On this page
  1. Related
  2. Mechanics
  3. References
  4. Sources

The atlas reads Defender through its original 6809 source by Eugene Jarvis and Sam Dicker, the Red Label release, as Robert Hargreaves made it assemble1. Labels and comments cited here are the programmers’.

The ship has inertia only from side to side. Its horizontal speed loses 1/64 of itself every frame and thrust adds a fixed amount, so thrust alone levels off at damped 1/64 a frame; thrust levels off at 6 pixels a frame, under an 8-pixel cap1. Up and down start at once and stop at once2. The world is a loop 2,048 pixels around3, and the scanner shows all of it, centered on the view4.

A smart bomb destroys the objects on screen of types 0 and 1, normal enemies and landers picking up a humanoid; humanoids and other types are spared. Players start with one bomb per ship5. Hyperspace drops the ship somewhere random and kills it on 63 of 256 values6. Each replay, every 10,000 points by default, adds a ship and a smart bomb7.

Landers carry humanoids to the top of the screen, where each humanoid dies and its lander becomes a mutant8. A humanoid dropped by a shot lander can be caught and set down: 500 to catch, 500 to set down, 250 for a safe fall9. When the last humanoid dies the planet’s terrain blows up, and the landers become mutants; by default every fifth wave brings 10 humanoids back10. Waves 1 to 4 read their enemy counts from a table, and later waves keep the fourth’s: landers 15, 20, 20, 20; bombers 0, 3, 4, 5; pods 0, 1, 3, 411.

Mechanics

MechanicKindHow
InertiaDrag alwayshorizontal speed damped by 1/64 every frame, so thrust levels off at 6 pixels a frame; up and down stop at once
Screen wrapLooping worlda world 2,048 pixels around, joined through 16-bit coordinates
MinimapWhole worldthe scanner shows every object on the planet, with the view at its center
Smart bombOn screendestroys on-screen objects of types 0 and 1, so humanoids and other types are spared; one per ship to start
HyperspaceFlat riska random place in the world, and death on 63 of 256 values
RescueCatch and return500 for catching a falling humanoid and 500 for setting it down; landers that carry one off become mutants
Difficulty rampLevel tableenemy counts for waves 1 to 4 from a table, the fourth repeated after
Extra lifeRepeatinga ship and a smart bomb every 10,000 points by default
Every claim about this game, by concept (11)
Difficulty rampDefender reads each wave's enemies from a table with a column for each of waves 1 to 4: landers 15, 20, 20, 20; bombers 0, 3, 4, 5; pods 0, 1, 3, 4; no mutants or swarmers at the start; landers come in groups of 5. Later waves take the fourth column plus per-wave increments, which are 0 for these counts, so they keep the fourth wave's numbers (computed).Code
Extra lifeDefender gives an extra ship and an extra smart bomb at each replay level: the level starts at the replay setting and rises by it each time it is passed. The operator default is 10,000 points, with 3 ships to a game.Code
HyperspaceHyperspace works only in normal play (status bits other than the no-terrain bit clear). It clears the screen, removes the bullets, moves the view to a random place in the world, faces the ship a random way, sets a random height, and zeroes the ship's velocity. After the ship reappears and a pause, it dies if a random byte is above 192: 63 of 256 values, about 1 jump in 4 (computed).Code
InertiaDefender moves its ship once per video frame: the interrupt calls the player routine once each time the beam passes line 128. Each call damps the horizontal velocity by 1/64 of itself, then a held thrust button adds 3/256 of a velocity unit in the facing direction (reverse negates it), and the velocity is held to ±1 unit. A unit is 256 world units, 8 pixels, a frame (the world has 32 units to a pixel). Since the damping runs every frame, thrust alone levels off at 3 × 64 = 192/256 of a unit, 6 pixels a frame, below the cap (computed). The source is the Red Label release.Code
Up and down have no inertia in Defender: a held direction moves the ship 1 pixel a frame at once, rising by 8/256 of a pixel each frame to 2 pixels a frame (after 32 frames, computed), and letting go stops it. The ship stops climbing once at row 43 or higher, and descending at row 238 or lower.Code
MinimapDefender's scanner draws every object, on the active and the inactive list alike, as a blip. Its left edge sits half the world (less 150 pixels) behind the screen's left edge, so the view stays at the scanner's middle. An object's offset from that edge, cut to its top 6 bits, and its row divided by 8 give the blip's screen address: 64 places across the whole world (computed).Code
RescueA Defender lander picks a humanoid from the target list and heads for it. Over it, the lander descends, grabs it, and climbs with it; at the top of the play area it pulls the humanoid inside, which kills the humanoid, and the lander becomes a mutant ("SCHITZO" in the source). Shooting a lander that carries a humanoid starts the humanoid falling.Code
When the last humanoid dies, Defender blows up the planet's terrain. With no humanoids left, a lander that looks for a new target becomes a mutant, and new landers start as mutants. By the operator default, every fifth wave restores the humanoids to 10, the number each player starts with.Code
A dropped humanoid falls faster each step, up to a limit. Touching it with the ship scores 500 and carries it under the ship, and setting it down on the ground scores 500 more. Left alone, it lands for 250 if its fall speed is $E0 or less, and dies if faster. At the end of each wave, each humanoid left scores 100 times the wave number, at most 500 (computed from the score calls).Code
Screen wrapDefender's world is a loop: objects keep 16-bit X world coordinates, 32 units to a pixel, so the world is 65,536 units, 2,048 pixels, around and joins itself through 16-bit overflow (computed). Objects off the screen also wrap from the bottom (row 240) to the top (row 42) and back.Code
Smart bombA smart bomb works when none is already going off and the player has one left: it takes one and runs the collision routine of every active object that is on the screen and of type 0 or 1 (normal objects and landers picking someone up), destroying them. Objects of type 2 and up are skipped, among them the humanoids, type $10, "NON SMART BOMB". Players start with as many smart bombs as ships.Code

