZE STARS
-       LDA     CREDIT  INITIALIZE OLD CREDITS
-       STA     OCRED
-       CLRA
-       STA     ICREDF  CLEAR CREDIT INCREASE FLAG
-       STA     ENTFLG  CLEAR ENTRY FLAG
-       LDA     PWRFLG  CHECK FOR POWER ON INITIALIZATION
-       LBEQ    AMODE$  YES?, SKIP TO WILLI PAGE
-       NEWP    CREDS,AMTYPE TURN ON CREDITS
-       LDY     #.P1SCR START WITH PLAYER 1
-       LDA     #1
-HALL1  STA     PNUMB   PLAYER NUMBER
-       STY     PSCORE  PLAYER SCORE ADDRESS
-       LDX     #THSTAB+12*7 TODAYS EIGHTH SCORE
-       JSR     CPXCY   COMPARE
-       LBHS    HALL12  NOT GOOD ENOUGH?, NEXT PLAYER
-       INC     ENTFLG  SET ENTRY FLAG
-       JSR     SCRCLR
-       LDA     PNUMB
-       DECA
-       BNE     HALL1A
-       JSR     P1SW    UPRIGHT SCREEN
-       BRA     HALL1B
-HALL1A JSR     P2SW
-HALL1B LDB     #$85    LIGHT BLUE LETTERS
-       STB     PCRAM+1
-       LDA     #$FE    TODAYS SOUND - PHANTOM
-       LDX     #THSTAB TODAYS TOP SCORE
-       JSR     CPXCY   COMPARE
-       BHS     HALL2   NOT THE BEST?
-       LDA     #$FD    HIGH SCORE SOUND - TOCCATA
-HALL2  LDX     #$CC02  SOUND PIAS
-       LDB     #$FF    CLEAR LINES
-       JSR     STBXBV
-       LDB     #$E4    SELECT ORGAN
-       JSR     STBXBV
-HALL3  DECB            DELAY
-       BNE     HALL3
-       LDB     #$FF    CLEAR LINES
-       JSR     STBXBV
-       TFR     A,B
-       JSR     STBXBV  PLAY SOUND
-       LDU     #PLYR1-2 "PLAYER 1" OR "PLAYER 2"
-       LDA     PNUMB
-       ASLA
-       LEAU    A,U
-       LDX     #$3E38  SCREEN ADDRESS
-       MLJSR   2,WTEXTB WRITE TO SCREEN
-       LDU     #HOFV   HALL OF FAME ENTRY INSTRUCTIONS
-       LDX     #$1458  SCREEN ADDRESS
-       MLJSR   2,WTEXTB WRITE TO SCREEN
-       LDD     #$412F  INITIALIZE INTIALS
-       STD     INITS
-       LDA     #$40
-       STD     INITS+2
-       STD     INITS+4
-       JSR     HOFIN   DISPLAY INITIALS
-       LDA     #40     FIRST INITIAL STALL TIME
-       STA     STALT
-       NEWP    HOFST,AMTYPE TURN ON STALL TIMER
-       NEWP    HOFBL,AMTYPE TURN ON BLINK
-       NEWP    HOFUD,AMTYPE TURN ON UP DOWN STICK
-       CLR     INITN   ZERO INITIALS COUNTER
-       JSR     HOFUL   UNDERLINE INITIALS
+HALLOF  JSR    GNCIDE           ;KILL ALL PROCESSES
+        LDA    #$FF             ;SYSTEM STATUS
+        STA    STATUS
+        JSR    STINIT           ;REINITIALIZE STARS
+        LDA    CREDIT           ;INITIALIZE OLD CREDITS
+        STA    OCRED
+        CLRA 
+        STA    ICREDF           ;CLEAR CREDIT INCREASE FLAG
+        STA    ENTFLG           ;CLEAR ENTRY FLAG
+        LDA    PWRFLG           ;CHECK FOR POWER ON INITIALIZATION
+        LBEQ   AMODE$           ;YES?, SKIP TO WILLI PAGE
+        NEWP   CREDS,AMTYPE     ;TURN ON CREDITS
+        LDY    #.P1SCR          ;START WITH PLAYER 1
+        LDA    #1
+HALL1   STA    PNUMB            ;PLAYER NUMBER
+        STY    PSCORE           ;PLAYER SCORE ADDRESS
+        LDX    #THSTAB+12*7     ;TODAYS EIGHTH SCORE
+        JSR    CPXCY            ;COMPARE
+        LBHS   HALL12           ;NOT GOOD ENOUGH?, NEXT PLAYER
+        INC    ENTFLG           ;SET ENTRY FLAG
+        JSR    SCRCLR
+        LDA    PNUMB
+        DECA 
+        BNE    HALL1A
+        JSR    P1SW             ;UPRIGHT SCREEN
+        BRA    HALL1B
+HALL1A  JSR    P2SW
+HALL1B  LDB    #$85             ;LIGHT BLUE LETTERS
+        STB    PCRAM+1
+        LDA    #$FE             ;TODAYS SOUND - PHANTOM
+        LDX    #THSTAB          ;TODAYS TOP SCORE
+        JSR    CPXCY            ;COMPARE
+        BHS    HALL2            ;NOT THE BEST?
+        LDA    #$FD             ;HIGH SCORE SOUND - TOCCATA
+HALL2   LDX    #$CC02           ;SOUND PIAS
+        LDB    #$FF             ;CLEAR LINES
+        JSR    STBXBV
+        LDB    #$E4             ;SELECT ORGAN
+        JSR    STBXBV
+HALL3   DECB     DELAY
+        BNE    HALL3
+        LDB    #$FF             ;CLEAR LINES
+        JSR    STBXBV
+        TFR    A,B
+        JSR    STBXBV           ;PLAY SOUND
+        LDU    #PLYR1-2         ;"PLAYER 1" OR "PLAYER 2"
+        LDA    PNUMB
+        ASLA 
+        LEAU   A,U
+        LDX    #$3E38           ;SCREEN ADDRESS
+        MLJSR  2,WTEXTB         ;WRITE TO SCREEN
+        LDU    #HOFV            ;HALL OF FAME ENTRY INSTRUCTIONS
+        LDX    #$1458           ;SCREEN ADDRESS
+        MLJSR  2,WTEXTB         ;WRITE TO SCREEN
+        LDD    #$412F           ;INITIALIZE INTIALS
+        STD    INITS
+        LDA    #$40
+        STD    INITS+2
+        STD    INITS+4
+        JSR    HOFIN            ;DISPLAY INITIALS
+        LDA    #40              ;FIRST INITIAL STALL TIME
+        STA    STALT
+        NEWP   HOFST,AMTYPE     ;TURN ON STALL TIMER
+        NEWP   HOFBL,AMTYPE     ;TURN ON BLINK
+        NEWP   HOFUD,AMTYPE     ;TURN ON UP DOWN STICK
+        CLR    INITN            ;ZERO INITIALS COUNTER
+        JSR    HOFUL            ;UNDERLINE INITIALS
 *FIRE SWITCH
-HALL3A CLRA
-       STA     FIRCNT  ZERO SWITCH OPEN COUNTER
-       STA     FIRFLG  CLEAR SWITCH OPEN FLAG
-HALL3B NAPP    1,HALL4 SLEEP 1
-HALL4  LDA     PIA21   CHECK FIRE SWITCH
-       BITA    #1
-       BNE     HALL5   CLOSED?
-       TST     STALT   CHECK STALL TIMER
-       BEQ     HALL6   OUT OF TIME?, ENTER HIM
-       INC     FIRCNT  ADVANCE SWITCH OPEN COUNTER
-       LDA     FIRCNT  CHECK IF TIME
-       CMPA    #5
-       BNE     HALL3B  NO?, GO TO SLEEP
-       STA     FIRFLG  YES?, SET SWITCH OPEN FLAG
-       BRA     HALL3B  GO TO SLEEP
-HALL5  CLR     FIRCNT  ZERO SWITCH OPEN COUNTER
-       TST     FIRFLG  CHECK SWITCH OPEN FLAG
-       BEQ     HALL3B  NOT SET?, GO TO SLEEP
-       LDA     #20     RESET STALL TIMER
-       STA     STALT
-       INC     INITN   NEXT INITIAL
-       JSR     HOFUL   UPDATE UNDERLINES
-       LDA     INITN   CHECK IF LAST
-       CMPA    #3
-       BNE     HALL3A  WAIT FOR NEXT FIRE SWITCH
-HALL6  JSR     GNCIDE  KILL PROCESSES
-       LDX     #THSTAB+12*6 TODAYS SEVENTH SCORE
-       LDU     #THSTAB-12 ABOVE TODAYS TOP SCORE
-       JSR     HOFAS   ADD SCORE TO LIST
-       LDX     #CRHSTD+12*7 ALL TIME EIGHTH SCORE
-       BSR     CPXCY   COMPARE
-       BHS     HALL12  NOT THAT GOOD?, NEXT PLAYER
-       LDX     #CRHSTD+12*6 ALL TIME SEVENTH SCORE
-       LDU     #CRHSTD-12 ABOVE ALL TIME TOP SCORE
-       JSR     HOFAS   ADD SCORE TO LIST
-HALL12 LDY     #.P2SCR PLAYER TWO
-       LDA     PNUMB
-       INCA
-       CMPA    #3      CHECK IF DONE
-       LBNE    HALL1
-       TST     ENTFLG  CHECK IF ENTRY WAS MADE
-       BNE     HALL13
-       NAPP    $FF,HALL13 NO ENTRY, SLEEP 4 SECS
-HALL13 JMP     HALDIS  ATTRACT MODE NOW
+HALL3A  CLRA 
+        STA    FIRCNT           ;ZERO SWITCH OPEN COUNTER
+        STA    FIRFLG           ;CLEAR SWITCH OPEN FLAG
+HALL3B  NAPP   1,HALL4          ;SLEEP 1
+HALL4   LDA    PIA21            ;CHECK FIRE SWITCH
+        BITA   #1
+        BNE    HALL5            ;CLOSED?
+        TST    STALT            ;CHECK STALL TIMER
+        BEQ    HALL6            ;OUT OF TIME?, ENTER HIM
+        INC    FIRCNT           ;ADVANCE SWITCH OPEN COUNTER
+        LDA    FIRCNT           ;CHECK IF TIME
+        CMPA   #5
+        BNE    HALL3B           ;NO?, GO TO SLEEP
+        STA    FIRFLG           ;YES?, SET SWITCH OPEN FLAG
+        BRA    HALL3B           ;GO TO SLEEP
+HALL5   CLR    FIRCNT           ;ZERO SWITCH OPEN COUNTER
+        TST    FIRFLG           ;CHECK SWITCH OPEN FLAG
+        BEQ    HALL3B           ;NOT SET?, GO TO SLEEP
+        LDA    #20              ;RESET STALL TIMER
+        STA    STALT
+        INC    INITN            ;NEXT INITIAL
+        JSR    HOFUL            ;UPDATE UNDERLINES
+        LDA    INITN            ;CHECK IF LAST
+        CMPA   #3
+        BNE    HALL3A           ;WAIT FOR NEXT FIRE SWITCH
+HALL6   JSR    GNCIDE           ;KILL PROCESSES
+        LDX    #THSTAB+12*6     ;TODAYS SEVENTH SCORE
+        LDU    #THSTAB-12       ;ABOVE TODAYS TOP SCORE
+        JSR    HOFAS            ;ADD SCORE TO LIST
+        LDX    #CRHSTD+12*7     ;ALL TIME EIGHTH SCORE
+        BSR    CPXCY            ;COMPARE
+        BHS    HALL12           ;NOT THAT GOOD?, NEXT PLAYER
+        LDX    #CRHSTD+12*6     ;ALL TIME SEVENTH SCORE
+        LDU    #CRHSTD-12       ;ABOVE ALL TIME TOP SCORE
+        JSR    HOFAS            ;ADD SCORE TO LIST
+HALL12  LDY    #.P2SCR          ;PLAYER TWO
+        LDA    PNUMB
+        INCA 
+        CMPA   #3               ;CHECK IF DONE
+        LBNE   HALL1
+        TST    ENTFLG           ;CHECK IF ENTRY WAS MADE
+        BNE    HALL13
+        NAPP   $FF,HALL13       ;NO ENTRY, SLEEP 4 SECS
+HALL13  JMP    HALDIS           ;ATTRACT MODE NOW
 *
 *COMPARE NIBBLES AT X BLOCK 0 WITH SCORE AT Y
 *
-CPXCY  PSHS    D,X     SAVE REGISTERS
-       JSR     RCMOSD  READ NIBBLES AT X TO D
-       CMPD    1,Y     A DIFFERENCE?
-       BNE     CPXY1
-       JSR     RCMOSA  CHECK NEXT NIBBLES
-       CMPA    3,Y
-CPXY1  PULS    X,D,PC  RESTORE REGISTERS, RETURN
+CPXCY   PSHS   D,X              ;SAVE REGISTERS
+        JSR    RCMOSD           ;READ NIBBLES AT X TO D
+        CMPD   1,Y              ;A DIFFERENCE?
+        BNE    CPXY1
+        JSR    RCMOSA           ;CHECK NEXT NIBBLES
+        CMPA   3,Y
+CPXY1   PULS   X,D,PC           ;RESTORE REGISTERS, RETURN
 *
 *HALL OF FAME INITIALS DISPLAY
 *
-HOFIN  LDX     #$46AC  TOP LEFT OF INITIALS
-       LDD     #$1408  SIZE OF INITIALS
-       JSR     BLKCLR  ERASE BLOCK
-       LDU     #INIT$V INITIALS TEXT VECTOR
-       MLJSR   2,WTEXTB WRITE TO SCREEN
-       RTS
+HOFIN   LDX    #$46AC           ;TOP LEFT OF INITIALS
+        LDD    #$1408           ;SIZE OF INITIALS
+        JSR    BLKCLR           ;ERASE BLOCK
+        LDU    #INIT$V          ;INITIALS TEXT VECTOR
+        MLJSR  2,WTEXTB         ;WRITE TO SCREEN
+        RTS  
 *
 *HALL OF FAME - UNDERLINE INITIALS
 *
-HOFUL  CLR     TEMPA   INITIAL COUNTER
-       LDX     #$45B7  STARTING ADDRESS
-HOFUL1 LDU     #$1111  NORMAL COLOR
-       LDA     TEMPA
-       CMPA    INITN   IS THIS ACTIVE INITIAL
-       BNE     HOFUL2
-       LDU     #$DDDD  BLINK COLOR FOR ACTIVE INITIAL
-HOFUL2 LDD     #$0400  LENGTH OF UNDER LINE
-HOFUL3 STU     D,X     DRAW UNDER LINE
-       DECA
-       BNE     HOFUL3
-       INC     TEMPA   NEXT INITIAL
-       LEAX    $800,X  CENTER SPACING BETWEEN UNDERLINES
-       CMPX    #$5DB7  DONE?
-       BNE     HOFUL1  NO?, NEXT UNDERLNE
-       RTS
-*
-*HALL OF FAME -        ADD SCORE AND INITIALS  X=BOTTOM OF LIST
-*              TO LIST         U=TOP OF LIST
-*
-HOFAS  STU     XTEMP$  SAVE TOP OF LIST ADDRESS
-       LDY     PSCORE  GET PLAYER SCORE ADDRESS
-HOFAS1 BSR     CPXCY   COMPARE
-       BHS     HOFAS2
-       BSR     HOFMD   MOVE SCORE DOWN ONE STEP
-       LEAX    -12,X   NEXT SCORE UP
-       CMPX    XTEMP$  ABOVE TOP SCORE?
-       BHI     HOFAS1
-HOFAS2 LEAX    12,X    ONE STEP DOWN
-       LDD     1,Y     STORE SCORE
-       JSR     WCMOSD
-       LDA     3,Y
-       JSR     WCMOSA
-       LDU     #INITS  GET INITIALS ADDRESS
-HOFAS3 LDA     ,U      GET INITIAL
-       JSR     WCMOSA  STORE IT
-       LEAU    2,U     NEXT INITIAL
-       CMPU    #INITS+6 DONE?
-       BNE     HOFAS3
-       RTS
+HOFUL   CLR    TEMPA            ;INITIAL COUNTER
+        LDX    #$45B7           ;STARTING ADDRESS
+HOFUL1  LDU    #$1111           ;NORMAL COLOR
+        LDA    TEMPA
+        CMPA   INITN            ;IS THIS ACTIVE INITIAL
+        BNE    HOFUL2
+        LDU    #$DDDD           ;BLINK COLOR FOR ACTIVE INITIAL
+HOFUL2  LDD    #$0400           ;LENGTH OF UNDER LINE
+HOFUL3  STU    D,X              ;DRAW UNDER LINE
+        DECA 
+        BNE    HOFUL3
+        INC    TEMPA            ;NEXT INITIAL
+        LEAX   $800,X           ;CENTER SPACING BETWEEN UNDERLINES
+        CMPX   #$5DB7           ;DONE?
+        BNE    HOFUL1           ;NO?, NEXT UNDERLNE
+        RTS  
+*
+*HALL OF FAME -  ADD SCORE AND INITIALS  X=BOTTOM OF LIST
+*    TO LIST    U=TOP OF LIST
+*
+HOFAS   STU    XTEMP$           ;SAVE TOP OF LIST ADDRESS
+        LDY    PSCORE           ;GET PLAYER SCORE ADDRESS
+HOFAS1  BSR    CPXCY            ;COMPARE
+        BHS    HOFAS2
+        BSR    HOFMD            ;MOVE SCORE DOWN ONE STEP
+        LEAX   -12,X            ;NEXT SCORE UP
+        CMPX   XTEMP$           ;ABOVE TOP SCORE?
+        BHI    HOFAS1
+HOFAS2  LEAX   12,X             ;ONE STEP DOWN
+        LDD    1,Y              ;STORE SCORE
+        JSR    WCMOSD
+        LDA    3,Y
+        JSR    WCMOSA
+        LDU    #INITS           ;GET INITIALS ADDRESS
+HOFAS3  LDA    ,U               ;GET INITIAL
+        JSR    WCMOSA           ;STORE IT
+        LEAU   2,U              ;NEXT INITIAL
+        CMPU   #INITS+6         ;DONE?
+        BNE    HOFAS3
+        RTS  
 *
 *HALL OF FAME - MOVE A SCORE AND INITIALS
-*              DOWN ONE STEP   X=OLD ADDRESS
-*
-HOFMD  PSHS    X       SAVE OLD POSITION
-HOFMD1 JSR     RCMOSD  GET 4 NIBBLES
-       LEAX    8,X     MOVE POINTER TO DESTINATION
-       JSR     WCMOSD  STORE 4 NIBBLES
-       LEAX    -24,X   CHECK IF DONE
-       CMPX    ,S
-       BEQ     HOFMD2
-       LEAX    12,X    BACK FOR NEXT NIBBLES
-       BRA     HOFMD1
-HOFMD2 PULS    X,PC    RESTORE STACK, RETURN
+*    DOWN ONE STEP  X=OLD ADDRESS
+*
+HOFMD   PSHS   X                ;SAVE OLD POSITION
+HOFMD1  JSR    RCMOSD           ;GET 4 NIBBLES
+        LEAX   8,X              ;MOVE POINTER TO DESTINATION
+        JSR    WCMOSD           ;STORE 4 NIBBLES
+        LEAX   -24,X            ;CHECK IF DONE
+        CMPX   ,S
+        BEQ    HOFMD2
+        LEAX   12,X             ;BACK FOR NEXT NIBBLES
+        BRA    HOFMD1
+HOFMD2  PULS   X,PC             ;RESTORE STACK, RETURN
 *
 *HALL OF FAME STALL TIMER
 *
-HOFST  DEC     STALT   COUNT DOWN STALL TIMER
-       NAPP    60,HOFST SLEEP 1 SECOND
+HOFST   DEC    STALT            ;COUNT DOWN STALL TIMER
+        NAPP   60,HOFST         ;SLEEP 1 SECOND
 *
 *HALL OF FAME COLOR BLINK
 *
-HOFBL  LDA     PCRAM+$D GET BLINKING COLOR
-       BNE     HOFBL1  ON?
-       LDA     PCRAM+1 MAKE SAME AS NORMAL COLOR
-       BRA     HOFBL2
-HOFBL1 CLRA            TURN OFF
-HOFBL2 STA     PCRAM+$D CHANGE COLOR
-       NAPP    15,HOFBL BLINK PERIOD
+HOFBL   LDA    PCRAM+$D         ;GET BLINKING COLOR
+        BNE    HOFBL1           ;ON?
+        LDA    PCRAM+1          ;MAKE SAME AS NORMAL COLOR
+        BRA    HOFBL2
+HOFBL1  CLRA     TURN             ;OFF
+HOFBL2  STA    PCRAM+$D         ;CHANGE COLOR
+        NAPP   15,HOFBL         ;BLINK PERIOD
 *
 *HALL OF FAME UP DOWN STICK HANDLER
 *
-HOFUD  CLR     INIDIR  ZERO INITIALS DIRECTION
-HOFUD1 LDA     PIA21   GET PIA DOWN SIDE
-       BITA    #$80    CHECK DOWN
-       BEQ     HOFUD2
-       LDA     #$FF    DOWN DIRECTION
-       BRA     HOFUD4
-HOFUD2 LDA     PIA31   GET PIA UP SIDE
-       BITA    #1      CHECK UP
-       BEQ     HOFUD3
-       LDA     #1      UP DIRECTION
-       BRA     HOFUD4
-HOFUD3 CLR     INIDIR  NO CHANGE
-       BRA     HOFUD8  SLEEP
-HOFUD4 CMPA    INIDIR  CHECK IF KNOWN
-       BNE     HOFUD9  NOT KNOWN?
-       DEC     UDCNT   KNOWN?, COUNT DELAY
-       BNE     HOFUD8  STILL COUNTING?, SLEEP
+HOFUD   CLR    INIDIR           ;ZERO INITIALS DIRECTION
+HOFUD1  LDA    PIA21            ;GET PIA DOWN SIDE
+        BITA   #$80             ;CHECK DOWN
+        BEQ    HOFUD2
+        LDA    #$FF             ;DOWN DIRECTION
+        BRA    HOFUD4
+HOFUD2  LDA    PIA31            ;GET PIA UP SIDE
+        BITA   #1               ;CHECK UP
+        BEQ    HOFUD3
+        LDA    #1               ;UP DIRECTION
+        BRA    HOFUD4
+HOFUD3  CLR    INIDIR           ;NO CHANGE
+        BRA    HOFUD8           ;SLEEP
+HOFUD4  CMPA   INIDIR           ;CHECK IF KNOWN
+        BNE    HOFUD9           ;NOT KNOWN?
+        DEC    UDCNT            ;KNOWN?, COUNT DELAY
+        BNE    HOFUD8           ;STILL COUNTING?, SLEEP
 *CHANGE LETTER
-HOFUD5 LDX     #INITS  GET ACTIVE INITIALS ADDRESS
-       LDB     INITN
-       ASLB
-       ABX
-       LDA     ,X      GET ACTIVE INITIAL
-       ADDA    INIDIR  CHANGE UP/DOWN
-       CMPA    #$3F    TOO LOW?
-       BNE     HOFUD6
-       LDA     #$5A    BACK TO Z
-HOFUD6 CMPA    #$5B    TOO HIGH?
-       BNE     HOFUD7
-       LDA     #$40    BACK TO SPACE
-HOFUD7 STA     ,X      SAVE NEW INITIAL
-       JSR     HOFIN   UPDATE INITIALS DISPLAY
-       LDA     UDDEL   GET LAST DELAY
-       LSRA            DECAY IT
-       ADDA    #5      TOP SPEED LIMIT
-       STA     UDDEL   SAVE NEW DELAY
-       STA     UDCNT   INITIALIZE COUNTER
-HOFUD8 NAPP    1,HOFUD1 SLEEP 1
+HOFUD5  LDX    #INITS           ;GET ACTIVE INITIALS ADDRESS
+        LDB    INITN
+        ASLB 
+        ABX  
+        LDA    ,X               ;GET ACTIVE INITIAL
+        ADDA   INIDIR           ;CHANGE UP/DOWN
+        CMPA   #$3F             ;TOO LOW?
+        BNE    HOFUD6
+        LDA    #$5A             ;BACK TO Z
+HOFUD6  CMPA   #$5B             ;TOO HIGH?
+        BNE    HOFUD7
+        LDA    #$40             ;BACK TO SPACE
+HOFUD7  STA    ,X               ;SAVE NEW INITIAL
+        JSR    HOFIN            ;UPDATE INITIALS DISPLAY
+        LDA    UDDEL            ;GET LAST DELAY
+        LSRA     DECAY            ;IT
+        ADDA   #5               ;TOP SPEED LIMIT
+        STA    UDDEL            ;SAVE NEW DELAY
+        STA    UDCNT            ;INITIALIZE COUNTER
+HOFUD8  NAPP   1,HOFUD1         ;SLEEP 1
 *NEW DIRECTION
-HOFUD9 STA     INIDIR  NEW DIRECTION
-       LDA     #55     PREINITIAL DELAY
-       STA     UDDEL
-       LDA     #3      FIRST LETTER DELAY
-       STA     UDCNT
-       BRA     HOFUD8  SLEEP 1
+HOFUD9  STA    INIDIR           ;NEW DIRECTION
+        LDA    #55              ;PREINITIAL DELAY
+        STA    UDDEL
+        LDA    #3               ;FIRST LETTER DELAY
+        STA    UDCNT
+        BRA    HOFUD8           ;SLEEP 1
 *
 *CHECK BYTE
 *
-       FDB     $FFFF
+        FDB    $FFFF
 *
 *HALL OF FAME DISPLAY
 *
-HALDIS CLR     HSRFLG  CLEAR HIGH SCORE RESET FLAG
-       JSR     GNCIDE  KILL ALL PROCESSES
-       JSR     DEFNNN  EXPAND "DEFENDER" DATA
-       JSR     SCRCLR  CLEAR ACTIVE SCREEN
-       JSR     P1SW    ALWAYS UPRIGHT
-       CLR     PCRAM+1 BLACK LETTERS
-       NEWP    CREDS,AMTYPE TURN ON CREDITS
-       JSR     SCORES  DISPLAY SCORES
-       LDU     #HALLDV GET HEADINGS MESSAGE VECTOR
-       LDX     #$3854  SCREEN ADDRESS
-       MLJSR   2,WTEXTB WRITE TO SCREEN
+HALDIS  CLR    HSRFLG           ;CLEAR HIGH SCORE RESET FLAG
+        JSR    GNCIDE           ;KILL ALL PROCESSES
+        JSR    DEFNNN           ;EXPAND "DEFENDER" DATA
+        JSR    SCRCLR           ;CLEAR ACTIVE SCREEN
+        JSR    P1SW             ;ALWAYS UPRIGHT
+        CLR    PCRAM+1          ;BLACK LETTERS
+        NEWP   CREDS,AMTYPE     ;TURN ON CREDITS
+        JSR    SCORES           ;DISPLAY SCORES
+        LDU    #HALLDV          ;GET HEADINGS MESSAGE VECTOR
+        LDX    #$3854           ;SCREEN ADDRESS
+        MLJSR  2,WTEXTB         ;WRITE TO SCREEN
 *UNDERLINE HEADINGS
-       LDU     #$1111  UNDERLINE COLOR
-       LDX     #$1E7B  LEFT ADDERSS
-       LDD     #$5F00  OFFSET OF RIGHT END, RIGHT UNDERLINE
-HALD1  STU     D,X
-       CMPA    #$41    OFFSET OF LEFT END, RIGHT UNDERLINE
-       BNE     HALD2
-       LDA     #$1F    OFFSET OF RIGHT END, LEFT UNDERLINE
-HALD2  DECA
-       BPL     HALD1
-*
-       LDA     #$2F    SLASH FOR PSEUDO-WORDS
-       STA     PNUMB+1 RANK NUMBER
-       STA     INITDS+3 INITIALS
-       STA     SCOREN+6 SCORE
-       LDU     #HALENV GET DATA LINE MESSAGE VECTOR
-       LDX     #$1886  SCREEN ADDRESS
-       STX     SPOINT
-       LDX     #THSTAB TODAYS GREATEST TABLE ADDRESS
-       STX     XTEMP$
-       BSR     HALDT   DISPLAY TABLE
-       LDX     #$5986  SCREEN ADDRESS
-       STX     SPOINT
-       LDX     #CRHSTD ALL TIME GREATEST TABLE ADDRESS
-       STX     XTEMP$
-       BSR     HALDT   DISPLAY TABLE
-       LDA     #$3F    YELLOW "DEFENDER"
-       STA     PCRAM+$C
-       LDY     #DEFDSC MAKE WHOLE DEFENDER DESCRIPTER
-       LDD     #$3C18
-       STD     ,Y
-       LDD     #DEFBLK
-       STD     2,Y
-       LDD     #$3038  SCREEN ADDRESS
-       JSR     CWRIT   WRITE TO SCREEN
-       NEWP    COLR,AMTYPE LASER COLOR LETTERS
-       LDA     #60     DELAY TIMER
-       STA     STALT
-HALD3  TST     ICREDF  CHECK FOR INCREASE IN CREDITS
-       BNE     HALD4   YES?, GIVE INSTRUCTIONS
-       TST     HSRFLG  CHECK FOR HIGH SCORE RESET
-       LBNE    HALDIS  YES?, HALL OF FAME AGAIN
-       DEC     STALT   TIME OUT?
-       BEQ     HALD4
-       NAPP    10,HALD3 NOPE, NOT YET
-HALD4  BRA     LEDRET  ON TO INSTUCTIONS
-*
-*HALL OF FAME DISPLAY ONE TABLE        U=DATA LINE MESSAGE VECTOR
-*      SPOINT=SCREEN ADDRESS   XTEMP$=TABLE DATA ADDRESS
-*
-HALDT  LDA     #$31    INITIALIZE RANK NUMBER
-       STA     PNUMB
-HALDT1 CLRA            CLEAR LEADING ZERO NOT FLAG
-       LDY     #SCOREN SCORE PSEUDO WORD ADDRESS
-       LDX     XTEMP$  GET TABLE DATA POINTER
-HALDT2 JSR     LDBXBV  GET SCORE NIBBLE
-       LEAX    1,X     ADVANCE DATA POINTER
-       ANDB    #$F     REMOVE GARBAGE
-       BNE     HALDT3  NOT ZERO?, DISPLAY
-       TSTA            CHECK LEADING ZERO NOT FLAG
-       BNE     HALDT3  SET?, DISPLAY ZERO
-       LDB     #$40    REPLACE LEADING ZERO WITH SPACE
-       BRA     HALDT4  DISPLAY
-HALDT3 INCA            SET LEADING ZERO FLAG NOT FLAG
-       ADDB    #$30    CHANGE TO ASCII NUMBER
-HALDT4 STB     ,Y+     STORE IN PSEUDO WORD
-       CMPY    #SCOREN+6 CHECK IF SCORE DONE?
-       BNE     HALDT2
-       JSR     RCMOSD  GET FIRST 2 INITIALS
-       STD     INITDS  STORE IN PSEUDO WORD
-       JSR     RCMOSA  GET LAST INITIAL
-       STA     INITDS+2 STORE IN PSEUDO WORD
-       STX     XTEMP$  SAVE DATA POINTER
-       LDX     SPOINT  GET SCREEN ADDRESS
-       MLJSR   2,WTEXTB WRITE DATA LINE TO SCREEN
-       LEAX    10,X    MOVE SCREEN POINTER ONE LINE DOWN
-       STX     SPOINT  SAVE SCREEN POINTER
-       INC     PNUMB   ADVANCE RANK NUMBER
-       LDA     PNUMB   CHECK IF DONE
-       CMPA    #$39
-       BNE     HALDT1
-       RTS
+        LDU    #$1111           ;UNDERLINE COLOR
+        LDX    #$1E7B           ;LEFT ADDERSS
+        LDD    #$5F00           ;OFFSET OF RIGHT END, RIGHT UNDERLINE
+HALD1   STU    D,X
+        CMPA   #$41             ;OFFSET OF LEFT END, RIGHT UNDERLINE
+        BNE    HALD2
+        LDA    #$1F             ;OFFSET OF RIGHT END, LEFT UNDERLINE
+HALD2   DECA 
+        BPL    HALD1
+*
+        LDA    #$2F             ;SLASH FOR PSEUDO-WORDS
+        STA    PNUMB+1          ;RANK NUMBER
+        STA    INITDS+3         ;INITIALS
+        STA    SCOREN+6         ;SCORE
+        LDU    #HALENV          ;GET DATA LINE MESSAGE VECTOR
+        LDX    #$1886           ;SCREEN ADDRESS
+        STX    SPOINT
+        LDX    #THSTAB          ;TODAYS GREATEST TABLE ADDRESS
+        STX    XTEMP$
+        BSR    HALDT            ;DISPLAY TABLE
+        LDX    #$5986           ;SCREEN ADDRESS
+        STX    SPOINT
+        LDX    #CRHSTD          ;ALL TIME GREATEST TABLE ADDRESS
+        STX    XTEMP$
+        BSR    HALDT            ;DISPLAY TABLE
+        LDA    #$3F             ;YELLOW "DEFENDER"
+        STA    PCRAM+$C
+        LDY    #DEFDSC          ;MAKE WHOLE DEFENDER DESCRIPTER
+        LDD    #$3C18
+        STD    ,Y
+        LDD    #DEFBLK
+        STD    2,Y
+        LDD    #$3038           ;SCREEN ADDRESS
+        JSR    CWRIT            ;WRITE TO SCREEN
+        NEWP   COLR,AMTYPE      ;LASER COLOR LETTERS
+        LDA    #60              ;DELAY TIMER
+        STA    STALT
+HALD3   TST    ICREDF           ;CHECK FOR INCREASE IN CREDITS
+        BNE    HALD4            ;YES?, GIVE INSTRUCTIONS
+        TST    HSRFLG           ;CHECK FOR HIGH SCORE RESET
+        LBNE   HALDIS           ;YES?, HALL OF FAME AGAIN
+        DEC    STALT            ;TIME OUT?
+        BEQ    HALD4
+        NAPP   10,HALD3         ;NOPE, NOT YET
+HALD4   BRA    LEDRET           ;ON TO INSTUCTIONS
+*
+*HALL OF FAME DISPLAY ONE TABLE  U=DATA LINE MESSAGE VECTOR
+*  SPOINT=SCREEN ADDRESS  XTEMP$=TABLE DATA ADDRESS
+*
+HALDT   LDA    #$31             ;INITIALIZE RANK NUMBER
+        STA    PNUMB
+HALDT1  CLRA     CLEAR            ;LEADING ZERO NOT FLAG
+        LDY    #SCOREN          ;SCORE PSEUDO WORD ADDRESS
+        LDX    XTEMP$           ;GET TABLE DATA POINTER
+HALDT2  JSR    LDBXBV           ;GET SCORE NIBBLE
+        LEAX   1,X              ;ADVANCE DATA POINTER
+        ANDB   #$F              ;REMOVE GARBAGE
+        BNE    HALDT3           ;NOT ZERO?, DISPLAY
+        TSTA     CHECK            ;LEADING ZERO NOT FLAG
+        BNE    HALDT3           ;SET?, DISPLAY ZERO
+        LDB    #$40             ;REPLACE LEADING ZERO WITH SPACE
+        BRA    HALDT4           ;DISPLAY
+HALDT3  INCA     SET              ;LEADING ZERO FLAG NOT FLAG
+        ADDB   #$30             ;CHANGE TO ASCII NUMBER
+HALDT4  STB    ,Y+              ;STORE IN PSEUDO WORD
+        CMPY   #SCOREN+6        ;CHECK IF SCORE DONE?
+        BNE    HALDT2
+        JSR    RCMOSD           ;GET FIRST 2 INITIALS
+        STD    INITDS           ;STORE IN PSEUDO WORD
+        JSR    RCMOSA           ;GET LAST INITIAL
+        STA    INITDS+2         ;STORE IN PSEUDO WORD
+        STX    XTEMP$           ;SAVE DATA POINTER
+        LDX    SPOINT           ;GET SCREEN ADDRESS
+        MLJSR  2,WTEXTB         ;WRITE DATA LINE TO SCREEN
+        LEAX   10,X             ;MOVE SCREEN POINTER ONE LINE DOWN
+        STX    SPOINT           ;SAVE SCREEN POINTER
+        INC    PNUMB            ;ADVANCE RANK NUMBER
+        LDA    PNUMB            ;CHECK IF DONE
+        CMPA   #$39
+        BNE    HALDT1
+        RTS  
 
