;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››