1 ;----------------------------------------------------------------------------
2 ;---------------------- NEMESIS ---------------------------------------------
3 ;----------------------------------------------------------------------------
7 ; Release Date : 25.VI.00
8 ; Filename : nemesis.86p (6kb)
10 ; Email Address : shiar0@hotmail.com
12 ; Web Page : www.shiar.org
13 ; Description : cool arcade-shoot-em-up-game
14 ; Where to get this game : www.shiar.org | www.ticalc.org
15 ; Other games by author : Worm
17 ; ABOUT: This source should only be used for learning practises, do not
18 ; alter it, and certainly do not distribute an altered version!!
19 ; NOTE: &&& marks uncertainties or things to optimize
21 ;---------------------- nemesis.z80 start -----------------------------------
24 #include "ti86asm.inc" ;standard ti86 romcalls
25 #include "ti86abs.inc" ;used to save hiscores and so
29 #define cal call ;just to make it harder for you to understand
30 #define psh push ; ^:D
31 #define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero
33 ;GRAPH_MEM = $C9FA ;display buffer
34 TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0
35 _clrWindow = $4a86 ;a new procedure from AsmStudio86 inc. files
41 storepos = _asm_exec_ram+6000 ;120 OF 165
42 storepos2 = _asm_exec_ram+6200 ;141 OF 167
44 ;---------------------- in-game vars ----------------------------------------
46 just_fired = storepos ; +0 ;counts how long a blast lasts
47 menuitem = storepos ; +0 ;used to store menu location
48 hiscorepos = storepos ; +0 ;entering hiscore name
50 x = storepos+1 ; +1 ;your ship's position
51 y = x+1 ; +2 ;your y-pos
52 firex = y+1 ; +3 ;(1 byte)
53 firey = firex+1 ; +4 ;(1 byte)
55 eventleft = storepos+5 ; +5 ;nr. of enemies still to come
56 nextevent = eventleft+1 ; +6 ;time to next event
57 level_enemy = nextevent+1 ; +7 ;enemy type
58 level_info = level_enemy+1 ; +8 ;info (see below)
59 level_move = level_info+1 ; +9 ;=
60 time2invert = level_move+1 ;+10 ;time until b<>w switch
62 spacespace = storepos+19 ;+19
63 groundinfo = spacespace+1 ;+20
64 groundpos = groundinfo+1 ;+21 $10
65 ceilingpos = groundpos+16 ;+37 $10
67 stars1 = ceilingpos+16 ;+53
68 stars2 = stars1+1 ;+54
70 starx1 = storepos+55 ;+55
72 starx2 = starx1+(nrstars1*2) ;+69
74 mx = starx2+(nrstars2*2) ;+83 ;position of multiple#1
75 my = mx+1 ;+84 ;multiple y-pos
78 your_locpos = m2y+1 ;+87 ;position in your_prevpos tabl
79 your_prevpos = your_locpos+1 ;+88 ;save previous positions (32d)
81 ;^-----------------------------------<1 ;-120=$78
83 enemies = storepos2 ; +0 ;info about each enemy
84 enemysize = 8 ;infobytes per enemy
85 nrenemies = 16 ;max. nr of enemies
87 ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y)
89 ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y)
91 lvlenemies = ebullets+(nrebuls*3)
93 ;^-----------------------------------<2 ;-141=$8D
95 ; [0000:damage 0:diagfire 0:ground 0:ceiling 0:-]
97 ; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)]
98 ; [ship type or explosion frame] [x] [y] [movecounter] [firecounter] [firefreq]
100 ;---------------------- introduction ----------------------------------------
102 nop ;hello yas/ase/rascall/whathever
103 jp init ;here's the program, but first: a description
104 .dw $0001 ;description type 2 (description + YASicon)
105 .dw Title ;pointer to description (all shells)
106 .dw Icon ;pointer to YAS icon
108 Title: .db "Nemesis v0.97 by SHIAR",0
110 Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes
113 .db %00111110 ; █████
114 .db %01111001 ; ████ █
115 .db %00111110 ; █████
117 .db %11100000 ; ███ ;recommend 80x50 screen mode
118 .DB 0 ;clear stupid YAS-line
120 ;---------------------- init ------------------------------------------------
132 init: cal BUSY_OFF ;turns the run-indicator off, obviously
133 cal _clrScrn ;clean the screen
135 res 2,(iy+13) ;don't scroll the screen
136 cal _flushallmenus ;remove TI menus
138 FixKeys: ;fixes some key problems like left+down bug
152 ld bc,int_end-int_handler
158 ;---------------------- main menu -------------------------------------------
161 xor a ;white bitmask (a=0)
162 ld hl,logo_nemesis ;from...
163 ld de,VIDEO_MEM+16 ;...to one line from top
164 ld b,e ;ld b,16: one line
166 ld (de),a ;clear/n byte
168 dnz AboveLogo ;repeat for the first line
169 ld bc,16*19 ;logo size
170 ldir ;display one line of logo
172 ld hl,16*$33+VIDEO_MEM ;$33 rows down
173 ld b,16*7 ;draw black 7 lines
174 ld a,%11111111 ;horizontal line mask
176 ld (hl),a ;draw one piece of the divider-line
177 inc hl ;move right (8 pixels = 1 byte)
178 dnz underline ;repeat
180 ld hl,_txt_email ;at the very bottom of tha screen
182 ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!!
183 cal _vputs ;VERY important, so display in small font ?:}
185 set 3,(iy+5) ;set white on black
186 ld de,_txt_about ;near the bottom of the screen
187 ld (_penCol),de ;hl=txt_email++=txt_about
188 cal _vputs ;display version + me
189 res 3,(iy+5) ;return to default black on white
226 cal GET_KEY ;wait for keypress
240 cal nz,New_game ;NEW GAME
241 jp samelevel ;CONTINUE: game_main_loop
254 do_invert: ;invert screen (b<>w); destr:b
259 xor (hl) ;$2F (cpl) <-> $B7 (or a)
265 ;----------------------------------------------------------------------------
266 ;---------------------- game loop -------------------------------------------
267 ;----------------------------------------------------------------------------
269 game_main_loop: ;REPEATS FROM HERE EVERY FRAME
270 ld hl,timer ;update time
271 inc (hl) ;increase by 1
274 ld hl,1 ;once every 32 frames, increase score by 1
275 cal z,scoreInc ;do it
278 ld hl,GRAPH_MEM ;move from (hl) = top left
279 ld (hl),$00 ;first pixel will be copied all over the screen
280 ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen
281 ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar)
284 ld a,0 ;current frame/turn 0-255
286 and %11 ;a=0 once every 4 turns
287 jr z,movestarsdone ;don't move stars once every 4 frames
288 cal movestars1 ;move the stars on the FRONT layer
289 cal movestars2 ;move the distant stars
291 ld a,(stars1) ;star positions (the missing byte...)
292 ld b,nrstars1 ;how many stars? now we know.
293 ld hl,starx1 ;points to the position of the stars
294 cal DisplayStars ;display front layer stars
295 ld a,(stars2) ;weren't you paying attention five lines ago?
296 ld b,nrstars2 ;that many?! whow!
297 ld hl,starx2 ;and there they are
298 cal DisplayStars ;use the same procedure to display back layer
300 ld a,(level_info) ;level info
301 and %00000110 ;isolate ground&ceiling
302 jr z,game_stuff ;both non-present
303 and %00000010 ;bit representing the presence of any ceiling
304 cal nz,Handle_ceiling ;scroll the ceiling (if any) +check4collision
305 cal Handle_ground ;scroll the ground and check if we're dead
308 cal Handle_Ship ;move you
309 ld a,(your_occ) ;are you 100% OK?
311 jr nz,_gamestuff1 ;then don't check for movements/fires/...
314 ld a,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
315 out (1),a ;ask for them
316 nop \ nop ;delay 8 clocks
320 bit 6,a ;test bit 6 = exit-key = EXIT
321 jp z,game_over ;<exit> pressed, so be it
322 check_morekey: ;another unused label... poor compiler
323 bit 7,a ;test bit 7 = more-key = PAUSE
324 cal z,Pause ;yes, go to pause
327 bit 5,a ;test bit 5 = 2nd-key = FIRE
328 ld hl,check_selkey ;where to continue after executing Fire_bullet
329 psh hl ;push hl on stack (instead of cal Fire_bullet)
330 jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..)
331 pop hl ;no cal to Fire_bullet made, so pop stack
333 ld (just_fired),a ;reset just_fired
336 ld a,%01011111 ;look at first column of keys (ALPHA to STO)
338 nop \ nop ;what's taking you so long
339 in a,(1) ;at last... our precious keyzzz...
341 bit 6,a ;'bout the GRAPH key...
342 cal z,Teacher ;you didn't _press_ it, did you?!?
344 rla ;test bit7 so we know f ALPHA has been pressed
345 cal nc,select ;yeppy, select the currently selected upgrade
347 cal Enemies_hit ;check for collision with enemies
351 cal Handle_enemies ;move enemies
353 cal Handle_bullets ;move your bullets + check for hits
354 cal Enemy_bullets ;move enemy bullets
355 cal Handle_torp ;the same for your torpedo (assuming u have 1)
357 cal Level_event ;insert enemies
358 cal Display_Screen ;display all
364 jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
370 cp 97 ;max. 96 times (=96/16=6 increases)
371 ret nc ;return if already maxed
372 ld (weapincs),a ;save new incs
374 and %11110000 ;clear last 4 bits so no cf when rotating
376 rra ;rotate acting as shift (srl a) but just 1B
379 rra ;increase once just every 16 turns
380 ld b,a ;times to increase
382 add a,1 ;increase damage for one increase
384 dnz incthedamage ;a=total increase damage
385 ld b,1 ;minimal damage
387 add a,b ;a=total damage
388 ld (curweapdamage),a ;safe the current damage
392 ;--------------------------- ground -----------------------------------------
396 and %111 ;once every 8 frames
397 jr nz,Display_ground ;otherwise skip the scroll
398 ld bc,15 ;scroll all 16 bytes minus one (teh new byte)
399 ld hl,groundpos+1 ;from..
400 ld de,groundpos ;to (one byte to the left)
401 ldir ;LoaDIncreaseRepeat = scroll!
