Bit of a damp squib to report. Starship and Laserock2 mon and pts roms have been reviewed. Both contain byte for byte the identical block of code I have been already working with, meaning the five previously discussed routines. Each rom also contains one small bit of code that feeds points to the 4 xy outputs, and the signed data 8 bits per point in twos complement, and a bunch of unused space. Starship has the earth, and the Starship logo. One of the Laserock2 graphics must be the car. I don't remember what the other one is.
But, imagine a sad trumpet sound and view the attached emulator output. Compensation for scanner inertia and all. That is the blue SHIP part of the Starship logo, which may be seen in a photo posted previously by Ron. I don't know whether to laugh or cry.
Now there are a couple of peculiar things about that byte for byte identical block of code. Identical except that in all cases both the calls JSR RNDM and JSR RNDM2 (pseudo random value passed back in accumulator) have been replaced with the instruction LDA $0D00, which in the memory map from the documentation, is in the asterisked k2 and k3 banks. The asterisk resolves to "not used". The roms I have are k6 and k7 ($1800 to $1FFF). I'm probably talking to myself at this point, so I'll just yell rhetorically at the cosmos What's so special about $0D00 and where are the dogloids hiding?!