References

  1. ^ abDefender moves its ship once per video frame: the interrupt calls the player routine once each time the beam passes line 128. Each call damps the horizontal velocity by 1/64 of itself, then a held thrust button adds 3/256 of a velocity unit in the facing direction (reverse negates it), and the velocity is held to ±1 unit. A unit is 256 world units, 8 pixels, a frame (the world has 32 units to a pixel). Since the damping runs every frame, thrust alone levels off at 3 × 64 = 192/256 of a unit, 6 pixels a frame, below the cap (computed). The source is the Red Label release.Codemwenge/defender
    How we know
    75The game source code for Defender in [src](src) was originally retrieved from
    76https://github.com/historicalsource/defender. It is the Motorola 6809 assembly language
    77source code for the 'Red Label' version of the game.
    
    README.md lines 75–77 at e740063 · upstream ↗
    1937        LDA    VERTCT           ;PAST 128
    1938        CMPA   #128
    1939        BLO    I0               ;NO
    1940        LDA    IFLG             ;ALREADY DONE ?
    1941        BNE    IRQX             ;NO
    1942        INC    IFLG
    ⋮
    1944        JSR    PLAYER
    
    src/defa7.src lines 1931–1944 at e740063 · upstream ↗
    1960I0      LDB    IFLG
    1961        BEQ    IRQX
    1962        CLR    IFLG
    
    src/defa7.src lines 1960–1962 at e740063 · upstream ↗
    2336*PLAYER PROCESS
    2337*CALLED FORM IRQ
    ⋮
    2342*X DAMPING
    2343        CLR    ITEMP
    2344        LDD    PLAXV
    2345        COMA 
    2346        COMB 
    2347        ADDD   #1               ;NEGD
    2348        BPL    PL00
    2349        COM    ITEMP            ;SIGN EXTEND
    2350PL00    ASLB                    ; SHIFT
    2351        ROLA 
    ⋮
    
    src/defa7.src lines 2336–2371 at e740063 · upstream ↗
    2421        LDD    PLAXV
    2422        CMPD   #$0100           ;MAX VEL
    2423        BLT    PV11
    2424        LDD    #$0100
    2425PV11    CMPD   #-$0100
    2426        BGT    PV12
    2427        LDD    #-$0100
    2428PV12    STD    PLAXV
    2429        ADDD   BGL
    2430        SUBD   BGDELT
    2431        STD    BGL
    
    src/defa7.src lines 2420–2431 at e740063 · upstream ↗
    1249        LDD    #$0300
    1250        STD    PLADIR           ;THRUST+DIRECTION
    
    src/defa7.src lines 1249–1250 at e740063 · upstream ↗
    3155*REVERSE
    ⋮
    3160        LDD    PLADIR
    3161        COMB 
    3162        COMA 
    3163        ADDD   #1
    3164        STD    NPLAD
    