403 ld a,(groundinfo) ;what kind of ground
405 jr z,ground_tunnel ;tunnel effect
407 ld a,(groundpos) ;type 0
414 ld bc,$500 ;range=0..4
419 add a,(hl) ;add to spacesize (so +2..-2)
421 jr c,newground ;>=0 then don't change
424 add a,b ;new position
426 jr z,newground ;may not be 0 (=256)
428 jr nc,newground ;and not be <0 (>246)
434 ld (groundpos+15),a ;save new byte on the right
437 ld b,16 ;screen width
438 ld de,groundpos-1 ;height of current byte (previous actually)
440 ld hl,GRAPH_MEM+(56*16)-1 ;screen position
444 ld c,b ;push b for groundloopup
445 pop hl \ inc hl ;get screen position and go one right
446 pop de \ inc de ;get height info and set to the next byte
447 psh de \ psh hl ;save these for the next time
448 ld a,(de) ;height of current byte
451 ld de,16 ;to substract to go one line up
452 ld a,%11111111 ;bitmask black
455 ld (hl),a ;display black byte
456 sbc hl,de ;go up (sbc must be used for 16-bit sub)
457 dnz groundloopup ;and loop >groundpos< times
459 ld b,c ;pop b used by groundloopup
460 dnz groundloopright ;loop right for entire screen (16x)
461 pop hl \ pop hl ;restore stack
463 CheckGround: ;check for collision with the ground
481 ;--------------------------- ceiling ----------------------------------------
485 and %111 ;once every 8 frames
486 jr nz,Display_ceiling ;otherwise skip the scroll
487 ld bc,15 ;scroll all 15 bytes (16th is new position)
488 ld hl,ceilingpos+1 ;from..
489 ld de,ceilingpos ;to (one byte to the left)
490 ldir ;LoaDIncreaseRepeat = scroll!
492 ld a,(groundinfo) ;what kind of ceiling
494 jr z,ceiling_tunnel ;tunnel effect
499 ld d,a ;d=new ceiling
502 ld bc,$201 ;range=1..3
505 jr z,newceiling ;1:same
510 or a ;(spacespace)=0:
511 jr z,newceiling+2 ;keep same ceiling
517 cp d ;if size=1 then don't
523 ld (ceilingpos+15),a ;save the new byte
526 ld b,16 ;screen width
527 ld de,ceilingpos-1 ;height of current byte
529 ld hl,GRAPH_MEM-17 ;screen position
533 ld c,b ;push b for groundloopup
534 pop hl \ inc hl ;get screen position and go one right
535 pop de \ inc de ;get height info and set to the next byte
536 psh de \ psh hl ;save these for the next time
537 ld a,(de) ;height of current byte
540 ld de,16 ;to substract to go one line up
541 ld a,%11111111 ;bitmask black
544 ld (hl),a ;display black byte
546 dnz ceilingloopdown ;and loop >groundpos< times
548 ld b,c ;pop b used by groundloopup
549 dnz ceilingloopright ;loop right for entire screen (16x)
550 pop hl \ pop hl ;restore stack
552 CheckCeiling: ;check for collision with the ground
556 srl a ;x/8 (current ceiling-byte)
561 ld de,ceilingpos ;first ceiling-byte
562 add hl,de ;current ceiling-byte
565 cp (hl) ;compare with ceiling
566 ret nc ;carry if ceiling is above you
568 jp damage_you ;otherwise you don't wanna be in that ship
570 ;--------------------------- move stars -------------------------------------
572 DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars#
579 ret ;let's comment this: returns
608 cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1
617 ret ;for stupid people, here's another comment...
619 ;--------------------------- pause ------------------------------------------
622 ld hl,$0200 ;top left
624 ld hl,txt_pressenter ;"Enter to continue"
625 cal _puts ;display message
627 cal _getkey ;enter low-power mode and wait for key
628 cp kEnter ;keypressed = enter?
629 jr nz,pause ;no, wait some more
632 ;--------------------------- teacher ----------------------------------------
635 ld (iy+12),5 ;enable flashing cursor
637 cal _homeup ;top left
639 cal _puts ;display message
642 cal _getkey ;enter low-power mode and wait for key
643 cp kEnter ;enter pressed?
645 cp kGrMenu ;keypressed = graph?
646 jr nz,teacherloop ;no, wait some more
648 ld (iy+12),0 ;disable cursor
662 ;--------------------------- exit -------------------------------------------
664 quit: im 1 ;release keyfix procedure
665 set 2,(iy+13) ;set back screen scrolling
667 ld (_asapvar+1),a ;next Asm( run will reload the program
668 ld hl,GRAPH_MEM ;graph-screen location
671 ld bc,1024-1 ;do it 1024 times = entire screen
673 jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the
674 ;_clrScrn) AND also executes _homeup and ret
676 ;--------------------------- display ----------------------------------------
679 ld hl,GRAPH_MEM ;from buffer (top left)
680 ld de,VIDEO_MEM ;to real screen (top left)
681 ld c,56 ;display height = 64 bytes (minus 8 for bar)
683 ld b,16 ;display width = 16 bytes (16*8bits=256pixels)
685 ld a,(hl) ;copy byte from (hl)
686 _invert: ;SMC: cpl <-> or a
687 cpl ;xor $ff: invert byte (white<=>black)
689 inc hl \ inc de ;next byte
690 dnz displaytloop ;16x hl >> de
692 jr nz,displayloop ;loop 56x
696 or a ;(time2invert)=0:
697 jr z,noinvert ; do nothing
698 dec a ;otherwise decrease
699 cal z,do_invert ;if it became 0 then invert
700 ld (hl),a ;save new value
703 ld hl,$396b ;Display Score
704 ld (_penCol),hl ;bottom right of screen
707 _D_HL_DECI: ;------- display 5-digit value -------
708 ld de,savestr+4 ;savenr saves number string
710 ldhld: cal UNPACK_HL ;one digit of hl
711 add a,'0' ;make number
712 ld (de),a ;save into savenr
713 dec de ;point to next digit
714 dnz ldhld ;repeat for all digits
716 ld hl,savestr ;we (the program) saved the value righthere
717 jp _vputs ;the only thing left to do is to display it
719 savestr: ;@here the score will be stored
720 .db "00000",0 ;don't worry, it's just temporary
722 ;------------------------- handle ship --------------------------------------
729 inc a ;no! next (explosion)frame
730 ld (your_occ),a ;save
732 cp 64+1 ;last explosion frame? (1-16=1st;49-64=4th)
733 jp c,exploding_you ;not yet: display explosion
734 cp 64+16 ;delay finished?
735 jp z,You_die ;yes = game over
736 ret ;don't display anything
740 ld a,%01111110 ;get arrow keys
741 out (1),a ;it's cold outside
742 ld hl,y ;instead of nop\nop do something usefull
743 in a,(1) ;come back in
746 xor %11111111 ;inverted a = 0 if arrow-key has been pressed
747 ld a,(your_multiples)
748 jr z,no_adv ;if so, leave the multiples where they are
749 or %100 ;set move bit
751 no_adv: and %11111011 ;reset move bit
753 adv_ok: ld (your_multiples),a
755 ld a,(timer) ;framecounter
756 and %1 ;switches 0<>1 each frame
757 inc a ;a = 1 or 2 (1.5 avg)
758 ld c,a ;c = your_speed
761 rra ;rotate right (put last bit in c)
762 ld b,a ;we need a later
767 cp 50 ;56-6 = bottom of screen
772 rr b ;because we now use b, it's rr instead of rra
775 sub c ;<dec a> doesn't affect c-flag
776 jr c,no_left ;-1 = left side
783 cp 122 ;128-6 = right side
792 sub c ;<dec a> doesn't affect carry-flag
793 jr c,no_up ;-1 = top of screen
794 ld (hl),a ;save new y
796 no_up: ld e,(hl) ;e=y
797 ld ix,spr_ship01 ;normal ship sprite
799 ld hl,your_inv ;invulnerable?
800 ld a,(hl) ;load time in a
802 jr z,disp_ship ;yes so ship = normal (display \ continue)
804 ld a,(timer) ;load frame nr.
805 and %00000111 ;a=0 once every four frames
806 jr nz,not_time ;a<>0 = not time to update counter
807 dec (hl) ;decrease inv-time left
809 and %00000100 ;a switches 0<->1 every 2 frames
810 jr z,disp_ship ;show normal ship
812 ld bc,spr_ship01i-spr_ship01
813 add ix,bc ;display invulnerable ship
815 cal safeputsprite ;display your ship; save de
820 ld a,(your_multiples) ;do you have multiples
821 ld b,a ;save a for 2nd check
822 and %11 ;no? (last two bits = nr of multiples)
823 ret z ;then don't handle them either
825 ld a,b ;restore a (your_multiples)
826 and %100 ;move the multiples??? (=move bit set?)
827 jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x)
829 ld hl,your_locpos ;location to save this position
831 inc a ;a=a+1 (next position)
832 and %00001111 ;if a>15 then a=a-16
833 ld (hl),a ;save new a
838 ld hl,your_prevpos ;previous positions
839 add hl,bc ;16 turns ago
843 ld (mx),bc ;save multiple position in (mx)
844 ld (hl),d ;save current pos. for 16 turns into the future
853 ld ix,spr_multiple ;sprite of the multiple
854 jp putsprite ;display it + <ret>
859 srl a ;half the framerate
860 srl a ;half that framerate
861 srl a ;and half again that framerate
863 ld ix,spr_yexplosion ;base sprite
865 explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite
871 add ix,bc ;go to correct sprite (each spr. is 8 bytes)
876 jp putsprite ;and display it too
880 damage_you: ;damages you B points
881 ld a,(your_inv) ;shield left?
883 jr z,dothadamage ;no shield
884 srl b ;shield: half the damage
888 cp (hl) ;no already inverted?
