11 Title: .db "Nemesis v0.6.820 by Shiar",0
14 just_fired = $c0f9 ;byte
17 ;---------------------- init --------------------------------------------------
22 ;---------------------- main menu ---------------------------------------------
25 ld hl,logo_nemesis ;from...
26 ld de,$FC00+16 ;...to one line from top
29 ld bc,16 ;set screen width
30 ldir ;display one line
31 dec a ;decrease line-counter
32 jr nz,LogoLoop ;repeat when counter is not yet zero
35 ld hl,$1608 ;just below logo
37 ld hl,txt_about ;display "by Shiar (ICQ#43840958)"
40 ld hl,$0705 ;located one row above bottom
41 ld (_curRow),hl ;go there
42 ld hl,txt_1player ;display "ONE PLAYER"
44 ld hl,$0706 ;below oneplayer text
46 ld hl,txt_2players ;display "TWO PLAYERS"
49 call _getkey ;wait for keypress
50 call New_level ;prepare level
52 ;------------------------------------------------------------------------------
53 ;---------------------- game loop ---------------------------------------------
54 ;------------------------------------------------------------------------------
57 ld hl,timer ;update time
62 ld hl,GRAPH_MEM ;screen location (top left)
63 ld b,$E0 ;loop 0E0h = 224 times = 256-32 for score-bar)
65 ld (hl),a ;clear four times (total = 224*4 = 896 bytes)
73 djnz clearloop ;repeat 224x
76 ld a,%00111111 ;<exit> pressed?
81 jr z,quit ;yes: quit game
84 call Level_event ;insert enemies
85 call Handle_Ship ;move you
86 call Fire_bullet ;check for fire
87 call Handle_enemies ;move enemies
88 call Handle_bullets ;move your bullets
89 call Enemy_bullets ;move enemy bullets
90 call Enemies_hit ;check for collision with enemies
92 call Display_Screen ;display all
94 jr game_main_loop ;loop
98 ;---------------------- display -----------------------------------------------
101 ld hl,GRAPH_MEM ;from storage (top left)
102 ld de,$fc00 ;to screen (top left)
103 ld a,56 ;display height = 64 bytes (minus 8 for bar)
105 ld bc,16 ;display width = 16 bytes (16*8bits=256pixels)
108 jr nz,displayloop ;loop 64x
110 ld hl,$3a6b ;Display Score
117 ;------------------------- handle ship ----------------------------------------
122 jr z,ok ;0 = normal stat
124 inc a ;next (explosion)frame
125 ld (your_occ),a ;save
127 cp 34 ;last explosion frame?
128 jr c,exploding_you ;not yet: display explosion
129 cp 40 ;delay finished?
130 jp z,game_over ;yes = game over
131 ret ;don't display anything
145 cp 50 ;56-6 = bottom of screen
153 sub 1 ;<dec 1> doesn't affect c-flag
154 jr c,no_left ;-1 = left side
161 cp 122 ;128-6 = right side
170 sub 1 ;<dec a> doesn't affect carry-flag
171 jr c,no_up ;-1 = top of screen
173 no_up: ld ix,spr_ship01
180 srl a ;half the framerate
181 dec a ;first frame is 1>inc>srl>dec = 0
199 ld a,1 ;set to explode (1st frame)
203 ;------------------------- fire bullet ----------------------------------------
210 ret nz ;return if not normal stat
214 jr z,fire ;fire pressed?
219 or a ;can't fire when 1
221 ld (hl),1 ;just fired
229 jr z,found_ybullet ;0 = no bullet here
231 djnz find_ybullet ;look next bullet
235 ld (hl),1 ;use bullet
246 ;------------------------ handle bullets --------------------------------------
250 ld (hl),0 ;dump this bullet!
274 cp 121 ;off screen? (x=127-5-1)
279 ld (hl),a ;save new pos.
