1 ;----------------------------------------------------------------------------
2 ;---------------------- NEMESIS ---------------------------------------------
3 ;----------------------------------------------------------------------------
5 ;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org
7 ;Description : cool arcade-shoot-em-up-game
8 ;Other games by author : Worm
9 ;This source should only be used for learning practises, do not
10 ;alter it, and certainly never distribute an altered version!!
12 ;&&& marks uncertainties or things to optimize
14 ;---------------------- nemesis.z80 start -----------------------------------
17 #include "ti86asm.inc" ;standard ti86 romcalls
18 #include "ti86abs.inc" ;used to save hiscores and so
22 #define cal call ;just to make it harder for you to understand
23 #define psh push ; ^:D
24 #define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero
26 dispbuffer = $81FA ;= $C9FA ;virtual screen
27 ;VIDEO_MEM = $FC00 ;tha big scareen
28 TEXT_MEM = _textShadow ;text buffer; C0F9-C1A0 (167/$A7 bytes)
30 _clrWindow = $4a86 ;_clrLCD and _clrScrn
31 _ex_ahl_bde = $45f3 ;exchange values between AHL and BDE
32 _shracc = $4383 ;like _shlacc but just the opposite :P
33 _dispahl = $4a33 ;display value in ahl <100000 (cheap TI)
34 _asapvar = $d6fc ;our own variable name (likely "nemesis")
36 storepos = _asm_exec_ram+7000 ;120 OF 165
37 storepos2 = _asm_exec_ram+7200 ;141 OF 167 9000 BYTES
39 ;---------------------- in-game vars ----------------------------------------
41 just_fired = storepos ; +0 ;counts how long a blast lasts
42 hiscorepos = storepos ; +0 ;entering hiscore name
44 x = storepos+1 ; +1 ;your ship's position
45 y = x+1 ; +2 ;your y-pos
46 firex = y+1 ; +3 ;(1 byte)
47 firey = firex+1 ; +4 ;(1 byte)
49 eventleft = storepos+5 ; +5 ;nr. of enemies still to come
50 level_enemy = eventleft+1 ; +7 ;enemy type
51 level_info = level_enemy+1 ; +8 ;info (see below)
52 level_move = level_info+1 ; +9 ;=
53 spacespace = level_move+1 ;+10
54 groundinfo = spacespace+1 ;+20
55 groundpos = groundinfo+1 ;+21 $10
56 ceilingpos = groundpos+16 ;+37 $10
58 stars1 = ceilingpos+16 ;+53
59 stars2 = stars1+1 ;+54
61 starx1 = storepos+55 ;+55
63 starx2 = starx1+(nrstars1*2) ;+69
65 your_prevpos = starx2+(nrstars2*2) ;+87 ;save previous positions (32d)
66 mm = 4 ;max. number of multiples
68 ;^-----------------------------------<1 ;-120=$78
70 enemies = storepos2 ; +0 ;info about each enemy
71 enemysize = 9 ;infobytes per enemy
72 nrenemies = 16 ;max. nr of enemies
74 ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y)
76 ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y)
78 lvlenemies = ebullets+(nrebuls*3)
80 ;^-----------------------------------<2 ;-141=$8D
82 ; [0000:damage 0:diagfire 0:ground 0:ceiling 0:-]
84 ; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)]
85 ; [ship type or explosion frame] [x] [y] [movetype] [movecounter] [firecounter] [firefreq]
87 ;---------------------- introduction ----------------------------------------
89 nop ;hello yas/ase/rascall/whathever
90 jp init ;here's the program, but first: a description
91 .dw $0001 ;description type 2 (description + YASicon)
92 .dw Title ;pointer to description (all shells)
93 .dw Icon ;pointer to YAS icon
95 Title: .db "Nemesis v0.99.810 by SHIAR",0
97 Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes
100 .db %00111110 ; █████
101 .db %01111001 ; ████ █
102 .db %00111110 ; █████
104 .db %11100000 ; ███ ;recommend 80x50 screen mode
105 .db 0 ;YAS 0.92 compatibility
107 ;---------------------- init ------------------------------------------------
109 int_handler: ;new interrupt proc
110 ex af,af' ;just af only (no need for exx)
111 in a,($03) ;read bit 3 port 3
112 bit 3,a ;is ON key pressed?
113 jp z,$0039 ;no: np, return
114 res 0,a ;yes: then we have a problem (freeze), so...
115 out ($03),a ;...mask the ON key interrupts!
116 jp $0039 ;all done, return
119 init: cal BUSY_OFF ;turns the run-indicator off, obviously
120 cal _clrScrn ;clean the screen
122 res 2,(iy+13) ;don't scroll the screen
123 cal _flushallmenus ;remove TI menus
125 FixKeys: ;fixes some key problems like left+down bug
136 ld hl,int_handler ;new interrupt handler
139 ld bc,int_end-int_handler
145 ;---------------------- main menu -------------------------------------------
148 xor a ;white bitmask (a=0)
149 ld hl,logo_nemesis ;from...
150 ld de,VIDEO_MEM+16 ;...to one line from top
151 ld b,e ;ld b,16: one line
153 ld (de),a ;clear/n byte
155 dnz AboveLogo ;repeat for the first line
156 ld bc,16*19 ;logo size
157 ldir ;display one line of logo
159 ld hl,16*$33+VIDEO_MEM ;$33 rows down
160 ld b,16*7 ;draw black 7 lines
161 ld a,%11111111 ;horizontal line mask
163 ld (hl),a ;draw one piece of the divider-line
164 inc hl ;move right (8 pixels = 1 byte)
165 dnz underline ;repeat
167 ld hl,_txt_email ;at the very bottom of tha screen
169 ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!!
170 cal _vputs ;VERY important, so display in small font ?:}
172 set 3,(iy+5) ;set white on black
173 ld de,_txt_about ;near the bottom of the screen
174 ld (_penCol),de ;hl=txt_email++=txt_about
175 cal _vputs ;display version + me
176 res 3,(iy+5) ;return to default black on white
189 ld a,0 ;current menu item (0 or 1); 0 by default
209 cal getsomekeys ;read keys (z if enter/2nd pressed)
210 jr z,start_tha_freakin_game
223 ld (hl),a ;set new menu item
226 start_tha_freakin_game:
229 cal nz,New_game ;NEW GAME
230 jp samelevel ;CONTINUE: game_main_loop
234 ld (your_score),hl ;(prevents hiscore while never played)
235 jp game_over ;and go to game over screen
237 do_invert: ;invert screen (b<>w); destr:b
242 xor (hl) ;$2F (cpl) <-> $B7 (or a)
257 ;----------------------------------------------------------------------------
258 ;---------------------- game loop -------------------------------------------
259 ;----------------------------------------------------------------------------
261 game_main_loop: ;REPEATS FROM HERE EVERY FRAME
262 ld hl,timer ;update time
263 inc (hl) ;increase by 1
266 ld hl,1 ;once every 32 frames, increase score by 1
267 cal z,scoreInc ;do it
270 ld hl,dispbuffer ;move from (hl) = top left
271 ld (hl),$00 ;first pixel will be copied all over the screen
272 ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen
273 ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar)
276 ld a,0 ;current frame/turn 0-255
278 and %11 ;a=0 once every 4 turns
279 jr z,movestarsdone ;don't move stars once every 4 frames
280 cal movestars1 ;move the stars on the FRONT layer
281 cal movestars2 ;move the distant stars
283 ld a,(stars1) ;star positions (the missing byte...)
284 ld b,nrstars1 ;how many stars? now we know.
285 ld hl,starx1 ;points to the position of the stars
286 cal DisplayStars ;display front layer stars
287 ld a,(stars2) ;weren't you paying attention five lines ago?
288 ld b,nrstars2 ;that many?! whow!
289 ld hl,starx2 ;and there they are
290 cal DisplayStars ;use the same procedure to display back layer
292 ld a,(level_info) ;level info
293 and %00000110 ;isolate ground&ceiling
294 jr z,game_stuff ;both non-present
295 and %00000010 ;bit representing the presence of any ceiling
296 cal nz,Handle_ceiling ;scroll the ceiling (if any) +check4collision
297 cal Handle_ground ;scroll the ground and check if we're dead
300 cal Handle_Ship ;move you
301 ld a,(your_occ) ;are you 100% OK?
303 jr nz,_gamestuff1 ;then don't check for movements/fires/...
306 ld a,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
307 out (1),a ;ask for them
308 nop \ nop ;delay 8 clocks
312 bit 6,a ;test bit 6 = exit-key = EXIT
313 jp z,game_over ;<exit> pressed, so be it
314 check_morekey: ;another unused label... poor compiler
315 bit 7,a ;test bit 7 = more-key = PAUSE
316 cal z,Pause ;yes, go to pause
319 bit 5,a ;test bit 5 = 2nd-key = FIRE
320 ld hl,check_selkey ;where to continue after executing Fire_bullet
321 psh hl ;push hl on stack (instead of cal Fire_bullet)
322 jp z,Fire_bullet ;fire smtn (bulletstaillasermultiples+stuff..)
323 pop hl ;no cal to Fire_bullet made, so pop stack
324 ld hl,just_fired ;no:
325 ld (hl),5 ;able to fire (five turns = laser duration)
328 ld a,%01011111 ;look at first column of keys (ALPHA to STO)
330 in a,(1) ;our precious keys
332 bit 6,a ;'bout the GRAPH key...
333 cal z,Teacher ;you didn't _press_ it, did you?!?
335 rla ;test bit7 so we know f ALPHA has been pressed
336 cal nc,select ;yeppy, select the currently selected upgrade
338 cal Enemies_hit ;check for collision with enemies
342 cal Handle_enemies ;move enemies
344 cal Handle_bullets ;move your bullets + check for hits
345 cal Enemy_bullets ;move enemy bullets
347 cal Level_event ;insert enemies
348 cal Display_Screen ;display all
351 halt ;delay and preserve batteries :)
352 jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
354 ;------- weapon -------
360 cp 97 ;max. 96 times (=96/16=6 increases)
361 ret nc ;return if already maxed
362 ld (weapincs),a ;save new incs
364 and %11110000 ;clear last 4 bits so no cf when rotating
366 rra ;rotate acting as shift (srl a) but just 1B
369 rra ;increase once just every 16 turns
370 ld b,a ;times to increase
372 add a,1 ;increase damage for one increase
374 dnz incthedamage ;a=total increase damage
375 ld b,1 ;minimal damage
377 add a,b ;a=total damage
378 ld (curweapdamage),a ;safe the current damage
381 disp_charge: ;display charge bar
382 ld hl,(59*16)+VIDEO_MEM+3
389 ld a,(weapincs) ;load bar size (0-80)
390 srl a ;half the size (0-40)
391 srl a ;again half that size (0-20 pixels)
395 srl a ;/8: don't display last 3 bits of a (later)
396 jr z,nochargebar ;if a=0 then it would loop 256x so skip it
397 ld b,a ;loop b=a times
398 chargebar: ;starting at ($39*16)+VIDEO_MEM
399 ld (hl),%11111111 ;draw a piece of the bar
400 inc hl ;next position
401 dnz chargebar ;loop it b times
404 and %111 ;display last bits of chargebar
405 ret z ;if armor=0 then bit = %00000000 (don't disp)
407 xor a ;bit = %00000000
410 rra ;rotates A right and sets bit 7 (c-flag)
411 dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100)
412 chargebarready: ; (an if B=3 then a=%11100000)
413 ld (hl),a ;draw this last byte
416 ;--------------------------- ground -----------------------------------------
420 and %111 ;once every 8 frames
421 jr nz,Display_ground ;otherwise skip the scroll
422 ld bc,15 ;scroll all 16 bytes minus one (teh new byte)
423 ld hl,groundpos+1 ;from..
424 ld de,groundpos ;to (one byte to the left)
425 ldir ;LoaDIncreaseRepeat = scroll!
