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  1. ;--------------------------------
  2. ;Super Mario Bros (JU)
  3. ;в версии для Европы отличается таблица частот (сама музыка, вроде бы та же, но смещена в памяти на 1 байт)
  4. ;смещения в коде есть и в других местах
  5. ;ПЗУ тайлов совпадает
  6.  
  7. ;music header offsets
  8.  
  9. MusicHeaderData:
  10.       .db DeathMusHdr-MHD           ;event music
  11.       .db GameOverMusHdr-MHD
  12.       .db VictoryMusHdr-MHD
  13.       .db WinCastleMusHdr-MHD
  14.       .db GameOverMusHdr-MHD
  15.       .db EndOfLevelMusHdr-MHD
  16.       .db TimeRunningOutHdr-MHD
  17.       .db SilenceHdr-MHD
  18.  
  19.       .db GroundLevelPart1Hdr-MHD   ;area music
  20.       .db WaterMusHdr-MHD
  21.       .db UndergroundMusHdr-MHD
  22.       .db CastleMusHdr-MHD
  23.       .db Star_CloudHdr-MHD
  24.       .db GroundLevelLeadInHdr-MHD
  25.       .db Star_CloudHdr-MHD
  26.       .db SilenceHdr-MHD
  27.  
  28.       .db GroundLevelLeadInHdr-MHD  ;ground level music layout
  29.       .db GroundLevelPart1Hdr-MHD, GroundLevelPart1Hdr-MHD
  30.       .db GroundLevelPart2AHdr-MHD, GroundLevelPart2BHdr-MHD, GroundLevelPart2AHdr-MHD, GroundLevelPart2CHdr-MHD
  31.       .db GroundLevelPart2AHdr-MHD, GroundLevelPart2BHdr-MHD, GroundLevelPart2AHdr-MHD, GroundLevelPart2CHdr-MHD
  32.       .db GroundLevelPart3AHdr-MHD, GroundLevelPart3BHdr-MHD, GroundLevelPart3AHdr-MHD, GroundLevelLeadInHdr-MHD
  33.       .db GroundLevelPart1Hdr-MHD, GroundLevelPart1Hdr-MHD
  34.       .db GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD, GroundLevelPart4AHdr-MHD, GroundLevelPart4CHdr-MHD
  35.       .db GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD, GroundLevelPart4AHdr-MHD, GroundLevelPart4CHdr-MHD
  36.       .db GroundLevelPart3AHdr-MHD, GroundLevelPart3BHdr-MHD, GroundLevelPart3AHdr-MHD, GroundLevelLeadInHdr-MHD
  37.       .db GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD, GroundLevelPart4AHdr-MHD, GroundLevelPart4CHdr-MHD
  38.  
  39. ;music headers
  40. ;header format is as follows:
  41. ;1 byte - length byte offset
  42. ;2 bytes -  music data address
  43. ;1 byte - triangle data offset
  44. ;1 byte - square 1 data offset
  45. ;1 byte - noise data offset (not used by secondary music)
  46.  
  47. TimeRunningOutHdr:    .db $08, LOW TimeRunOutMusData, HIGH TimeRunOutMusData, $27, $18
  48. Star_CloudHdr:        .db $20, LOW Star_CloudMData, HIGH Star_CloudMData, $2e, $1a, $40
  49. EndOfLevelMusHdr:     .db $20, LOW WinLevelMusData, HIGH WinLevelMusData, $3d, $21
  50. ResidualHeaderData:   .db $20, $c4, $fc, $3f, $1d
  51. UndergroundMusHdr:    .db $18, LOW UndergroundMusData, HIGH UndergroundMusData, $00, $00
  52. SilenceHdr:           .db $08, LOW SilenceData, HIGH SilenceData, $00
  53. CastleMusHdr:         .db $00, LOW CastleMusData, HIGH CastleMusData, $93, $62
  54. VictoryMusHdr:        .db $10, LOW VictoryMusData, HIGH VictoryMusData, $24, $14
  55. GameOverMusHdr:       .db $18, LOW GameOverMusData, HIGH GameOverMusData, $1e, $14
  56. WaterMusHdr:          .db $08, LOW WaterMusData, HIGH WaterMusData, $a0, $70, $68
