char SCREEN[8160]       at (0xfff8-16320);
char RENDER[8160]       at (0xfff8-8160);


char fond[4500];
char ptPen[350];
char barreB[550];

extern char score[];
extern char curseur[];
extern char fedora[];
extern char spgodzil[];
extern char zsquare[];
extern char point[];
extern char vide[];

extern char s000000[];
extern char s000001[];
extern char s000002[];
extern char s000003[];
extern char s000004[];
extern char s000005[];

extern char ex000000[];
extern char ex001000[];
extern char ex002000[];
extern char ex003000[];
extern char ex004000[];
extern char ex005000[];
extern char ex006000[];
extern char ex007000[];
extern char ex008000[];
extern char ex009000[];
char *explosion[11]={0,ex009000,ex008000,ex007000,ex006000,ex005000,ex004000,ex003000,ex002000,ex001000,ex000000};

char rr[10][150];
char ll[10][150];

extern char SCBf[];
#asm         
_SCBf     dc.b $c0,$10,$20
          dc.w 0,0
          dc.w 0,0,$100,$103
          dc.b $01,$23,$45,$67,$89,$Ab,$cd,$ef
#endasm
extern char SCB1[];
#asm         
_SCB1     dc.b $c7,$10,$20
          dc.w 0,0
          dc.w 0,0,$100,$100
          dc.b $01,$23,$45,$67,$89,$AB,$CD,$eF
#endasm
extern char SCBt[];
#asm         
_SCBt     dc.b $c7,$10,$20
          dc.w 0,0
          dc.w 0,0,$100,$103
          dc.b $01,$23,$45,$67,$89,$AB,$CD,$eF
#endasm
extern char SCBtf[];
#asm         
_SCBtf    dc.b $c7,$10,$20
          dc.w 0,0
          dc.w 0,0,$100,$103
          dc.b $11,$23,$45,$67,$89,$AB,$CD,$eF
#endasm

extern char SCBpile0[];
extern char SCBpile1[];
extern char SCBpile2[];
#asm         
_SCBpile0 dc.b $c7,$10,$20
          dc.w _SCBpile1,0
          dc.w 50,85,$100,$100
          dc.b $01,$23,$45,$67,$89,$AB,$CD,$eF
_SCBpile1 dc.b $c7,$10,$20
          dc.w _SCBpile2,0
          dc.w 70,85,$100,$100
          dc.b $01,$23,$45,$67,$89,$AB,$CD,$eF
_SCBpile2 dc.b $c7,$10,$20
          dc.w 0,0
          dc.w 90,85,$100,$100
          dc.b $01,$23,$45,$67,$89,$AB,$CD,$eF
#endasm

// SCB est un tableau de 5 sprites de 11 octets chacun
char SCB[5][11];
extern char spr0[11];
extern char SCBligne[1];

#asm
_SCBligne:
          dc.b $c1, $10, $20
          dc.w _SCB          ; PTR_NEXT pointe vers le 1 sprite visible (SCB[0])
          dc.w _vide         ; PTR_DATA pointe vers un sprite "inexistant"
          dc.w 200, 200      ; x,y -> on affiche en dehors de l écran
          dc.w $100, $100    ; pas de zoom
          dc.b $01, $23, $45, $67, $89, $ab, $cd, $ef

_spr0:    dc.b $c7, $08, $00 
          dc.w 0, _vide
          dc.w 200, 0
#endasm