427 ld a,(groundinfo) ;what kind of ground
429 jr z,ground_tunnel ;tunnel effect
431 ld a,(groundpos) ;type 0
438 ld bc,$500 ;range=0..4
443 add a,(hl) ;add to spacesize (so +2..-2)
445 jr c,newground ;>=0 then don't change
448 add a,b ;new position
450 jr z,newground ;may not be 0 (=256)
452 jr nc,newground ;and not be <0 (>246)
458 ld (groundpos+15),a ;save new byte on the right
461 ld b,16 ;screen width
462 ld de,groundpos-1 ;height of current byte (previous actually)
464 ld hl,dispbuffer+(56*16)-1 ;screen position
468 ld c,b ;push b for groundloopup
469 pop hl \ inc hl ;get screen position and go one right
470 pop de \ inc de ;get height info and set to the next byte
471 psh de \ psh hl ;save these for the next time
472 ld a,(de) ;height of current byte
475 ld de,16 ;to substract to go one line up
476 ld a,%11111111 ;bitmask black
479 ld (hl),a ;display black byte
480 sbc hl,de ;go up (sbc must be used for 16-bit sub)
481 dnz groundloopup ;and loop >groundpos< times
483 ld b,c ;pop b used by groundloopup
484 dnz groundloopright ;loop right for entire screen (16x)
485 pop hl \ pop hl ;restore stack
487 CheckGround: ;check for collision with the ground
505 ;--------------------------- ceiling ----------------------------------------
509 and %111 ;once every 8 frames
510 jr nz,Display_ceiling ;otherwise skip the scroll
511 ld bc,15 ;scroll all 15 bytes (16th is new position)
512 ld hl,ceilingpos+1 ;from..
513 ld de,ceilingpos ;to (one byte to the left)
514 ldir ;LoaDIncreaseRepeat = scroll!
516 ld a,(groundinfo) ;what kind of ceiling
518 jr z,ceiling_tunnel ;tunnel effect
523 ld d,a ;d=new ceiling
526 ld bc,$201 ;range=1..3
529 jr z,newceiling ;1:same
534 or a ;(spacespace)=0:
535 jr z,newceiling+2 ;keep same ceiling
541 cp d ;if size=1 then don't
547 ld (ceilingpos+15),a ;save the new byte
550 ld b,16 ;screen width
551 ld de,ceilingpos-1 ;height of current byte
553 ld hl,dispbuffer-17 ;screen position
557 ld c,b ;push b for groundloopup
558 pop hl \ inc hl ;get screen position and go one right
559 pop de \ inc de ;get height info and set to the next byte
560 psh de \ psh hl ;save these for the next time
561 ld a,(de) ;height of current byte
564 ld de,16 ;to substract to go one line up
565 ld a,%11111111 ;bitmask black
568 ld (hl),a ;display black byte
570 dnz ceilingloopdown ;and loop >groundpos< times
572 ld b,c ;pop b used by groundloopup
573 dnz ceilingloopright ;loop right for entire screen (16x)
574 pop hl \ pop hl ;restore stack
576 CheckCeiling: ;check for collision with the ground
580 srl a ;x/8 (current ceiling-byte)
585 ld de,ceilingpos ;first ceiling-byte
586 add hl,de ;current ceiling-byte
589 cp (hl) ;compare with ceiling
590 ret nc ;carry if ceiling is above you
592 jp damage_you ;otherwise you don't wanna be in that ship
594 ;--------------------------- move stars -------------------------------------
596 DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars#
603 ret ;let's comment this: returns
608 rlca ;move bits (star) left
610 ret nc ;if star didn't went from left to right bit
611 ld b,nrstars2 ;otherwise move all stars one byte left
632 cp (dispbuffer&15)-1 ;$C9FAand15-- = 9
641 ret ;for stupid people, here's another comment...
643 ;--------------------------- pause ------------------------------------------
647 ld hl,$0200 ;top left
649 ld hl,txt_pressenter ;"Enter to continue"
650 cal _puts ;display message
652 cal _getkey ;enter low-power mode and wait for key
653 cp kEnter ;keypressed = enter?
654 jr nz,pause ;no, wait some more
658 ;--------------------------- teacher ----------------------------------------
661 ld (iy+12),5 ;enable flashing cursor
662 cal _clrWindow ;top left
664 cal _puts ;display message
668 cal _getkey ;enter low-power mode and wait for key
669 cp kEnter ;enter pressed?
671 cp kGrMenu ;keypressed = graph?
672 jr nz,teacherloop ;no, wait some more
674 ld (iy+12),0 ;disable cursor
689 ;--------------------------- exit -------------------------------------------
691 quit: im 1 ;release keyfix procedure
692 set 2,(iy+13) ;set back screen scrolling
694 ld (_asapvar+1),a ;next Asm( run will reload the program
695 ld hl,dispbuffer ;graph-screen location
698 ld bc,1024-1 ;do it 1024 times = entire screen
700 jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the
701 ;_clrScrn) AND also executes _homeup and ret
703 ;--------------------------- display ----------------------------------------
706 ld hl,dispbuffer ;from buffer (top left)
707 ld de,VIDEO_MEM ;to real screen (top left)
708 ld c,56 ;display height = 64 bytes (minus 8 for bar)
710 ld b,16 ;display width = 16 bytes (16*8bits=256pixels)
712 ld a,(hl) ;copy byte from (hl)
713 _invert: ;SMC: cpl <-> or a
714 cpl ;xor $ff: invert byte (white<=>black)
716 inc hl \ inc de ;next byte
717 dnz displaytloop ;16x hl >> de
719 jr nz,displayloop ;loop 56x
723 or a ;(time2invert)=0:
724 jr z,noinvert ; do nothing
725 dec a ;otherwise decrease
726 cal z,do_invert ;if it became 0 then invert
727 ld (hl),a ;save new value
730 ld hl,$396b ;Display Score
731 ld (_penCol),hl ;bottom right of screen
734 _D_HL_DECI: ;------- display 5-digit value -------
735 ld de,savestr+4 ;savenr saves number string
737 ldhld: cal UNPACK_HL ;one digit of hl
738 add a,'0' ;make number
739 ld (de),a ;save into savenr
740 dec de ;point to next digit
741 dnz ldhld ;repeat for all digits
743 ld hl,savestr ;we (the program) saved the value righthere
744 jp _vputs ;the only thing left to do is to display it
746 savestr: ;@here the score will be stored
747 .db "00000",0 ;don't worry, it's just temporary
749 ;------------------------- handle ship --------------------------------------
756 inc a ;no! next (explosion)frame
757 ld (your_occ),a ;save
759 cp 64+1 ;last explosion frame? (1-16=1st;49-64=4th)
760 jp c,exploding_you ;not yet: display explosion
761 cp 64+16 ;delay finished?
762 jp z,You_die ;yes = game over
763 ret ;don't display anything
767 ld a,%01111110 ;get arrow keys
768 out (1),a ;it's cold outside
769 ld hl,y ;instead of nop\nop do something usefull
770 in a,(1) ;come back in
773 xor -1 ;inverted a: 0 if arrow-key has been pressed
774 ld a,(your_multiples) ;(btw: CPL doesn't set any flags)
775 res 7,a ;reset move bit (no flags changed)
776 jr z,adv_ok ;if so, leave the multiples where they are
777 set 7,a ;set move bit
778 adv_ok: ld (your_multiples),a
780 ld a,(timer) ;framecounter
781 and %1 ;switches 0<>1 each frame
782 inc a ;a = 1 or 2 (1.5 avg)
783 ld c,a ;c = your_speed
786 rra ;rotate right (put last bit in c)
787 ld b,a ;we need a later
792 cp 50 ;56-6 = bottom of screen
797 rr b ;because we now use b, it's rr instead of rra
800 sub c ;<dec a> doesn't affect c-flag
801 jr c,no_left ;-1 = left side
808 cp 122 ;128-6 = right side
817 sub c ;<dec a> doesn't affect carry-flag
818 jr c,no_up ;-1 = top of screen
819 ld (hl),a ;save new y
821 no_up: ld e,(hl) ;e=y
822 ld ix,spr_ship01 ;normal ship sprite
824 ld hl,your_inv ;invulnerable?
825 ld a,(hl) ;load time in a
827 jr z,disp_ship ;yes so ship = normal (display \ continue)
829 ld a,(timer) ;load frame nr.
830 and %00000111 ;a=0 once every four frames
831 jr nz,not_time ;a<>0 = not time to update counter
832 dec (hl) ;decrease inv-time left
834 and %00000100 ;a switches 0<->1 every 2 frames
835 jr z,disp_ship ;show normal ship
837 ld bc,spr_ship01i-spr_ship01
838 add ix,bc ;display invulnerable ship
840 cal safeputsprite ;display your ship; save de
845 ld a,(your_multiples) ;do you have multiples
846 ld b,a ;save a for 2nd check
847 and %111 ;no? (last two bits = nr of multiples)
848 ret z ;then don't handle them either
849 bit 7,b ;move the multiples??? (=move bit set?)
850 jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x)
852 psh de ;current position = needed later
853 ld hl,mm*14+1+your_prevpos ;previous positions
854 ld de,mm*14+3+your_prevpos ;move all positions one back
856 lddr ;change 0-57 -> 2-59 (if mm=4 that is)
857 inc hl ;your_prevpos+0
860 inc hl ;=current position
864 ld hl,your_prevpos+16 ;first pos.
868 ld d,(hl) ;load coords
871 ld ix,spr_multiple ;sprite
872 cal putsprite ;display
875 add hl,de ;next multiple
878 ret z ;return if all done
879 jr disp_multiples ;loop
884 srl a ;half the framerate
885 srl a ;half that framerate
886 srl a ;and half again that framerate
888 ld ix,spr_yexplosion ;base sprite
890 explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite
896 add ix,bc ;go to correct sprite (each spr. is 8 bytes)
901 jp putsprite ;and display it too
905 damage_you: ;damages you B points
906 ld a,(your_inv) ;shield left?
908 jr z,dothadamage ;no shield
909 srl b ;shield: half the damage
913 cp (hl) ;no already inverted?
914 cal z,do_invert ;then invert screen
916 ld (hl),a ;change back 2 frames from now
918 ld hl,your_armor ;armor left
919 ld a,(hl) ;load hp in A
920 sub b ;decrease hp by B
921 jp m,no_armor ;<0hp left so explode
922 ld (hl),a ;no, so save decreased hp
923 jp disp_armor ;and display new value
925 ld a,%01 ;occ %xxxxxx01 = explode
926 ld (your_occ),a ;too bad, you're dead meat
929 ;------------------------- place multiples ----------------------------------
932 ld hl,your_prevpos ;place all previous positions
933 ld b,mm*7+2 ;all saved positions of them (14 per multiple)
935 ld (hl),e ;set prev-x to d
937 ld (hl),d ;set prev-y to e
939 dnz place_multiples ;repeat
942 ;------------------------- select upgrade -----------------------------------
945 ld a,(your_armor) ;load current armor
946 cp 25-6 ;may not become >=25
947 jr c,doincarmor ;ok then just add 6
948 ld a,24-6 ;set to maximum (6 will be added below)
950 add a,6 ;add 6 to armor
951 ld (your_armor),a ;change armor
955 ld hl,your_pickup ;select pickups
956 ld a,(hl) ;load pickups taken so far
958 ret m ;return if it's 0 (no pickups)
959 jr nz,select2 ;no, carry on
961 ld (hl),a ;reset pickups
963 jp disp_icons ;display and return
966 jr nz,select3 ;no, carry on
967 ld (hl),a ;reset pickups
969 ld (your_tail),a ;ready tail beam
970 jp disp_icons ;display 'n return
973 jr nz,select4 ;no, carry on
974 ld (hl),a ;reset pickups
979 jp nc,disp_icons ;weapon maxed out
980 ld (hl),a ;set new weapon
981 cal loadweapon ;load it (damage and stuff)
982 jp disp_icons ;display n return
985 jr nz,select5 ;no, carry on again
986 ld (hl),a ;reset pickups
989 cp maxweapon ;upgrade from bullet
990 jr nc,upgradelaser ;nope, just upgrade
991 ld a,maxweapon-1 ;yes, set laser #1
995 jp nc,disp_icons ;laser maxed out
998 jp disp_icons ;display + return
1001 jr nz,select6 ;no, carry on once more
1002 ld (hl),a ;reset pickups
1003 ld hl,your_multiples
1004 ld a,(hl) ;multiples you already got
1007 jr nc,enoughmultiples ;maxed out
1011 dec a ;if this is your first multiple then...