889 cal z,do_invert ;then invert screen
891 ld (hl),a ;change back 2 frames from now
893 ld hl,your_armor ;armor left
894 ld a,(hl) ;load hp in A
895 sub b ;decrease hp by B
896 jp m,no_armor ;<0hp left so explode
897 ld (hl),a ;no, so save decreased hp
898 jp disp_armor ;and display new value
900 ld a,%01 ;occ %xxxxxx01 = explode
901 ld (your_occ),a ;too bad, you're dead meat
904 ;------------------------- place multiples ----------------------------------
907 ld (mx),de ;set last multiple-position
908 ld hl,your_prevpos ;place all previous positions
909 ld b,16 ;all 16 of them
911 ld (hl),d ;set prev-x to d
913 ld (hl),e ;set prev-y to e
915 dnz place_multiples ;repeat
918 ;------------------------- select upgrade -----------------------------------
921 ld hl,your_pickup ;select pickups
922 ld a,(hl) ;load pickups taken so far
924 ret m ;return if it's 0 (no pickups)
925 jr nz,select2 ;no, carry on
927 ld a,(your_armor) ;load current armor
928 cp 25-6 ;may not become >=25
929 jr c,select1_ ;ok then just add 6
930 ld a,25-6 ;set to maximum (6 will be added below)
932 add a,6 ;add 6 to armor
933 ld (your_armor),a ;change armor
935 ld (your_pickup),a ;reset pickups
936 jp disp_icons ;display and return
939 jr nz,select3 ;no, carry on
940 ld (hl),a ;reset pickups
942 ld (torp_occ),a ;ready torpedoes
943 jp disp_icons ;display 'n return
946 jr nz,select4 ;no, carry on
947 ld (hl),a ;reset pickups
952 jp nc,disp_icons ;weapon maxed out
953 ld (hl),a ;set new weapon
954 cal loadweapon ;load it (damage and stuff)
955 jp disp_icons ;display n return
958 jr nz,select5 ;no, carry on again
959 ld (hl),a ;reset pickups
961 ld (your_weapon),a ;ready laser
962 jp disp_icons ;display + return
965 jr nz,select6 ;no, carry on once more
966 ld (hl),a ;reset pickups
968 ld (your_multiples),a
971 jp disp_icons ;display, return
973 ld (hl),0 ;reset pickups
974 jp disp_icons ;display/return
976 ;------------------------- fire bullet --------------------------------------
980 ld a,(hl) ;just_fired
981 cp 5 ;already pressed?
982 ret z ;return when already pressed (=5)
984 inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5)
985 ld a,(your_weapon) ;if you have bullets.....
988 ld (hl),5 ;.....then can't fire next turn (go to 5 imm.)
991 ld hl,(x) ;yes: first fire from ship position (x)
992 ld a,(your_multiples) ;any multiples?
994 jr z,fireany ;then just fire somethin'
995 cal fireany ;and blast
996 ld hl,(mx) ;then, fire from multiple position (mx)
997 dec h ;one up (-2 height: keeps weapons centered)
998 ;blast again and <ret>
1000 ld (firex),hl ;set position to fire from
1003 ld a,(your_weapon) ;do you have laser?
1004 ld ix,weapondata-6-(256*3)
1009 ld b,3 ;go to current weapon (bc=a)
1013 psh bc ;save counter
1014 ld a,(ix) ;load this weapon
1015 cp %11110000 ;%11110000=laser
1016 cal z,fire_laser ;fire laser (will set a=0 when done)
1021 pop bc ;weapon counter (do 3 weapons)
1025 ;-----fire LASER-----
1028 ld b,0 ;overflow counter
1030 ld d,(hl) ;d = your x-pos
1033 ld a,(hl) ;base y-coord (firey)
1034 add a,(ix+1) ;at specified offset (most likely the middle)
1035 ld e,a ;save laser-y in e
1036 psh de ;save unmodified (x,y)
1040 rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256)
1041 add a,a ;y*16 (width of screen)
1042 rl b ;b=b*2+overflow (if y>64 then bc=bc+512)
1043 inc a ;8 pixels to right (a=even so no overflow)
1048 add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow)
1050 jr nc,_nolc ;jump if no carry = no overflow = a<=255
1051 inc b ;a>255 so increase bc by 256
1052 _nolc: ld c,a ;c = (Y*16+X/8) mod 256
1053 ld hl,GRAPH_MEM ;save-location
1054 add hl,bc ;bc = Y*16+X/8: hl=screen address
1055 ld a,15 ;128/8=16=screen width ** minus one (inc a ^^)
1056 sub d ;minus x-start (d=X/8)
1060 inc hl ;Go to next byte
1063 pop de ;de=(firex): x-pos unmodified
1065 check_laserhits: ;de = (x,y)
1066 ld b,nrenemies ;check all enemies
1067 ld hl,enemies+1 ;enemy#1+occ/hp00
1068 laserhits: ;hits with normal enemies
1071 and %00000010 ;normal/moving occ.=%1x
1072 jr z,nolashit ;no hit when enemy_occ <> 2/3
1075 or a ;enemy #0 = pickup
1076 jr z,nolashit ;yes: don't destroy
1080 jp m,nolashit ;no hit when enemy is left of you
1084 jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit
1085 jr nc,nolashit ;a-e>0 = enemy above laser = no hit
1086 add a,5 ;add enemy height&&&
1087 jp m,nolashit ;a-e>0 = hit
1089 ld a,(curweapdamage) ;damage
1090 cal enemy_hit ;hl=enemy+y
1095 add hl,bc ;go to next enemy
1097 dnz laserhits ;check all enemies
1098 xor a ;a=0 otherwise weird things might happen :P
1099 ld (weapincs),a ;reset damage
1106 ld hl,torp_occ ;torpedo...
1107 ld a,(hl) ;load torpInfo
1108 dec a ;do you have (unused) torpedoes?
1109 ret nz ;nope (a must be 1)
1110 ld (hl),2 ;yes; use torpedo
1111 ld (torp_pos),de ;save torpedo position (in de)
1114 ;-----fire BULLETs-----
1117 ld c,a ;save bulletType in c
1118 ld hl,ybullets ;check for unused bullet
1124 jr z,found_ybullet ;0 = no bullet here
1126 dnz find_ybullet ;look next bullet
1127 ret ;none found, return don't fire
1130 ld (hl),c ;use the bullet and set correct bullet-type
1132 ld (hl),1 ;set bullet damage
1134 ld a,(firex) ;your x-pos
1135 add a,5 ;place bullet in front of you
1136 inc hl ;go to bullet-x
1139 ld a,(firey) ;your y-pos
1140 add a,(ix+1) ;place bullet at the middle of your ship
1141 inc hl ;go to bullet-y
1145 ld (weapincs),a ;reset damage
1148 ;------------------------ handle bullets ------------------------------------
1156 cp (hl) ;off screen? (x>=128)
1159 add a,b ;move b to the right
1160 ld (hl),a ;save new pos.
1199 pop hl ;cal bullet_left
1201 ld (hl),0 ;dump this bullet!
1202 jr next_ybullet+1 ;+1:skip pop hl at next_ybullet
1208 psh bc ;bullet counter
1209 psh hl ;save enemy+type
1210 ld (temp1),hl ;needed for check_bullethits
1211 ld a,(hl) ;@bulletType
1216 jp z,next_ybullet ;bulletType=0 >> no bullet
1217 cal bullet_left ;move bullet left
1220 psh de ;save de =position
1223 ld a,(hl) ;bullet damage=size
1224 ld hl,bullettable ;pointer to first bullet
1228 ld e,a ;->16bit (de=a)
1229 add hl,de ;point to correct bullet offset
1230 ld a,(hl) ;load bullet offset
1231 ld e,a ;convert to 16bit (d=0)
1232 ld ix,spr_bullet01 ;first sprite
1233 add ix,de ;add offset (go to correct sprite)
1234 pop de ;saved position
1236 ld a,(ix) ;bullet x-size
1237 ld (bulletxsize),a ;used at check_bullethits
1238 ld a,(ix+1) ;bullet y-size...
1239 ld (bulletysize),a ;...too
1241 cal safeputsprite ;display bullet; DE used for check_bullethits
1243 cal check_bullethits
1246 pop hl ;restore enemy+type
1250 inc hl ;skip type,dam,x,y: next enemy+type
1252 dnz scan_bullets ;next bullet (loop)
1255 ;--------------------------- check bullethits -------------------------------
1257 check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet
1261 hit_enemies: ;Hits with normal enemies
1262 psh bc ;enemy counter
1267 jr z,nohit ;no hit when enemy_occ <> 2/3
1271 or a ;enemy #0 = pickup
1272 jr z,nohit ;yes: don't destroy
1274 cal find_sprite ;set ix to the sprite of this enemy
1278 sub d ;minus bullet x-position
1280 sub 5 ;minus bullet x-size
1284 add a,(ix) ;add enemy width
1289 sub e ;minus bullet y-position
1291 sub 3 ;substract bullet height
1293 jp p,nohit ;nope, missed it
1295 add a,(ix+1) ;add enemy height
1297 jp m,nohit ;missed after all
1299 ;---bullet hits enemy (auch-time!)---
1301 ld hl,0 ;@bulletType
1303 ld (hl),0 ;remove bullet
1305 ld a,(hl) ;set damage
1313 dnz hit_enemies ;check next enemy
1316 enemy_hit: ;*in:a=damage;hl=enemy+y
1317 add a,a ;a=damage to inflict
1318 add a,a ;first 2 bits used for occ.
1324 ld a,(hl) ;load hp00
1325 sub b ;decrease HP (if <0xx then c is set)
1326 ld (hl),a ;save (no flag-changes)
1327 dec hl ;@hp64; no change in c
1328 ld a,(hl) ;load; no c-change
1329 sbc a,0 ;if cf then decrease a
1330 ld (hl),a ;save back the new value
1331 ret nc ;if a>=0 then return, otherwise explode
1333 inc hl ;goto occ again
1334 ld (hl),%01 ;set to explode
1335 ld a,(pickuptimer) ;counts enemies destroyed
1336 dec a ;enough destroyed for a pickup?
1337 jr nz,pickupdone ;otherwise just explode
1338 ld (hl),%110 ;change it into a pickup (with 2 HP)
1339 ld a,18 ;reset enemies counter (18 hits = next)
1341 ld (pickuptimer),a ;save new enemiescounter value
1343 ld (hl),$00 ;explosionFrame 0
1345 ld hl,1 ;increase score by one
1348 ;--------------------------- handle torpedo ---------------------------------
1353 ret m ;return if occ=0/1
1355 ld hl,torp_pos ;x-position
1356 ld a,(hl) ;load in a
1358 cp 125 ;right edge reached
1359 jr nc,remove_torp ;remove if x>125
1360 ld (hl),a ;save new x
1366 cp 56 ;bottom reached
1367 jr nc,remove_torp ;remove if y>40
1368 ld (hl),a ;save new y
1372 cal safeputsprite ;display torpedo
1373 jp check_bullethits ;check for hits with enemies
1380 ;--------------------------- level events -----------------------------------
1383 ld hl,nextevent ;time to next event <ld a,(nextevent)
1384 dec (hl) ;decrease counter <dec a
1385 ld a,(hl) ;look at counter <ld (nextevent),a
1386 or a ;has it reached zero?
1387 ret nz ;nope: get outta here!
1389 ld bc,0 ;enemy frequency (lvl)
1392 ld (nextevent),a ;set time to next event
1394 dec (hl) ;update enemy-counter
1396 ld a,(hl) ;look at counter
1397 or a ;has it reached 0?
1398 jp z,Next_level ;yes: level finished
1399 dec a ;has it reached 1?
