.include "asm86.h" .include "ti86asm.inc" .include "ti86abs.inc" .org _asm_exec_ram nop jp Start .dw $0000 .dw Title Title: .db "Nemesis v0.1.718 by Shiar",0 Start: jr init ;-------------------- init ---------------------------------------------------- init: call _runindicoff ;-------------------- main menu ----------------------------------------------- jp play_game ;-------------------- exit ---------------------------------------------------- exit_game: ret ;----------------------- game setup ------------------------------------------- play_game: ld hl,stored_data_start ld bc,variables_end-stored_data_start-1 ;---------------------- display setup ---------------------------------------- set_up_display: call _clrLCD ld hl,in_game_text ld b,3 l11: ld a,(hl) ld (_curCol),a inc hl ld a,(hl) ld (_curRow),a inc hl call _puts djnz l11 in_game_text: .db 16,0,"LIVES",0 .db 16,3,"LEVEL",0 .db 16,6,"SCORE",0 str_question: .db "-----",0 ;------------------------------------------------------------------------------ ;-------------------------- game loop ----------------------------------------- ;------------------------------------------------------------------------------ game_main_loop: ld hl,timer ;update time inc (hl) Clear_screen: xor a ld hl,GRAPH_MEM+(16*12) ld b,a clearloop: ld (hl),a inc hl ld (hl),a inc hl ld (hl),a inc hl djnz clearloop check_exitkey: ld a,%00111111 ; pressed? out (1),a nop nop in a,(1) bit 6,a jr z,quit ;yes: quit game game_stuff: call Level_event ;insert enemies call Handle_Ship ;move you call Handle_enemies ;move enemies call Enemies_hit ;check for collision with enemies call Display_Screen ;display all ; halt \ halt \ halt ;delay jr game_main_loop ;loop quit: ret ;---------------------- display ----------------------------------------------- Display_Screen: ld a,64 ;Display Image ld hl,GRAPH_MEM+(16*12) ld de,$fc00 displayloop: ld bc,12 ldir inc de inc de inc de inc de dec a jr nz,displayloop ; ld hl,$1007 ;Display Score ; ld (_curRow),hl ; ld hl,(score) ; jp _D_HL_DECI ret ;------------------------- handle ship ---------------------------------------- Handle_Ship: ld a,(your_status) ; bit 4,a ; jr nz,you_not_normal or a jr z,ok ; dec a ; ld (your_status),a ; ld hl,(lives) ; ld a,l ; or h ; jr nz,ok ; pop af ; ret ok: ld a,%01111110 out (1),a ld hl,y in a,(1) rra ld b,a jr c,no_down ld a,(hl) inc a cp 73 ;y < 73 jr z,no_down ld (hl),a no_down: dec hl rr b jr c,no_left ld a,(hl) dec a jr z,no_left ;x > 0 ld (hl),a no_left: rr b jr c,no_right ld a,(hl) inc a cp 89 ;x < 89 jr z,no_right ld (hl),a no_right: ld d,(hl) inc hl rr b jr c,no_up ld a,(hl) dec a cp 15 ;y > 15 jr z,no_up ld (hl),a no_up: ld ix,spr_ship display_common: ld e,(hl) jp drw_spr ;you_not_normal: ; ld hl,(score) ; ld de,-6 ; add hl,de ; ld a,255 ; cp h ; jr nz,_ok_ ; ld hl,0 ;_ok_: ld (score),hl ; ld a,(your_status) ; dec a ; ld (your_status),a ; inc a ; and 14 ; xor 14 ; 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 ;--------------------------- level events ------------------------------------- Level_event: ld a,(nextevent) dec a ld (nextevent),a or a ret nz do_event: ld hl,(curevent) ;+1 ld de,enemies-4 chk_noenemy: inc de inc de inc de inc de ld a,(de) or a jr nz,chk_noenemy ld a,$01 ld (de),a ;occ inc de ld a,(hl) ld (de),a ;type inc de ld a,$5a ld (de),a ;x inc de inc hl ;+2 ld a,(hl) ld (de),a ;y inc hl ;+0 ld a,(hl) cp $ff jp z,Next_level ld (nextevent),a inc hl ;+1 ld (curevent),hl ret ;--------------------------- handle enemies ----------------------------------- Handle_enemies: ld hl,enemies handle_enemy: push hl ld a,(hl) cp 1 jr nz,next_enemy inc hl ld c,(hl) ;type inc hl ld d,(hl) ;x inc hl ld e,(hl) ;y ld a,d or a jr z,next_enemy dec a ld d,a jr z,remove_enemy ld (hl),e dec hl ld (hl),d ld ix,spr_enemy01 ld b,$00 add ix,bc call drw_spr jr next_enemy remove_enemy: dec hl dec hl dec