1012 cal z,Place_multiples ;reset multiples positions
1013 jp disp_icons ;display, return
1015 ld (hl),0 ;reset pickups
1016 jp disp_icons ;display/return
1018 ;------------------------- fire bullet --------------------------------------
1022 dec h ;one up (-2 height: keeps weapons centered)
1023 psh ix ;save ix for next fire
1024 cal fireany ;fire from multiple position
1025 pop ix ;saving ix is much faster than recalculating
1026 pop af ;number of multiples
1027 dec a ;one just displayed
1029 ret z ;ret2 if none left
1033 ld hl,(your_prevpos+16);then, fire from multiple position
1035 ld hl,(your_prevpos+30)
1037 ld hl,(your_prevpos+44)
1039 ld hl,(your_prevpos+58)
1040 cal fire_multiple ;no JP: that messes up the stack
1044 ld hl,just_fired ;=for how long you may hold fire (2nd)
1045 ld a,(hl) ;a = time left
1046 dec a ;decrease timer
1047 ret z ;may not fire when (just_fired) became 0
1048 ld (hl),a ;save new decreased value
1050 ld a,(your_weapon) ;if you have bullets.....
1052 jr nc,fireOK ;>weapons = laser
1053 ld (hl),1 ;bullet may last one turn (just fire 1 bullet)
1055 ld a,(your_weapon) ;weapon nr.
1061 ld b,0 ;go to current weapon (bc=a)
1062 add ix,bc ;ix=weapon ptr
1064 ld a,(your_multiples) ;any multiples?
1065 and %111 ;nr. of multiples
1066 cal nz,fire_multiples ;if >0 then fire them too
1067 ld hl,(x) ;fire from ship position (x)
1069 ld (firex),hl ;set position to fire from
1070 ld b,3 ;or use the proc at fireOK with ld ix,weapondata+2-(256*3)
1072 psh bc ;save counter
1073 ld a,(ix) ;load this weapon
1074 cp %11100000 ;%11110000=laser
1075 cal z,fire_laser ;fire laser (will set a=0 when done)
1080 pop bc ;weapon counter (do 3 weapons)
1088 ld a,(ix-2) ;last weapon fired
1089 cp %11100000 ;issit laser
1091 xor %11111 ;smart way of going left instead of right :P
1093 ;-----fire BULLETs-----
1095 fire_ybullet: ;fire bullet type=C dam=(curweapdamage) at (firex/y)
1096 ld c,a ;save bulletType in c
1097 ld hl,ybullets ;check for unused bullet
1103 jr z,found_ybullet ;0 = no bullet here
1105 dnz find_ybullet ;look next bullet
1106 ret ;none found, return don't fire
1109 ld (hl),c ;use the bullet and set correct bullet-type
1111 ld (hl),1 ;set bullet damage
1113 ld a,(firex) ;your x-pos
1114 add a,5 ;place bullet in front of you
1115 inc hl ;go to bullet-x
1118 ld a,(firey) ;your y-pos
1119 add a,(ix+1) ;place bullet at the middle of your ship
1120 inc hl ;go to bullet-y
1124 ld (weapincs),a ;reset damage
1127 ;-----fire LASER-----
1130 ld b,0 ;overflow counter
1132 ld d,(hl) ;d = your x-pos
1135 ld a,(hl) ;base y-coord (firey)
1136 add a,(ix+1) ;at specified offset (most likely the middle)
1137 ld e,a ;save laser-y in e
1138 psh de ;save unmodified (x,y)
1142 rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256)
1143 add a,a ;y*16 (width of screen)
1144 rl b ;b=b*2+overflow (if y>64 then bc=bc+512)
1145 inc a ;8 pixels to right (a=even so no overflow)
1150 add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow)
1152 jr nc,_nolc ;jump if no carry = no overflow = a<=255
1153 inc b ;a>255 so increase bc by 256
1154 _nolc: ld c,a ;c = (Y*16+X/8) mod 256
1155 ld hl,dispbuffer ;save-location
1156 add hl,bc ;bc = Y*16+X/8: hl=screen address
1157 ld a,15 ;128/8=16=screen width ** minus one (inc a ^^)
1158 sub d ;minus x-start (d=X/8)
1162 inc hl ;Go to next byte
1165 pop de ;de=(firex): x-pos unmodified
1167 check_laserhits: ;de = (x,y)
1169 ld b,nrenemies ;check all enemies
1170 ld hl,enemies+1 ;enemy#1+occ/hp00
1171 laserhits: ;hits with normal enemies
1174 and %00000010 ;normal/moving occ.=%1x
1175 jr z,nolashit ;no hit when enemy_occ <> 2/3
1178 or a ;enemy #0 = pickup
1179 jr z,nolashit ;yes: don't destroy
1181 cal find_sprite ;ix=sprite to enemy (hl)
1185 jp m,nolashit ;no hit when enemy is left of you
1189 jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit
1190 jr nc,nolashit ;a-e>0 = enemy above laser = no hit
1192 add a,(ix+1) ;add enemy height (according to sprite @ix)
1193 jp m,nolashit ;a-e>0 = hit
1195 ld a,(curweapdamage) ;damage
1196 cal enemy_hit ;hl=enemy+y
1201 add hl,bc ;go to next enemy
1203 dnz laserhits ;check all enemies
1204 xor a ;a=0 otherwise weird things might happen :P
1205 ld (weapincs),a ;reset damage
1209 ;------------------------ handle bullets ------------------------------------
1213 and %11111 ;pixels to move
1214 add a,(hl) ;a = X + (hl) to the right
1215 sub 16 ;and 16 to the left (so -16..+15)
1216 jr c,remove_bullet ;remove if x<0
1218 jr nc,remove_bullet ;or x>=128
1219 ld (hl),a ;save new pos.
1224 cal _shracc ;%11110000->1111
1225 ;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster
1228 jr z,bullet_noymove ;1=straight forward
1230 jr z,bullet_up ;2=up
1232 jr z,bullet_halfup ;3=1/2up
1234 jr z,bullet_down ;4=down
1236 bullet_halfdown: ;5=1/2down
1238 rra ;carry once every other turn
1248 rra ;CF every other turn
1260 pop hl ;cal move_bullet
1262 ld (hl),0 ;dump this bullet!
1263 jr next_ybullet+1 ;+1:skip pop hl at next_ybullet
1269 ld a,(hl) ;@bulletType
1270 or a ;bulletType=0 >> no bullet
1271 jp z,next_ybullet+2 ;skip pops (+2); jP for speed
1273 psh bc ;bullet counter
1274 psh hl ;save enemy+type
1275 ld (temp1),hl ;needed for check_bullethits
1278 cal move_bullet ;move bullet
1283 ld a,(hl) ;bullet damage=size
1284 ld hl,bullettable ;pointer to first bullet
1288 ld c,a ;->16bit (de=a)
1289 add hl,bc ;point to correct bullet offset
1290 ld a,(hl) ;load bullet offset
1291 ld c,a ;convert to 16bit (d=0)
1292 ld ix,spr_bullet01 ;first sprite
1293 add ix,bc ;add offset (go to correct sprite)
1295 ld a,(ix) ;bullet x-size
1296 ld (bulletxsize),a ;used at check_bullethits
1297 ld a,(ix+1) ;bullet y-size...
1298 ld (bulletysize),a ;...too
1300 cal safeputsprite ;display bullet; DE used for check_bullethits
1302 cal check_bullethits
1305 pop hl ;restore enemy+type
1307 inc hl ;&&&add hl = faster
1310 inc hl ;skip type,dam,x,y: next enemy+type
1311 dnz scan_bullets ;next bullet (loop)
1314 ;--------------------------- check bullethits -------------------------------
1316 check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet
1320 hit_enemies: ;Hits with normal enemies
1321 psh bc ;enemy counter
1326 jr z,nohit ;no hit when enemy_occ <> 2/3
1330 or a ;enemy #0 = pickup
1331 jr z,nohit ;yes: don't destroy
1333 cal find_sprite ;set ix to the sprite of this enemy
1337 sub d ;minus bullet x-position
1339 sub 5 ;minus bullet x-size
1343 add a,(ix) ;add enemy width
1348 sub e ;minus bullet y-position
1350 sub 3 ;substract bullet height
1352 jp p,nohit ;nope, missed it
1354 add a,(ix+1) ;add enemy height
1356 jp m,nohit ;missed after all
1358 ;---bullet hits enemy (auch-time!)---
1360 ld hl,0 ;@bulletType
1362 ld (hl),0 ;remove bullet
1364 ld a,(hl) ;set damage
1372 dnz hit_enemies ;check next enemy
1375 enemy_hit: ;*in:a=damage;hl=enemy+y
1376 add a,a ;a=damage to inflict
1377 add a,a ;first 2 bits used for occ.
1383 ld a,(hl) ;load hp00
1384 sub b ;decrease HP (if <0xx then c is set)
1385 ld (hl),a ;save (no flag-changes)
1386 dec hl ;@hp64; no change in c
1387 ld a,(hl) ;load; no c-change
1388 sbc a,0 ;if cf then decrease a
1389 ld (hl),a ;save back the new value
1390 ret nc ;if a>=0 then return, otherwise explode
1392 inc hl ;goto occ again
1393 ld (hl),%01 ;set to explode
1394 ld a,(pickuptimer) ;counts enemies destroyed
1395 dec a ;enough destroyed for a pickup?
1396 jr nz,pickupdone ;otherwise just explode
1397 ld (hl),%110 ;change it into a pickup (with 2 HP)
1398 ld a,18 ;reset enemies counter (18 hits = next)
1400 ld (pickuptimer),a ;save new enemiescounter value
1402 ld (hl),$00 ;explosionFrame 0
1404 ld hl,1 ;increase score by one
1407 ;--------------------------- level events -----------------------------------
1410 ld a,0 ;time to next event
1412 dec a ;decrease counter
1413 ld (nextevent),a ;store new value
1414 ret nz ;hasn't reached zero yet: get outta here!
1416 ld bc,0 ;enemy frequency (lvl)
1419 ld (nextevent),a ;set time to next event
1421 dec (hl) ;update enemy-counter
1423 ld a,(hl) ;look at counter
1424 or a ;has it reached 0?
1425 jp z,Next_level ;yes: level finished
1426 dec a ;has it reached 1?
1427 jr z,standby_event ;yes: wait until no enemies present/left
1428 dec a ;has it reached 2?
1429 jr z,place_boss ;yep: place the BigBossTM!
1430 dec a ;has it reached 3?
1431 jr nz,do_event ;nope: >3 = place an enemy
1432 inc hl ;nextevent located behind eventleft
1433 ld (hl),123 ;set delay
1434 ret ;don't place any more enemies
1438 ld hl,enemies+1-enemysize
1443 or a ;0 = no enemy present
1455 ld (nrlvlenemies),a ;just one enemy: the BOSS
1456 ld hl,(levelp) ;the leveldata (including the boss)
1457 dec hl ;points to leveldata\boss\enemynr
1459 ld (lvlenemies),a ;set new enemy (boss)
1462 ld hl,enemies+1-enemysize
1467 cp (hl) ;(hl) = 0 ??
1468 jr nz,chk_noenemy ;jump if enemy present (non-0)
1469 ex de,hl ;de=hl=usable enemy
1471 place_enemy: ;de = enemy+1
1472 ld bc,0 ;0..nrlvlenemies
1473 nrlvlenemies =$-1 ;=nr of enemies minus 1
1474 cal Random ;random enemy b..b+c = 0..nrenemies-1
1478 add hl,bc ;go to a random enemy
1479 ld a,(hl) ;load enemy nr of this mysterious random enemy
1480 cal findenemyspecs ;hl = enemy #a specs
1482 dec de ;goto hp64 (before occ)
1484 ldi ;set hitpoints+occ of enemy class
1485 ld a,(hl) ;save sprite-offset/2 (ldi decs bc so in a)
1490 ld a,(hl) ;load placeInfo
1493 jr z,random_enemy ;yes: create random value <51 in a
1495 jr z,lure_enemy ;yes: create a 100% luring enemy
1497 halflure_enemy: ;yes (of course it is): pick one (50% lure)
1498 ld a,(timer) ;look at frame-number
1499 rra ;make random if odd frame nr.