  57. WinCastleMusHdr:      .db $08, LOW EndOfCastleMusData, HIGH EndOfCastleMusData, $4c, $24
  58. GroundLevelPart1Hdr:  .db $18, LOW GroundM_P1Data, HIGH GroundM_P1Data, $2d, $1c, $b8
  59. GroundLevelPart2AHdr: .db $18, LOW GroundM_P2AData, HIGH GroundM_P2AData, $20, $12, $70
  60. GroundLevelPart2BHdr: .db $18, LOW GroundM_P2BData, HIGH GroundM_P2BData, $1b, $10, $44
  61. GroundLevelPart2CHdr: .db $18, LOW GroundM_P2CData, HIGH GroundM_P2CData, $11, $0a, $1c
  62. GroundLevelPart3AHdr: .db $18, LOW GroundM_P3AData, HIGH GroundM_P3AData, $2d, $10, $58
  63. GroundLevelPart3BHdr: .db $18, LOW GroundM_P3BData, HIGH GroundM_P3BData, $14, $0d, $3f
  64. GroundLevelLeadInHdr: .db $18, LOW GroundMLdInData, HIGH GroundMLdInData, $15, $0d, $21
  65. GroundLevelPart4AHdr: .db $18, LOW GroundM_P4AData, HIGH GroundM_P4AData, $18, $10, $7a
  66. GroundLevelPart4BHdr: .db $18, LOW GroundM_P4BData, HIGH GroundM_P4BData, $19, $0f, $54
  67. GroundLevelPart4CHdr: .db $18, LOW GroundM_P4CData, HIGH GroundM_P4CData, $1e, $12, $2b
  68. DeathMusHdr:          .db $18, LOW DeathMusData, HIGH DeathMusData, $1e, $0f, $2d
  69.  
  70. ;--------------------------------
  71.  
  72. ;MUSIC DATA
  73. ;square 2/triangle format
  74. ;d7 - length byte flag (0-note, 1-length)
  75. ;if d7 is set to 0 and d6-d0 is nonzero:
  76. ;d6-d0 - note offset in frequency look-up table (must be even)
  77. ;if d7 is set to 1:
  78. ;d6-d3 - unused
  79. ;d2-d0 - length offset in length look-up table
  80. ;value of $00 in square 2 data is used as null terminator, affects all sound channels
  81. ;value of $00 in triangle data causes routine to skip note
  82.  
  83. ;square 1 format
  84. ;d7-d6, d0 - length offset in length look-up table (bit order is d0,d7,d6)
  85. ;d5-d1 - note offset in frequency look-up table
  86. ;value of $00 in square 1 data is flag alternate control reg data to be loaded
  87.  
  88. ;noise format
  89. ;d7-d6, d0 - length offset in length look-up table (bit order is d0,d7,d6)
  90. ;d5-d4 - beat type (0 - rest, 1 - short, 2 - strong, 3 - long)
  91. ;d3-d1 - unused
  92. ;value of $00 in noise data is used as null terminator, affects only noise
  93.  
  94. ;all music data is organized into sections (unless otherwise stated):
  95. ;square 2, square 1, triangle, noise
  96.  
  97. Star_CloudMData:
  98.       .db $84, $2c, $2c, $2c, $82, $04, $2c, $04, $85, $2c, $84, $2c, $2c
  99.       .db $2a, $2a, $2a, $82, $04, $2a, $04, $85, $2a, $84, $2a, $2a, $00
  100.  
  101.       .db $1f, $1f, $1f, $98, $1f, $1f, $98, $9e, $98, $1f
  102.       .db $1d, $1d, $1d, $94, $1d, $1d, $94, $9c, $94, $1d
  103.  
  104.       .db $86, $18, $85, $26, $30, $84, $04, $26, $30
  105.       .db $86, $14, $85, $22, $2c, $84, $04, $22, $2c
  106.  
  107.       .db $21, $d0, $c4, $d0, $31, $d0, $c4, $d0, $00
  108.  
  109. GroundM_P1Data:
  110.       .db $85, $2c, $22, $1c, $84, $26, $2a, $82, $28, $26, $04
  111.       .db $87, $22, $34, $3a, $82, $40, $04, $36, $84, $3a, $34
  112.       .db $82, $2c, $30, $85, $2a
  113.  
  114. SilenceData:
  115.       .db $00
  116.  
