Page Byte Address Description
112 0 7000
Center of projection
112 2 7002
Sprite data
113 130 7182
Number of allocated sprites
113 131 7183
Sprite allocation table
113 163 71A3
Temporary storage (72 bytes)
113 235 71EB
Status flags
113 236 71EC
Stars move countdown
113 237 71ED
Unused byte at 71ED
113 238 71EE
Sprite countdown
113 239 71EF
Countdown to enemy shooting
113 240 71F0
Time to next wave
113 241 71F1
Current player (0 or 1)
113 242 71F2
Frame counter
113 243 71F3
Score player 1
113 246 71F6
Score for getting extra life player 1
113 248 71F8
Score for getting extra life player 1 MSB
113 249 71F9
Score player 2
113 252 71FC
Score for getting extra life player 2
113 254 71FE
Score for getting extra life player 2 (MSB)
113 255 71FF
Lives
114 0 7200
Stage (0-23, but starts with 1 during play)
114 1 7201
Wave
114 2 7202
Enemies destroyed not chance stage
114 3 7203
Stage data index
114 4 7204
Number of times died within stage
114 5 7205
Completed stages
114 6 7206
Number of enemies
114 7 7207
Map of center enemies
114 43 722B
Number of center enemies
114 44 722C
Number of active enemies
114 45 722D
Number of 3-spheres/mines left
114 46 722E
Ship background data
114 55 7237
Mines background data
114 82 7252
Active enemy shots
114 83 7253
Number of active shots
114 84 7254
Mines destroyed
114 85 7255
Enemies destroyed in chance stage
114 86 7256
Other flags
114 87 7257
Countdown to screen off
114 89 7259
Counter used when approaching planet
114 90 725A
Interrupt flag
114 91 725B
Wave speed counter
114 92 725C
Number of enemies left center
114 93 725D
Wave data address
114 95 725F
Laser fence/meteor countdown
114 96 7260
Attack countdown
114 97 7261
Laser fence end 2 polar x
114 98 7262
Laser fence end 1 polar x
114 99 7263
Countdown. Mines are destroyed when zero.
114 100 7264
Mines action
114 101 7265
Mines are destroyed if bit 0 is set
114 102 7266
Related to when mines reappear
114 103 7267
Mines movement table offset
114 104 7268
Mine name/pattern index
114 105 7269
Mine countdown to shoot
114 106 726A
Pattern decoder length
114 108 726C
Pattern decoder bits left
114 109 726D
Pattern decoder source byte
114 110 726E
Flag for showing double shot pickup
114 111 726F
Temporary polar x
114 112 7270
Pointer to data for PSG noise generator
114 114 7272
Pointer to data for PSG tone generator 1
114 116 7274
Pointer to data for PSG tone generator 2
114 118 7276
Pointer to data for PSG tone generator 3
114 120 7278
Last noise operation
114 122 727A
Is a tune playing?
114 123 727B
Sound player countdown (tune speed?)
114 124 727C
Index of tune playing
114 125 727D
Tune data channel 1
114 135 7287
Tune data channel 2
114 145 7291
Tune data channel 3
114 155 729B
Tune data channel 4
114 165 72A5
Sound fx data channel 1
114 173 72AD
Sound fx data channel 2
114 181 72B5
Sound fx data channel 3
114 189 72BD
Sound fx data channel 4
114 190 72BE
Byte 1-2 of sound fx data 4
114 192 72C0
Byte 3-4 of sound fx data 4
114 194 72C2
Byte 5 of sound fx data 4
114 195 72C3
Byte 6-7 of sound fx data 4
114 197 72C5
Temporary center of projection
114 199 72C7
Temp sprite data
114 200 72C8
Temp points to add
114 203 72CB
Update counters countdown
114 204 72CC
Center enemies redraw flag
114 205 72CD
Counter for drawing center enemies
114 206 72CE
First name used for center enemies 1
114 207 72CF
First name used for center enemies 2
114 208 72D0
Pattern table address of center enemies
114 210 72D2
Center y direction
114 211 72D3
Center y offset
114 212 72D4
Center x offset
114 213 72D5
Sprite type processed
114 214 72D6
Transformation processed
114 215 72D7