 *
 *INSTRUCTION PAGE
 *
 
-LEDRET JSR     GNCIDE  KILL ANY EXCESS
-       JSR     SCINIT  GET THE WORLD,SCANNER AND TERRAIN
-       LDA     #$D9    SET STATUS
-       STA     STATUS
-       JSR     SCORES
-       NEWP    CREDS,AMTYPE TURN ON CREDITS
-       JSR     BORDER
-       LDX     #TEXTAB+2
-       STX     TEXPTR
-       NEWP    COLR,AMTYPE
-       NEWP    CBOMB,AMTYPE
-       NEWP    TIECOL,AMTYPE
-       NEWP    SCPROC,AMTYPE
-       NEWP    TEXTP,AMTYPE
-       STILOB ASTP1,XMAN,YMAN ASTRONAUT
-       LDD     #$6666
-       STD     OBJCOL,X
-       STX     MANPTR  SAVE HIS OBJECT
-       STILOB PLAPIC,XSHIP,YSHIP PLAYER
-       LDD     #$0
-       STD     OBJCOL,X LEAVE SHIP
-       STX     SHIPTR  SAVE IT
-       JSR     GETOB   GET AN OBJECT
-       LDD     #LNDP1
-       STD     OPICT,X
-       LDD     #$1DA0
-       STD     OX16,X
-       LDD     #$4000
-       STD     OY16,X
-       LDD     #$A0
-       STD     OYV,X
-       LDD     #0
-       STD     OXV,X   MAKE HIM DESCEND.
-       LDD     #$4433
-       STD     OBJCOL,X BLIP
-       JSR     APVCT   MAKE HIM MATERIALIZE
-       STX     ENEMYP
-       NAPP    $E6,AMODE1 WAIT FOR HIM TO REACH MAN
-AMODE1 LDD     #$FF50  GOING UP!
-       LDX     ENEMYP  GET THE GUYS BLOCK
-       STD     OYV,X
-       LDX     MANPTR
-       STD     OYV,X   HIS TOO.
-       NAPP    $A0,AMODE2 WAIT FOR HIM TO BE IN LINE WITH THE LASER.
-AMODE2 NEWP    LASR$,AMTYPE
-       STX     LASPRC  SAVE NEW PROCESS ID.
-       NAPP    $15,AMODE3
+LEDRET  JSR    GNCIDE           ;KILL ANY EXCESS
+        JSR    SCINIT           ;GET THE WORLD,SCANNER AND TERRAIN
+        LDA    #$D9             ;SET STATUS
+        STA    STATUS
+        JSR    SCORES
+        NEWP   CREDS,AMTYPE     ;TURN ON CREDITS
+        JSR    BORDER
+        LDX    #TEXTAB+2
+        STX    TEXPTR
+        NEWP   COLR,AMTYPE
+        NEWP   CBOMB,AMTYPE
+        NEWP   TIECOL,AMTYPE
+        NEWP   SCPROC,AMTYPE
+        NEWP   TEXTP,AMTYPE
+        STILOB ASTP1,XMAN,YMAN  ;ASTRONAUT
+        LDD    #$6666
+        STD    OBJCOL,X
+        STX    MANPTR           ;SAVE HIS OBJECT
+        STILOB PLAPIC,XSHIP,YSHIP ;PLAYER
+        LDD    #$0
+        STD    OBJCOL,X         ;LEAVE SHIP
+        STX    SHIPTR           ;SAVE IT
+        JSR    GETOB            ;GET AN OBJECT
+        LDD    #LNDP1
+        STD    OPICT,X
+        LDD    #$1DA0
+        STD    OX16,X
+        LDD    #$4000
+        STD    OY16,X
+        LDD    #$A0
+        STD    OYV,X
+        LDD    #0
+        STD    OXV,X            ;MAKE HIM DESCEND.
+        LDD    #$4433
+        STD    OBJCOL,X         ;BLIP
+        JSR    APVCT            ;MAKE HIM MATERIALIZE
+        STX    ENEMYP
+        NAPP   $E6,AMODE1       ;WAIT FOR HIM TO REACH MAN
+AMODE1  LDD    #$FF50           ;GOING UP!
+        LDX    ENEMYP           ;GET THE GUYS BLOCK
+        STD    OYV,X
+        LDX    MANPTR
+        STD    OYV,X            ;HIS TOO.
+        NAPP   $A0,AMODE2       ;WAIT FOR HIM TO BE IN LINE WITH THE LASER.
+AMODE2  NEWP   LASR$,AMTYPE
+        STX    LASPRC           ;SAVE NEW PROCESS ID.
+        NAPP   $15,AMODE3
 
-SCINIT LDA     #$FF
-       STA     STATUS
-       JSR     OINIT   INITIALIZE OBJEX PLEASE
-       JSR     SCRCLR
-       LDD     #0
-       STD     BGL
-       STD     BGLX
-       MLJSR   0,BGI
-       JSR     CRINIT
-       LDA     #$DB    THIS IS THE STATUS
-       STA     STATUS  WHY???  WHO KNOWS!
-       LDX     #$1030  CENTER
-       STX     PLAXC   FOR SCANNER
-       RTS
+SCINIT  LDA    #$FF
+        STA    STATUS
+        JSR    OINIT            ;INITIALIZE OBJEX PLEASE
+        JSR    SCRCLR
+        LDD    #0
+        STD    BGL
+        STD    BGLX
+        MLJSR  0,BGI
+        JSR    CRINIT
+        LDA    #$DB             ;THIS IS THE STATUS
+        STA    STATUS           ;WHY???  WHO KNOWS!
+        LDX    #$1030           ;CENTER
+        STX    PLAXC            ;FOR SCANNER
+        RTS  
 
-KLASUB LDX     LASPRC  TIME TO KILL THE LASER
-       LDU     LSTATE  KILL A LASER CODE
-       CLRA
-AMODE6 STA     0,U
-       LEAU    $100,U
-       CMPU    PD,X
-       BLS     AMODE6
-       JMP     KILL    KILL THE LASER PROCESS
+KLASUB  LDX    LASPRC           ;TIME TO KILL THE LASER
+        LDU    LSTATE           ;KILL A LASER CODE
+        CLRA 
+AMODE6  STA    0,U
+        LEAU   $100,U
+        CMPU   PD,X
+        BLS    AMODE6
+        JMP    KILL             ;KILL THE LASER PROCESS
 
-AMODE3 BSR     KLASUB
-       LDX     ENEMYP  TIME TO BLOW UP THE ENEMY
-       JSR     KILLOB
-       JSR     XSVCT   BLOW UP THE BASTARD
-       LDX     SHIPTR  GET THE SHIP
-       LDD     #$0040  X
-       STD     OXV,X
-       LDD     #$00D4  Y
-       STD     OYV,X   MOVE TO THE MAN
-       LDA     #$2D    30 FRAMES TILL INTERSECTION
-       STA     MANFRF  COUNT IN RAM
-       LDX     MANPTR  MANS POINTER
-       LDD     #0      NO Y VEL
-       STD     OYV,X   FOR EUGENE.
-AMODE4 LDX     MANPTR  GET THE MANS PTR
-       LDD     OYV,X   GET HIS VELOCITY
-       ADDD    #0008   MAKE IT FASTER
-       STD     OYV,X   AND PUT IT BACK.
-       DEC     MANFRF  ONE LESS FRAME
-       BEQ     AMODE5
-       NAPP    2,AMODE4
-*
-*      INTERSECTION OF SHIP AND MAN
+AMODE3  BSR    KLASUB
+        LDX    ENEMYP           ;TIME TO BLOW UP THE ENEMY
+        JSR    KILLOB
+        JSR    XSVCT            ;BLOW UP THE BASTARD
+        LDX    SHIPTR           ;GET THE SHIP
+        LDD    #$0040           ;X
+        STD    OXV,X
+        LDD    #$00D4           ;Y
+        STD    OYV,X            ;MOVE TO THE MAN
+        LDA    #$2D             ;30 FRAMES TILL INTERSECTION
+        STA    MANFRF           ;COUNT IN RAM
+        LDX    MANPTR           ;MANS POINTER
+        LDD    #0               ;NO Y VEL
+        STD    OYV,X            ;FOR EUGENE.
+AMODE4  LDX    MANPTR           ;GET THE MANS PTR
+        LDD    OYV,X            ;GET HIS VELOCITY
+        ADDD   #0008            ;MAKE IT FASTER
+        STD    OYV,X            ;AND PUT IT BACK.
+        DEC    MANFRF           ;ONE LESS FRAME
+        BEQ    AMODE5
+        NAPP   2,AMODE4
+*
+*  INTERSECTION OF SHIP AND MAN
 *
 
-AMODE5 STILOB  C5P1,$1DFF,$9000 500 PTS.
-       LDD     #$0
-       STD     OBJCOL,X
-       STX     P500OB
-       LDD     #0
-       LDU     #$0C0
-       LDX     SHIPTR
-       STD     OXV,X
-       STU     OYV,X   DOWN TO TERRAIN
-       LDX     MANPTR
-       LDD     #$1E80
-       STD     OX16,X  HYPER THE MAN
-       LDD     #$A2E0
-       STD     OY16,X
-       STU     OYV,X
-       NAPP    $50,AMODE7
-AMODE7 LDX     P500OB
-       LDD     #$E000
-       STD     OY16,X  MOVE THE 500 DOWN
-       LDD     #$1C00
-       STD     OX16,X  BOTH COORDS
-       LDX     MANPTR
-       LDD     #0
-       STD     OYV,X   STOP THE MAN
-       LDX     SHIPTR  GET THE SHIP
-       LDD     #PLBPIC
-       STD     OPICT,X TURN AROUND
-       LDD     #$FFC0
-       STD     OXV,X
-       LDD     #$FE80
-       STD     OYV,X   MOVE SHIP BACK
-       NAPP    $60,AMODE8
-AMODE8 LDX     SHIPTR
-       LDD     #PLAPIC
-       STD     OPICT,X
-       LDD     #0
-       STD     OXV,X
-       STD     OYV,X
-       LDX     P500OB
-       LDD     OBJX,X  GET COORD
-       JSR     KILLOB  TRASH THE OBJECT
-       JSR     OFF66   AND REMOVE CORPSE
-*
-*      TIME TO START FORMING THE TABLE.
+AMODE5  STILOB  C5P1,$1DFF,$9000 ;500 PTS.
+        LDD    #$0
+        STD    OBJCOL,X
+        STX    P500OB
+        LDD    #0
+        LDU    #$0C0
+        LDX    SHIPTR
+        STD    OXV,X
+        STU    OYV,X            ;DOWN TO TERRAIN
+        LDX    MANPTR
+        LDD    #$1E80
+        STD    OX16,X           ;HYPER THE MAN
+        LDD    #$A2E0
+        STD    OY16,X
+        STU    OYV,X
+        NAPP   $50,AMODE7
+AMODE7  LDX    P500OB
+        LDD    #$E000
+        STD    OY16,X           ;MOVE THE 500 DOWN
+        LDD    #$1C00
+        STD    OX16,X           ;BOTH COORDS
+        LDX    MANPTR
+        LDD    #0
+        STD    OYV,X            ;STOP THE MAN
+        LDX    SHIPTR           ;GET THE SHIP
+        LDD    #PLBPIC
+        STD    OPICT,X          ;TURN AROUND
+        LDD    #$FFC0
+        STD    OXV,X
+        LDD    #$FE80
+        STD    OYV,X            ;MOVE SHIP BACK
+        NAPP   $60,AMODE8
+AMODE8  LDX    SHIPTR
+        LDD    #PLAPIC
+        STD    OPICT,X
+        LDD    #0
+        STD    OXV,X
+        STD    OYV,X
+        LDX    P500OB
+        LDD    OBJX,X           ;GET COORD
+        JSR    KILLOB           ;TRASH THE OBJECT
+        JSR    OFF66            ;AND REMOVE CORPSE
+*
+*  TIME TO START FORMING THE TABLE.
 *
 
-       LDU     #ENMYTB TABLE OF OBJECTS.
+        LDU    #ENMYTB          ;TABLE OF OBJECTS.
 
-AMOD12 JSR     GETOB   OBJECT PLEASE*****************BSO BONER***
-       FCB     $EC,$C9,$00,$0C (LDD OLEN,U)GET THE OBJECT PICTURE
-       STD     OPICT,X
-       FCB     $EC,$C9,$00,$24 (LDD 3*OLEN,U)
-       STD     OBJCOL,X BLIP
-       LDD     #$1F00  LARGE X
-       STD     OX16,X
-       LDD     #$A000  LOW Y
-       STD     OY16,X
-       LDD     #$FF40  NEG Y V
-       STD     OYV,X
-       LDD     #0      NO X
-       STD     OXV,X
-       JSR     APVCT   MAKE IT APPEAR
-       STU     OTABPT  SAVE OUR TABLE POINTER
-       STX     ENEMYP  SAVE THE GUYS POINTER.
-       NAPP    $5F,AMOD10 WAIT FOR IN LINE WITH LASER
-AMOD10 NEWP    LASR$,AMTYPE
-       STX     LASPRC  SAVE THE PROCESS POINTER.
-       NAPP    $17,AMOD11
-AMOD11 JSR     KLASUB  TRASH THE LASER
-       LDX     ENEMYP  GET THE GUY
-       JSR     KILLOB  FREE IT
-       JSR     GETOB   GET IT BACK
-       JSR     XSVCT   BYE
-       LDU     OTABPT  GET THE POINTER BACK****************BSO BONER*******
-       FCB     $EC,$C9,$00,$18 (LDD 2*OLEN,U) GET THE X****BSO BONER*******
-       STD     OX16,X
-       LDD     ,U++    MOVE TO NEXT AND FETCH Y
-       STD     OY16,X
-       LDD     #0
-       STD     OYV,X
-       STD     OXV,X   NO MOVEMENT PLEASE
-       JSR     APVCT   APPEARANCE HERE PLEASE.
-       STU     OTABPT
-       NAPP    $20,BMODE2
-BMODE2 LDX     TEXPTR
-       LEAX    2,X
-       STX     TEXPTR  PUT THE TEXT DOWN
-       NAPP    $20,BMODE3
-BMODE3 LDU     OTABPT
-       CMPU    #OTABND END
-       LBNE    AMOD12
-       NAPP    $FF,AMOD13
-AMOD13 NAPP    $FF,AMODE$ DO IT AGAIN!
+AMOD12  JSR    GETOB            ;OBJECT PLEASE*****************BSO BONER***
+        FCB    $EC,$C9,$00,$0C  ;(LDD OLEN,U)GET THE OBJECT PICTURE
+        STD    OPICT,X
+        FCB    $EC,$C9,$00,$24  ;(LDD 3*OLEN,U)
+        STD    OBJCOL,X         ;BLIP
+        LDD    #$1F00           ;LARGE X
+        STD    OX16,X
+        LDD    #$A000           ;LOW Y
+        STD    OY16,X
+        LDD    #$FF40           ;NEG Y V
+        STD    OYV,X
+        LDD    #0               ;NO X
+        STD    OXV,X
+        JSR    APVCT            ;MAKE IT APPEAR
+        STU    OTABPT           ;SAVE OUR TABLE POINTER
+        STX    ENEMYP           ;SAVE THE GUYS POINTER.
+        NAPP   $5F,AMOD10       ;WAIT FOR IN LINE WITH LASER
+AMOD10  NEWP   LASR$,AMTYPE
+        STX    LASPRC           ;SAVE THE PROCESS POINTER.
+        NAPP   $17,AMOD11
+AMOD11  JSR    KLASUB           ;TRASH THE LASER
+        LDX    ENEMYP           ;GET THE GUY
+        JSR    KILLOB           ;FREE IT
+        JSR    GETOB            ;GET IT BACK
+        JSR    XSVCT            ;BYE
+        LDU    OTABPT           ;GET THE POINTER BACK****************BSO BONER*******
+        FCB    $EC,$C9,$00,$18  ;(LDD 2*OLEN,U) GET THE X****BSO BONER*******
+        STD    OX16,X
+        LDD    ,U++             ;MOVE TO NEXT AND FETCH Y
+        STD    OY16,X
+        LDD    #0
+        STD    OYV,X
+        STD    OXV,X            ;NO MOVEMENT PLEASE
+        JSR    APVCT            ;APPEARANCE HERE PLEASE.
+        STU    OTABPT
+        NAPP   $20,BMODE2
+BMODE2  LDX    TEXPTR
+        LEAX   2,X
+        STX    TEXPTR           ;PUT THE TEXT DOWN
+        NAPP   $20,BMODE3
+BMODE3  LDU    OTABPT
+        CMPU   #OTABND          ;END
+        LBNE   AMOD12
+        NAPP   $FF,AMOD13
+AMOD13  NAPP   $FF,AMODE$       ;DO IT AGAIN!
 
-LASR$  LDX     SHIPTR  GET SHIP
-       LDX     OBJX,X  GET SCREEN COORDS
-LASRR  LEAX    $704,X
-       STX     PD,U
-       STX     PD+2,U
-       STX     LSTATE
-LAS0   LDA     #4
-       LDX     PD,U
-       LDB     #$11
-LAS1   STB     ,X
-       LEAX    $100,X
-       DECA
-       BNE     LAS1
-       LDB     #$99
-       STB     ,X
-       STX     PD,U
-       LDY     FISX
-       CMPY    #FISEND-3
-       BLO     LAS2
-       LDY     #FISTAB
-LAS2   LDX     PD+2,U
-       LDA     #3
-LAS3   LDB     ,Y+
-       STB     ,X
-       LEAX    $100,X
-       DECA
-       BNE     LAS3
-       STY     FISX
-       STX     PD+2,U
-       LDX     LSTATE
-LAS4   CLR     ,X
-       LEAX    $100,X
-       STX     LSTATE
-       NAPP    1,LAS0
+LASR$   LDX    SHIPTR           ;GET SHIP
+        LDX    OBJX,X           ;GET SCREEN COORDS
+LASRR   LEAX   $704,X
+        STX    PD,U
+        STX    PD+2,U
+        STX    LSTATE
+LAS0    LDA    #4
+        LDX    PD,U
+        LDB    #$11
+LAS1    STB    ,X
+        LEAX   $100,X
+        DECA 
+        BNE    LAS1
+        LDB    #$99
+        STB    ,X
+        STX    PD,U
+        LDY    FISX
+        CMPY   #FISEND-3
+        BLO    LAS2
+        LDY    #FISTAB
+LAS2    LDX    PD+2,U
+        LDA    #3
+LAS3    LDB    ,Y+
+        STB    ,X
+        LEAX   $100,X
+        DECA 
+        BNE    LAS3
+        STY    FISX
+        STX    PD+2,U
+        LDX    LSTATE
+LAS4    CLR    ,X
+        LEAX   $100,X
+        STX    LSTATE
+        NAPP   1,LAS0
 
-TEXTP  LDY     #TEXTAB START OF TABLE****************BSO BONER**********
-TEXTP1 FCB     $EE,$A9,$00,$0E (LDU TENT,Y) GET MESSAGE VECTOR**********
-       LDX     ,Y++    GET ADDRESS*******************BSO BONER**********
-       MLJSR   2,WTEXTB WRITE THIS ONE.
-       STY     TEXTMP  SAVE PTR
-       NAPP    6,TEXTP2
-TEXTP2 LDY     TEXTMP  GET IT BACK
-       CMPY    TEXPTR  ENOUGH???
-       BNE     TEXTP1  NOPE...DO ANOTHER
-       BRA     TEXTP   AND CONTINUE
+TEXTP   LDY    #TEXTAB          ;START OF TABLE****************BSO BONER**********
+TEXTP1  FCB    $EE,$A9,$00,$0E  ;(LDU TENT,Y) GET MESSAGE VECTOR**********
+        LDX    ,Y++             ;GET ADDRESS*******************BSO BONER**********
+        MLJSR  2,WTEXTB         ;WRITE THIS ONE.
+        STY    TEXTMP           ;SAVE PTR
+        NAPP   6,TEXTP2
+TEXTP2  LDY    TEXTMP           ;GET IT BACK
+        CMPY   TEXPTR           ;ENOUGH???
+        BNE    TEXTP1           ;NOPE...DO ANOTHER
+        BRA    TEXTP            ;AND CONTINUE
 
 *
 *WILLIAMS PAGE
 *
-AMODE$ JSR     GNCIDE
-       CLR     ICREDF  CLEAR CREDIT INCREASE FLAG
-       LDA     #$FB
-       STA     STATUS
-       JSR     SCRCLR
-       CLR     MESPT
-       LDD     #$FFFF
-       STD     NUMBER
-       NEWP    COLR,AMTYPE
-       NEWP    TIECOL,AMTYPE
-       LDA     #$3F
-       STA     PCRAM+$C
+AMODE$  JSR    GNCIDE
+        CLR    ICREDF           ;CLEAR CREDIT INCREASE FLAG
+        LDA    #$FB
+        STA    STATUS
+        JSR    SCRCLR
+        CLR    MESPT
+        LDD    #$FFFF
+        STD    NUMBER
+        NEWP   COLR,AMTYPE
+        NEWP   TIECOL,AMTYPE
+        LDA    #$3F
+        STA    PCRAM+$C
 