285 call drw_spr ;display bullet
290 hit_enemies: ;Hits with normal enemies
295 jr z,nohit ;no hit when enemy_occ <> 2/3
317 ld (hl),a ;remove bullet
325 and %11111100 ;occ/4 = HP left ;<srl a\srl a
326 jr nz,hpleft ;not zero -> jump
327 ld (hl),%01 ;set to explode
329 ld b,(hl) ;save enemy type
330 ld (hl),a ;explosionFrame 0
337 sub %00000100 ;decrease HP by one
347 djnz hit_enemies ;check next enemy
350 ;--------------------------- level events -------------------------------------
353 ld hl,nextevent ;time to next event <ld a,(nextevent)
354 dec (hl) ;decrease counter <dec a
355 ld a,(hl) ;look at counter <ld (nextevent),a
356 or a ;has it reached zero?
357 ret nz ;nope: get outta here!
359 ld a,(eventtime) ;enemy frequency (lvl)
360 ld (nextevent),a ;set time to next event
362 dec (hl) ;update enemy-counter
364 ld a,(hl) ;look at counter
365 or a ;has it reached 0?
366 jp z,Next_level ;yes: level finished
367 dec a ;has it reached 1?
368 jr nz,do_event ;nope: wait for enemies to leave
369 inc hl ;nextevent located behind eventleft
370 ld (hl),109 ;set delay
371 ret ;don't place any more enemies
381 or a ;0 = no enemy present
384 ld a,(eventenemy) ;enemy type to place (lvl)
385 ld hl,enemy01 ;enemy 1 specs
387 ld b,0 ;bc = enemy nr.
389 add hl,bc ;hl = enemy specs
390 ld a,(hl) ;load hitpoints+occ of this enemy class
395 ld a,(hl) ;load movement+type of this enemy class
396 ld (de),a ;enemy type
399 ld a,122 ;appear at right edge of screen (128-6)
400 ld (de),a ;= x-position
402 ld a,51 ;random number <51
404 ld (de),a ;= y-position
407 ;--------------------------- enemy fires --------------------------------------
409 Enemy_fires: ;de = x,y
419 jr z,found_ebullet ;0 = not used
423 djnz find_ebullet ;look next bullet
427 ld (hl),1 ;use bullet
434 ;----------------------------- enemy bullets ----------------------------------
458 jp m,remove_ebullet ;off screen?
459 jr z,remove_ebullet ;"
465 ld ix,spr_bullet11 ;display enemy bullet
470 jr nz,next_bullet ;0 = you're normal
490 call damage_you ;HIT!!
493 ld (hl),0 ;bullet > unused
496 ;--------------------------- handle enemies -----------------------------------
500 ld b,nrenemies ;handle all enemies
508 jr z,next_enemy ;occ "no enemy" 0
510 jr z,exploding_enemy ;occ "exploding" 1
513 jr z,normal_enemy ;occ "normal" 2
515 moving_enemy: ;occ "moving" 3
522 ld e,(hl) ;e = enemy type
524 ld hl,sprites ;hl = @sprites offset-table
525 add hl,de ;points to offset of current enemy offset
526 ld e,(hl) ;de = @enemy offset
528 ld ix,spr_enemy01 ;first enemy sprite
529 add ix,de ;add offset for current enemy
535 jp m,remove_enemy ;off screen
541 ld a,b ;%xxx00001=moving -0=normal
543 jr z,ymove_done ;skip y-move
546 ; ld b,a ;b = %0xxx0000 (move stat)
548 and %00010000 ;switches 0<>1 every 16 turns
549 ; add a,b ;a = new move stat
551 ; ld b,a ;b = %xxx00000 (new move stat*2)
555 ; and %00011111 ;reset move-type
556 ; add a,b ;set new move-type
558 ; inc hl \ inc hl ;@y
562 moveup: dec (hl) ;decrease y-pos
565 inc (hl) ;increase y-pos
569 ld (hl),d ;store new x
571 push de ;save registers
572 call drw_spr ;display sprite @ix
573 pop de ;restore (destroyed by drw_spr)
575 ld a,$ff ;fire frequency
576 call Random ;random value < a
578 call z,Enemy_fires ;fires bullet
579 jr next_enemy ;finished
583 ld (hl),$0000 ;bye bye enemy
597 call explosion_stuff ;display explosion
602 jr z,remove_enemy ;remove when at last frame
604 ld (hl),a ;next frame
607 ;--------------------------- check collision ----------------------------------
611 or a ;0 = you're normal
614 ld de,(x) ;e = X, d = Y
616 ld b,nrenemies ;check all 20 enemies
621 jr z,check_next ;2 or 3 = ok
625 ld a,(hl) ;check x match
633 ld a,(hl) ;check y match
643 ld (hl),a ;explosionFrame 0
646 ld (hl),a ;set to explode
647 call damage_you ;auch!
