; Orzunoid Byte theory ; Below this explanation is standard Orzunoid level code. You'll notice the ;pattern, 3 columns of binary data, 8 zero terminated rows, 5 levels. ;Within the binary, every 2 numbers signify a block in this fashion: ; 00 = Blank Space ; 11 = Black block ; 01 = A one-hit block ; 10 = A two-hit block ;Compile this using a standard TI-83 compiler(TASM+ZASM+DEVPAC...) ; It's that easy! Make some levels. There may or may not ever be an editor :( ; ; ;Header .db 5,0 ; Level .db %11111100,%00000000,%00111111,0 .db %11110000,%00000000,%00001111,0 .db %11000000,%00000000,%00000011,0 .db %00000000,%00000000,%00000000,0 .db %00000010,%10101010,%10000000,0 .db %00000001,%01010101,%01000000,0 .db %00000000,%00000000,%00000000,0 .db %00000000,%00000000,%00000000,0 .db %11000000,%00000000,%00000011,0 .db %11010101,%01010101,%01010111,0 .db %11000000,%00000000,%00000011,0 .db %11010101,%01010101,%01010111,0 .db %11000000,%00000000,%00000011,0 .db %11010101,%01010101,%01010111,0 .db %11000000,%00000000,%00000011,0 .db %11000000,%00000000,%00000011,0 .db %01000100,%01000100,%01000100,0 .db %00010001,%00010001,%00010001,0 .db %01000100,%01000100,%01000100,0 .db %00010001,%00010001,%00010001,0 .db %01000100,%01000100,%01000100,0 .db %00010001,%00010001,%00010001,0 .db %00000000,%00000000,%00000000,0 .db %11111100,%00000000,%00111111,0 .db %11111000,%00000000,%00101111,0 .db %11100000,%10000010,%00001011,0 .db %11100000,%00000000,%00001011,0 .db %00010100,%00101000,%00010100,0 .db %00010100,%00000000,%00010100,0 .db %00000000,%01000001,%00000000,0 .db %00000000,%00010100,%00000000,0 .db %00000000,%11111111,%00000000,0 .db %11111000,%00000000,%00101111,0 .db %11010000,%10101010,%00000111,0 .db %11000000,%10010110,%00000011,0 .db %11000000,%10101010,%00000011,0 .db %11000000,%00000000,%00000011,0 .db %01110000,%00000000,%00001101,0 .db %01011100,%00000000,%00110101,0 .db %10101011,%11000011,%11010101,0 .END