1500 jr nc,random_enemy ;1st possibility: random enemy
1501 lure_enemy: ;2nd possibility: luring enemy
1502 ld a,(y) ;place at same y-pos as YOUR ship
1505 ld b,0 ;bc = enemy sprite offset / 2
1506 ld ix,spr_enemy00 ;first enemy sprite
1507 add ix,bc ;add offset for current enemy
1508 add ix,bc ;twice (offset stored as offset/2)
1509 ld a,64-8 ;=57=screen height (8 is scorebar)
1510 sub (ix+1) ;minus sprite height=bottom
1511 ld c,b ;range=0 to...
1513 cal Random ;random value on screen
1514 ypos_OK: ;random value successfully created
1515 ld (de),a ;save y-position
1516 inc de ;@movecounter
1518 ld a,1 ;movecounter = 1
1520 inc de ;@firecounter
1521 ldi ;set time-to-1st-fire
1525 ;--------------------------- enemy fires ------------------------------------
1527 Enemy_fires: ;de = x,y
1537 jr z,found_ebullet ;0 = not used
1538 inc hl \ inc hl \ inc hl
1539 dnz find_ebullet ;look next bullet
1543 ld b,1 ;default normal bullet
1552 ld b,5 ;yourY-bulY = negative (=bullet below you)
1555 ld b,3 ;yourY-bulY = even more negative (going up)
1560 ld b,4 ;bullet going down
1562 jp m,bulletok ;even more going down
1566 ld (hl),b ;set bullet direction
1568 ld (hl),d ;set x-pos
1570 ld (hl),e ;set y-pos
1573 ;----------------------------- enemy bullets --------------------------------
1581 ld a,(hl) ;load bulletType in a
1582 or a ;bullet present?
1583 jr nz,enemy_bullet ;non-0: handle bullet
1585 pop hl ;do not move the <pop hl>
1587 inc hl \ inc hl \ inc hl
1592 ld b,a ;save type&%1111
1594 ld a,(hl) ;check if it has reached the left side of scrn
1596 jr nz,remove_ebullet ;yes, remove bullet
1597 dec (hl) ;move one left
1598 dec (hl) ;and another one
1603 jr z,ebullet_common ;type 1: normal bullet
1605 jr z,ebullet_down ;type 2: moving down
1607 jr z,ebullet_up ;type 3: moving up
1611 jr c,ebullet_common ;if bit then normal bullet
1614 jr z,ebullet_down ;type 4: moving down 50%
1615 ;type 5: moving up 50%
1619 jp m,ebullet_common ;y<0
1632 ld ix,spr_bullete1 ;display enemy bullet
1638 jr nz,next_bullet ;0 = you're normal
1658 pop hl ;points to bullettype again
1659 psh hl ;and save it again (ivm call to damage_you)
1660 ld a,(hl) ;load bullettype
1661 cal _shracc ;isolate damage-bits (%1111???? -> %00001111)
1662 ld b,a ;set damage-amount
1663 cal damage_you ;HIT!!
1665 pop hl ;hl destroyed by damage_you
1666 ld (hl),0 ;bullet > unused
1667 jr next_bullet+1 ;next bullet (SKIP THE <POP HL> = one byte)
1669 ;--------------------------- handle enemies ---------------------------------
1673 ld b,nrenemies ;handle all enemies
1681 jr z,next_enemy ;occ "no enemy" 0
1683 jr z,exploding_enemy ;occ "exploding" 1
1687 ld c,(hl) ;c = enemy type = de
1701 jr c,enemyonscreenY ;=on screen
1702 cp -20 ;moved off at top
1703 ld e,0 ;reset to top
1704 jr nc,enemyonscreenY
1705 ld e,57 ;otherwise reset to bottom
1707 ld (hl),e ;store new y
1712 jr c,enemyonscreenX ;=on screen
1714 jr c,remove_enemy ;=off screen
1716 ld (hl),d ;store new x
1717 ld a,c ;a = enemy type
1718 or a ;type 0? (pickup)
1719 jr nz,check_enemyfire ;no, a normal enemy; let em fire
1720 ld a,(timer) ;load time
1721 and %1 ;move left once every 2 turns
1722 jr z,firing_done ;don't move now
1723 inc d ;increase x-position (don't move this turn)
1724 inc (hl) ;and save it
1725 jr firing_done ;continue
1729 add hl,bc ;@firecount
1730 dec (hl) ;decrease counter till next blast
1731 ld a,(hl) ;&&&doesn't seem efficient to me
1732 or a ;has it reached zero?
1733 jr nz,firing_done ;finished if not
1738 ld (hl),a ;reset counter for next blast
1739 psh de ;save registers for firing-use
1740 cal Enemy_fires ;fires bullet
1741 pop de ;restore (destroyed by Enemy_fires)
1743 cal putwidesprite ;display sprite @ix
1757 jr nz,keep_enemy ;remove when at last frame
1760 ld (hl),$0000 ;bye bye enemy
1761 jr next_enemy+1 ;continue AFTER pop hl (already done)
1764 ld (hl),a ;next frame
1766 ld ix,spr_explosion ;base sprite
1767 cal explosion_stuff ;display explosion
1770 ;--------------------------- moving enemies ---------------------------------
1773 dec d ;move left once
1774 ld a,(hl) ;how does this enemy move?
1780 jr z,movetype_updown ;1 = (1<) up / down
1782 jr z,movetype_vslow ;2 = (.25<)
1784 jr z,movetype_slow ;3 = (.5<)
1786 jr z,movetype_fast ;4 = (1.5<)
1788 jr z,movetype_vfast ;5 = (2<)
1792 jr z,movetype_smart ;6 = &&& smart
1794 jr z,movetype_lure ;7 = (0) move y towards you
1796 jr z,movetype_slowlure ;8 = (0) lure 1/2 speed
1799 jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed
1801 jr z,movetype_right ;11 = (.5>)
1803 jr z,movetype_fright ;12 = (1>)
1809 inc d ;move right one px
1818 jr c,movetype_vfast ;moves left (again)
1829 jr nc,dothelurethingy
1830 dec d ;x>109: move left
1834 ret z ;don't move vertically if equal
1835 jr c,lure_up ;below you then move up
1836 lure_down: ;above then move down
1849 or a ;reset carry flag
1850 dec hl ;reset hl to <y>
1867 ret c ;once every other turn
1869 dec d ;move left twice
1876 and 127 ;range 0..127
1877 ld (hl),a ;store new movecounter
1878 dec hl ;reset hl to @movetype
1879 and %00100000 ;ZF changes once every 64 turns
1880 ld a,e ;load current y-position
1882 moveup: dec a ;decrease y-pos (=move up)
1883 ret m ;don't move off the screen (y<0)
1884 dec e ;save new y-pos
1887 inc a ;increase y-pos
1888 cp 55 ;compare with bottom
1889 ret nc ;return if it has passed that line (>40)
1890 inc e ;otherwise save new position
1893 ;--------------------------- check collision --------------------------------
1896 ld hl,(x) ;e = X, d = Y
1897 ld de,$0707 ;add 7 to both d and e
1899 ex de,hl ;e = X+7, d = Y+7
1902 ld b,nrenemies ;check all 20 enemies
1907 jr z,check_next ;2 or 3 = ok
1910 collide_enemy: ;&&& include in Handle_enemy proc
1914 ld a,(hl) ;check x match
1915 sub e ;enemy position minus yours minus 7
1918 add a,(ix) ;enemy width
1922 ld a,(hl) ;check y match
1923 sub d ;same as with x-check
1926 add a,(ix+1) ;enemy height
1933 ld hl,2 ;increase score by 2
1937 ld a,(hl) ;load enemy type
1939 jr nz,collide ;enemy when <>0
1942 ld hl,your_pickup ;your pickups
1947 ld a,1 ;yes: reset to pickup 1
1950 cal disp_icons ;display altered pickupicons
1953 dec hl ;to enemy occ
1954 xor a ;set to 0 = gone
1956 jr check_next ;all done, next..
1959 ld (hl),%01 ;set to explode
1961 ld (hl),0 ;explosionFrame 0
1973 ld b,collidedamage ;damage
1985 ;--------------------------- story ------------------------------------------
1988 psh hl ;hl will be destroyed by _clrLCD
1989 cal _clrLCD ;clear screen
1992 ld (curline),a ;begin line for special effect
1994 ld d,(hl) ;vertical position of text
1996 ld e,(hl) ;horizontal text-position
1997 ld (_penCol),de ;set position
1999 cal _vputs ;display text
2001 ld a,(hl) ;load next byte
2003 or a ;0 means more text
2004 jr z,storyLine ;loop if there is
2008 ld hl,VIDEO_MEM ;copy text
2009 ld de,dispbuffer ;to GRAPH_MEM
2010 ld bc,1024 ;entire screen
2012 cal _clrLCD ;clear VIDEO_MEM
2014 pop bc ;last byte (<>0) is lines to SFX
2016 cal DoSFX ;do special effects
2017 cal _getkey ;wait for a key
2022 cal storyPage ;do some story
2023 ld a,(hl) ;load next byte in a
2024 inc a ;set z-flag if a = $ff
2025 jr nz,dostory ;otherwise loop
2027 inc hl ;set hl to beginning of the level
2028 ld (levelp),hl ;set the level-pointer
2031 ;--------------------------- SFX --------------------------------------------
2033 DoSFX: ;in:(curline)=beginLine;b=nrOfLines
2037 ld a,0 ;get line number
2039 inc a ;go to the next line
2040 ld (curline),a ;update
2046 add hl,hl ;*16 (a pixels down=a*16)
2048 neg ;a=64-a (lines from bottom)
2050 ld b,h ;save hl for later
2052 ld de,VIDEO_MEM ;where to put sfx
2053 add hl,de ;go to ymin
2054 ex de,hl ;put into de again
2055 ld hl,dispbuffer ;source of original
2056 add hl,bc ;hl->source
2058 SFXdisp: ;display this frame on screen
2059 ld bc,16 ;one line (=16 bytes, you'd know by now)
2060 ldir ;display (copy actually)
2061 ld bc,-16 ;go up one line (not on screen)
2062 add hl,bc ;so the same line will be displayed
2064 jr nz,SFXdisp ;repeat until whole screen is displayed
2075 ;--------------------------- show icon --------------------------------------
2078 ld (hl),a ;draw one piece of the divider-line
2079 inc hl ;move right (8 pixels = 1 byte)
2080 dnz drawline ;repeat (16bytes * 8pixels =128= screen width)
2084 psh bc \ psh de \ psh hl \ psh ix ;&&&
2086 ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom
2087 ld (PutWhere),hl ;place icons at bottom of normal screen
2088 ld b,16 ;draw 16x (screen width)
2089 ld a,%11111111 ;horizontal line mask
2090 cal drawline ;draw divider-line
2092 ld b,16*7 ;draw 16x (screen width) 7x (height)
2093 xor a ;blank line mask
2094 cal drawline ;clear scorebar
2098 ld a,(your_lives) ;nr of lives
2100 jr z,displivesdone ;no lives
2105 cal safeputsprite ;put li'l ship
2110 dnz displivesloop ;one ship per life
2113 ld ix,spr_icon01 ;armorIcon
2114 ld de,$1901 ;icon #1
2115 cal putwidesprite ;display icon
2116 cal disp_armor ;display bar
2119 ld a,(your_weapon) ;ur weapon
2120 cp maxweapon ;laser?