-WILLI  JMP     LOGO    SAM STUFF
+WILLI   JMP    LOGO             ;SAM STUFF
 
 *
 *WILLIAMS LOGO
 *
-LOGO   JSR     DEFNNN  EXPAND "DEFENDER" DATA
-       LDA     #3      #BYTES PER SCREEN
-       STA     LGOFLG
-       LDX     #LGOTAB
-       STX     LGOPTR
-LOGO0  LDA     LGOFLG
-       STA     TEMPB
-       LDY     LGOPTR
-LOGO1  LDA     ,Y+
-       CMPA    #$AA    DATA OR INSTRUCTION?
-       BLS     LOGO3
+LOGO    JSR    DEFNNN           ;EXPAND "DEFENDER" DATA
+        LDA    #3               ;#BYTES PER SCREEN
+        STA    LGOFLG
+        LDX    #LGOTAB
+        STX    LGOPTR
+LOGO0   LDA    LGOFLG
+        STA    TEMPB
+        LDY    LGOPTR
+LOGO1   LDA    ,Y+
+        CMPA   #$AA             ;DATA OR INSTRUCTION?
+        BLS    LOGO3
 *INSTRUCTION
-       COMA
-       BEQ     LOGO1   NULL BYTE
-       DECA
-       BNE     LOGO10  QUIT
-       LDD     ,Y++    HYPER
-       STD     CURSR$
-       CLRA
-       BRA     LOGO7
+        COMA 
+        BEQ    LOGO1            ;NULL BYTE
+        DECA 
+        BNE    LOGO10           ;QUIT
+        LDD    ,Y++             ;HYPER
+        STD    CURSR$
+        CLRA 
+        BRA    LOGO7
 *DATA
-LOGO3  ASLA            MOVE CURSER
-       BCC     LOGO4
-       DEC     CURSR$
-LOGO4  ASLA
-       BCC     LOGO5
-       INC     CURSR$
-LOGO5  ASLA
-       BCC     LOGO6
-       DEC     CURSR$+1
-LOGO6  ASLA
-       BCC     LOGO7
-       INC     CURSR$+1
-LOGO7  STA     TEMPA   SAVE DATA
+LOGO3   ASLA     MOVE             ;CURSER
+        BCC    LOGO4
+        DEC    CURSR$
+LOGO4   ASLA 
+        BCC    LOGO5
+        INC    CURSR$
+LOGO5   ASLA 
+        BCC    LOGO6
+        DEC    CURSR$+1
+LOGO6   ASLA 
+        BCC    LOGO7
+        INC    CURSR$+1
+LOGO7   STA    TEMPA            ;SAVE DATA
 *WRITE TO SCEEN
-       LDD     CURSR$
-       LSRA
-       TFR     D,X
-       LDB     ,X      SAVE OTHER PIXEL
-       BCS     LOGO8
-       ORB     #$F0    LEFT
-       BRA     LOGO9
-LOGO8  ORB     #$F
-LOGO9  STB     ,X
-       LDA     TEMPA   GET DATA
-       BNE     LOGO3   OTHER PIXEL
-       DEC     TEMPB
-       BNE     LOGO1   NEXT BYTE
-       STY     LGOPTR  SLEEP
-       LDA     #2
-       LDX     #LOGO0
-       JSR     SLEEPP
-LOGO10 STX     CUREND  SAVE END OF CURSER
-       LDA     #3      SLOW?
-       CMPA    LGOFLG
-       BNE     LOGO1$  NOPE
-       LDA     #10     NOPE MAKE FAST
-       STA     LGOFLG
-       NEWP    PRES,AMTYPE CREATE THE NEXT ONE.
-LOGO1$ LDX     #LGOTAB
-       STX     LGOPTR
-       BRA     LOGO0   CONTINUE
+        LDD    CURSR$
+        LSRA 
+        TFR    D,X
+        LDB    ,X               ;SAVE OTHER PIXEL
+        BCS    LOGO8
+        ORB    #$F0             ;LEFT
+        BRA    LOGO9
+LOGO8   ORB    #$F
+LOGO9   STB    ,X
+        LDA    TEMPA            ;GET DATA
+        BNE    LOGO3            ;OTHER PIXEL
+        DEC    TEMPB
+        BNE    LOGO1            ;NEXT BYTE
+        STY    LGOPTR           ;SLEEP
+        LDA    #2
+        LDX    #LOGO0
+        JSR    SLEEPP
+LOGO10  STX    CUREND           ;SAVE END OF CURSER
+        LDA    #3               ;SLOW?
+        CMPA   LGOFLG
+        BNE    LOGO1$           ;NOPE
+        LDA    #10              ;NOPE MAKE FAST
+        STA    LGOFLG
+        NEWP   PRES,AMTYPE      ;CREATE THE NEXT ONE.
+LOGO1$  LDX    #LGOTAB
+        STX    LGOPTR
+        BRA    LOGO0            ;CONTINUE
 *
 *ELECTRONICS PRESENTS
 *
-PRES   NEWP    DEFEND,AMTYPE CREATE DEFEND.
-PRES1  LDX     #$3258
-       LDU     #ELECV
-       MLJSR   2,WTEXTB
-       LDA     #5
-       LDX     #PRES1
-       JSR     SLEEPP
+PRES    NEWP   DEFEND,AMTYPE    ;CREATE DEFEND.
+PRES1   LDX    #$3258
+        LDU    #ELECV
+        MLJSR  2,WTEXTB
+        LDA    #5
+        LDX    #PRES1
+        JSR    SLEEPP
 *
 *DEFENDER
 *
-DEFEND NAPP    $30,DEFEN$ START APPEARS
-DEFEN$ LDD     #DEFPIC INITIALIZE DESCRIPTER POINTER
-       STD     DEFSPT
-       LDD     #DEFBLK INITIALIZE DATA POINTER
-       STD     DEFDPT
-       LDD     #0      ZERO BGL
-       STD     BGL
-       LDD     #$0C00  INITIALIZE 16 BIT X COORINATE
-       STD     WX
-       LDD     #DEFRAM INITIALIZE OBJECT POINTER
-       STD     DEFRPT
+DEFEND  NAPP   $30,DEFEN$       ;START APPEARS
+DEFEN$  LDD    #DEFPIC          ;INITIALIZE DESCRIPTER POINTER
+        STD    DEFSPT
+        LDD    #DEFBLK          ;INITIALIZE DATA POINTER
+        STD    DEFDPT
+        LDD    #0               ;ZERO BGL
+        STD    BGL
+        LDD    #$0C00           ;INITIALIZE 16 BIT X COORINATE
+        STD    WX
+        LDD    #DEFRAM          ;INITIALIZE OBJECT POINTER
+        STD    DEFRPT
 *START LOOP
-DEF1   LDX     DEFRPT
-       LDY     DEFSPT
-       LDD     #$040C  WIDTH, HEIGHT
-       STD     ,Y
-       LDD     DEFDPT  DATA ADDRESS
-       STD     2,Y
-       ADDD    #4*24
-       STD     DEFDPT
-       STY     OPICT,X DESCRIPTER ADDRESS
-       LDD     WX
-       STD     OX16,X  16 BIT X COORDINATE
-       ADDD    #$100
-       STD     WX
-       LDD     #$9800  16 BIT Y COORDINATE
-       STD     OY16,X
-       JSR     APVCT   START APPEAR
-       LEAX    BLKLEN,X NEXT OBJECT
-       STX     DEFRPT
-       LEAY    4,Y     NEXT DECSRIPTER
-       STY     DEFSPT
-       CMPY    #DEFPIC+4*15 DONE?
-       BNE     DEF1
-*
-DEF2   NAPP    $2E,DEF33
-DEF33  LDX     #DEFDSC MAKE WHOLE DEFENDER DESCRIPTER
-       LDD     #$3C18
-       STD     ,X
-       LDD     #DEFBLK
-       STD     2,X
-       NEWP    DEF50,AMTYPE START WHOLE DEFENDER RESTORE
-       NAPP    $28,DEF44
-DEF44  NEWP    CBOMB,AMTYPE
+DEF1    LDX    DEFRPT
+        LDY    DEFSPT
+        LDD    #$040C           ;WIDTH, HEIGHT
+        STD    ,Y
+        LDD    DEFDPT           ;DATA ADDRESS
+        STD    2,Y
+        ADDD   #4*24
+        STD    DEFDPT
+        STY    OPICT,X          ;DESCRIPTER ADDRESS
+        LDD    WX
+        STD    OX16,X           ;16 BIT X COORDINATE
+        ADDD   #$100
+        STD    WX
+        LDD    #$9800           ;16 BIT Y COORDINATE
+        STD    OY16,X
+        JSR    APVCT            ;START APPEAR
+        LEAX   BLKLEN,X         ;NEXT OBJECT
+        STX    DEFRPT
+        LEAY   4,Y              ;NEXT DECSRIPTER
+        STY    DEFSPT
+        CMPY   #DEFPIC+4*15     ;DONE?
+        BNE    DEF1
+*
+DEF2    NAPP   $2E,DEF33
+DEF33   LDX    #DEFDSC          ;MAKE WHOLE DEFENDER DESCRIPTER
+        LDD    #$3C18
+        STD    ,X
+        LDD    #DEFBLK
+        STD    2,X
+        NEWP   DEF50,AMTYPE     ;START WHOLE DEFENDER RESTORE
+        NAPP   $28,DEF44
+DEF44   NEWP   CBOMB,AMTYPE
 *
 *COPYRIGHT
 *
-COPYRT LDU     CUREND  GET END OF "WILLIAMS" CURSER
-       LDY     #CPRTAB TABLE START
-       LDX     #$3BD0  TOP LEFT
-CPR1   LDD     ,Y++
-       STD     XTEMP$  SAVE DATA
-       LDA     #1      BIT POINTER
-CPR2   CLRB
-       BITA    XTEMP$
-       BEQ     CPR3
-       LDB     #$10
-CPR3   BITA    XTEMP$+1
-       BEQ     CPR4
-       ORB     #1
-CPR4   STB     ,X+
-       ASLA
-       BNE     CPR2
-       LEAX    $F8,X
-       CMPY    #CPREND
-       BNE     CPR1
+COPYRT  LDU    CUREND           ;GET END OF "WILLIAMS" CURSER
+        LDY    #CPRTAB          ;TABLE START
+        LDX    #$3BD0           ;TOP LEFT
+CPR1    LDD    ,Y++
+        STD    XTEMP$           ;SAVE DATA
+        LDA    #1               ;BIT POINTER
+CPR2    CLRB 
+        BITA   XTEMP$
+        BEQ    CPR3
+        LDB    #$10
+CPR3    BITA   XTEMP$+1
+        BEQ    CPR4
+        ORB    #1
+CPR4    STB    ,X+
+        ASLA 
+        BNE    CPR2
+        LEAX   $F8,X
+        CMPY   #CPREND
+        BNE    CPR1
 *"WILLIAMS" CHECK
-       LDX     #PCRAM  GET COLOR ZERO ADDRESS
-       LDB     LOGO8+1 GET WILLIAMS COLOR NUMBER
-       LDA     B,X     GET WILLIAMS COLOR
-       COMA            FULL RED PRESENT?
-       ANDA    #7
-       BNE     WILCK1  NO?, BOGUS
-       LDX     #WCURS!.$C35A CONFUSION
-       LDD     #WCURS!.$3CA5 MORE CONFUSION
-       STU     D,X     TRANSFER CURSER
-WILCK1 LDA     #1      SET POWER FLAG
-       STA     PWRFLG
-       NEWP    CREDS,AMTYPE TURN ON CREDITS
-       LDA     #60     DELAY TIMER
-       STA     STALT
-CPR55  TST     ICREDF  CHECK FOR INCREASE IN CREDITS
-       LBNE    LEDRET  YES?, GIVE INSTRUCTIONS
-       DEC     STALT   TIME OUT?
-       BEQ     CPR56
-       NAPP    10,CPR55 NOPE, NOT YET
-CPR56  JMP     HALDIS  DISPLAY HALL OF FAME
+        LDX    #PCRAM           ;GET COLOR ZERO ADDRESS
+        LDB    LOGO8+1          ;GET WILLIAMS COLOR NUMBER
+        LDA    B,X              ;GET WILLIAMS COLOR
+        COMA     FULL             ;RED PRESENT?
+        ANDA   #7
+        BNE    WILCK1           ;NO?, BOGUS
+        LDX    #WCURS!.$C35A    ;CONFUSION
+        LDD    #WCURS!.$3CA5    ;MORE CONFUSION
+        STU    D,X              ;TRANSFER CURSER
+WILCK1  LDA    #1               ;SET POWER FLAG
+        STA    PWRFLG
+        NEWP   CREDS,AMTYPE     ;TURN ON CREDITS
+        LDA    #60              ;DELAY TIMER
+        STA    STALT
+CPR55   TST    ICREDF           ;CHECK FOR INCREASE IN CREDITS
+        LBNE   LEDRET           ;YES?, GIVE INSTRUCTIONS
+        DEC    STALT            ;TIME OUT?
+        BEQ    CPR56
+        NAPP   10,CPR55         ;NOPE, NOT YET
+CPR56   JMP    HALDIS           ;DISPLAY HALL OF FAME
 *
 *"DEFENDER" WHOLE WRITING ROUTINE
 *
-DEF50  LDY     #DEFDSC DESCRIPTER
-       LDD     #$3090  SCREEN ADDRESS
-       JSR     CWRIT
-       TST     RAMALS  CHECK ONE SIZE
-       BNE     DEF51
-       TST     RAMALS+RAMSIZ CHECK ANOTHER TO BE SURE
-       BNE     DEF51
-       NEWP    WILLIR,AMTYPE APPEAR DONE, QUICK RSTORE LOGO
-       JMP     SUCIDE
-DEF51  NAPP    1,DEF50 SLEEP 1, REFRESH
+DEF50   LDY    #DEFDSC          ;DESCRIPTER
+        LDD    #$3090           ;SCREEN ADDRESS
+        JSR    CWRIT
+        TST    RAMALS           ;CHECK ONE SIZE
+        BNE    DEF51
+        TST    RAMALS+RAMSIZ    ;CHECK ANOTHER TO BE SURE
+        BNE    DEF51
+        NEWP   WILLIR,AMTYPE    ;APPEAR DONE, QUICK RSTORE LOGO
+        JMP    SUCIDE
+DEF51   NAPP   1,DEF50          ;SLEEP 1, REFRESH
 *
 *"DEFENDER" DATA EXPANDER
 *
-DEFNNN LDX     #DEFBLK INITIALIZE SERIAL POINTER
-       LDY     #DEFDAT DATA TABLE START
-       CLRA
-       STA     PIX     LEFT PIXEL FIRST
-       STA     LEN     ZERO LENGTH ACCUMULATOR
-DEFX1  LDA     ,Y      GET LEFT DATA NIBBLE
-       LSRA
-       LSRA
-       LSRA
-       LSRA
-       BSR     DEFX2   DECODE
-       LDA     ,Y+     GET RIGHT DATA NIBBLE
-       ANDA    #$F
-       BSR     DEFX2   DECODE
-       CMPY    #DEFDEN DONE?
-       BNE     DEFX1
-*
-DEFX2  BITA    #$C     DIRECT OR EXTENDED
-       BNE     DEFX3
+DEFNNN  LDX    #DEFBLK          ;INITIALIZE SERIAL POINTER
+        LDY    #DEFDAT          ;DATA TABLE START
+        CLRA 
+        STA    PIX              ;LEFT PIXEL FIRST
+        STA    LEN              ;ZERO LENGTH ACCUMULATOR
+DEFX1   LDA    ,Y               ;GET LEFT DATA NIBBLE
+        LSRA 
+        LSRA 
+        LSRA 
+        LSRA 
+        BSR    DEFX2            ;DECODE
+        LDA    ,Y+              ;GET RIGHT DATA NIBBLE
+        ANDA   #$F
+        BSR    DEFX2            ;DECODE
+        CMPY   #DEFDEN          ;DONE?
+        BNE    DEFX1
+*
+DEFX2   BITA   #$C              ;DIRECT OR EXTENDED
+        BNE    DEFX3
 *EXTENDED
-       ADDA    LEN     INCLUDE UPPER BITS
-       ASLA            MULT BY 4
-       ASLA
-       STA     LEN     SAVE LENGTH
-       RTS             NEXT NIBBLE
+        ADDA   LEN              ;INCLUDE UPPER BITS
+        ASLA     MULT             ;BY 4
+        ASLA 
+        STA    LEN              ;SAVE LENGTH
+        RTS      NEXT             ;NIBBLE
 *DIRECT
-DEFX3  PSHS    A
-       ANDA    #3      EXTRACT LENGTH OF LINE
-       ADDA    LEN     INCLUDE EXTENDED BITS
-       STA     LEN
-       PULS    A
-       ANDA    #$C     EXTRACT COLOR
-       LSRA
-       LSRA
-       LDU     #DCOLRS-1 COLOR TABLE START
-       LDB     A,U
-       STB     DCOLOR
-       CMPX    #DEFBLK+24*60 CHECK FOR NEXT LINE
-       BLO     DEFX4
-       LEAX    1-24*60,X NEXT LINE
-DEFX4  LDA     PIX     CHECK RIGHT OR LEFT PIXEL
-       BEQ     DEFX5   LEFT FIRST?
-       LDA     ,X      RIGHT FIRST
-       ANDA    #$F0    SAVE OLD LEFT
-       STA     ,X
-       LDA     DCOLOR
-       ANDA    #$F     RIGHT COLOR ONLY
-       ORA     ,X
-       STA     ,X      SAVE NEW RIGHT PIXEL
-       LDA     DCOLOR
-       BRA     DEFX7
-DEFX5  COM     PIX
-       LDA     DCOLOR  MAIN LINE LOOP
-DEFX6  STA     ,X      SAVE NEW LEFT AND RIGHT
-       DEC     LEN     COUNT DOWN LENGTH
-       BMI     DEFX8   LINE DONE?
-DEFX7  LEAX    24,X
-       DEC     LEN     COUNT DOWN LENGTH
-       BPL     DEFX6   LINE NOT DONE?
-       CLR     PIX     LAST RIGHT
-DEFX8  CLR     LEN     ZERO LENGTH ACCUMULATOR
-       RTS
+DEFX3   PSHS   A
+        ANDA   #3               ;EXTRACT LENGTH OF LINE
+        ADDA   LEN              ;INCLUDE EXTENDED BITS
+        STA    LEN
+        PULS   A
+        ANDA   #$C              ;EXTRACT COLOR
+        LSRA 
+        LSRA 
+        LDU    #DCOLRS-1        ;COLOR TABLE START
+        LDB    A,U
+        STB    DCOLOR
+        CMPX   #DEFBLK+24*60    ;CHECK FOR NEXT LINE
+        BLO    DEFX4
+        LEAX   1-24*60,X        ;NEXT LINE
+DEFX4   LDA    PIX              ;CHECK RIGHT OR LEFT PIXEL
+        BEQ    DEFX5            ;LEFT FIRST?
+        LDA    ,X               ;RIGHT FIRST
+        ANDA   #$F0             ;SAVE OLD LEFT
+        STA    ,X
+        LDA    DCOLOR
+        ANDA   #$F              ;RIGHT COLOR ONLY
+        ORA    ,X
+        STA    ,X               ;SAVE NEW RIGHT PIXEL
+        LDA    DCOLOR
+        BRA    DEFX7
+DEFX5   COM    PIX
+        LDA    DCOLOR           ;MAIN LINE LOOP
+DEFX6   STA    ,X               ;SAVE NEW LEFT AND RIGHT
+        DEC    LEN              ;COUNT DOWN LENGTH
+        BMI    DEFX8            ;LINE DONE?
+DEFX7   LEAX   24,X
+        DEC    LEN              ;COUNT DOWN LENGTH
+        BPL    DEFX6            ;LINE NOT DONE?
+        CLR    PIX              ;LAST RIGHT
+DEFX8   CLR    LEN              ;ZERO LENGTH ACCUMULATOR
+        RTS  
 *
 *CREDITS
 *
-CREDS  LDB     CREDIT  GET CREDITS
-       BEQ     CREDS2  NO CREDITS?, NO DISPLAY
-       CMPB    OCRED   CHECK IF COIN ADDED
-       BLS     CREDS1
-       STB     OCRED   YES?, UPDATE OLD CREDITS
-       INC     ICREDF  SET INCREASE CREDIT FLAG
-CREDS1 LDU     #CREDV  MESSAGE VECTOR
-       LDX     #$28E5  SCREEN ADDRESS
-       MLJSR   2,WTEXTB WRITE TO SCREEN
-       CLRA            NO HIGH
-       LDX     #$48E5  PLACE FOR NUMBERS
-       MLJSR   2,WNUMBB WRITE IT
-CREDS2 NAPP    16,CREDS SLEEP 16
+CREDS   LDB    CREDIT           ;GET CREDITS
+        BEQ    CREDS2           ;NO CREDITS?, NO DISPLAY
+        CMPB   OCRED            ;CHECK IF COIN ADDED
+        BLS    CREDS1
+        STB    OCRED            ;YES?, UPDATE OLD CREDITS
+        INC    ICREDF           ;SET INCREASE CREDIT FLAG
+CREDS1  LDU    #CREDV           ;MESSAGE VECTOR
+        LDX    #$28E5           ;SCREEN ADDRESS
+        MLJSR  2,WTEXTB         ;WRITE TO SCREEN
+        CLRA     NO               ;HIGH
+        LDX    #$48E5           ;PLACE FOR NUMBERS
+        MLJSR  2,WNUMBB         ;WRITE IT
+CREDS2  NAPP   16,CREDS         ;SLEEP 16
 *
 *WILLIAMS LOGO FAST RESTORE
 *
-WILLIR LDA     #$FF    FAST RATE
-       STA     LGOFLG
-       NAPP    2,WILR1 SLEEP 2
-WILR1  LDA     #10     BACK TO OLD RATE
-       STA     LGOFLG
-       JMP     SUCIDE
+WILLIR  LDA    #$FF             ;FAST RATE
+        STA    LGOFLG
+        NAPP   2,WILR1          ;SLEEP 2
+WILR1   LDA    #10              ;BACK TO OLD RATE
+        STA    LGOFLG
+        JMP    SUCIDE
 *
 *PLAYER SCORES
 *
-SCORES LDA     PLRCNT  GET PLAYER COUNT
-SCORS1 BEQ     SCORS2  DONE?
-       JSR     SCRTR0  DISPLAY SCORE
-       DECA
-       BRA     SCORS1  NEXT
-SCORS2 RTS
+SCORES  LDA    PLRCNT           ;GET PLAYER COUNT
+SCORS1  BEQ    SCORS2           ;DONE?
+        JSR    SCRTR0           ;DISPLAY SCORE
+        DECA 
+        BRA    SCORS1           ;NEXT
+SCORS2  RTS  
 *
 *LOGO DATA
 *
-NULL   EQU     $FF     NUL BYTE
-HYPERC EQU     $FE     HYPER TO NEW SCREEN ADDRESS
-QUIT   EQU     $FD     QUIT
-LGOTAB FCB     HYPERC,$74,$40
-       FCB     $11,$11,$85,$81,$81,$81,$88,$82
-       FCB     $82,$22,$24,$22,$42,$24,$24,$24
-       FCB     $44,$24,$44,$49,$44,$94,$41,$88
-       FCB     $14,$41,$88,$14,$41,$88,$94,$41
-       FCB     $88,$94,$49,$88,$14,$98,$58,$94
-       FCB     $98,$18,$94,$46,$66,$62,$42,$42
-       FCB     $42,$42,$25,$24,$24,$68,$24,$24
-       FCB     $24,$26,$11,$18,$18,$58,$18,$58
-       FCB     $81,$44,$98,$81,$44,$98,$81,$44
-       FCB     $98,$14,$94,$94,$16,$22,$24,$24
-       FCB     $A4,$24,$A4,$24,$24,$24,$24,$24
-       FCB     HYPERC,$81,$4A
-       FCB     $42,$42,$42,$42,$44,$99,$99,$41
-       FCB     $88,$14,$41,$88,$14,$46,$24,$24
-       FCB     $24,$24,$24,$24,$A4,$24,$24,$A4
-       FCB     $22,$42,$4A,$42,$42,$44,$99,$19
-       FCB     $91,$19,$91,$91,$81,$81,$41,$81
-       FCB     $49,$46,$42,$42,$42,$42,$42,$42
-       FCB     $24,$22,$42,$62,$62,$42,$24,$49
-       FCB     $19,$91,$91,$91,$91,$91,$85,$88
-       FCB     $14,$94,$14,$24,$24,$24,$24,$24
-       FCB     $24,$A4,$24,$24,$41,$81,$81,$18
-       FCB     $18,$94,$41,$88,$14,$14,$24,$42
-       FCB     $24,$24,$24,$24,$24,$24,$24,$44
-       FCB     $98,$18,$18,$18,$58,$89,$44,$18
-       FCB     $85,$14,$24,$14,$24,$A4,$24,$24
-       FCB     $24,$A4,$24,$28,$24,$44,$18,$19
-       FCB     $19,$81,$41,$81,$14,$24,$24,$24
-       FCB     $24,$22,$42,$42,$64,$41,$85,$81
-       FCB     $81,$18,$19,$41,$89,$44,$42,$22
-       FCB     $42,$24,$24,$24,$24,$24,$44,$18
-       FCB     $14,$98,$11,$81,$81,$41,$89,$44
-       FCB     $42,$22,$42,$24,$24,$24,$24,$24
-       FCB     $44,$18,$94,$41,$88,$89,$44,$49
-       FCB     $88,$14,$41,$88,$14,$14,$24,$24
-       FCB     $24,$26,$62,$66,$26,$24,$18,$91
-       FCB     $91,$19,$18,$14,$18,$14,$14,$24
-       FCB     $14,$2A,$45,$24,$68,$88,$24,$44
-       FCB     $42,$18,$A8,$82,$44,$A8,$22,$20
-       FCB     HYPERC,$87,$40
-       FCB     $44,$11,$88,$24
-       FCB     HYPERC,$9A,$3F
-       FCB     $44,$11,$88,$24
-       FCB     HYPERC,$C1,$3F
-       FCB     $44,$44,$44,$11,$11,$11,$11,$88
-       FCB     $88,$88,$22,$22,$22,$20
-       FCB     HYPERC,$C3,$45
-       FCB     $22,$22,$44,$11,$81,$50
-       FCB     QUIT
+NULL    EQU    $FF              ;NUL BYTE
+HYPERC  EQU    $FE              ;HYPER TO NEW SCREEN ADDRESS
+QUIT    EQU    $FD              ;QUIT
+LGOTAB  FCB    HYPERC,$74,$40
+        FCB    $11,$11,$85,$81,$81,$81,$88,$82
+        FCB    $82,$22,$24,$22,$42,$24,$24,$24
+        FCB    $44,$24,$44,$49,$44,$94,$41,$88
+        FCB    $14,$41,$88,$14,$41,$88,$94,$41
+        FCB    $88,$94,$49,$88,$14,$98,$58,$94
+        FCB    $98,$18,$94,$46,$66,$62,$42,$42
+        FCB    $42,$42,$25,$24,$24,$68,$24,$24
+        FCB    $24,$26,$11,$18,$18,$58,$18,$58
+        FCB    $81,$44,$98,$81,$44,$98,$81,$44
+        FCB    $98,$14,$94,$94,$16,$22,$24,$24
+        FCB    $A4,$24,$A4,$24,$24,$24,$24,$24
+        FCB    HYPERC,$81,$4A
+        FCB    $42,$42,$42,$42,$44,$99,$99,$41
+        FCB    $88,$14,$41,$88,$14,$46,$24,$24
+        FCB    $24,$24,$24,$24,$A4,$24,$24,$A4
+        FCB    $22,$42,$4A,$42,$42,$44,$99,$19
+        FCB    $91,$19,$91,$91,$81,$81,$41,$81
+        FCB    $49,$46,$42,$42,$42,$42,$42,$42
+        FCB    $24,$22,$42,$62,$62,$42,$24,$49
+        FCB    $19,$91,$91,$91,$91,$91,$85,$88
+        FCB    $14,$94,$14,$24,$24,$24,$24,$24
+        FCB    $24,$A4,$24,$24,$41,$81,$81,$18
+        FCB    $18,$94,$41,$88,$14,$14,$24,$42
+        FCB    $24,$24,$24,$24,$24,$24,$24,$44
+        FCB    $98,$18,$18,$18,$58,$89,$44,$18
+        FCB    $85,$14,$24,$14,$24,$A4,$24,$24
+        FCB    $24,$A4,$24,$28,$24,$44,$18,$19
+        FCB    $19,$81,$41,$81,$14,$24,$24,$24
+        FCB    $24,$22,$42,$42,$64,$41,$85,$81
+        FCB    $81,$18,$19,$41,$89,$44,$42,$22
+        FCB    $42,$24,$24,$24,$24,$24,$44,$18
+        FCB    $14,$98,$11,$81,$81,$41,$89,$44
+        FCB    $42,$22,$42,$24,$24,$24,$24,$24
+        FCB    $44,$18,$94,$41,$88,$89,$44,$49
+        FCB    $88,$14,$41,$88,$14,$14,$24,$24
+        FCB    $24,$26,$62,$66,$26,$24,$18,$91
+        FCB    $91,$19,$18,$14,$18,$14,$14,$24
+        FCB    $14,$2A,$45,$24,$68,$88,$24,$44
+        FCB    $42,$18,$A8,$82,$44,$A8,$22,$20
+        FCB    HYPERC,$87,$40
+        FCB    $44,$11,$88,$24
+        FCB    HYPERC,$9A,$3F
+        FCB    $44,$11,$88,$24
+        FCB    HYPERC,$C1,$3F
+        FCB    $44,$44,$44,$11,$11,$11,$11,$88
+        FCB    $88,$88,$22,$22,$22,$20
+        FCB    HYPERC,$C3,$45
+        FCB    $22,$22,$44,$11,$81,$50
+        FCB    QUIT
 *
 *"DEFENDER" DATA
 *
-DEFDAT FCB     $10,$D1,$BD,$29,$C2,$9C,$29,$CB
-       FCB     $EA,$C2,$8C,$29,$C2,$81,$0D,$10
-       FCB     $C2,$8D,$29,$C2,$9C,$29,$CB,$EA
-       FCB     $42,$94,$29,$42,$81,$0C,$3F,$29
-       FCB     $C2,$94,$C2,$9C,$29,$C1,$8D,$A4
-       FCB     $29,$42,$94,$29,$3F,$3E,$29,$42
-       FCB     $A4,$29,$4C,$29,$C1,$8D,$A4,$2A
-       FCB     $42,$94,$29,$3E,$3D,$B6,$B4,$A2
-       FCB     $4A,$17,$CA,$16,$C1,$9C,$B4,$A7
-       FCB     $A4,$B1,$7A,$7A,$3D,$3C,$B6,$B4
-       FCB     $B1,$71,$81,$6B,$16,$C1,$AC,$A4
-       FCB     $B6,$B4,$A2,$4A,$6B,$3C,$2F,$B6
-       FCB     $B4,$29,$62,$85,$C2,$85,$C1,$AC
-       FCB     $A4,$B6,$B4,$28,$62,$A2,$F2,$EB
-       FCB     $61,$84,$29,$62,$8E,$28,$E2,$A4
-       FCB     $B7,$B4,$28,$62,$A2,$E2,$DB,$7B
-       FCB     $42,$96,$28,$4E,$28,$E2,$B4,$B6
-       FCB     $B4,$29,$62,$92,$E2,$CB,$7B,$52
-       FCB     $96,$28,$4E,$28,$EB,$41,$A4,$B7
-       FCB     $B4,$28,$62,$92,$E1,$FB,$7B,$5B
-       FCB     $24,$B1,$6D,$18,$14,$EB,$51,$94
-       FCB     $B7,$B4,$18,$17,$29,$2D,$1E,$B1
-       FCB     $4B,$4B,$25,$B1,$6D,$B1,$5E,$B5
-       FCB     $1A,$4B,$61,$84,$B2,$4B,$41,$82
-       FCB     $C1,$DB,$14,$B5,$18,$17,$18,$16
-       FCB     $D1,$81,$4E,$B6,$19,$4B,$61,$84
-       FCB     $18,$24,$B4,$18,$1F,$1C,$38,$53
-       FCB     $84,$B1,$6E,$2B,$CB,$61,$94,$38
-       FCB     $42,$B4,$18,$41,$81,$EF,$39,$43
-       FCB     $85,$B1,$6E,$2B,$CB,$71,$84,$38
-       FCB     $43,$84,$B6,$18,$1C,$E3,$95,$38
-       FCB     $41,$81,$6D,$38,$CB,$C6,$19,$42
-       FCB     $B5,$38,$4B,$61,$8F,$D3,$95,$38
-       FCB     $5B,$51,$F3,$8C,$BD,$61,$84,$2A
-       FCB     $63,$85,$B6,$18,$ED,$38,$53,$94
-       FCB     $18,$51,$F3,$8C,$BD,$7B,$42,$91
-       FCB     $42,$B5,$18,$7B,$DC,$21,$51,$F3
-       FCB     $4C,$7E,$30,$6C,$C2,$14,$2C,$34
-       FCB     $C7,$E1,$07,$C1,$35,$CC,$21,$42
-       FCB     $C3,$4C,$7F,$10,$6C,$13,$5C,$C1
-       FCB     $35,$C1,$52,$C3,$4C,$7F,$15,$C2
-       FCB     $7D,$34,$C1,$5C,$17,$CC,$36,$C3
-       FCB     $5C,$14,$2D,$34,$C7,$1C,$14,$C2
-       FCB     $6E,$34,$D1,$4E,$15,$CC,$36,$C3
-       FCB     $5C,$14,$2D,$34,$C7,$1C,$14,$C2
-       FCB     $51,$C2,$7D,$14,$F1,$4C
-DEFDEN EQU     *
+DEFDAT  FCB    $10,$D1,$BD,$29,$C2,$9C,$29,$CB
+        FCB    $EA,$C2,$8C,$29,$C2,$81,$0D,$10
+        FCB    $C2,$8D,$29,$C2,$9C,$29,$CB,$EA
+        FCB    $42,$94,$29,$42,$81,$0C,$3F,$29
+        FCB    $C2,$94,$C2,$9C,$29,$C1,$8D,$A4
+        FCB    $29,$42,$94,$29,$3F,$3E,$29,$42
+        FCB    $A4,$29,$4C,$29,$C1,$8D,$A4,$2A
+        FCB    $42,$94,$29,$3E,$3D,$B6,$B4,$A2
+        FCB    $4A,$17,$CA,$16,$C1,$9C,$B4,$A7
+        FCB    $A4,$B1,$7A,$7A,$3D,$3C,$B6,$B4
+        FCB    $B1,$71,$81,$6B,$16,$C1,$AC,$A4
+        FCB    $B6,$B4,$A2,$4A,$6B,$3C,$2F,$B6
+        FCB    $B4,$29,$62,$85,$C2,$85,$C1,$AC
+        FCB    $A4,$B6,$B4,$28,$62,$A2,$F2,$EB
+        FCB    $61,$84,$29,$62,$8E,$28,$E2,$A4
+        FCB    $B7,$B4,$28,$62,$A2,$E2,$DB,$7B
+        FCB    $42,$96,$28,$4E,$28,$E2,$B4,$B6
+        FCB    $B4,$29,$62,$92,$E2,$CB,$7B,$52
+        FCB    $96,$28,$4E,$28,$EB,$41,$A4,$B7
+        FCB    $B4,$28,$62,$92,$E1,$FB,$7B,$5B
+        FCB    $24,$B1,$6D,$18,$14,$EB,$51,$94
+        FCB    $B7,$B4,$18,$17,$29,$2D,$1E,$B1
+        FCB    $4B,$4B,$25,$B1,$6D,$B1,$5E,$B5
+        FCB    $1A,$4B,$61,$84,$B2,$4B,$41,$82
+        FCB    $C1,$DB,$14,$B5,$18,$17,$18,$16
+        FCB    $D1,$81,$4E,$B6,$19,$4B,$61,$84
+        FCB    $18,$24,$B4,$18,$1F,$1C,$38,$53
+        FCB    $84,$B1,$6E,$2B,$CB,$61,$94,$38
+        FCB    $42,$B4,$18,$41,$81,$EF,$39,$43
+        FCB    $85,$B1,$6E,$2B,$CB,$71,$84,$38
+        FCB    $43,$84,$B6,$18,$1C,$E3,$95,$38
+        FCB    $41,$81,$6D,$38,$CB,$C6,$19,$42
+        FCB    $B5,$38,$4B,$61,$8F,$D3,$95,$38
+        FCB    $5B,$51,$F3,$8C,$BD,$61,$84,$2A
+        FCB    $63,$85,$B6,$18,$ED,$38,$53,$94
+        FCB    $18,$51,$F3,$8C,$BD,$7B,$42,$91
+        FCB    $42,$B5,$18,$7B,$DC,$21,$51,$F3
+        FCB    $4C,$7E,$30,$6C,$C2,$14,$2C,$34
+        FCB    $C7,$E1,$07,$C1,$35,$CC,$21,$42
+        FCB    $C3,$4C,$7F,$10,$6C,$13,$5C,$C1
+        FCB    $35,$C1,$52,$C3,$4C,$7F,$15,$C2
+        FCB    $7D,$34,$C1,$5C,$17,$CC,$36,$C3
+        FCB    $5C,$14,$2D,$34,$C7,$1C,$14,$C2
+        FCB    $6E,$34,$D1,$4E,$15,$CC,$36,$C3
+        FCB    $5C,$14,$2D,$34,$C7,$1C,$14,$C2
+        FCB    $51,$C2,$7D,$14,$F1,$4C
+DEFDEN  EQU    *
 *
 *"DEFENDER" COLOR TABLE
 *
-DCOLRS FCB     $22     SHADOW
-       FCB     $CC     LETTERS
-       FCB     0       BACKGROUND
+DCOLRS  FCB    $22              ;SHADOW
+        FCB    $CC              ;LETTERS
+        FCB    0                ;BACKGROUND
 *
 *"COPYRIGHT[C][P] 1980" DATA
 *
-CPRTAB FCB     $3E,$41,$41,$22,$00,$3E,$41,$41
-       FCB     $3E,$00,$7F,$09,$09,$06,$00,$03
-       FCB     $04,$78,$04,$03,$00,$7F,$09,$19
-       FCB     $66,$00,$41,$7F,$41,$00,$3E,$41
-       FCB     $49,$3A,$00,$7F,$08,$08,$7F,$00
-       FCB     $01,$01,$7F,$01,$01,$00,$1C,$22
-       FCB     $5D,$63,$55,$22,$1C,$22,$7F,$4B
-       FCB     $45,$22,$1C,$00,$00,$00,$42,$7F
-       FCB     $40,$00,$26,$49,$49,$3E,$00,$36
-       FCB     $49,$49,$36,$00,$3E,$41,$41,$3E
-CPREND EQU     *
+CPRTAB  FCB    $3E,$41,$41,$22,$00,$3E,$41,$41
+        FCB    $3E,$00,$7F,$09,$09,$06,$00,$03
+        FCB    $04,$78,$04,$03,$00,$7F,$09,$19
+        FCB    $66,$00,$41,$7F,$41,$00,$3E,$41
+        FCB    $49,$3A,$00,$7F,$08,$08,$7F,$00
+        FCB    $01,$01,$7F,$01,$01,$00,$1C,$22
+        FCB    $5D,$63,$55,$22,$1C,$22,$7F,$4B
+        FCB    $45,$22,$1C,$00,$00,$00,$42,$7F
+        FCB    $40,$00,$26,$49,$49,$3E,$00,$36
+        FCB    $49,$49,$36,$00,$3E,$41,$41,$3E
+CPREND  EQU    *
 
-TEXTAB FDB     $4330
-       FDB     $1C70
-       FDB     $3C70
-       FDB     $5F70
-       FDB     $1CA8
-       FDB     $40A8
-       FDB     $5CA8
-TENT   EQU     *-TEXTAB
-       FDB     SCANV
-       FDB     LANDV
-       FDB     MUTV
-       FDB     BAITV
-       FDB     BOMBV
-       FDB     SWRMPV
-       FDB     SWARMV
+TEXTAB  FDB    $4330
+        FDB    $1C70
+        FDB    $3C70
+        FDB    $5F70
+        FDB    $1CA8
+        FDB    $40A8
+        FDB    $5CA8
+TENT    EQU    *-TEXTAB
+        FDB    SCANV
+        FDB    LANDV
+        FDB    MUTV
+        FDB    BAITV
+        FDB    BOMBV
+        FDB    SWRMPV
+        FDB    SWARMV
 
