8 DELC_LEN = _undelBufLen ;$64 bytes long
12 .dw $0001 ;description type 2 (= +YASicon)
13 .dw Title ;pointer to description
14 .dw spr_ship ;pointer to YAS icon
16 Title: .db "Nemesis v0.92.98 by Shiar",0
18 just_fired = TEXT_MEM ;byte
19 temp1 = TEXT_MEM+1 ;word
20 RanPos = TEXT_MEM+3 ;byte
21 firex = TEXT_MEM+4 ;byte
25 your_locpos = TEXT_MEM+8 ;byte
26 your_prevpos = TEXT_MEM+9 ;16 words
29 ybullets = your_prevpos+32 ;20 x (state,x,y)
31 ebullets = ybullets+(nrybullets*3) ;10 x (state,x,y)
35 ; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
36 ; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y)
37 add2enemy = nrenemies*4
38 enemiesxtra = enemies+add2enemy
39 ; $11 (move) $11 (fire)
41 ;---------------------- init --------------------------------------------------
44 call _runindicoff ;turn the run-indicator off, obviously
45 call _clrLCD ;clean the screen
50 ld a,(CONTRAST) ;load current contrast level
51 cp $1f ;if already at maximum...
52 jr z,skipdarken ;...then skip level increase
53 inc a ;otherwise increase contrast level
57 ;---------------------- main menu ---------------------------------------------
60 ld hl,logo_nemesis ;from...
61 ld de,VIDEO_MEM+16 ;...to one line from top
64 ld bc,16 ;set screen width
65 ldir ;display one line
66 dec a ;decrease line-counter
67 jr nz,LogoLoop ;repeat when counter is not yet zero
70 ld hl,$1608 ;just below logo
72 ld hl,txt_about ;display "by Shiar (ICQ#43840958)"
75 ld hl,$0705 ;located one row above bottom
76 ld (_curRow),hl ;go there
77 ld hl,txt_1player ;display "ONE PLAYER"
79 ld hl,$0706 ;below oneplayer text
81 ld hl,txt_2players ;display "TWO PLAYERS"
84 call _getkey ;wait for keypress
85 call New_game ;prepare level
87 ;------------------------------------------------------------------------------
88 ;---------------------- game loop ---------------------------------------------
89 ;------------------------------------------------------------------------------
92 ld hl,timer ;update time
93 inc (hl) ;increase by 1
96 ld hl,RanPos ;random counter
97 ld a,(hl) ;random value
98 add a,b ;even more random by adding timer
99 ld (hl),a ;save even more random value back
102 ld hl,GRAPH_MEM ;move from (hl) = top left
103 ld (hl),$00 ;first pixel will be copied all over the screen
104 ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen
105 ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar)
114 ; ld a,%00111111 ;<exit> pressed?
118 ; bit 6,a ;test bit 6 = <EXIT>
119 ; jr z,quit ;yes: quit game
122 call Level_event ;insert enemies
123 call Handle_Ship ;move you
124 call Handle_enemies ;move enemies
126 call Fire_bullet ;check for fire
127 call Handle_bullets ;move your bullets
128 call Handle_torp ;move your torpedo
129 call Enemy_bullets ;move enemy bullets
130 call Enemies_hit ;check for collision with enemies
132 call Display_Screen ;display all
134 jr game_main_loop ;loop
136 ;--------------------------- pause --------------------------------------------
139 ld hl,$0200 ;top left
141 ld hl,txt_pressenter ;"Enter to continue"
142 call _puts ;display message
144 call _getkey ;enter low-power mode and wait for key
145 cp kEnter ;keypressed = enter?
146 jr nz,pause ;no, wait some more
149 ;--------------------------- exit ---------------------------------------------
152 ld a,(CONTRAST) ;load original contrast level
153 out (2),a ;and set it back
157 ;--------------------------- display ------------------------------------------
160 ld hl,GRAPH_MEM ;from storage (top left)
161 ld de,VIDEO_MEM ;to screen (top left)
162 ld a,56 ;display height = 64 bytes (minus 8 for bar)
164 ld bc,16 ;display width = 16 bytes (16*8bits=256pixels)
167 jr nz,displayloop ;loop 64x
169 ld hl,$396b ;Display Score
170 ld (_penCol),hl ;bottom right of screen
174 _D_HL_DECI: ;------- display 5-digit value -------
175 ld de,savestr+4 ;savenr saves number string
177 ldhld: call UNPACK_HL ;one digit of hl
178 add a,'0' ;make number
179 ld (de),a ;save into savenr
180 dec de ;point to next digit
181 djnz ldhld ;repeat for all digits
184 call _vputs ;display string
190 ;------------------------- handle ship ----------------------------------------
195 jr z,ok ;0 = normal stat
197 inc a ;next (explosion)frame
198 ld (your_occ),a ;save
200 cp 34 ;last explosion frame?
201 jp c,exploding_you ;not yet: display explosion
202 cp 40 ;delay finished?
203 jp z,You_die ;yes = game over
204 ret ;don't display anything
209 ld hl,y ;instead of nop\nop do something usefull
211 rra ;rotate right (put last bit in c)
216 cp 49 ;55-6 = bottom of screen
222 rr b ;because we now use b, it's rr instead of rra
225 sub 1 ;<dec a> doesn't affect c-flag
226 jr c,no_left ;-1 = left side
232 cp 121 ;127-6 = right side
242 sub 1 ;<dec a> doesn't affect carry-flag
243 jr c,no_up ;-1 = top of screen
244 ld (hl),a ;save new y
247 ld ix,spr_ship01 ;ship sprite
248 ld hl,your_inv ;invulnerable?
249 ld a,(hl) ;load time in a
251 jr z,handle_multiples ;yes so ship = normal (display \ continue)
253 ld b,a ;save inv-time
254 ld a,(timer) ;load frame nr.
255 and %00000011 ;a=0 once every four frames
256 jr nz,not_time ;a<>0 = not time to update counter
257 dec (hl) ;decrease inv-time left
259 and %00000010 ;a switches 0<->1 every 2 frames
260 jr z,no_flicker ;don't show normal sprite anyway
262 and %11110000 ;inv-time <16 ticks left?