2121 psh af ;(your_weapon)
2122 jr nc,no_tail ;if laser (nc) then tail ain't fired
2126 ld ix,spr_icon02 ;tailbeamIcon
2128 ld de,$2901 ;icon #2
2129 cal putwidesprite ;display
2132 pop af ;a=(your_weapon); cf=bullets
2134 jr nc,no_bullets ;=laser
2135 ld hl,$3945 ;position to display bullet-type digit
2136 pop af ;digit=(your_weapon)
2138 inc a ;1 = weapon #1 (=0)
2139 ld (_penCol),hl ;set location
2140 add a,'0' ;make digit
2141 cal _vputmap ;display char
2142 ld ix,spr_icon03 ;bulletIcon
2144 ld de,$3901 ;icon #3
2145 cal putwidesprite ;display icon
2147 ld ix,spr_icon00 ;emptyIcon
2148 pop af ;ld a,(your_weapon)
2150 jr c,no_laser ;popped carry
2151 ld hl,$3955 ;position to display bullet-type digit
2152 ld (_penCol),hl ;set location
2153 ld a,b ;(your_weapon) ;load = faster than push
2154 sub maxweapon-1 ;1 = laser #1 (=maxweapon)
2155 add a,'0' ;make digit
2156 cal _vputmap ;display char
2157 ld ix,spr_icon04 ;laserIcon
2159 ld de,$4901 ;icon #4
2162 ld ix,spr_icon00 ;emptyIcon
2163 ld a,(your_multiples)
2168 ld de,$5901 ;icon #5
2171 ld ix,spr_dividerline
2175 ld a,(your_pickup) ;pickups taken
2176 add a,a ;picks*2 (sets z-flag)
2177 jr z,iconsdone ;return if no pickups
2182 ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59)
2183 ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01)
2188 ld hl,dispbuffer ;normal game-screen
2189 ld (PutWhere),hl ;set sprite-position to normal screen
2191 pop ix \ pop hl \ pop de \ pop bc
2196 ld hl,(57*16)+VIDEO_MEM+3
2206 ld a,(your_armor) ;load your armor (<25)
2210 srl a ;/8: don't display last 3 bits of a (later)
2211 jr z,noarmorbar ;if a=0 then it would loop 256x so skip it
2212 ld b,a ;loop b=a times
2213 armorbar: ;starting at ($39*16)+VIDEO_MEM
2214 ld (hl),%11111111 ;draw a piece of the bar
2215 add hl,de ;one down (resets carry)
2216 ld (hl),%11111111 ;same piece
2218 inc hl ;next position
2219 dnz armorbar ;loop it b times
2223 and %111 ;display last bits of armor
2224 ret z ;if armor=0 then bit = %00000000 (don't disp)
2226 xor a ;bit = %00000000
2229 rra ;rotates A right and sets bit 7 (c-flag)
2230 dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100)
2231 armorbarready: ; (an if B=3 then a=%11100000)
2232 ld (hl),a ;draw this last byte
2234 ld (hl),a ;and just below
2237 ;--------------------------- proc -------------------------------------------
2239 Random: ;a=c<random<b+c; destr:none
2241 ld hl,rancount ;amount to increase with (0-255)
2243 inc (hl) ;change for next time
2244 ld a,r ;value $0-7F (can be _anything_ so watch out!)
2245 add a,0 ;add to last random value
2246 ranseed =$-1 ;SMC :P
2247 add a,(hl) ;add the changing increase value
2248 ;(this is because R can be anything;
2249 ; ie always be even so freeze when a must be 1<=a<=1)
2250 ld (ranseed),a ;save for next time
2252 jr nc,randomloop ;then add again
2258 RandomY: ;HL = random Y 0..50 right side ((1..51)*16-1)
2260 ld bc,50*256+1 ;range=1..51
2261 cal Random ;a = 1..51
2267 add hl,hl ;hl = 1..51 * 16 (left side at random y)
2268 dec hl ;hl = 0..50 * 16 (" at right side of screen)
2270 add hl,de ;position on screen
2282 find_sprite: ;in:hl=enemy+type | out:ix=sprite to enemy
2285 ld e,(hl) ;e = enemy offset/2
2287 ld ix,spr_enemy00 ;first enemy sprite
2288 add ix,de ;add offset for current enemy
2289 add ix,de ;twice (offset stored as offset/2)
2295 ld hl,VIDEO_MEM ;screen location (top left)
2298 ld bc,1024-1 ;do it 1024 times = entire screen
2300 set 3,(iy+5) ;set white on black
2305 ld a,%10000000 ;all key-masks
2308 inc a ;cp %11111111 (no keys pressed)
2309 jr nz,releasekeys ;keep waitin
2310 jp GET_KEY ;clear buffer
2312 findenemyspecs: ;enemy #a specs in (hl); in:b=0; out:ac=?
2313 ld hl,enemyspecs-8 ;enemy "0" specs (1 before enemy #1)
2317 ld c,a ;b=0; c=bc=type*8
2318 add hl,bc ;hl = enemy specs
2321 ;--------------------------- game over / new game / death -------------------
2323 .db 0,".<>!",0,0,0,0 ;down,L,R,up
2324 .db 0,"xtoje0",0 ;enter..clear
2325 .db " wsnid9",0 ;(-)..custom
2326 .db "zvrmhc8",0 ;dot..del
2327 .db "yuqlgb7#" ;0..xvar
2328 .db $D9,"-pkfa6'" ;on..alpha
2329 .db "54321*",0,$D0 ;F5..more
2332 ld hl,_asapvar ;find own variable
2333 rst 20h ;cal _ABS_MOV10TOOP1
2334 rst 10h ;cal _FINDSYM
2337 ld hl,4+storehi_start-_asm_exec_ram
2338 add hl,de ;hl=pointer to data in original prog
2340 cal _SET_ABS_DEST_ADDR
2343 cal _SET_ABS_SRC_ADDR
2344 ld hl,storehi_end-storehi_start
2345 cal _SET_MM_NUM_BYTES
2346 cal _mm_ldir ;save done (cal \ ret)
2350 ld hl,_asapvar ;find own variable
2351 rst 20h ;cal _ABS_MOV10TOOP1
2352 rst 10h ;cal _FINDSYM
2355 ld hl,4+storesave_start-_asm_exec_ram
2356 add hl,de ;hl=pointer to data in original prog
2358 cal _SET_ABS_DEST_ADDR
2360 ld hl,storesave_start
2361 cal _SET_ABS_SRC_ADDR
2362 ld hl,storesave_end-storesave_start
2363 cal _SET_MM_NUM_BYTES
2364 cal _mm_ldir ;save done (cal \ ret)
2367 game_over: ;stack=+0
2368 cal BLACKLCD ;clear screen
2370 ld (_curRow),hl ;center
2372 cal _puts ;display "GAME OVER"
2373 cal releasekeys ;wait for all keys to be released
2452 xor a ;clear a (Ahl will be displayed)
2453 ld hl,$1006 ;bottom-1 right
2454 ld (_curRow),hl ;set
2455 ld hl,(your_score) ;your score
2456 cal _dispahl ;display it (a=0)
2458 ld hl,$314b ;bottom-1 right before score ^^
2459 ld (_penCol),hl ;set
2460 ld hl,txt_score ;"Score"
2461 cal _vputs ;display (small)
2463 ld hl,$1007 ;bottom right
2464 ld (_curRow),hl ;set
2465 ld hl,(hiscore) ;hi-score
2466 cal _dispahl ;display
2467 ld hl,$3946 ;bottom right before hiscore ^^
2468 ld (_penCol),hl ;set
2469 ld hl,txt_hiscore ;"Hiscore"
2470 cal _vputs ;display (small)
2475 ld hl,VIDEO_MEM+(49*16)-1
2481 cal _getkey ;wait for keypress
2482 jp quit ;restore some things and return to TI-OS/shell
2484 invship: ;procedure used in New_game
2488 ld hl,VIDEO_MEM+$30-$C0;begin pos
2492 ld b,$B0 ;12 lines down
2498 dnz invshiploop ;loop
2502 New_game: ;stack must be +1 (so change the jp in cal :)
2505 ld (PutWhere),hl ;will be reset after displaying iconbar
2506 ld ix,spr_ship01 ;first ship: sprite
2507 ld de,$0105 ;position
2508 ld b,4 ;number of ships to display
2512 cal putwidesprite ;display
2514 ld bc,spr_ship01i-spr_ship01+2
2515 add ix,bc ;go to next ship
2516 ld a,12 ;below the previous one
2520 dnz dispshipsloop ;loop
2536 jr z,startthenewgame
2538 jr z,startthenewgame
2553 ld hl,spr_ship01-(spr_ship02-spr_ship01)
2554 ld de,spr_ship02-spr_ship01
2555 inc b ;your ship #0-3++
2557 add hl,de ;next ship
2561 ld (your_score),a ;reset score
2562 ld (your_score+1),a ;reset score (0)
2563 ld (your_tail),a ;no tail beam
2564 ld (your_weapon),a ;no laser
2565 ld (your_pickup),a ;reset pickups
2566 ld (your_multiples),a ;no multiples
2568 ld (level),a ;reset level nr (#1)
2569 ld hl,level00 ;set level pointer to level#1
2570 ld (levelp),hl ;reset level pointer
2572 ld (your_lives),a ;3 lives (4 will be decreased @ You_die)
2573 ld (pickuptimer),a ;next pickup after 4 enemies destroyed
2575 You_die: ;stack must be +1
2576 pop hl ;restore stack
2578 ld (your_armor),a ;12 HPs/shields
2579 ld a,(your_lives) ;load lives left
2580 dec a ;decrease lives
2581 ld (your_lives),a ;if lives=0ffh GO
2582 inc a ;if -1 then zf set now
2583 jp z,game_over ;and game's over
2587 cal dostory ;display end (hl=(levelp))
2589 cal scoreInc ;game complete bonus: 250
2590 jp game_over ;game over (+hiscore)
2592 ;--------------------------- next level -------------------------------------
2594 Next_level: ;stack must be +1
2597 cal inc_armor ;increase armor
2599 ld hl,(levelp) ;level pointer
2600 ld b,0 ;advance one level
2602 add hl,bc ;passed the enemies
2604 add hl,bc ;update to point to next level
2605 ld (levelp),hl ;save
2607 ld a,(level) ;level number
2609 cp endlevel+1 ;last level done?
2610 jr nc,gamedone ;yes: display end story and quit
2615 ld h,0 ;increase score....
2616 ld l,a ;by level number * 4
2619 cal scoreInc ;update score
2623 ld (your_shipspr),hl
2626 ld (nextevent),a ;time to first enemy appearance
2628 ld hl,(levelp) ;level pointer
2629 dec hl ;byte before level (boss byte)
2630 xor a ;if it's zero it means here's a story
2632 inc hl ;begin of level
2633 cal z,dostory ;do the story and set (levelp) to real level
2635 ld a,(hl) ;number of (different) enemies in this level
2638 ld (nrlvlenemies),a ;set nr of enemies-1
2639 ld b,0 ;bc=c so we can use ldir
2640 ld de,lvlenemies ;table of enemies
2641 ldir ;load enemies to table
2642 ld a,(hl) ;load new appearance-time
2646 ld (eventtime+1),a ;set
2648 ld a,(hl) ;load nr of enemies in this level
2649 ld (eventleft),a ;set nr of events left
2652 ldi ;load (level_info)
2653 ldi ;load (level_move)
2654 ldi ;load (spacespace)
2655 ldi ;load (groundinfo)
2658 ld b,32 ;fill (groundpos) and (ceilingpos)
2672 ld (timer),a ;reset time
2673 ld hl,your_occ ;hl = your_occ
2674 ld (hl),a ;reset your ship (not exploding)
2675 inc hl ;hl = your_inv
2676 ld (hl),25 ;set 25*4=100 frames invulnerable
2678 ld (x),de ;begin position (x,y)
2679 cal Place_multiples ;place all multiple-positions at that (0,24)
2681 cal loadweapon ;load (your_weapon)
2683 ld hl,enemies ;remove all enemies and bullets
2684 ld (hl),0 ;clear first byte
2685 ld de,enemies+1 ;copy this to the next byte
2686 ld bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1
2687 ldir ;clear enemies + bullets (y/e)
2689 ;--------------------------- setup game -------------------------------------
2692 cal BLACKLCD ;white on black
2695 ld (_curRow),de ;center
2696 cal _puts ;display "LEVEL "
2698 ld a,(level) ;current level
2701 cal UNPACK_HL ;create first digit
2704 cal UNPACK_HL ;second digit
2706 cal _putc ;display second digit
2708 cal _putmap ;display first digit
2710 ld hl,txt_lives ;bar text: "Lx0"...