658 ;--------------------------- game over ----------------------------------------
661 call _clrLCD ;clear screen
663 ld (_curRow),hl ;center
665 call _puts ;display "GAME OVER"
670 call _getkey ;wait for keypress
672 ;--------------------------- new game -----------------------------------------
676 ld hl,x ;begin position x=...
677 ld (hl),a ;...=a=0=left
679 ld (hl),24 ;...=24=middle
680 ld (level),a ;reset level nr
681 ld (score),a ;reset score
682 ld hl,level01-3 ;set level pointer to level#1
683 ld (levelp),hl ;reset level pointer
685 ;--------------------------- next level ---------------------------------------
689 inc (hl) ;increase level nr.
691 ld (nextevent),a ;time to first enemy appearance
693 ld hl,(levelp) ;level pointer
696 inc hl ;update to point to next level
699 ld a,(hl) ;load new level-enemy type
700 ld (eventenemy),a ;set level-enemy
702 ld a,(hl) ;load new appearance-time
703 ld (eventtime),a ;set
705 ld a,(hl) ;load nr of enemies in this level
706 ld (eventleft),a ;set nr of events left
709 ld (timer),a ;reset time
711 ;--------------------------- setup game ---------------------------------------
714 call _clrLCD ;clear screen
716 ld hl,$fc00 ;screen location (top left)
717 ld b,0 ;b = 0 (loop 0-1 = 0FFh = 256 times)
720 ld (hl),a ;clear four times (total = 256*4 = 1024 bytes)
730 djnz clearloop2 ;repeat 256x
733 ld (_curRow),hl ;center
735 call _puts ;display "LEVEL "
746 call _putc ;display second digit
748 call _putmap ;display first digit
751 ld (_curRow),hl ;display lives left below level nr
752 ld hl,txt_lives ;bar text: "Lx0"...
753 ld a,(lives) ;lives left
754 add a,'0' ;make value
755 ld (txt_lives+3),a ;add to text
756 call _puts ;display the string
761 call _getkey ;wait for keypress
763 ld ix,spr_icon00 ;display icons
764 ld de,$1802 ;bottom left
766 ld ix,spr_icon00 ;display icons
767 ld de,$2002 ;bottom left
769 ld ix,spr_icon00 ;display icons
770 ld de,$2802 ;bottom left
772 ld ix,spr_icon00 ;display icons
773 ld de,$3002 ;bottom left
775 ld ix,spr_icon00 ;display icons
776 ld de,$3802 ;bottom left
779 ld hl,GRAPH_MEM ;from storage (top left)
780 ld de,$fc00+(56*16) ;to screen (top left)
781 ld a,8 ;display height = 64 bytes (minus 8 for bar)
783 ld bc,16 ;display width = 16 bytes (16*8bits=256pixels)
786 jr nz,displayloop3 ;loop 8x
788 ld hl,$3a00 ;display Lives
789 ld (_penCol),hl ;bottom left
796 ld a,(lives) ;nr of lives in a
797 add a,'0' ;make digit
800 call _vputs ;display on screen
802 ld hl,$fc00+(16*57) ;56 rows down = eight rows from bottom
803 ld b,15 ;draw 16x (screen width)
805 ld a,%11111111 ;horizontal line mask
806 ld (hl),a ;draw one piece of the divider-line
807 inc hl ;move right (8 pixels = 1 byte)
808 djnz drawline ;repeat (16bytes * 8pixels =128= screen width)
811 ;--------------------------- exit ---------------------------------------------
816 ;--------------------------- putsprite ----------------------------------------
817 ;--------------------------- de =(X,Y) ----------------------------------------
820 .db 128,64,32,16,%1000,%0100,%0010,%0001
823 and %00000111 ;a = X mod 8 = bit nr. to mask
824 ld hl,offsets_table ;pixel mask table
827 add hl,bc ;add to table
828 ld a,(hl) ;a = pixel mask
829 ld (_smc1+1),a ;alter pixel mask
832 ld hl,GRAPH_MEM ;save-location
839 add a,a ;y*16 (width of screen)
843 srl d ;d/8 (8 bits in byte) ** c is set when overflow
844 add a,d ;a = (Y*16+X/8) mod 256
845 jr nc,_n1 ;jump if no carry = no overflow = a<=255
846 inc b ;a>255 so increase bc by 256
847 _n1: ld c,a ;c = (Y*16+X/8) mod 256
848 add hl,bc ;bc = Y*16+X/8
849 ;optimize tip: reverse hl <-> bc (??)