-YS     EQU     *
-ENMYTB FDB     $6000
-       FDB     $6000
-       FDB     $6200
-       FDB     $9800
-       FDB     $9800
-       FDB     $9A00
-OTABND EQU     *
-OLEN   EQU     *-ENMYTB
-PICTS  FDB     LNDP1
-       FDB     SCZP1
-       FDB     UFOP1
-       FDB     TIEP1
-       FDB     PRBP1
-       FDB     SWPIC1
-XS     FDB     $0900
-       FDB     $1100
-       FDB     $1980
-       FDB     $0960
-       FDB     $1160
-       FDB     $19E0
-BLIPS  FDB     $4433
-       FDB     $CC33
-       FDB     $3333
-       FDB     $8888
-       FDB     $CCCC
-       FDB     $2424
+YS      EQU    *
+ENMYTB  FDB    $6000
+        FDB    $6000
+        FDB    $6200
+        FDB    $9800
+        FDB    $9800
+        FDB    $9A00
+OTABND  EQU    *
+OLEN    EQU    *-ENMYTB
+PICTS   FDB    LNDP1
+        FDB    SCZP1
+        FDB    UFOP1
+        FDB    TIEP1
+        FDB    PRBP1
+        FDB    SWPIC1
+XS      FDB    $0900
+        FDB    $1100
+        FDB    $1980
+        FDB    $0960
+        FDB    $1160
+        FDB    $19E0
+BLIPS   FDB    $4433
+        FDB    $CC33
+        FDB    $3333
+        FDB    $8888
+        FDB    $CCCC
+        FDB    $2424
 *
 *SCANNER
 *OFF OLDE BOZOS+PLAYER
-SCNR   LDU     #0
-       LDB     #8
-       LDX     #SETAB
-SCNR0  STU     [,X]
-       STU     [2,X]
-       STU     [4,X]
-       STU     [6,X]
-       ABX
-       CMPX    SETEND
-       BLO     SCNR0
+SCNR    LDU    #0
+        LDB    #8
+        LDX    #SETAB
+SCNR0   STU    [,X]
+        STU    [2,X]
+        STU    [4,X]
+        STU    [6,X]
+        ABX  
+        CMPX   SETEND
+        BLO    SCNR0
 *OFF PLAYER +
-       LDX     [SETEND]
-       BEQ     MT1
-       STU     ,X
-       CLR     2,X
-       STU     -$100,X
+        LDX    [SETEND]
+        BEQ    MT1
+        STU    ,X
+        CLR    2,X
+        STU    -$100,X
 *OUTPUT TERRAIN
-MT1    LDD     BGL     CALC SCANL
-       SUBD    #$8000-(150*32)
-       STD     XTEMP
-       LSRA
-       LSRA            GET 6 BITS
-       LDU     #MTERR
-       LDB     #3
-       MUL
-       LEAU    D,U     GET ADDR
-       LDA     STATUS
-       BITA    #2      NO TERRAIN???
-       BNE     MTX     NONE
-       LDA     #SCANER!>8
-       LDY     #STETAB ERASE TABLE
-MTLP   LDX     #0
-       STX     [,Y]    OFF OLD
-       PULU    B,X
-       STD     ,Y      SAVE NEW ADDR
-       STX     [,Y++]
-       INCA
-       LDX     #0
-       STX     [,Y]
-       PULU    B,X
-       STD     ,Y
-       STX     [,Y++]
-       INCA
-       CMPA    #(SCANER!>8)+64
-       BNE     MTLP
+MT1     LDD    BGL              ;CALC SCANL
+        SUBD   #$8000-(150*32)
+        STD    XTEMP
+        LSRA 
+        LSRA     GET              ;6 BITS
+        LDU    #MTERR
+        LDB    #3
+        MUL  
+        LEAU   D,U              ;GET ADDR
+        LDA    STATUS
+        BITA   #2               ;NO TERRAIN???
+        BNE    MTX              ;NONE
+        LDA    #SCANER!>8
+        LDY    #STETAB          ;ERASE TABLE
+MTLP    LDX    #0
+        STX    [,Y]             ;OFF OLD
+        PULU   B,X
+        STD    ,Y               ;SAVE NEW ADDR
+        STX    [,Y++]
+        INCA 
+        LDX    #0
+        STX    [,Y]
+        PULU   B,X
+        STD    ,Y
+        STX    [,Y++]
+        INCA 
+        CMPA   #(SCANER!>8)+64
+        BNE    MTLP
 *SCANNER BEZEL
-MTX    LDX     #SCANH+$4C01
-       LDD     #$9090
-       STD     ,X
-       STD     $1D,X
-       LDX     #SCANH+$5301
-       LDD     #$0909
-       STD     ,X
-       STD     $1D,X
+MTX     LDX    #SCANH+$4C01
+        LDD    #$9090
+        STD    ,X
+        STD    $1D,X
+        LDX    #SCANH+$5301
+        LDD    #$0909
+        STD    ,X
+        STD    $1D,X
 *OUTPUT BOZOS
-       LDX     #OPTR
-       LDU     #SETAB  ERASE TABLE
-       BSR     SCNR3
-       LDX     #IPTR
-       BSR     SCNR3
-       STU     SETEND  END OF ERASE TABLE
+        LDX    #OPTR
+        LDU    #SETAB           ;ERASE TABLE
+        BSR    SCNR3
+        LDX    #IPTR
+        BSR    SCNR3
+        STU    SETEND           ;END OF ERASE TABLE
 *PLAYER BLIP OUTPUT
-       LDD     PLAXC
-       LSRA
-       LSRA
-       LSRA
-       LSRA
-       LSRB
-       LSRB
-       LSRB
-       ADDD    #$4B00+SCANH-1 PLAYER BASE
-       STD     ,U
-       LDX     ,U
-       LDD     #$9099
-       STD     ,X
-       STA     2,X
-       LDA     #$09
-       STA     -$FF,X
-       RTS
+        LDD    PLAXC
+        LSRA 
+        LSRA 
+        LSRA 
+        LSRA 
+        LSRB 
+        LSRB 
+        LSRB 
+        ADDD   #$4B00+SCANH-1   ;PLAYER BASE
+        STD    ,U
+        LDX    ,U
+        LDD    #$9099
+        STD    ,X
+        STA    2,X
+        LDA    #$09
+        STA    -$FF,X
+        RTS  
 *BLIP SCAN SUBROUTINE
-SCNR10 LDD     OX16,X  FIND OFFSET
-       SUBD    XTEMP   SUBTRACT SCANNER LEFT
-SCNR2  LSRA            SHIFT DOWN TO 6 BITS
-       LSRA
-       LDB     OY16,X
-       LSRB
-       LSRB
-       LSRB
-       ADDD    #SCANER-1
-       STD     ,U
-       LDD     OBJCOL,X STORE BLIP
-       STD     [,U++]
-SCNR3  LDX     ,X      DO THE REST
-       BNE     SCNR10
-       RTS
+SCNR10  LDD    OX16,X           ;FIND OFFSET
+        SUBD   XTEMP            ;SUBTRACT SCANNER LEFT
+SCNR2   LSRA     SHIFT            ;DOWN TO 6 BITS
+        LSRA 
+        LDB    OY16,X
+        LSRB 
+        LSRB 
+        LSRB 
+        ADDD   #SCANER-1
+        STD    ,U
+        LDD    OBJCOL,X         ;STORE BLIP
+        STD    [,U++]
+SCNR3   LDX    ,X               ;DO THE REST
+        BNE    SCNR10
+        RTS  
 *
 *MINI TERRAIN DATA TABLE
 *
-MTERR  FCB     $25,$70,$07,$26,$77,$00,$26,$07,$70,$24,$07,$70
-       FCB     $23,$07,$70,$23,$70,$07,$24,$07,$70,$25,$70,$07
-       FCB     $26,$77,$00,$25,$07,$70,$24,$07,$70,$23,$07,$70
-       FCB     $21,$07,$70,$22,$70,$07,$24,$77,$00,$24,$70,$07
-       FCB     $26,$77,$00,$26,$77,$00,$25,$77,$00,$25,$70,$07
-       FCB     $26,$77,$00,$24,$07,$70,$23,$70,$07,$25,$77,$00
-       FCB     $26,$70,$07,$26,$77,$00,$26,$77,$00,$25,$07,$70
-       FCB     $23,$07,$70,$22,$07,$70,$21,$77,$00,$21,$70,$07
-       FCB     $23,$70,$07,$25,$70,$07,$25,$07,$70,$25,$77,$00
-       FCB     $25,$77,$00,$24,$77,$00,$22,$07,$70,$20,$07,$70
-       FCB     $1E,$07,$70,$1C,$07,$70,$1D,$70,$07,$1F,$70,$07
-       FCB     $21,$70,$07,$22,$70,$07,$24,$70,$07,$26,$70,$07
-       FCB     $26,$77,$00,$26,$77,$00,$26,$77,$00,$26,$77,$00
-       FCB     $26,$77,$00,$25,$77,$00,$25,$70,$07,$26,$77,$00
-       FCB     $24,$07,$70,$23,$77,$00,$24,$77,$00,$22,$07,$70
-       FCB     $23,$70,$07,$22,$07,$70,$21,$70,$07,$23,$70,$07
-       FCB     $25,$70,$07,$26,$77,$00,$26,$07,$70,$24,$07,$70
-       FCB     $23,$07,$70,$23,$70,$07,$24,$07,$70,$25,$70,$07
-       FCB     $26,$77,$00,$25,$07,$70,$24,$07,$70,$23,$07,$70
-       FCB     $21,$07,$70,$22,$70,$07,$24,$77,$00,$24,$70,$07
-       FCB     $26,$77,$00,$26,$77,$00,$25,$77,$00,$25,$70,$07
-       FCB     $26,$77,$00,$24,$07,$70,$23,$70,$07,$25,$77,$00
-       FCB     $26,$70,$07,$26,$77,$00,$26,$77,$00,$25,$07,$70
-       FCB     $23,$07,$70,$22,$07,$70,$21,$77,$00,$21,$70,$07
-       FCB     $23,$70,$07,$25,$70,$07,$25,$07,$70,$25,$77,$00
-       FCB     $25,$77,$00,$24,$77,$00,$22,$07,$70,$20,$07,$70
-       FCB     $1E,$07,$70,$1C,$07,$70,$1D,$70,$07,$1F,$70,$07
-       FCB     $21,$70,$07,$22,$70,$07,$24,$70,$07,$26,$70,$07
-       FCB     $26,$77,$00,$26,$77,$00,$26,$77,$00,$26,$77,$00
-       FCB     $26,$77,$00,$25,$77,$00,$25,$70,$07,$26,$77,$00
-       FCB     $24,$07,$70,$23,$77,$00,$24,$77,$00,$22,$07,$70
-       FCB     $23,$70,$07,$22,$07,$70,$21,$70,$07,$23,$70,$07
-       ORG     $CF00
-       FCB     $C3     CHECKBYTE
-       END
+MTERR   FCB    $25,$70,$07,$26,$77,$00,$26,$07,$70,$24,$07,$70
+        FCB    $23,$07,$70,$23,$70,$07,$24,$07,$70,$25,$70,$07
+        FCB    $26,$77,$00,$25,$07,$70,$24,$07,$70,$23,$07,$70
+        FCB    $21,$07,$70,$22,$70,$07,$24,$77,$00,$24,$70,$07
+        FCB    $26,$77,$00,$26,$77,$00,$25,$77,$00,$25,$70,$07
+        FCB    $26,$77,$00,$24,$07,$70,$23,$70,$07,$25,$77,$00
+        FCB    $26,$70,$07,$26,$77,$00,$26,$77,$00,$25,$07,$70
+        FCB    $23,$07,$70,$22,$07,$70,$21,$77,$00,$21,$70,$07
+        FCB    $23,$70,$07,$25,$70,$07,$25,$07,$70,$25,$77,$00
+        FCB    $25,$77,$00,$24,$77,$00,$22,$07,$70,$20,$07,$70
+        FCB    $1E,$07,$70,$1C,$07,$70,$1D,$70,$07,$1F,$70,$07
+        FCB    $21,$70,$07,$22,$70,$07,$24,$70,$07,$26,$70,$07
+        FCB    $26,$77,$00,$26,$77,$00,$26,$77,$00,$26,$77,$00
+        FCB    $26,$77,$00,$25,$77,$00,$25,$70,$07,$26,$77,$00
+        FCB    $24,$07,$70,$23,$77,$00,$24,$77,$00,$22,$07,$70
+        FCB    $23,$70,$07,$22,$07,$70,$21,$70,$07,$23,$70,$07
+        FCB    $25,$70,$07,$26,$77,$00,$26,$07,$70,$24,$07,$70
+        FCB    $23,$07,$70,$23,$70,$07,$24,$07,$70,$25,$70,$07
+        FCB    $26,$77,$00,$25,$07,$70,$24,$07,$70,$23,$07,$70
+        FCB    $21,$07,$70,$22,$70,$07,$24,$77,$00,$24,$70,$07
+        FCB    $26,$77,$00,$26,$77,$00,$25,$77,$00,$25,$70,$07
+        FCB    $26,$77,$00,$24,$07,$70,$23,$70,$07,$25,$77,$00
+        FCB    $26,$70,$07,$26,$77,$00,$26,$77,$00,$25,$07,$70
+        FCB    $23,$07,$70,$22,$07,$70,$21,$77,$00,$21,$70,$07
+        FCB    $23,$70,$07,$25,$70,$07,$25,$07,$70,$25,$77,$00
+        FCB    $25,$77,$00,$24,$77,$00,$22,$07,$70,$20,$07,$70
+        FCB    $1E,$07,$70,$1C,$07,$70,$1D,$70,$07,$1F,$70,$07
+        FCB    $21,$70,$07,$22,$70,$07,$24,$70,$07,$26,$70,$07
+        FCB    $26,$77,$00,$26,$77,$00,$26,$77,$00,$26,$77,$00
+        FCB    $26,$77,$00,$25,$77,$00,$25,$70,$07,$26,$77,$00
+        FCB    $24,$07,$70,$23,$77,$00,$24,$77,$00,$22,$07,$70
+        FCB    $23,$70,$07,$22,$07,$70,$21,$70,$07,$23,$70,$07
+        ORG    $CF00
+        FCB    $C3              ;CHECKBYTE
+        END  
index bbbaf0d93908b9f9121a941def12940fceb0b77e..d2d72121e22eac0b5acd908d78bb1808b59eeaa9 100755 (executable)
-       TTL     D E F E N D E R   1.0
-       NMLIST
-       NOGEN
+        TTL    D                ;E F E N D E R   1.0
+        NMLIST
+        NOGEN
 ***********************************************************
 *
-*              TERRAIN , MINI-TERRAIN DATA
-*              AND PLAYER EXPLOSION
+*    TERRAIN , MINI-TERRAIN DATA
+*    AND PLAYER EXPLOSION
 *
 ***********************************************************
 *
 *SYSTEM EQUATES
 *
-SLEEPP EQU     $FFD1   LONG SLEEP VECTOR
-PD2    EQU     9
+SLEEPP  EQU    $FFD1            ;LONG SLEEP VECTOR
+PD2     EQU    9
 *
 * TERRAIN EQUATES
 *
-TLEN   EQU     $100
+TLEN    EQU    $100
 *
 * PLAYER EXPLOSION EQUATES
 *
-PXPOST EQU     2       X POSITION TABLE
-PYPOST EQU     4       Y POSITION TABLE
-PXVELT EQU     6       X VELOCITY TABLE
-PYVELT EQU     8       Y VELOCITY TABLE
-PNBITS EQU     $80     NUMBER OF PIECES
+PXPOST  EQU    2                ;X POSITION TABLE
+PYPOST  EQU    4                ;Y POSITION TABLE
+PXVELT  EQU    6                ;X VELOCITY TABLE
+PYVELT  EQU    8                ;Y VELOCITY TABLE
+PNBITS  EQU    $80              ;NUMBER OF PIECES
 *
 * TERRAIN VARIABLES
 *
-       SETDP   $A0
-       ORG     $A000
-TEMP1A RMB     1
-TEMP1B RMB     1
-TEMP1C RMB     1
-TEMP2A RMB     2
-TTBLP0 RMB     2       TERRAIN TABLE POINTER-FLAVOR 0
-TTBLP1 RMB     2       TERRAIN TABLE POINTER-FLAVOR 1
-LTPTR  RMB     2       LEFT TERRAIN DATA POINTER
-RTPTR  RMB     2       RIGHT TERRAIN DATA POINTER
-LTBYTE RMB     1       LEFT TERRAIN DATA BYTE
-RTBYTE RMB     1       RIGHT TERRAIN DATA BYTE
-LTCNT  RMB     1       LEFT TERRAIN BIT COUNTER
-RTCNT  RMB     1       RIGHT TERRAIN BIT COUNTER
-LOFF   RMB     1       LEFT VERTICAL OFFSET
-ROFF   RMB     1       RIGHT VERTICAL OFFSET
-SSTACK RMB     2       HARDWARE STACK
-BGLX   RMB     2       OLD SCREEN LEFT ADDRESS
-TEMP2B RMB     2
+        SETDP  $A0
+        ORG    $A000
+TEMP1A  RMB    1
+TEMP1B  RMB    1
+TEMP1C  RMB    1
+TEMP2A  RMB    2
+TTBLP0  RMB    2                ;TERRAIN TABLE POINTER-FLAVOR 0
+TTBLP1  RMB    2                ;TERRAIN TABLE POINTER-FLAVOR 1
+LTPTR   RMB    2                ;LEFT TERRAIN DATA POINTER
+RTPTR   RMB    2                ;RIGHT TERRAIN DATA POINTER
+LTBYTE  RMB    1                ;LEFT TERRAIN DATA BYTE
+RTBYTE  RMB    1                ;RIGHT TERRAIN DATA BYTE
+LTCNT   RMB    1                ;LEFT TERRAIN BIT COUNTER
+RTCNT   RMB    1                ;RIGHT TERRAIN BIT COUNTER
+LOFF    RMB    1                ;LEFT VERTICAL OFFSET
+ROFF    RMB    1                ;RIGHT VERTICAL OFFSET
+SSTACK  RMB    2                ;HARDWARE STACK
+BGLX    RMB    2                ;OLD SCREEN LEFT ADDRESS
+TEMP2B  RMB    2
 *
 * PLAYER EXPLOSION VARIABLES
 *
-       ORG     $A000
-PCENT  RMB     1       PLAYER CENTER
-PCOLC  RMB     1       COLOR COUNTER
-PCOLP  RMB     2       COLOR POINTER
-PSED   RMB     1       RANDOM SEED MS BYTE
-LPSED  RMB     1       RANDOM SEED LS BYTE
-PSED2  RMB     1       RANDOM SEED 2 MS BYTE
-LPSED2 RMB     1       RANDOM SEED 2 LS BYTE
+        ORG    $A000
+PCENT   RMB    1                ;PLAYER CENTER
+PCOLC   RMB    1                ;COLOR COUNTER
+PCOLP   RMB    2                ;COLOR POINTER
+PSED    RMB    1                ;RANDOM SEED MS BYTE
+LPSED   RMB    1                ;RANDOM SEED LS BYTE
+PSED2   RMB    1                ;RANDOM SEED 2 MS BYTE
+LPSED2  RMB    1                ;RANDOM SEED 2 LS BYTE
 *
 * SYSTEM VARIABLES
 *
-BGL    EQU     $A020   BACKGROUND LEFT
-IRQHK  EQU     $A024   IRQ HOOK
-PCRAM  EQU     $A026   COLOR RAM BUFFER TABLE
+BGL     EQU    $A020            ;BACKGROUND LEFT
+IRQHK   EQU    $A024            ;IRQ HOOK
+PCRAM   EQU    $A026            ;COLOR RAM BUFFER TABLE
 *
 * TERRAIN TABLES
 *
-       ORG     $B300
-ALTTBL RMB     TLEN*4  ALTITUDE TABLE
-TERTF0 RMB     $390    TERRAIN TABLE FLAVOR 0
-TERTF1 RMB     $390    TERRAIN TABLE FLAVOR 1
-STBL   RMB     $130    SCREEN ADDRESS TABLE
+        ORG    $B300
+ALTTBL  RMB    TLEN*4           ;ALTITUDE TABLE
+TERTF0  RMB    $390             ;TERRAIN TABLE FLAVOR 0
+TERTF1  RMB    $390             ;TERRAIN TABLE FLAVOR 1
+STBL    RMB    $130             ;SCREEN ADDRESS TABLE
 *
 * PLAYER EXPLOSION TABLE
 *
-       ORG     $B300
-TABLE  RMB     10*PNBITS
+        ORG    $B300
+TABLE   RMB    10*PNBITS
 *
 * VECTORS
 *
-       ORG     $C000
-       JMP     BGINIT  TERRAIN GENERATION
-       JMP     BGOUT   TERRAIN OUTPUT ROUTINE
-       JMP     BGALT   TERRAIN ALTITUDE TABLE GENERATOR
-       JMP     BGERAS  TERRAIN ERASE
-       FDB     MTERR   MINI TERRAIN DATA
-       JMP     PLEX    PLAYER EXPLOSION
-       FDB     WVTAB   WAVE DATA TABLE
-       FDB     WVTEND  "
+        ORG    $C000
+        JMP    BGINIT           ;TERRAIN GENERATION
+        JMP    BGOUT            ;TERRAIN OUTPUT ROUTINE
+        JMP    BGALT            ;TERRAIN ALTITUDE TABLE GENERATOR
+        JMP    BGERAS           ;TERRAIN ERASE
+        FDB    MTERR            ;MINI TERRAIN DATA
+        JMP    PLEX             ;PLAYER EXPLOSION
+        FDB    WVTAB            ;WAVE DATA TABLE
+        FDB    WVTEND           ;"
 *********************************************************
 *
 * TERRAIN GENERATION
 *
-BGINIT LDD     BGL     GET LEFT TERRAIN POINTER
-       ANDB    #$E0    FIND NEAREST PIXEL
-       STD     TEMP2B
-       ADDD    #$2610  START ON RIGHT EDGE OF SCREEN
-       STD     BGLX
-       CLR     LTCNT   FIND TERRAIN POSITION
-       LDX     #TDATA-1
-       STX     LTPTR
-       LDA     #$E0    BASE OFFSET
-       STA     LOFF
-       JSR     RFONL1  SETUP LEFT BYTE
-       LDX     #$10    ROTATE PLANET TO FIND OFFSET
-TGEN1  CMPX    BGLX
-       BEQ     TGEN4
-       LDA     LTBYTE
-       BPL     TGEN2
-       DEC     LOFF
-       BRA     TGEN3
-TGEN2  INC     LOFF
-TGEN3  JSR     RFONL1
-       LEAX    $20,X
-       BRA     TGEN1
-TGEN4  LDD     LTPTR   SAVE TERRAIN POINTER
-       STD     TEMP2A
-       LDA     LTCNT   SAVE COUNTER
-       STA     TEMP1A
-       LDA     LTBYTE  SAVE TERRAIN DATA BYTE
-       STA     TEMP1B
-       LDA     LOFF    SAVE TERRAIN OFFSET
-       STA     TEMP1C
-       LDX     #TERTF0 INITIALIZE TERRAIN TABLE POINTERS
-       STX     TTBLP0
-       LDX     #TERTF1
-       STX     TTBLP1
-TGEN5  LDD     BGLX    INITIAL TERRAIN GENERATING LOOP
-       SUBD    #$20
-       STD     BGLX
-       CMPD    TEMP2B
-       BMI     TGEN6
-       JSR     ADDL01
-       BRA     TGEN5
-TGEN6  LDD     TEMP2A  SET RIGHT TERRAIN POINTER
-       STD     RTPTR
-       LDA     TEMP1A  SET RIGHT TERRAIN COUNTER
-       STA     RTCNT
-       LDA     TEMP1B  SET RIGHT TERRAIN BYTE
-       STA     RTBYTE
-       LDA     TEMP1C  SET RIGHT OFFSET
-       STA     ROFF
-       LDY     #STBL   ZERO SCREEN ADDRESS TABLE
-       LDX     #0
-TGEN10 STX     ,Y++
-       CMPY    #STBL+$130
-       BNE     TGEN10
-       RTS
+BGINIT  LDD    BGL              ;GET LEFT TERRAIN POINTER
+        ANDB   #$E0             ;FIND NEAREST PIXEL
+        STD    TEMP2B
+        ADDD   #$2610           ;START ON RIGHT EDGE OF SCREEN
+        STD    BGLX
+        CLR    LTCNT            ;FIND TERRAIN POSITION
+        LDX    #TDATA-1
+        STX    LTPTR
+        LDA    #$E0             ;BASE OFFSET
+        STA    LOFF
+        JSR    RFONL1           ;SETUP LEFT BYTE
+        LDX    #$10             ;ROTATE PLANET TO FIND OFFSET
+TGEN1   CMPX   BGLX
+        BEQ    TGEN4
+        LDA    LTBYTE
+        BPL    TGEN2
+        DEC    LOFF
+        BRA    TGEN3
+TGEN2   INC    LOFF
+TGEN3   JSR    RFONL1
+        LEAX   $20,X
+        BRA    TGEN1
+TGEN4   LDD    LTPTR            ;SAVE TERRAIN POINTER
+        STD    TEMP2A
+        LDA    LTCNT            ;SAVE COUNTER
+        STA    TEMP1A
+        LDA    LTBYTE           ;SAVE TERRAIN DATA BYTE
+        STA    TEMP1B
+        LDA    LOFF             ;SAVE TERRAIN OFFSET
+        STA    TEMP1C
+        LDX    #TERTF0          ;INITIALIZE TERRAIN TABLE POINTERS
+        STX    TTBLP0
+        LDX    #TERTF1
+        STX    TTBLP1
+TGEN5   LDD    BGLX             ;INITIAL TERRAIN GENERATING LOOP
+        SUBD   #$20
+        STD    BGLX
+        CMPD   TEMP2B
+        BMI    TGEN6
+        JSR    ADDL01
+        BRA    TGEN5
+TGEN6   LDD    TEMP2A           ;SET RIGHT TERRAIN POINTER
+        STD    RTPTR
+        LDA    TEMP1A           ;SET RIGHT TERRAIN COUNTER
+        STA    RTCNT
+        LDA    TEMP1B           ;SET RIGHT TERRAIN BYTE
+        STA    RTBYTE
+        LDA    TEMP1C           ;SET RIGHT OFFSET
+        STA    ROFF
+        LDY    #STBL            ;ZERO SCREEN ADDRESS TABLE
+        LDX    #0
+TGEN10  STX    ,Y++
+        CMPY   #STBL+$130
+        BNE    TGEN10
+        RTS  
 *********************************************************
 *
 * TERRAIN OUTPUT ROUTINE
 *
-BGOUT  LDD     BGL     UPDATE TABLES
-       ANDB    #$E0
-       SUBD    BGLX
-       ASLB
-       ROLA
-       ASLB
-       ROLA
-       ASLB
-       ROLA
-       STA     TEMP1A
-       BEQ     TTER08
-       BMI     TTER09
-TTER10 LDD     BGLX
-       ADDD    #$20
-       STD     BGLX
-       JSR     ADDR01
-       DEC     TEMP1A
-       BNE     TTER10
-       BRA     TTER08
-TTER09 LDD     BGLX
-       SUBD    #$20
-       STD     BGLX
-       JSR     ADDL01
-       INC     TEMP1A
-       BNE     TTER09
-TTER08 LDD     BGL
-       ANDB    #$E0
-       STD     BGLX
-       LDX     #0
-       LDY     #STBL
-       STS     SSTACK  SAVE HARDWARE STACK
-       LDS     TTBLP0  FOR FLAVOR 0
-       BITB    #$20    CHECK FLAVOR
-       BNE     TTER02
-       LDS     TTBLP1  CHANGE TO FLAVOR 1
-TTER02 LDA     #$98
-TTER03 STX     [,Y]    FAST OUTPUT
-       PULS    B,U
-       STD     ,Y
-       STU     [,Y++]
-       DECA
-       STX     [,Y]
-       PULS    B,U
-       STD     ,Y
-       STU     [,Y++]
-       DECA
-       STX     [,Y]
-       PULS    B,U
-       STD     ,Y
-       STU     [,Y++]
-       DECA
-       STX     [,Y]
-       PULS    B,U
-       STD     ,Y
-       STU     [,Y++]
-       DECA
-       STX     [,Y]
-       PULS    B,U
-       STD     ,Y
-       STU     [,Y++]
-       DECA
-       STX     [,Y]
-       PULS    B,U
-       STD     ,Y
-       STU     [,Y++]
-       DECA
-       STX     [,Y]
-       PULS    B,U
-       STD     ,Y
-       STU     [,Y++]
-       DECA
-       STX     [,Y]
-       PULS    B,U
-       STD     ,Y
-       STU     [,Y++]
-       DECA
-       BNE     TTER03
-TTER04 LDS     SSTACK  RECOVER HARDWARE STACK
-       RTS
+BGOUT   LDD    BGL              ;UPDATE TABLES
+        ANDB   #$E0
+        SUBD   BGLX
+        ASLB 
+        ROLA 
+        ASLB 
+        ROLA 
+        ASLB 
+        ROLA 
+        STA    TEMP1A
+        BEQ    TTER08
+        BMI    TTER09
+TTER10  LDD    BGLX
+        ADDD   #$20
+        STD    BGLX
+        JSR    ADDR01
+        DEC    TEMP1A
+        BNE    TTER10
+        BRA    TTER08
+TTER09  LDD    BGLX
+        SUBD   #$20
+        STD    BGLX
+        JSR    ADDL01
+        INC    TEMP1A
+        BNE    TTER09
+TTER08  LDD    BGL
+        ANDB   #$E0
+        STD    BGLX
+        LDX    #0
+        LDY    #STBL
+        STS    SSTACK           ;SAVE HARDWARE STACK
+        LDS    TTBLP0           ;FOR FLAVOR 0
+        BITB   #$20             ;CHECK FLAVOR
+        BNE    TTER02
+        LDS    TTBLP1           ;CHANGE TO FLAVOR 1
+TTER02  LDA    #$98
+TTER03  STX    [,Y]             ;FAST OUTPUT
+        PULS   B,U
+        STD    ,Y
+        STU    [,Y++]
+        DECA 
+        STX    [,Y]
+        PULS   B,U
+        STD    ,Y
+        STU    [,Y++]
+        DECA 
+        STX    [,Y]
+        PULS   B,U
+        STD    ,Y
+        STU    [,Y++]
+        DECA 
+        STX    [,Y]
+        PULS   B,U
+        STD    ,Y
+        STU    [,Y++]
+        DECA 
+        STX    [,Y]
+        PULS   B,U
+        STD    ,Y
+        STU    [,Y++]
+        DECA 
+        STX    [,Y]
+        PULS   B,U
+        STD    ,Y
+        STU    [,Y++]
+        DECA 
+        STX    [,Y]
+        PULS   B,U
+        STD    ,Y
+        STU    [,Y++]
+        DECA 
+        STX    [,Y]
+        PULS   B,U
+        STD    ,Y
+        STU    [,Y++]
+        DECA 
+        BNE    TTER03
+TTER04  LDS    SSTACK           ;RECOVER HARDWARE STACK
+        RTS  
 *
 * ADD LEFT PIXEL ROUTINE
 *
-ADDL01 JSR     LFONR1  LEFT FUNCTION ON RIGHT SIDE
-       BMI     ADDL07
-       DEC     ROFF    UP
-       BRA     ADDL08
-ADDL07 INC     ROFF    DOWN
-ADDL08 LDA     #$20    CHECK FLAVOR
-       BITA    BGLX+1
-       BNE     ADDL02
-       LDX     TTBLP1  FLAVOR 1
-       JSR     LFONL1  LEFT FUNCTION ON LEFT SIDE
-       BMI     ADDL04
-       DEC     LOFF    UP
-       LDA     LOFF
-       STA     ,X
-       STA     $1C8,X
-       LDD     #$7007
-       STD     1,X
-       STD     $1C9,X
-       LEAX    3,X     MOVE TABLE POINTER
-       CMPX    #TERTF1+$1C8
-       BNE     ADDL09
-       LDX     #TERTF1
-ADDL09 STX     TTBLP1
-       RTS
-ADDL04 LDA     LOFF    DOWN
-       STA     ,X
-       STA     $1C8,X
-       INCA
-       STA     LOFF
-       LDD     #$0770
-       STD     1,X
-       STD     $1C9,X
-       LEAX    3,X     MOVE TABLE POINTER
-       CMPX    #TERTF1+$1C8
-       BNE     ADDL03
-       LDX     #TERTF1
-ADDL03 STX     TTBLP1
-       RTS
-ADDL02 LDX     TTBLP0  FLAVOR 0
-       JSR     LFONL1  LEFT FUNCTION ON LEFT SIDE
-       BMI     ADDL06
-       DEC     LOFF    UP
-       LDA     LOFF
-       STA     ,X
-       STA     $1C8,X
-       LDD     #$7007
-       STD     1,X
-       STD     $1C9,X
-       LEAX    3,X     MOVE TABLE POINTER
-       CMPX    #TERTF0+$1C8
-       BNE     ADDL10
-       LDX     #TERTF0
-ADDL10 STX     TTBLP0
-       RTS
-ADDL06 LDA     LOFF    DOWN
-       STA     ,X
-       STA     $1C8,X
-       INCA
-       STA     LOFF
-       LDD     #$0770
-       STD     1,X
-       STD     $1C9,X
-       LEAX    3,X     MOVE TABLE POINTER
-       CMPX    #TERTF0+$1C8
-       BNE     ADDL05
-       LDX     #TERTF0
-ADDL05 STX     TTBLP0
-       RTS
+ADDL01  JSR    LFONR1           ;LEFT FUNCTION ON RIGHT SIDE
+        BMI    ADDL07
+        DEC    ROFF             ;UP
+        BRA    ADDL08
+ADDL07  INC    ROFF             ;DOWN
+ADDL08  LDA    #$20             ;CHECK FLAVOR
+        BITA   BGLX+1
+        BNE    ADDL02
+        LDX    TTBLP1           ;FLAVOR 1
+        JSR    LFONL1           ;LEFT FUNCTION ON LEFT SIDE
+        BMI    ADDL04
+        DEC    LOFF             ;UP
+        LDA    LOFF
+        STA    ,X
+        STA    $1C8,X
+        LDD    #$7007
+        STD    1,X
+        STD    $1C9,X
+        LEAX   3,X              ;MOVE TABLE POINTER
+        CMPX   #TERTF1+$1C8
+        BNE    ADDL09
+        LDX    #TERTF1
+ADDL09  STX    TTBLP1
+        RTS  
+ADDL04  LDA    LOFF             ;DOWN
+        STA    ,X
+        STA    $1C8,X
+        INCA 
+        STA    LOFF
+        LDD    #$0770
+        STD    1,X
+        STD    $1C9,X
+        LEAX   3,X              ;MOVE TABLE POINTER
+        CMPX   #TERTF1+$1C8
+        BNE    ADDL03
+        LDX    #TERTF1
+ADDL03  STX    TTBLP1
+        RTS  
+ADDL02  LDX    TTBLP0           ;FLAVOR 0
+        JSR    LFONL1           ;LEFT FUNCTION ON LEFT SIDE
+        BMI    ADDL06
+        DEC    LOFF             ;UP
+        LDA    LOFF
+        STA    ,X
+        STA    $1C8,X
+        LDD    #$7007
+        STD    1,X
+        STD    $1C9,X
+        LEAX   3,X              ;MOVE TABLE POINTER
+        CMPX   #TERTF0+$1C8
+        BNE    ADDL10
+        LDX    #TERTF0
+ADDL10  STX    TTBLP0
+        RTS  
+ADDL06  LDA    LOFF             ;DOWN
+        STA    ,X
+        STA    $1C8,X
+        INCA 
+        STA    LOFF
+        LDD    #$0770
+        STD    1,X
+        STD    $1C9,X
+        LEAX   3,X              ;MOVE TABLE POINTER
+        CMPX   #TERTF0+$1C8
+        BNE    ADDL05
+        LDX    #TERTF0
+ADDL05  STX    TTBLP0
+        RTS  
 *
 * ADD RIGHT PIXEL ROUTINE
 *
-ADDR01 LDA     LTBYTE  CHECK LEFT SIDE
-       BPL     ADDR07
-       DEC     LOFF    UP
-       BRA     ADDR08
-ADDR07 INC     LOFF    DOWN
-ADDR08 JSR     RFONL1  RIGHT FUNCTION ON LEFT SIDE
-       LDA     #$20    CHECK FLAVOR
-       BITA    BGLX+1
-       BEQ     ADDR02
-       LDX     TTBLP1  FLAVOR 1
-       LEAX    -3,X    MOVE TABLE POINTER
-       CMPX    #TERTF1-3
-       BNE     ADDR03
-       LDX     #TERTF1+$1C5
-ADDR03 STX     TTBLP1
-       LDA     RTBYTE  CHECK ON RIGHT SIDE
-       BPL     ADDR04
-       DEC     ROFF    UP
-       LDA     ROFF
-       STA     ,X
-       STA     $1C8,X
-       LDD     #$0770
-       STD     1,X
-       STD     $1C9,X
-       JSR     RFONR1  RIGHT FUNCTION ON RIGHT SIDE
-       RTS
-ADDR04 LDA     ROFF    DOWN
-       STA     ,X
-       STA     $1C8,X
-       INCA
-       STA     ROFF
-       LDD     #$7007
-       STD     1,X
-       STD     $1C9,X
-       JSR     RFONR1  RIGHT FUNCTION ON RIGHT SIDE
-       RTS
-ADDR02 LDX     TTBLP0  FLAVOR 0
