← D800 Bit-reverse lookup table Map E000 → Visor sprite source, 3 frames
D900: Tile graphics
The tile glyphs, eight bytes per glyph, indexed by tile code. The set runs from the empty tile's slot out to the source bank.
The virtual base of the tile-glyph set is this label minus the room taken by the codes below the empty tile. The first real tile sits 8 bytes above this label.
tile_glyphs D900 DEFS $08 The slot for the empty tile, and so blank
These are the glyphs of the indestructible border and wall frame. The composed frame is pictured under Walls / playfield frame.
D908 DEFB $00,$01,$03,$06,$0D,$1B,$37,$6F tile_21
D910 DEFB $FE,$82,$7E,$FE,$FE,$FA,$FA,$FA tile_22
D918 DEFB $DF,$BF,$BF,$BF,$BF,$B8,$FF,$00 tile_23
D920 DEFB $F2,$E2,$C2,$82,$02,$02,$FE,$00 tile_24
D928 DEFB $00,$1F,$55,$4A,$5F,$4A,$5F,$5F tile_25
D930 DEFB $00,$FF,$55,$AA,$FF,$AA,$FF,$FF tile_26
D938 DEFB $00,$99,$11,$88,$99,$88,$99,$99 tile_27
D940 DEFB $00,$F8,$52,$AA,$FA,$AA,$FA,$FA tile_28
D948 DEFB $5F,$5F,$55,$4A,$15,$40,$15,$00 tile_29
D950 DEFB $FF,$FF,$55,$AA,$55,$00,$55,$00 tile_2a
D958 DEFB $99,$99,$11,$88,$11,$00,$11,$00 tile_2b
D960 DEFB $FA,$FA,$52,$AA,$50,$02,$50,$00 tile_2c
D968 DEFB $00,$FF,$55,$AA,$FF,$AA,$FF,$FF tile_2d
D970 DEFB $FF,$FF,$55,$AA,$55,$00,$55,$00 tile_2e
D978 DEFB $7F,$41,$5F,$5F,$5F,$5F,$5F,$5F tile_2f
D980 DEFB $00,$80,$C0,$E0,$F0,$F8,$FC,$FE tile_30
D988 DEFB $6F,$37,$1B,$0D,$06,$03,$01,$00 tile_31
D990 DEFB $E6,$EC,$D8,$B0,$60,$C0,$80,$00 tile_32
D998 DEFB $6B,$5F,$6B,$5F,$6B,$5F,$6B,$5F tile_33
D9A0 DEFB $EA,$D0,$EA,$D0,$EA,$D0,$EA,$D0 tile_34
D9A8 DEFB $00,$3F,$00,$5F,$6B,$5F,$6B,$5F tile_35
D9B0 DEFB $00,$F4,$00,$D0,$EA,$D0,$EA,$D0 tile_36
D9B8 DEFB $6B,$00,$00,$5F,$6B,$00,$00,$5F tile_37
D9C0 DEFB $EA,$00,$00,$D0,$EA,$00,$00,$D0 tile_38
D9C8 DEFB $6B,$5F,$6B,$5F,$6B,$5F,$6B,$5F tile_39
D9D0 DEFB $EA,$D0,$EA,$D0,$EA,$D0,$EA,$D0 tile_3a
D9D8 DEFB $6B,$5F,$6B,$5F,$6B,$00,$3F,$00 tile_3b
D9E0 DEFB $EA,$D0,$EA,$D0,$EA,$00,$F4,$00 tile_3c
D9E8 DEFB $5F,$5F,$5F,$5F,$5F,$5C,$7F,$00 tile_3d
D9F0 DEFB $FB,$FD,$FD,$F9,$F1,$01,$FF,$00 tile_3e
D9F8 DEFB $00,$FF,$80,$BF,$BF,$BF,$BF,$DF tile_3f
DA00 DEFB $00,$FE,$02,$FE,$FE,$FE,$FA,$FA tile_40
DA08 DEFB $FA,$FA,$FA,$F2,$F2,$62,$C2,$FE tile_41
DA10 DEFB $00,$7F,$40,$5F,$5F,$5F,$5F,$5F tile_42
DA18 DEFB $00,$FF,$03,$FF,$FB,$FB,$F3,$F3 tile_43
DA20 DEFB $5F,$5F,$5F,$5F,$5F,$5E,$5D,$7F tile_44
DA28 DEFS $60 Blank slots between the frame glyphs and the shatter glyphs
The eight frames of the plain shatter. Each frame fills all four quarters of the cell with one glyph.