1400 jr z,standby_event ;yes: wait until no enemies present/left
1401 dec a ;has it reached 2?
1402 jr z,place_boss ;yep: place the BigBossTM!
1403 dec a ;has it reached 3?
1404 jr nz,do_event ;nope: >3 = place an enemy
1405 inc hl ;nextevent located behind eventleft
1406 ld (hl),123 ;set delay
1407 ret ;don't place any more enemies
1411 ld (nrlvlenemies),a ;just one enemy: the BOSS
1412 ld hl,(levelp) ;the leveldata (including the boss)
1413 dec hl ;points to leveldata\boss\enemynr
1415 ld (lvlenemies),a ;set new enemy (boss)
1416 dec hl ;points to level\boss\movement
1418 ld (level_move),a ;set boss movement
1423 ld hl,enemies+1-enemysize
1428 or a ;0 = no enemy present
1439 ld hl,enemies+1-enemysize
1444 cp (hl) ;(hl) = 0 ??
1445 jr nz,chk_noenemy ;jump if enemy present (non-0)
1446 ex de,hl ;de=hl=usable enemy
1448 place_enemy: ;de = enemy+1
1450 nrlvlenemies =$-1 ;=nr of enemies minus 1
1451 cal Random ;random enemy b..b+c = 0..nrenemies-1
1455 add hl,bc ;go to a random enemy
1456 ld a,(hl) ;load enemy nr of this mysterious random enemy
1457 cal findenemyspecs ;hl = enemy #a specs
1459 dec de ;goto hp64 (before occ)
1461 ldi ;set hitpoints+occ of enemy class
1462 ldi ;set enemy class (nr)
1464 ld a,128 ;appear at right edge of screen
1465 ld (de),a ;= x-position (save)
1468 ld a,(hl) ;load placeInfo
1471 jr z,random_enemy ;yes: create random value <51 in a
1473 jr z,lure_enemy ;yes: create a 100% luring enemy
1475 halflure_enemy: ;yes (of course it is): pick one (50% lure)
1476 ld a,(timer) ;look at frame-number
1477 and %00000001 ;make random if odd frame nr.
1478 jr nz,random_enemy ;1st possibility: random enemy
1479 lure_enemy: ;2nd possibility: luring enemy
1480 ld a,(y) ;place at same y-pos as YOUR ship
1483 ld bc,256*51 ;range=0..51
1485 ypos_OK: ;random value successfully created
1486 ld (de),a ;save y-position
1487 inc de ;@movecounter
1489 ld a,1 ;movecounter = 1
1491 inc de ;@firecounter
1493 ldi ;set time-to-1st-fire
1497 ;--------------------------- enemy fires ------------------------------------
1499 Enemy_fires: ;de = x,y
1509 jr z,found_ebullet ;0 = not used
1510 inc hl \ inc hl \ inc hl
1511 dnz find_ebullet ;look next bullet
1524 ld b,%1011 ;yourY-bulY = negative (=bullet below you)
1527 ld b,%1001 ;yourY-bulY = even more negative (going up)
1532 ld b,%1010 ;bullet going down
1534 jp m,bulletok ;even more going down
1541 ld (hl),a ;set bullet direction
1543 ld (hl),d ;set x-pos
1545 ld (hl),e ;set y-pos
1548 ;----------------------------- enemy bullets --------------------------------
1556 ld a,(hl) ;load bulletType in a
1557 and %1111 ;select direction-bits
1558 jr nz,enemy_bullet ;non-0: handle bullet
1560 pop hl ;do not move the <pop hl>
1562 inc hl \ inc hl \ inc hl
1567 ld b,a ;save type&%1111
1569 ld a,(hl) ;check if it has reached the left side of scrn
1571 jr nz,remove_ebullet ;yes, remove bullet
1572 dec (hl) ;move one left
1573 dec (hl) ;and another one
1577 ld a,b ;restore type
1578 cp %1100 ;is it a normal bullet? (cp = faster than bit)
1579 jr z,ebullet_common ;type %1100: normal bullet
1580 and %111 ;isolate important bits
1581 jr z,ebullet_down ;type %1000: moving down
1583 jr z,ebullet_up ;type %1001: moving up
1592 jr z,ebullet_down ;type %1010: moving down 50%
1593 ;type %1011: moving up 50%
1610 ld ix,spr_bullete1 ;display enemy bullet
1616 jr nz,next_bullet ;0 = you're normal
1636 pop hl ;points to bullettype again
1637 psh hl ;and save it again (ivm call to damage_you)
1638 ld a,(hl) ;load bullettype
1639 cal _shracc ;isolate damage-bits (%1111???? -> %00001111)
1640 ld b,a ;set damage-amount
1641 cal damage_you ;HIT!!
1643 pop hl ;hl could be destroyed by damage_you
1644 ld (hl),0 ;bullet > unused
1645 jr next_bullet+1 ;next bullet (SKIP THE <POP HL> = one byte)
1647 ;--------------------------- handle enemies ---------------------------------
1651 ld b,nrenemies ;handle all enemies
1659 jr z,next_enemy ;occ "no enemy" 0
1661 jr z,exploding_enemy ;occ "exploding" 1
1662 ld b,a ;b=2 if moving, otherwise b=1
1664 normal_enemy: ;occ "normal" 2 or "moving" 3
1666 ld c,(hl) ;c = enemy type = de
1676 jr c,remove_enemy ;=off screen
1680 ld a,b ;moving state was stored in b earlier
1682 cal nz,moving_enemy ;2 = moving enemy
1686 ld (hl),d ;store new x
1687 ld a,c ;a = enemy type
1688 or a ;type 0? (pickup)
1689 jr nz,check_enemyfire ;no, a normal enemy; let em fire
1690 ld a,(timer) ;load time
1691 and %1 ;move left once every 2 turns
1692 jr z,firing_done ;don't move now
1693 inc d ;increase x-position (don't move this turn)
1694 inc (hl) ;and save it
1695 jr firing_done ;continue
1701 dec (hl) ;decrease counter till next blast
1702 ld a,(hl) ;&&&doesn't seem efficient to me
1703 or a ;has it reached zero?
1704 jr nz,firing_done ;finished if not
1709 ld (hl),a ;reset counter for next blast
1710 psh de ;save registers for firing-use
1711 cal Enemy_fires ;fires bullet
1712 pop de ;restore (destroyed by Enemy_fires)
1714 cal putwidesprite ;display sprite @ix
1726 ld (hl),$0000 ;bye bye enemy
1727 jr next_enemy+1 ;continue AFTER pop hl (already done)
1733 jr z,remove_enemy ;remove when at last frame
1735 ld (hl),a ;next frame
1737 ld ix,spr_explosion ;base sprite
1738 cal explosion_stuff ;display explosion
1741 ;--------------------------- moving enemies ---------------------------------
1746 jr z,movetype_updown ;type 0
1748 jr z,movetype_vslow ;1
1750 jr z,movetype_fast ;2
1752 jr z,movetype_vfast ;3
1754 jr z,movetype_smart ;4
1756 jr z,movetype_lure ;5
1758 jr z,movetype_slowlure ;6
1760 jr z,movetype_stoplure ;7
1762 ; jr z,movetype_fulllure ;8
1783 jr c,movetype_slowlure
1784 inc d ;x<100: full stop
1785 jr movetype_slowlure
1804 inc hl ;hl =@ <move>
1813 or a ;reset carry flag
1814 dec hl ;reset hl to <y>
1832 pop hl ;restore stack (no ret used)
1833 jp remove_enemy ;remove this enemy (off screen)
1844 or a ;reset carry flag
1847 ld a,(hl);&&&ld a,e ;load current y-position
1850 moveup: dec a ;decrease y-pos (=move up)
1851 ret m ;don't move off the screen (y<0)
1852 dec e ;save new y-pos
1855 inc a ;increase y-pos
1856 cp 55 ;compare with bottom
1857 ret nc ;return if it has passed that line (>40)
1858 inc e ;otherwise save new position
1861 ;--------------------------- check collision --------------------------------
1864 ld hl,(x) ;e = X, d = Y
1865 ld de,$0707 ;add 7 to both d and e
1868 ld e,l ;e = X+7, d = Y+7
1871 ld b,nrenemies ;check all 20 enemies
1876 jr z,check_next ;2 or 3 = ok
1879 collide_enemy: ;&&& include in Handle_enemy proc
1883 ld a,(hl) ;check x match
1884 sub e ;enemy position minus yours minus 7
1887 add a,(ix) ;enemy width
1891 ld a,(hl) ;check y match
1892 sub d ;same as with x-check
1895 add a,(ix+1) ;enemy height
1902 ld hl,2 ;increase score by 2
1906 ld a,(hl) ;load enemy type
1908 jr nz,collide ;enemy when <>0
1911 ld hl,your_pickup ;your pickups
1916 ld a,1 ;yes: reset to pickup 1
1919 cal disp_icons ;display altered pickupicons
1922 dec hl ;to enemy occ
1923 xor a ;set to 0 = gone
1925 jr check_next ;all done, next..