  117.       .db $5d, $55, $4d, $15, $19, $96, $15, $d5, $e3, $eb
  118.       .db $2d, $a6, $2b, $27, $9c, $9e, $59
  119.  
  120.       .db $85, $22, $1c, $14, $84, $1e, $22, $82, $20, $1e, $04, $87
  121.       .db $1c, $2c, $34, $82, $36, $04, $30, $34, $04, $2c, $04, $26
  122.       .db $2a, $85, $22
  123.  
  124. GroundM_P2AData:
  125.       .db $84, $04, $82, $3a, $38, $36, $32, $04, $34
  126.       .db $04, $24, $26, $2c, $04, $26, $2c, $30, $00
  127.  
  128.       .db $05, $b4, $b2, $b0, $2b, $ac, $84
  129.       .db $9c, $9e, $a2, $84, $94, $9c, $9e
  130.  
  131.       .db $85, $14, $22, $84, $2c, $85, $1e
  132.       .db $82, $2c, $84, $2c, $1e
  133.  
  134. GroundM_P2BData:
  135.       .db $84, $04, $82, $3a, $38, $36, $32, $04, $34
  136.       .db $04, $64, $04, $64, $86, $64, $00
  137.  
  138.       .db $05, $b4, $b2, $b0, $2b, $ac, $84
  139.       .db $37, $b6, $b6, $45
  140.  
  141.       .db $85, $14, $1c, $82, $22, $84, $2c
  142.       .db $4e, $82, $4e, $84, $4e, $22
  143.  
  144. GroundM_P2CData:
  145.       .db $84, $04, $85, $32, $85, $30, $86, $2c, $04, $00
  146.  
  147.       .db $05, $a4, $05, $9e, $05, $9d, $85
  148.      
  149.       .db $84, $14, $85, $24, $28, $2c, $82
  150.       .db $22, $84, $22, $14
  151.  
  152.       .db $21, $d0, $c4, $d0, $31, $d0, $c4, $d0, $00
  153.  
  154. GroundM_P3AData:
  155.       .db $82, $2c, $84, $2c, $2c, $82, $2c, $30
  156.       .db $04, $34, $2c, $04, $26, $86, $22, $00
  157.  
  158.       .db $a4, $25, $25, $a4, $29, $a2, $1d, $9c, $95
  159.  
  160. GroundM_P3BData:
  161.       .db $82, $2c, $2c, $04, $2c, $04, $2c, $30, $85, $34, $04, $04, $00
  162.  
  163.       .db $a4, $25, $25, $a4, $a8, $63, $04
  164.  
  165. ;triangle data used by both sections of third part
  166.       .db $85, $0e, $1a, $84, $24, $85, $22, $14, $84, $0c
  167.  
  168. GroundMLdInData:
  169.       .db $82, $34, $84, $34, $34, $82, $2c, $84, $34, $86, $3a, $04, $00
  170.  
  171.       .db $a0, $21, $21, $a0, $21, $2b, $05, $a3
  172.  
  173.       .db $82, $18, $84, $18, $18, $82, $18, $18, $04, $86, $3a, $22
  174.  
  175. ;noise data used by lead-in and third part sections
  176.       .db $31, $90, $31, $90, $31, $71, $31, $90, $90, $90, $00
  177.  
  178. GroundM_P4AData:
  179.       .db $82, $34, $84, $2c, $85, $22, $84, $24
  180.       .db $82, $26, $36, $04, $36, $86, $26, $00
  181.  
  182.       .db $ac, $27, $5d, $1d, $9e, $2d, $ac, $9f
  183.  
  184.       .db $85, $14, $82, $20, $84, $22, $2c
  185.       .db $1e, $1e, $82, $2c, $2c, $1e, $04
  186.  
  187. GroundM_P4BData:
  188.       .db $87, $2a, $40, $40, $40, $3a, $36
  189.       .db $82, $34, $2c, $04, $26, $86, $22, $00
  190.  
  191.       .db $e3, $f7, $f7, $f7, $f5, $f1, $ac, $27, $9e, $9d
  192.  
  193.       .db $85, $18, $82, $1e, $84, $22, $2a
  194.       .db $22, $22, $82, $2c, $2c, $22, $04
  195.  
  196. DeathMusData:
  197.       .db $86, $04 ;death music share data with fourth part c of ground level music
  198.  