DA88 DEFB $FF,$BF,$FF,$FD,$FF,$FF,$EF,$FF tile_51
DA90 DEFB $FB,$BF,$FF,$ED,$BF,$FF,$ED,$FF tile_52
DA98 DEFB $6B,$BE,$7B,$ED,$BE,$F7,$6D,$FB tile_53
DAA0 DEFB $55,$AA,$55,$AA,$55,$AA,$55,$AA tile_54
DAA8 DEFB $45,$AA,$51,$AA,$15,$AA,$51,$AA tile_55
DAB0 DEFB $44,$8A,$51,$8A,$10,$A2,$51,$8A tile_56
DAB8 DEFB $00,$8A,$50,$02,$10,$A0,$01,$88 tile_57
DAC0 DEFB $00,$02,$10,$00,$00,$20,$01,$00 tile_58
These are the brick-design glyphs, which a brick takes in 2×2 groups. The composed bricks are pictured under Bricks.
DAC8 DEFB $3F,$2A,$35,$2A,$35,$2A,$35,$2A tile_59
DAD0 DEFB $FC,$AC,$54,$AC,$54,$AC,$54,$AC tile_5a
DAD8 DEFB $35,$2A,$35,$2A,$35,$2A,$3F,$00 tile_5b
DAE0 DEFB $54,$AC,$54,$AC,$54,$AC,$FC,$00 tile_5c
DAE8 DEFB $3F,$20,$20,$22,$25,$22,$25,$22 tile_5d
DAF0 DEFB $3F,$20,$20,$22,$25,$22,$25,$22 tile_5e
DAF8 DEFB $3F,$20,$20,$22,$25,$22,$25,$22 tile_5f
DB00 DEFB $35,$2A,$35,$2A,$34,$28,$3F,$00 tile_60
DB08 DEFB $44,$A4,$44,$84,$04,$04,$FC,$00 tile_61
DB10 DEFB $3F,$20,$20,$22,$25,$22,$25,$22 tile_62
DB18 DEFB $3F,$20,$20,$22,$25,$22,$25,$22 tile_63
DB20 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F tile_64
DB28 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F tile_65
DB30 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F tile_66
DB38 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F tile_67
DB40 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F tile_68
DB48 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F tile_69
DB50 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F tile_6a
DB58 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F tile_6b
A revealed prize glyph is a 2×2 tile block. Some glyphs share a bottom-row tile with another prize's glyph. Prize effects are listed at the prize handler.
Safety net prize glyph: letter S.
tile_prize_safety_net
DB60 DEFB $1B,$00,$37,$36,$34,$34,$34,$34 Safety net prize glyph
DB68 DEFB $F8,$00,$FC,$1C,$0C,$EC,$1C,$0C
DB70 DEFB $36,$35,$34,$36,$37,$00,$1B,$00
DB78 DEFB $0C,$CC,$0C,$1C,$FC,$00,$F8,$00
Glyphs of the golden brick's gleam, a sequence that nothing plays. The animation is pictured under Golden-brick gleam.