263 jr z,handle_multiples ;yes: display normal sprite and continue
266 ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix)
269 call putsprite ;display your ship
271 ld a,(your_multiples) ;do you have multiples
273 ret z ;then don't handle them either
275 ld hl,your_locpos ;location to save this position
278 and %00001111 ;if a>15 then a=a-16
279 ld (hl),a ;save new a
284 ld hl,your_prevpos ;previous positions
285 add hl,bc ;16 turns ago
289 ld (mx),de ;save multiple position in (mx)
291 ld a,(y) ;load new y-pos
292 ld (hl),a ;save it for 16 turns in the future
294 ld a,(x) ;load new x-pos
295 ld (hl),a ;save that too
297 ld ix,spr_multiple ;sprite of the multiple
298 jp putsprite ;display it + <ret>
301 srl a ;half the framerate
302 dec a ;first frame is 1>inc>srl>dec = 0
321 ld a,(your_inv) ;invulnerability left?
323 ret nz ;return if inv>0
324 ld hl,your_armor ;armor left
327 jp m,no_armor ;yes, 0hp left so explode
328 ld (hl),a ;no, so save decreased hp
329 call disp_armor ;and display new value
332 ld a,%01 ;occ %xxxxxx01 = explode
333 ld (your_occ),a ;set to explode
336 ;------------------------- fire bullet ----------------------------------------
339 ld a,(your_occ) ;are you 100% OK?
341 ret nz ;return if not normal stat
343 ld a,%00111111 ;function keys (F1-F5)
344 out (1),a ;ask for them
345 nop \ nop ;delay 8 clocks
347 bit 4,a ;test bit 4 = F1-key
348 jr z,fire ;fire pressed?
350 ld (hl),0 ;no: reset just_fired
351 bit 3,a ;test bit 3 = F2-key
352 ret nz ;return if not
355 ld hl,your_pickup ;select pickups
356 ld a,(hl) ;load pickups taken so far
358 jr nz,select2 ;no, carry on
359 ld (hl),a ;reset pickups (a=0)
360 ld hl,your_armor ;change armor
361 inc (hl) ;increase HPs by one
362 jp disp_icons ;display and return
365 jr nz,select3 ;no, carry on
366 ld (hl),a ;reset pickups
368 ld (torp_occ),a ;ready torpedoes
369 jp disp_icons ;display 'n return
372 jr nz,select4 ;no, carry on
373 ld (hl),a ;reset pickups
374 jp disp_icons ;display n return
377 jr nz,select5 ;no, carry on again
378 ld (hl),a ;reset pickups
380 ld (your_laser),a ;ready laser
381 jp disp_icons ;display + return
384 jr nz,select6 ;no, carry on once more
385 ld (hl),a ;reset pickups
387 ld (your_multiples),a
388 jp disp_icons ;display, return
390 ld (hl),0 ;reset pickups
391 jp disp_icons ;display/return
393 fire: ld hl,RanPos ;random
394 inc (hl) ;update random counter
397 ld a,(hl) ;just_fired
398 cp 5 ;already pressed?
399 ret z ;return when already pressed (=5)
400 inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5)
401 ld a,(your_laser) ;if you have bullets.....
404 ld (hl),5 ;.....then can't fire next turn (go to 5 imm.)
407 ld hl,(x) ;yes: first fire from ship position (x)
408 ld (firex),hl ;set firepos
409 ld a,(your_multiples) ;any multiples?
411 jr nz,fireany ;then just fire somethin'
412 call fireany ;and blast
413 ld hl,(my) ;then, fire from multiple position (mx)
416 ld (firex),hl ;set firepos
417 ;blast again and <ret>
419 ld a,(your_laser) ;do you have laser?
421 jr nz,fire_ybullet ;no, just fire a bullet
423 fire_laser: ;yes, fire that laser instead
424 ld a,(firex) ;a = your x-pos
427 ld hl,GRAPH_MEM ;save-location
428 ld a,(firey) ;y-coord
429 add a,3 ;at middle of your ship (y+3)
430 ld e,a ;save laser-y in e
434 rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256)
435 add a,a ;y*16 (width of screen)
436 rl b ;b=b*2+overflow (if y>64 then bc=bc+512)
437 inc a ;8 pixels to right (a=even so no overflow)
442 add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow)
443 jr nc,_nolc ;jump if no carry = no overflow = a<=255
444 inc b ;a>255 so increase bc by 256
445 _nolc: ld c,a ;c = (Y*16+X/8) mod 256
446 add hl,bc ;bc = Y*16+X/8
448 ld a,15 ;128/8=16=screen width ** minus one (inc a ^^)
449 sub d ;minus x-start (d=X/8)
454 inc hl ;Go to next byte
459 ld d,a ;d was divided, so reload the laser-x
461 check_laserhits: ;de = (x,y)
466 laserhits: ;Hits with normal enemies
471 jr z,nolashit ;no hit when enemy_occ <> 2/3
475 or a ;enemy #0 = pickup
476 jr z,nolashit ;yes: don't destroy
481 jp m,nolashit ;no hit when enemy is left of you
486 jp z,enemy_hit ;a-e=0 = laser on top line of enemy = hit
487 jr nc,nolashit ;a-e>0 = enemy above laser = no hit
488 add a,5 ;add enemy height
489 jp p,enemy_hit ;a-e>0 = hit
493 inc hl ;go to next enemy
497 djnz laserhits ;check all enemies
502 jr fire_torp ;fire torpedoes as well
511 jr z,found_ybullet ;0 = no bullet here
513 djnz find_ybullet ;look next bullet
517 ld (hl),1 ;use bullet
518 ld a,(firex) ;your x-pos
519 add a,5 ;place bullet in front of you
520 inc hl ;go to bullet-x
522 ld e,a ;save torp-x in e
524 ld a,(firey) ;your y-pos
525 add a,2 ;place bullet at the middle of your ship
526 inc hl ;go to bullet-y
528 add a,3 ;place torpedo at bottom of ship
529 ld d,a ;save torp-y in d
532 ld hl,torp_occ ;torpedo...
533 ld a,(hl) ;load torpInfo
534 dec a ;do you have (unused) torpedoes?
535 ret nz ;nope (a must be 1)
536 ld (hl),2 ;yes; use torpedo
537 ld (torp_pos),de ;save torpedo position (in de)
540 ;------------------------ handle bullets --------------------------------------
544 ld (hl),0 ;dump this bullet!