    src/defa7.src lines 3155–3164 at e740063 · upstream ↗
    3333ISCAN   LDD    BGL
    3334        SUBD   #100*32          ;100 PIXEL LEFT BUFFER
    
    src/defa7.src lines 3333–3334 at e740063 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-22.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  2. ^Up and down have no inertia in Defender: a held direction moves the ship 1 pixel a frame at once, rising by 8/256 of a pixel each frame to 2 pixels a frame (after 32 frames, computed), and letting go stops it. The ship stops climbing once at row 43 or higher, and descending at row 238 or lower.Codemwenge/defender
    How we know
    2441*VERTICAL MOTION
    2442        LDB    PLAY16           ;GET ADDR FOR LIMIT CHK
    2443        LDA    PIA31            ;UP?
    2444        LSRA 
    2445        BCS    PLAUP            ;YES
    2446        LDA    PIA21
    2447        BMI    PLADN            ;DOWN
    2448        LDD    #0
    2449        BRA    PYV1
    2450PLAUP   CMPB   #YMIN+1
    2451        BLS    PLAYX
    2452        LDD    PLAYV
    ⋮
    
    src/defa7.src lines 2441–2476 at e740063 · upstream ↗
    20YMAX    EQU    240
    21YMIN    EQU    42               ;MIN Y COORD
    
    src/phr6.src lines 20–21 at e740063 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-22.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  3. ^Defender's world is a loop: objects keep 16-bit X world coordinates, 32 units to a pixel, so the world is 65,536 units, 2,048 pixels, around and joins itself through 16-bit overflow (computed). Objects off the screen also wrap from the bottom (row 240) to the top (row 42) and back.Codemwenge/defender
    How we know
    480OX16    EQU    $A               ;16 BIT X WORLD COORD
    481OY16    EQU    $C               ;16 BIT Y WORLD COORD
    
    src/phr6.src lines 480–481 at e740063 · upstream ↗
    3333ISCAN   LDD    BGL
    3334        SUBD   #100*32          ;100 PIXEL LEFT BUFFER
    ⋮
    3345        ADDD   OY16,X
    3346        CMPA   #YMIN            ;WRAP AROUND
    3347        BHS    SCYV3
    3348        LDA    #YMAX
    3349SCYV3   CMPA   #YMAX
    3350        BLS    SCYV4
    3351        LDA    #YMIN
    3352SCYV4   STD    OY16,X           ;ADD 8 TIMES VELOCITY
    3353        LDD    OXV,X            ;UPDATE X POSITION
    ⋮
    3360        ADDD   OX16,X
    ⋮
    
    src/defa7.src lines 3333–3363 at e740063 · upstream ↗
    20YMAX    EQU    240
    21YMIN    EQU    42               ;MIN Y COORD
    
    src/phr6.src lines 20–21 at e740063 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-22.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  4. ^Defender's scanner draws every object, on the active and the inactive list alike, as a blip. Its left edge sits half the world (less 150 pixels) behind the screen's left edge, so the view stays at the scanner's middle. An object's offset from that edge, cut to its top 6 bits, and its row divided by 8 give the blip's screen address: 64 places across the whole world (computed).Codemwenge/defender
    How we know
    1199MT1     LDD    BGL              ;CALC SCANL
    1200        SUBD   #$8000-(150*32)
    
    src/amode1.src lines 1199–1200 at e740063 · upstream ↗
    1236*OUTPUT BOZOS
    1237        LDX    #OPTR
    ⋮
    1240        LDX    #IPTR
    
    src/amode1.src lines 1236–1242 at e740063 · upstream ↗
    1262SCNR10  LDD    OX16,X           ;FIND OFFSET
    1263        SUBD   XTEMP            ;SUBTRACT SCANNER LEFT
    1264SCNR2   LSRA                    ;SHIFT DOWN TO 6 BITS
    1265        LSRA 
    1266        LDB    OY16,X
    1267        LSRB 
    1268        LSRB 
    1269        LSRB 
    1270        ADDD   #SCANER-1
    1271        STD    ,U
    1272        LDD    OBJCOL,X         ;STORE BLIP
    