853 _oloop: push bc ;Save # of rows
854 push hl ;Save screen address
856 ld c,(ix+2) ;Load one line of image
858 _smc1: ld a,1 ;Load pixel mask
859 _iloop: sla c ;Test leftmost pixel
860 jr nc,_noplot ;See if a plot is needed
861 ld e,a ;OR pixel with screen
866 jr nc,_notedge ;Test if edge of byte reached
867 inc hl ;Go to next byte
870 pop hl ;Restore address
871 ld bc,16 ;Go to next line
877 ;---------------------- random ------------------------------------------------
879 Random: ; Creates a random number 0 <= x < A
898 ;---------------------- display 5digit number ---------------------------------
902 ld de,savestr+4 ;savenr saves number string
904 ldhld: call UNPACK_HL ;one digit of hl
905 add a,'0' ;make number
906 ld (de),a ;save into savenr
907 dec de ;point to next digit
908 djnz ldhld ;repeat for all digits
918 ;------------------------------------------------------------------------------
919 ;------------------------------- sprites --------------------------------------
920 ;------------------------------------------------------------------------------
925 .db %11111000 ; █████
926 .db %00111110 ; █████
927 .db %11111001 ; █████ █
928 .db %11111001 ; █████ █
929 .db %11111001 ; █████ █
930 .db %00111110 ; █████
931 .db %11111000 ; █████
935 .db 7,7 ;ship alpha class
938 .db %11111100 ; ██████
939 .db %11110010 ; ████ █
940 .db %11111100 ; ██████
944 .db 7,7 ;ship beta class
947 .db %01111100 ; █████
948 .db %01110010 ; ███ █
949 .db %01111100 ; █████
954 .db 5,3 ;your bullets
955 .db %00110000 ; ░▒▓█▒
956 .db %11111000 ; ░▒▓████▒
957 .db %00110000 ; ░▒▓█▒
959 .db 5,3 ;your bullets
960 .db %11110000 ; ░▒▓███▒
961 .db %11111000 ; ░▒▓████▒
962 .db %11110000 ; ░▒▓███▒
965 .db 3,3 ;enemy bullets
967 .db %11100000 ; ▒██▓▒░
970 ;---------------------------------------- explosion -------------------------------------------
976 .db %00111110 ; █████
977 .db %01010110 ; █ █ ██
983 .db %01001110 ; █ ▒███
984 .db %10111110 ; █ █████
985 .db %01001111 ; █ ▒████
990 .db %10110011 ; █ ██ ██
991 .db %01001110 ; █ ███
992 .db %10110101 ; █ ██▒█▒█
993 .db %01000101 ; █ ▒█▒█
994 .db %00111110 ; █████
995 .db %11011010 ; ██ ██ █
998 .db %00101010 ; ▒ █▒█ █▒
999 .db %01000110 ; █ ▒██
1000 .db %10110101 ; █ ██ █ █
1001 .db %01100110 ; ██ ██▒
1002 .db %00111100 ; ████▒
1003 .db %01011001 ; ▒█ ██ ▒█
1006 .db %01000001 ; █▒ ▒ ▒█
1007 .db %00100101 ; ▒█ █▒█
1008 .db %00010100 ; ▒ ▒█ █ ▒
1009 .db %01000100 ; █▒ █
1010 .db %00010010 ; ▒█▒▒█
1011 .db %10011010 ; █▒ ██ █▒
1014 .db %01000100 ; █ █ ▒
1015 .db %00100000 ; ▒█ ▒ ▒
1016 .db %00000001 ; ▒ ▒ █
1018 .db %00100010 ; █▒ █
1019 .db %01001000 ; ▒█ ▒█ ▒
1022 .db %00001000 ; ▒ █▒
1023 .db %11000010 ; ██ ▒ █
1025 .db %00100000 ; ▒█ ▒
1026 .db %00000001 ; ▒ ▒█
1027 .db %00110000 ; ▒██▒
1031 .db %00000000 ; ▒▒ ▒
1035 .db %00100100 ; █▒ █
1037 ;--------------------------------------- bar -----------------------------------
1041 .db %10101010 ; █ █ █ █
1042 .db %11010101 ; ██ █ █ █
1043 .db %10101010 ; █ █ █ █
1044 .db %11010101 ; ██ █ █ █
1045 .db %10101010 ; █ █ █ █
1046 .db %11010101 ; ██ █ █ █
1047 .db %10101010 ; █ █ █ █
1050 .db %10000000 ; █.......