557 call z,bullet_2left ;yes: 2left
561 add hl,de ;3 x <inc hl>
562 djnz scan_bullets ;next bullet (loop)
567 cp 122 ;off screen? (x>128-5)
569 add a,2 ;move 2 2 the right
570 ld (hl),a ;save new pos.
578 call putsprite ;display bullet
581 check_bullethits: ;INPUT: de=X,Y
586 hit_enemies: ;Hits with normal enemies
591 jr z,nohit ;no hit when enemy_occ <> 2/3
595 or a ;enemy #0 = pickup
596 jr z,nohit ;yes: don't destroy
616 ld (hl),$00 ;remove bullet
625 and %11111100 ;occ/4 = HP left ;<srl a\srl a
626 jr nz,hpleft ;not zero -> jump
627 ld (hl),%01 ;set to explode
629 ld a,(pickuptimer) ;counts enemies destroyed
630 dec a ;enough destroyed for a pickup?
631 jr nz,pickupdone ;otherwise just explode
632 ld (hl),%00000110 ;change it into a pickup (with 2 HP)
633 ld a,18 ;reset enemies counter (18 hits = next)
635 ld (pickuptimer),a ;save new enemiescounter value
637 ld (hl),$00 ;explosionFrame 0
642 sub %00000100 ;decrease HP by one
652 djnz hit_enemies ;check next enemy
655 ;--------------------------- handle torpedo -----------------------------------
660 ret m ;return if occ=0/1
662 ld hl,torp_pos ;x-position
665 cp 125 ;right edge reached
666 jr nc,remove_torp ;remove if x>125
667 ld (hl),a ;save new x
673 cp 56 ;bottom reached
674 jr nc,remove_torp ;remove if y>40
675 ld (hl),a ;save new y
680 call putsprite ;display torpedo
682 jp check_bullethits ;check for hits with enemies
689 ;--------------------------- level events -------------------------------------
692 ld hl,nextevent ;time to next event <ld a,(nextevent)
693 dec (hl) ;decrease counter <dec a
694 ld a,(hl) ;look at counter <ld (nextevent),a
695 or a ;has it reached zero?
696 ret nz ;nope: get outta here!
698 ld a,(eventtime) ;enemy frequency (lvl)
699 ld (nextevent),a ;set time to next event
701 dec (hl) ;update enemy-counter
703 ld a,(hl) ;look at counter
704 or a ;has it reached 0?
705 jp z,Next_level ;yes: level finished
706 dec a ;has it reached 1?
707 jr nz,do_event ;nope: wait for enemies to leave
708 inc hl ;nextevent located behind eventleft
709 ld (hl),119 ;set delay
710 ret ;don't place any more enemies
720 or a ;0 = no enemy present
724 ld a,(eventenemy) ;enemy type to place (lvl)
725 ld hl,enemy00 ;enemy 1 specs
729 ld b,0 ;bc = enemy nr.
730 add hl,bc ;hl = enemy specs
731 ld a,(hl) ;load hitpoints+occ of this enemy class
734 inc hl ;next enemyInfo byte
735 inc de ;next byte of current enemy
736 ld a,(hl) ;load movement+type of this enemy class
737 ld (de),a ;enemy type
740 ld a,122 ;appear at right edge of screen (128-6)
741 ld (de),a ;= x-position
744 inc hl ;where to place??
745 ld a,(hl) ;load placeInfo
747 jr z,random_enemy ;yes: create random value <51 in a
749 jr z,lure_enemy ;yes: create a 100% luring enemy
751 halflure_enemy: ;yes (of course it is): pick one (50% lure)
752 ld a,(timer) ;look at frame-number
753 and %00000001 ;make random if odd frame nr.
754 jr nz,random_enemy ;1st possibility: random enemy
755 lure_enemy: ;2nd possibility: luring enemy
756 ld a,(y) ;place at same y-pos as YOUR ship
760 call Random ;make a (in a) random value 0-255
761 cp 51 ;y may not be more than 51
762 jr c,ypos_OK ;OK if a<51
763 and %00111111 ;a = 0..63
765 jr c,random_enemy ;not OK if a<0
767 ypos_OK: ;random value successfully created
768 ld (de),a ;save y-position
770 ld hl,add2enemy-3 ;offset to xtra enemy info
771 add hl,de ;hl points to <xtra info: move>
772 ld (hl),1 ;set move-counter to 1
773 inc hl ;hl to <xtra info: fire>
774 ld (hl),1 ;set time-to-fire to 1 frame (fires directly)
778 ld a,(RanPos) ;a handy random-var.
779 ld hl,x ;add your x-coord for randomness
781 ld hl,y ;add your y-coord for randomness
783 ld (RanPos),a ;save altered random-var
784 ret ;RanPos also in #a
786 ;--------------------------- enemy fires --------------------------------------
788 Enemy_fires: ;de = x,y
799 jr z,found_ebullet ;0 = not used
800 inc hl \ inc hl \ inc hl
801 djnz find_ebullet ;look next bullet
805 ld (hl),1 ;use bullet &&&
813 ;----------------------------- enemy bullets ----------------------------------
821 ld a,(hl) ;load bulletType in a
823 jr nz,enemy_bullet ;no: handle bullet
825 pop hl ;do not move the <pop hl>
827 inc hl \ inc hl \ inc hl
834 ld a,(hl) ;check if it has reached the left side of scrn
835 and %11111110 ;it is <2 (0 or 1)?
836 jr z,remove_ebullet ;yes, remove bullet
837 dec (hl) ;move one left
838 dec (hl) ;and another one
844 jr z,ebullet_common ;normal bullet
854 ld ix,spr_bullete1 ;display enemy bullet
860 jr nz,next_bullet ;0 = you're normal
880 call damage_you ;HIT!!