  199. GroundM_P4CData:
  200.       .db $82, $2a, $36, $04, $36, $87, $36, $34, $30, $86, $2c, $04, $00
  201.      
  202.       .db $00, $68, $6a, $6c, $45 ;death music only
  203.  
  204.       .db $a2, $31, $b0, $f1, $ed, $eb, $a2, $1d, $9c, $95
  205.  
  206.       .db $86, $04 ;death music only
  207.  
  208.       .db $85, $22, $82, $22, $87, $22, $26, $2a, $84, $2c, $22, $86, $14
  209.  
  210. ;noise data used by fourth part sections
  211.       .db $51, $90, $31, $11, $00
  212.  
  213. CastleMusData:
  214.       .db $80, $22, $28, $22, $26, $22, $24, $22, $26
  215.       .db $22, $28, $22, $2a, $22, $28, $22, $26
  216.       .db $22, $28, $22, $26, $22, $24, $22, $26
  217.       .db $22, $28, $22, $2a, $22, $28, $22, $26
  218.       .db $20, $26, $20, $24, $20, $26, $20, $28
  219.       .db $20, $26, $20, $28, $20, $26, $20, $24
  220.       .db $20, $26, $20, $24, $20, $26, $20, $28
  221.       .db $20, $26, $20, $28, $20, $26, $20, $24
  222.       .db $28, $30, $28, $32, $28, $30, $28, $2e
  223.       .db $28, $30, $28, $2e, $28, $2c, $28, $2e
  224.       .db $28, $30, $28, $32, $28, $30, $28, $2e
  225.       .db $28, $30, $28, $2e, $28, $2c, $28, $2e, $00
  226.  
  227.       .db $04, $70, $6e, $6c, $6e, $70, $72, $70, $6e
  228.       .db $70, $6e, $6c, $6e, $70, $72, $70, $6e
  229.       .db $6e, $6c, $6e, $70, $6e, $70, $6e, $6c
  230.       .db $6e, $6c, $6e, $70, $6e, $70, $6e, $6c
  231.       .db $76, $78, $76, $74, $76, $74, $72, $74
  232.       .db $76, $78, $76, $74, $76, $74, $72, $74
  233.  
  234.       .db $84, $1a, $83, $18, $20, $84, $1e, $83, $1c, $28
  235.       .db $26, $1c, $1a, $1c
  236.  
  237. GameOverMusData:
  238.       .db $82, $2c, $04, $04, $22, $04, $04, $84, $1c, $87
  239.       .db $26, $2a, $26, $84, $24, $28, $24, $80, $22, $00
  240.  
  241.       .db $9c, $05, $94, $05, $0d, $9f, $1e, $9c, $98, $9d
  242.  
  243.       .db $82, $22, $04, $04, $1c, $04, $04, $84, $14
  244.       .db $86, $1e, $80, $16, $80, $14
  245.  
  246. TimeRunOutMusData:
  247.       .db $81, $1c, $30, $04, $30, $30, $04, $1e, $32, $04, $32, $32
  248.       .db $04, $20, $34, $04, $34, $34, $04, $36, $04, $84, $36, $00
  249.  
  250.       .db $46, $a4, $64, $a4, $48, $a6, $66, $a6, $4a, $a8, $68, $a8
  251.       .db $6a, $44, $2b
  252.  
  253.       .db $81, $2a, $42, $04, $42, $42, $04, $2c, $64, $04, $64, $64
  254.       .db $04, $2e, $46, $04, $46, $46, $04, $22, $04, $84, $22
  255.  
  256. WinLevelMusData:
  257.       .db $87, $04, $06, $0c, $14, $1c, $22, $86, $2c, $22
  258.       .db $87, $04, $60, $0e, $14, $1a, $24, $86, $2c, $24
  259.       .db $87, $04, $08, $10, $18, $1e, $28, $86, $30, $30
  260.       .db $80, $64, $00
  261.  
  262.       .db $cd, $d5, $dd, $e3, $ed, $f5, $bb, $b5, $cf, $d5
  263.       .db $db, $e5, $ed, $f3, $bd, $b3, $d1, $d9, $df, $e9
  264.       .db $f1, $f7, $bf, $ff, $ff, $ff, $34
  265.       .db $00 ;unused byte
  266.  