    src/amode1.src lines 1262–1275 at e740063 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-22.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  5. ^A smart bomb works when none is already going off and the player has one left: it takes one and runs the collision routine of every active object that is on the screen and of type 0 or 1 (normal objects and landers picking someone up), destroying them. Objects of type 2 and up are skipped, among them the humanoids, type $10, "NON SMART BOMB". Players start with as many smart bombs as ships.Codemwenge/defenderrevised
    How we know
    3173*SMART BOMB
    ⋮
    3175SBOMB   LDA    SBFLG
    3176        BNE    SBMBX2
    3177        LDX    PLRX
    3178        LDA    PSBC,X
    3179        BEQ    SBMBX2
    3180        INC    SBFLG
    3181        DEC    PSBC,X
    ⋮
    3185SBMB00  LDX    OPTR
    3186SBMB0   BEQ    SBMBX
    3187        LDD    OBJX,X
    3188        BEQ    SBMB2
    ⋮
    
    src/defa7.src lines 3173–3209 at e740063 · upstream ↗
    476OBJX    EQU    4                ;UPPER LEFT SCREEN X
    ⋮
    479OCVECT  EQU    8                ;COLLISION ROUTINE ADDR
    ⋮
    491*USER DEFINED OBJECT TYPES
    492*0=NORMAL,HYPERABLE
    493*1=LANDER PICKING UP NON-HYP
    494*2(BIT 1)= APPEAR NON-HYP
    495*$10=EARTHLING NON-HYP,NON SMART BOMB
    
    src/phr6.src lines 476–496 at e740063 · upstream ↗
    302        LDD    OBJX,X           ;ON SCREEN?
    
    src/defb6.src line 302 at e740063 · upstream ↗
    1142        LDX    #NSHIP
    1143        JSR    RCMOSA
    1144        ANDA   #$F
    1145        STA    P1LAS
    1146        LDB    #10
    1147        STD    P1SBC           ;10-->P1TRG ALSO PATCH 2
    
    src/defa7.src lines 1142–1147 at e740063 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-22.

    Revised after a check by a second AI model, 2026-10-22.

    In the claim ledger

  6. ^Hyperspace works only in normal play (status bits other than the no-terrain bit clear). It clears the screen, removes the bullets, moves the view to a random place in the world, faces the ship a random way, sets a random height, and zeroes the ship's velocity. After the ship reappears and a pause, it dies if a random byte is above 192: 63 of 256 values, about 1 jump in 4 (computed).Codemwenge/defender
    How we know
    3211*HYPERSPACE
    ⋮
    3213HYPER   LDA    STATUS
    3214        BITA   #$FD
    3215        LBNE   HYPX             ;NO GO
    ⋮
    3218        JSR    SCLR1
    ⋮
    3220HYP02   LDX    SPTR             ;KILL BULLETS
    ⋮
    3225        LDD    SEED
    3226        STD    BGL
    ⋮
    3228*RANDOM HYPER DIRECTION
    3229        LSRB 
    ⋮
    3238        LDB    HSEED
    3239        LSRB 
    ⋮
    
    src/defa7.src lines 3211–3278 at e740063 · upstream ↗
    1319STCHK   CLRB   ;  CHECK TERRAIN ACTIVE
    1320STCHK0  LDA    ASTCNT
    1321STCHKA  BNE    STCHK1
    1322        ORB    #2
    
    src/defa7.src lines 1319–1323 at e740063 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-22.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  7. ^Defender gives an extra ship and an extra smart bomb at each replay level: the level starts at the replay setting and rises by it each time it is passed. The operator default is 10,000 points, with 3 ships to a game.Codemwenge/defender
    How we know
    510*CHECK REPLAY
    511SCRX    LDD    REPLA            ;REPLAYS AVAILABLE
    512        BEQ    SCRXX            ;NO
    ⋮
    515        BSR    RCHK
    516        BLO    SCRXX            ;NO
    517        LDA    1,Y              ;GET NEXT LEVEL
    518        ADDA   REPLA+1
    ⋮
    525        INC    PLAS-1,X
    526        INC    PSBC-1,X
    
    src/defa7.src lines 510–526 at e740063 · upstream ↗
    1152        LDX    #REPLAY
    1153        JSR    RCMOSD
    1154        STD    REPLA
    1155        STD    P1RP
    
    src/defa7.src lines 1152–1156 at e740063 · upstream ↗
    801        FCB    $01,$00          ;REPLAY @10,000
    802        FCB    $03              ;NSHIP
    