882 pop hl ;hl could be destroyed by damage_you
883 ld (hl),0 ;bullet > unused
884 jr next_bullet+1 ;next bullet (SKIP THE <POP HL> = one byte)
886 ;--------------------------- handle enemies -----------------------------------
890 ld b,nrenemies ;handle all enemies
898 jr z,next_enemy ;occ "no enemy" 0
900 jr z,exploding_enemy ;occ "exploding" 1
901 ld b,a ;b=2 if moving, otherwise b=1
903 normal_enemy: ;occ "normal" 2 or "moving" 3
907 ld e,(hl) ;e = enemy type
910 ld hl,sprites ;hl = @sprites offset-table
911 add hl,de ;points to offset of current enemy offset
912 ld e,(hl) ;de = @enemy offset
914 ld ix,spr_enemy00 ;first enemy sprite
915 add ix,de ;add offset for current enemy
921 jr c,remove_enemy ;off screen
927 ld a,b ;moving state was stored in b earlier
929 call nz,moving_enemy ;2 = moving enemy
932 ld (hl),d ;store new x
935 ld a,c ;a = enemy type
936 or a ;type 0? (pickup)
937 jr z,firing_done ;pickups don't fire
939 ld bc,add2enemy+1-2 ;offset of <xtra enemy info: fire>
940 add hl,bc ;go there (@hl)
941 dec (hl) ;decrease counter till next blast
942 ld a,(hl) ;load new counter
943 or a ;has it reached zero?
944 jr nz,firing_done ;finished if not
946 add a,64 ;re-set counter for next blast
948 call Enemy_fires ;fires bullet
951 push de ;save registers for firing-use
952 call putsprite ;display sprite @ix
953 pop de ;restore (destroyed by putsprite)
965 ld (hl),$0000 ;bye bye enemy
973 call explosion_stuff ;display explosion
978 jr z,remove_enemy ;remove when at last frame
980 ld (hl),a ;next frame
983 ;--------------------------- moving enemies -----------------------------------
997 or a ;reset carry flag
1003 ld a,(hl) ;load y-position
1004 dec a ;decrease y-pos (=move up)
1005 ret m ;don't move off the screen (y<0)
1006 ld (hl),a ;save new y-pos
1009 ld a,(hl) ;load current y
1010 inc a ;increase y-pos
1011 cp 55 ;compare with bottom
1012 ret nc ;return if it has passed that line (>40)
1013 ld (hl),a ;otherwise save new position
1016 ;--------------------------- check collision ----------------------------------
1020 or a ;0 = you're normal
1023 ld de,(x) ;e = X, d = Y
1025 ld b,nrenemies ;check all 20 enemies
1030 jr z,check_next ;2 or 3 = ok
1036 ; ld hl,enemy00 ;enemy 1 specs
1040 ; ld b,0 ;bc = 4 * enemy nr.
1041 ; add hl,bc ;hl = enemy specs
1042 ; ld a,(hl) ;load size byte
1045 ; ld c,a ;save size in c
1048 ld a,(hl) ;check x match
1049 sub e ;enemy position minus yours
1056 ld a,(hl) ;check y match
1057 sub d ;same as with x-check
1066 ld a,(hl) ;load enemy type
1068 jr nz,collide ;enemy when <>0
1071 ld hl,your_pickup ;your pickups
1076 ld a,1 ;yes: reset to pickup 1
1079 call disp_icons ;display altered pickupicons
1082 dec hl ;to enemy occ
1083 xor a ;set to 0 = gone
1085 jr check_next ;all done, next..
1089 ld (hl),a ;explosionFrame 0
1092 ld (hl),a ;set to explode
1093 call damage_you ;auch!
1101 djnz check_collision
1104 ;--------------------------- show icon ----------------------------------------
1107 ld hl,VIDEO_MEM+(16*57);57 rows down = seven rows from bottom
1108 ld b,16*7 ;draw 16x (screen width) 7x (height)
1110 ld a,%00000000 ;blank line mask
1111 ld (hl),a ;draw one piece of the divider-line
1112 inc hl ;move right (8 pixels = 1 byte)
1113 djnz cleanline ;repeat (16bytes * 7rows * 8pixels)
1115 ld hl,VIDEO_MEM+(56*16)
1120 ld ix,spr_icon01 ;armorIcon
1121 ld de,$1a01 ;icon #1
1122 call putwidesprite ;display icon
1123 call disp_armor ;display value
1129 ld ix,spr_icon02 ;torpedoIcon
1131 ld de,$2a01 ;icon #2
1132 call putwidesprite ;display
1135 ld de,$3a01 ;icon #3
1138 ld ix,spr_icon00 ;emptyIcon
1142 ld ix,spr_icon04 ;laserIcon
1144 ld de,$4a01 ;icon #4
1147 ld ix,spr_icon00 ;emptyIcon
1148 ld a,(your_multiples)
1153 ld de,$5a01 ;icon #5
1156 ld a,(your_pickup) ;pickups taken
1158 ret z ;return if no pickups
1163 ld d,a ;y-pos = picks * $10 + $0a (1a,2a,3a,4a,5a)
1164 ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01)
1171 ld hl,$3926 ;Display Armor left
1172 ld (_penCol),hl ;place @ armorIcon
1173 ld a,(your_armor) ;load armor left
1174 add a,'0' ;make digit
1175 call _vputmap ;display char
1179 ld hl,$3900 ;display Lives
1180 ld (_penCol),hl ;bottom left
1187 ld a,(lives) ;nr of lives in a
1188 add a,'0' ;make digit
1191 call _vputs ;display on screen
1194 ;--------------------------- game over / new game / death ---------------------
1197 call _clrLCD ;clear screen
1199 ld (_curRow),hl ;center
1201 call _puts ;display "GAME OVER"
1206 call _getkey ;wait for keypress
1208 pop hl ;=ret (game_over was called from a procedure)
1209 ret ;quit to TI-OS or shell
1213 ld (score),a ;reset score
1215 ld (level),a ;reset level nr
1216 ld hl,level01 ;set level pointer to level#1
1217 ld (levelp),hl ;reset level pointer
1218 ld hl,lives ;starting lives
1219 ld (hl),4 ;3 lives (will be decreased @ You_die)
1223 dec (hl) ;decrease lives
1224 ld a,(hl) ;load lives left
1225 inc a ;if lives=0ffh then a=0
1226 jr z,game_over ;if so, game's over
1229 ld (your_armor),a ;no armor
1230 ld (torp_occ),a ;no torpedoes
1231 ld (your_laser),a ;no laser
1232 ld (your_pickup),a ;reset pickups
1233 ld (your_multiples),a ;no multiples
1236 ;--------------------------- next level ---------------------------------------
1239 ld hl,level ;level number
1240 inc (hl) ;increase it
1241 ld hl,(levelp) ;level pointer
1244 inc hl ;update to point to next level
1245 ld (levelp),hl ;save
1249 ld (nextevent),a ;time to first enemy appearance
1251 ld hl,(levelp) ;level pointer
1252 ld a,(hl) ;load new level-enemy type
1253 ld (eventenemy),a ;set level-enemy
1255 ld a,(hl) ;load new appearance-time
1256 ld (eventtime),a ;set
1258 ld a,(hl) ;load nr of enemies in this level
1259 ld (eventleft),a ;set nr of events left
1262 ld (timer),a ;reset time
1263 ld hl,your_occ ;hl = your_occ
1264 ld (hl),a ;reset your ship (not exploding)
1265 inc hl ;hl = your_inv
1266 ld (hl),50 ;set 50 frames invulnerable
1267 ld hl,x ;begin position x=...