DB80 DEFB $3F,$2A,$34,$2A,$35,$2A,$35,$2A Break-sequence glyphs
DB88 DEFB $FC,$FC,$04,$AC,$54,$AC,$54,$AC
DB90 DEFB $3F,$3F,$20,$2A,$35,$2A,$35,$2A
DB98 DEFB $FC,$FC,$04,$AC,$54,$AC,$54,$AC
DBA0 DEFB $3F,$3F,$30,$32,$35,$22,$35,$2A
DBA8 DEFB $3F,$22,$35,$32,$35,$32,$35,$32
DBB0 DEFB $35,$22,$35,$2A,$35,$2A,$3F,$00
DBB8 DEFB $3F,$2A,$35,$2A,$35,$2A,$35,$2A
DBC0 DEFB $25,$32,$35,$32,$35,$32,$3F,$00
Glue prize glyph: letter G. Its bottom-right tile is safety net's, and the block's last tile is unused.
tile_prize_glue
DBC8 DEFB $1B,$00,$37,$36,$34,$34,$34,$34 Glue prize glyph
DBD0 DEFB $F8,$00,$FC,$1C,$0C,$CC,$FC,$8C
DBD8 DEFB $34,$34,$34,$36,$37,$00,$1B,$00
DBE0 DEFB $8C,$CC,$0C,$1C,$FC,$00,$F8,$00
Bomb prize glyph: letter B. Its bottom-left tile is glue's, and the block's third tile is unused.
tile_prize_bomb
DBE8 DEFB $1B,$00,$37,$34,$34,$34,$34,$34 Bomb prize glyph
DBF0 DEFB $F8,$00,$FC,$1C,$0C,$CC,$CC,$1C
DBF8 DEFB $34,$34,$34,$34,$37,$00,$1B,$00
DC00 DEFB $CC,$CC,$0C,$1C,$FC,$00,$F8,$00
Missile prize glyph: letter M, on tiles of its own.
tile_prize_missile
DC08 DEFB $1B,$00,$37,$35,$34,$34,$34,$34 Missile prize glyph
DC10 DEFB $F8,$00,$FC,$EC,$CC,$0C,$0C,$CC
DC18 DEFB $34,$34,$34,$34,$37,$00,$1B,$00
DC20 DEFB $CC,$CC,$CC,$CC,$FC,$00,$F8,$00
Expand prize glyph: letter E. Its bottom-left tile is glue's, and the block's third tile is unused.
tile_prize_expand
DC28 DEFB $1B,$00,$37,$34,$34,$34,$34,$34 Expand prize glyph
DC30 DEFB $F8,$00,$FC,$0C,$0C,$FC,$FC,$3C
DC38 DEFB $34,$34,$34,$34,$37,$00,$1B,$00
DC40 DEFB $FC,$FC,$0C,$0C,$FC,$00,$F8,$00
Double bat prize glyph: letter D. Its bottom row is glue's and bomb's, and the block's last two tiles are unused.
tile_prize_doublebat
DC48 DEFB $1B,$00,$37,$34,$34,$34,$34,$34 Double bat prize glyph
DC50 DEFB $F8,$00,$FC,$1C,$0C,$CC,$CC,$CC
DC58 DEFB $34,$34,$34,$34,$37,$00,$1B,$00
DC60 DEFB $CC,$CC,$0C,$1C,$FC,$00,$F8,$00
Double score prize glyph: a small multiply sign over a 2, on tiles of its own.
tile_prize_double_score
DC68 DEFB $1B,$00,$37,$36,$37,$37,$36,$37 Double score prize glyph
DC70 DEFB $F8,$00,$FC,$5C,$3C,$1C,$DC,$FC
DC78 DEFB $36,$37,$37,$36,$36,$00,$1B,$00
DC80 DEFB $1C,$DC,$3C,$FC,$1C,$00,$F8,$00
Extra life prize glyph: letter X, on tiles of its own.
tile_prize_extra_life
DC88 DEFB $1B,$00,$37,$34,$34,$36,$36,$37 Extra life prize glyph
DC90 DEFB $F8,$00,$FC,$CC,$CC,$1C,$1C,$3C
DC98 DEFB $36,$36,$34,$34,$37,$00,$1B,$00
DCA0 DEFB $1C,$1C,$CC,$CC,$FC,$00,$F8,$00
Slow ball prize glyph frames, animated by break_class17.