    src/romc8.src lines 801–802 at e740063 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-22.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  8. ^A Defender lander picks a humanoid from the target list and heads for it. Over it, the lander descends, grabs it, and climbs with it; at the top of the play area it pulls the humanoid inside, which kills the humanoid, and the lander becomes a mutant ("SCHITZO" in the source). Shooting a lander that carries a humanoid starts the humanoid falling.Codemwenge/defender
    How we know
    688*LANDER KIDNAP
    ⋮
    693        LDD    [PD4,U]          ;TARGET ALIVE?
    ⋮
    703        CMPA   XTEMP            ;CLOSE?
    704        BEQ    LANDG0           ;GET IM
    ⋮
    709        JSR    GTARG            ;RE:TARGET
    710        LBEQ   SCZ00            ;NO, FREAK
    
    src/defb6.src lines 688–710 at e740063 · upstream ↗
    737*LETS GET HIM
    ⋮
    741        STD    OYV,X
    ⋮
    743        STD    OPICT,X
    ⋮
    777*ARE  WE  ON  HIM?
    ⋮
    788        STD    OYV,X            ;SPLIT
    ⋮
    794*FLEE
    ⋮
    798        CMPA   #YMIN+8
    799        BLS    LANDFX           ;ALL DONE
    ⋮
    802*PULL HIM INSIDE
    ⋮
    810        DEC    LNDCNT
    ⋮
    814        STD    OYV,X
    ⋮
    823LNDFX1  LEAX   ,Y               ;KILL ASTRO
    ⋮
    
    src/defb6.src lines 737–841 at e740063 · upstream ↗
    903*KILL KIDNAPPING LANDER
    ⋮
    905LKIL1   LDU    OBJID,X          ;GOT A PASSENGER?
    ⋮
    911        NEWP   AFALL,STYPE      ;START HIM FALLING
    
    src/defb6.src lines 903–911 at e740063 · upstream ↗
    1145        FDB    LANDV
    1146        FDB    MUTV
    ⋮
    1161PICTS   FDB    LNDP1
    1162        FDB    SCZP1
    
    src/amode1.src lines 1144–1166 at e740063 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-22.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  9. ^A dropped humanoid falls faster each step, up to a limit. Touching it with the ship scores 500 and carries it under the ship, and setting it down on the ground scores 500 more. Left alone, it lands for 250 if its fall speed is $E0 or less, and dies if faster. At the end of each wave, each humanoid left scores 100 times the wave number, at most 500 (computed from the score calls).Codemwenge/defender
    How we know
    925*ASTRONAUT FALL
    ⋮
    927AFALL   LDX    PD,U
    928        LDD    #8               ;ACCEL DOWNWARD
    929        ADDD   OYV,X
    930        CMPD   #$300
    ⋮
    934        CMPA   OY16,X           ;HIT GROUND?
    935        BHI    AFALL1           ;NO
    936        LDD    OYV,X
    937        CMPD   #$E0             ;FATAL?
    938        BLS    ALAND            ;NO
    ⋮
    942        JSR    ASTK1
    ⋮
    945AFALL2  LDX    PD,U
    ⋮
    
    src/defb6.src lines 925–962 at e740063 · upstream ↗
    398AKIL1   LDU    OBJID,X
    399        BEQ    ASTKIL           ;NOT FALLING
    400        LDA    PCFLG
    401        BEQ    AKIL10           ;SHOT
    402        LDD    PADDR,U          ;1ST TIME
    403        CMPD   #AFALL2
    ⋮
    408        NEWP   P500,STYPE
    ⋮
    412AKIL2   LDD    #AFALL2
    
    src/defb6.src lines 398–415 at e740063 · upstream ↗
    499P250    OBI    C25P1,NOKILL,$0000
    500        LDD    #$0125
    ⋮
    503*500 POINT PROCESS
    ⋮
    507        LDD    #$0150
    508P5000   JSR    SCORE
    
    src/defb6.src lines 499–508 at e740063 · upstream ↗
    1826        LDA    #$01
    1827        LDY    PLRX
    1828        LDB    PWAV,Y           ;MULTIPLIER
    1829        CMPB   #5
    1830        BLO    BCLPA
    1831        LDB    #5
    1832BCLPA   ASLB 
    1833        ASLB 
    1834        ASLB 
    1835        ASLB 
    1836        JSR    SCORE
    