2712 ld (_curRow),de ;display lives left below level nr
2714 ld a,(your_lives) ;lives left
2715 add a,'0' ;make value 0='0'
2718 cal releasekeys ;wait for user to release all keys
2719 ld hl,txt_savekey ;"Press [F1] to save"
2720 ld de,$3A46 ;bottom-right
2724 res 3,(iy+5) ;set white on black
2725 cal _getkey ;wait for keypress
2729 cal _clrLCD ;clear screen
2730 cal disp_icons ;display bottom icons +ret
2734 cal RandomY ;a = random y-pos 1..bottom
2735 ld a,b ;a = b = star nr. = 1..7
2736 add a,a ;a = 2b = 2..14
2738 ld e,a ;de = a = 2-14
2740 sbc hl,de ;substract from random y => random pos anywhere
2742 ld (ix),l ;save x-pos (l)
2743 ld (ix+1),h ;save y-pos (h)
2744 inc ix \ inc ix ;next star
2745 dnz placestars ;repeat for all stars
2758 ld (weapdamage),a ;damage of bullets
2761 ld (weapdaminc),a ;damage increase
2764 ;----------------------------------------------------------------------------
2765 ;--------------------------- putsprite --------------------------------------
2766 ;----------------------------------------------------------------------------
2767 ;in: de=(x,y); ix=sprite
2768 ;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=?
2771 ld c,(ix) ;save width
2772 _putsprite: ;putsprite with custom width
2774 bit 7,d ;check sign bit of X
2775 jr z,CSpositive ;X>=0
2778 cp (ix) ;off screen?
2779 ret nc ;X<=-width: don't draw at all
2780 ld b,a ;b=|X|mod 8=1..7=bits to draw
2781 ld a,%11111111 ;all bits set (draw everything)
2783 srl a ;remove first bit in a for each b
2784 dnz CSclipleft ;b=1: a=%01111111
2791 res 7,d ;X+128 (right side of screen)
2793 jr CSdisplay ;done clipping
2796 sub 129-8 ;minus (screen width - byte width)
2798 ld a,%11111111 ;clipmask
2799 jr c,CSdisplay ;x+width<128 then entire sprite is on screen
2800 inc b ;b = number of pixels off screen
2802 add a,a ;remove last bit in a for each b
2803 dnz CSclipright ;b=1: a=%11111110
2810 ;b>7: a=%00000000 = off screen
2812 CSdisplay: ;display the sprite ix at (d,e) masked
2813 ld (CSclipmask),a ;set mask
2814 cal findpixel ;convert de to screen location hl:a
2820 psh bc ;save rows to go
2823 ld a,(ix+2) ;load image line
2829 ld a,1 ;saved bitmask
2831 sla c ;test leftmost pixel
2832 jr nc,CSnodraw ;don't draw if it's 0
2833 ld e,a ;psh af: save bitmask
2835 ld (hl),a ;OR pixel with screen
2839 jr nc,CSbitdrawn ;carry set if bit "jumped"
2843 pop hl ;screen at x-offset=0
2845 add hl,bc ;next line
2846 pop bc ;rows counter
2850 ;--------------------------- putbigsprite -----------------------------------
2853 ;destr: abcdehl+ix (ix=behind sprite; hl:a=right below sprite; b=0; d=width)
2856 jr c,putsprite ;width<=8: just draw the sprite
2863 cal _putsprite ;otherwise draw one column (8 pixels wide)
2865 inc ix ;no x-size to load
2867 add a,d ;8 pixels right
2869 pop bc ;then draw the remaining pixels (c=width-8)
2873 safeputsprite: ;cal putsprite with de intact
2879 ;------------------------------- findpixel ----------------------------------
2880 ;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de
2885 add a,a ;add a,a is 7 cycles faster than add hl,hl
2886 ld h,0 ;switch to hl now (Y<64)
2889 rra ;RRA: carry flag must be reset!
2890 add hl,hl ;that's what the adds are for :P
2906 ld de,dispbuffer ;screen base position (where x+y=0)
2911 ;----------------------------------------------------------------------------
2912 ;------------------------------- sprites ------------------------------------
2913 ;----------------------------------------------------------------------------
2916 .db 7,7 ;ship alpha class
2919 .db %01111110 ; ██████
2920 .db %11101000 ;███ █
2921 .db %01111110 ; ██████
2927 .db %11110001 ;████ █
2928 .db %01111111 ; ███████
2929 .db %11101001 ;███ █ █
2930 .db %01111111 ; ███████
2931 .db %11110001 ;████ █
2935 .db 7,7 ;ship beta class
2937 .db %11111000 ;█████
2938 .db %01111100 ; █████
2939 .db %01110010 ; ███ █
2940 .db %01111100 ; █████
2941 .db %11111000 ;█████
2945 .db %11100010 ;███ █
2946 .db %11111001 ;█████ █
2947 .db %01111101 ; █████ █
2948 .db %01110011 ; ███ ██
2949 .db %01111101 ; █████ █
2950 .db %11111001 ;█████ █
2951 .db %11100010 ;███ █
2954 .db 7,7 ;ship gamma class
2955 .db %11111000 ;█████
2957 .db %11111100 ;██████
2958 .db %11100110 ;███ ██
2959 .db %11111100 ;██████
2961 .db %11111000 ;█████
2964 .db %11111010 ;█████ █
2965 .db %01100001 ; ██ █
2966 .db %11111101 ;██████ █
2967 .db %11100111 ;███ ███
2968 .db %11111101 ;██████ █
2969 .db %01100001 ; ██ █
2970 .db %11111010 ;█████ █
2973 .db 7,7 ;ship delta class
2975 .db %11110000 ; ████
2976 .db %11111100 ; ██████
2977 .db %01100010 ; ██ █
2978 .db %11111100 ; ██████
2979 .db %11110000 ; ████
2983 .db %11000010 ; ██ █
2984 .db %11110001 ; ████ █
2985 .db %11111101 ; ██████ █
2986 .db %01100011 ; ██ ██
2987 .db %11111101 ; ██████ █
2988 .db %11110001 ; ████ █
2989 .db %11000010 ; ██ █
2993 .db %01111000 ; ████
2994 .db %11001100 ; ██ ██
2996 .db %11001100 ; ██ ██
2997 .db %01111000 ; ████
2999 ;-------------------------------- explosions --------------------------------
3005 .db %00111110 ; █████
3006 .db %01010110 ; █ █ ██
3012 .db %01001110 ; █ ▒███
3013 .db %10111110 ; █ █████
3014 .db %01001111 ; █ ▒████
3016 .db %00011010 ; ██ █
3019 .db %10110000 ; █ ██
3020 .db %01001110 ; █ ███
3021 .db %10110101 ; █ ██▒█▒█
3022 .db %01000101 ; █ ▒█▒█
3023 .db %00111110 ; █████
3024 .db %01011010 ; █ ██ █
3027 .db %00101010 ; ▒ █▒█ █
3028 .db %01000110 ; █ ▒██
3029 .db %10110101 ; █ ██ █ █
3030 .db %01100110 ; ██ ██▒
3031 .db %00111100 ; ████▒
3032 .db %01011001 ; █ ██ ▒█
3035 .db %01000000 ; █▒ ▒ ▒
3036 .db %00100101 ; ▒█ █▒█
3037 .db %00010100 ; ▒ ▒█ █ ▒
3038 .db %01000100 ; █▒ █
3039 .db %00010010 ; ▒█▒▒█
3040 .db %10011010 ; █▒ ██ █▒
3044 .db %00100000 ; ▒█ ▒ ▒
3045 .db %00000001 ; ▒ ▒ █
3047 .db %00100010 ; █▒ █
3048 .db %01001000 ; ▒█ ▒█ ▒
3051 .db %00001000 ; ▒ █▒
3052 .db %11000010 ; ██ ▒ █
3054 .db %00100000 ; ▒█ ▒
3055 .db %00000001 ; ▒ ▒█
3056 .db %00110000 ; ▒██▒
3060 .db %00000000 ; ▒▒ ▒
3064 .db %00100100 ; █▒ █
3069 .db %00101100 ; █ ██
3070 .db %00011110 ; ████
3071 .db %00110100 ; ██ █
3077 .db %01011100 ; █ ███
3078 .db %10010111 ;█ █ ███
3079 .db %01000110 ; █ ██
3084 .db %00111100 ; ████
3085 .db %01001111 ; █ ████
3086 .db %10100011 ;█ █ ██
3087 .db %11000110 ;██ ██
3088 .db %01110101 ; ███ █ █
3092 .db %00110110 ; ██ ██
3095 .db %01100001 ; ██ █
3097 .db %01010001 ; █ █ █
3099 ;--------------------------------- bullets ----------------------------------
3102 .db (spr_bullet01-spr_bullet01) ;0
3103 .db (spr_bullet02-spr_bullet01) ;4
3104 .db (spr_bullet03-spr_bullet01) ;8
3105 .db (spr_bullet04-spr_bullet01) ;12
3106 .db (spr_bullet05-spr_bullet01) ;16
3107 .db (spr_bullet06-spr_bullet01) ;20
3108 .db (spr_bullet07-spr_bullet01) ;24
3109 .db (spr_bullet08-spr_bullet01) ;28
3110 .db (spr_bullet09-spr_bullet01) ;32
3111 .db (spr_bullet10-spr_bullet01) ;36
3112 .db (spr_bullet11-spr_bullet01) ;40
3113 .db (spr_bullet12-spr_bullet01) ;44
3114 .db (spr_bullet13-spr_bullet01) ;48
3115 .db (spr_bullet13-spr_bullet01) ;52
3116 .db (spr_bullet13-spr_bullet01) ;56
3117 .db (spr_bullet13-spr_bullet01) ;60
3124 .db %11110000 ;▒████
3131 .db %10110000 ;▒█▒██
3132 .db %10110000 ;▒█▒██
3136 .db %11110000 ;▒████
3141 .db %11111000 ;▒█████
3145 .db %01110000 ; ▒███
3146 .db %11111000 ;▒█████
3147 .db %01110000 ; ▒███
3150 .db %11110000 ;▒████
3151 .db %11111000 ;▒█████
3152 .db %11110000 ;▒████
3156 .db %10111000 ;▒█▒███
3157 .db %01111000 ; ▒████
3161 .db %00111000 ; ▒███
3162 .db %01111100 ; ▒█████
3163 .db %11111100 ;▒██████
3168 .db %11111100 ;▒██████
3169 .db %00111110 ; ▒█████
3170 .db %01111100 ; ▒█████
3175 .db %11111100 ;▒██████
3176 .db %00111110 ; ▒█████
3177 .db %01111110 ; ▒██████
3178 .db %11111100 ;▒██████
3179 .db %00111000 ; ▒███
3182 .db %00111100 ; ▒████
3183 .db %11111110 ;▒███████
3184 .db %01111111 ; ▒███████
3185 .db %00011111 ; ▒█████
3186 .db %01111111 ; ▒███████
3187 .db %11111110 ;▒███████
3188 .db %00111100 ; ▒████
3193 .db %11110000 ; ████
3197 .db 4,3 ;enemy bullets
3199 .db %11110000 ;████▒
3202 ;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset]
3203 ;damage = min.damage + dam.inc*incs (0<=incs<=6)
3204 ;speed in pixels/frame (>=%10010=forward; <=%01110=backwards)
3205 ;direction: 0=straight forward; 1=up; 2=1/2up; 3=down; 4=1/2down
3209 .db 1,1,%00000000,0,%00000000,0,%00010010,3 ;1 single fire
3210 .db 4,1,%00000000,0,%00000000,0,%00010011,3 ;2 fast single
3211 .db 1,1,%00000000,0,%00010010,0,%00010010,6 ;3 double
3212 .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple
3213 .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5
3214 .db 5,3,%01110011,2,%10010100,2,%00110011,2 ;6
3215 .db 7,4,%01110100,2,%10010100,2,%00110100,2 ;7
3216 .db 12,5,%01110110,2,%10010110,2,%00110110,2 ;8
3218 .db 1,1,%00000000,0,%00000000,0,%11100000,3 ;1 single laser
3219 .db 1,1,%00000000,0,%11100000,0,%11100000,6 ;2 double laser
3220 .db 1,1,%11100000,0,%11100000,6,%11100000,3 ;3 triple laser
3225 ;------------------------------------ bar -----------------------------------
3228 .db 5,3 ;li'l ship indicating lives left
3230 .db %01111000 ; ████
3232 lshipsize = 5 ;space between two ship icons
3235 .db 16,7 ;selected.......:.......:
3236 .db %11111111 ;████████████████
3242 .db %11111111 ;████████████████
3252 .db 16,7 ;unused .......:.......:
3253 .db %10101010 ;█ █ █ █ █ █ █ █
3254 .db %11010101 ;██ █ █ █ █ █ █ █
3255 .db %10101010 ;█ █ █ █ █ █ █ █
3256 .db %11010101 ;██ █ █ █ █ █ █ █
3257 .db %10101010 ;█ █ █ █ █ █ █ █
3258 .db %11010101 ;██ █ █ █ █ █ █ █
3259 .db %10101010 ;█ █ █ █ █ █ █ █
3269 .db 16,7 ;armor ;.......:.......:
3270 .db %10000111 ;█ ███████ ▒
3271 .db %10011000 ;█ ██ ██ ▒
3272 .db %10110011 ;█ ██ ████ ██ ▒
3273 .db %10110000 ;█ ██ ████ ██ ▒
3274 .db %10110011 ;█ ██ ████ ██ ▒
