All the code is in STYX1.ASM, STYX2.ASM, STYX3.ASM and PARSE.ASM. STYX1.ASM
contains most of the input/output routines and therefore most of the modified
code.

DATA.ASM contains most of the static data. Added static data is in the code
segment in STYX1.ASM. The data segment is a bit fragile - I think the
unlabelled data between p4 and p46 must start at offset 6 for the program to
work correctly - there may be other examples of DS data referenced by offset
rather than label. As with DIGGER, the stack is at the end of the DS segment,
so no data should be added there.

Because of the difficulties with the data segment, it proved impossible to
link in the C module (PARSECMD.C) directly, so I compiled it, disassembled it
and linked in the assembler code (PARSE.ASM). These two (should) do the same
thing.

The speed code works a bit differently to Digger, the ratio of current system
speed to an 8MHz 8086 is calculated and the delay loops multiplied up. Calls
to the delay subroutine were added to the routines to flash the "Game over"
message and play the little jingle at "Enter your initials" and on level
completion. This will make the game a little slower on older machines, but you
can always speed it up from the command line.

Known bugs and issues:
  Ball init makes sound on first game, even if sound is turned off at command
  line. This messes up Windows.

  Changing speed alters volume of some sound effects.

  May be other speed problems, routines which have no delay loops and therefore
  run too fast (serious) or speed 100 varying between machines (less serious,
  since you can change the speed with the command line).

  Don't know if it works on CGA and EGA machines yet.
