.include "asm86.h" .include "ti86asm.inc" .org _asm_exec_ram nop jp Start .dw $0001 .dw Title .dw spr_ship Title: .db "Nemesis v0.6.825 by Shiar",0 Start: jr init just_fired = $c0f9 ;byte temp1 = $c100 ;word ;---------------------- init -------------------------------------------------- init: call _runindicoff ;---------------------- main menu --------------------------------------------- LogoPut: ld hl,logo_nemesis ;from... ld de,$FC00+16 ;...to one line from top ld a,19 ;19 rows LogoLoop: ld bc,16 ;set screen width ldir ;display one line dec a ;decrease line-counter jr nz,LogoLoop ;repeat when counter is not yet zero menutext: ld hl,$1608 ;just below logo ld (_penCol),hl ld hl,txt_about ;display "by Shiar (ICQ#43840958)" call _vputs ld hl,$0705 ;located one row above bottom ld (_curRow),hl ;go there ld hl,txt_1player ;display "ONE PLAYER" call _puts ld hl,$0706 ;below oneplayer text ld (_curRow),hl ld hl,txt_2players ;display "TWO PLAYERS" call _puts call _getkey ;wait for keypress call New_level ;prepare level ;------------------------------------------------------------------------------ ;---------------------- game loop --------------------------------------------- ;------------------------------------------------------------------------------ game_main_loop: ld hl,timer ;update time inc (hl) Clear_screen: xor a ;empty bitmask ld hl,GRAPH_MEM ;screen location (top left) ld b,$E0 ;loop 0E0h = 224 times = 256-32 for score-bar) clearloop: ld (hl),a ;clear four times (total = 224*4 = 896 bytes) inc hl ld (hl),a inc hl ld (hl),a inc hl ld (hl),a inc hl djnz clearloop ;repeat 224x check_exitkey: ld a,%00111111 ; pressed? out (1),a nop \ nop in a,(1) bit 6,a jr z,quit ;yes: quit game game_stuff: call Level_event ;insert enemies call Handle_Ship ;move you call Fire_bullet ;check for fire call Handle_enemies ;move enemies call Handle_bullets ;move your bullets call Enemy_bullets ;move enemy bullets call Enemies_hit ;check for collision with enemies call Display_Screen ;display all halt \ halt ;delay jr game_main_loop ;loop quit: ret ;---------------------- display ----------------------------------------------- Display_Screen: ld hl,GRAPH_MEM ;from storage (top left) ld de,$fc00 ;to screen (top left) ld a,56 ;display height = 64 bytes (minus 8 for bar) displayloop: ld bc,16 ;display width = 16 bytes (16*8bits=256pixels) ldir ;16x de >> hl dec a ;next line jr nz,displayloop ;loop 64x ld hl,$3a6b ;Display Score ld (_penCol),hl ld hl,(timer) ld h,0 jp _D_HL_DECI ret ;------------------------- handle ship ---------------------------------------- Handle_Ship: ld a,(your_occ) or a jr z,ok ;0 = normal stat inc a ;next (explosion)frame ld (your_occ),a ;save cp 34 ;last explosion frame? jr c,exploding_you ;not yet: display explosion cp 40 ;delay finished? jp z,game_over ;yes = game over ret ;don't display anything ok: ld a,%01111110 out (1),a nop \ nop in a,(1) ld hl,y rra ld b,a jr c,no_down ld a,(hl) inc a cp 50 ;56-6 = bottom of screen jr z,no_down ld (hl),a no_down: dec hl rr b jr c,no_left ld a,(hl) sub 1 ; doesn't affect c-flag jr c,no_left ;-1 = left side ld (hl),a no_left: rr b jr c,no_right ld a,(hl) inc a cp 122 ;128-6 = right side jr z,no_right ld (hl),a no_right: ld d,(hl) inc hl rr b jr c,no_up ld a,(hl) sub 1 ; doesn't affect carry-flag jr c,no_up ;-1 = top of screen ld (hl),a no_up: ld ix,spr_ship01 display_common: ld e,(hl) jp drw_spr ;ret exploding_you: srl a ;half the framerate dec a ;first frame is 1>inc>srl>dec = 0 ld hl,x-1 explosion_stuff: rra add a,a add a,a add a,a ld c,a ld b,0 ld ix,spr_explosion add ix,bc inc hl ld d,(hl) inc hl jr display_common damage_you: ld a,1 ;set to explode (1st frame) ld (your_occ),a ret ;------------------------- fire bullet ---------------------------------------- Fire_bullet: ld a,%00111111 out (1),a ld a,(your_occ) or a ret nz ;return if not normal stat ld hl,just_fired in a,(1) bit 4,a jr z,fire ;fire pressed? ld (hl),0 ;not fired ret fire: ld a,(hl) or a ;can't fire when 1 ret nz ld (hl),1 ;just fired ld hl,ybullets ld de,3 ld b,10 find_ybullet: ld a,(hl) or a jr z,found_ybullet ;0 = no bullet here add hl,de djnz find_ybullet ;look next bullet ret found_ybullet: ld (hl),1 ;use bullet inc hl ld a,(x) add a,5 ld (hl),a ;set x ld a,(y) add a,2 inc hl ld (hl),a ;set y ret ;------------------------ handle bullets -------------------------------------- remove_bullet: dec hl ld (hl),0 ;dump this bullet! ret Handle_bullets: ld hl,ybullets ld b,10 scan_bullets: push bc push hl ld (temp1),hl ld a,(hl) inc hl dec a call z,bullet_type1 pop hl pop bc ld de,3 add hl,de djnz scan_bullets ret bullet_type1: ld a,(hl) ;d = X inc a ;move right cp 121 ;off screen? (x=127-5-1) jr z,remove_bullet inc a ;move right cp 121 ;off screen? jr z,remove_bullet ld (hl),a ;save new pos. ld d,a inc hl ld e,(hl) ;e = Y ld ix,spr_bullet01 push de call drw_spr ;display bullet pop de ld b,nrenemies ld hl,enemies hit_enemies: ;Hits with normal enemies push hl ld a,(hl) and %00000010 jr z,nohit ;no hit when enemy_occ <> 2/3 inc hl inc hl ld a,(hl) ;check x sub d add a,5 jp m,nohit cp 8 jr nc,nohit inc hl ld a,(hl) ;check y sub e add a,5 jp m,nohit cp 10 jr nc,nohit xor a push hl ld hl,(temp1) ld (hl),a ;remove bullet pop hl dec hl dec hl dec hl ld a,(hl) ;occ ld b,a ;push occ and %11111100 ;occ/4 = HP left ; jump ld (hl),%01 ;set to explode inc hl ld b,(hl) ;save enemy type ld (hl),a ;explosionFrame 0 pop hl ret hpleft: ld a,b ;pop occ sub %00000100 ;decrease HP by one ld (hl),a ;save pop hl ret nohit: pop hl inc hl inc hl inc hl inc hl djnz hit_enemies ;check next enemy ret ;--------------------------- level events ------------------------------------- Level_event: ld hl,nextevent ;time to next event unused jr next_bullet ;--------------------------- handle enemies ----------------------------------- Handle_enemies: ld hl,enemies ld b,nrenemies ;handle all enemies handle_enemy: push bc push hl ld a,(hl) and %00000011 jr z,next_enemy ;occ "no enemy" 0 dec a jr z,exploding_enemy ;occ "exploding" 1 ld b,1 dec a jr z,normal_enemy ;occ "normal" 2 moving_enemy: ;occ "moving" 3 ld b,0 normal_enemy: inc hl push hl ld e,(hl) ;e = enemy type ld d,0 ;de = e ld hl,sprites ;hl = @sprites offset-table add hl,de ;points to offset of current enemy offset ld e,(hl) ;de = @enemy offset ld ix,spr_enemy01 ;first enemy sprite add ix,de ;add offset for current enemy pop hl inc hl ld a,(hl) ;x dec a ;move left jp m,remove_enemy ;off screen jr z,remove_enemy ;" ld d,a inc hl ld e,(hl) ;y ld a,b ;%xxx00001=moving -0=normal dec a jr z,ymove_done ;skip y-move ; srl a ; ld b,a ;b = %0xxx0000 (move stat) ld a,(timer) and %00010000 ;switches 0<>1 every 16 turns ; add a,b ;a = new move stat ; add a,a ; ld b,a ;b = %xxx00000 (new move stat*2) ; dec hl \ dec hl ; ld a,(hl) ;type ; and %00011111 ;reset move-type ; add a,b ;set