3275 .db %10011000 ;█ ██ ██ ▒
3276 .db %10000111 ;█ ███████ ▒
3286 .db 16,7 ;tailbeam.......:.......:
3288 .db %10000011 ;█ ██ ▒
3289 .db %10000001 ;█ ███ ▒
3290 .db %10111011 ;█ ███ ██████ ██▒
3291 .db %10000001 ;█ ███ ▒
3292 .db %10000011 ;█ ██ ▒
3303 .db 16,7 ;torpedo .......:.......:
3304 .db %10111000 ;█ ███ █ █ █▒
3305 .db %10011100 ;█ ███ █ █ █▒
3306 .db %10111000 ;█ ███ █ █ █ ▒
3307 .db %10000000 ;█ ███ █ █ ▒
3308 .db %11100001 ;███ ████ █ █▒
3309 .db %10011000 ;█ ██ ████ █ █▒
3310 .db %11100110 ;███ ██ ██ █ ▒
3320 .db 16,7 ;bullets .......:.......:
3321 .db %10000000 ;█ ██ ▒
3322 .db %10000011 ;█ █████ ▒▒▒ ▒
3323 .db %10011000 ;█ ██ ██ ▒▒▒ ▒
3324 .db %11111100 ;██████ ▒▒▒ ▒
3325 .db %10011000 ;█ ██ ██ ▒▒▒ ▒
3326 .db %10000011 ;█ █████ ▒▒▒ ▒
3327 .db %10000000 ;█ ██ ▒
3337 .db 16,7 ;laser .......:.......:
3339 .db %10001010 ;█ █ █ ▒▒▒ ▒
3340 .db %11101100 ;███ ██ ▒▒▒ ▒
3341 .db %11110111 ;████ ███████▒▒▒█▒
3342 .db %11101100 ;███ ██ ▒▒▒ ▒
3343 .db %10001010 ;█ █ █ ▒▒▒ ▒
3354 .db 16,7 ;multiple.......:.......:
3355 .db %10000011 ;█ ███ ▒
3356 .db %10000001 ;█ ████ ██ ▒
3357 .db %10000001 ;█ ████ ▒
3358 .db %10000011 ;█ ███ ▒
3359 .db %10011000 ;█ ██ ▒
3360 .db %10111100 ;█ ████ ██ ██▒
3361 .db %10011000 ;█ ██ ▒
3372 .db 128,128,128,128,128,128,128 ;128 = %10000000
3374 ;---------------------------- texts -----------------------------------------
3376 txt_email: .db "www.shiar.org ",127 ;title screen
3377 .db " shiar0@hotmail.com",0
3378 _txt_email = $3A01 ;$3A1E=just email
3379 txt_about: .db "v0.99.810 ",127," by Shiar",0 ;right behind txt_email
3381 txt_menu1: .db "NEW GAME",0
3382 txt_menu2: .db "CONTINUE",0
3384 txt_level: .db "LEVEL ",0 ;new level screen
3385 txt_lives: .db "Lx0",0
3386 txt_savekey: .db "Press [F1] to save",0
3388 txt_gameover: .db "GAME OVER!",0 ;game over screen
3389 txt_score: .db "Score",0
3390 txt_hiscore: .db "Hiscore",0
3392 txt_pressenter: .db "Enter to continue",0 ;pause
3393 txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher
3394 txt_teacherans: .db Lneg,"14.6549373495",0
3396 ;---------------------------- save data -------------------------------------
3399 hiscore .dw 0 ;default hiscore
3400 hiname .db "shiar.99",0 ; " " name
3403 storesave_start: ;--SAVED GAME-- defs:
3404 level .db 1 ;level number 1
3405 levelp .dw level01 ;pointer to level data l01
3406 pickuptimer .db 4 ;counts when to place a pickup 4
3407 your_ship .dw spr_ship01 ;your sprite sprs1
3408 your_score .dw 0 ;current score 0
3409 your_pickup .db 5 ;pickups already picked up 0
3410 your_occ .db 0 ;0=normal 1..16=exploding 0
3411 your_inv .db 0 ;invincibility left 0
3412 your_armor .db 12 ;HP left 12
3413 your_lives .db 3 ;lives left 3
3414 your_weapon .db 0 ;current weapon upgrade 0
3415 your_multiples .db 0 ;multiples present 0
3416 your_tail .db 0 ;tail beam present 0
3419 time2invert: .db 0 ;time until b<>w switch (0 at startup)
3421 ;------------------------------ levels data ---------------------------------
3423 ;format:boss: [moveType] [enemyType]
3424 ; @level: [nr.dif.enemies]x [enemy nr]
3425 ; [min. enemy frequency] [enemy frequency max.inc] [next lvl]
3426 ; [level_info: 0000:damage 0:diagfire 0:ground 0:ceiling 0:?]
3427 ; [level_move] [tunnel size] [groundtype] [stars1] [stars2]
3428 ;efrequency must be odd if halfluring!
3431 level00: ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end]
3432 .db 25,33,"Imperial ships have",0,0
3433 .db 31,9,"been sent to intercept you",0,31-25+6,-1
3435 .db 20 ;boss for level01
3436 level01: ;intro-like, just a few enemies to begin with
3438 .db 26,70,20,%00010000,0,0,0
3442 level02: ;first wave of enemies; easeey
3444 .db 20,60,60,%00100000,0,0,0
3448 level03: ;some more enemies
3450 .db 17,40,75,%00110000,0,0,0
3454 .db 1,1,"Long-Range scanners are ",
3456 .db 8,1,"lots of enemy vessels ",
3457 .db "advancing fast.",0,8-1+6
3458 .db 24,1,"I'm changing course to a",
3460 .db 31,1,"asteroid belt and try to",0,0
3461 .db 38,1,"lose them inthere.",0,38-24+6,-1
3464 level04: ;approaching asteroid belt
3465 .db 7,11,11,12,12,13,1,2
3466 .db 12,24,80,%00111000
3470 level05: ;light asteroid belt
3472 .db 12,24,80,%00111000
3476 level06: ;inside asteroid belt
3478 .db 7,18,180,%01011000
3481 .db 0,1,1,"That's it for now...",0,5,-1
3486 .db 1,1,"And the storyline conti",
3488 .db 9,1,"You decide to fly close",
3490 .db 15,1,"surface of a nearby pl",
3491 .db "anet =)",0,15-9+6,-1
3496 .db $13,40,$4b,%00100100,0,-5,1
3502 .db $01,01,"Blablabla...",0,1
3503 .db $01,34,"this storyline sux",0,0,1,39
3509 .db $2d,$3f,%00110110,0,-9,1
3510 .db -1,-1 ;=%11111111=line
3515 .db $11,$41,%00100001,0,0,0
3520 .db $11,$45,%00100101,%10,-7,1
3525 .db $19,$3a,%00100111,0,-4,1
3531 .db $09,$ff,%00100001,0,0,0
3534 ;------------------------------ enemies -------------------------------------
3536 ;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)]
3537 ; [movetype] [time2fire] [firefreq]
3538 ;appearances: 1=random; 2=lure; 3=halflure
3540 ; 1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure;
3541 ; 8=y-lure 1/2x; 9=x; 10=x+y-lure 1/2x
3544 .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,0,0,0
3545 .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,0,0,0
3546 .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,4,0,0
3547 .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,3,0,0
3548 .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,5,0,0
3550 .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,0,10,0 ;weak
3551 .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,3,6,50 ;slow
3552 .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,0,1,0
3553 .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,0,19,39
3554 .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,4,1,0 ;fast
3556 .db 0,%00011110,(spr_enemyB1-spr_enemy00)/2,0,3,11,19,92
3557 .db 0,%00101110,(spr_enemyB2-spr_enemy00)/2,0,1,12,11,45
3558 .db 0,%00110110,(spr_enemyB3-spr_enemy00)/2,0,1,11,10,41 ;small
3560 .db 0,%00001111,(spr_enemyN3-spr_enemy00)/2,128,2,1,87,5
3561 .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;15
3562 .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;16
3563 .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;17
3564 .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;18
3565 .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;19
3567 .db 1,%00101011,(spr_boss2-spr_enemy00)/2,127,1,8,20,12 ;small
3568 .db 1,%00110011,(spr_boss1-spr_enemy00)/2,127,1,8,15,10
3569 .db 1,%01001011,(spr_boss1-spr_enemy00)/2,127,3,10,10,9
3570 .db 0,%11111111,(spr_boss3-spr_enemy00)/2,127,3,10,1,4 ;weak+rapidfire
3571 ;24-25=asteroid bosses
3572 .db 2,%00001011,(spr_bossA1-spr_enemy00)/2,127,1,10,36,14
3573 .db 2,%00110011,(spr_bossA1-spr_enemy00)/2,127,2,10,28,12
3575 .db 2,%00000111,(spr_boss4-spr_enemy00)/2,127,3,7,18,7
3576 .db 2,%01001011,(spr_boss5-spr_enemy00)/2,127,3,7,18,7
3580 .db %11111111 ; ████████████
3581 .db %10000110 ; █ ██ █
3582 .db %10000110 ; █ ██ █
3583 .db %10111111 ; █ ████████ █
3584 .db %10111111 ; █ ████████ █
3585 .db %10000110 ; █ ██ █
3586 .db %10000110 ; █ ██ █
3587 .db %11111111 ; ████████████
3600 .db 7,6 ;asteroid one
3602 .db %01101100 ; ██ ██
3603 .db %10011110 ;█ ████
3604 .db %11111010 ;█████ █
3605 .db %10111100 ;█ ████
3608 .db 8,7 ;asteroid two
3609 .db %00111100 ; ████
3610 .db %01011010 ; █ ██ █
3611 .db %01101101 ; ██ ██ █
3612 .db %11111101 ;██████ █
3613 .db %11111111 ;████████
3614 .db %10110110 ;█ ██ ██
3618 .db 8,8 ;asteroid three
3619 .db %00011110 ; ████
3620 .db %01110011 ; ███ ██
3621 .db %01111101 ; █████ █
3622 .db %10110111 ;█ ██ ███
3623 .db %11111110 ;███████
3624 .db %11111101 ;██████ █
3625 .db %01010111 ; █ █ ███
3628 .db 7,6 ;asteroid four
3629 .db %01111000 ; ████
3630 .db %10110110 ;█ ██ ██
3631 .db %11111101 ;██████ █
3632 .db %01111011 ; ████ ██
3633 .db %01001110 ; █ ███
3638 .db %00111100 ; ████
3640 .db %10111000 ;█ ███
3642 .db %10111000 ;█ ███
3644 .db %00111100 ; ████
3648 .db %00111100 ; ████
3653 .db %00111100 ; ████
3655 .db 6,6 ;normal solid (Galaxian enemy)
3656 .db %00111100 ; ████
3661 .db %00111100 ; ████
3665 .db %01101000 ; ██ █
3669 .db %01101000 ; ██ █
3675 .db %01111000 ; ████
3678 .db %01111000 ; ████
3682 .db 6,6 ;solid backwards
3685 .db %01010100 ; █ █ █
3686 .db %01010100 ; █ █ █
3693 .db %01110100 ; ███ █
3695 .db %01110100 ; ███ █
3703 .db %01111000 ; ████
3705 .db %01111000 ; ████
3712 .db %00111111 ; █████
3714 .db %10110100 ;█ ██ █
3715 .db %10110100 ;█ ██ █
3717 .db %00111111 ; █████
3719 .db 8,6 ;smaller nacelles
3721 .db %01101100 ; ██ ██
3722 .db %10110100 ;█ ██ █
3723 .db %10110100 ;█ ██ █
3724 .db %01101100 ; ██ ██
3728 .db %00001111 ; ████
3729 .db %01111100 ; █████
3730 .db %10011100 ;█ ███
3731 .db %10011100 ;█ ███
3732 .db %01111100 ; █████
3733 .db %00001111 ; ████
3735 .db 8,6 ;G-Type solid
3736 .db %00111111 ; █████
3737 .db %01111000 ; ████
3738 .db %11111100 ;██████
3739 .db %11111100 ;██████
3740 .db %01111000 ; ████
3741 .db %00111111 ; █████
3744 .db %01111100 ; █████
3746 .db %10111000 ;█ ███
3747 .db %10111000 ;█ ███
3749 .db %01111100 ; █████
3751 .db 7,6 ;small G-type solid
3752 .db %00011110 ; ████
3753 .db %01111000 ; ████
3756 .db %01111000 ; ████
3757 .db %00011110 ; ████
3762 .db %01111100 ; █████
3763 .db %11111000 ; █████
3764 .db %11111000 ; █████
3765 .db %01111100 ; █████
3768 .db 7,6 ;some attack vessel
3770 .db %01110010 ; ███ █
3771 .db %10101100 ; █ █ ██
3772 .db %10101100 ; █ █ ██
3773 .db %01110010 ; ███ █
3776 .db 7,6 ;interceptor
3777 .db %00011110 ; ████
3778 .db %01111110 ; ██████
3779 .db %11111100 ; ██████
3780 .db %11111100 ; ██████
3781 .db %01111110 ; ██████
3782 .db %00011110 ; ████
3784 .db 8,6 ;cheap intercept
3785 .db %00011011 ; ██ ██
3786 .db %01110110 ; ███ ██
3787 .db %10111100 ; █ ████