1067 ;---------------------------- texts -------------------------------------------
1069 txt_about: .db "v0.6.820 ","by Shiar "
1070 .db "(ICQ#43840958)",0
1071 txt_1player: .db "1 PLAYER",0
1072 txt_2players: .db "2 PLAYERS",0
1073 txt_level: .db "LEVEL ",0
1074 txt_gameover: .db "GAME OVER!",0
1075 txt_lives: .db "Lx0?",0
1077 ;---------------------------- save data ---------------------------------------
1081 timer .db $00 ;frame counter
1082 level .db $00 ;level number
1083 levelp .dw level01 ;pointer to level data
1085 eventenemy .db $02 ;enemy type
1086 eventtime .db $15 ;enemy frequency
1087 eventleft .db $00 ;nr. of enemies still to come
1088 nextevent .db $50 ;time to next event
1092 your_occ .db $00 ;0=normal 1..16=exploding
1093 lives .dw $0003 ;unused
1095 y .db $46 ;think about it..
1096 hp .db $00 ;hitpoints left
1098 ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
1099 ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
1102 enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
1103 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
1104 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
1105 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
1107 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
1108 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
1109 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
1110 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
1112 ; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
1113 ; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y)
1115 ;---------------------------- enemy data --------------------------------------
1119 .db spr_enemy02-spr_enemy01
1120 .db spr_enemy03-spr_enemy01
1121 .db spr_enemy04-spr_enemy01
1124 .db 6,6 ;enemy type one
1125 .db %00111100 ; ████
1127 .db %11110000 ; ████
1128 .db %11110000 ; ████
1130 .db %00111100 ; ████
1132 .db 8,7 ;enemy type two
1133 .db %00111111 ; █████
1134 .db %01111000 ; ████
1135 .db %11111100 ; ██████
1136 .db %11111110 ; ███████
1137 .db %11111100 ; ██████
1138 .db %01111000 ; ████
1139 .db %00111111 ; █████
1141 .db 6,6 ;enemy type three
1142 .db %01111100 ; █████
1143 .db %11110000 ; ████
1144 .db %11111000 ; █████
1145 .db %11111000 ; █████
1146 .db %11110000 ; ████
1147 .db %01111100 ; █████
1149 .db 6,6 ;enemy type four
1151 .db %01111100 ; █████
1152 .db %11111000 ; █████
1153 .db %11111000 ; █████
1154 .db %01111100 ; █████
1157 .db 7,6 ;enemy type four
1158 .db %00011110 ; ████
1159 .db %01111110 ; ██████
1160 .db %11111100 ; ██████
1161 .db %11111100 ; ██████
1162 .db %01111110 ; ██████
1163 .db %00011110 ; ████
1165 enemy01: ;HP:1 move:- fire:-
1166 .db %00000010,%00000000 ;first two enemy bytes
1167 enemy02: ;HP:1 move:1 fire:1.5%
1168 .db %00000010,%00000001
1169 enemy03: ;HP:2 move:- fire:3%
1170 .db %00000110,%00000010
1171 enemy04: ;HP:5 move:- fire:6%
1172 .db %00010010,%00000011
1173 enemy05: ;HP:10 move:- fire:25%
1174 .db %00100111,%00000100
1176 ;----------------------------- level info -------------------------------------
1179 .db $00,$15,$30 ;enemy nr ; enemy frequency ; next lvl
1189 ;----------------------------- logo -------------------------------------------
1192 .db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000
1193 .db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000
1194 .db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000
1195 .db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000
1196 .db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000
1197 .db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000
1198 .db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000
1199 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
1200 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
1201 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
1202 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
1203 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
1204 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
1205 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
1206 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
1207 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001
1208 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011
1209 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101
1210 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001
1212 ;----------------------------- end --------------------------------------------
1217 ;----------------------------- NEMESIS'86 by Shiar ----------------------------
1219 ;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS
1220 ;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.6.820
1221 ;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · 20.IIX.99
1222 ;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only
1223 ;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2077 bytes on calc
1225 ;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR
1226 ;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958
1227 ;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar@wishmail.net
1228 ;Homepage · · · · · · · · · · · · · · · · · · coming soon (www.wish.net/~shiar)
1230 ;Beta: yes · · still to come: lives, armor, powerups, more levels, enemies...