1268 ld (hl),a ;...=a=0=left
1270 ld (hl),24 ;...=24=middle
1273 and %00000001 ;remove torpedoes
1276 xor a ;reset previous positions
1277 ld hl,your_prevpos ;place all previous positions
1278 ld b,16 ;all 16 of them
1280 ld (hl),a ;set prev-x to 0
1282 ld (hl),24 ;set prev-y to 24
1284 djnz place_multiples ;repeat
1286 ld hl,ybullets ;clear your/enemy bullets
1287 ld (hl),a ;clear first byte
1288 ld de,ybullets+1 ;and copy this byte to the next byte
1289 ld bc,(nrybullets+nrebullets)*3-1 ;bc times (all bullets)
1292 ld hl,enemies ;and remove all enemies as well
1293 ld (hl),a ;clear first byte
1294 ld de,enemies+1 ;point to the next
1295 ld bc,add2enemy+nrenemies*2 ;clear enemy-info + enemiesxtra
1298 ;--------------------------- setup game ---------------------------------------
1301 call _clrLCD ;clear screen
1303 ld hl,VIDEO_MEM ;screen location (top left)
1304 ld b,0 ;b = 0 (loop 0-1 = 0FFh = 256 times)
1307 ld (hl),a ;clear four times (total = 256*4 = 1024 bytes)
1317 djnz clearloop2 ;repeat 256x
1320 ld (_curRow),hl ;center
1322 call _puts ;display "LEVEL "
1333 call _putc ;display second digit
1335 call _putmap ;display first digit
1338 ld (_curRow),hl ;display lives left below level nr
1339 ld hl,txt_lives ;bar text: "Lx0"...
1340 ld a,(lives) ;lives left
1341 add a,'0' ;make value
1342 ld (txt_lives+3),a ;add to text
1343 call _puts ;display the string
1348 call _getkey ;wait for keypress
1350 call _clrLCD ;clear screen
1351 call disp_icons ;display bottom icons
1353 ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom
1354 ld b,16 ;draw 16x (screen width)
1356 ld a,%11111111 ;horizontal line mask
1357 ld (hl),a ;draw one piece of the divider-line
1358 inc hl ;move right (8 pixels = 1 byte)
1359 djnz drawline ;repeat (16bytes * 8pixels =128= screen width)
1362 ;--------------------------- putsprite ----------------------------------------
1363 ;--------------------------- de =(X,Y) ----------------------------------------
1366 .db 128,64,32,%10000,%01000,%00100,%00010,%00001
1369 and %00000111 ;a = X mod 8 = bit nr. to mask
1370 ld hl,offsets_table ;pixel mask table
1373 add hl,bc ;add to table
1374 ld a,(hl) ;a = pixel mask
1375 ld (_smc1+1),a ;alter pixel mask
1377 ld hl,GRAPH_MEM ;save-location
1382 rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256)
1383 add a,a ;y*16 (width of screen)
1384 rl b ;b=b*2+overflow (if y>64 then bc=bc+512)
1387 srl d ;d/8 (8 bits in byte) ** c is set when overflow
1388 add a,d ;a = (Y*16+X/8) mod 256
1389 jr nc,_n1 ;jump if no carry = no overflow = a<=255
1390 inc b ;a>255 so increase bc by 256
1391 _n1: ld c,a ;c = (Y*16+X/8) mod 256
1392 add hl,bc ;bc = Y*16+X/8
1396 _oloop: push bc ;Save # of rows
1397 push hl ;Save screen address
1399 ld c,(ix+2) ;Load one line of image
1401 _smc1: ld a,1 ;Load pixel mask
1402 _iloop: sla c ;Test leftmost pixel
1403 jr nc,_noplot ;See if a plot is needed
1404 ld e,a ;OR pixel with screen
1409 jr nc,_notedge ;Test if edge of byte reached
1410 inc hl ;Go to next byte
1413 pop hl ;Restore address
1414 ld bc,16 ;Go to next line
1416 pop bc ;Restore data
1420 ;--------------------------- putbigsprite -------------------------------------
1453 woloop: push bc ;Save # of rows
1454 push hl ;Save screen address
1456 ld c,(ix+2) ;Load one line of image
1458 wsmc1: ld a,1 ;Load pixel mask
1459 wiloop: sla c ;Test leftmost pixel
1460 jr nc,wnoplot ;See if a plot is needed
1461 ld e,a ;OR pixel with screen
1467 jr nc,wnotedge ;Test if edge of byte reached
1468 inc hl ;Go to next byte
1474 pop hl ;Restore address
1475 ld bc,16 ;Go to next line
1477 pop bc ;Restore data
1492 ;------------------------------------------------------------------------------
1493 ;------------------------------- sprites --------------------------------------
1494 ;------------------------------------------------------------------------------
1499 .db %01111000 ; ████
1500 .db %00111110 ; █████
1501 .db %01111001 ; ████ █
1502 .db %01111001 ; ████ █
1503 .db %01111001 ; ████ █
1504 .db %00111110 ; █████
1505 .db %01111000 ; ████
1509 .db 7,7 ;ship alpha class
1510 .db %01111000 ; ████
1512 .db %11111100 ; ██████
1513 .db %11110010 ; ████ █
1514 .db %11111100 ; ██████
1516 .db %01111000 ; ████
1518 .db 7,7 ;ship alpha class
1521 .db %01010100 ; █ █ █
1522 .db %10100010 ; █ █ █
1523 .db %01010100 ; █ █ █
1528 .db 7,7 ;ship beta class
1530 .db %11110000 ; ████
1531 .db %01111100 ; █████
1532 .db %01110010 ; ███ █
1533 .db %01111100 ; █████
1534 .db %11110000 ; ████
1537 .db 7,7 ;ship beta class
1540 .db %01010100 ; █ █ █
1542 .db %01010100 ; █ █ █
1548 .db %01111000 ; ████
1549 .db %11111100 ; ██████
1550 .db %11111100 ; ██████
1551 .db %01111000 ; ████
1554 .db 5,3 ;your bullets
1555 .db %00110000 ; ░▒▓█▒