new move-type ; ld (hl),a ; inc hl \ inc hl ;@y ; and %00100000 jr z,movedown moveup: dec (hl) ;decrease y-pos jr ymove_done movedown: inc (hl) ;increase y-pos ymove_done: dec hl ;@x ld (hl),d ;store new x push de ;save registers call drw_spr ;display sprite @ix pop de ;restore (destroyed by drw_spr) ld a,$ff ;fire frequency call Random ;random value < a dec a ;fire if 1 call z,Enemy_fires ;fires bullet jr next_enemy ;finished remove_enemy: pop hl ld (hl),$0000 ;bye bye enemy push hl next_enemy: pop hl ld bc,$0004 add hl,bc pop bc djnz handle_enemy ret exploding_enemy: inc hl push hl ld a,(hl) call explosion_stuff ;display explosion pop hl ld a,(hl) cp 15 jr z,remove_enemy ;remove when at last frame inc a ld (hl),a ;next frame jr next_enemy ;--------------------------- check collision ---------------------------------- Enemies_hit: ld a,(your_occ) or a ;0 = you're normal ret nz ld de,(x) ;e = X, d = Y ld hl,enemies ld b,nrenemies ;check all 20 enemies check_collision: push hl ld a,(hl) and %00000010 jr z,check_next ;2 or 3 = ok inc hl inc hl ld a,(hl) ;check x match sub e add a,6 jp m,check_next cp 12 jr nc,check_next inc hl ld a,(hl) ;check y match sub d add a,6 jp m,check_next cp 12 jr nc,check_next dec hl dec hl xor a ld (hl),a ;explosionFrame 0 dec hl inc a ld (hl),a ;set to explode call damage_you ;auch! check_next: pop hl inc hl inc hl inc hl inc hl djnz check_collision ret ;--------------------------- game over ---------------------------------------- game_over: call _clrLCD ;clear screen ld hl,$0603 ld (_curRow),hl ;center ld hl,txt_gameover call _puts ;display "GAME OVER" ld hl,lives dec (hl) ;decrease lives ld b,$20 wait2: halt \ halt djnz wait2 ;delay call _getkey ;wait for keypress ;--------------------------- new game ----------------------------------------- New_level: xor a ;a=0 ld hl,x ;begin position x=... ld (hl),a ;...=a=0=left inc hl ;y=... ld (hl),24 ;...=24=middle ld (level),a ;reset level nr ld (score),a ;reset score ld hl,level01-3 ;set level pointer to level#1 ld (levelp),hl ;reset level pointer ;--------------------------- next level --------------------------------------- Next_level: ld hl,level inc (hl) ;increase level nr. ld a,80 ld (nextevent),a ;time to first enemy appearance ld hl,(levelp) ;level pointer inc hl inc hl inc hl ;update to point to next level ld (levelp),hl ;save ld a,(hl) ;load new level-enemy type ld (eventenemy),a ;set level-enemy inc hl ld a,(hl) ;load new appearance-time ld (eventtime),a ;set inc hl ld a,(hl) ;load nr of enemies in this level ld (eventleft),a ;set nr of events left xor a ld (timer),a ;reset time ld (your_occ),a ;reset your ship (not exploding) ;--------------------------- setup game --------------------------------------- game_setup: call _clrLCD ;clear screen ld a,%10111011 ld hl,$fc00 ;screen location (top left) ld b,0 ;b = 0 (loop 0-1 = 0FFh = 256 times) clearloop2: inc a ld (hl),a ;clear four times (total = 256*4 = 1024 bytes) inc hl ld (hl),a inc hl xor $ff ld (hl),a inc hl ld (hl),a inc hl xor $ff djnz clearloop2 ;repeat 256x ld hl,$0703 ld (_curRow),hl ;center ld hl,txt_level call _puts ;display "LEVEL " ld a,(level) ld l,a ld h,$00 call UNPACK_HL add a,'0' ld b,a call UNPACK_HL add a,'0' call _putc ;display second digit ld a,b call _putmap ;display first digit ld hl,$0904 ld (_curRow),hl ;display lives left below level nr ld hl,txt_lives ;bar text: "Lx0"... ld a,(lives) ;lives