1928 ld (hl),%01 ;set to explode
1930 ld (hl),0 ;explosionFrame 0
1942 ld b,collidedamage ;damage
1954 ;--------------------------- story ------------------------------------------
1974 ld hl,VIDEO_MEM ;copy text
1975 ld de,GRAPH_MEM ;to GRAPH_MEM
1976 ld bc,1024 ;entire screen
1992 cal storyPage ;do some story
1993 inc hl ;look at next hl
1994 ld a,(hl) ;load in a
1996 inc a ;set z-flag if a = $ff
1997 jr nz,dostory ;otherwise loop
1999 ld bc,3+1 ;story ends
2000 add hl,bc ;set hl to beginning of the level
2001 ld (levelp),hl ;set the level-pointer
2004 ;--------------------------- SFX --------------------------------------------
2006 DoSFX: ;in:a=beginLine;b=nrOfLines
2011 ld a,0 ;get line number
2013 inc a ;go to the next line
2014 ld (curline),a ;update
2021 add hl,hl ;*16 (a pixels down=a*16)
2023 ld b,h ;save hl for later
2026 ld de,VIDEO_MEM ;where to put sfx
2027 add hl,de ;go to ymin
2028 ex de,hl ;put into de again
2034 neg ;a=64-a (lines from bottom)
2036 ; ld c,a ;c=a=(curline)
2038 ; sub c ;lines from bottom
2040 SFXdisp: ;display this frame on screen
2041 ld bc,16 ;one line (=16 bytes, you'd know by now)
2042 ldir ;display (copy actually)
2043 ld bc,-16 ;go up one line (not on screen)
2044 add hl,bc ;so the same line will be displayed
2046 jr nz,SFXdisp ;repeat until whole screen is displayed
2057 ;--------------------------- show icon --------------------------------------
2060 ld (hl),a ;draw one piece of the divider-line
2061 inc hl ;move right (8 pixels = 1 byte)
2062 dnz drawline ;repeat (16bytes * 8pixels =128= screen width)
2066 psh bc \ psh de \ psh hl \ psh ix ;&&&
2068 ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom
2069 ld (PutWhere),hl ;place icons at bottom of normal screen
2070 ld b,16 ;draw 16x (screen width)
2071 ld a,%11111111 ;horizontal line mask
2072 cal drawline ;draw divider-line
2074 ld b,16*7 ;draw 16x (screen width) 7x (height)
2075 xor a ;blank line mask
2076 cal drawline ;clear scorebar
2080 ld a,(your_lives) ;nr of lives
2082 jr z,displivesdone ;no lives
2087 cal safeputsprite ;put li'l ship
2092 dnz displivesloop ;one ship per life
2095 ld ix,spr_icon01 ;armorIcon
2096 ld de,$1901 ;icon #1
2097 cal putwidesprite ;display icon
2098 cal disp_armor ;display bar
2104 ld ix,spr_icon02 ;torpedoIcon
2106 ld de,$2901 ;icon #2
2107 cal putwidesprite ;display
2110 ld a,(your_weapon) ;ur weapon
2113 ld hl,$3945 ;position to display bullet-type digit
2114 ld a,(your_weapon) ;digit
2115 dec a ;minus one (1=laser)
2116 ld (_penCol),hl ;set location
2117 add a,'0' ;make digit
2118 cal _vputmap ;display char
2119 ld ix,spr_icon03 ;bulletIcon
2121 ld de,$3901 ;icon #3
2122 cal putwidesprite ;display icon
2124 ld ix,spr_icon00 ;emptyIcon
2128 ld ix,spr_icon04 ;laserIcon
2130 ld de,$4901 ;icon #4
2133 ld ix,spr_icon00 ;emptyIcon
2134 ld a,(your_multiples)
2139 ld de,$5901 ;icon #5
2142 ld ix,spr_dividerline
2146 ld a,(your_pickup) ;pickups taken
2147 add a,a ;picks*2 (sets z-flag)
2148 jr z,iconsdone ;return if no pickups
2153 ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59)
2154 ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01)
2159 ld hl,GRAPH_MEM ;normal game-screen
2160 ld (PutWhere),hl ;set sprite-position to normal screen
2162 pop ix \ pop hl \ pop de \ pop bc
2167 ld hl,(57*16)+VIDEO_MEM+3
2177 ld a,(your_armor) ;load your armor
2181 srl a ;/8: don't display last 3 bits of a (later)
2182 jr z,noarmorbar ;if a=0 then it would loop 256x so skip it
2183 ld b,a ;loop b=a times
2184 armorbar: ;starting at ($39*16)+VIDEO_MEM
2185 ld (hl),%11111111 ;draw a piece of the bar
2186 add hl,de ;one down (resets carry)
2187 ld (hl),%11111111 ;same piece
2189 inc hl ;next position
2190 dnz armorbar ;loop it b times
2194 and %111 ;display last bits of armor
2195 ret z ;if armor=0 then bit = %00000000 (don't disp)
2197 xor a ;bit = %00000000
2200 rra ;rotates A right and sets bit 7 (c-flag)
2201 dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100)
2202 armorbarready: ; (an if B=3 then a=%11100000)
2203 ld (hl),a ;draw this last byte
2205 ld (hl),a ;and just below
2209 ld hl,(59*16)+VIDEO_MEM+3
2216 ld a,(weapincs) ;load bar size (0-80)
2217 srl a ;half the size (0-40)
2218 srl a ;again half that size (0-20 pixels)
2222 srl a ;/8: don't display last 3 bits of a (later)
2223 jr z,nochargebar ;if a=0 then it would loop 256x so skip it
2224 ld b,a ;loop b=a times
2225 chargebar: ;starting at ($39*16)+VIDEO_MEM
2226 ld (hl),%11111111 ;draw a piece of the bar
2227 inc hl ;next position
2228 dnz chargebar ;loop it b times
2231 and %111 ;display last bits of chargebar
2232 ret z ;if armor=0 then bit = %00000000 (don't disp)
2234 xor a ;bit = %00000000
2237 rra ;rotates A right and sets bit 7 (c-flag)
2238 dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100)
2239 chargebarready: ; (an if B=3 then a=%11100000)
2240 ld (hl),a ;draw this last byte
2243 ;--------------------------- proc -------------------------------------------
2245 Random: ;a=c<random<b+c; destr:none
2247 ld hl,rancount ;amount to increase with (0-255)
2249 inc (hl) ;change for next time
2250 ld a,r ;value $0-7F (can be _anything_ so watch out!)
2251 add a,0 ;add to last random value
2252 ranseed =$-1 ;SMC :P
2253 add a,(hl) ;add the changing increase value
2254 ;(this is because R can be anything;
2255 ; ie always be even so freeze when a must be 1<=a<=1)
2256 ld (ranseed),a ;save for next time
2258 jr nc,randomloop ;then add again
2264 RandomY: ;HL = random Y 0..50 right side ((1..51)*16-1)
2266 ld bc,50*256+1 ;range=1..51
2267 cal Random ;a = 1..51
2273 add hl,hl ;hl = 1..51 * 16 (left side at random y)
2274 dec hl ;hl = 0..50 * 16 (" at right side of screen)
2276 add hl,de ;position on screen
2288 find_sprite: ;in:hl=enemy+type | out:ix=sprite to enemy
2291 ld e,(hl) ;e = enemy offset/2
2293 ld ix,spr_enemy00 ;first enemy sprite
2294 add ix,de ;add offset for current enemy
2295 add ix,de ;twice (offset stored as offset/2)
2301 ld hl,VIDEO_MEM ;screen location (top left)
2304 ld bc,1024-1 ;do it 1024 times = entire screen
2306 set 3,(iy+5) ;set white on black
2311 ld a,%10000000 ;all key-masks
2314 inc a ;cp %11111111 (no keys pressed)
2315 jr nz,releasekeys ;keep waitin
2316 cal GET_KEY ;clear buffer
2319 findenemyspecs: ;enemy #a specs in (hl); in:b=0; out:ac=?
2320 ld hl,enemyspecs-8 ;enemy "0" specs (1 before enemy #1)
2324 ld c,a ;b=0; c=bc=type*8
2325 add hl,bc ;hl = enemy specs
2328 ;--------------------------- game over / new game / death -------------------
2330 .db 0,".<>!",0,0,0,0 ;down,L,R,up
2331 .db 0,"xtoje0",0 ;enter..clear
2332 .db " wsnid9",0 ;(-)..custom
2333 .db "zvrmhc8",0 ;dot..del
2334 .db "yuqlgb7#" ;0..xvar
2335 .db $D9,"-pkfa6'" ;on..alpha
2336 .db "54321*",0,$D0 ;F5..more
2339 ld hl,_asapvar ;find own variable
2340 rst 20h ;cal _ABS_MOV10TOOP1
2341 rst 10h ;cal _FINDSYM
2342 ret c ;not found? who cares...
2345 ld hl,4+storehi_start-_asm_exec_ram
2346 add hl,de ;hl=pointer to data in original prog
2348 cal _SET_ABS_DEST_ADDR
2351 cal _SET_ABS_SRC_ADDR
2352 ld hl,storehi_end-storehi_start
2353 cal _SET_MM_NUM_BYTES
2354 cal _mm_ldir ;save done (cal \ ret)
2358 ld hl,_asapvar ;find own variable
2359 rst 20h ;cal _ABS_MOV10TOOP1
2360 rst 10h ;cal _FINDSYM
2361 ret c ;not found? who cares...
2364 ld hl,4+storesave_start-_asm_exec_ram
2365 add hl,de ;hl=pointer to data in original prog
2367 cal _SET_ABS_DEST_ADDR
2369 ld hl,storesave_start
2370 cal _SET_ABS_SRC_ADDR
2371 ld hl,storesave_end-storesave_start
2372 cal _SET_MM_NUM_BYTES
2373 cal _mm_ldir ;save done (cal \ ret)
2376 game_over: ;stack=+0
2377 cal BLACKLCD ;clear screen
2379 ld (_curRow),hl ;center
2381 cal _puts ;display "GAME OVER"
2382 cal releasekeys ;wait for all keys to be released
2463 xor a ;clear a (Ahl will be displayed)
2464 ld hl,$1006 ;bottom-1 right
2465 ld (_curRow),hl ;set
2466 ld hl,(your_score) ;your score
2467 cal _dispahl ;display it (a=0)
2469 ld hl,$314b ;bottom-1 right before score ^^
2470 ld (_penCol),hl ;set
2471 ld hl,txt_score ;"Score"
2472 cal _vputs ;display (small)
2474 ld hl,$1007 ;bottom right
2475 ld (_curRow),hl ;set
2476 ld hl,(hiscore) ;hi-score
2477 cal _dispahl ;display
2478 ld hl,$3946 ;bottom right before hiscore ^^
2479 ld (_penCol),hl ;set
2480 ld hl,txt_hiscore ;"Hiscore"
2481 cal _vputs ;display (small)
2486 ld hl,VIDEO_MEM+(49*16)-1
2492 cal _getkey ;wait for keypress
2493 jp quit ;restore some things and return to TI-OS/shell
2495 New_game: ;stack must be +1 (so change the jp in cal :)
2497 ld (time2invert),a ;keep the screen as it is
2498 ld (your_score),a ;reset score
2499 ld (your_score+1),a ;reset score (0)
2500 ld (torp_occ),a ;no torpedoes
2501 ld (your_weapon),a ;no laser
2502 ld (your_pickup),a ;reset pickups
2503 ld (your_multiples),a ;no multiples
2505 ld (level),a ;reset level nr (#1)
2506 ld hl,level00 ;set level pointer to level#1
2507 ld (levelp),hl ;reset level pointer
2509 ld (your_weapon),a ;default weapon
2511 ld (your_lives),a ;3 lives (4 will be decreased @ You_die)
2512 ld (pickuptimer),a ;next pickup after 4 enemies destroyed
2514 You_die: ;stack must be +1
2515 pop hl ;restore stack
2517 ld (your_armor),a ;12 HPs/shields
2518 ld a,(your_lives) ;load lives left
2519 dec a ;decrease lives
2520 ld (your_lives),a ;if lives=0ffh GO
2521 inc a ;if -1 then zf set now
2522 jp z,game_over ;and game's over
2525 ;--------------------------- next level -------------------------------------
2527 Next_level: ;stack must be +1
2529 ld a,(your_armor) ;load current armor
2530 cp 25-8 ;may not become >=25
2531 jr c,addok ;ok then just add 8
2532 ld a,25-8 ;set to maximum (8 will be added below)
2534 add a,8 ;add 8 to armor
2535 ld (your_armor),a ;change armor
2537 ld hl,level ;level number
2544 ld h,0 ;increase score....