1556 .db %11111000 ; ░▒▓████▒
1557 .db %00110000 ; ░▒▓█▒
1560 .db %11110000 ; ░▒▓███▒
1561 .db %11111000 ; ░▒▓████▒
1562 .db %11110000 ; ░▒▓███▒
1566 .db %11110000 ; ████
1570 .db 4,3 ;enemy bullets
1571 .db %01100000 ; ▒█▓▒░
1572 .db %11110000 ; ▒███▓▒░
1573 .db %01100000 ; ▒█▓▒░
1575 ;---------------------------------------- explosion -------------------------------------------
1581 .db %00111110 ; █████
1582 .db %01010110 ; █ █ ██
1588 .db %01001110 ; █ ▒███
1589 .db %10111110 ; █ █████
1590 .db %01001111 ; █ ▒████
1592 .db %00011010 ; ██ █
1595 .db %10110000 ; █ ██
1596 .db %01001110 ; █ ███
1597 .db %10110101 ; █ ██▒█▒█
1598 .db %01000101 ; █ ▒█▒█
1599 .db %00111110 ; █████
1600 .db %01011010 ; █ ██ █
1603 .db %00101010 ; ▒ █▒█ █
1604 .db %01000110 ; █ ▒██
1605 .db %10110101 ; █ ██ █ █
1606 .db %01100110 ; ██ ██▒
1607 .db %00111100 ; ████▒
1608 .db %01011001 ; █ ██ ▒█
1611 .db %01000000 ; █▒ ▒ ▒
1612 .db %00100101 ; ▒█ █▒█
1613 .db %00010100 ; ▒ ▒█ █ ▒
1614 .db %01000100 ; █▒ █
1615 .db %00010010 ; ▒█▒▒█
1616 .db %10011010 ; █▒ ██ █▒
1620 .db %00100000 ; ▒█ ▒ ▒
1621 .db %00000001 ; ▒ ▒ █
1623 .db %00100010 ; █▒ █
1624 .db %01001000 ; ▒█ ▒█ ▒
1627 .db %00001000 ; ▒ █▒
1628 .db %11000010 ; ██ ▒ █
1630 .db %00100000 ; ▒█ ▒
1631 .db %00000001 ; ▒ ▒█
1632 .db %00110000 ; ▒██▒
1636 .db %00000000 ; ▒▒ ▒
1640 .db %00100100 ; █▒ █
1642 ;--------------------------------------- bar -----------------------------------
1645 .db 16,7 ;unused .......:.......:
1646 .db %11111111,%11111111 ; ████████████████
1647 .db %11000000,%00000001 ; ██ █
1648 .db %11000000,%00000001 ; ██ █
1649 .db %11000000,%00000001 ; ██ █
1650 .db %11000000,%00000001 ; ██ █
1651 .db %11000000,%00000001 ; ██ █
1652 .db %11111111,%11111111 ; ████████████████
1654 .db 16,7 ;unused .......:.......:
1655 .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
1656 .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
1657 .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
1658 .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
1659 .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
1660 .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
1661 .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
1663 .db 16,7 ;armor ; .......:.......:
1664 .db %10001111,%10000000 ; █ █████
1665 .db %10010000,%01000000 ; █ █ █ ▒▒▒
1666 .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒
1667 .db %10100111,%10100000 ; █ █ ████ █ ▒▒▒
1668 .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒
1669 .db %10010000,%01000000 ; █ █ █ ▒▒▒
1670 .db %10001111,%10000000 ; █ █████
1672 .db 16,7 ;torpedo .......:.......:
1673 .db %10111000,%00010101 ; █ ███ █ █ █
1674 .db %10011100,%00010101 ; █ ███ █ █ █
1675 .db %10111000,%01001010 ; █ ███ █ █ █
1676 .db %10000000,%11101010 ; █ ███ █ █
1677 .db %11100001,%11100101 ; ███ ████ █ █
1678 .db %10011000,%11110101 ; █ ██ ████ █ █
1679 .db %11100110,%00110010 ; ███ ██ ██ █
1681 .db 16,7 ; .......:.......:
1682 .db %10000000,%01010100 ; █
1683 .db %10011110,%00101010 ; █
1684 .db %10111000,%00010101 ; █
1685 .db %10111111,%10101010 ; █
1686 .db %10111111,%00010101 ; █
1687 .db %10111000,%00101010 ; █
1688 .db %10011110,%01010100 ; █
1690 .db 16,7 ;laser .......:.......:
1691 .db %10000000,%00000000 ; █
1692 .db %10110010,%10000000 ; █ ██ █ █
1693 .db %10111011,%00000000 ; █ ███ ██
1694 .db %10011101,%11111111 ; █ ███ █████████
1695 .db %10111011,%00000000 ; █ ███ ██
1696 .db %10110010,%10000000 ; █ ██ █ █
1697 .db %10000000,%00000000 ; █
1699 .db 16,7 ;multiple .......:.......:
1700 .db %10000011,%10000000 ; █ ███
1701 .db %10000001,%11100111 ; █ ████ ███
1702 .db %10000001,%11100000 ; █ ████
1703 .db %10000011,%10000000 ; █ ███
1704 .db %10011000,%00000000 ; █ ██
1705 .db %10111100,%01110000 ; █ ████ ███
1706 .db %10011000,%00000000 ; █ ██
1708 ;---------------------------- texts -------------------------------------------
1710 txt_about: .db "v0.92.98 ","by Shiar "
1711 .db "(ICQ#43840958)",0
1712 txt_1player: .db "1 PLAYER",0
1713 txt_2players: .db "2 PLAYERS",0
1714 txt_level: .db "LEVEL ",0
1715 txt_gameover: .db "GAME OVER!",0
1716 txt_lives: .db "Lx0?",0
1717 txt_pressenter: .db "Enter to continue",0
1719 ;---------------------------- save data ---------------------------------------
1723 PutWhere .dw GRAPH_MEM ;where to put the wide sprites
1725 timer .db $00 ;frame counter
1726 level .db $00 ;level number
1727 levelp .dw level01 ;pointer to level data
1729 eventenemy .db $02 ;enemy type
1730 eventtime .db $15 ;enemy frequency
1731 eventleft .db $00 ;nr. of enemies still to come
1732 nextevent .db $50 ;time to next event
1738 your_occ .db $00 ;0=normal 1..16=exploding
1739 your_inv .db $50 ;invincibility left
1740 your_armor .db $13 ;HP left
1743 y .db $46 ;think about it..