tile_prize_slowball_0 tile_prize_slowball_1 tile_prize_slowball_2 tile_prize_slowball_3
DCA8 DEFB $1B,$00,$37,$34,$34,$34,$34,$34 Slow ball prize glyph frames
DCB0 DEFB $F8,$00,$FC,$04,$F4,$F4,$F4,$F4
DCB8 DEFB $34,$34,$34,$34,$37,$00,$1B,$00
DCC0 DEFB $F4,$F4,$F4,$04,$FC,$00,$F8,$00
DCC8 DEFB $1B,$00,$37,$34,$35,$35,$35,$35
DCD0 DEFB $F8,$00,$FC,$04,$34,$34,$34,$34
DCD8 DEFB $35,$35,$35,$34,$37,$00,$1B,$00
DCE0 DEFB $34,$34,$34,$04,$FC,$00,$F8,$00
DCE8 DEFB $1B,$00,$37,$34,$35,$35,$35,$35
DCF0 DEFB $F8,$00,$FC,$04,$94,$94,$94,$94
DCF8 DEFB $35,$35,$35,$34,$37,$00,$1B,$00
DD00 DEFB $94,$94,$94,$04,$FC,$00,$F8,$00
DD08 DEFB $1B,$00,$37,$34,$35,$35,$35,$35
DD10 DEFB $F8,$00,$FC,$04,$E4,$E4,$E4,$E4
DD18 DEFB $35,$35,$35,$34,$37,$00,$1B,$00
DD20 DEFB $E4,$E4,$E4,$04,$FC,$00,$F8,$00
These are more brick-design glyphs. The composed bricks are pictured under Bricks.
DD28 DEFB $3F,$20,$26,$25,$23,$27,$26,$25 tile_a5
DD30 DEFB $FC,$04,$E4,$C4,$A4,$64,$E4,$C4 tile_a6
DD38 DEFB $23,$27,$26,$25,$23,$20,$3F,$00 tile_a7
DD40 DEFB $A4,$64,$E4,$C4,$A4,$04,$FC,$00 tile_a8
DD48 DEFB $3F,$2A,$21,$2A,$21,$2A,$35,$2A tile_a9
DD50 DEFB $3F,$2A,$01,$1C,$01,$2A,$35,$2A tile_aa
DD58 DEFB $3F,$22,$08,$3E,$08,$22,$35,$2A tile_ab
DD60 DEFB $23,$2A,$1C,$7F,$1C,$08,$21,$2A tile_ac
DD68 DEFB $FC,$AC,$54,$2C,$54,$AC,$54,$AC tile_ad
DD70 DEFB $2B,$2A,$1C,$FF,$1C,$08,$29,$22 tile_ae
DD78 DEFB $FC,$AC,$14,$AC,$14,$AC,$54,$AC tile_af
DD80 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F tile_b0
DD88 DEFB $FC,$FC,$FC,$FC,$FC,$FC,$FC,$FC tile_b1
DD90 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$00 tile_b2
DD98 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F tile_b3
DDA0 DEFB $FC,$FC,$FC,$FC,$FC,$FC,$FC,$FC tile_b4
DDA8 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$00 tile_b5
DDB0 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F tile_b6
DDB8 DEFB $FC,$FC,$FC,$FC,$FC,$FC,$FC,$FC tile_b7
DDC0 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$00 tile_b8
DDC8 DEFB $1F,$3F,$30,$37,$37,$37,$37,$37 tile_b9
DDD0 DEFB $F8,$FC,$0C,$EC,$EC,$EC,$EC,$EC tile_ba
DDD8 DEFB $37,$37,$37,$37,$30,$3F,$1F,$00 tile_bb
DDE0 DEFB $EC,$EC,$EC,$EC,$0C,$FC,$F8,$00 tile_bc
DDE8 DEFB $0F,$1F,$38,$37,$37,$37,$37,$37 tile_bd