left add a,'0' ;make value ld (txt_lives+3),a ;add to text call _puts ;display the string ld b,$20 wait: halt \ halt djnz wait ;delay call _getkey ;wait for keypress ld ix,spr_icon00 ;display icons ld de,$1802 ;bottom left call drw_spr ld ix,spr_icon00 ;display icons ld de,$2002 ;bottom left call drw_spr ld ix,spr_icon00 ;display icons ld de,$2802 ;bottom left call drw_spr ld ix,spr_icon00 ;display icons ld de,$3002 ;bottom left call drw_spr ld ix,spr_icon00 ;display icons ld de,$3802 ;bottom left call drw_spr ld hl,GRAPH_MEM ;from storage (top left) ld de,$fc00+(56*16) ;to screen (top left) ld a,8 ;display height = 64 bytes (minus 8 for bar) displayloop3: ld bc,16 ;display width = 16 bytes (16*8bits=256pixels) ldir ;16x de >> hl dec a ;next line jr nz,displayloop3 ;loop 8x ld hl,$3a00 ;display Lives ld (_penCol),hl ;bottom left ld hl,savestr+2 ld (hl),'L' inc hl ld (hl),'x' inc hl ld a,(lives) ;nr of lives in a add a,'0' ;make digit ld (hl),a dec hl \ dec hl call _vputs ;display on screen ld hl,$fc00+(16*57) ;56 rows down = eight rows from bottom ld b,16 ;draw 16x (screen width) drawline: ld a,%11111111 ;horizontal line mask ld (hl),a ;draw one piece of the divider-line inc hl ;move right (8 pixels = 1 byte) djnz drawline ;repeat (16bytes * 8pixels =128= screen width) ;ret ;--------------------------- exit --------------------------------------------- exit_game: ret ;--------------------------- putsprite ---------------------------------------- ;--------------------------- de =(X,Y) ---------------------------------------- offsets_table: .db 128,64,32,16,%1000,%0100,%0010,%0001 drw_spr: ld a,d ;a = X and %00000111 ;a = X mod 8 = bit nr. to mask ld hl,offsets_table ;pixel mask table ld c,a ;bit nr. ld b,0 ;word add hl,bc ;add to table ld a,(hl) ;a = pixel mask ld (_smc1+1),a ;alter pixel mask ld (_smc1+1),a ld hl,GRAPH_MEM ;save-location ld a,e ;y-coord add a,a ;y*2 add a,a ;y*4 add a,a ;y*8 ;b=0 rl b add a,a ;y*16 (width of screen) rl b srl d ;d/2 srl d ;d/4 srl d ;d/8 (8 bits in byte) ** c is set when overflow add a,d ;a = (Y*16+X/8) mod 256 jr nc,_n1 ;jump if no carry = no overflow = a<=255 inc b ;a>255 so increase bc by 256 _n1: ld c,a ;c = (Y*16+X/8) mod 256 add hl,bc ;bc = Y*16+X/8 ;optimize tip: reverse hl <-> bc (??) ld d,(ix) ld b,(ix+1) _oloop: push bc ;Save # of rows push hl ;Save screen address ld b,d ;Load width ld c,(ix+2) ;Load one line of image inc ix _smc1: ld a,1 ;Load pixel mask _iloop: sla c ;Test leftmost pixel jr nc,_noplot ;See if a plot is needed ld e,a ;OR pixel with screen or (hl) ld (hl),a ld a,e _noplot:rrca jr nc,_notedge ;Test if edge of byte reached inc hl ;Go to next byte _notedge: djnz _iloop pop hl ;Restore address ld bc,16 ;Go to next line add hl,bc pop bc ;Restore data djnz _oloop ret ;---------------------- random ------------------------------------------------ Random: ; Creates a random number 0 <= x < A push bc push de push hl ld b,a ld a,r add a,a ld hl,0 ld d,0 ld e,a RMul: add hl,de djnz RMul ld a,h pop hl pop de pop bc ret ;---------------------- display 5digit number --------------------------------- _D_HL_DECI: push bc ;save bc ld de,savestr+4 ;savenr saves number string ld b,5 ;five digits ldhld: call UNPACK_HL ;one digit of hl add a,'0' ;make number ld (de),a ;save into savenr dec de ;point to next digit djnz ldhld ;repeat for all digits dis: ld hl,savestr call _vputs pop bc ret savestr: .db "PAD98",0 ;------------------------------------------------------------------------------ ;------------------------------- sprites -------------------------------------- ;------------------------------------------------------------------------------ spr_ship: .db 9,1 ;ship icon .db %11100000 ; ███ .db %11111000 ; █████ .db %00111110 ; █████ .db %11111001 ; █████ █ .db %11111001 ; █████ █ .db %11111001 ; █████ █ .db %00111110 ; █████ .db %11111000 ; █████ .db %11100000 ; ███ spr_ship01: .db 7,7 ;ship alpha class .db %01111000 ; ████ .db %11100000 ; ███ .db %11111100 ; ██████ .db %11110010 ; ████ █ .db %11111100 ; ██████ .db %11100000 ; ███ .db %01111000 ; ████ spr_ship02: .db 7,7 ;ship beta class .db %11000000 ; ██ .db %11110000 ; ████ .db %01111100 ; █████ .db %01110010 ; ███ █ .db %01111100 ; █████ .db %11110000 ; ████ .db %11000000 ; ██ spr_bullet01: .db 5,3 ;your bullets .db %00110000 ; ░▒▓█▒ .db %11111000 ; ░▒▓████▒ .db %00110000 ; ░▒▓█▒ spr_bullet02: .db 5,3 ;your bullets .db %11110000 ; ░▒▓███▒ .db %11111000 ; ░▒▓████▒ .db %11110000 ; ░▒▓███▒ spr_bullet11: .db 3,3 ;enemy bullets .db %01000000 ; ▒▓▒░ .db %11100000 ; ▒██▓▒░ .db %01000000 ; ▒▓▒░ ;---------------------------------------- explosion ------------------------------------------- spr_explosion: .db 8,6 ;1 .db %00000000 .db %00011100 ; ███ .db %00111110 ; █████ .db %01010110 ; █ █ ██ .db %00111000 ; ███ .db %00000000 .db 8,6 ;2 .db %00110000 ; ██ .db %01001110 ; █ ▒███ .db %10111110 ; █ █████ .db %01001111 ; █ ▒████ .db %00111000 ; ███ .db %00011010 ; ██ █ .db 8,6 ;3 .db %10110011 ; █ ██ ██ .db %01001110 ; █ ███ .db %10110101 ; █ ██▒█▒█ .db %01000101 ; █ ▒█▒█ .db %00111110 ; █████ .db %11011010 ; ██ ██ █ .db 8,6 ;4 .db %00101010 ; ▒ █▒█ █▒ .db %01000110 ; █ ▒██ .db %10110101 ; █ ██ █ █ .db %01100110 ; ██ ██▒ .db %00111100 ; ████▒ .db %01011001 ; ▒█ ██ ▒█ .db 8,6 ;5 .db %01000001 ; █▒ ▒ ▒█ .db %00100101 ; ▒█ █▒█ .db %00010100 ; ▒ ▒█ █ ▒ .db %01000100 ; █▒ █ .db %00010010 ; ▒█▒▒█ .db %10011010 ; █▒ ██ █▒ .db 8,6 ;6 .db %01000100 ; █ █ ▒ .db %00100000 ; ▒█ ▒ ▒ .db %00000001 ; ▒ ▒ █ .db %01000100 ; █ █ .db %00100010 ; █▒ █ .db %01001000 ; ▒█ ▒█ ▒ .db 8,6 ;7 .db %00001000 ; ▒ █▒ .db %11000010 ; ██ ▒ █ .db %00000000 ; ▒ .db %00100000 ; ▒█ ▒ .db %00000001 ; ▒ ▒█ .db %00110000 ; ▒██▒ .db 8,6 ;8 .db %00000100 ; ▒█ .db %00000000 ; ▒▒ ▒ .db %01000000 ; █ .db %00000000 ; ▒ .db %00000010 ; █▒ .db %00100100 ; █▒ █ ;--------------------------------------- bar ----------------------------------- spr_icon00: .db 8,7 .db %10101010 ; █ █ █ █ .db %11010101 ; ██ █ █ █ .db %10101010 ; █ █ █ █ .db %11010101 ; ██ █ █ █ .db %10101010 ; █ █ █ █ .db %11010101 ; ██ █ █ █ .db %10101010 ; █ █ █ █ spr_icon01: .db 8,7 .db %10000000 ; █....... .db %10000000 ; █ .db %10000000 ; █ .db %10000000 ; █ .db %10000000 ; █ .db %10000000 ; █ .db %10000000 ; █ spr_icon02: .db 8,7 .db %10000000 ; █ .db %10000000 ; █ .db %10000000 ; █ .db %10000000 ; █ .db %10000000 ; █ .db %10000000 ; █ .db %10000000 ; █ ;---------------------------- texts ------------------------------------------- txt_about: .db "v0.6.825 ","by Shiar " .db "(ICQ#43840958)",0 txt_1player: .db "1 PLAYER",0 txt_2players: .db "2 PLAYERS",0 txt_level: .db "LEVEL ",0 txt_gameover: .db "GAME OVER!",0 txt_lives: .db "Lx0?",0 ;---------------------------- save data --------------------------------------- stored_data_start: timer .db $00 ;frame counter level .db $00 ;level number levelp .dw