1744 hp .db $00 ;hitpoints left
1746 your_laser .db $01 ;laser avail: 0=no, 1=yes
1747 your_multiples .db $00 ;multiples present
1748 torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt
1749 torp_pos .dw $0000 ;torpedo position (x,y)
1751 ;---------------------------- enemy data --------------------------------------
1755 .db spr_enemy01-spr_enemy00
1756 .db spr_enemy02-spr_enemy00
1757 .db spr_enemy03-spr_enemy00
1758 .db spr_enemy04-spr_enemy00
1759 .db spr_enemy05-spr_enemy00
1760 .db spr_enemy06-spr_enemy00
1761 .db spr_enemy07-spr_enemy00
1765 .db %11111110 ; ███████
1766 .db %10011010 ; █ ██ █
1767 .db %11111110 ; ███████
1768 .db %10011010 ; █ ██ █
1769 .db %11111110 ; ███████
1771 .db 6,6 ;enemy type one
1772 .db %00111100 ; ████
1774 .db %11110000 ; ████
1775 .db %11110000 ; ████
1777 .db %00111100 ; ████
1779 .db 8,6 ;enemy type two
1780 .db %00111111 ; █████
1781 .db %01111000 ; ████
1782 .db %11111100 ; ██████
1783 .db %11111100 ; ██████
1784 .db %01111000 ; ████
1785 .db %00111111 ; █████
1787 .db 6,6 ;enemy type three
1788 .db %01111100 ; █████
1789 .db %11110000 ; ████
1790 .db %11111000 ; █████
1791 .db %11111000 ; █████
1792 .db %11110000 ; ████
1793 .db %01111100 ; █████
1795 .db 6,6 ;enemy type four
1797 .db %01111100 ; █████
1798 .db %11111000 ; █████
1799 .db %11111000 ; █████
1800 .db %01111100 ; █████
1803 .db 7,6 ;enemy type four
1804 .db %00011110 ; ████
1805 .db %01111110 ; ██████
1806 .db %11111100 ; ██████
1807 .db %11111100 ; ██████
1808 .db %01111110 ; ██████
1809 .db %00011110 ; ████
1811 .db 7,6 ;enemy type four
1813 .db %01111110 ; ██████
1814 .db %10111000 ; █ ███
1815 .db %10111000 ; █ ███
1816 .db %01111110 ; ██████
1819 .db 8,6 ;enemy type four
1820 .db %00011110 ; ████
1821 .db %01111111 ; ███████
1822 enemy00:.db %10011100 ; █ ███
1823 .db %10011100 ; █ ███
1824 .db %01111111 ; ███████
1825 .db %00011110 ; ████
1827 ;enemyInfo: %000000:HP %10:occ $00:type $00:app $00:unused
1828 enemy01: ;#1 HP:1 app:random
1830 enemy02: ;#2 HP:1 app:halflure
1832 enemy03: ;#3 HP:1 app:random moving
1834 enemy04: ;#4 HP:2 app:lure
1836 enemy05: ;#5 HP:2 app:random moving
1838 enemy06: ;#6 HP:2 app:lure moving
1840 enemy07: ;#7 HP:4 app:halflure moving
1843 ;----------------------------- level info -------------------------------------
1846 .db $01,$1b,$2f ;enemy nr ; enemy frequency ; next lvl
1847 level02: ;frequency must be odd if halfluring!
1860 ;----------------------------- logo -------------------------------------------
1863 .db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000
1864 .db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000
1865 .db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000
1866 .db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000
1867 .db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000
1868 .db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000
1869 .db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000
1870 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
1871 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
1872 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
1873 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
1874 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
1875 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
1876 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
1877 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
1878 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001
1879 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011
1880 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101
1881 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001
1883 ;----------------------------- end --------------------------------------------
1888 ;----------------------------- NEMESIS'86 by Shiar ----------------------------
1890 ;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS
1891 ;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.92.98
1892 ;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · · 7.IX.99
1893 ;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only
1894 ;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2935 bytes on calc
1896 ;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR
1897 ;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958
1898 ;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar0@hotmail.com
1899 ;Homepage · · · · · · · · · · · · · · · · · · coming soon (www.wish.net/~shiar)
1902 ; <*> This game is not yet finished (BETA) and there may still be some bugs.
1903 ; <*> Source will be released when the game has been finished.
1904 ; <*> Have fun, and have even more fun with the completed version of NEMESIS!
1906 ;----------------------------- version history --------------------------------
1908 ;0.01.717 -- 17.VII.99 -- size 909
1910 ; + used "Galaxian"-game engine (drawings, movement, enemy-routines)
1911 ; + movement of ship over 3/4 screen (96 pixels; 32 pixels for score)
1912 ; + enemies moving from right to left, appearing right at specified times
1914 ; 0.1.718 -- 18.VII.99 -- size 832
1916 ; # no crash when level restarts for the third time
1917 ; * exit-procedure updated, unnecessary stuff/keychecks removed
1918 ; - alot of unused code removed
1919 ; + different types of enemies (just look different)
1920 ; + collision detection!! enemy ships disappear when you hit them
1922 ; 0.2.718 -- 18.VII.99 -- size 1078
1924 ; + ability to fire bullets (F1). Enemies disappear on impact
1925 ; * enemies explode instead of disappearing
1927 ; 0.3.719 -- 19.VII.99 -- size 1326
1929 ; * bullets appear correctly (not INSIDE your ship)
1930 ; + some enemies can take multiple hits (differs per class)
1931 ; + all enemies fire bullets at random
1932 ; + if you're hit by bullet/enemy, you'll lose one hitpoint
1934 ; 0.4.720 -- 20.VII.99 -- size 1406
1936 ; # collision detection fixed and optimized (much faster now!)