2545 ld l,a ;by level number * 4
2548 cal scoreInc ;update score
2550 ld hl,(levelp) ;level pointer
2551 ld b,0 ;advance one level
2553 add hl,bc ;passed the enemies
2555 add hl,bc ;update to point to next level
2556 ld (levelp),hl ;save
2560 ld (your_shipspr),hl
2563 ld (nextevent),a ;time to first enemy appearance
2565 ld hl,(levelp) ;level pointer
2570 ld a,(hl) ;number of (different) enemies in this level
2573 ld (nrlvlenemies),a ;set nr of enemies-1
2574 ld b,0 ;bc=c so we can use ldir
2575 ld de,lvlenemies ;table of enemies
2576 ldir ;load enemies to table
2577 ld a,(hl) ;load new appearance-time
2581 ld (eventtime+1),a ;set
2583 ld a,(hl) ;load nr of enemies in this level
2584 ld (eventleft),a ;set nr of events left
2589 ld a,(hl) ;movement of enemies in this level
2590 ld (level_move),a ;do it
2605 ld (timer),a ;reset time
2606 ld hl,your_occ ;hl = your_occ
2607 ld (hl),a ;reset your ship (not exploding)
2608 inc hl ;hl = your_inv
2609 ld (hl),25 ;set 25*4=100 frames invulnerable
2611 ld (x),de ;begin position (x,y)
2612 cal Place_multiples ;place all multiple-positions at that (0,24)
2616 jr z,torpsclear ;then just continue (=0)
2617 ld a,1 ;if so, set to "ready to fire" (=1)
2623 ld hl,enemies ;remove all enemies and bullets
2624 ld (hl),0 ;clear first byte
2625 ld de,enemies+1 ;copy this to the next byte
2626 ld bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1
2627 ldir ;clear enemies + bullets (y/e)
2629 ;--------------------------- setup game -------------------------------------
2632 cal BLACKLCD ;white on black
2635 ld (_curRow),de ;center
2636 cal _puts ;display "LEVEL "
2638 ld a,(level) ;current level
2641 cal UNPACK_HL ;create first digit
2644 cal UNPACK_HL ;second digit
2646 cal _putc ;display second digit
2648 cal _putmap ;display first digit
2650 ld hl,txt_lives ;bar text: "Lx0"...
2652 ld (_curRow),de ;display lives left below level nr
2654 ld a,(your_lives) ;lives left
2655 add a,'0' ;make value 0='0'
2658 cal releasekeys ;wait for user to release all keys
2659 ld hl,txt_savekey ;"Press [F1] to save"
2660 ld de,$3A46 ;bottom-right
2664 res 3,(iy+5) ;set white on black
2665 cal _getkey ;wait for keypress
2669 cal _clrLCD ;clear screen
2670 cal disp_icons ;display bottom icons +ret
2674 cal RandomY ;a = random y-pos 1..bottom
2675 ld a,b ;a = b = star nr. = 1..7
2676 add a,a ;a = 2b = 2..14
2678 ld e,a ;de = a = 2-14
2680 sbc hl,de ;substract from random y => random pos anywhere
2682 ld (ix),l ;save x-pos (l)
2683 ld (ix+1),h ;save y-pos (h)
2684 inc ix \ inc ix ;next star
2685 dnz placestars ;repeat for all stars
2698 ld (weapdamage),a ;damage of bullets
2701 ld (weapdaminc),a ;damage increase
2704 ;----------------------------------------------------------------------------
2705 ;--------------------------- putsprite --------------------------------------
2706 ;----------------------------------------------------------------------------
2707 ;in: de=(x,y); ix=sprite
2708 ;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=?
2711 ld c,(ix) ;save width
2712 _putsprite: ;putsprite with custom width
2714 bit 7,d ;check sign bit of X
2715 jr z,CSpositive ;X>=0
2718 cp (ix) ;off screen?
2719 ret nc ;X<=-width: don't draw at all
2720 ld b,a ;b=|X|mod 8=1..7=bits to draw
2721 ld a,%11111111 ;all bits set (draw everything)
2723 srl a ;remove first bit in a for each b
2724 dnz CSclipleft ;b=1: a=%01111111
2731 res 7,d ;X+128 (right side of screen)
2733 jr CSdisplay ;done clipping
2736 sub 129-8 ;minus (screen width - byte width)
2738 ld a,%11111111 ;clipmask
2739 jr c,CSdisplay ;x+width<128 then entire sprite is on screen
2740 inc b ;b = number of pixels off screen
2742 add a,a ;remove last bit in a for each b
2743 dnz CSclipright ;b=1: a=%11111110
2750 ;b>7: a=%00000000 = off screen
2752 CSdisplay: ;display the sprite ix at (d,e) masked
2753 ld (CSclipmask),a ;set mask
2754 cal findpixel ;convert de to screen location hl:a
2760 psh bc ;save rows to go
2763 ld a,(ix+2) ;load image line
2769 ld a,1 ;saved bitmask
2771 sla c ;test leftmost pixel
2772 jr nc,CSnodraw ;don't draw if it's 0
2773 ld e,a ;psh af: save bitmask
2775 ld (hl),a ;OR pixel with screen
2779 jr nc,CSbitdrawn ;carry set if bit "jumped"
2783 pop hl ;screen at x-offset=0
2785 add hl,bc ;next line
2786 pop bc ;rows counter
2790 ;--------------------------- putbigsprite -----------------------------------
2795 jr c,putsprite ;width<=8: just draw the sprite
2802 cal _putsprite ;otherwise draw one column (8 pixels wide)
2806 add a,d ;8 pixels right
2808 pop bc ;then draw the remaining pixels (c=width-8)
2811 safeputsprite: ;cal putsprite with de intact
2817 ;------------------------------- findpixel ----------------------------------
2818 ;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de
2823 add a,a ;add a,a is 7 cycles faster than add hl,hl
2824 ld h,0 ;switch to hl now (Y<64)
2827 rra ;RRA: carry flag must be reset!
2828 add hl,hl ;that's what the adds are for :P
2844 ld de,GRAPH_MEM ;screen base position (where x+y=0)
2849 ;----------------------------------------------------------------------------
2850 ;------------------------------- sprites ------------------------------------
2851 ;----------------------------------------------------------------------------
2854 .db 7,7 ;ship alpha class
2855 .db %01111000 ; ████
2857 .db %01111100 ; █████
2858 .db %11110010 ;████ █
2859 .db %01111100 ; █████
2861 .db %01111000 ; ████
2864 .db %01111010 ; ████ █
2865 .db %11100001 ;███ █
2866 .db %01111101 ; █████ █
2867 .db %11110011 ;████ ██
2868 .db %01111101 ; █████ █
2869 .db %11100001 ;███ █
2870 .db %01111010 ; ████ █
2873 .db 7,7 ;ship beta class
2876 .db %01111100 ; █████
2877 .db %01110010 ; ███ █
2878 .db %01111100 ; █████
2883 .db %11100010 ;███ █
2884 .db %11110001 ;████ █
2885 .db %01111101 ; █████ █
2886 .db %01110011 ; ███ ██
2887 .db %01111101 ; █████ █
2888 .db %11110001 ;████ █
2889 .db %11100010 ;███ █
2892 .db 7,7 ;ship gamma class
2893 .db %11111000 ;█████
2895 .db %11111100 ;██████
2896 .db %11100110 ;███ ██
2897 .db %11111100 ;██████
2899 .db %11111000 ;█████
2902 .db %11111010 ;█████ █
2903 .db %01100001 ; ██ █
2904 .db %11111101 ;██████ █
2905 .db %11100111 ;███ ███
2906 .db %11111101 ;██████ █
2907 .db %01100001 ; ██ █
2908 .db %11111010 ;█████ █
2911 .db 7,7 ;ship delta class
2913 .db %11110000 ; ████
2914 .db %11111100 ; ██████
2915 .db %01100010 ; ██ █
2916 .db %11111100 ; ██████
2917 .db %11110000 ; ████
2921 .db %11000010 ; ██ █
2922 .db %11110001 ; ████ █
2923 .db %11111101 ; ██████ █
2924 .db %01100011 ; ██ ██
2925 .db %11111101 ; ██████ █
2926 .db %11110001 ; ████ █
2927 .db %11000010 ; ██ █
2931 .db %01111000 ; ████
2932 .db %11001100 ; ██ ██
2934 .db %11001100 ; ██ ██
2935 .db %01111000 ; ████
2937 ;-------------------------------- explosion ---------------------------------
2943 .db %00111110 ; █████
2944 .db %01010110 ; █ █ ██
2950 .db %01001110 ; █ ▒███
2951 .db %10111110 ; █ █████
2952 .db %01001111 ; █ ▒████
2954 .db %00011010 ; ██ █
2957 .db %10110000 ; █ ██
2958 .db %01001110 ; █ ███
2959 .db %10110101 ; █ ██▒█▒█
2960 .db %01000101 ; █ ▒█▒█
2961 .db %00111110 ; █████
2962 .db %01011010 ; █ ██ █
2965 .db %00101010 ; ▒ █▒█ █
2966 .db %01000110 ; █ ▒██
2967 .db %10110101 ; █ ██ █ █
2968 .db %01100110 ; ██ ██▒
2969 .db %00111100 ; ████▒
2970 .db %01011001 ; █ ██ ▒█
2973 .db %01000000 ; █▒ ▒ ▒