level01 ;pointer to level data eventenemy .db $02 ;enemy type eventtime .db $15 ;enemy frequency eventleft .db $00 ;nr. of enemies still to come nextevent .db $50 ;time to next event score .dw $0000 your_occ .db $00 ;0=normal 1..16=exploding lives .dw $0003 ;unused x .db $16 ;x-pos y .db $46 ;think about it.. hp .db $00 ;hitpoints left ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y) ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y) nrenemies = 20 enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 ; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) ; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) ;---------------------------- enemy data -------------------------------------- sprites: .db $00 .db spr_enemy02-spr_enemy01 .db spr_enemy03-spr_enemy01 .db spr_enemy04-spr_enemy01 .db spr_enemy05-spr_enemy01 spr_enemy01: .db 6,6 ;enemy type one .db %00111100 ; ████ .db %01110000 ; ███ .db %11110000 ; ████ .db %11110000 ; ████ .db %01110000 ; ███ .db %00111100 ; ████ spr_enemy02: .db 8,7 ;enemy type two .db %00111111 ; █████ .db %01111000 ; ████ .db %11111100 ; ██████ .db %11111110 ; ███████ .db %11111100 ; ██████ .db %01111000 ; ████ .db %00111111 ; █████ spr_enemy03: .db 6,6 ;enemy type three .db %01111100 ; █████ .db %11110000 ; ████ .db %11111000 ; █████ .db %11111000 ; █████ .db %11110000 ; ████ .db %01111100 ; █████ spr_enemy04: .db 6,6 ;enemy type four .db %00111000 ; ███ .db %01111100 ; █████ .db %11111000 ; █████ .db %11111000 ; █████ .db %01111100 ; █████ .db %00111000 ; ███ spr_enemy05: .db 7,6 ;enemy type four .db %00011110 ; ████ .db %01111110 ; ██████ .db %11111100 ; ██████ .db %11111100 ; ██████ .db %01111110 ; ██████ .db %00011110 ; ████ enemy01: ;HP:1 move:- fire:- .db %00000010,%00000000 ;first two enemy bytes enemy02: ;HP:1 move:1 fire:1.5% .db %00000010,%00000001 enemy03: ;HP:2 move:- fire:3% .db %00000110,%00000010 enemy04: ;HP:5 move:- fire:6% .db %00010010,%00000011 enemy05: ;HP:10 move:- fire:25% .db %00100111,%00000100 ;----------------------------- level info ------------------------------------- level01: .db $00,$15,$30 ;enemy nr ; enemy frequency ; next lvl level02: .db $01,$11,$4c level03: .db $02,$19,$40 level04: .db $03,$0f,$50 level05: .db $04,$2e,$3e ;----------------------------- logo ------------------------------------------- logo_nemesis: .db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000 .db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000 .db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000 .db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000 .db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000 .db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000 .db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001 ;----------------------------- end -------------------------------------------- .end .end ;----------------------------- NEMESIS'86 by Shiar ---------------------------- ;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS ;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.6.825 ;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · 20.IIX.99 ;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only ;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2077 bytes on calc ;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR ;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958 ;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar@wishmail.net ;Homepage · · · · · · · · · · · · · · · · · · coming soon (www.wish.net/~shiar) ;Beta: yes · · still to come: lives, armor, powerups, more levels, enemies... ;Sound: no · · · · · · · · · · · · don't know if i'll make sounds... we'll see ;Fun: yes · · · · · although not yet finished, the game is playable: 5 levels ;Bugs: yes crashes after death; press at GameOver-screen. Send me more ;Source: no · · · · · · · · not yet, will be released when Nemesis is finished ;----------------------------- version history -------------------------------- ;0.01.717 -- 17.VII.99 -- size 984 ; ; + movement of ship over whole screen ; + enemies moving from right to left, appearing right at specified times ; ; 0.1.718 -- 18.VII.99 -- size 907 ; ; # no crash when level restarts for the third time ; * exit-procedure updated, unnecessary stuff/keychecks removed ; * alot of unused code removed ; + different types of enemies (just look different) ; + collision detection!! enemy ships disappear when you hit them ; ; 0.2.718 -- 18.VII.99 -- size 1153 ; ; + ability to fire bullets (F1). Enemies disappear on impact ; * enemies explode instead of disappearing ; ; 0.3.719 -- 19.VII.99 -- size 1401 ; ; * bullets appear correctly (not INSIDE your ship) ; + some enemies can take multiple hits (differs per class) ; + all enemies fire bullets at random ; + if you're hit by bullet/enemy, you'll lose one hitpoint ; ; 0.4.720 -- 20.VII.99 -- size 1481 ; ; # collision detection fixed and optimized (much faster now!) ; + shell-icon added (YAS type) ; * code optimizations, some data "compression" ; * explosion looks better, and some vars removed/smaller ; # enemies are removed when at left side (instead of becoming invisible) ; + displays level number before each level begins ; ; 0.5.725 -- 25.VII.99 -- size 1778 ; ; * waits a sec at level display (in case of accidental keypress) ; * moving enemies (move up&down) ; # bullets removed correctly so they can be used again later ; * first level made ; # enemy weaponfire is fired from correct positions ; + your ship explodes on impact with ships/bullets ; * game over screen will be displayed just *after* your ship's gone ; + frame counter onscreen ; ; 0.6.820 -- 20.IIX.99 -- size 2152 (2077 on calc) ; ; * play field increased to full screen instead of 3/4 ; + bottom eight lines used for score (etc) display ; - no more solid levels, enemies are placed at random ; + enemies appear every x turns (depends on level) ; # fixed bullets so they don't disappear at 3/4 of the screen ; * A LOT of optimizations both in speed and size!! ; + enemy type, frequency, and number specified per level ; + bottom score bar displays score, lives and icons (to be used later) ; * smarter enemy handling (so enemies have different sizes) ; + bottom bar divided from playing field by a horizontal line ; + five levels (and five enemies) made ; # game vars reset at start and game over ; + NEMESIS LOGO displayed at startup!! (also, program grew 350bytes ): ; + version/credits string displayed below logo: v0.6.820 by shiar (ICQ#) ; ; 0.6.825 -- 25.IIX.99 -- size 2160 (2085 on calc) ; ; # pointer to fifth ship corrected (ships in level 5 weren't displayed) ; # calc doesn't crash anymore when game is continued after game over!! ; + lives are decreased when ship is destroyed ; # last eight pixels of divider line are shown correctly now ; + added - removed * changed # bug fixed