    src/defa7.src lines 1822–1836 at e740063 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-22.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  10. ^When the last humanoid dies, Defender blows up the planet's terrain. With no humanoids left, a lander that looks for a new target becomes a mutant, and new landers start as mutants. By the operator default, every fifth wave restores the humanoids to 10, the number each player starts with.Codemwenge/defender
    How we know
    421ASTCLR  LEAY   ,X
    ⋮
    432        DEC    ASTCNT
    433        BNE    ASTCX
    434        NEWP   TERBLO,STYPE     ;BLOW UP TERRAIN
    
    src/defb6.src lines 421–434 at e740063 · upstream ↗
    628*GET TARGET FROM LIST
    629*RET EQ IF NONE,D=TRG OBJECT
    ⋮
    632        LDA    ASTCNT
    633        BEQ    GTX              ;NOBODY LEFT
    ⋮
    654LNDST0  TST    ASTCNT           ;NO MORE TARGETS
    655        BNE    LNDST1
    656        JMP    SCZS0
    
    src/defb6.src lines 626–656 at e740063 · upstream ↗
    709        JSR    GTARG            ;RE:TARGET
    710        LBEQ   SCZ00            ;NO, FREAK
    
    src/defb6.src lines 706–710 at e740063 · upstream ↗
    1851        LDX    #GA1+6           ;GET GA4=RESTORE WAVE
    ⋮
    1859GTWV00  SUBA   XTEMP            ;NEW GUYS EVERY NTH WAVE
    1860        BLO    GTWV01
    1861        BNE    GTWV00
    1862        LDA    #10
    1863        STA    PTARG,X
    
    src/defa7.src lines 1849–1863 at e740063 · upstream ↗
    814        FCB    $05              ;GA4  RESTORE WAVE #
    
    src/romc8.src line 814 at e740063 · upstream ↗
    1146        LDB    #10
    1147        STD    P1SBC           ;10-->P1TRG ALSO PATCH 2
    
    src/defa7.src lines 1146–1147 at e740063 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-22.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

  11. ^Defender reads each wave's enemies from a table with a column for each of waves 1 to 4: landers 15, 20, 20, 20; bombers 0, 3, 4, 5; pods 0, 1, 3, 4; no mutants or swarmers at the start; landers come in groups of 5. Later waves take the fourth column plus per-wave increments, which are 0 for these counts, so they keep the fourth wave's numbers (computed).Codemwenge/defender
    How we know
    674*WAVE DATA
    675*MAX,MIN,INTRADELT,INTERDELT
    676*W1,W2,W3,W4
    677WVTAB   FCB    20,0,0,0
    678        FCB    15,20,20,20      ;LANDERS
    679        FCB    3,0,0,0
    680        FCB    0,3,4,5          ;TIES
    681        FCB    6,0,0,0
    682        FCB    0,1,3,4          ;PROBES
    683        FCB    10,0,0,0
    684        FCB    0,0,0,0          ;SCHITZOS
    685        FCB    10,0,0,0
    ⋮
    
    src/blk71.src lines 674–690 at e740063 · upstream ↗
    1865        LDA    PWAV,X
    1866        PSHS   A
    1867        CMPA   #4
    1868        BLS    GETWV1
    1869        LDA    #4
    1870GETWV1  LDU    WVTAB
    1871        ADDA   #3               ;OFFSET ADJUST
    ⋮
    1878GETWV3  PULS   A                ;HIGHER THAN 4?
    ⋮
    1895GETWV4  LDB    #3
    ⋮
    1898        BSR    WDELT            ;GET YUR DELTAS
    
    src/defa7.src lines 1864–1900 at e740063 · upstream ↗
    1145        FDB    LANDV
    1146        FDB    MUTV
    1147        FDB    BAITV
    1148        FDB    BOMBV
    1149        FDB    SWRMPV
    1150        FDB    SWARMV
    ⋮
    1161PICTS   FDB    LNDP1
    1162        FDB    SCZP1
    1163        FDB    UFOP1
    1164        FDB    TIEP1
    1165        FDB    PRBP1
    1166        FDB    SWPIC1
    
    src/amode1.src lines 1144–1166 at e740063 · upstream ↗
    271SWRMP   FDB    POD
    ⋮
    274BOMBR   FDB    BOMBER
    
    src/mess0.src lines 271–274 at e740063 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-22.

    Checked by a second AI model, 2026-10-22.

    In the claim ledger

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