2974 .db %00100101 ; ▒█ █▒█
2975 .db %00010100 ; ▒ ▒█ █ ▒
2976 .db %01000100 ; █▒ █
2977 .db %00010010 ; ▒█▒▒█
2978 .db %10011010 ; █▒ ██ █▒
2982 .db %00100000 ; ▒█ ▒ ▒
2983 .db %00000001 ; ▒ ▒ █
2985 .db %00100010 ; █▒ █
2986 .db %01001000 ; ▒█ ▒█ ▒
2989 .db %00001000 ; ▒ █▒
2990 .db %11000010 ; ██ ▒ █
2992 .db %00100000 ; ▒█ ▒
2993 .db %00000001 ; ▒ ▒█
2994 .db %00110000 ; ▒██▒
2998 .db %00000000 ; ▒▒ ▒
3002 .db %00100100 ; █▒ █
3007 .db %00101100 ; █ ██
3008 .db %00011110 ; ████
3009 .db %00110100 ; ██ █
3015 .db %01011100 ; █ ███
3016 .db %10010111 ;█ █ ███
3017 .db %01000110 ; █ ██
3022 .db %00111100 ; ████
3023 .db %01001111 ; █ ████
3024 .db %10100011 ;█ █ ██
3025 .db %11000110 ;██ ██
3026 .db %01110101 ; ███ █ █
3030 .db %00110110 ; ██ ██
3033 .db %01100001 ; ██ █
3035 .db %01010001 ; █ █ █
3037 ;--------------------------------- bullets ----------------------------------
3044 .db %11110000 ;▒████
3056 .db %11110000 ;▒████
3061 .db %11111000 ;▒█████
3065 .db %01110000 ; ▒███
3066 .db %11111000 ;▒█████
3067 .db %01110000 ; ▒███
3070 .db %11110000 ;▒████
3071 .db %11111000 ;▒█████
3072 .db %11110000 ;▒████
3076 .db %10111000 ;▒█▒███
3077 .db %01111000 ; ▒████
3081 .db %00111000 ; ▒███
3082 .db %01111100 ; ▒█████
3083 .db %11111100 ;▒██████
3088 .db %11111100 ;▒██████
3089 .db %00111110 ; ▒█████
3090 .db %01111100 ; ▒█████
3095 .db %11111100 ;▒██████
3096 .db %00111110 ; ▒█████
3097 .db %01111110 ; ▒██████
3098 .db %11111100 ;▒██████
3099 .db %00111000 ; ▒███
3102 .db %00111100 ; ▒████
3103 .db %11111110 ;▒███████
3104 .db %01111111 ; ▒███████
3105 .db %00011111 ; ▒█████
3106 .db %01111111 ; ▒███████
3107 .db %11111110 ;▒███████
3108 .db %00111100 ; ▒████
3112 .db %11110000 ; ████
3116 .db 4,3 ;enemy bullets
3118 .db %11110000 ;████▒
3122 .db (spr_bullet01-spr_bullet01) ;0
3123 .db (spr_bullet02-spr_bullet01) ;4
3124 .db (spr_bullet03-spr_bullet01) ;8
3125 .db (spr_bullet04-spr_bullet01) ;12
3126 .db (spr_bullet05-spr_bullet01) ;16
3127 .db (spr_bullet06-spr_bullet01) ;20
3128 .db (spr_bullet07-spr_bullet01) ;24
3129 .db (spr_bullet08-spr_bullet01) ;28
3130 .db (spr_bullet09-spr_bullet01) ;32
3131 .db (spr_bullet10-spr_bullet01) ;36
3132 .db (spr_bullet11-spr_bullet01) ;40
3133 .db (spr_bullet12-spr_bullet01) ;44
3134 .db (spr_bullet13-spr_bullet01) ;48
3135 .db (spr_bullet13-spr_bullet01) ;52
3136 .db (spr_bullet13-spr_bullet01) ;56
3137 .db (spr_bullet13-spr_bullet01) ;60
3139 ;format:[min.damage] [dam.inc] [0000:direction 0000:speed] [offset]
3140 ;damage = min.damage + dam.inc*incs (0<=incs<=6)
3143 .db 1,1,%11110000,0,%11110000,6,%00000000,0 ;LASER
3144 .db 1,1,%00000010,3,%00000000,0,%00000000,0 ;single fire
3145 .db 3,1,%00000011,3,%00000000,0,%00000000,0 ;fast single
3146 .db 1,1,%00000010,0,%00000010,6,%00000000,0 ;double
3147 .db 1,1,%00010010,2,%00110010,2,%01000010,2 ;triple
3148 .db 3,2,%00010011,2,%00110011,2,%01000011,2
3149 .db 5,3,%00010011,2,%00110011,2,%01000100,2
3150 .db 7,4,%00010100,2,%00110100,2,%01000100,2
3151 .db 12,5,%00010110,2,%00110110,2,%01000110,2
3155 ;------------------------------------ bar -----------------------------------
3165 .db 16,7 ;selected .......:.......:
3166 .db %11111111 ; ████████████████
3167 .db %11000000 ; ██ █
3168 .db %11000000 ; ██ █
3169 .db %11000000 ; ██ █
3170 .db %11000000 ; ██ █
3171 .db %11000000 ; ██ █
3172 .db %11111111 ; ████████████████
3182 .db 16,7 ;unused .......:.......:
3183 .db %10101010 ; █ █ █ █ █ █ █ █
3184 .db %11010101 ; ██ █ █ █ █ █ █ █
3185 .db %10101010 ; █ █ █ █ █ █ █ █
3186 .db %11010101 ; ██ █ █ █ █ █ █ █
3187 .db %10101010 ; █ █ █ █ █ █ █ █
3188 .db %11010101 ; ██ █ █ █ █ █ █ █
3189 .db %10101010 ; █ █ █ █ █ █ █ █
3199 .db 16,7 ;armor ; .......:.......:
3200 .db %10000111 ; █ ███████
3201 .db %10011000 ; █ ██ ██
3202 .db %10110011 ; █ ██ ████ ██
3203 .db %10110000 ; █ ██ ████ ██
3204 .db %10110011 ; █ ██ ████ ██
3205 .db %10011000 ; █ ██ ██
3206 .db %10000111 ; █ ███████
3216 .db 16,7 ;torpedo .......:.......:
3217 .db %10111000 ; █ ███ █ █ █
3218 .db %10011100 ; █ ███ █ █ █
3219 .db %10111000 ; █ ███ █ █ █
3220 .db %10000000 ; █ ███ █ █
3221 .db %11100001 ; ███ ████ █ █
3222 .db %10011000 ; █ ██ ████ █ █
3223 .db %11100110 ; ███ ██ ██ █
3233 .db 16,7 ;bullets .......:.......:
3234 .db %10000000 ; █ ██
3235 .db %10000011 ; █ █████ ▒▒▒
3236 .db %10011000 ; █ ██ ██ ▒▒▒
3237 .db %11111100 ; ██████ ▒▒▒
3238 .db %10011000 ; █ ██ ██ ▒▒▒
3239 .db %10000011 ; █ █████ ▒▒▒
3240 .db %10000000 ; █ ██
3250 .db 16,7 ;laser .......:.......:
3252 .db %10110010 ; █ ██ █ █
3253 .db %10111011 ; █ ███ ██
3254 .db %10011101 ; █ ███ █████████
3255 .db %10111011 ; █ ███ ██
3256 .db %10110010 ; █ ██ █ █
3267 .db 16,7 ;multiple .......:.......:
3268 .db %10000011 ; █ ███
3269 .db %10000001 ; █ ████ ██
3270 .db %10000001 ; █ ████
3271 .db %10000011 ; █ ███
3272 .db %10011000 ; █ ██
3273 .db %10111100 ; █ ████ ██ ██
3274 .db %10011000 ; █ ██
3285 .db 128,128,128,128,128,128,128 ;128 = %10000000
3287 ;---------------------------- texts -----------------------------------------
3289 txt_email: .db "www.shiar.org ",127 ;title screen
3290 .db " shiar0@hotmail.com",0
3291 _txt_email = $3A01 ;$3A1E=just email
3292 txt_about: .db " v0.97.625 ",127," by Shiar",0 ;right behind txt_email
3294 txt_menu1: .db "NEW GAME",0
3295 txt_menu2: .db "CONTINUE",0
3297 txt_level: .db "LEVEL ",0 ;new level screen
3298 txt_lives: .db "Lx0",0
3299 txt_savekey: .db "Press [F1] to save",0
3301 txt_gameover: .db "GAME OVER!",0 ;game over screen
3302 txt_score: .db "Score",0
3303 txt_hiscore: .db "Hiscore",0
3305 txt_pressenter: .db "Enter to continue",0 ;pause
3306 txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0 ;boss
3307 txt_teacherans: .db Lneg,"14.2063168184",0
3309 ;---------------------------- save data -------------------------------------
3313 hiname .db "Shiar.97",0
3317 level .db $01 ;level number
3318 levelp .dw level01 ;pointer to level data
3319 pickuptimer .db $04 ;counts when to place a pickup
3320 your_ship .dw spr_ship04 ;your sprite
3321 your_score .dw $0000 ;current score
3324 your_occ .db $00 ;0=normal 1..16=exploding
3325 your_inv .db $00 ;invincibility left
3326 your_armor .db $0a ;HP left
3327 your_lives .db $03 ;
3329 your_weapon .db $02 ;weapon: 0=no, 1=laser, 2+=bullet n+1
3330 your_multiples .db $00 ;multiples present
3331 torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt
3332 torp_pos .dw $0000 ;torpedo position (x,y)
3335 ;XLlevelsdata:---------------------------------------------------------------
3338 .db 0 ;story identifier
3339 .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06
3340 .db $1b,$1d,"STORYLINE COMING SOON" ,0,0,$1d,$06
3341 .db $09,$19,"STORYLINE COMING SOON" ,0,1
3342 .db $2e,$21,"**** NEMESIS 86" ,0,1
3343 .db $52,$36,"by Shiar" ,0,0,$19,$23
3346 ;format:[nr.dif.enemies]x [enemy nr]
3347 ; [min. enemy frequency] [enemy frequency max.inc] [next lvl]
3348 ; [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
3349 ; [level_move] [tunnel size] [groundtype]
3350 ; [16_ground] [16_ceiling] [stars1] [stars2]
3352 .db $07,$08 ;moveType; enemyType
3353 level01: ;efrequency must be odd if halfluring!
3355 .db 6,10,180,%00000000
3357 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
3358 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
3361 .db $07,$08 ;moveType; enemyType
3362 level02: ;efrequency must be odd if halfluring!