-       LEAX    -3,X    MOVE TABLE POINTER
-       CMPX    #TERTF0-3
-       BNE     ADDR05
-       LDX     #TERTF0+$1C5
-ADDR05 STX     TTBLP0
-       LDA     RTBYTE  CHECK RIGHT SIDE
-       BPL     ADDR06
-       DEC     ROFF    UP
-       LDA     ROFF
-       STA     ,X
-       STA     $1C8,X
-       LDD     #$0770
-       STD     1,X
-       STD     $1C9,X
-       JSR     RFONR1  RIGHT FUNCTION ON RIGHT SIDE
-       RTS
-ADDR06 LDA     ROFF    DOWN
-       STA     ,X
-       STA     $1C8,X
-       INCA
-       STA     ROFF
-       LDD     #$7007
-       STD     1,X
-       STD     $1C9,X
-       JSR     RFONR1  RIGHT FUNCTION ON RIGHT SIDE
-       RTS
+ADDR01  LDA    LTBYTE           ;CHECK LEFT SIDE
+        BPL    ADDR07
+        DEC    LOFF             ;UP
+        BRA    ADDR08
+ADDR07  INC    LOFF             ;DOWN
+ADDR08  JSR    RFONL1           ;RIGHT FUNCTION ON LEFT SIDE
+        LDA    #$20             ;CHECK FLAVOR
+        BITA   BGLX+1
+        BEQ    ADDR02
+        LDX    TTBLP1           ;FLAVOR 1
+        LEAX   -3,X             ;MOVE TABLE POINTER
+        CMPX   #TERTF1-3
+        BNE    ADDR03
+        LDX    #TERTF1+$1C5
+ADDR03  STX    TTBLP1
+        LDA    RTBYTE           ;CHECK ON RIGHT SIDE
+        BPL    ADDR04
+        DEC    ROFF             ;UP
+        LDA    ROFF
+        STA    ,X
+        STA    $1C8,X
+        LDD    #$0770
+        STD    1,X
+        STD    $1C9,X
+        JSR    RFONR1           ;RIGHT FUNCTION ON RIGHT SIDE
+        RTS  
+ADDR04  LDA    ROFF             ;DOWN
+        STA    ,X
+        STA    $1C8,X
+        INCA 
+        STA    ROFF
+        LDD    #$7007
+        STD    1,X
+        STD    $1C9,X
+        JSR    RFONR1           ;RIGHT FUNCTION ON RIGHT SIDE
+        RTS  
+ADDR02  LDX    TTBLP0           ;FLAVOR 0
+        LEAX   -3,X             ;MOVE TABLE POINTER
+        CMPX   #TERTF0-3
+        BNE    ADDR05
+        LDX    #TERTF0+$1C5
+ADDR05  STX    TTBLP0
+        LDA    RTBYTE           ;CHECK RIGHT SIDE
+        BPL    ADDR06
+        DEC    ROFF             ;UP
+        LDA    ROFF
+        STA    ,X
+        STA    $1C8,X
+        LDD    #$0770
+        STD    1,X
+        STD    $1C9,X
+        JSR    RFONR1           ;RIGHT FUNCTION ON RIGHT SIDE
+        RTS  
+ADDR06  LDA    ROFF             ;DOWN
+        STA    ,X
+        STA    $1C8,X
+        INCA 
+        STA    ROFF
+        LDD    #$7007
+        STD    1,X
+        STD    $1C9,X
+        JSR    RFONR1           ;RIGHT FUNCTION ON RIGHT SIDE
+        RTS  
 *********************************************************
 *
 * TERRAIN ALTITUDE TABLE GENERATOR
 *
-BGALT  LDX     #TDATA  SET DATA POINTER
-       STX     RTPTR
-       LDA     ,X      SET TERRAIN BYTE
-       STA     RTBYTE
-       LDA     #7      SET TERRAIN BIT COUNTER
-       STA     RTCNT
-       LDA     #$E0    SET BASE OFFSET
-       STA     ROFF
-       LDX     #ALTTBL SET ALTITUDE TABLE POINTER
-ALTT1  LDA     ROFF
-       STA     ,X+     STORE IN TABLE
-       LDA     RTBYTE  CHECK BYTE
-       BPL     ALTT2
-       DEC     ROFF    UP
-       BRA     ALTT3
-ALTT2  INC     ROFF    DOWN
-ALTT3  JSR     RFONR1  NEXT BIT
-       LDA     RTBYTE  CHECK BYTE
-       BPL     ALTT4
-       DEC     ROFF    UP
-       BRA     ALTT5
-ALTT4  INC     ROFF    DOWN
-ALTT5  JSR     RFONR1  NEXT BIT
-       CMPX    #ALTTBL+4*TLEN CHECK FOR DONE
-       BNE     ALTT1
-       RTS
+BGALT   LDX    #TDATA           ;SET DATA POINTER
+        STX    RTPTR
+        LDA    ,X               ;SET TERRAIN BYTE
+        STA    RTBYTE
+        LDA    #7               ;SET TERRAIN BIT COUNTER
+        STA    RTCNT
+        LDA    #$E0             ;SET BASE OFFSET
+        STA    ROFF
+        LDX    #ALTTBL          ;SET ALTITUDE TABLE POINTER
+ALTT1   LDA    ROFF
+        STA    ,X+              ;STORE IN TABLE
+        LDA    RTBYTE           ;CHECK BYTE
+        BPL    ALTT2
+        DEC    ROFF             ;UP
+        BRA    ALTT3
+ALTT2   INC    ROFF             ;DOWN
+ALTT3   JSR    RFONR1           ;NEXT BIT
+        LDA    RTBYTE           ;CHECK BYTE
+        BPL    ALTT4
+        DEC    ROFF             ;UP
+        BRA    ALTT5
+ALTT4   INC    ROFF             ;DOWN
+ALTT5   JSR    RFONR1           ;NEXT BIT
+        CMPX   #ALTTBL+4*TLEN   ;CHECK FOR DONE
+        BNE    ALTT1
+        RTS  
 ********************************************************
 *
 * TERRAIN ERASE
 *
-BGERAS LDX     #0      ZERO
-       LDY     #STBL   ERASE TABLE START
-ERAS1  STX     [Y++]   ERASE AT TABLE
-       CMPY    #STBL+$130 DONE?
-       BNE     ERAS1
-       RTS
+BGERAS  LDX    #0               ;ZERO
+        LDY    #STBL            ;ERASE TABLE START
+ERAS1   STX    [Y++]            ;ERASE AT TABLE
+        CMPY   #STBL+$130       ;DONE?
+        BNE    ERAS1
+        RTS  
 *
 * RIGHT TERRAIN FUNCTION ON LEFT SIDE
 *
-RFONL1 LDA     LTCNT
-       BEQ     RFONL2
-       DEC     LTCNT
-       LDA     LTBYTE
-       ASLA
-       ADCA    #0
-       STA     LTBYTE
-       RTS
-RFONL2 LDU     LTPTR
-       LEAU    1,U
-       CMPU    #TDATA+TLEN
-       BNE     RFONL3
-       LDU     #TDATA
-RFONL3 STU     LTPTR
-       LDA     #7
-       STA     LTCNT
-       LDA     ,U
-       STA     LTBYTE
-       RTS
+RFONL1  LDA    LTCNT
+        BEQ    RFONL2
+        DEC    LTCNT
+        LDA    LTBYTE
+        ASLA 
+        ADCA   #0
+        STA    LTBYTE
+        RTS  
+RFONL2  LDU    LTPTR
+        LEAU   1,U
+        CMPU   #TDATA+TLEN
+        BNE    RFONL3
+        LDU    #TDATA
+RFONL3  STU    LTPTR
+        LDA    #7
+        STA    LTCNT
+        LDA    ,U
+        STA    LTBYTE
+        RTS  
 *
 * RIGHT TERRAIN FUNCTION ON RIGHT SIDE
 *
-RFONR1 LDA     RTCNT
-       BEQ     RFONR2
-       DEC     RTCNT
-       LDA     RTBYTE
-       ASLA
-       ADCA    #0
-       STA     RTBYTE
-       RTS
-RFONR2 LDU     RTPTR
-       LEAU    1,U
-       CMPU    #TDATA+TLEN
-       BNE     RFONR3
-       LDU     #TDATA
-RFONR3 STU     RTPTR
-       LDA     #7
-       STA     RTCNT
-       LDA     ,U
-       STA     RTBYTE
-       RTS
+RFONR1  LDA    RTCNT
+        BEQ    RFONR2
+        DEC    RTCNT
+        LDA    RTBYTE
+        ASLA 
+        ADCA   #0
+        STA    RTBYTE
+        RTS  
+RFONR2  LDU    RTPTR
+        LEAU   1,U
+        CMPU   #TDATA+TLEN
+        BNE    RFONR3
+        LDU    #TDATA
+RFONR3  STU    RTPTR
+        LDA    #7
+        STA    RTCNT
+        LDA    ,U
+        STA    RTBYTE
+        RTS  
 *
 * LEFT TERRAIN FUNCTION ON LEFT SIDE
 *
-LFONL1 LDA     LTCNT
-       CMPA    #7
-       BEQ     LFONL3
-       INC     LTCNT
-       LDA     LTBYTE
-       LSRA
-       BCC     LFONL2
-       ADDA    #$80
-LFONL2 STA     LTBYTE
-       RTS
-LFONL3 LDU     LTPTR
-       CMPU    #TDATA
-       BNE     LFONL4
-       LDU     #TDATA+TLEN
-LFONL4 LEAU    -1,U
-       STU     LTPTR
-       CLR     LTCNT
-       LDA     ,U
-       LSRA
-       BCC     LFONL5
-       ADDA    #$80
-LFONL5 STA     LTBYTE
-       RTS
+LFONL1  LDA    LTCNT
+        CMPA   #7
+        BEQ    LFONL3
+        INC    LTCNT
+        LDA    LTBYTE
+        LSRA 
+        BCC    LFONL2
+        ADDA   #$80
+LFONL2  STA    LTBYTE
+        RTS  
+LFONL3  LDU    LTPTR
+        CMPU   #TDATA
+        BNE    LFONL4
+        LDU    #TDATA+TLEN
+LFONL4  LEAU   -1,U
+        STU    LTPTR
+        CLR    LTCNT
+        LDA    ,U
+        LSRA 
+        BCC    LFONL5
+        ADDA   #$80
+LFONL5  STA    LTBYTE
+        RTS  
 *
 * LEFT TERRAIN FUNCTION ON RIGHT SIDE
 *
-LFONR1 LDA     RTCNT
-       CMPA    #7
-       BEQ     LFONR3
-       INC     RTCNT
-       LDA     RTBYTE
-       LSRA
-       BCC     LFONR2
-       ADDA    #$80
-LFONR2 STA     RTBYTE
-       RTS
-LFONR3 LDU     RTPTR
-       CMPU    #TDATA
-       BNE     LFONR4
-       LDU     #TDATA+TLEN
-LFONR4 LEAU    -1,U
-       STU     RTPTR
-       CLR     RTCNT
-       LDA     ,U
-       LSRA
-       BCC     LFONR5
-       ADDA    #$80
-LFONR5 STA     RTBYTE
-       RTS
+LFONR1  LDA    RTCNT
+        CMPA   #7
+        BEQ    LFONR3
+        INC    RTCNT
+        LDA    RTBYTE
+        LSRA 
+        BCC    LFONR2
+        ADDA   #$80
+LFONR2  STA    RTBYTE
+        RTS  
+LFONR3  LDU    RTPTR
+        CMPU   #TDATA
+        BNE    LFONR4
+        LDU    #TDATA+TLEN
+LFONR4  LEAU   -1,U
+        STU    RTPTR
+        CLR    RTCNT
+        LDA    ,U
+        LSRA 
+        BCC    LFONR5
+        ADDA   #$80
+LFONR5  STA    RTBYTE
+        RTS  
 *
 * TERRAIN DATA TABLE
 *
-TDATA  FCB     $2A,$AA,$AA,$AA,$AA,$AA,$AB,$A1,$D5,$55,$55,$55,$55,$55,$AA,$BF
-       FCB     $FF,$FF,$FF,$C0,$00,$00,$00,$55,$55,$57,$FF,$C0,$01,$55,$55,$55
-       FCB     $55,$55,$55,$5F,$E0,$15,$55,$55,$57,$FF,$F0,$00,$15,$55,$5F,$FF
-       FCB     $FF,$FF,$FF,$00,$00,$00,$00,$05,$55,$7F,$FF,$E0,$00,$05,$55,$55
-       FCB     $55,$55,$FC,$05,$55,$55,$50,$01,$FF,$FF,$FF,$C0,$00,$0A,$AA,$AA
-       FCB     $AA,$FF,$00,$00,$FF,$FF,$FF,$FF,$F0,$00,$00,$1F,$E0,$00,$55,$55
-       FCB     $55,$40,$AA,$AA,$AA,$AA,$AA,$AA,$B5,$57,$AA,$AA,$AA,$F5,$7F,$D5
-       FCB     $55,$55,$57,$FF,$80,$07,$E0,$7F,$F1,$55,$7F,$FF,$FF,$00,$00,$00
-       FCB     $00,$00,$0F,$EF,$76,$91,$11,$11,$5E,$DB,$E9,$84,$77,$EC,$C4,$87
-       FCB     $47,$98,$08,$98,$3F,$C3,$CB,$DB,$9F,$C7,$5F,$2F,$C7,$7D,$EF,$BF
-       FCB     $FA,$4C,$57,$2B,$61,$EF,$EF,$FB,$F7,$E8,$00,$20,$40,$00,$14,$04
-       FCB     $04,$3C,$06,$00,$1D,$07,$3C,$E1,$A5,$55,$55,$45,$2A,$AA,$AA,$AA
-       FCB     $A8,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$56,$AA,$AA,$FE,$AA
-       FCB     $AA,$AA,$AA,$AA,$AA,$AA,$AA,$EA,$AA,$AA,$A8,$02,$AA,$AA,$AA,$AA
-       FCB     $BF,$BE,$3E,$63,$FF,$E0,$D8,$1C,$18,$2A,$AB,$1E,$77,$7A,$AF,$A8
-       FCB     $40,$70,$7D,$40,$0B,$FB,$FA,$FF,$C1,$53,$54,$75,$70,$03,$00,$00
+TDATA   FCB    $2A,$AA,$AA,$AA,$AA,$AA,$AB,$A1,$D5,$55,$55,$55,$55,$55,$AA,$BF
+        FCB    $FF,$FF,$FF,$C0,$00,$00,$00,$55,$55,$57,$FF,$C0,$01,$55,$55,$55
+        FCB    $55,$55,$55,$5F,$E0,$15,$55,$55,$57,$FF,$F0,$00,$15,$55,$5F,$FF
+        FCB    $FF,$FF,$FF,$00,$00,$00,$00,$05,$55,$7F,$FF,$E0,$00,$05,$55,$55
+        FCB    $55,$55,$FC,$05,$55,$55,$50,$01,$FF,$FF,$FF,$C0,$00,$0A,$AA,$AA
+        FCB    $AA,$FF,$00,$00,$FF,$FF,$FF,$FF,$F0,$00,$00,$1F,$E0,$00,$55,$55
+        FCB    $55,$40,$AA,$AA,$AA,$AA,$AA,$AA,$B5,$57,$AA,$AA,$AA,$F5,$7F,$D5
+        FCB    $55,$55,$57,$FF,$80,$07,$E0,$7F,$F1,$55,$7F,$FF,$FF,$00,$00,$00
+        FCB    $00,$00,$0F,$EF,$76,$91,$11,$11,$5E,$DB,$E9,$84,$77,$EC,$C4,$87
+        FCB    $47,$98,$08,$98,$3F,$C3,$CB,$DB,$9F,$C7,$5F,$2F,$C7,$7D,$EF,$BF
+        FCB    $FA,$4C,$57,$2B,$61,$EF,$EF,$FB,$F7,$E8,$00,$20,$40,$00,$14,$04
+        FCB    $04,$3C,$06,$00,$1D,$07,$3C,$E1,$A5,$55,$55,$45,$2A,$AA,$AA,$AA
+        FCB    $A8,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$56,$AA,$AA,$FE,$AA
+        FCB    $AA,$AA,$AA,$AA,$AA,$AA,$AA,$EA,$AA,$AA,$A8,$02,$AA,$AA,$AA,$AA
+        FCB    $BF,$BE,$3E,$63,$FF,$E0,$D8,$1C,$18,$2A,$AB,$1E,$77,$7A,$AF,$A8
+        FCB    $40,$70,$7D,$40,$0B,$FB,$FA,$FF,$C1,$53,$54,$75,$70,$03,$00,$00
 ********************************************************
 *
 * MINI TERRAIN
 *
-MTERR  FCB     $25,$70,$07,$26,$77,$00,$26,$07,$70,$24,$07,$70
-       FCB     $23,$07,$70,$23,$70,$07,$24,$07,$70,$25,$70,$07
-       FCB     $26,$77,$00,$25,$07,$70,$24,$07,$70,$23,$07,$70
-       FCB     $21,$07,$70,$22,$70,$07,$24,$77,$00,$24,$70,$07
-       FCB     $26,$77,$00,$26,$77,$00,$25,$77,$00,$25,$70,$07
-       FCB     $26,$77,$00,$24,$07,$70,$23,$70,$07,$25,$77,$00
-       FCB     $26,$70,$07,$26,$77,$00,$26,$77,$00,$25,$07,$70
-       FCB     $23,$07,$70,$22,$07,$70,$21,$77,$00,$21,$70,$07
-       FCB     $23,$70,$07,$25,$70,$07,$25,$07,$70,$25,$77,$00
-       FCB     $25,$77,$00,$24,$77,$00,$22,$07,$70,$20,$07,$70
-       FCB     $1E,$07,$70,$1C,$07,$70,$1D,$70,$07,$1F,$70,$07
-       FCB     $21,$70,$07,$22,$70,$07,$24,$70,$07,$26,$70,$07
-       FCB     $26,$77,$00,$26,$77,$00,$26,$77,$00,$26,$77,$00
-       FCB     $26,$77,$00,$25,$77,$00,$25,$70,$07,$26,$77,$00
-       FCB     $24,$07,$70,$23,$77,$00,$24,$77,$00,$22,$07,$70
-       FCB     $23,$70,$07,$22,$07,$70,$21,$70,$07,$23,$70,$07
-       FCB     $25,$70,$07,$26,$77,$00,$26,$07,$70,$24,$07,$70
-       FCB     $23,$07,$70,$23,$70,$07,$24,$07,$70,$25,$70,$07
-       FCB     $26,$77,$00,$25,$07,$70,$24,$07,$70,$23,$07,$70
-       FCB     $21,$07,$70,$22,$70,$07,$24,$77,$00,$24,$70,$07
-       FCB     $26,$77,$00,$26,$77,$00,$25,$77,$00,$25,$70,$07
-       FCB     $26,$77,$00,$24,$07,$70,$23,$70,$07,$25,$77,$00
-       FCB     $26,$70,$07,$26,$77,$00,$26,$77,$00,$25,$07,$70
-       FCB     $23,$07,$70,$22,$07,$70,$21,$77,$00,$21,$70,$07
-       FCB     $23,$70,$07,$25,$70,$07,$25,$07,$70,$25,$77,$00
-       FCB     $25,$77,$00,$24,$77,$00,$22,$07,$70,$20,$07,$70
-       FCB     $1E,$07,$70,$1C,$07,$70,$1D,$70,$07,$1F,$70,$07
-       FCB     $21,$70,$07,$22,$70,$07,$24,$70,$07,$26,$70,$07
-       FCB     $26,$77,$00,$26,$77,$00,$26,$77,$00,$26,$77,$00
-       FCB     $26,$77,$00,$25,$77,$00,$25,$70,$07,$26,$77,$00
-       FCB     $24,$07,$70,$23,$77,$00,$24,$77,$00,$22,$07,$70
-       FCB     $23,$70,$07,$22,$07,$70,$21,$70,$07,$23,$70,$07
+MTERR   FCB    $25,$70,$07,$26,$77,$00,$26,$07,$70,$24,$07,$70
+        FCB    $23,$07,$70,$23,$70,$07,$24,$07,$70,$25,$70,$07
+        FCB    $26,$77,$00,$25,$07,$70,$24,$07,$70,$23,$07,$70
+        FCB    $21,$07,$70,$22,$70,$07,$24,$77,$00,$24,$70,$07
+        FCB    $26,$77,$00,$26,$77,$00,$25,$77,$00,$25,$70,$07
+        FCB    $26,$77,$00,$24,$07,$70,$23,$70,$07,$25,$77,$00
+        FCB    $26,$70,$07,$26,$77,$00,$26,$77,$00,$25,$07,$70
+        FCB    $23,$07,$70,$22,$07,$70,$21,$77,$00,$21,$70,$07
+        FCB    $23,$70,$07,$25,$70,$07,$25,$07,$70,$25,$77,$00
+        FCB    $25,$77,$00,$24,$77,$00,$22,$07,$70,$20,$07,$70
+        FCB    $1E,$07,$70,$1C,$07,$70,$1D,$70,$07,$1F,$70,$07
+        FCB    $21,$70,$07,$22,$70,$07,$24,$70,$07,$26,$70,$07
+        FCB    $26,$77,$00,$26,$77,$00,$26,$77,$00,$26,$77,$00
+        FCB    $26,$77,$00,$25,$77,$00,$25,$70,$07,$26,$77,$00
+        FCB    $24,$07,$70,$23,$77,$00,$24,$77,$00,$22,$07,$70
+        FCB    $23,$70,$07,$22,$07,$70,$21,$70,$07,$23,$70,$07
+        FCB    $25,$70,$07,$26,$77,$00,$26,$07,$70,$24,$07,$70
+        FCB    $23,$07,$70,$23,$70,$07,$24,$07,$70,$25,$70,$07
+        FCB    $26,$77,$00,$25,$07,$70,$24,$07,$70,$23,$07,$70
+        FCB    $21,$07,$70,$22,$70,$07,$24,$77,$00,$24,$70,$07
+        FCB    $26,$77,$00,$26,$77,$00,$25,$77,$00,$25,$70,$07
+        FCB    $26,$77,$00,$24,$07,$70,$23,$70,$07,$25,$77,$00
+        FCB    $26,$70,$07,$26,$77,$00,$26,$77,$00,$25,$07,$70
+        FCB    $23,$07,$70,$22,$07,$70,$21,$77,$00,$21,$70,$07
+        FCB    $23,$70,$07,$25,$70,$07,$25,$07,$70,$25,$77,$00
+        FCB    $25,$77,$00,$24,$77,$00,$22,$07,$70,$20,$07,$70
+        FCB    $1E,$07,$70,$1C,$07,$70,$1D,$70,$07,$1F,$70,$07
+        FCB    $21,$70,$07,$22,$70,$07,$24,$70,$07,$26,$70,$07
+        FCB    $26,$77,$00,$26,$77,$00,$26,$77,$00,$26,$77,$00
+        FCB    $26,$77,$00,$25,$77,$00,$25,$70,$07,$26,$77,$00
+        FCB    $24,$07,$70,$23,$77,$00,$24,$77,$00,$22,$07,$70
+        FCB    $23,$70,$07,$22,$07,$70,$21,$70,$07,$23,$70,$07
 **********************************************************
 *
 * PLAYER EXPLOSION X = PLAYER CENTER
 *
-PLEX   PULS    D
-       STD     PD2,U   SAVE RETURN ADDR
-       STX     PCENT   SAVE PLAY CENTER
-       LDD     #$0808
-       STD     PSED    INITIALIZE SEED
-       LDD     #$1732
-       STD     PSED2   INITIALIZE SEED2
+PLEX    PULS   D
+        STD    PD2,U            ;SAVE RETURN ADDR
+        STX    PCENT            ;SAVE PLAY CENTER
+        LDD    #$0808
+        STD    PSED             ;INITIALIZE SEED
+        LDD    #$1732
+        STD    PSED2            ;INITIALIZE SEED2
 * INITIALIZE PIECES
-       LDY     #TABLE
-PINIT1 LDA     PCENT   X POSITION
-       CLRB
-       STD     PXPOST,Y
-       LDA     PCENT+1 Y POSITION
-       STD     PYPOST,Y
-PINIT2 LDA     LPSED   RANDOM NUMBER
-       LSRA
-       EORA    LPSED
-       LSRA
-       LSRA
-       ROR     PSED
-       ROR     LPSED
-       LDA     PSED
-       ANDA    #1      TOP X VELOCITY
-       SUBA    #1      FOR FOUR QUADRANTS
-       LDB     LPSED
-       STD     PXVELT,Y
-       BPL     PINIT3  FIND ABSOLUTE X VELOCITY
-       COMA
-       COMB
-PINIT3 PSHS    D       SAVE ABSOLUTE VELOCITY
-       LDA     LPSED2  RANDOM NUMBER 2
-       LSRA
-       EORA    LPSED2
-       LSRA
-       LSRA
-       ROR     PSED2
-       ROR     LPSED2
-       LDA     PSED2
-       ANDA    #3      TOP Y VELOCITY
-       SUBA    #2      FOR FOUR QUADRANTS
-       LDB     LPSED2
-       STD     PYVELT,Y
-       BPL     PINIT4  FIND ABSOLUTE Y VELOCITY
-       COMA
-       COMB
-PINIT4 LSRA            DIVIDE BY 2
-       RORB
-       ADDD    ,S++    ADD TO ABSOLUTE X VELOCITY
-       CMPD    #$016A  CHECK FOR CORNERS
-       BHS     PINIT1  IF CORNER GET ANOTHER RANDOM NUMBER
-       LDX     #0
-       STX     ,Y      ZERO SCREEN ADDRESS
-       LEAY    10,Y    NEXT POINT
-       CMPY    #TABLE+10*PNBITS
-       BNE     PINIT1
+        LDY    #TABLE
+PINIT1  LDA    PCENT            ;X POSITION
+        CLRB 
+        STD    PXPOST,Y
+        LDA    PCENT+1          ;Y POSITION
+        STD    PYPOST,Y
+PINIT2  LDA    LPSED            ;RANDOM NUMBER
+        LSRA 
+        EORA   LPSED
+        LSRA 
+        LSRA 
+        ROR    PSED
+        ROR    LPSED
+        LDA    PSED
+        ANDA   #1               ;TOP X VELOCITY
+        SUBA   #1               ;FOR FOUR QUADRANTS
+        LDB    LPSED
+        STD    PXVELT,Y
+        BPL    PINIT3           ;FIND ABSOLUTE X VELOCITY
+        COMA 
+        COMB 
+PINIT3  PSHS   D                ;SAVE ABSOLUTE VELOCITY
+        LDA    LPSED2           ;RANDOM NUMBER 2
+        LSRA 
+        EORA   LPSED2
+        LSRA 
+        LSRA 
+        ROR    PSED2
+        ROR    LPSED2
+        LDA    PSED2
+        ANDA   #3               ;TOP Y VELOCITY
+        SUBA   #2               ;FOR FOUR QUADRANTS
+        LDB    LPSED2
+        STD    PYVELT,Y
+        BPL    PINIT4           ;FIND ABSOLUTE Y VELOCITY
+        COMA 
+        COMB 
+PINIT4  LSRA     DIVIDE           ;BY 2
+        RORB 
+        ADDD   ,S++             ;ADD TO ABSOLUTE X VELOCITY
+        CMPD   #$016A           ;CHECK FOR CORNERS
+        BHS    PINIT1           ;IF CORNER GET ANOTHER RANDOM NUMBER
+        LDX    #0
+        STX    ,Y               ;ZERO SCREEN ADDRESS
+        LEAY   10,Y             ;NEXT POINT
+        CMPY   #TABLE+10*PNBITS
+        BNE    PINIT1
 * PLAYER EXPLOSION
-       LDX     #PXCOL  INITIALIZE COLOR POINTER
-       STX     PCOLP
-       LDA     #56     INITIALIZE COLOR COUNTER
-       STA     PCOLC
-PX1    LDA     #1      SLEEEP!!!!!!
-       LDX     #PX1A
-       JMP     SLEEPP
-PX1A   LDX     #0      ALWAYS ZERO
-       LDY     #TABLE  INITIALIZE TABLE POINTER
-       LDA     [PCOLP] GET COLOR
-       STA     PCRAM+$B SET IN PSEUDO COLOR RAM
-       BEQ     PX8     ZERO COLOR, QUIT
-PX2    LDU     ,Y      ERASE OLD PIECE
-       STX     ,U
-       STX     $100,U
-       LDD     PYVELT,Y GET Y VELOCITY
-       ADDD    PYPOST,Y ADD Y POSITION
-       CMPA    #$2A    CHECK IF OFF SCREEN
-       BLO     PX7     OFF SCREEN, NEXT PIECE
-       STD     PYPOST,Y SAVE NEW Y POSITION
-       STA     1,Y     UPDATE Y SCREEN ADDRESS
-       LDD     PXVELT,Y GET X VELOCITY
-       ADDD    PXPOST,Y ADD X POSITION
-       CMPA    #$98    CHECK IF OFF SCREEN
-       BHI     PX7     OFF SCREEN, NEXT PIECE
-       STD     PXPOST,Y SAVE NEW X POSITION
-       STA     ,Y      UPDATE X SCREEN ADDRESS
-       TSTB            CHECK LEFT OR RIGHT FLAVOR
-       BMI     PX6
-       LDD     #$BBBB  LEFT FLAVOR
-       STD     [Y]
-       BRA     PX7
-PX6    LDU     ,Y
-       LDD     #$0B0B  RIGHT FLAVOR
-       STD     ,U
-       LDD     #$B0B0
-       STD     $100,U
-PX7    LEAY    10,Y    NEXT PIECE
-       CMPY    #TABLE+10*PNBITS CHECK FOR LAST PIECE
-       BNE     PX2     NO, LOOP
-       DEC     PCOLC   NEXT COLOR COUNT
-       BNE     PX1     NEXT PIECE
-       LDU     PCOLP   NEXT COLOR
-       LEAU    1,U
-       STU     PCOLP
-       LDA     #4      RE-INITIALIZE COLOR COUNTER
-       STA     PCOLC
-       BRA     PX1     CONTINUE
-PX8    JMP     [PD2,U] RETURN
+        LDX    #PXCOL           ;INITIALIZE COLOR POINTER
+        STX    PCOLP
+        LDA    #56              ;INITIALIZE COLOR COUNTER
+        STA    PCOLC
+PX1     LDA    #1               ;SLEEEP!!!!!!
+        LDX    #PX1A
+        JMP    SLEEPP
+PX1A    LDX    #0               ;ALWAYS ZERO
+        LDY    #TABLE           ;INITIALIZE TABLE POINTER
+        LDA    [PCOLP]          ;GET COLOR
+        STA    PCRAM+$B         ;SET IN PSEUDO COLOR RAM
+        BEQ    PX8              ;ZERO COLOR, QUIT
+PX2     LDU    ,Y               ;ERASE OLD PIECE
+        STX    ,U
+        STX    $100,U
+        LDD    PYVELT,Y         ;GET Y VELOCITY
+        ADDD   PYPOST,Y         ;ADD Y POSITION
+        CMPA   #$2A             ;CHECK IF OFF SCREEN
+        BLO    PX7              ;OFF SCREEN, NEXT PIECE
+        STD    PYPOST,Y         ;SAVE NEW Y POSITION
+        STA    1,Y              ;UPDATE Y SCREEN ADDRESS
+        LDD    PXVELT,Y         ;GET X VELOCITY
+        ADDD   PXPOST,Y         ;ADD X POSITION
+        CMPA   #$98             ;CHECK IF OFF SCREEN
+        BHI    PX7              ;OFF SCREEN, NEXT PIECE
+        STD    PXPOST,Y         ;SAVE NEW X POSITION
+        STA    ,Y               ;UPDATE X SCREEN ADDRESS
+        TSTB     CHECK            ;LEFT OR RIGHT FLAVOR
+        BMI    PX6
+        LDD    #$BBBB           ;LEFT FLAVOR
+        STD    [Y]
+        BRA    PX7
+PX6     LDU    ,Y
+        LDD    #$0B0B           ;RIGHT FLAVOR
+        STD    ,U
+        LDD    #$B0B0
+        STD    $100,U
+PX7     LEAY   10,Y             ;NEXT PIECE
+        CMPY   #TABLE+10*PNBITS ;CHECK FOR LAST PIECE
+        BNE    PX2              ;NO, LOOP
+        DEC    PCOLC            ;NEXT COLOR COUNT
+        BNE    PX1              ;NEXT PIECE
+        LDU    PCOLP            ;NEXT COLOR
+        LEAU   1,U
+        STU    PCOLP
+        LDA    #4               ;RE-INITIALIZE COLOR COUNTER
+        STA    PCOLC
+        BRA    PX1              ;CONTINUE
+PX8     JMP    [PD2,U]          ;RETURN
 * PLAYER EXPLOSION COLOR TABLE
-PXCOL  FCB     $FF,$7F,$3F,$37,$2F,$27,$1F,$17,7,6,5,4,3,2,0
+PXCOL   FCB    $FF,$7F,$3F,$37,$2F,$27,$1F,$17,7,6,5,4,3,2,0
 *
 *WAVE DATA
 *MAX,MIN,INTRADELT,INTERDELT
 *W1,W2,W3,W4
-WVTAB  FCB     20,0,0,0
-       FCB     15,20,20,20 LANDERS
-       FCB     3,0,0,0
-       FCB     0,3,4,5 TIES
-       FCB     6,0,0,0
-       FCB     0,1,3,4 PROBES
-       FCB     10,0,0,0
-       FCB     0,0,0,0 SCHITZOS
-       FCB     10,0,0,0
-       FCB     0,0,0,0 SWARMERS
-       FCB     30,0,0,0
-       FCB     30,25,20,16 WAVE TIME
-       FCB     5,0,0,0
-       FCB     5,5,5,5 WAVE SIZE
-       FCB     $60,0,3,2
-       FCB     $16,$1E,$26,$2E LANDER XV
-       FCB     $01,0,0,0
-       FCB     $00,$00,$01,$01 LANDER YV MSB
-       FCB     $FF,0,$10,$00
-       FCB     $70,$B0,$00,$00 LSB
-       FCB     $80,$10,$FC,$FE
-       FCB     $4A,$3A,$2A,$2A LDSTIM
-       FCB     $30,0,0,0
-       FCB     $20,$28,$2C,$30 TIE XV
-       FCB     2,0,0,0
-       FCB     1,1,2,2 SZRY
-       FCB     1,0,0,0
-       FCB     $00,$00,$01,$01 SZYV MSB
-       FCB     $FF,$0,$08,$06
-       FCB     $62,$E0,$02,$12 " LSB
-       FCB     $60,$0,$8,$4
-       FCB     $0C,$1C,$24,$28 SZXV
-       FCB     $FF,$08,$FE,$FE
-       FCB     $2A,$22,$1E,$1C SZSTIM
-       FCB     $60,$0,$08,$02
-       FCB     $16,$1E,$20,$22 SWXV
-       FCB     40,10,-2,-1
-       FCB     25,25,25,25 SWSTIM
-       FCB     $3F,0,0,0
-       FCB     $1F,$1F,$1F,$3F SWAC
-       FCB     $C0,$18,$F4,$FC
-       FCB     $D4,$C4,$A4,$94 UFOTIM
-       FCB     10,3,$FF,$FF
-       FCB     15,13,12,10 UFSTIM
-       FCB     200,40,$F4,$F8
-       FCB     240,220,200,200 UFOSK
-WVTEND EQU     *
-       END
+WVTAB   FCB    20,0,0,0
+        FCB    15,20,20,20      ;LANDERS
+        FCB    3,0,0,0
+        FCB    0,3,4,5          ;TIES
+        FCB    6,0,0,0
+        FCB    0,1,3,4          ;PROBES
+        FCB    10,0,0,0
+        FCB    0,0,0,0          ;SCHITZOS
+        FCB    10,0,0,0
+        FCB    0,0,0,0          ;SWARMERS
+        FCB    30,0,0,0
+        FCB    30,25,20,16      ;WAVE TIME
+        FCB    5,0,0,0
+        FCB    5,5,5,5          ;WAVE SIZE
+        FCB    $60,0,3,2
+        FCB    $16,$1E,$26,$2E  ;LANDER XV
+        FCB    $01,0,0,0
+        FCB    $00,$00,$01,$01  ;LANDER YV MSB
+        FCB    $FF,0,$10,$00
+        FCB    $70,$B0,$00,$00  ;LSB
+        FCB    $80,$10,$FC,$FE
+        FCB    $4A,$3A,$2A,$2A  ;LDSTIM
+        FCB    $30,0,0,0
+        FCB    $20,$28,$2C,$30  ;TIE XV
+        FCB    2,0,0,0
+        FCB    1,1,2,2          ;SZRY
+        FCB    1,0,0,0
+        FCB    $00,$00,$01,$01  ;SZYV MSB
+        FCB    $FF,$0,$08,$06
+        FCB    $62,$E0,$02,$12  ;" LSB
+        FCB    $60,$0,$8,$4
+        FCB    $0C,$1C,$24,$28  ;SZXV
+        FCB    $FF,$08,$FE,$FE
+        FCB    $2A,$22,$1E,$1C  ;SZSTIM
+        FCB    $60,$0,$08,$02
+        FCB    $16,$1E,$20,$22  ;SWXV
+        FCB    40,10,-2,-1
+        FCB    25,25,25,25      ;SWSTIM
+        FCB    $3F,0,0,0
+        FCB    $1F,$1F,$1F,$3F  ;SWAC
+        FCB    $C0,$18,$F4,$FC
+        FCB    $D4,$C4,$A4,$94  ;UFOTIM
+        FCB    10,3,$FF,$FF
+        FCB    15,13,12,10      ;UFSTIM
+        FCB    200,40,$F4,$F8
+        FCB    240,220,200,200  ;UFOSK
+WVTEND  EQU    *
+        END  
index 036aaf22f9328adca554afe09b0e1f86251cf7f8..74c98bf619b3eaef71d17942f253dc8075c42a3c 100755 (executable)
 *
 * PRAYAH 1:     P L O G L A M    S T A H T
 *
-       ORG     $D000
-       FCB     $4A     CKBYT CHECKSUM(ACTUAL)
-       SETDP   RAM!>8
+        ORG    $D000
+        FCB    $4A              ;CKBYT CHECKSUM(ACTUAL)
+        SETDP  RAM!>8
 *
 *SLEEP
 *A=SLEEP TIME X 16MSEC
 *X=WAKEUP ADDR
 *
-SLEEP  LDU     CRPROC
-       STA     PTIME,U
-       STX     PADDR,U
-       JMP     DISP2
+SLEEP   LDU    CRPROC
+        STA    PTIME,U
+        STX    PADDR,U
+        JMP    DISP2
 *
 *SUICIDE
 *
-SUCIDE LDX     CRPROC
-       BSR     KILL
-       LEAU    ,X
-       JMP     DISP2   GET NEW CRPROC
+SUCIDE  LDX    CRPROC
+        BSR    KILL
+        LEAU   ,X
+        JMP    DISP2            ;GET NEW CRPROC
 *
 *KILL OBJECT PROCESS
 *
-KILLOP LDX     OBJID,X
+KILLOP  LDX    OBJID,X
 *
 *KILL
 *X=PROCESS TO KILL
 *
-KILL   PSHS    D,U
-       LDU     #ACTIVE
-KILP1  CMPX    ,U
-       BNE     KILPLP  NO MATCH
-       LDD     ,X      GET FORWARD LINK OF DEAD GUY
-       STD     ,U
-       LDA     PCOD,X
-       BEQ     KILP2   REG PROCESS