1231 ;Sound: no · · · · · · · · · · · · don't know if i'll make sounds... we'll see
1232 ;Fun: yes · · · · · although not yet finished, the game is playable: 5 levels
1233 ;Bugs: yes crashes after death; press <EXIT> at GameOver-screen. Send me more
1234 ;Source: no · · · · · · · · not yet, will be released when Nemesis is finished
1236 ;----------------------------- version history --------------------------------
1238 ;0.01.717 -- 17.VII.99 -- size 984
1240 ; + movement of ship over whole screen
1241 ; + enemies moving from right to left, appearing right at specified times
1243 ; 0.1.718 -- 18.VII.99 -- size 907
1245 ; # no crash when level restarts for the third time
1246 ; * exit-procedure updated, unnecessary stuff/keychecks removed
1247 ; * alot of unused code removed
1248 ; + different types of enemies (just look different)
1249 ; + collision detection!! enemy ships disappear when you hit them
1251 ; 0.2.718 -- 18.VII.99 -- size 1153
1253 ; + ability to fire bullets (F1). Enemies disappear on impact
1254 ; * enemies explode instead of disappearing
1256 ; 0.3.719 -- 19.VII.99 -- size 1401
1258 ; * bullets appear correctly (not INSIDE your ship)
1259 ; + some enemies can take multiple hits (differs per class)
1260 ; + all enemies fire bullets at random
1261 ; + if you're hit by bullet/enemy, you'll lose one hitpoint
1263 ; 0.4.720 -- 20.VII.99 -- size 1481
1265 ; # collision detection fixed and optimized (much faster now!)
1266 ; + shell-icon added (YAS type)
1267 ; * code optimizations, some data "compression"
1268 ; * explosion looks better, and some vars removed/smaller
1269 ; # enemies are removed when at left side (instead of becoming invisible)
1270 ; + displays level number before each level begins
1272 ; 0.5.725 -- 25.VII.99 -- size 1778
1274 ; * waits a sec at level display (in case of accidental keypress)
1275 ; * moving enemies (move up&down)
1276 ; # bullets removed correctly so they can be used again later
1277 ; * first level made
1278 ; # enemy weaponfire is fired from correct positions
1279 ; + your ship explodes on impact with ships/bullets
1280 ; * game over screen will be displayed just *after* your ship's gone
1281 ; + frame counter onscreen
1283 ; 0.6.820 -- 20.IIX.99 -- size 2152 (2077 on calc)
1285 ; * play field increased to full screen instead of 3/4
1286 ; + bottom eight lines used for score (etc) display
1287 ; - no more solid levels, enemies are placed at random
1288 ; + enemies appear every x turns (depends on level)
1289 ; # fixed bullets so they don't disappear at 3/4 of the screen
1290 ; * A LOT of optimizations both in speed and size!!
1291 ; + enemy type, frequency, and number specified per level
1292 ; + bottom score bar displays score, lives and icons (to be used later)
1293 ; * smarter enemy handling (so enemies have different sizes)
1294 ; + bottom bar divided from playing field by a horizontal line
1295 ; + five levels (and five enemies) made
1296 ; # game vars reset at start and game over
1297 ; + NEMESIS LOGO displayed at startup!! (also, program grew 350bytes ):
1298 ; + version/credits string displayed below logo: v0.6.820 by shiar (ICQ#)
1300 ; + added - removed * changed # bug fixed