hl ld (hl),$0000 next_enemy: pop hl inc hl inc hl inc hl inc hl ld a,(hl) cp $ff jr nz,handle_enemy ret ;--------------------------- check collision ---------------------------------- Enemies_hit: ld de,(x) ;e = X, d = Y ld hl,enemies-4 check_next: inc hl inc hl inc hl inc hl ld a,(hl) cp $ff ret z ;-1 = no more enemies push hl cp 1 jr nz,nocrash ;1 = enemy inc hl inc hl ld a,(hl) ;check x match sub e add a,6 jp m,nocrash cp 12 jr nc,nocrash inc hl ld a,(hl) ;check y match sub d add a,6 jp m,nocrash cp 12 jr nc,nocrash dec hl dec hl ld (hl),0 dec hl ld (hl),2 ;set to explode nocrash: pop hl jr check_next ;--------------------------- next level --------------------------------------- Next_level: ld hl,Leveldata+1 ld (curevent),hl ret ;--------------------------- putsprite ---------------------------------------- offsets_table: .db 128,64,32,16,8,4,2,1 drw_spr: ld a,d and 7 ld hl,offsets_table ld c,a ld b,0 add hl,bc ld a,(hl) ld (_smc1+1),a ld (_smc1+1),a ld hl,GRAPH_MEM ld a,e add a,a add a,e add a,a rl b add a,a rl b srl d srl d srl d add a,d jr nc,_n1 inc b _n1: ld c,a add 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,12 ;Go to next line add hl,bc pop bc ;Restore data djnz _oloop ret _D_HL_DECI: push bc ld de,up_data+4 ld b,5 ldhld: call UNPACK_HL add a,'0' ld (de),a dec de djnz ldhld ld hl,up_data ld b,4 lis: ld a,(hl) cp '0' jr nz,dis ld (hl),' ' inc hl djnz lis dis: ld hl,up_data call _puts pop bc ret up_data: .db "PAD98",0 ;------------------------------- sprites -------------------------------------- spr_ship: .db 7,7 .db %11111000 .db %11000000 .db %11111100 .db %11111110 .db %11111100 .db %11000000 .db %11111000 spr_bullet01: .db 5,3 .db %11110000 .db %11111000 .db %11110000 spr_bullet02: .db 3,3 .db %01000000 .db %11100000 .db %01000000 spr_enemy01: .db 6,6 .db %00111100 .db %01110000 .db %11110000 .db %11110000 .db %01110000 .db %00111100 spr_enemy02: .db 6,6 .db %01111100 .db %11110000 .db %10111000 .db %10111000 .db %11110000 .db %01111100 spr_explosion: .db 8,6 .db %00000000 .db %00011100 .db %00111110 .db %01010110 .db %00111000 .db %00000000 .db 8,6 .db %00110000 .db %01001110 .db %10111110 .db %01001111 .db %00111000 .db %00011010 .db 8,6 .db %11110011 .db %01001110 .db %10110101 .db %01000101 .db %00111110 .db %11011010 .db 8,6 .db %11110010 .db %01001110 .db %10110101 .db %01000101 .db %00111110 .db %01011010 .db 8,6 .db %01000001 .db %00100110 .db %00010101 .db %01000100 .db %00010010 .db %10011010 .db 8,6 .db %01000100 .db %00100000 .db %00000001 .db %01000100 .db %00100010 .db %10001000 .db 8,6 .db %00001000 .db %11000010 .db %00000000 .db %00100000 .db %00000001 .db %00110000 .db 8,6 .db %00000100 .db %00000000 .db %01000000 .db %00000000 .db %00000001 .db %00100100 ;---------------------------- level data ------------------------------------- Leveldata: .db $10,$00,$40 ;$time (ff=end) $type $y-pos .db $10,$08,$30 .db $10,$08,$20 .db $40,$00,$10 .db $ff,$ff,$ff ;---------------------------- texts ------------------------------------------ title_message: .db "* * NEMESIS * *",0 ;---------------------------- save data -------------------------------------- stored_data_start: curevent .dw Leveldata+1 ;next event nextevent .db (Leveldata) ;time to next event score .dw $0000 lives .dw $0003 level .dw $0000 x .db $16 y .db $46 shield .db $00 ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ebuls .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 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,$0000,$ffff,$ffff ; 0011 2233 >> 0=occupation (0=no enemy 1=normal 2=exploding) ; 1=frame/ship 2=x 3=y boss_status .db 00 boss_pwr .db 00 boss_x .db 00 boss_y .db 00 boss_2bytes .dw 0000 timer .dw $0000 your_status .db $00 .db $00 warped_status .db $00 variables_end: stored_data_end: .end ;NEMESIS'86 by Shiar ; 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