-       LDD     SPFREE  SUPER PROCESS
-       STX     SPFREE
-       BRA     KILP3
-KILP2  LDD     FREE
-       STX     FREE    PUT HIM AT HEAD OF FREE
-KILP3  STD     ,X
-       LEAX    ,U      SAVE CRPROC FOR SUICIDE
-       PULS    D,U,PC
-KILPLP LDU     ,U
-       BNE     KILP1
-ERROR  NOP             ERROR TRAP
-       JMP     SINIT
+KILL    PSHS   D,U
+        LDU    #ACTIVE
+KILP1   CMPX   ,U
+        BNE    KILPLP           ;NO MATCH
+        LDD    ,X               ;GET FORWARD LINK OF DEAD GUY
+        STD    ,U
+        LDA    PCOD,X
+        BEQ    KILP2            ;REG PROCESS
+        LDD    SPFREE           ;SUPER PROCESS
+        STX    SPFREE
+        BRA    KILP3
+KILP2   LDD    FREE
+        STX    FREE             ;PUT HIM AT HEAD OF FREE
+KILP3   STD    ,X
+        LEAX   ,U               ;SAVE CRPROC FOR SUICIDE
+        PULS   D,U,PC
+KILPLP  LDU    ,U
+        BNE    KILP1
+ERROR   NOP      ERROR            ;TRAP
+        JMP    SINIT
 *
 *MAKE A SUPER PROCESS
 *X = START ADDR
 *A = USER TYPE
 *X =RETURNED WITH DATA BLOCK POINTER
-MSPROC PSHS    A,Y,U
-       LDU     SPFREE
-       BNE     *+3
-       JSR     ERROR   ERROR TRAP
-       LDY     ,U
-       STY     SPFREE
-       LDA     #1
-       STA     PCOD,U
-       LDA     ,S      GET TYPE
-       BRA     MKP1
+MSPROC  PSHS   A,Y,U
+        LDU    SPFREE
+        BNE    *+3
+        JSR    ERROR            ;ERROR TRAP
+        LDY    ,U
+        STY    SPFREE
+        LDA    #1
+        STA    PCOD,U
+        LDA    ,S               ;GET TYPE
+        BRA    MKP1
 *
 *MAKE A PROCESS
 *X=START ADDR
 *A=USER TYPE
 *X RETURNED WITH DATA BLOCK PTR
 *
-MKPROC PSHS    A,Y,U
-       LDU     FREE
-       BNE     MKP0    NOT OUT
-       JSR     ERROR
-MKP0   LDY     ,U
-       STY     FREE    DELINK
-       CLR     PCOD,U
-MKP1   STX     PADDR,U
-       STA     PTYPE,U
-       LDA     #1
-       STA     PTIME,U INIT TIME
-       LDX     [CRPROC]
-       STU     [CRPROC]
-       STX     ,U      LINK IN
-       LEAX    ,U      SETUP X AS DATA BLOCK
-       PULS    A,Y,U,PC
+MKPROC  PSHS   A,Y,U
+        LDU    FREE
+        BNE    MKP0             ;NOT OUT
+        JSR    ERROR
+MKP0    LDY    ,U
+        STY    FREE             ;DELINK
+        CLR    PCOD,U
+MKP1    STX    PADDR,U
+        STA    PTYPE,U
+        LDA    #1
+        STA    PTIME,U          ;INIT TIME
+        LDX    [CRPROC]
+        STU    [CRPROC]
+        STX    ,U               ;LINK IN
+        LEAX   ,U               ;SETUP X AS DATA BLOCK
+        PULS   A,Y,U,PC
 *
 *GENOCIDE : KILL EVERYONE EXCEPT FOR YOURSELF
 *
-GNCIDE PSHS    A,X
-       LDX     #ACTIVE
-GNC1   LDX     ,X
-       BEQ     GNCX
-       CMPX    CRPROC
-       BEQ     GNC1    DO NOT KILL SELF
-       LDA     PTYPE,X DONT KILL COINS
-       CMPA    #CTYPE
-       BEQ     GNC1
-       BSR     KILL
-       BRA     GNC1
-GNCX   PULS    A,X,PC
+GNCIDE  PSHS   A,X
+        LDX    #ACTIVE
+GNC1    LDX    ,X
+        BEQ    GNCX
+        CMPX   CRPROC
+        BEQ    GNC1             ;DO NOT KILL SELF
+        LDA    PTYPE,X          ;DONT KILL COINS
+        CMPA   #CTYPE
+        BEQ    GNC1
+        BSR    KILL
+        BRA    GNC1
+GNCX    PULS   A,X,PC
 *
 *INIT OBJECT
 *BSR GETOB
@@ -109,552 +109,552 @@ GNCX    PULS    A,X,PC
 *U>OBJID
 *RET<RET+6
 *
-OBINIT BSR     GETOB
-       PSHS    U,D,Y
-       STU     OBJID,X
-       LDU     6,S
-       PULU    D,Y
-       STD     OPICT,X
-       STY     OCVECT,X
-       PULU    D
-       STD     OBJCOL,X
-       STU     6,S
-       PULS    U,D,Y,PC
+OBINIT  BSR    GETOB
+        PSHS   U,D,Y
+        STU    OBJID,X
+        LDU    6,S
+        PULU   D,Y
+        STD    OPICT,X
+        STY    OCVECT,X
+        PULU   D
+        STD    OBJCOL,X
+        STU    6,S
+        PULS   U,D,Y,PC
 *
 *GET OBJECT LIST CELL IN X
 *OBJX=0
 *CALLER MUST >STX OPTR< AFTER INITIALIZATION OF PARAMETERS
-GETOB  PSHS    U,D
-       LDX     OFREE
-       BNE     GETOB1  NOT OUT
-       JSR     ERROR
-GETOB1 LDD     OLINK,X
-       STD     OFREE
-       LDD     OPTR
-       STD     OLINK,X
-       CLRD
-       STD     OBJX,X
-       STA     OTYP,X  CLEAR TYPE
-       PULS    U,D,PC
+GETOB   PSHS   U,D
+        LDX    OFREE
+        BNE    GETOB1           ;NOT OUT
+        JSR    ERROR
+GETOB1  LDD    OLINK,X
+        STD    OFREE
+        LDD    OPTR
+        STD    OLINK,X
+        CLRD 
+        STD    OBJX,X
+        STA    OTYP,X           ;CLEAR TYPE
+        PULS   U,D,PC
 *
 *KILL OBJECT CELL IN X
 *
-KILLOB PSHS    X,Y,U
-       LDU     #OPTR
-KILO1  CMPX    ,U      MATCH?
-       BNE     KILOLP
-KILO2  LDY     [,U]    UNLINK
-       STY     ,U
-       LDY     OFREE
-       STX     OFREE
-       STY     ,X
-       PULS    X,Y,U,PC
-KILOLP LDU     ,U
-       BNE     KILO1   CONTINUE
-       LDU     #IPTR   SEARCH INACTIVE LIST
-KILO3  CMPX    ,U
-       BEQ     KILO2
-       LDU     ,U
-       BNE     KILO3
-       JSR     ERROR
+KILLOB  PSHS   X,Y,U
+        LDU    #OPTR
+KILO1   CMPX   ,U               ;MATCH?
+        BNE    KILOLP
+KILO2   LDY    [,U]             ;UNLINK
+        STY    ,U
+        LDY    OFREE
+        STX    OFREE
+        STY    ,X
+        PULS   X,Y,U,PC
+KILOLP  LDU    ,U
+        BNE    KILO1            ;CONTINUE
+        LDU    #IPTR            ;SEARCH INACTIVE LIST
+KILO3   CMPX   ,U
+        BEQ    KILO2
+        LDU    ,U
+        BNE    KILO3
+        JSR    ERROR
 *
 *KILL A SHELL
 *X=SHELL
 *
-KILSHL PSHS    X,Y,U
-       LDU     #SPTR
-       BRA     KILO3
+KILSHL  PSHS   X,Y,U
+        LDU    #SPTR
+        BRA    KILO3
 *
 *OUTPUT 2X8
 *
-ON28   PSHS    X,DP
-       STS     TEMP48
-       BCC     ON280
-       LEAY    2,Y
-ON280  LDS     OBJP0,Y
-       ADDB    #8
-       TFR     D,U
-       BRA     ON281
+ON28    PSHS   X,DP
+        STS    TEMP48
+        BCC    ON280
+        LEAY   2,Y
+ON280   LDS    OBJP0,Y
+        ADDB   #8
+        TFR    D,U
+        BRA    ON281
 *
 *OFF2X8
 *
-OFF28  PSHS    X,DP
-       ADDB    #8
-       TFR     D,U
-       LDD     #0
-       LDX     #0
-       LEAY    ,X
-       TFR     A,DP
-       ANDCC   #0
-       BRA     OFF281
+OFF28   PSHS   X,DP
+        ADDB   #8
+        TFR    D,U
+        LDD    #0
+        LDX    #0
+        LEAY   ,X
+        TFR    A,DP
+        ANDCC  #0
+        BRA    OFF281
 *
 *OFF 5X8
 *
-OFF58  PSHS    X,DP
-       ADDB    #8
-       TFR     D,U
-       LDD     #0
-       LDX     #0
-       LEAY    ,X
-       TFR     A,DP
-       ANDCC   #0
-       PSHU    X,Y,D,DP,CC
-       LEAU    264,U
-       BRA     OFF481
+OFF58   PSHS   X,DP
+        ADDB   #8
+        TFR    D,U
+        LDD    #0
+        LDX    #0
+        LEAY   ,X
+        TFR    A,DP
+        ANDCC  #0
+        PSHU   X,Y,D,DP,CC
+        LEAU   264,U
+        BRA    OFF481
 *
 *OUTPUT 4X8
 *STORED COL1-COLN
 *CALLED BY IRQ ONLY
-ON48   PSHS    X,DP
-       STS     TEMP48  SAVE STACK
-       BCC     ON480
-       LEAY    2,Y     ODD PHASE
-ON480  LDS     OBJP0,Y
-       ADDB    #8
-       TFR     D,U
-ON481  PULS    D,X,Y,DP,CC
-       PSHU    D,X,Y,DP,CC
-       LEAU    264,U
-       PULS    D,X,Y,DP,CC
-       PSHU    D,X,Y,DP,CC
-       LEAU    264,U
-ON281  PULS    D,X,Y,DP,CC
-       PSHU    D,X,Y,DP,CC
-       LEAU    264,U
-       PULS    D,X,Y,DP,CC
-       PSHU    D,X,Y,DP,CC
-       LDS     >TEMP48 STACK RESTORE, EXTENDED
-       PULS    X,DP,PC
+ON48    PSHS   X,DP
+        STS    TEMP48           ;SAVE STACK
+        BCC    ON480
+        LEAY   2,Y              ;ODD PHASE
+ON480   LDS    OBJP0,Y
+        ADDB   #8
+        TFR    D,U
+ON481   PULS   D,X,Y,DP,CC
+        PSHU   D,X,Y,DP,CC
+        LEAU   264,U
+        PULS   D,X,Y,DP,CC
+        PSHU   D,X,Y,DP,CC
+        LEAU   264,U
+ON281   PULS   D,X,Y,DP,CC
+        PSHU   D,X,Y,DP,CC
+        LEAU   264,U
+        PULS   D,X,Y,DP,CC
+        PSHU   D,X,Y,DP,CC
+        LDS    >TEMP48          ;STACK RESTORE, EXTENDED
+        PULS   X,DP,PC
 *
 *ERASE 4X8
 *COLUMNAR OBJECTS 8 LONG
 *
 *OFF 4X8
 *
-OFF48  PSHS    X,DP
-       ADDB    #8
-       TFR     D,U
-       LDD     #0
-       LDX     #0
-       LEAY    ,X
-       TFR     A,DP
-       ANDCC   #0
-OFF481 PSHU    X,Y,D,DP,CC
-       LEAU    264,U
-       PSHU    X,Y,D,DP,CC
-       LEAU    264,U
-OFF281 PSHU    X,Y,D,DP,CC
-       LEAU    264,U
-       PSHU    X,Y,D,DP,CC
-       PULS    X,DP,PC
+OFF48   PSHS   X,DP
+        ADDB   #8
+        TFR    D,U
+        LDD    #0
+        LDX    #0
+        LEAY   ,X
+        TFR    A,DP
+        ANDCC  #0
+OFF481  PSHU   X,Y,D,DP,CC
+        LEAU   264,U
+        PSHU   X,Y,D,DP,CC
+        LEAU   264,U
+OFF281  PSHU   X,Y,D,DP,CC
+        LEAU   264,U
+        PSHU   X,Y,D,DP,CC
+        PULS   X,DP,PC
 *
 *ON 5X8
 *
-ON58   PSHS    X,DP
-       STS     TEMP48
-       BCC     ON580
-       LEAY    2,Y
-ON580  LDS     OBJP0,Y
-       ADDB    #8
-       TFR     D,U
-       PULS    D,X,Y,DP,CC
-       PSHU    D,X,Y,DP,CC
-       LEAU    264,U
-       BRA     ON481
+ON58    PSHS   X,DP
+        STS    TEMP48
+        BCC    ON580
+        LEAY   2,Y
+ON580   LDS    OBJP0,Y
+        ADDB   #8
+        TFR    D,U
+        PULS   D,X,Y,DP,CC
+        PSHU   D,X,Y,DP,CC
+        LEAU   264,U
+        BRA    ON481
 *
 *ON 3X4 OBJECT
 *
-ON34   BCC     ON340
-       LEAY    2,Y     ODD GUY
-ON340  LDY     OBJP0,Y
-       TFR     D,U
-ON341  LDD     ,Y
-       STD     ,U
-       LDD     2,Y
-       STD     2,U
-       LDD     4,Y
-       STD     $100,U
-       LDD     6,Y
-       STD     $102,U
-       LDD     8,Y
-       STD     $200,U
-       LDD     10,Y
-       STD     $202,U
-       RTS
+ON34    BCC    ON340
+        LEAY   2,Y              ;ODD GUY
+ON340   LDY    OBJP0,Y
+        TFR    D,U
+ON341   LDD    ,Y
+        STD    ,U
+        LDD    2,Y
+        STD    2,U
+        LDD    4,Y
+        STD    $100,U
+        LDD    6,Y
+        STD    $102,U
+        LDD    8,Y
+        STD    $200,U
+        LDD    10,Y
+        STD    $202,U
+        RTS  
 *
 *OFF 3X4 OBJECT
 *
-OFF34  TFR     D,U
-       LDD     #0
-OFF341 STD     ,U
-       STD     2,U
-       STD     $100,U
-       STD     $102,U
-       STD     $200,U
-       STD     $202,U
-       RTS
+OFF34   TFR    D,U
+        LDD    #0
+OFF341  STD    ,U
+        STD    2,U
+        STD    $100,U
+        STD    $102,U
+        STD    $200,U
+        STD    $202,U
+        RTS  
 *
 *ON 2X3 OBJECT
 *
-ON23   BCC     ON230
-       LEAY    2,Y
-ON230  LDY     OBJP0,Y
-       TFR     D,U
-       LDD     ,Y
-       STD     ,U
-       LDD     2,Y
-       STA     2,U
-       STB     $100,U
-       LDD     4,Y
-       STD     $101,U
-       RTS
+ON23    BCC    ON230
+        LEAY   2,Y
+ON230   LDY    OBJP0,Y
+        TFR    D,U
+        LDD    ,Y
+        STD    ,U
+        LDD    2,Y
+        STA    2,U
+        STB    $100,U
+        LDD    4,Y
+        STD    $101,U
+        RTS  
 *
 *OFF 2X3 OBJECT
 *
-OFF23  TFR     D,U
-       LDD     #0
-       STD     ,U
-       STA     2,U
-       STD     $100,U
-       STA     $102,U
-       RTS
+OFF23   TFR    D,U
+        LDD    #0
+        STD    ,U
+        STA    2,U
+        STD    $100,U
+        STA    $102,U
+        RTS  
 *
 *OUTPUT 6X4
 *IRQ CALLS ONLY
 *
-ON64   PSHS    X,U,D
-       STS     TEMP48
-       BCC     ON640
-       LEAY    2,Y
-ON640  LDS     OBJP0,Y
-       ADDB    #4
-       TFR     D,U
-ON641  PULS    X,D
-       PSHU    X,D
-       LEAU    260,U
-       PULS    X,D
-       PSHU    X,D
-       LEAU    260,U
-       PULS    X,D
-       PSHU    X,D
-       LEAU    260,U
-       PULS    X,D
-       PSHU    X,D
-       LEAU    260,U
-       PULS    X,D
-       PSHU    X,D
-       LEAU    260,U
-       PULS    X,D
-       PSHU    X,D
-       LDS     TEMP48
-       PULS    X,U,D,PC
+ON64    PSHS   X,U,D
+        STS    TEMP48
+        BCC    ON640
+        LEAY   2,Y
+ON640   LDS    OBJP0,Y
+        ADDB   #4
+        TFR    D,U
+ON641   PULS   X,D
+        PSHU   X,D
+        LEAU   260,U
+        PULS   X,D
+        PSHU   X,D
+        LEAU   260,U
+        PULS   X,D
+        PSHU   X,D
+        LEAU   260,U
+        PULS   X,D
+        PSHU   X,D
+        LEAU   260,U
+        PULS   X,D
+        PSHU   X,D
+        LEAU   260,U
+        PULS   X,D
+        PSHU   X,D
+        LDS    TEMP48
+        PULS   X,U,D,PC
 *
 *OFF 6X4
 *
-OFF64  PSHS    X,U,D
-       ADDB    #4
-       TFR     D,U
-       LDD     #0
-OFF641 LDX     #0
-       PSHU    X,D
-       LEAU    260,U
-       PSHU    X,D
-       LEAU    260,U
-       PSHU    X,D
-       LEAU    260,U
-       PSHU    X,D
-       LEAU    260,U
-       PSHU    X,D
-       LEAU    260,U
-       PSHU    X,D
-       PULS    X,U,D,PC
+OFF64   PSHS   X,U,D
+        ADDB   #4
+        TFR    D,U
+        LDD    #0
+OFF641  LDX    #0
+        PSHU   X,D
+        LEAU   260,U
+        PSHU   X,D
+        LEAU   260,U
+        PSHU   X,D
+        LEAU   260,U
+        PSHU   X,D
+        LEAU   260,U
+        PSHU   X,D
+        LEAU   260,U
+        PSHU   X,D
+        PULS   X,U,D,PC
 *
 *OUTPUT 8X6
 *
-ON86   PSHS    X
-       STS     TEMP48
-       BCC     ON860
-       LEAY    2,Y
-ON860  LDS     OBJP0,Y
-       ADDB    #6
-       TFR     D,U
-       PULS    X,D,Y
-       PSHU    X,D,Y
-       LEAU    262,U
-       PULS    X,D,Y
-       PSHU    X,D,Y
-       LEAU    262,U
-ON661  PULS    X,D,Y
-       PSHU    X,D,Y
-       LEAU    262,U
-ON561  PULS    X,D,Y
-       PSHU    X,D,Y
-       LEAU    262,U
-       PULS    X,D,Y
-       PSHU    X,D,Y
-       LEAU    262,U
-       PULS    X,D,Y
-       PSHU    X,D,Y
-       LEAU    262,U
-       PULS    X,D,Y
-       PSHU    X,D,Y
-       LEAU    262,U
-       PULS    X,D,Y
-       PSHU    X,D,Y
-       LDS     TEMP48
-       PULS    X,PC
+ON86    PSHS   X
+        STS    TEMP48
+        BCC    ON860
+        LEAY   2,Y
+ON860   LDS    OBJP0,Y
+        ADDB   #6
+        TFR    D,U
+        PULS   X,D,Y
+        PSHU   X,D,Y
+        LEAU   262,U
+        PULS   X,D,Y
+        PSHU   X,D,Y
+        LEAU   262,U
+ON661   PULS   X,D,Y
+        PSHU   X,D,Y
+        LEAU   262,U
+ON561   PULS   X,D,Y
+        PSHU   X,D,Y
+        LEAU   262,U
+        PULS   X,D,Y
+        PSHU   X,D,Y
+        LEAU   262,U
+        PULS   X,D,Y
+        PSHU   X,D,Y
+        LEAU   262,U
+        PULS   X,D,Y
+        PSHU   X,D,Y
+        LEAU   262,U
+        PULS   X,D,Y
+        PSHU   X,D,Y
+        LDS    TEMP48
+        PULS   X,PC
 *
 *OFF 8X6
 *
-OFF86  PSHS    X
-       ADDB    #6
-       TFR     D,U
-       LDD     #0
-       LDX     #0
-       LEAY    ,X
-       PSHU    X,D,Y
-       LEAU    262,U
-       PSHU    X,D,Y
-       LEAU    262,U
-OFF661 PSHU    X,D,Y
-       LEAU    262,U
-OFF561 PSHU    X,D,Y
-       LEAU    262,U
-       PSHU    X,D,Y
-       LEAU    262,U
-       PSHU    X,D,Y
-       LEAU    262,U
-       PSHU    X,D,Y
-       LEAU    262,U
-       PSHU    X,D,Y
-       PULS    X,PC
+OFF86   PSHS   X
+        ADDB   #6
+        TFR    D,U
+        LDD    #0
+        LDX    #0
+        LEAY   ,X
+        PSHU   X,D,Y
+        LEAU   262,U
+        PSHU   X,D,Y
+        LEAU   262,U
+OFF661  PSHU   X,D,Y
+        LEAU   262,U
+OFF561  PSHU   X,D,Y
+        LEAU   262,U
+        PSHU   X,D,Y
+        LEAU   262,U
+        PSHU   X,D,Y
+        LEAU   262,U
+        PSHU   X,D,Y
+        LEAU   262,U
+        PSHU   X,D,Y
+        PULS   X,PC
 *
 *OUTPUT 5X6
 *
-ON56   PSHS    X
-       STS     TEMP48
-       BCC     ON560
-       LEAY    2,Y
-ON560  LDS     OBJP0,Y
-       ADDB    #6
-       TFR     D,U
-       BRA     ON561
+ON56    PSHS   X
+        STS    TEMP48
+        BCC    ON560
+        LEAY   2,Y
+ON560   LDS    OBJP0,Y
+        ADDB   #6
+        TFR    D,U
+        BRA    ON561
 *
 *OFF 5X6
 *
-OFF56  PSHS    X
-       ADDB    #6
-       TFR     D,U
-       LDD     #0
-       LDX     #0
-       LEAY    ,X
-       BRA     OFF561
+OFF56   PSHS   X
+        ADDB   #6
+        TFR    D,U
+        LDD    #0
+        LDX    #0
+        LEAY   ,X
+        BRA    OFF561
 *
 *OUTPUT 6X6
 *
-ON66   PSHS    X
-       STS     TEMP48
-       BCC     ON660
-       LEAY    2,Y
-ON660  LDS     OBJP0,Y
-       ADDB    #6
-       TFR     D,U
-       JMP     ON661
+ON66    PSHS   X
+        STS    TEMP48
+        BCC    ON660
+        LEAY   2,Y
+ON660   LDS    OBJP0,Y
+        ADDB   #6
+        TFR    D,U
+        JMP    ON661
 *
 *OFF 6X6
 *
-OFF66  PSHS    X
-       ADDB    #6
-       TFR     D,U
-       LDD     #0
-       LDX     #0
-       LEAY    ,X
-       BRA     OFF661
+OFF66   PSHS   X
+        ADDB   #6
+        TFR    D,U
+        LDD    #0
+        LDX    #0
+        LEAY   ,X
+        BRA    OFF661
 *
 *SCORE ROUTINE
 *A=0-7EXP,B=0-99
 *
-SCORE  PSHS    A,B,X,U,Y
-       ORCC    #1      SET CARRY
-       ROL     SCRFLG  SET FLAG
-       LSRA
-       PSHS    A
-       LDA     #0
-       BCC     SCR1
-       ASLB
-       ROLA
-       ASLB
-       ROLA
-       ASLB
-       ROLA
-       ASLB
-       ROLA
-SCR1   JSR     PLINDX
-       STD     XTEMP
-       LDB     #3
-       SUBB    ,S+
-       LDA     B,X
-       ADDA    XTEMP+1
-       DAA
-       STA     B,X
-       DECB
-       BMI     SCRX
-SCR2   LDA     B,X
-       ADCA    XTEMP
-       DAA
-       STA     B,X
-       LDA     #0
-       STA     XTEMP
-       DECB
-       BPL     SCR2
+SCORE   PSHS   A,B,X,U,Y
+        ORCC   #1               ;SET CARRY
+        ROL    SCRFLG           ;SET FLAG
+        LSRA 
+        PSHS   A
+        LDA    #0
+        BCC    SCR1
+        ASLB 
+        ROLA 
+        ASLB 
+        ROLA 
+        ASLB 
+        ROLA 
+        ASLB 
+        ROLA 
+SCR1    JSR    PLINDX
+        STD    XTEMP
+        LDB    #3
+        SUBB   ,S+
+        LDA    B,X
+        ADDA   XTEMP+1
+        DAA  
+        STA    B,X
+        DECB 
+        BMI    SCRX
+SCR2    LDA    B,X
+        ADCA   XTEMP
+        DAA  
+        STA    B,X
+        LDA    #0
+        STA    XTEMP
+        DECB 
+        BPL    SCR2
 *CHECK REPLAY
-SCRX   LDD     REPLA   REPLAYS AVAILABLE
-       BEQ     SCRXX   NO
-       LEAX    1,X
-       LEAY    3,X
-       BSR     RCHK
-       BLO     SCRXX   NO
-       LDA     1,Y     GET NEXT LEVEL
-       ADDA    REPLA+1
-       DAA
-       STA     1,Y
-       LDA     ,Y
-       ADCA    REPLA
-       DAA
-       STA     ,Y
-       INC     PLAS-1,X
-       INC     PSBC-1,X
-       JSR     LDISP   REWARD
-       JSR     SBDISP
-       LDD     #RPSND
-       JSR     SNDLD
-       LDB     #5
-       JSR     AUDIT
-SCRXX  BSR     SCRTRN
-       PULS    A,B,X,U,Y
-       RTS
+SCRX    LDD    REPLA            ;REPLAYS AVAILABLE
+        BEQ    SCRXX            ;NO
+        LEAX   1,X
+        LEAY   3,X
+        BSR    RCHK
+        BLO    SCRXX            ;NO
+        LDA    1,Y              ;GET NEXT LEVEL
+        ADDA   REPLA+1
+        DAA  
+        STA    1,Y
+        LDA    ,Y
+        ADCA   REPLA
+        DAA  
+        STA    ,Y
+        INC    PLAS-1,X
+        INC    PSBC-1,X
+        JSR    LDISP            ;REWARD
+        JSR    SBDISP
+        LDD    #RPSND
+        JSR    SNDLD
+        LDB    #5
+        JSR    AUDIT
+SCRXX   BSR    SCRTRN
+        PULS   A,B,X,U,Y
+        RTS  
 *
 *REPLAY CHECK
 *X=PLAYER SCORE MSB 6 DIGITS
 *Y=REPLAY LEVEL MSB 6 DIGITS
 *RETURNS CC FOR PSCOR-RLEVL
-RCHK   PSHS    D
-       LDD     ,X
-       CMPD    ,Y
-       BNE     RCHX
-       LDA     2,X
-       CMPA    2,Y
-RCHX   PULS    D,PC
+RCHK    PSHS   D
+        LDD    ,X
+        CMPD   ,Y
+        BNE    RCHX
+        LDA    2,X
+        CMPA   2,Y
+RCHX    PULS   D,PC
 *
 *SCORE TRANSFER
 *
-SCRTRN LDA     CURPLR
-SCRTR0 PSHS    A
-       DECA
-       BNE     SCT1
-       LDX     #P1DISP
-       LDU     #.P1SCR+1
-       BRA     SCT2
-SCT1   LDX     #P2DISP
-       LDU     #.P2SCR+1
-SCT2   CLR     XTEMP   BLANKING FLAG
-       LDB     #6
-       LDA     MAPCR
-       PSHS    A
-       LDA     #2
-       STA     MAPCR
-       STA     MAPC
-SCTLP  LDA     ,U+     GET
-       LDY     N0V     GET CHAR ADDR
-       BITB    #1      PHASE
-       BNE     SCT3
-       LEAU    -1,U
-       LSRA
-       LSRA
-       LSRA
-       LSRA
-SCT3   ANDA    #$F
-       BNE     SCT3A
-       CMPB    #2      LAST 2
-       BLS     SCT3A
-       TST     XTEMP   BLANKING?
-       BNE     SCT3A
-       EXG     X,D
-       JSR     COFF
-       BRA     SCT40
-SCT3A  INC     XTEMP
-       ASLA
-       ASLA
-       LEAY    A,Y
-       EXG     X,D
-       JSR     CWRIT   ON DIGIT PICTURE
-SCT40  EXG     X,D
-SCT4   LEAX    DIGLTH,X
-       DECB
-       BNE     SCTLP   DO THE REST
-       PULS    A
-       STA     MAPCR
-       STA     MAPC
-       PULS    A,PC
+SCRTRN  LDA    CURPLR
+SCRTR0  PSHS   A
+        DECA 
+        BNE    SCT1
+        LDX    #P1DISP
+        LDU    #.P1SCR+1
+        BRA    SCT2
+SCT1    LDX    #P2DISP
+        LDU    #.P2SCR+1
+SCT2    CLR    XTEMP            ;BLANKING FLAG
+        LDB    #6
+        LDA    MAPCR
+        PSHS   A
+        LDA    #2
+        STA    MAPCR
+        STA    MAPC
+SCTLP   LDA    ,U+              ;GET
+        LDY    N0V              ;GET CHAR ADDR
+        BITB   #1               ;PHASE
+        BNE    SCT3
+        LEAU   -1,U
+        LSRA 
+        LSRA 
+        LSRA 
+        LSRA 
+SCT3    ANDA   #$F
+        BNE    SCT3A
+        CMPB   #2               ;LAST 2
+        BLS    SCT3A
+        TST    XTEMP            ;BLANKING?
+        BNE    SCT3A
+        EXG    X,D
+        JSR    COFF
+        BRA    SCT40
+SCT3A   INC    XTEMP
+        ASLA 
+        ASLA 
+        LEAY   A,Y
+        EXG    X,D
+        JSR    CWRIT            ;ON DIGIT PICTURE
+SCT40   EXG    X,D
+SCT4    LEAX   DIGLTH,X
+        DECB 
+        BNE    SCTLP            ;DO THE REST
+        PULS   A
+        STA    MAPCR
+        STA    MAPC
+        PULS   A,PC
 *
 *HI SCORE RESET SWITCH
 *
-HSRES  LDA     STATUS
-       BPL     SLAMX
-       JSR     MAPCH3
-       JSR     RHSTD$  RESET TODAYS HIGH SCORES
-       INC     HSRFLG  SET HIGH SCORE RESET FLAG
-       BRA     SLAMX
+HSRES   LDA    STATUS
+        BPL    SLAMX
+        JSR    MAPCH3
+        JSR    RHSTD$           ;RESET TODAYS HIGH SCORES
+        INC    HSRFLG           ;SET HIGH SCORE RESET FLAG
+        BRA    SLAMX
 *
 *ADVANCE SWITCH
 *
-ADVSW  LDA     STATUS
-       BPL     SLAMX
-       ORCC    #$90    SETUP FLAGS,+KILL INTS
-       CLR     MAPC
-       LDA     #4
-       STA     PIA1+1
-       LDA     PIA1
-       JSR     MAPCH3
-       LDA     PIA01   AUTO OR MAN?
-       LSRA
-       BCS     ADVSW1
-       JMP     VCROM0  MAN-DIAGNOSTICS
-ADVSW1 JMP     VUDITG  AUTO-AUDITS
-SLAMX  JMP     SUCIDE
+ADVSW   LDA    STATUS
+        BPL    SLAMX
+        ORCC   #$90             ;SETUP FLAGS,+KILL INTS
+        CLR    MAPC
+        LDA    #4
+        STA    PIA1+1
+        LDA    PIA1
+        JSR    MAPCH3
+        LDA    PIA01            ;AUTO OR MAN?
+        LSRA 
+        BCS    ADVSW1
+        JMP    VCROM0           ;MAN-DIAGNOSTICS
+ADVSW1  JMP    VUDITG           ;AUTO-AUDITS
+SLAMX   JMP    SUCIDE
 *
 *COIN SWITCHES
 *LEFT
-LCOIN  LDX     #LCCNT
-       LDB     #LCOINV!.$FF
-       BRA     COIN
+LCOIN   LDX    #LCCNT
+        LDB    #LCOINV!.$FF
+        BRA    COIN
 *RIGHT
-RCOIN  LDX     #RCCNT
-       LDB     #RCOINV!.$FF
-       BRA     COIN
+RCOIN   LDX    #RCCNT
+        LDB    #RCOINV!.$FF
+        BRA    COIN
 *CENTER
-CCOIN  LDX     #CCCNT
-       LDB     #CCOINV!.$FF
+CCOIN   LDX    #CCCNT
+        LDB    #CCOINV!.$FF
 *
 *COIN ROUTINE
 *X=DEBOUNCE COUNTER
 *B=ROUTINE
-COIN   LDA     SLMCNT
-       BNE     SLAMX
-       LDA     ,X
-       BNE     SLAMX
-       LDA     #$16    DEBOUNCE TIME
-       STA     ,X
-       LDA     #LCOINV!>8 ROUTINE ADDR
-       STD     PD2,U
-       NAP     10,CN1
-CN1    LDA     SLMCNT
-       BNE     SLAMX   SLAM, DITCH
-       LDD     #CNSND
-       JSR     SNDLD
-       JSR     MAPCH3
-       JSR     [PD2,U]
-       BRA     SLAMX
+COIN    LDA    SLMCNT
+        BNE    SLAMX
+        LDA    ,X
+        BNE    SLAMX
+        LDA    #$16             ;DEBOUNCE TIME
+        STA    ,X
+        LDA    #LCOINV!>8       ;ROUTINE ADDR
+        STD    PD2,U
+        NAP    10,CN1
+CN1     LDA    SLMCNT
+        BNE    SLAMX            ;SLAM, DITCH
+        LDD    #CNSND
+        JSR    SNDLD
+        JSR    MAPCH3
+        JSR    [PD2,U]
+        BRA    SLAMX
 *
 *SOUND TABLE
 *SNDPRI,N*(REPCNT,SNDTMR,SND#) N>=1
@@ -662,1888 +662,1888 @@ CN1   LDA     SLMCNT
 *SNDPRI : HI=HI,INTERRUPTABLE BY EQUALS
 *END: REPCNT=0
 *
-CNSND  FCB     $FF,$01,$18,$19,0 COIN SOUND
-RPSND  FCB     $FF,$01,$20,$1E,0 FREE SHIP
-PDSND  FCB     $F0,$02,$08,$11,$01,$20,$17,0 PLAYER DEATH
-ST1SND FCB     $F0,$01,$40,$0A,0 START 1
-ST2SND FCB     $F0,$01,$10,$0B,0 START2
-TBSND  FCB     $E8,$01,$04,$14,$02,$06,$11
-       FCB     $02,$0A,$17,0 TERRAIN BLOW
-SBSND  FCB     $E8,$06,$04,$11,$01,$10,$17,00 SMART BOMB
-ACSND  FCB     $E0,$03,$0A,$08,0 ASTRO CATCH
-ALSND  FCB     $E0,$01,$18,$1F,0 ASTRO LAND
-AHSND  FCB     $E0,$01,$18,$11,0 ASTRO HIT
-ASCSND FCB     $D8,$01,$10,$1A,0 ASTRO SCREAM
-APSND  FCB     $D0,$01,$30,$15,0 APPEAR SOUND
-PRHSND FCB     $D0,$01,$10,$05,0 PROBE HIT
-SCHSND FCB     $D0,$01,$08,$17,0 SCHITZ HIT
-UFHSND FCB     $D0,$01,$08,$07,0 UFO HIT
-TIHSND FCB     $D0,$01,$0A,$01,0 TIE HIT
-LHSND  FCB     $D0,$01,$0A,$06,0 LANDER HIT
-LPKSND FCB     $D0,$01,$10,$0B,0 LANDER PICK UP
-LSKSND FCB     $C8,$0A,$01,$0E,0 LANDER SUCK
-SWHSND FCB     $C0,$01,$08,$07,0 SWARM HIT
-LASSND FCB     $C0,$01,$30,$14,0 LASER
-LGSND  FCB     $C0,$01,$20,$18,0 LANDER GRAB
-LSHSND FCB     $C0,$01,$08,$03,0 LANDER SHOOT
-SSHSND FCB     $C0,$01,$30,$09,0 SCHITZO SHOOT
-USHSND FCB     $C0,$01,$08,$03,0 UFO SHOOT
-SWSSND FCB     $C0,$01,$18,$0C,0 SWARM SHOOT
+CNSND   FCB    $FF,$01,$18,$19,0 ;COIN SOUND
+RPSND   FCB    $FF,$01,$20,$1E,0 ;FREE SHIP
+PDSND   FCB    $F0,$02,$08,$11,$01,$20,$17,0 ;PLAYER DEATH
+ST1SND  FCB    $F0,$01,$40,$0A,0 ;START 1
+ST2SND  FCB    $F0,$01,$10,$0B,0 ;START2
+TBSND   FCB    $E8,$01,$04,$14,$02,$06,$11
+        FCB    $02,$0A,$17,0    ;TERRAIN BLOW
+SBSND   FCB    $E8,$06,$04,$11,$01,$10,$17,00 ;SMART BOMB
+ACSND   FCB    $E0,$03,$0A,$08,0 ;ASTRO CATCH
+ALSND   FCB    $E0,$01,$18,$1F,0 ;ASTRO LAND
+AHSND   FCB    $E0,$01,$18,$11,0 ;ASTRO HIT
+ASCSND  FCB    $D8,$01,$10,$1A,0 ;ASTRO SCREAM
+APSND   FCB    $D0,$01,$30,$15,0 ;APPEAR SOUND
+PRHSND  FCB    $D0,$01,$10,$05,0 ;PROBE HIT
+SCHSND  FCB    $D0,$01,$08,$17,0 ;SCHITZ HIT
+UFHSND  FCB    $D0,$01,$08,$07,0 ;UFO HIT
+TIHSND  FCB    $D0,$01,$0A,$01,0 ;TIE HIT
+LHSND   FCB    $D0,$01,$0A,$06,0 ;LANDER HIT
+LPKSND  FCB    $D0,$01,$10,$0B,0 ;LANDER PICK UP
+LSKSND  FCB    $C8,$0A,$01,$0E,0 ;LANDER SUCK
+SWHSND  FCB    $C0,$01,$08,$07,0 ;SWARM HIT
+LASSND  FCB    $C0,$01,$30,$14,0 ;LASER
+LGSND   FCB    $C0,$01,$20,$18,0 ;LANDER GRAB
+LSHSND  FCB    $C0,$01,$08,$03,0 ;LANDER SHOOT