  267.       .db $86, $04, $87, $14, $1c, $22, $86, $34, $84, $2c
  268.       .db $04, $04, $04, $87, $14, $1a, $24, $86, $32, $84
  269.       .db $2c, $04, $86, $04, $87, $18, $1e, $28, $86, $36
  270.       .db $87, $30, $30, $30, $80, $2c
  271.  
  272. ;square 2 and triangle use the same data, square 1 is unused
  273. UndergroundMusData:
  274.       .db $82, $14, $2c, $62, $26, $10, $28, $80, $04
  275.       .db $82, $14, $2c, $62, $26, $10, $28, $80, $04
  276.       .db $82, $08, $1e, $5e, $18, $60, $1a, $80, $04
  277.       .db $82, $08, $1e, $5e, $18, $60, $1a, $86, $04
  278.       .db $83, $1a, $18, $16, $84, $14, $1a, $18, $0e, $0c
  279.       .db $16, $83, $14, $20, $1e, $1c, $28, $26, $87
  280.       .db $24, $1a, $12, $10, $62, $0e, $80, $04, $04
  281.       .db $00
  282.  
  283. ;noise data directly follows square 2 here unlike in other songs
  284. WaterMusData:
  285.       .db $82, $18, $1c, $20, $22, $26, $28
  286.       .db $81, $2a, $2a, $2a, $04, $2a, $04, $83, $2a, $82, $22
  287.       .db $86, $34, $32, $34, $81, $04, $22, $26, $2a, $2c, $30
  288.       .db $86, $34, $83, $32, $82, $36, $84, $34, $85, $04, $81, $22
  289.       .db $86, $30, $2e, $30, $81, $04, $22, $26, $2a, $2c, $2e
  290.       .db $86, $30, $83, $22, $82, $36, $84, $34, $85, $04, $81, $22
  291.       .db $86, $3a, $3a, $3a, $82, $3a, $81, $40, $82, $04, $81, $3a
  292.       .db $86, $36, $36, $36, $82, $36, $81, $3a, $82, $04, $81, $36
  293.       .db $86, $34, $82, $26, $2a, $36
  294.       .db $81, $34, $34, $85, $34, $81, $2a, $86, $2c, $00
  295.  
  296.       .db $84, $90, $b0, $84, $50, $50, $b0, $00
  297.  
  298.       .db $98, $96, $94, $92, $94, $96, $58, $58, $58, $44
  299.       .db $5c, $44, $9f, $a3, $a1, $a3, $85, $a3, $e0, $a6
  300.       .db $23, $c4, $9f, $9d, $9f, $85, $9f, $d2, $a6, $23
  301.       .db $c4, $b5, $b1, $af, $85, $b1, $af, $ad, $85, $95
  302.       .db $9e, $a2, $aa, $6a, $6a, $6b, $5e, $9d
  303.  
  304.       .db $84, $04, $04, $82, $22, $86, $22
  305.       .db $82, $14, $22, $2c, $12, $22, $2a, $14, $22, $2c
  306.       .db $1c, $22, $2c, $14, $22, $2c, $12, $22, $2a, $14
  307.       .db $22, $2c, $1c, $22, $2c, $18, $22, $2a, $16, $20
  308.       .db $28, $18, $22, $2a, $12, $22, $2a, $18, $22, $2a
  309.       .db $12, $22, $2a, $14, $22, $2c, $0c, $22, $2c, $14, $22, $34, $12
  310.       .db $22, $30, $10, $22, $2e, $16, $22, $34, $18, $26
  311.       .db $36, $16, $26, $36, $14, $26, $36, $12, $22, $36
  312.       .db $5c, $22, $34, $0c, $22, $22, $81, $1e, $1e, $85, $1e
  313.       .db $81, $12, $86, $14
  314.  
  315. EndOfCastleMusData:
  316.       .db $81, $2c, $22, $1c, $2c, $22, $1c, $85, $2c, $04
  317.       .db $81, $2e, $24, $1e, $2e, $24, $1e, $85, $2e, $04
  318.       .db $81, $32, $28, $22, $32, $28, $22, $85, $32
  319.       .db $87, $36, $36, $36, $84, $3a, $00
  320.  
