1992 · Ocean Software

Lethal Weapon: the stages

This minisite is not complete: 100 % of the program is explained. Clone https://github.com/gamesexplained/gamesexplained and follow kit/START.md to continue games/c64/lethal-weapon to Silver.

Every stage on the disk, drawn whole from its own files.

Each picture is a stage's map of 288 by 70 characters, built as the game builds it ($0673) from the stage's packed files, unpacked by the game's own decoder ($F5D5) run on the site's 6502 ahead of time. For stage 1A the map built this way matches the one in the machine's memory in play, byte for byte. Sprites are not drawn: enemies and pickups come from the stage's records and appear as you reach them. Scroll each picture sideways.

The stage table ($1ACD) also names a stage L4AX. The disk holds no file of that name and no door leads to it: stage L4A's doors go straight to L4B.

Stage L1A

The whole of stage L1A

L1A, from the files L1A's .MAP (rows 29-63 of its tile map), .BLK, .CHR and .ATT. Its doors lead to: L1AX, L1B.

Stage L1AX

The whole of stage L1AX

L1AX, from the files L1A's .MAP (rows 0-34 of its tile map), .BLK, .CHR and .ATT. Its doors lead to: L1A.

Stage L1B

The whole of stage L1B

L1B, from the files L1B's .MAP (rows 29-63 of its tile map), .BLK, .CHR and .ATT. Its doors lead to: L1AX, L1B, L2A.

Stage L2A

The whole of stage L2A

L2A, from the files L2A's .MAP (rows 29-63 of its tile map), .BLK, .CHR and .ATT. Its doors lead to: L1AX, L2AX, L2B.

Stage L2AX

The whole of stage L2AX

L2AX, from the files L2A's .MAP (rows 0-34 of its tile map), .BLK, .CHR and .ATT. Its doors lead to: L1AX, L2A.

Stage L2B

The whole of stage L2B

L2B, from the files L2B's .MAP (rows 29-63 of its tile map), .BLK, .CHR and .ATT. Its doors lead to: L1AX, L2B, L3A.

Stage L3A

The whole of stage L3A

L3A, from the files L3A's .MAP (rows 29-63 of its tile map), .BLK, .CHR and .ATT. Its doors lead to: L3AX, L3B.

Stage L3AX

The whole of stage L3AX

L3AX, from the files L3A's .MAP (rows 0-34 of its tile map), .BLK, .CHR and .ATT. Its doors lead to: L3A.

Stage L3B

The whole of stage L3B

L3B, from the files L3B's .MAP (rows 29-63 of its tile map), .BLK, .CHR and .ATT. Its doors lead to: L1AX, L4A.

Stage L4A

The whole of stage L4A

L4A, from the files L4A's .MAP (rows 29-63 of its tile map), .BLK, .CHR and .ATT. Its doors lead to: L1AX, L4B.

Stage L4B

The whole of stage L4B

L4B, from the files L4B's .MAP (rows 29-63 of its tile map), .BLK, .CHR and .ATT. Its doors lead to: L1AX, L5A.

Stage L5A

The whole of stage L5A

L5A, from the files L5A's .MAP (rows 29-63 of its tile map), .BLK, .CHR and .ATT. Its doors lead to: L5AX, L5B.

Stage L5AX

The whole of stage L5AX

L5AX, from the files L5A's .MAP (rows 0-34 of its tile map), .BLK, .CHR and .ATT. Its doors lead to: L5A.

Stage L5B

The whole of stage L5B

L5B, from the files L5B's .MAP (rows 29-63 of its tile map), .BLK, .CHR and .ATT. Its doors lead to: L1AX, the ending.