+SSHSND  FCB    $C0,$01,$30,$09,0 ;SCHITZO SHOOT
+USHSND  FCB    $C0,$01,$08,$03,0 ;UFO SHOOT
+SWSSND  FCB    $C0,$01,$18,$0C,0 ;SWARM SHOOT
 *
 *SOUND OUTPUT
 *B=SND TO MAKE
 *
-SNDOUT PSHS    A,B,CC
-       ORCC    #$FF
-       CLR     MAPC
-       LDA     #$3F
-       STA     SOUND
-       COMB
-       ANDB    #$3F    DONT TURN ON LEDS
-       STB     SOUND
-       PULS    A,B,CC,PC
+SNDOUT  PSHS   A,B,CC
+        ORCC   #$FF
+        CLR    MAPC
+        LDA    #$3F
+        STA    SOUND
+        COMB 
+        ANDB   #$3F             ;DONT TURN ON LEDS
+        STB    SOUND
+        PULS   A,B,CC,PC
 *
 *SOUND LOADER
 *D=ADDR OF SOUND
 *
-SNDLD  PSHS    X,D,CC
-       CLR     THFLG   RESET THRUST
-       TFR     D,X
-       LDA     ,X
-       CMPA    SNDPRI
-       BLO     SNDLDX  PRIORITY NOT HI ENOUGH
-       STA     SNDPRI
-       LEAX    -2,X
-       ORCC    #$10    SEI
-       STX     SNDX
-       LDD     #$0101
-       STD     SNDTMR  INIT TIMER,REPCNT
-SNDLDX PULS    X,D,CC,PC
+SNDLD   PSHS   X,D,CC
+        CLR    THFLG            ;RESET THRUST
+        TFR    D,X
+        LDA    ,X
+        CMPA   SNDPRI
+        BLO    SNDLDX           ;PRIORITY NOT HI ENOUGH
+        STA    SNDPRI
+        LEAX   -2,X
+        ORCC   #$10             ;SEI
+        STX    SNDX
+        LDD    #$0101
+        STD    SNDTMR           ;INIT TIMER,REPCNT
+SNDLDX  PULS   X,D,CC,PC
 *
 *SOUND SEQUENCER
 *
-SNDSEQ LDA     SNDTMR
-       BEQ     SNDS00
-       DEC     SNDTMR
-       BNE     SNDSX
-       LDX     SNDX
-       DEC     SNDREP
-       BNE     SNDS1
-       LEAX    3,X     GET NEXT
-       STX     SNDX
-       LDA     ,X
-       BNE     SNDS0   SOUND OVER?
-       STA     SNDPRI  YIP
-SNDS00 LDA     PIA21   THRUST ON?
-       BITA    #2
-       BNE     SNDS01  YES
-       LDA     THFLG   NO,ACTIVE?
-       BEQ     SNDSX   NO
-       CLR     THFLG   YES,TURN IT OFF
-       LDB     #$0F
-       BRA     SNDSX1
-SNDS01 LDA     THFLG   THRUST ALREADY ON?
-       BNE     SNDSX   YIP...
-       LDA     STATUS
-       BITA    #$98    PLAYER ALIVE?
-       BNE     SNDSX   NO
-       LDB     #$16    NO HIT IT
-       STB     THFLG
-       BRA     SNDSX1
-SNDS0  STA     SNDREP
-SNDS1  LDD     1,X
-       STA     SNDTMR
-SNDSX1 BSR     SNDOUT
-SNDSX  EQU     *
+SNDSEQ  LDA    SNDTMR
+        BEQ    SNDS00
+        DEC    SNDTMR
+        BNE    SNDSX
+        LDX    SNDX
+        DEC    SNDREP
+        BNE    SNDS1
+        LEAX   3,X              ;GET NEXT
+        STX    SNDX
+        LDA    ,X
+        BNE    SNDS0            ;SOUND OVER?
+        STA    SNDPRI           ;YIP
+SNDS00  LDA    PIA21            ;THRUST ON?
+        BITA   #2
+        BNE    SNDS01           ;YES
+        LDA    THFLG            ;NO,ACTIVE?
+        BEQ    SNDSX            ;NO
+        CLR    THFLG            ;YES,TURN IT OFF
+        LDB    #$0F
+        BRA    SNDSX1
+SNDS01  LDA    THFLG            ;THRUST ALREADY ON?
+        BNE    SNDSX            ;YIP...
+        LDA    STATUS
+        BITA   #$98             ;PLAYER ALIVE?
+        BNE    SNDSX            ;NO
+        LDB    #$16             ;NO HIT IT
+        STB    THFLG
+        BRA    SNDSX1
+SNDS0   STA    SNDREP
+SNDS1   LDD    1,X
+        STA    SNDTMR
+SNDSX1  BSR    SNDOUT
+SNDSX   EQU    *
 *
 *SWITCH SCAN
 *TRIGGER=LAST 2 ZERO, NOW 1 GAME SWITCH
 *TRIGGER=LAST 1 ZERO, NOW 2 1'S COINS
-SSCAN  LDA     PIA0+1
-       BITA    #$40
-       BEQ     SSC00
-       LDA     #60
-       STA     SLMCNT
+SSCAN   LDA    PIA0+1
+        BITA   #$40
+        BEQ    SSC00
+        LDA    #60
+        STA    SLMCNT
 *COIN + SLAM DEBOUNCERS
-SSC00  LDA     SLMCNT
-       BEQ     SSC0A
-       DEC     SLMCNT
-SSC0A  LDA     LCCNT
-       BEQ     SSC0B
-       DEC     LCCNT
-SSC0B  LDA     CCCNT
-       BEQ     SSC0C
-       DEC     CCCNT
-SSC0C  LDA     RCCNT
-       BEQ     SSC0
-       DEC     RCCNT
-SSC0   LDA     PIA21
-       ORA     PIA22
-       COMA
-       LDB     PIA21
-       STB     PIA22
-       LDB     PIA2
-       STB     PIA21
-       LDB     PIA3
-       STB     PIA31
-       ANDA    PIA21
-       BEQ     CSCAN
-       LDU     #SWTAB-4
-SWITCH CLRB
-SW0    ADDB    #4
-       LSRA
-       BCC     SW0
-       LEAU    B,U
-       PULU    D,X
-       LDU     SWPROC
-       BNE     SWTCH2
-       STD     SWPROC
-       STX     SWPROC+2
-       RTS
-SWTCH2 STD     SWPROC+4
-       STX     SWPROC+6
-SWTCHX RTS
+SSC00   LDA    SLMCNT
+        BEQ    SSC0A
+        DEC    SLMCNT
+SSC0A   LDA    LCCNT
+        BEQ    SSC0B
+        DEC    LCCNT
+SSC0B   LDA    CCCNT
+        BEQ    SSC0C
+        DEC    CCCNT
+SSC0C   LDA    RCCNT
+        BEQ    SSC0
+        DEC    RCCNT
+SSC0    LDA    PIA21
+        ORA    PIA22
+        COMA 
+        LDB    PIA21
+        STB    PIA22
+        LDB    PIA2
+        STB    PIA21
+        LDB    PIA3
+        STB    PIA31
+        ANDA   PIA21
+        BEQ    CSCAN
+        LDU    #SWTAB-4
+SWITCH  CLRB 
+SW0     ADDB   #4
+        LSRA 
+        BCC    SW0
+        LEAU   B,U
+        PULU   D,X
+        LDU    SWPROC
+        BNE    SWTCH2
+        STD    SWPROC
+        STX    SWPROC+2
+        RTS  
+SWTCH2  STD    SWPROC+4
+        STX    SWPROC+6
+SWTCHX  RTS  
 *
 *SCAN COIN SWITCHES
 *
-CSCAN  LDA     PIA01
-       ORA     PIA02
-       COMA
-       LDB     PIA01
-       STB     PIA02
-       LDB     PIA0
-       ANDB    #$3F
-       STB     PIA01
-       BITA    PIA01
-       BEQ     CSCX    NO HIT
-       LDX     #120
-CSC1   LEAX    -1,X    1 MSEC DELAY
-       BNE     CSC1
-       LDB     PIA0    DOUBLE CHECK
-       ANDB    PIA01
-       STB     PIA01
-       ANDA    PIA01
-       BEQ     CSCX    NOBODY THERE
-       LDU     #SWTAB1-4 HANDLE IT
-       BSR     SWITCH
-CSCX   RTS
+CSCAN   LDA    PIA01
+        ORA    PIA02
+        COMA 
+        LDB    PIA01
+        STB    PIA02
+        LDB    PIA0
+        ANDB   #$3F
+        STB    PIA01
+        BITA   PIA01
+        BEQ    CSCX             ;NO HIT
+        LDX    #120
+CSC1    LEAX   -1,X             ;1 MSEC DELAY
+        BNE    CSC1
+        LDB    PIA0             ;DOUBLE CHECK
+        ANDB   PIA01
+        STB    PIA01
+        ANDA   PIA01
+        BEQ    CSCX             ;NOBODY THERE
+        LDU    #SWTAB1-4        ;HANDLE IT
+        BSR    SWITCH
+CSCX    RTS  
 *
 *DISPLAY LASERS
 *
-LDISP  PSHS    D,X,Y,U PLAYER 1
-       LDX     #P1LAS
-       LDA     .P1LAS
-       BSR     LDSP
-       LDA     PLRCNT
-       DECA
-       BEQ     LDPX
-       LDX     #P2LAS
-       LDA     .P2LAS
-       BSR     LDSP
-LDPX   PULS    D,X,Y,U,PC
-LDSP   CMPA    #5      MAX DISPLAY
-       BLS     LDSP1
-       LDA     #5
-LDSP1  PSHS    A
-       LDD     #$2006
-       JSR     BLKCLR
-       LDA     ,S
-       BEQ     LDSPX
-       LDY     #PLAMIN MINI SHIP
-       TFR     X,D
-LDSP2  JSR     CWRIT
-       ADDA    #$06
-       DEC     ,S
-       BNE     LDSP2
-LDSPX  PULS    A,PC
+LDISP   PSHS   D,X,Y,U          ;PLAYER 1
+        LDX    #P1LAS
+        LDA    .P1LAS
+        BSR    LDSP
+        LDA    PLRCNT
+        DECA 
+        BEQ    LDPX
+        LDX    #P2LAS
+        LDA    .P2LAS
+        BSR    LDSP
+LDPX    PULS   D,X,Y,U,PC
+LDSP    CMPA   #5               ;MAX DISPLAY
+        BLS    LDSP1
+        LDA    #5
+LDSP1   PSHS   A
+        LDD    #$2006
+        JSR    BLKCLR
+        LDA    ,S
+        BEQ    LDSPX
+        LDY    #PLAMIN          ;MINI SHIP
+        TFR    X,D
+LDSP2   JSR    CWRIT
+        ADDA   #$06
+        DEC    ,S
+        BNE    LDSP2
+LDSPX   PULS   A,PC
 *
 *DISPLAY TOP OF SCREEN
 *
-TDISP  PSHS    D,X,Y,U
-       LDD     #$4020
-       LDX     #SCANER
-       JSR     BLKCLR
-       BSR     BORDER
-       BSR     LDISP
-       BSR     SBDISP
-       LDA     PLRCNT
-TD1    JSR     SCRTR0
-       DECA
-       BNE     TD1
-       PULS    D,X,Y,U,PC
+TDISP   PSHS   D,X,Y,U
+        LDD    #$4020
+        LDX    #SCANER
+        JSR    BLKCLR
+        BSR    BORDER
+        BSR    LDISP
+        BSR    SBDISP
+        LDA    PLRCNT
+TD1     JSR    SCRTR0
+        DECA 
+        BNE    TD1
+        PULS   D,X,Y,U,PC
 *
 *SMART BOMB DISPLAY
 *
-SBDISP PSHS    X,Y,D,U
-       LDX     #P1SBD
-       LDA     .P1SBC
-       BSR     SBDSP
-       LDA     PLRCNT
-       DECA
-       BEQ     SBDX
-       LDX     #P2SBD
-       LDA     .P2SBC
-       BSR     SBDSP
-SBDX   PULS    X,Y,D,U,PC
-SBDSP  CMPA    #3
-       BLS     SBDSP1
-       LDA     #3
-SBDSP1 PSHS    A
-       LDD     #$030B
-       JSR     BLKCLR
-       LDA     ,S
-       BEQ     SBDSPX
-       LDY     #SBPIC
-       TFR     X,D
-SBDSP2 JSR     CWRIT
-       ADDB    #4
-       DEC     ,S
-       BNE     SBDSP2
-SBDSPX PULS    A,PC
+SBDISP  PSHS   X,Y,D,U
+        LDX    #P1SBD
+        LDA    .P1SBC
+        BSR    SBDSP
+        LDA    PLRCNT
+        DECA 
+        BEQ    SBDX
+        LDX    #P2SBD
+        LDA    .P2SBC
+        BSR    SBDSP
+SBDX    PULS   X,Y,D,U,PC
+SBDSP   CMPA   #3
+        BLS    SBDSP1
+        LDA    #3
+SBDSP1  PSHS   A
+        LDD    #$030B
+        JSR    BLKCLR
+        LDA    ,S
+        BEQ    SBDSPX
+        LDY    #SBPIC
+        TFR    X,D
+SBDSP2  JSR    CWRIT
+        ADDB   #4
+        DEC    ,S
+        BNE    SBDSP2
+SBDSPX  PULS   A,PC
 *
 *DRAW BORDER
 *
-BORDER LDD     #$5555
-       LDX     #SCANH+$20
-BORDLP STD     ,X      DRAW BOTTOM LINE
-       LEAX    $100,X
-       CMPX    #$9C00
-       BLO     BORDLP
-       LDX     #SCANER-$100
-BORD1  STD     $4100,X L,R SCANNER BOUNDARIES
-       STD     ,X++
-       CMPX    #SCANER-$100+$20
-       BNE     BORD1
-       LDX     #SCANER-$101
-BORD2  STA     ,X      TOP SCANNER BOUNDARIES
-       LEAX    $100,X
-       CMPX    #SCANER-1+$4100
-       BNE     BORD2
-       LDX     #$4C00+SCANH-1 SCANNER SCREEN MARKER
-       LDD     #$9999
-BORD3  STD     ,X
-       STD     $21,X
-       LEAX    $100,X
-       CMPX    #$5400+SCANH-1
-       BNE     BORD3
-       RTS
+BORDER  LDD    #$5555
+        LDX    #SCANH+$20
+BORDLP  STD    ,X               ;DRAW BOTTOM LINE
+        LEAX   $100,X
+        CMPX   #$9C00
+        BLO    BORDLP
+        LDX    #SCANER-$100
+BORD1   STD    $4100,X          ;L,R SCANNER BOUNDARIES
+        STD    ,X++
+        CMPX   #SCANER-$100+$20
+        BNE    BORD1
+        LDX    #SCANER-$101
+BORD2   STA    ,X               ;TOP SCANNER BOUNDARIES
+        LEAX   $100,X
+        CMPX   #SCANER-1+$4100
+        BNE    BORD2
+        LDX    #$4C00+SCANH-1   ;SCANNER SCREEN MARKER
+        LDD    #$9999
+BORD3   STD    ,X
+        STD    $21,X
+        LEAX   $100,X
+        CMPX   #$5400+SCANH-1
+        BNE    BORD3
+        RTS  
 *
 *GET PLAYER STATE INDEX
 *
-PLINDX PSHS    A
-       LDA     CURPLR
-PLND1  LDX     #PLDATA
-       DECA
-       BEQ     PLINX
-       LDX     #.P2SCR
-PLINX  PULS    A,PC
-PLDX   PSHS    A
-       BRA     PLND1
+PLINDX  PSHS   A
+        LDA    CURPLR
+PLND1   LDX    #PLDATA
+        DECA 
+        BEQ    PLINX
+        LDX    #.P2SCR
+PLINX   PULS   A,PC
+PLDX    PSHS   A
+        BRA    PLND1
 *
 *RANDOM NUMBER GENERATOR
 *
-RAND   PSHS    B
-       LDB     SEED
-       LDA     #3
-       MUL
-       ADDB    #17
-       LDA     LSEED
-       LSRA
-       LSRA
-       LSRA
-       EORA    LSEED
-       LSRA
-       ROR     HSEED
-       ROR     LSEED
-       ADDB    LSEED
-       ADCB    HSEED
-       STB     SEED
-       LDA     SEED
-       PULS    B,PC
+RAND    PSHS   B
+        LDB    SEED
+        LDA    #3
+        MUL  
+        ADDB   #17
+        LDA    LSEED
+        LSRA 
+        LSRA 
+        LSRA 
+        EORA   LSEED
+        LSRA 
+        ROR    HSEED
+        ROR    LSEED
+        ADDB   LSEED
+        ADCB   HSEED
+        STB    SEED
+        LDA    SEED
+        PULS   B,PC
 *
 *INITIIALIZE
 *
 *PIA INIT TAB
-PIATAB FCB     $C0,$FF,$00,$00 DDR0-3
-       FCB     $14,$05,$34,$3E CR0-3
-*
-SINIT  ORCC    #$FF    NO INTERRUPTS YET PLEASE
-       LDS     #HSTK   ONLY SETUP HARDWARE STACK
-       LDA     #RAM!>8 SETUP DIRECT PAGE
-       TFR     A,DP
-       CLR     MAPC
+PIATAB  FCB    $C0,$FF,$00,$00  ;DDR0-3
+        FCB    $14,$05,$34,$3E  ;CR0-3
+*
+SINIT   ORCC   #$FF             ;NO INTERRUPTS YET PLEASE
+        LDS    #HSTK            ;ONLY SETUP HARDWARE STACK
+        LDA    #RAM!>8          ;SETUP DIRECT PAGE
+        TFR    A,DP
+        CLR    MAPC
 * PIAS INITIALIZED HERE.
-       LDB     #4
-       LDU     #PIA0
-       LDX     #PIATAB
-INIT1  CLR     1,U
-       LDA     ,X+
-       STA     ,U++
-       LDA     3,X
-       STA     -1,U
-       DECB
-       BNE     INIT1
-       JSR     SCRCLR  CLEAR THE SCREEN
+        LDB    #4
+        LDU    #PIA0
+        LDX    #PIATAB
+INIT1   CLR    1,U
+        LDA    ,X+
+        STA    ,U++
+        LDA    3,X
+        STA    -1,U
+        DECB 
+        BNE    INIT1
+        JSR    SCRCLR           ;CLEAR THE SCREEN
 *CLEAR RAM STORAGE
-       LDX     #$9C00
-INIT10 CLR     ,X+
-       LDB     #WDATA
-       STB     WDOG
-       CMPX    #HSTK+1
-       BNE     INIT10
-       CLR     PIA0    OFF LEDS
-       CLR     PIA1    OFF LEDS
-       LDX     #CREDST GET CREDITS IN CMOS
-       JSR     RCMOSB
-       TFR     B,A
-       CMPA    #$20    TOO HI??
-       BHI     INIT11
-       ANDA    #$F
-       CMPA    #9      NON BCD LSD???
-       BLS     INIT12
-INIT11 CLRB
-INIT12 STB     CREDIT  INTO RAM
-       LDD     #$A55A
-       STD     HSEED
-       LDD     #$FF70
-       STD     XXX1
-       CLR     XXX3
-       LDB     #$FF
-       STD     PIA01   COINS STUCK
-       JSR     P1SW    UPRIGHT SCREEN
-       JSR     MAPCH3
-       JSR     RHSTD$  SETUP TODAYS GREATS
-       BSR     PINIT   INIT PROCESSES
-       BSR     INIT20  MISC ROUTINES
-       JSR     INIT    INIT TEXT
-       NEWP    ATTR,ATYPE
-       COM     STATUS  FF---STATUS
-       ANDCC   #$00    ENABLE IRQ,FIRQ
-       JMP     EXEC
+        LDX    #$9C00
+INIT10  CLR    ,X+
+        LDB    #WDATA
+        STB    WDOG
+        CMPX   #HSTK+1
+        BNE    INIT10
+        CLR    PIA0             ;OFF LEDS
+        CLR    PIA1             ;OFF LEDS
+        LDX    #CREDST          ;GET CREDITS IN CMOS
+        JSR    RCMOSB
+        TFR    B,A
+        CMPA   #$20             ;TOO HI??
+        BHI    INIT11
+        ANDA   #$F
+        CMPA   #9               ;NON BCD LSD???
+        BLS    INIT12
+INIT11  CLRB 
+INIT12  STB    CREDIT           ;INTO RAM
+        LDD    #$A55A
+        STD    HSEED
+        LDD    #$FF70
+        STD    XXX1
+        CLR    XXX3
+        LDB    #$FF
+        STD    PIA01            ;COINS STUCK
+        JSR    P1SW             ;UPRIGHT SCREEN
+        JSR    MAPCH3
+        JSR    RHSTD$           ;SETUP TODAYS GREATS
+        BSR    PINIT            ;INIT PROCESSES
+        BSR    INIT20           ;MISC ROUTINES
+        JSR    INIT             ;INIT TEXT
+        NEWP   ATTR,ATYPE
+        COM    STATUS           ;FF---STATUS
+        ANDCC  #$00             ;ENABLE IRQ,FIRQ
+        JMP    EXEC
 *
 *MISC INIT ROUTINES
 *
-INIT20 BSR     CRINIT
-       JSR     FISS    INIT LASR EXHAUST TABLE
-       JSR     STINIT  INIT STARS
-       BSR     OINIT   INIT OBJECT LIST
-       JSR     FBINIT  FIRE BALL TABLE
-       JMP     THINIT  INIT THRUST
+INIT20  BSR    CRINIT
+        JSR    FISS             ;INIT LASR EXHAUST TABLE
+        JSR    STINIT           ;INIT STARS
+        BSR    OINIT            ;INIT OBJECT LIST
+        JSR    FBINIT           ;FIRE BALL TABLE
+        JMP    THINIT           ;INIT THRUST
 *
 *INITIALIZE PROCESS DATA STRUCTURE
 *
-PINIT  PSHS    X,D
-       CLRD
-       LDX     #PTAB
-       STX     FREE
-PINIT1 LEAX    PSIZE,X
-       STX     -PSIZE,X
-       CMPX    #TABEND-PSIZE
-       BNE     PINIT1
-       STD     ,X
-       STD     ACTIVE
+PINIT   PSHS   X,D
+        CLRD 
+        LDX    #PTAB
+        STX    FREE
+PINIT1  LEAX   PSIZE,X
+        STX    -PSIZE,X
+        CMPX   #TABEND-PSIZE
+        BNE    PINIT1
+        STD    ,X
+        STD    ACTIVE
 *SUPER PROCESSES
-       LDX     #SPTAB
-       STX     SPFREE
-PINIT2 LEAX    SPSIZE,X
-       STX     -SPSIZE,X
-       CMPX    #SPTEND-SPSIZE
-       BNE     PINIT2
-       STD     ,X
-       LDX     #ACTIVE
-       STX     CRPROC
-       PULS    X,D,PC
+        LDX    #SPTAB
+        STX    SPFREE
+PINIT2  LEAX   SPSIZE,X
+        STX    -SPSIZE,X
+        CMPX   #SPTEND-SPSIZE
+        BNE    PINIT2
+        STD    ,X
+        LDX    #ACTIVE
+        STX    CRPROC
+        PULS   X,D,PC
 *INITIALIZE COLOR RAM
-CRINIT LDX     #CRTAB
-       LDU     #PCRAM
-       LDB     #16
-INITC  LDA     ,X+
-       STA     ,U+
-       DECB
-       BNE     INITC
-       RTS
+CRINIT  LDX    #CRTAB
+        LDU    #PCRAM
+        LDB    #16
+INITC   LDA    ,X+
+        STA    ,U+
+        DECB 
+        BNE    INITC
+        RTS  
 *
 *INITIALIZE OBJECT LIST
 *
-OINIT  PSHS    CC,X,D
-       ORCC    #$FF    OFF INTERRUPTS
-       LDX     #OLIST
-       STX     OFREE
-OINIT1 LEAX    OSIZE,X
-       STX     -OSIZE,X
-       CMPX    #OLEND-OSIZE
-       BNE     OINIT1
-       CLRD
-       STD     ,X      LAST LINK 0
-       STD     IPTR    INACTIVE LIST
-       STD     OPTR
-       STD     SPTR
-       PULS    CC,X,D,PC
+OINIT   PSHS   CC,X,D
+        ORCC   #$FF             ;OFF INTERRUPTS
+        LDX    #OLIST
+        STX    OFREE
+OINIT1  LEAX   OSIZE,X
+        STX    -OSIZE,X
+        CMPX   #OLEND-OSIZE
+        BNE    OINIT1
+        CLRD 
+        STD    ,X               ;LAST LINK 0
+        STD    IPTR             ;INACTIVE LIST
+        STD    OPTR
+        STD    SPTR
+        PULS   CC,X,D,PC
 *
 *ATTRACT MODE
 *
-ATTR   JSR     MAPCH1
-       JMP     ATTRV
+ATTR    JSR    MAPCH1
+        JMP    ATTRV
 *
 *CHECK FREE PLAY
 *
-FPLAY  LDX     #FREEPL
-       JSR     RCMOSA
-       DECA
-       BNE     FPLX    GOT TO PAY
-       LDA     #2
-       STA     CREDIT
-FPLX   RTS
+FPLAY   LDX    #FREEPL
+        JSR    RCMOSA
+        DECA 
+        BNE    FPLX             ;GOT TO PAY
+        LDA    #2
+        STA    CREDIT
+FPLX    RTS  
 *
 *ONE PLAYER START
 *
-ST1    LDA     STATUS
-       BPL     ST1X
-       BSR     FPLAY
-       LDA     CREDIT
-       BEQ     ST1X
-       LDD     #ST1SND
-ST09   JSR     SNDLD
-       BSR     START
-ST1X   DIE
+ST1     LDA    STATUS
+        BPL    ST1X
+        BSR    FPLAY
+        LDA    CREDIT
+        BEQ    ST1X
+        LDD    #ST1SND
+ST09    JSR    SNDLD
+        BSR    START
+ST1X    DIE  
 *
 *TWO PLAYER START
 *
-ST2    LDA     STATUS
-       BPL     ST1X
-       BSR     FPLAY
-       LDA     CREDIT
-       CMPA    #2      NO CREDY NO GAMEY POOH
-       BLO     ST1X
-       BSR     START
-       LDD     #ST2SND
-       BRA     ST09
+ST2     LDA    STATUS
+        BPL    ST1X
+        BSR    FPLAY
+        LDA    CREDIT
+        CMPA   #2               ;NO CREDY NO GAMEY POOH
+        BLO    ST1X
+        BSR    START
+        LDD    #ST2SND
+        BRA    ST09
 *
 *START GAME
 *
-START  CLR     CUNITS  PATCH ONE
-       NOP
-       LDA     PWRFLG  WILLI PAGE CHECK
-       BEQ     STARTX
-       LDA     STATUS
-       BPL     START2
-       JSR     GNCIDE  KILL ALL
-       JSR     SCRCLR  CLEAN SCREEN
-       LDA     #$7F
-       STA     STATUS
-       LDA     #1
-       STA     CURPLR
-       STA     PDFLG   DISPLAY PROMPT
-       CLR     PLRCNT
-       LDX     #PLDATA
-START1 CLR     ,X+
-       CMPX    #PLDEND
-       BNE     START1
-       LDX     #NSHIP
-       JSR     RCMOSA
-       ANDA    #$F
-       STA     .P1LAS
-       LDB     #10
-       STD     .P1SBC  10-->.P1TRG ALSO PATCH 2
-       CLR     BUNITS
-       NOP
-       LDX     #PLDATA
-       JSR     GETWV
-       LDX     #REPLAY
-       JSR     RCMOSD
-       STD     REPLA
-       STD     .P1RP
-       CLR     .P1RP+2
-       LDX     #PLDATA
-STTRAN LDA     ,X+     COPY INTO SECOND PLAYER
-       STA     PLDLEN-1,X
-       CMPX    #.P1END
-       BNE     STTRAN
-       NEWP    PLSTRT,STYPE START PLAYER GOING
-START2 INC     PLRCNT
-       LDA     CREDIT
-       ADDA    #$99
-       DAA
-       STA     CREDIT
-       LDX     #CREDST BACKUP CREDITS
-       JSR     WCMOSA
-       LDA     PLRCNT  ELIMINATE GLITCH
-       DECA
-       BEQ     STARTX
-       JSR     TDISP   DISPLAY SCORE+LASERS
-DRTS   EQU     *
-STARTX RTS
+START   CLR    CUNITS           ;PATCH ONE
+        NOP  
+        LDA    PWRFLG           ;WILLI PAGE CHECK
+        BEQ    STARTX
+        LDA    STATUS
+        BPL    START2
+        JSR    GNCIDE           ;KILL ALL
+        JSR    SCRCLR           ;CLEAN SCREEN
+        LDA    #$7F
+        STA    STATUS
+        LDA    #1
+        STA    CURPLR
+        STA    PDFLG            ;DISPLAY PROMPT
+        CLR    PLRCNT
+        LDX    #PLDATA
+START1  CLR    ,X+
+        CMPX   #PLDEND
+        BNE    START1
+        LDX    #NSHIP
+        JSR    RCMOSA
+        ANDA   #$F
+        STA    .P1LAS
+        LDB    #10
+        STD    .P1SBC           ;10-->.P1TRG ALSO PATCH 2
+        CLR    BUNITS
+        NOP  
+        LDX    #PLDATA
+        JSR    GETWV
+        LDX    #REPLAY
+        JSR    RCMOSD
+        STD    REPLA
+        STD    .P1RP
+        CLR    .P1RP+2
+        LDX    #PLDATA
+STTRAN  LDA    ,X+              ;COPY INTO SECOND PLAYER
+        STA    PLDLEN-1,X
+        CMPX   #.P1END
+        BNE    STTRAN
+        NEWP   PLSTRT,STYPE     ;START PLAYER GOING
+START2  INC    PLRCNT
+        LDA    CREDIT
+        ADDA   #$99
+        DAA  
+        STA    CREDIT
+        LDX    #CREDST          ;BACKUP CREDITS
+        JSR    WCMOSA
+        LDA    PLRCNT           ;ELIMINATE GLITCH
+        DECA 
+        BEQ    STARTX
+        JSR    TDISP            ;DISPLAY SCORE+LASERS
+DRTS    EQU    *
+STARTX  RTS  
 *
 *SCREEN SWITCHING
 *
-P1SW   PSHS    A,X     SAVE REGISTERS
-       LDA     MAPCR   SAVE MAP
-       PSHS    A
-P1SW0  LDX     #IRQ
-       LDD     #$383C
-       BRA     PSW1
-P2SW   PSHS    A,X     SAVE REGISTERS
-       LDA     MAPCR   SAVE MAP
-       PSHS    A
-       CLRA
-       JSR     MAPCHG
-       LDA     PIA3    COCKTAIL?
-       BPL     P1SW0   NO
-       LDX     #IRQB   SWITCH UPSIDE DOWN GUYS
-       LDD     #$3934
-PSW1   STX     IRQHK+1 IRQ SELECT
-       CLR     MAPCR
-       CLR     MAPC
-       STB     PIA3+1
-       STA     WDOG
-       LDA     #$7E
-       STA     IRQHK
-       PULS    A
-       STA     MAPCR   RESTORE MAP
-       STA     MAPC
-       PULS    A,X,PC
+P1SW    PSHS   A,X              ;SAVE REGISTERS
+        LDA    MAPCR            ;SAVE MAP
+        PSHS   A
+P1SW0   LDX    #IRQ
+        LDD    #$383C
+        BRA    PSW1
+P2SW    PSHS   A,X              ;SAVE REGISTERS
+        LDA    MAPCR            ;SAVE MAP
+        PSHS   A
+        CLRA 
+        JSR    MAPCHG
+        LDA    PIA3             ;COCKTAIL?
+        BPL    P1SW0            ;NO
+        LDX    #IRQB            ;SWITCH UPSIDE DOWN GUYS
+        LDD    #$3934
+PSW1    STX    IRQHK+1          ;IRQ SELECT
+        CLR    MAPCR
+        CLR    MAPC
+        STB    PIA3+1
+        STA    WDOG
+        LDA    #$7E
+        STA    IRQHK
+        PULS   A
+        STA    MAPCR            ;RESTORE MAP
+        STA    MAPC
+        PULS   A,X,PC
 *
 *PLAYER START PROCESS
 *
-PLSTRT LDB     #7      HIT SHIP COUNTER
-       JSR     AUDIT
-PLSTR0 JSR     INIT20  RE:INIT THE BOYS
-       JSR     GNCIDE
-       LDA     #$7F
-       STA     STATUS
-       LDX     CRPROC
-       CMPX    ACTIVE
-       BNE     PLSTR1
-       LDX     ,X
-       BEQ     PLSTR2
-PLSTR1 NAP     15,PLST1A WAIT FOR COINS TO FINISH
-PLST1A LDA     LCCNT
-       ORA     RCCNT
-       ORA     LCCNT
-       BNE     PLSTR1
-PLSTR2 JSR     PINIT   REINIT
-       NEWP    PLSTR3,STYPE
-       JMP     EXEC
-PLSTR3 CLRA
-       JSR     MAPCHG  SELECT 0
-       LDA     PIA3
-       BPL     PLSTR5  NO COCKTAIL
-       JSR     SCRCLR
-       LDA     CURPLR  PLAYER?
-       DECA
-       BNE     PLST3A
-       JSR     P1SW    PLAYER 1
-       BRA     PLSTR4
-PLST3A BSR     P2SW
-PLSTR4 LDA     #$FF    STICK SWITCHES
-       STA     PIA21
-       STA     PIA22
-PLSTR5 CLRA
-       CLRB
-       STD     BGL
-       STD     BGLX
-       JSR     MAPCH7
-       JSR     ALINIT
-       JSR     BGINIT
-       JSR     SCLR1   CLEAR SCREEN
-       LDD     #$0300
-       STD     PLADIR  THRUST+DIRECTION
-       STD     NPLAD
-       CLR     THFLG
-       CLR     LFLG
-       CLR     SCRFLG  NO SCORE
-       CLR     REVFLG
-       CLR     SBFLG
-       CLR     BMBCNT
-       LDX     #TLIST
-       STX     TPTR
-       JSR     PLINDX  REDUCE LASER COUNT
-       STX     PLRX    INDEX TO PLAYER STORE AREA
-       LDA     PWAV,X
-       ANDA    #7
-       LDU     #WCTAB-1
-       LDA     A,U
-       STA     PCRAM+5 GET WAVE COLORS
-       DEC     PLAS,X
-       JSR     TDISP
-       LDD     #$2080  INIT COORD
-       STD     NPLAXC
-       STD     PLAXC
-       LDD     #$2000
-       STD     PLAX16
-       LDD     #$2000!>2
-       ADDD    BGL
-       STD     PLABX
-       LDD     #$8000
-       STD     PLAY16
-       CLRD
-       STD     PLAXV
-       STA     PLAXV+2
-       STD     PLAYV
-       NEWP    SCPROC,STYPE
-       NEWP    COLR,STYPE
-       NEWP    FLPUP,STYPE
-       NEWP    THPROC,STYPE
-       NEWP    CBOMB,STYPE
-       NEWP    TIECOL,STYPE
-       LDA     PDFLG   NO CHANGE IN PLAYER
-       BEQ     PLS01
-       LDB     PLRCNT  2 PLAYER GAME?
-       DECB
-       BEQ     PLS01   NO
-       LDU     #PLYR1  YES, DISPLAY PROMPT
-       LDA     CURPLR
-       DECA
-       BEQ     PLS00
-       LDU     #PLYR2
-PLS00  LDX     #$3C80
-       JSR     MESS
-       LDA     #$80
-       LDX     #PLS01
-       JMP     SLEEP
-PLS01  JSR     SCLR1
-       LDB     #$05
-       LDX     PLRX
-       LDA     PTARG,X
-       BSR     STCHKA
-       LDA     #$60
-       LDX     #PLS1
-       JMP     SLEEP
-PLS1   JSR     PLRES
-       BSR     STCHK
-       CLR     PDFLG
-       JMP     GEXEC   GAME HANDLER
+PLSTRT  LDB    #7               ;HIT SHIP COUNTER
+        JSR    AUDIT
+PLSTR0  JSR    INIT20           ;RE:INIT THE BOYS
+        JSR    GNCIDE
+        LDA    #$7F
+        STA    STATUS
+        LDX    CRPROC
+        CMPX   ACTIVE
+        BNE    PLSTR1
+        LDX    ,X
+        BEQ    PLSTR2
+PLSTR1  NAP    15,PLST1A        ;WAIT FOR COINS TO FINISH
+PLST1A  LDA    LCCNT
+        ORA    RCCNT
+        ORA    LCCNT
+        BNE    PLSTR1
+PLSTR2  JSR    PINIT            ;REINIT
+        NEWP   PLSTR3,STYPE
+        JMP    EXEC
+PLSTR3  CLRA 
+        JSR    MAPCHG           ;SELECT 0
+        LDA    PIA3
+        BPL    PLSTR5           ;NO COCKTAIL
+        JSR    SCRCLR
+        LDA    CURPLR           ;PLAYER?
+        DECA 
+        BNE    PLST3A
+        JSR    P1SW             ;PLAYER 1
+        BRA    PLSTR4
+PLST3A  BSR    P2SW
+PLSTR4  LDA    #$FF             ;STICK SWITCHES
+        STA    PIA21
+        STA    PIA22
+PLSTR5  CLRA 