3364 .db 30,1,40,%00010000
3366 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
3367 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
3373 .db $01,01,"And the storyline conti",
3375 .db $01,09,"You decide to fly close",
3377 .db $01,15,"surface of a nearby pl",
3378 .db "anet =)",0,0,1,20
3384 .db $13,40,$4b,%00100100,0,-5,1
3385 .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
3386 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
3392 .db $01,01,"Blablabla...",0,1
3393 .db $01,34,"this storyline sux",0,0,1,39
3399 .db $2d,$3f,%00010110,0,-9,1
3400 .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20
3401 .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18
3402 .db -1,-1 ;=%11111111=line
3407 .db $11,$41,%00100001,0,0,0
3408 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
3409 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
3414 .db $11,$45,%00100101,%10,-7,1
3415 .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2
3416 .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1
3421 .db $19,$3a,%00100111,0,-4,1
3422 .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
3423 .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
3429 .db $09,$ff,%00100001,0,0,0
3430 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
3431 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
3434 ;------------------------------ enemies -------------------------------------
3436 ;format: [HP64] [000000:HP 00:occ] [sprite] [appearance(ypos)]
3437 ; [time2fire] [firefreq] [0] [0]
3439 .db 0,%00100110,(spr_enemy01-spr_enemy00)/2,1,0,0,0,0 ;#1
3440 .db 0,%00111111,(spr_enemy02-spr_enemy00)/2,1,0,0,0,0 ;#2
3441 .db 0,%01011010,(spr_enemy03-spr_enemy00)/2,1,0,0,0,0 ;#2
3443 .db 0,%00100110,(spr_enemy04-spr_enemy00)/2,1,1,46,0,0 ;#1
3444 .db 0,%00101010,(spr_enemy05-spr_enemy00)/2,3,39,13,0,0 ;#2
3445 .db 0,%00001111,(spr_enemy06-spr_enemy00)/2,2,87,5,0,0 ;#3
3447 .db 0,%00000110,(spr_enemy04-spr_enemy00)/2,2,0,0,0,0 ;#4
3448 .db 0,%00000111,(spr_enemy05-spr_enemy00)/2,3,0,0,0,0 ;#5
3449 .db 0,%00001011,(spr_enemy06-spr_enemy00)/2,2,0,0,0,0 ;#6
3451 .db 0,%00011011,(spr_enemy07-spr_enemy00)/2,3,0,0,0,0 ;#7
3453 .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,1,15,10,0,0 ;boss1
3454 .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,3,10,8,0,0 ;boss2
3456 .db 0,%00000000,0,0,0,0,0,0
3457 .db 0,%00000000,0,0,0,0,0,0
3458 .db 0,%00000000,0,0,0,0,0,0
3459 .db 0,%00000000,0,0,0,0,0,0
3460 .db 0,%00000000,0,0,0,0,0,0
3461 .db 0,%00000000,0,0,0,0,0,0
3462 .db 0,%00000000,0,0,0,0,0,0
3469 .db %11111111 ; ████████
3470 .db %11111111 ; ████████
3476 .db 7,6 ;enemy type one
3478 .db %01111100 ; █████
3479 .db %11111110 ;███████
3480 .db %11111110 ;███████
3481 .db %11111100 ;██████
3484 .db 8,7 ;enemy type two
3485 .db %00111100 ; ████
3486 .db %01111110 ; ██████
3487 .db %01111111 ; ███████
3488 .db %11111111 ;████████
3489 .db %11111111 ;████████
3490 .db %11110110 ;████ ██
3494 .db 8,8 ;enemy type three
3495 .db %00011110 ; ████
3496 .db %01110011 ; ███ ██
3497 .db %01111101 ; █████ █
3498 .db %11111111 ;████████
3499 .db %11111110 ;███████
3500 .db %11111110 ;████████
3501 .db %01111110 ; ███████
3504 .db 6,6 ;enemy type one
3505 .db %00111100 ; ████
3507 .db %11110000 ; ████
3508 .db %11110000 ; ████
3510 .db %00111100 ; ████
3512 .db 8,6 ;enemy type two
3513 .db %00111111 ; █████
3514 .db %01111000 ; ████
3515 .db %11111100 ; ██████
3516 .db %11111100 ; ██████
3517 .db %01111000 ; ████
3518 .db %00111111 ; █████
3520 .db 6,6 ;enemy type three
3521 .db %01111100 ; █████
3522 .db %11110000 ; ████
3523 .db %11111000 ; █████
3524 .db %11111000 ; █████
3525 .db %11110000 ; ████
3526 .db %01111100 ; █████
3528 .db 6,6 ;enemy type four
3530 .db %01111100 ; █████
3531 .db %11111000 ; █████
3532 .db %11111000 ; █████
3533 .db %01111100 ; █████
3536 .db 7,6 ;enemy type five
3537 .db %00011110 ; ████
3538 .db %01111110 ; ██████
3539 .db %11111100 ; ██████
3540 .db %11111100 ; ██████
3541 .db %01111110 ; ██████
3542 .db %00011110 ; ████
3544 .db 7,6 ;enemy type six
3546 .db %01111110 ; ██████
3547 .db %10111000 ; █ ███
3548 .db %10111000 ; █ ███
3549 .db %01111110 ; ██████
3552 .db 8,6 ;enemy type seven
3553 .db %00011110 ; ████
3554 .db %01111111 ; ███████
3555 .db %10011100 ; █ ███
3556 .db %10011100 ; █ ███
3557 .db %01111111 ; ███████
3558 .db %00011110 ; ████
3560 .db 8,6 ;enemy type seven
3561 .db %00011110 ; ████
3562 .db %01111111 ; ███████
3563 .db %10011100 ; █ ███
3564 .db %10011100 ; █ ███
3565 .db %01111111 ; ███████
3566 .db %00011110 ; ████
3569 .db 16,19 ;boss type one :
3571 .db %00000111 ; ███ ███
3572 .db %00000011 ; ████ █
3573 .db %00000001 ; ██ ██
3574 .db %00000011 ; ███ ██
3575 .db %00000000 ; █████
3576 .db %00010111 ; █ ██████████
3577 .db %00111111 ; ██████ ██ ██
3578 .db %11111000 ;█████ ██ █ ███
3579 .db %00001111 ; █████ ██ █ █
3580 .db %11111000 ;█████ ██ █ ███
3581 .db %00111111 ; ██████ ██ ██
3582 .db %00010111 ; █ ██████████
3583 .db %00000000 ; █████
3584 .db %00000011 ; ███ ██
3585 .db %00000001 ; ██ ██
3586 .db %00000011 ; ████ █
3587 .db %00000111 ; ███ ███
3611 .db 16,10 ;boss type one :
3612 .db %00000001 ; █████████
3613 .db %00001111 ; ███████████
3614 .db %00111111 ; ██████████
3615 .db %01011111 ; █ ██████
3616 .db %10011111 ; █ █████ █
3617 .db %10011111 ; █ █████ █
3618 .db %01011111 ; █ ██████
3619 .db %00111111 ; ██████████
3620 .db %00001111 ; ███████████
3621 .db %00000001 ; █████████
3635 .db 16,10 ;boss type:one :
3636 .db %11111110 ; ███████
3637 .db %00001111 ; █████ ████
3638 .db %00111111 ; █████████ ██
3639 .db %01001111 ; █ ███████████
3640 .db %10001101 ; █ ██ █ █████
3641 .db %10001101 ; █ ██ █ █████
3642 .db %01001111 ; █ ███████████
3643 .db %00111111 ; █████████ ██
3644 .db %00001111 ; █████ ████
3645 .db %11111110 ; ███████
3659 ;----------------------------------------------------------------------------
3660 ;----------------------------- logo ------------------------------------------
3661 ;----------------------------------------------------------------------------
3664 .db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000
3665 .db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000
3666 .db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000
3667 .db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000
3668 .db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000
3669 .db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000
3670 .db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000
3671 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
3672 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
3673 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
3674 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
3675 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
3676 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
3677 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
3678 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
3679 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001
3680 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011
3681 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101
3682 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001
3684 ;----------------------------- end ------------------------------------------
3690 ;----------------------------------------------------------------------------
3691 ;----------------------------------------------------------------------------
3692 ;----------------------------------------------------------------------------
3694 ; 0.97.625 -- 25.VI.00 -- size 5729
3696 ; # bullets do damage in all levels
3697 ; * more armor at armor-upgrade and extra armor at end of a level
3698 ; - internal levels again (no need 4 external, safer/smaller)
3699 ; # some registers not correctly pushed/popped
3700 ; * several optimizations (init.procs some bytes smaller)
3701 ; # enemies hit with hitpoints left disappeared (one pop too much...)
3702 ; + bullets "charge up" (more damage) when not firing
3703 ; + more powerful bullets have different sprites (larger=more damage)
3704 ; # multiples appear at your position (begin level/just selected)
3705 ; # when invulnerable multiples acted weird
3706 ; # no more error at activation after APD off after running Nemesis
3707 ; # saves correctly if own name ain't "nemesis" + some bytes smaller
3708 ; # screen wasn't always entirely cleared after quit
3709 ; * waits until all keys have been released after death
3710 ; + different bullets sizes will miss if they're too small
3711 ; + at level start "press F1 to save"-text will be displayed
3712 ; * w3.shiar.org displayed at title screen, black bar behind version nr
3713 ; # score to 0 when exit pressed at main menu
3714 ; # no residual story-text in first frame of game
3715 ; # game doesn't continue again after death (stack messed up)
3716 ; # game over when lives<0 (didn't work in v0.96+)
3717 ; * using some self-modifiing code (so it's smaller)
3718 ; # new random procedure: stars don't appear on one line anymore
3719 ; * weapons appear centered at multiples
3720 ; * laser properties can be changed (damage, charge)
3721 ; + weapon can be combination of bullets/lasers (max. of 3 per weapon)
3722 ; * bullet-icon is removed when laser is selected
3723 ; * enemy sprite table integrated in enemy specs (-1 byte/enemy)
3724 ; + random enemy is chosen from any number of enemies per level
3725 ; * time to first enemy fire defined per enemy, not per level
3726 ; + CLIPPED sprites!! no more in/out popping enemies! wow...
3727 ; * bullets/enemies removed when _entirely_ off screen
3728 ; # enemies would sometimes be hit by bullets going right below them
3729 ; # size of the second bullet was too big (invisible hit)
3730 ; * the frequency an enemy fires bullets is defined per enemy
3731 ; + wide clipped sprites implemented (width 1-16 pixels)
3732 ; # bosses first move left until x=100, otherwise they'd be off-screen
3733 ; * at status bar left below ships are displayed for lives left
3734 ; * armor bar is two pixels high (better visible)
3735 ; # bullet overflow fixed again (>63 bullets fired)
3736 ; # correct weapon loaded when continuing a saved game
3737 ; # game doesn't freeze when generating a random value <=1
3738 ; * you explode in a different way than the enemies
3739 ; + screen inverts for a brief time when you are hit!
3740 ; # stats-bar was messed up when ya got 0 lives left
3741 ; * new (big) boss; "asteroids" level #1
3742 ; * score increased once every 32 frames (instead of 256)
3743 ; # ground fixed for new random routine (smaller routine; incs -2 to 2)
3746 ; + added - removed * changed # bug fixed