;dead.asm (all vbi code)››   lda deadtype›   bne *+5›   jmp dead1›   cmp #2›   bne *+5›   jmp dead3››;tail and skeleton head›dead2›   lda fishd›   beq :rt01›:lf01›   lda #low [skeldata1+2]›   sta :selfmod1›   lda #high [skeldata1+2]›   sta :selfmod1+1›   lda #low fishdata2›   sta :selfmod2›   lda #high fishdata2›   sta :selfmod2+1›   lda #%00001111›   sta :tmp2vbi›   lda #12›   sta COLPM0›   lda #198-32›   sta COLPM1›   jmp :lfrt01›:rt01›   lda #low [skeldata2+2]›   sta :selfmod2›   lda #high [skeldata2+2]›   sta :selfmod2+1›   lda #low fishdata1›   sta :selfmod1›   lda #high fishdata1›   sta :selfmod1+1›   lda #%11110000›   sta :tmp2vbi›   lda #12›   sta COLPM1›   lda #198-32›   sta COLPM0›:lfrt01›   lda :tmpvbi›   and #16 ;ignore trigger status›   tax›:lpdf2›:selfmod1 equ *+1›   lda fishdata1,x›   sta play0,y›:selfmod2 equ *+1›   lda fishdata2,x›   sta play1,y›   lda fishdata3,x›   and :tmp2vbi›   sta play2,y›   iny›   inx›   dec :cntr›   bne :lpdf2›;set fish colors›;   lda #198-32›;   sta COLPM0›;   sta COLPM1›   lda #202-32›   sta COLPM2›   lda #1›   sta SIZEP2›   jmp :donefish››dead1›   lda :tmpvbi›   and #16 ;ignore trigger status›   tax›:lpd2skel›   lda skeldata1,x›   sta play0,y›   lda skeldata2,x›   sta play1,y›   lda #0›   sta play2,y›   iny›   inx›   dec :cntr›   bne :lpd2skel›;set skeleton colors›   lda #12›   sta COLPM0›   sta COLPM1›   lda #1›   sta SIZEP2›   jmp :donefish››dead3›   lda :tmpvbi›   and #16 ;ignore trigger status›   clc›   adc #15›   tax›   lda random›   and #3›   sta :tmp2vbi   ›   tya›   cpy #83›   bcs :lpdf3›   clc›   adc :tmp2vbi›   tay›   sty ofishy›:lpdf3›   lda fishdata1,x›   sta play0,y›   lda fishdata2,x›   sta play1,y›   lda fishdata3,x›   sta play2,y›   iny›   dex›   dec :cntr›   bne :lpdf3›;set fish colors›   lda #198-32›   sta COLPM0›   sta COLPM1›   lda #202-32›   sta COLPM2›   lda #1›   sta SIZEP2›   jmp :donefish››