3788 .db %10111100 ; █ ████
3789 .db %01110110 ; ███ ██
3790 .db %00011011 ; ██ ██
3793 .db 8,7 ;some cool Nemesis-MSX enemy
3794 .db %00111110 ; █████
3795 .db %11110001 ;████ █
3797 .db %00010101 ; █ █ █
3799 .db %11110001 ;████ █
3800 .db %00111110 ; █████
3804 .db %00111110 ; █████
3805 .db %00011101 ; ███ █
3806 .db %11111111 ;████ ███
3807 .db %01110110 ; ██ ███
3808 .db %11111111 ;████ ███
3809 .db %00011101 ; ███ █
3810 .db %00111110 ; █████
3813 .db 8,7 ;Nem3MSX jumper lvl#3
3814 .db %10111110 ;█ █████
3815 .db %01011101 ; █ ███ █
3816 .db %01111110 ; ██████
3818 .db %01111110 ; ██████
3819 .db %01011101 ; █ ███ █
3820 .db %10111110 ;█ █████
3824 .db 16,10 ;.......:.......:
3825 .db %00000001 ; ██████ ██
3826 .db %00001110 ; ███ █ ███
3827 .db %00110010 ; ██ █ ████
3828 .db %01001101 ; █ ██ ██
3829 .db %11101011 ;███ █ ██ █
3830 .db %11101011 ;███ █ ██ █
3831 .db %01001101 ; █ ██ ██
3832 .db %00110010 ; ██ █ ████
3833 .db %00001110 ; ███ █ ███
3834 .db %00000001 ; ██████ ██
3848 .db 12,12 ;.......:....5..:
3849 .db %00011110 ; ████
3850 .db %01100001 ; ██ ██
3851 .db %10110010 ;█ ██ █ ██
3852 .db %00000101 ; █ ██ █
3853 .db %00001010 ; █ █ ██
3854 .db %00011010 ; ██ █ █ █
3855 .db %00011010 ; ██ █ █ █
3856 .db %00001010 ; █ █ ██
3857 .db %00000101 ; █ ██ █
3858 .db %10110010 ;█ ██ █ ██
3859 .db %01100001 ; ██ ██
3860 .db %00011110 ; ████
3874 .db 16,10 ;.......:.......:
3875 .db %11111110 ;███████
3876 .db %00000011 ; ███ ████
3877 .db %00110101 ; ██ █ ████ █
3878 .db %01111010 ; ████ █ █ █ ██
3879 .db %10001101 ;█ ██ █ ██ ██ █
3880 .db %10001101 ;█ ██ █ ██ ██ █
3881 .db %01111010 ; ████ █ █ █ ██
3882 .db %00110101 ; ██ █ ████ █
3883 .db %00000011 ; ███ ████
3884 .db %11111110 ;███████
3896 .db 16,11 ;bigasteroid one
3897 .db %00011110 ; ████
3898 .db %01110011 ; ███ ███
3899 .db %01111111 ; ███████ █
3900 .db %01111111 ; █████████
3901 .db %11111110 ;███████ ███
3902 .db %11111111 ;███████████
3903 .db %11111111 ;████████████
3904 .db %10111110 ;█ █████ ████
3905 .db %01011111 ; █ ███████
3906 .db %00110111 ; ██ ███
3920 .db 16,18 ;bigboss one :
3922 .db %00000111 ; ███ ███
3923 .db %00000011 ; ████ █
3924 .db %00000001 ; ██ ██
3925 .db %00000011 ; ███ ██
3926 .db %00000000 ; █████
3927 .db %00010111 ; █ ██████████
3928 .db %00111111 ; ██████ ██ ██
3929 .db %11111000 ;█████ ██ █ ███
3930 .db %00001111 ; █████ ██ █ █
3931 .db %11111000 ;█████ ██ █ ███
3932 .db %00111111 ; ██████ ██ ██
3933 .db %00010111 ; █ ██████████
3934 .db %00000000 ; █████
3935 .db %00000011 ; ███ ██
3936 .db %00000001 ; ██ ██
3937 .db %00000011 ; ████ █
3938 .db %00000111 ; ███ ███
3940 .db %01010000 ;modelled after a Nemesis][MSX boss
3960 .db 16,15 ;bigboss two :
3961 .db %00001111 ; █████
3962 .db %00111110 ; █████ █████
3963 .db %01111101 ; █████ █ ███████
3966 .db %00000011 ; █████
3967 .db %00011110 ; ████ ██ ████
3968 .db %11110011 ;████ ██ █ █
3969 .db %00011110 ; ████ ██ ████
3970 .db %00000011 ; █████
3973 .db %01111101 ; █████ █ ███████
3974 .db %00111110 ; █████ █████
3975 .db %00001111 ; █████
3976 .db 15 ;modelled after a Nemesis][MSX boss
3994 ;----------------------------------------------------------------------------
3995 ;----------------------------- logo ------------------------------------------
3996 ;----------------------------------------------------------------------------
3999 .db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111110
4000 .db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11111100
4001 .db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11111000
4002 .db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11110000
4003 .db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000
4004 .db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000
4005 .db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000
4006 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
4007 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
4008 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
4009 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
4010 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
4011 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
4012 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
4013 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
4014 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001
4015 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011
4016 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101
4017 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001
4019 ;----------------------------- end ------------------------------------------
4025 ;----------------------------------------------------------------------------
4026 ;----------------------------------------------------------------------------
4027 ;----------------------------------------------------------------------------
4029 ; 0.98.77 -- 7.VII.00 -- size 6707
4031 ; # bullets do damage in all levels
4032 ; * more armor at armor-upgrade and extra armor at end of a level
4033 ; - internal levels again (no need 4 external, safer/smaller)
4034 ; # some registers not correctly pushed/popped
4035 ; * several optimizations (init.procs some bytes smaller)
4036 ; # enemies hit with hitpoints left disappeared (one pop too much...)
4037 ; + bullets "charge up" (more damage) when not firing
4038 ; - removed contrast changes
4039 ; + more powerful bullets have different sprites (larger=more damage)
4040 ; # multiples appear at your position (begin level/just selected)
4041 ; # when invulnerable multiples acted weird
4042 ; # no more error at activation after APD off after running Nemesis
4043 ; # saves correctly if own name ain't "nemesis" + some bytes smaller
4044 ; # screen wasn't always entirely cleared after quit
4045 ; * waits until all keys have been released after death
4046 ; + different bullets sizes will miss if they're too small
4047 ; + at level start "press F1 to save"-text will be displayed
4048 ; * w3.shiar.org displayed at title screen, black bar behind version nr
4049 ; # score to 0 when exit pressed at main menu
4050 ; # no residual story-text in first frame of game
4051 ; # game doesn't continue again after death (stack messed up)
4052 ; # game over when lives<0 (didn't work in v0.96+)
4053 ; * using some self-modifiing code (so it's smaller)
4054 ; # new random procedure: stars don't appear on one line anymore
4055 ; * weapons appear centered at multiples
4056 ; * laser properties can be changed (damage, charge)
4057 ; + weapon can be combination of bullets/lasers (max. of 3 per weapon)
4058 ; * bullet-icon is removed when laser is selected
4059 ; * enemy sprite table integrated in enemy specs (-1 byte/enemy)
4060 ; + random enemy is chosen from any number of enemies per level
4061 ; * time to first enemy fire defined per enemy, not per level
4062 ; + CLIPPED sprites!! no more in/out popping enemies! wow...
4063 ; * bullets/enemies removed when _entirely_ off screen
4064 ; # enemies would sometimes be hit by bullets going right below them
4065 ; # size of the second bullet was too big (invisible hit)
4066 ; * the frequency an enemy fires bullets is defined per enemy
4067 ; + wide clipped sprites implemented (width 1-16 pixels)
4068 ; # bosses first move left until x=100, otherwise they'd be off-screen
4069 ; * at status bar left below ships are displayed for lives left
4070 ; * armor bar is two pixels high (better visible)
4071 ; # bullet overflow fixed again (>63 bullets fired)
4072 ; # correct weapon loaded when continuing a saved game
4073 ; # game freezed when generating a random value <=1
4074 ; * you explode in a different way than the enemies
4075 ; + screen inverts for a brief time when you are hit!
4076 ; # stats-bar was messed up when ya got 0 lives left
4077 ; * two new (big) bosses modeled after a common MSX Nemesis2-boss
4078 ; * score increased once every 32 frames (instead of every 256)
4079 ; # ground fixed for new random routine (smaller routine; incs -2 to 2)
4080 ; + laser will upgrade as well when you reselect it
4081 ; * 2nd can be used in main menu (wow!)
4082 ; # altered variable storage space because of Nemesis grew beyond 6kb
4083 ; # fixed armor bar display when at maximum
4084 ; + a few new enemies (asteroids) and remade 1st 4 levels; new pickup
4085 ; - torpedo since it was kinda useless
4086 ; + second icon now selects TAIL BEAM: bullet going backwards
4087 ; # armor increase at the end of a level doesn't overflow armorbar
4088 ; + you can choose your own ship out of four vessel after NEW GAME!
4089 ; + enemies can appear at any x-position and move both left and right
4090 ; + move patterns given per enemy, not per level
4091 ; * new (faster) enemy-move system; 10 basic moves (x2 left+right)
4092 ; # enemies can _never_ move above or below visible screen
4093 ; * "randomY"-enemies are placed entirely on screen (height calced)
4094 ; # the major TI-OS crash bug WAS afterall caused by sprites drawn
4095 ; (partially) outside screen memory. temporarily fixed by setting
4096 ; virtual screen buffer to $8200 (enough mem there)
4097 ; + upto 29 cool enemy sprites and redone first five levels
4098 ; * improved enemy-move routine; smooth luring, five speeds+backwards
4099 ; # after pause weapon will not be fired
4100 ; # teacher key fixed (waits for GRAPH to be release before&after)
4102 ; 0.99.79 -- 9.VII.00 -- size 6747
4104 ; + you can have upto FOUR multiples! (~20 pixels apart)
4105 ; * some optimizations: keycall, menu handling, port nops removed,
4106 ; more SMC, fire handling, fast bullet handling, enemy movement
4107 ; * better "backwards" enemies handling (and implemented in game)
4109 ; + added - removed * changed # bug fixed
4111 ;bullet handling: (255/enemy)+419+putsprite cycles per bullet