Pattern index
114 216 72D8
Destination address in VDP
114 218 72DA
Graphics pointer address
114 220 72DC
Source address
114 222 72DE
Pattern address
114 224 72E0
Sprite patterns addresses in VDP
115 26 731A
Star frame
115 27 731B
Random number
115 29 731D
Stack
115 242 73F2
Sprite allocation table VDP address
115 244 73F4
Sprite pattern table VDP address
115 246 73F6
Name table VDP address
128 0 8000
ROM header
128 2 8002
Pointer to sprite name table
128 4 8004
Pointer to sprite order table
128 6 8006
Pointer to temporary storage in RAM
128 8 8008
Pointer to controller memory map
128 10 800A
Pointer to start address
133 65 8541
Stage data (8 bytes per stage)
142 13 8E0D
Enemy types in different waves (chance stage)
142 37 8E25
Enemy movement table
144 70 9046
Mines movement table
144 86 9056
3 spheres background graphics
144 150 9096
Mine background graphics
146 195 92C3
Colors
146 214 92D6
Ship pattern
146 222 92DE
Gyruss logo
146 224 92E0
Logo patterns
147 128 9380
Gyruss logo names
147 152 9398
Planet table
147 164 93A4
Neptune
147 188 93BC
Neptune sprite data
147 199 93C7
Uranus
147 222 93DE
Uranus sprite data
147 241 93F1
Saturn
148 8 9408
Saturn sprite data
148 23 9417
Jupiter
148 47 942F
Jupiter sprite data
148 56 9438
Mars
148 77 944D
Mars sprite data
148 84 9454
Earth
148 106 946A
Earth sprite data
148 116 9474
Byte before planet graphics
148 117 9475
Planet graphics - compressed
150 238 96EE
Planet colors
150 254 96FE
Planet sprite patterns
154 167 9AA7
Score table
156 231 9CE7
Sound fx data
157 145 9D91
Sound command jump table
158 182 9EB6
Sound frequency table
158 234 9EEA
Tune data
159 42 9F2A
Tune data 1
159 62 9F3E
Tune data 2
159 78 9F4E
Tune data 3
159 98 9F62
Tune data 4
159 108 9F6C
Tune data 5
159 110 9F6E
Tune data 6
159 121 9F79
Tune data 7
159 131 9F83
Tune data 8
159 139 9F8B
Tune data 9
159 143 9F8F
Tune data 10
159 148 9F94
Tune data 11
159 254 9FFE
Tune data 12
160 86 A056
Tune data 13
160 93 A05D
Tune data 14
160 113 A071
Tune data 15
160 146 A092
Tune data 16
160 148 A094
Tune data 17
161 58 A13A
Tune data 18
161 62 A13E
Tune data 19
161 202 A1CA
Tune data 20
161 208 A1D0
Tune data 21
162 58 A23A
Tune data 22
162 63 A23F
Tune data 23
162 153 A299
Tune data 24
162 175 A2AF
Tune data 25
162 182 A2B6
Tune data 26
164 178 A4B2
Init data for implosion
164 184 A4B8
Sprite init data (polar x)
164 190 A4BE
Init data for wave sprites
165 30 A51E
Init data for wave sprites (chance stage)
165 126 A57E
Polar y for wave sprites
165 129 A581
Wave data address table
165 163 A5A3
Wave path 0
165 174 A5AE
Wave path 1
165 192 A5C0
Wave path 2
165 204 A5CC
Wave path 3
165 227 A5E3
Wave path 4
165 248 A5F8
Wave path 5
166 13 A60D
Wave path 6
166 24 A618
Wave path 7
166 35 A623
Wave path 8
166 46 A62E
Wave path 9
166 56 A638
Wave path 10
166 66 A642
Wave path 11
166 81 A651
Wave path 12
166 93 A65D
Wave path 13
166 108 A66C
Wave path 14
166 118 A676
Wave path 15
166 138 A68A
Wave path 16
168 101 A865
Controller movement table
168 117 A875
Adjust ship coordinates table
168 125 A87D
Ship background patterns
172 135 AC87
Start coordinates for sprites
172 207 ACCF
Table of pixel offsets for drawing center enemies
175 221 AFDD
Ship exhaust position relative to ship body
176 79 B04F
Star frame lookup
176 91 B05B
Star frame 0
176 130 B082
Star frame 1
176 168 B0A8
Star frame 2
176 205 B0CD
Star frame 3
176 236 B0EC
Star frame 4
177 14 B10E
Star frame 5
177 52 B134
Stars
177 54 B136
Star patterns
178 29 B21D
Polar to screen coordinates lookup table
184 221 B8DD
Graphics pointer offsets
184 250 B8FA
Graphics pointers
185 230 B9E6
Graphics