+        CLRB 
+        STD    BGL
+        STD    BGLX
+        JSR    MAPCH7
+        JSR    ALINIT
+        JSR    BGINIT
+        JSR    SCLR1            ;CLEAR SCREEN
+        LDD    #$0300
+        STD    PLADIR           ;THRUST+DIRECTION
+        STD    NPLAD
+        CLR    THFLG
+        CLR    LFLG
+        CLR    SCRFLG           ;NO SCORE
+        CLR    REVFLG
+        CLR    SBFLG
+        CLR    BMBCNT
+        LDX    #TLIST
+        STX    TPTR
+        JSR    PLINDX           ;REDUCE LASER COUNT
+        STX    PLRX             ;INDEX TO PLAYER STORE AREA
+        LDA    PWAV,X
+        ANDA   #7
+        LDU    #WCTAB-1
+        LDA    A,U
+        STA    PCRAM+5          ;GET WAVE COLORS
+        DEC    PLAS,X
+        JSR    TDISP
+        LDD    #$2080           ;INIT COORD
+        STD    NPLAXC
+        STD    PLAXC
+        LDD    #$2000
+        STD    PLAX16
+        LDD    #$2000!>2
+        ADDD   BGL
+        STD    PLABX
+        LDD    #$8000
+        STD    PLAY16
+        CLRD 
+        STD    PLAXV
+        STA    PLAXV+2
+        STD    PLAYV
+        NEWP   SCPROC,STYPE
+        NEWP   COLR,STYPE
+        NEWP   FLPUP,STYPE
+        NEWP   THPROC,STYPE
+        NEWP   CBOMB,STYPE
+        NEWP   TIECOL,STYPE
+        LDA    PDFLG            ;NO CHANGE IN PLAYER
+        BEQ    PLS01
+        LDB    PLRCNT           ;2 PLAYER GAME?
+        DECB 
+        BEQ    PLS01            ;NO
+        LDU    #PLYR1           ;YES, DISPLAY PROMPT
+        LDA    CURPLR
+        DECA 
+        BEQ    PLS00
+        LDU    #PLYR2
+PLS00   LDX    #$3C80
+        JSR    MESS
+        LDA    #$80
+        LDX    #PLS01
+        JMP    SLEEP
+PLS01   JSR    SCLR1
+        LDB    #$05
+        LDX    PLRX
+        LDA    PTARG,X
+        BSR    STCHKA
+        LDA    #$60
+        LDX    #PLS1
+        JMP    SLEEP
+PLS1    JSR    PLRES
+        BSR    STCHK
+        CLR    PDFLG
+        JMP    GEXEC            ;GAME HANDLER
 *
 *TERRAIN STATUS UPDATE
 *
-STCHK  CLRB            CHECK TERRAIN ACTIVE
-STCHK0 LDA     ASTCNT
-STCHKA BNE     STCHK1
-       ORB     #2
-STCHK1 STB     STATUS
-       RTS
+STCHK   CLRB     CHECK            ;TERRAIN ACTIVE
+STCHK0  LDA    ASTCNT
+STCHKA  BNE    STCHK1
+        ORB    #2
+STCHK1  STB    STATUS
+        RTS  
 *
 *PLAYER END
 *
-PLEND  LDB     #$58
-       BSR     STCHK0
-       LDD     BGL
-       STD     BGLX    NOMO SCROLL
-       LDX     PLAXC
-       LDD     #$0806
-       JSR     BLKCLR  OFF PLAYER
-       JSR     PLSAV
-       LDD     #PDSND
-       JSR     SNDLD
+PLEND   LDB    #$58
+        BSR    STCHK0
+        LDD    BGL
+        STD    BGLX             ;NOMO SCROLL
+        LDX    PLAXC
+        LDD    #$0806
+        JSR    BLKCLR           ;OFF PLAYER
+        JSR    PLSAV
+        LDD    #PDSND
+        JSR    SNDLD
 *
 *PLAYER DEATH
 *
-PDEATH LDY     #PLAPIC
-       LDA     NPLAD
-       BPL     PDTH1
-       LDY     #PLBPIC
-PDTH1  LDX     #PXCTB  INIT COLOR
-       STX     PD,U
-       LDU     #MONOTB
-       JSR     MONO
-       TFR     U,X     PSEUDO VECTOR
-       LDU     CRPROC
-       STX     PD+4,U
-PDTHL  LDD     NPLAXC
-       LDY     PD+4,U
-       JSR     COFF    BLANK
-       LDA     #2
-       LDX     #PDTH2
-       JMP     SLEEP
-PDTH2  LDD     NPLAXC
-       LDY     PD+4,U
-       JSR     CWRIT
-       LDX     PD,U
-       LDA     ,X+
-       BEQ     PDTH4
-       STA     PCRAM+$B
-       CLR     PCRAM   BLACK SCREEN
-       STX     PD,U
-PDTH3  LDA     #2
-       LDX     #PDTHL
-       JMP     SLEEP
-PDTH4  LDA     #$7F
-       STA     STATUS
-       LDA     #$FF
-       STA     PCRAM
-       LDA     #2
-       LDX     #PDTH5
-       JMP     SLEEP
-PDTH5  CLR     PCRAM
-       JSR     GNCIDE
-       LDX     NPLAXC
-       LEAX    $0403,X BLOW HIM
-       JSR     MAPCH7
-       JSR     PXVCT
-       JSR     SCRTRN
-       CLR     SNDTMR  OFF SOUND
-       LDB     #$13
-       JSR     SNDOUT
-       JSR     WVCHK
-       BNE     PLE01
-       JSR     BONUS
-       JSR     SCLR1
-PLE01  LDA     CURPLR  SHIPS LEFT?
-       LDX     PLRX
-       LDB     PLAS,X
-       BNE     PLE02   YES
-       LDB     PLRCNT  1 PLAYER?
-       DECB
-       BEQ     PLE2    YES, GAME OVER
-       EORA    #$3     OTHER GUY HAS SHIPS?
-       JSR     PLDX
-       LDB     PLAS,X
-       BEQ     PLE2    NO,GAME OVER
-       LDU     #PLYR1  YES, DISPLA PLAYER N GAME OVER
-       CMPA    #2
-       BEQ     PLEM1
-       LDU     #PLYR2
-PLEM1  LDX     #$3C78
-       JSR     MESS
-       LDU     #GO
-       LDX     #$3E88
-       JSR     MESS
-       NAP     $60,PLE02
-PLE02  LDA     CURPLR
-PLELP  INCA
-       CMPA    PLRCNT
-       BLS     PLE1
-       LDA     #1
-PLE1   JSR     PLDX
-       LDB     PLAS,X
-       BEQ     PLELP
-       STA     CURPLR
-       INC     PDFLG
-       JMP     PLSTRT
-PLE2   LDU     #GO     GAME OVER
-       LDX     #$3E80
-       LDA     #$FF
-       STA     STATUS
-       JSR     MESS
-       CLR     SNDTMR  OFF SOUNDS
-       LDB     #$13
-       JSR     SNDOUT
-       NAP     40,PLE3
-PLE3   JMP     ATTR
+PDEATH  LDY    #PLAPIC
+        LDA    NPLAD
+        BPL    PDTH1
+        LDY    #PLBPIC
+PDTH1   LDX    #PXCTB           ;INIT COLOR
+        STX    PD,U
+        LDU    #MONOTB
+        JSR    MONO
+        TFR    U,X              ;PSEUDO VECTOR
+        LDU    CRPROC
+        STX    PD+4,U
+PDTHL   LDD    NPLAXC
+        LDY    PD+4,U
+        JSR    COFF             ;BLANK
+        LDA    #2
+        LDX    #PDTH2
+        JMP    SLEEP
+PDTH2   LDD    NPLAXC
+        LDY    PD+4,U
+        JSR    CWRIT
+        LDX    PD,U
+        LDA    ,X+
+        BEQ    PDTH4
+        STA    PCRAM+$B
+        CLR    PCRAM            ;BLACK SCREEN
+        STX    PD,U
+PDTH3   LDA    #2
+        LDX    #PDTHL
+        JMP    SLEEP
+PDTH4   LDA    #$7F
+        STA    STATUS
+        LDA    #$FF
+        STA    PCRAM
+        LDA    #2
+        LDX    #PDTH5
+        JMP    SLEEP
+PDTH5   CLR    PCRAM
+        JSR    GNCIDE
+        LDX    NPLAXC
+        LEAX   $0403,X          ;BLOW HIM
+        JSR    MAPCH7
+        JSR    PXVCT
+        JSR    SCRTRN
+        CLR    SNDTMR           ;OFF SOUND
+        LDB    #$13
+        JSR    SNDOUT
+        JSR    WVCHK
+        BNE    PLE01
+        JSR    BONUS
+        JSR    SCLR1
+PLE01   LDA    CURPLR           ;SHIPS LEFT?
+        LDX    PLRX
+        LDB    PLAS,X
+        BNE    PLE02            ;YES
+        LDB    PLRCNT           ;1 PLAYER?
+        DECB 
+        BEQ    PLE2             ;YES, GAME OVER
+        EORA   #$3              ;OTHER GUY HAS SHIPS?
+        JSR    PLDX
+        LDB    PLAS,X
+        BEQ    PLE2             ;NO,GAME OVER
+        LDU    #PLYR1           ;YES, DISPLA PLAYER N GAME OVER
+        CMPA   #2
+        BEQ    PLEM1
+        LDU    #PLYR2
+PLEM1   LDX    #$3C78
+        JSR    MESS
+        LDU    #GO
+        LDX    #$3E88
+        JSR    MESS
+        NAP    $60,PLE02
+PLE02   LDA    CURPLR
+PLELP   INCA 
+        CMPA   PLRCNT
+        BLS    PLE1
+        LDA    #1
+PLE1    JSR    PLDX
+        LDB    PLAS,X
+        BEQ    PLELP
+        STA    CURPLR
+        INC    PDFLG
+        JMP    PLSTRT
+PLE2    LDU    #GO              ;GAME OVER
+        LDX    #$3E80
+        LDA    #$FF
+        STA    STATUS
+        JSR    MESS
+        CLR    SNDTMR           ;OFF SOUNDS
+        LDB    #$13
+        JSR    SNDOUT
+        NAP    40,PLE3
+PLE3    JMP    ATTR
 *PLAYER GLOW TABLE
-PXCTB  FCB     7,7,7,$F,$3F,$7F,$FF,$FF,0
+PXCTB   FCB    7,7,7,$F,$3F,$7F,$FF,$FF,0
 *WALL COLOR TABLE
-WCTAB  FCB     $81,$28,$07,$16,$2F,$84,$15,0
+WCTAB   FCB    $81,$28,$07,$16,$2F,$84,$15,0
 *
 * MONOCHROMATIZER ROUTINE   Y = OBJECT PICTURE ADDRESS
 *                           U = MONOCHROMATIC PICTURE ADDRESS
 *   COLOR: $B
 *
-MONO   PSHS    U,X,D   SAVE REGISTERS
-       JSR     MAPCH2  SELECT MAP
-       LDD     OBJW,Y  GET PICTURE SIZE
-       STD     OBJW,U  COPY TO MONO DESCRIPTOR
-       MUL             COMPUTE NUMBER OF BYTES
-       LEAX    OBJL,U  GET START OF MONO DATA ADDRESS
-       STX     OBJP0,U SAVE IN MONO DESCRIPTOR
-       LEAX    D,X     ADD NUMBER OF BYTES OF ONE IMAGE
-       STX     OBJP1,U SAVE IN MONO DESCRIPTOR
-       PSHS    X       END OF FIRST MONO FLAVOR
-       LEAX    D,X     ADD NUMBER OF BYTES OF ONE IMAGE
-       PSHS    X       SAVE END OF SECOND MONO FLAVOR
-       LDD     OBJWRT,Y GET OBJECT WRITE ROUTINE
-       STD     OBJWRT,U COPY TO MONO DESCRIPTOR
-       LDD     OBJDEL,Y GET OBJECT ERASE ROUTINE
-       STD     OBJDEL,U COPY TO MONO DESCRIPTOR
-       LDX     OBJP0,Y GET START OF FIRST FLAVOR OBJECT DATA
-       LEAU    OBJL,U  GET START OF FIRST FLAVOR MONO
-       BSR     MONO1   MONOCHROMATIZE FIRST FLAVOR
-       LDX     OBJP1,Y GET START OF SECOND FLAVOR OBJECT DATA
-       LDU     2,S     GET START OF SECOND FLAVOR MONO
-       LDD     ,S      GET END OF SECOND FLAVOR MONO
-       STD     2,S     SET BOUNDARY
-       BSR     MONO1   MONOCHROMATIZE SECOND FLAVOR
-       LEAS    4,S     CLEAN THE STACK
-       PULS    D,X,U,PC RESTORE REGISTERS, RETURN
+MONO    PSHS   U,X,D            ;SAVE REGISTERS
+        JSR    MAPCH2           ;SELECT MAP
+        LDD    OBJW,Y           ;GET PICTURE SIZE
+        STD    OBJW,U           ;COPY TO MONO DESCRIPTOR
+        MUL      COMPUTE          ;NUMBER OF BYTES
+        LEAX   OBJL,U           ;GET START OF MONO DATA ADDRESS
+        STX    OBJP0,U          ;SAVE IN MONO DESCRIPTOR
+        LEAX   D,X              ;ADD NUMBER OF BYTES OF ONE IMAGE
+        STX    OBJP1,U          ;SAVE IN MONO DESCRIPTOR
+        PSHS   X                ;END OF FIRST MONO FLAVOR
+        LEAX   D,X              ;ADD NUMBER OF BYTES OF ONE IMAGE
+        PSHS   X                ;SAVE END OF SECOND MONO FLAVOR
+        LDD    OBJWRT,Y         ;GET OBJECT WRITE ROUTINE
+        STD    OBJWRT,U         ;COPY TO MONO DESCRIPTOR
+        LDD    OBJDEL,Y         ;GET OBJECT ERASE ROUTINE
+        STD    OBJDEL,U         ;COPY TO MONO DESCRIPTOR
+        LDX    OBJP0,Y          ;GET START OF FIRST FLAVOR OBJECT DATA
+        LEAU   OBJL,U           ;GET START OF FIRST FLAVOR MONO
+        BSR    MONO1            ;MONOCHROMATIZE FIRST FLAVOR
+        LDX    OBJP1,Y          ;GET START OF SECOND FLAVOR OBJECT DATA
+        LDU    2,S              ;GET START OF SECOND FLAVOR MONO
+        LDD    ,S               ;GET END OF SECOND FLAVOR MONO
+        STD    2,S              ;SET BOUNDARY
+        BSR    MONO1            ;MONOCHROMATIZE SECOND FLAVOR
+        LEAS   4,S              ;CLEAN THE STACK
+        PULS   D,X,U,PC         ;RESTORE REGISTERS, RETURN
 * MONOCHROMATIZE LOOP
-MONO1  LDD     ,X++    GET TWO BYTES OF OBJECT, ADVANCE POINTER
-       BITA    #$F0    TEST FIRST NIBBLE
-       BEQ     MONO2   ZERO?, SKIP IT
-       ORA     #$F0    COLORED?, SET TO $F
-MONO2  BITA    #$0F    TEST SECOND NIBBLE
-       BEQ     MONO3   ZERO?, SKIP IT
-       ORA     #$0F    COLORED?, SET TO $F
-MONO3  BITB    #$F0    TEST THIRD NIBBLE
-       BEQ     MONO4   ZERO?, SKIP IT
-       ORB     #$F0    COLORED?, SET TO $F
-MONO4  BITB    #$0F    TEST FOURTH NIBBLE
-       BEQ     MONO5   ZERO?, SKIP IT
-       ORB     #$0F    COLORED?, SET TO $F
-MONO5  ANDA    #$BB    CHANGE COLOR TO $B
-       ANDB    #$BB
-       STD     ,U++    SAVE TWO BYTES MONO, ADVANCE POINTER
-       CMPU    4,S     CHECK FOR END OF OBJECT
-       BLO     MONO1   NO?, CONTINUE
-       RTS             YES?, RETURN
+MONO1   LDD    ,X++             ;GET TWO BYTES OF OBJECT, ADVANCE POINTER
+        BITA   #$F0             ;TEST FIRST NIBBLE
+        BEQ    MONO2            ;ZERO?, SKIP IT
+        ORA    #$F0             ;COLORED?, SET TO $F
+MONO2   BITA   #$0F             ;TEST SECOND NIBBLE
+        BEQ    MONO3            ;ZERO?, SKIP IT
+        ORA    #$0F             ;COLORED?, SET TO $F
+MONO3   BITB   #$F0             ;TEST THIRD NIBBLE
+        BEQ    MONO4            ;ZERO?, SKIP IT
+        ORB    #$F0             ;COLORED?, SET TO $F
+MONO4   BITB   #$0F             ;TEST FOURTH NIBBLE
+        BEQ    MONO5            ;ZERO?, SKIP IT
+        ORB    #$0F             ;COLORED?, SET TO $F
+MONO5   ANDA   #$BB             ;CHANGE COLOR TO $B
+        ANDB   #$BB
+        STD    ,U++             ;SAVE TWO BYTES MONO, ADVANCE POINTER
+        CMPU   4,S              ;CHECK FOR END OF OBJECT
+        BLO    MONO1            ;NO?, CONTINUE
+        RTS      YES?,            ;RETURN
 *
 *SAVE PLAYER STATE
 *
-PLSAV  PSHS    D,X,U
-       LDU     PLRX
-       LEAU    PTARG,U
-       LDA     #PLDLEN-PTARG
-PLSAV1 CLR     ,U+     CLEAR AREA
-       DECA
-       BNE     PLSAV1
+PLSAV   PSHS   D,X,U
+        LDU    PLRX
+        LEAU   PTARG,U
+        LDA    #PLDLEN-PTARG
+PLSAV1  CLR    ,U+              ;CLEAR AREA
+        DECA 
+        BNE    PLSAV1
 *SAVE ASTROS
-       LDU     PLRX
-       LDA     ASTCNT
-       STA     PTARG,U
+        LDU    PLRX
+        LDA    ASTCNT
+        STA    PTARG,U
 *SAVE ENEMY COUNTS
-       LEAU    PENEMY,U
-       LDX     #ELIST
-PLSAV6 LDA     ,X+
-       CMPX    #ELIST1
-       BHI     PLSAV7
-       ADDA    ELEND-ELIST-1,X RES=ACT+RES
-PLSAV7 STA     ,U+
-       CMPX    #ELEND
-       BNE     PLSAV6
-       PULS    D,X,U,PC
+        LEAU   PENEMY,U
+        LDX    #ELIST
+PLSAV6  LDA    ,X+
+        CMPX   #ELIST1
+        BHI    PLSAV7
+        ADDA   ELEND-ELIST-1,X  ;RES=ACT+RES
+PLSAV7  STA    ,U+
+        CMPX   #ELEND
+        BNE    PLSAV6
+        PULS   D,X,U,PC
 *
 *START ASTROS
 *A=#
 *B=BIT 6,7 OF XADDR
-ASTST  PSHS    D
-       STA     XTEMP+1
-ASTST1 OBI     ASTP1,ASTKIL,$6666
-       JSR     RAND
-       LDD     HSEED
-       ANDA    #$1F
-       ADDA    1,S
-       STD     OX16,X
-       LSRB
-       BCC     ASTS2
-       LDD     #ASTP3  OPPOSITE DIRECTION
-       STD     OPICT,X
-ASTS2  LDA     #$E0
-       STA     OY16,X
-       LDA     #$10
-       STA     OTYP,X  NON COLLIDE
-       CLRD
-       STD     OYV,X
-       STD     OXV,X
-       STD     OBJID,X
-       STX     OPTR
-       STX     ,Y++
-       DEC     XTEMP+1
-       BNE     ASTST1
-       PULS    D,PC
-       FCB     $0C     CKBYT CHECKSUM(ACTUAL)
+ASTST   PSHS   D
+        STA    XTEMP+1
+ASTST1  OBI    ASTP1,ASTKIL,$6666
+        JSR    RAND
+        LDD    HSEED
+        ANDA   #$1F
+        ADDA   1,S
+        STD    OX16,X
+        LSRB 
+        BCC    ASTS2
+        LDD    #ASTP3           ;OPPOSITE DIRECTION
+        STD    OPICT,X
+ASTS2   LDA    #$E0
+        STA    OY16,X
+        LDA    #$10
+        STA    OTYP,X           ;NON COLLIDE
+        CLRD 
+        STD    OYV,X
+        STD    OXV,X
+        STD    OBJID,X
+        STX    OPTR
+        STX    ,Y++
+        DEC    XTEMP+1
+        BNE    ASTST1
+        PULS   D,PC
+        FCB    $0C              ;CKBYT CHECKSUM(ACTUAL)
 *
 *PLAYER RESTORE
 *START ASTROS+BASES
 *GET ENEMY COUNTS+PARAMS
 *
-PLRES  NEWP    ASTRO,STYPE
-       LDU     #TLIST
-       LEAY    ,U
-       STU     PD,X    INIT PTR
-ASTS1  CLR     ,U+     CLEAR LIST
-       CMPU    #TLEND
-       BNE     ASTS1
-       LDU     PLRX
-       LDA     PTARG,U
-       STA     ASTCNT
-       BEQ     ASTSX
-       CMPA    #7
-       BLS     ASTS1B
-       LSRA
-       LSRA
-       CLRB
-ASTS1A BSR     ASTST   QUADRANT AT AT TIME
-       ADDB    #$40
-       BNE     ASTS1A
-       ASLA
-       ASLA
-       NEGA
-       ADDA    PTARG,U GET LEFTOVERS
-       BEQ     ASTSX
-ASTS1B STA     XTEMP
-ASTS1C LDB     HSEED
-       LDA     #1
-       BSR     ASTST
-       DEC     XTEMP
-       BNE     ASTS1C
+PLRES   NEWP   ASTRO,STYPE
+        LDU    #TLIST
+        LEAY   ,U
+        STU    PD,X             ;INIT PTR
+ASTS1   CLR    ,U+              ;CLEAR LIST
+        CMPU   #TLEND
+        BNE    ASTS1
+        LDU    PLRX
+        LDA    PTARG,U
+        STA    ASTCNT
+        BEQ    ASTSX
+        CMPA   #7
+        BLS    ASTS1B
+        LSRA 
+        LSRA 
+        CLRB 
+ASTS1A  BSR    ASTST            ;QUADRANT AT AT TIME
+        ADDB   #$40
+        BNE    ASTS1A
+        ASLA 
+        ASLA 
+        NEGA 
+        ADDA   PTARG,U          ;GET LEFTOVERS
+        BEQ    ASTSX
+ASTS1B  STA    XTEMP
+ASTS1C  LDB    HSEED
+        LDA    #1
+        BSR    ASTST
+        DEC    XTEMP
+        BNE    ASTS1C
 *ENEMY COUNTS
-ASTSX  LDU     PLRX
-       LEAU    PENEMY,U
-       LDX     #ELIST
-ELS1   LDA     ,U+
-       STA     ,X+
-       CMPX    #ELEND
-       BNE     ELS1
+ASTSX   LDU    PLRX
+        LEAU   PENEMY,U
+        LDX    #ELIST
+ELS1    LDA    ,U+
+        STA    ,X+
+        CMPX   #ELEND
+        BNE    ELS1
 *CLEAR ACTIVE COUNTS
-       LDX     #ECNTS
-ELS2   CLR     ,X+
-       CMPX    #ECEND
-       BNE     ELS2
+        LDX    #ECNTS
+ELS2    CLR    ,X+
+        CMPX   #ECEND
+        BNE    ELS2
 *RESTORE YOUR SWARMERS
-RSW0   JSR     GETOB   GET PHONY OBJECT
-       LDA     SEED
-       LSRA
-       ADDA    #YMIN
-       STA     OY16,X
-       JSR     RAND
-       ANDA    #$3F
-       ADDA    #$80
-       ADDD    BGL
-       STD     OX16,X
-       LDA     SWMRES
-       BEQ     RSWX
-       CMPA    #6
-       BLS     RSW1
-       LDA     #6
-RSW1   LEAY    ,X
-       JSR     MMSW
-       LDX     OFREE
-       STX     ,Y      KILL THE PHONY
-       STY     OFREE
-       NEGA
-       ADDA    SWMRES
-       STA     SWMRES
-       BNE     RSW0
+RSW0    JSR    GETOB            ;GET PHONY OBJECT
+        LDA    SEED
+        LSRA 
+        ADDA   #YMIN
+        STA    OY16,X
+        JSR    RAND
+        ANDA   #$3F
+        ADDA   #$80
+        ADDD   BGL
+        STD    OX16,X
+        LDA    SWMRES
+        BEQ    RSWX
+        CMPA   #6
+        BLS    RSW1
+        LDA    #6
+RSW1    LEAY   ,X
+        JSR    MMSW
+        LDX    OFREE
+        STX    ,Y               ;KILL THE PHONY
+        STY    OFREE
+        NEGA 
+        ADDA   SWMRES
+        STA    SWMRES
+        BNE    RSW0
 *RESTORE SCHITZOS
-RSWX   LDA     SCZRES
-       BEQ     RSCZX
-       JSR     SCZST
-       CLR     SCZRES
+RSWX    LDA    SCZRES
+        BEQ    RSCZX
+        JSR    SCZST
+        CLR    SCZRES
 *RESTORE PROBES
-RSCZX  LDA     PRBRES
-       STA     PRBCNT
-       BEQ     TIER
-       CLR     PRBRES
-       JSR     PRBST
+RSCZX   LDA    PRBRES
+        STA    PRBCNT
+        BEQ    TIER
+        CLR    PRBRES
+        JSR    PRBST
 *RESTORE TIES
-TIER   LDA     TIERES
-       STA     TIECNT
-       BEQ     TIERX
-TIER0  CMPA    #3
-       BLS     TIER1
-       LDA     #3
-TIER1  PSHS    A
-       JSR     TIEST
-       LDA     TIERES
-       SUBA    ,S+
-       STA     TIERES
-       BNE     TIER0
-TIERX  RTS
+TIER    LDA    TIERES
+        STA    TIECNT
+        BEQ    TIERX
+TIER0   CMPA   #3
+        BLS    TIER1
+        LDA    #3
+TIER1   PSHS   A
+        JSR    TIEST
+        LDA    TIERES
+        SUBA   ,S+
+        STA    TIERES
+        BNE    TIER0
+TIERX   RTS  
 *
 *GAME EXEC
 *CHECKS END OF WAVE
 *STAGES ATTACKS
 *DISPATCHES SPOILERS
 *
-GEXEC  LDU     CRPROC
-       LDA     #40     DELTA COUNTER
-       STA     PD,U
-       LDA     UFOTIM
-       STA     UFOTMR
-       LDA     #1
-       STA     WAVTMR
-GEX0   LDA     STATUS
-       BITA    #8
-       BNE     GEX3    PLAYER DEAD
-       JSR     WVCHK
-       BNE     GEX00
-       LDA     #$77
-       STA     STATUS
-       JSR     GNCIDE
-       JSR     PLSAV
-       JSR     BONUS
-       LDX     PLRX
-       INC     PLAS,X
-       JMP     PLSTR0
-GEX00  CMPA    #8      ACCELERATE?
-       BHI     GEX002
-       LDB     UFOTIM
-       LSRB
-       CMPA    #3
-       BHI     GEX001
-       LSRB
-GEX001 INCB
-       CMPB    UFOTMR
-       BHS     GEX002
-       STB     UFOTMR
-GEX002 DEC     UFOTMR
-       BNE     GEX11
-       CMPA    #4
-       LDA     UFOTIM
-       BHS     GEX003
-       LSRA
-       LSRA
-       JSR     RMAX
-GEX003 STA     UFOTMR
-       LDA     UFOCNT
-       CMPA    #12
-       BHS     GEX11
-       JSR     UFOST
-       INC     UFOCNT
-GEX11  DEC     WAVTMR
-       BEQ     GEX2
-       LDA     LNDCNT
-       BNE     GEX3
-GEX2   LDA     WAVTIM
-       STA     WAVTMR
-       LDA     LNDRES
-       BEQ     GEX3
-       LDA     LNDCNT
-       CMPA    #8
-       BHS     GEX3
-       LDA     WAVSIZ
-       CMPA    LNDRES
-       BLS     GEX20
-       LDA     LNDRES
-GEX20  JSR     LANDST  START A SQUAD
-       NEGA
-       ADDA    LNDRES
-       STA     LNDRES
-GEX3   LDA     STRCNT  GET STARS GOING AFTER OVERFLOW
-       CMPA    #16
-       BHS     GEX5
-       INC     STRCNT
-GEX5   LDA     GTIME
-       INCA
-       CMPA    #240
-       BLS     GEX50
-       LDB     #$06    METER 6
-       JSR     AUDIT
-       CLRA
-GEX50  STA     GTIME
-       LDU     CRPROC
-       DEC     PD,U
-       BNE     GEX6
-       LDB     #2
-       LDY     #ELIST
-       JSR     WDELT
-       LDA     #40
-       STA     PD,U
-GEX6   NAP     15,GEX0
+GEXEC   LDU    CRPROC
+        LDA    #40              ;DELTA COUNTER
+        STA    PD,U
+        LDA    UFOTIM
+        STA    UFOTMR
+        LDA    #1
+        STA    WAVTMR
+GEX0    LDA    STATUS
+        BITA   #8
+        BNE    GEX3             ;PLAYER DEAD
+        JSR    WVCHK
+        BNE    GEX00
+        LDA    #$77
+        STA    STATUS
+        JSR    GNCIDE
+        JSR    PLSAV
+        JSR    BONUS
+        LDX    PLRX
+        INC    PLAS,X
+        JMP    PLSTR0
+GEX00   CMPA   #8               ;ACCELERATE?
+        BHI    GEX002
+        LDB    UFOTIM
+        LSRB 
+        CMPA   #3
+        BHI    GEX001
+        LSRB 
+GEX001  INCB 
+        CMPB   UFOTMR
+        BHS    GEX002
+        STB    UFOTMR
+GEX002  DEC    UFOTMR
+        BNE    GEX11
+        CMPA   #4
+        LDA    UFOTIM
+        BHS    GEX003
+        LSRA 
+        LSRA 
+        JSR    RMAX
+GEX003  STA    UFOTMR
+        LDA    UFOCNT
+        CMPA   #12
+        BHS    GEX11
+        JSR    UFOST
+        INC    UFOCNT
+GEX11   DEC    WAVTMR
+        BEQ    GEX2
+        LDA    LNDCNT
+        BNE    GEX3
+GEX2    LDA    WAVTIM
+        STA    WAVTMR
+        LDA    LNDRES
+        BEQ    GEX3
+        LDA    LNDCNT
+        CMPA   #8
+        BHS    GEX3
+        LDA    WAVSIZ
+        CMPA   LNDRES
+        BLS    GEX20
+        LDA    LNDRES
+GEX20   JSR    LANDST           ;START A SQUAD
+        NEGA 
+        ADDA   LNDRES
+        STA    LNDRES
+GEX3    LDA    STRCNT           ;GET STARS GOING AFTER OVERFLOW
+        CMPA   #16
+        BHS    GEX5
+        INC    STRCNT
+GEX5    LDA    GTIME
+        INCA 
+        CMPA   #240
+        BLS    GEX50
+        LDB    #$06             ;METER 6
+        JSR    AUDIT
+        CLRA 
+GEX50   STA    GTIME
+        LDU    CRPROC
+        DEC    PD,U
+        BNE    GEX6
+        LDB    #2
+        LDY    #ELIST
+        JSR    WDELT
+        LDA    #40
+        STA    PD,U
+GEX6    NAP    15,GEX0
 *
 *RANDOM MAX ROUTINE
 *A = RAND <=A
-RMAX   PSHS    A
-       JSR     RAND
-RMAX1  CMPA    ,S
-       BLS     RMAXX
-       LSRA
-       BRA     RMAX1
-RMAXX  INCA
-       LEAS    1,S
-       RTS
+RMAX    PSHS   A
+        JSR    RAND
+RMAX1   CMPA   ,S
+        BLS    RMAXX
+        LSRA 
+        BRA    RMAX1
+RMAXX   INCA 
+        LEAS   1,S
+        RTS  
 *
 *
 *CHECK END OF WAVE
 *
-WVCHK  LDA     LNDCNT  END OF WAVE
-       ADDA    LNDRES
-       ADDA    TIECNT
-       ADDA    PRBCNT
-       ADDA    SWCNT
-       ADDA    SCZCNT
-       ADDA    SCZRES
-       RTS
+WVCHK   LDA    LNDCNT           ;END OF WAVE
+        ADDA   LNDRES
+        ADDA   TIECNT
+        ADDA   PRBCNT
+        ADDA   SWCNT
+        ADDA   SCZCNT
+        ADDA   SCZRES
+        RTS  
 *
 *BCD-HEX CONVERT
 *A=BCD-HEX
-BCDHEX PSHS    B
-       CLRB
-BCH1   CMPA    #$10
-       BLO     BCH2
-       ADDB    #10
-       SUBA    #$10
-       BRA     BCH1
-BCH2   PSHS    B
-       ADDA    ,S+
-       PULS    B,PC
+BCDHEX  PSHS   B
+        CLRB 
+BCH1    CMPA   #$10
+        BLO    BCH2
+        ADDB   #10
+        SUBA   #$10
+        BRA    BCH1
+BCH2    PSHS   B
+        ADDA   ,S+
+        PULS   B,PC
 *
 *HEX-BCD CONVERT
 *A=HEX-BCD
-HEXBCD PSHS    B
-       TFR     A,B
-       CLRA
-HBC1   CMPB    #10
-       BLO     HBC2
-       ADDA    #$10
-       DAA
-       SUBB    #10
-       BRA     HBC1
-HBC2   PSHS    B
-       ADDA    ,S+
-       DAA
-       PULS    B,PC
+HEXBCD  PSHS   B
+        TFR    A,B
+        CLRA 
+HBC1    CMPB   #10
+        BLO    HBC2
+        ADDA   #$10
+        DAA  
+        SUBB   #10
+        BRA    HBC1
+HBC2    PSHS   B
+        ADDA   ,S+
+        DAA  
+        PULS   B,PC
 *
 *BONUS COLLECT PROCESS
 *
-BONUS  CLR     PCRAM
-       LDU     CRPROC
-       PULS    X
-       STX     PD+6,U  SAVE RETURN
-       JSR     SCLR1
-       LDU     #ATWV   ATTACK WAVE N COMPLETED
-       LDX     #$3850
-       JSR     MESS
-       LDX     PLRX
-       LDA     PWAV,X
-       BSR     HEXBCD
-       TFR     A,B
-       CLRA
-       LDX     CURSER
-       JSR     WNBV
-       LDX     #$3D60
-       LDU     #COMPV
-       JSR     MESS
-       LDU     #BONSX
-       LDX     #$3C90
-       JSR     MESS
-       LDX     PLRX
-       CLRB
-       LDA     PWAV,X
-       CMPA    #5
-       BLS     BON1
-       LDA     #5
-BON1   LDX     CURSER
-       JSR     WNBV
-       LDU     CRPROC
-       LDX     #$3CA0  INITIAL ADDR
-       LDA     ASTCNT
-       STA     PD2,U
-       BEQ     BC2
-BCLP   TFR     X,D
-       LDY     #ASTP3
-       JSR     CWRIT
-       LEAX    $400,X
-       LDA     #$01
-       LDY     PLRX
-       LDB     PWAV,Y  MULTIPLIER
-       CMPB    #5
-       BLO     BCLPA
-       LDB     #5
-BCLPA  ASLB
-       ASLB
-       ASLB
-       ASLB
-       JSR     SCORE
-       STX     PD,U
-       NAP     4,BC1
-BC1    LDX     PD,U
-       DEC     PD2,U   ALL DONE?
-       BNE     BCLP    NO
-BC2    LDX     PLRX
-       JSR     GETWV
-       NAP     $80,BC3 HANG OUT
-BC3    JMP     [PD+6,U] RETURN
+BONUS   CLR    PCRAM
+        LDU    CRPROC
+        PULS   X
+        STX    PD+6,U           ;SAVE RETURN
+        JSR    SCLR1
+        LDU    #ATWV            ;ATTACK WAVE N COMPLETED
+        LDX    #$3850
+        JSR    MESS
+        LDX    PLRX
+        LDA    PWAV,X
+        BSR    HEXBCD
+        TFR    A,B
+        CLRA 
+        LDX    CURSER
+        JSR    WNBV
+        LDX    #$3D60
+        LDU    #COMPV
+        JSR    MESS
+        LDU    #BONSX
+        LDX    #$3C90
+        JSR    MESS
+        LDX    PLRX
+        CLRB 
+        LDA    PWAV,X
+        CMPA   #5
+        BLS    BON1
+        LDA    #5
+BON1    LDX    CURSER
+        JSR    WNBV
+        LDU    CRPROC
+        LDX    #$3CA0           ;INITIAL ADDR
+        LDA    ASTCNT
+        STA    PD2,U
+        BEQ    BC2
+BCLP    TFR    X,D
+        LDY    #ASTP3
+        JSR    CWRIT
+        LEAX   $400,X
+        LDA    #$01
+        LDY    PLRX
+        LDB    PWAV,Y           ;MULTIPLIER
+