DDF0 DEFB $F0,$F8,$1C,$EC,$EC,$EC,$EC,$EC tile_be
DDF8 DEFB $37,$37,$37,$37,$38,$1F,$0F,$00 tile_bf
DE00 DEFB $EC,$EC,$EC,$EC,$1C,$F8,$F0,$00 tile_c0
DE08 DEFB $3F,$30,$35,$20,$2B,$2B,$20,$2B tile_c1
DE10 DEFB $FC,$0C,$EC,$04,$F4,$F4,$04,$F4 tile_c2
DE18 DEFB $2B,$2B,$20,$25,$35,$30,$3F,$00 tile_c3
DE20 DEFB $F4,$F4,$04,$E4,$EC,$0C,$FC,$00 tile_c4
DE28 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F tile_c5
DE30 DEFB $FC,$FC,$FC,$FC,$FC,$FC,$FC,$FC tile_c6
DE38 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$00 tile_c7
DE40 DEFB $FC,$FC,$FC,$FC,$FC,$FC,$FC,$00 tile_c8
DE48 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F tile_c9
DE50 DEFB $FC,$FC,$FC,$FC,$FC,$FC,$FC,$FC tile_ca
DE58 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$00 tile_cb
DE60 DEFB $FC,$FC,$FC,$FC,$FC,$FC,$FC,$00 tile_cc
DE68 DEFB $0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F tile_cd
DE70 DEFB $F0,$F0,$F0,$F0,$F0,$F0,$F0,$F0 tile_ce
DE78 DEFB $0F,$0F,$0F,$0F,$0F,$0F,$0F,$00 tile_cf
DE80 DEFB $F0,$F0,$F0,$F0,$F0,$F0,$F0,$00 tile_d0
DE88 DEFB $07,$07,$07,$07,$07,$07,$07,$07 tile_d1
DE90 DEFB $E0,$E0,$E0,$E0,$E0,$E0,$E0,$E0 tile_d2
DE98 DEFB $07,$07,$07,$07,$07,$07,$07,$00 tile_d3
DEA0 DEFB $E0,$E0,$E0,$E0,$E0,$E0,$E0,$00 tile_d4
DEA8 DEFB $C0,$C0,$C0,$C0,$C0,$C0,$C0,$C0 tile_d5
DEB0 DEFB $C0,$C0,$C0,$C0,$C0,$C0,$C0,$00 tile_d6
DEB8 DEFB $01,$00,$02,$02,$02,$02,$02,$02 tile_d7
DEC0 DEFB $C0,$00,$E0,$E0,$E0,$E0,$E0,$E0 tile_d8
DEC8 DEFB $02,$02,$02,$02,$02,$00,$01,$00 tile_d9
DED0 DEFB $E0,$E0,$E0,$E0,$E0,$00,$C0,$00 tile_da
DED8 DEFB $03,$00,$05,$05,$05,$05,$05,$05 tile_db
DEE0 DEFB $E0,$00,$F0,$F0,$70,$30,$30,$30 tile_dc
DEE8 DEFB $05,$05,$05,$05,$05,$00,$03,$00 tile_dd
DEF0 DEFB $30,$30,$70,$F0,$F0,$00,$E0,$00 tile_de
DEF8 DEFB $1B,$00,$37,$36,$34,$34,$34,$34 tile_df
DF00 DEFB $F8,$00,$FC,$1C,$0C,$0C,$0C,$0C tile_e0
DF08 DEFB $34,$34,$34,$36,$37,$00,$1B,$00 tile_e1
DF10 DEFB $0C,$0C,$0C,$1C,$FC,$00,$F8,$00 tile_e2
DF18 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F tile_e3
DF20 DEFS $E0 Blank slots above the last tile code, up to the source bank
← D800 Bit-reverse lookup table Map E000 → Visor sprite source, 3 frames
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