1937 ; + shell-icon added (YAS type)
1938 ; * code optimizations, some data "compression"
1939 ; * explosion looks better, and some vars removed/smaller
1940 ; # enemies are removed when at left side (instead of becoming invisible)
1941 ; + displays level number before each level begins
1943 ; 0.5.725 -- 25.VII.99 -- size 1703
1945 ; * waits a sec at level display (in case of accidental keypress)
1946 ; * moving enemies (move up+down)
1947 ; # bullets removed correctly so they can be used again later
1948 ; * first level made
1949 ; # enemy weaponfire is fired from correct positions
1950 ; + your ship explodes on impact with ships/bullets
1951 ; * game over screen will be displayed just *after* your ship's gone
1952 ; + frame counter onscreen
1954 ; 0.6.820 -- 20.IIX.99 -- size 2077
1956 ; * play field increased to full screen instead of 3/4
1957 ; + bottom eight lines used for score (etc) display
1958 ; - no more solid levels, enemies are placed at random
1959 ; + enemies appear every x turns (depends on level)
1960 ; # fixed bullets so they don't disappear at 3/4 of the screen
1961 ; * A LOT of optimizations both in speed and size!!
1962 ; + enemy type, frequency, and number specified per level
1963 ; + bottom score bar displays score, lives and icons (to be used later)
1964 ; * smarter enemy handling (so enemies have different sizes)
1965 ; + bottom bar divided from playing field by a horizontal line
1966 ; + five levels (and five enemies) made
1967 ; # game vars reset at start and game over
1968 ; + NEMESIS LOGO displayed at startup!! (also, program grew 350bytes ):
1969 ; + version/credits string displayed below logo: v0.6.820 by shiar (ICQ#)
1971 ; 0.6.825 -- 25.IIX.99 -- size 2085
1973 ; # pointer to fifth ship corrected (ships in level 5 weren't displayed)
1974 ; # calc doesn't crash anymore when game is continued after game over!!
1975 ; + lives are decreased when ship is destroyed
1976 ; # last eight pixels of divider line are shown correctly now
1978 ; 0.7.92 -- 02.IX .99 -- size 2303
1980 ; + contrast is increased one level at startup (and restored on exit)
1981 ; + invulnerable for a sec when you enter the game (inv-pickup later)
1982 ; + when in invulnerable-mode, your ship look different!
1983 ; + at the beginning you get three *hitpoints* so you can be hit 3 times
1984 ; * bottomline icons are now 16 pixels wide and 7 pixels high!
1985 ; + hitpoint icon added: displays nr. of hps left next to a nice picture
1986 ; * maximum invulnerability-time is increased (can last upto 1024 frames)
1987 ; + when invulnerable-mode has nearly expired, your ship flashes!
1988 ; * again a lot of optimizations esp. in size ('bout 100 bytes)
1989 ; + pickups! 10% chance a destroyed enemy changes into an armor-pickup
1990 ; # code optimization caused some bullets to reappear as "fake" bullets
1991 ; * pickups can't be destroyed by bullets (they pass right through it)
1993 ; 0.8.93 -- 03.IX .99 -- size 2433
1995 ; + enemies move individually, not all at the same time!! Looks very nice
1996 ; # titlescreen background is cleared (looked weird in Rascall and TI-OS)
1997 ; + enemies fire at a ### rate instead of firing at will (too random)
1998 ; # moving enemies don't move off the screen top/bottom (they wait there)
1999 ; + seven playable levels going easy to hard (including moving enemies)
2000 ; # xtraInfo data wasn't reset when a moving enemy entered the game
2001 ; * longer delay when level is completed (NextLevel screen came too soon)
2003 ; 0.9.94 -- 04.IX .99 -- size 2693
2005 ; # pickups no longer fire bullets like normal enemies
2006 ; + <halt>s added so the game runs slower and looks better
2007 ; + TORPEDOES!!! Bullets that fire downwards! Just like in Nemesis
2008 ; * a pickup selects the next icon on bottom bar instead of increasing hp
2009 ; + an icon can be taken by pressing F2. second icon selects torpedoes
2010 ; + first icon increases armor, icon 3 and 4 are unused for now
2011 ; * selecting an unused icon (3+4) resets pickups like icon 1 and 2
2012 ; * when you're destroyed, you loose one life instead of going game over
2013 ; you also loose all upgrades and pickups, but remain in the same level
2014 ; * random is more randomized, no more "tricks" to fool the randomizer
2015 ; # after game over the game is terminated instead of continuing+crashing
2016 ; - no more armor to start with. you'll have to collect them on your own
2017 ; * of course optimizations and a few tiny bug fixes (not important)
2018 ; * increased the size of the enemy bullets so they're better to see
2020 ; 0.91.95 -- 05.IX .99 -- size 2797
2022 ; + LASERS!!!!! four pickups and you fire laserbeams instead of bullets
2023 ; * multiple enemies can be hit at once, very usefull when firing lasers
2024 ; + MULTIPLE!! like the (shadow-)multiple from MSX-Nemesis. for 5 pickups
2025 ; you get an multiple following you, firing bullets and lasers like you
2026 ; * most data (enemy positions) stored at TEXT_MEM and DELC_LEN positions
2027 ; instead of in program, saving A LOT of bytes in program-size
2028 ; - at release of 0.91 bullets didn't work, laser is used instead
2030 ; 0.92.98 -- 08.IX .99 -- size 2831
2032 ; + all bullets and enemies are removed at the start of a level
2033 ; # you can fire bullets again (no more laser at startup)
2034 ; * game delay is increased (one halt more) so it runs slower
2035 ; * pickups aren't given at random, but appear every x enemies destroyed
2036 ; # solved a minor bug in invulnerability flashing display
2037 ; * clearScreen procedure improved (faster and smaller)
2038 ; # fifth icon couldn't be selected (so no multiples selectable). fixed
2039 ; * laserbeam lasts 5 turns (laser wasnt good enough compared to bullets)
2042 ; + added - removed * changed # bug fixed