  321.       .db $5c, $54, $4c, $5c, $54, $4c
  322.       .db $5c, $1c, $1c, $5c, $5c, $5c, $5c
  323.       .db $5e, $56, $4e, $5e, $56, $4e
  324.       .db $5e, $1e, $1e, $5e, $5e, $5e, $5e
  325.       .db $62, $5a, $50, $62, $5a, $50
  326.       .db $62, $22, $22, $62, $e7, $e7, $e7, $2b
  327.  
  328.       .db $86, $14, $81, $14, $80, $14, $14, $81, $14, $14, $14, $14
  329.       .db $86, $16, $81, $16, $80, $16, $16, $81, $16, $16, $16, $16
  330.       .db $81, $28, $22, $1a, $28, $22, $1a, $28, $80, $28, $28
  331.       .db $81, $28, $87, $2c, $2c, $2c, $84, $30
  332.  
  333. VictoryMusData:
  334.       .db $83, $04, $84, $0c, $83, $62, $10, $84, $12
  335.       .db $83, $1c, $22, $1e, $22, $26, $18, $1e, $04, $1c, $00
  336.  
  337.       .db $e3, $e1, $e3, $1d, $de, $e0, $23
  338.       .db $ec, $75, $74, $f0, $f4, $f6, $ea, $31, $2d
  339.  
  340.       .db $83, $12, $14, $04, $18, $1a, $1c, $14
  341.       .db $26, $22, $1e, $1c, $18, $1e, $22, $0c, $14
  342.  
  343. ;unused space (2 байта в европейской версии)
  344.       .db $ff, $ff, $ff
  345.  
  346. FreqRegLookupTbl:
  347.       .db $00, $88, $00, $2f, $00, $00
  348.       .db $02, $a6, $02, $80, $02, $5c, $02, $3a
  349.       .db $02, $1a, $01, $df, $01, $c4, $01, $ab
  350.       .db $01, $93, $01, $7c, $01, $67, $01, $53
  351.       .db $01, $40, $01, $2e, $01, $1d, $01, $0d
  352.       .db $00, $fe, $00, $ef, $00, $e2, $00, $d5
  353.       .db $00, $c9, $00, $be, $00, $b3, $00, $a9
  354.       .db $00, $a0, $00, $97, $00, $8e, $00, $86
  355.       .db $00, $77, $00, $7e, $00, $71, $00, $54
  356.       .db $00, $64, $00, $5f, $00, $59, $00, $50
  357.       .db $00, $47, $00, $43, $00, $3b, $00, $35
  358.       .db $00, $2a, $00, $23, $04, $75, $03, $57
  359.       .db $02, $f9, $02, $cf, $01, $fc, $00, $6a
  360.  
  361. MusicLengthLookupTbl:
  362.       .db $05, $0a, $14, $28, $50, $1e, $3c, $02
  363.       .db $04, $08, $10, $20, $40, $18, $30, $0c
  364.       .db $03, $06, $0c, $18, $30, $12, $24, $08
  365.       .db $36, $03, $09, $06, $12, $1b, $24, $0c
  366.       .db $24, $02, $06, $04, $0c, $12, $18, $08
  367.       .db $12, $01, $03, $02, $06, $09, $0c, $04
  368.  
  369. EndOfCastleMusicEnvData:
  370.       .db $98, $99, $9a, $9b
  371.  
  372. AreaMusicEnvData:
  373.       .db $90, $94, $94, $95, $95, $96, $97, $98
  374.  
  375. WaterEventMusEnvData:
  376.       .db $90, $91, $92, $92, $93, $93, $93, $94
  377.       .db $94, $94, $94, $94, $94, $95, $95, $95
  378.       .db $95, $95, $95, $96, $96, $96, $96, $96
  379.       .db $96, $96, $96, $96, $96, $96, $96, $96
  380.       .db $96, $96, $96, $96, $95, $95, $94, $93
  381.  
  382. BowserFlameEnvData:
  383.       .db $15, $16, $16, $17, $17, $18, $19, $19
  384.       .db $1a, $1a, $1c, $1d, $1d, $1e, $1e, $1f
  385.       .db $1f, $1f, $1f, $1e, $1d, $1c, $1e, $1f
  386.       .db $1f, $1e, $1d, $1c, $1a, $18, $16, $14
  387.  
  388. BrickShatterEnvData:
  389.       .db $15, $16, $16, $17, $17, $18, $19, $19
  390.       .db $1a, $1a, $1c, $1d, $1d, $1e, $1e, $1f
  391.  
  392.