.include "asm86.h" .include "ti86asm.inc" .include "ram86.inc" .org _asm_exec_ram TEXT_MEM = _textShadow DELC_LEN = _undelBufLen ;$64 bytes long nop jp init .dw $0001 ;description type 2 (= +YASicon) .dw Title ;pointer to description .dw spr_ship ;pointer to YAS icon Title: .db "Nemesis v0.92.98 by Shiar",0 just_fired = TEXT_MEM ;byte temp1 = TEXT_MEM+1 ;word RanPos = TEXT_MEM+3 ;byte firex = TEXT_MEM+4 ;byte firey = firex+1 ;byte mx = TEXT_MEM+6 ;byte my = mx+1 ;byte your_locpos = TEXT_MEM+8 ;byte your_prevpos = TEXT_MEM+9 ;16 words nrybullets = 20 ybullets = your_prevpos+32 ;20 x (state,x,y) nrebullets = 10 ebullets = ybullets+(nrybullets*3) ;10 x (state,x,y) nrenemies = 10 enemies = DELC_LEN ; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) ; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) add2enemy = nrenemies*4 enemiesxtra = enemies+add2enemy ; $11 (move) $11 (fire) ;---------------------- init -------------------------------------------------- init: call _runindicoff ;turn the run-indicator off, obviously call _clrLCD ;clean the screen ld (iy+13),0 xor a ld (DELC_LEN),a ld a,(CONTRAST) ;load current contrast level cp $1f ;if already at maximum... jr z,skipdarken ;...then skip level increase inc a ;otherwise increase contrast level skipdarken: out (2),a ;set it ;---------------------- main menu --------------------------------------------- LogoPut: ld hl,logo_nemesis ;from... ld de,VIDEO_MEM+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_game ;prepare level ;------------------------------------------------------------------------------ ;---------------------- game loop --------------------------------------------- ;------------------------------------------------------------------------------ game_main_loop: ld hl,timer ;update time inc (hl) ;increase by 1 ld b,(hl) ;new time ld hl,RanPos ;random counter ld a,(hl) ;random value add a,b ;even more random by adding timer ld (hl),a ;save even more random value back Clear_screen: ld hl,GRAPH_MEM ;move from (hl) = top left ld (hl),$00 ;first pixel will be copied all over the screen ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) ldir ;clear! check_exitkey: call GET_KEY cp K_EXIT jr z,quit cp K_MORE call z,Pause ; ld a,%00111111 ; pressed? ; out (1),a ; nop \ nop ; in a,(1) ; bit 6,a ;test bit 6 = ; jr z,quit ;yes: quit game game_stuff: call Level_event ;insert enemies call Handle_Ship ;move you call Handle_enemies ;move enemies call Fire_bullet ;check for fire call Handle_bullets ;move your bullets call Handle_torp ;move your torpedo 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 ;--------------------------- pause -------------------------------------------- Pause: ld hl,$0200 ;top left ld (_curRow),hl ld hl,txt_pressenter ;"Enter to continue" call _puts ;display message pause: call _getkey ;enter low-power mode and wait for key cp kEnter ;keypressed = enter? jr nz,pause ;no, wait some more ret ;continue ;--------------------------- exit --------------------------------------------- quit: ld a,(CONTRAST) ;load original contrast level out (2),a ;and set it back ld (iy+13),6 ret ;quit Nemesis :( ;--------------------------- display ------------------------------------------ Display_Screen: ld hl,GRAPH_MEM ;from storage (top left) ld de,VIDEO_MEM ;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,$396b ;Display Score ld (_penCol),hl ;bottom right of screen ld hl,(timer) ld h,0 _D_HL_DECI: ;------- display 5-digit value ------- 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 ld hl,savestr call _vputs ;display string ret savestr: .db "SHIAR",0 ;------------------------- 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? jp c,exploding_you ;not yet: display explosion cp 40 ;delay finished? jp z,You_die ;yes = game over ret ;don't display anything ok: ld a,%01111110 out (1),a ld hl,y ;instead of nop\nop do something usefull in a,(1) rra ;rotate right (put last bit in c) ld b,a ;we need a jr c,no_down ld a,(hl) cp 49 ;55-6 = bottom of screen jr z,no_down inc a ld (hl),a no_down: dec hl rr b ;because we now use b, it's rr instead of rra 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) cp 121 ;127-6 = right side jr z,no_right inc a 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 ;save new y no_up: ld e,(hl) ld ix,spr_ship01 ;ship sprite ld hl,your_inv ;invulnerable? ld a,(hl) ;load time in a or a ;is it 0? jr z,handle_multiples ;yes so ship = normal (display \ continue) ld b,a ;save inv-time ld a,(timer) ;load frame nr. and %00000011 ;a=0 once every four frames jr nz,not_time ;a<>0 = not time to update counter dec (hl) ;decrease inv-time left not_time: and %00000010 ;a switches 0<->1 every 2 frames jr z,no_flicker ;don't show normal sprite anyway ld a,b ;pop inv-time and %11110000 ;inv-time <16 ticks left? jr z,handle_multiples ;yes: display normal sprite and continue no_flicker: ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix) handle_multiples: call putsprite ;display your ship ld a,(your_multiples) ;do you have multiples or a ;no? ret z ;then don't handle them either ld hl,your_locpos ;location to save this position ld a,(hl) ;load a inc a ;a=a+1 and %00001111 ;if a>15 then a=a-16 ld (hl),a ;save new a add a,a ;a=a*2 ld c,a ;de=a ld b,0 ld hl,your_prevpos ;previous positions add hl,bc ;16 turns ago ld d,(hl) ;old x-pos inc hl ;and ld e,(hl) ;old y-pos ld (mx),de ;save multiple position in (mx) ld a,(y) ;load new y-pos ld (hl),a ;save it for 16 turns in the future dec hl ;and ld a,(x) ;load new x-pos ld (hl),a ;save that too ld ix,spr_multiple ;sprite of the multiple jp putsprite ;display it + 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 ld e,(hl) jp putsprite damage_you: ld a,(your_inv) ;invulnerability left? or a ret nz ;return if inv>0 ld hl,your_armor ;armor left ld a,(hl) ;check dec a ;is it 0? jp m,no_armor ;yes, 0hp left so explode ld (hl),a ;no, so save decreased hp call disp_armor ;and display new value ret ;and return no_armor: ld a,%01 ;occ %xxxxxx01 = explode ld (your_occ),a ;set to explode ret ;------------------------- fire bullet ---------------------------------------- Fire_bullet: ld a,(your_occ) ;are you 100% OK? or a ;a=0?? ret nz ;return if not normal stat ld a,%00111111 ;function keys (F1-F5) out (1),a ;ask for them nop \ nop ;delay 8 clocks in a,(1) ;get zem! bit 4,a ;test bit 4 = F1-key jr z,fire ;fire pressed? ld hl,just_fired ld (hl),0 ;no: reset just_fired bit 3,a ;test bit 3 = F2-key ret nz ;return if not select: ld hl,your_pickup ;select pickups ld a,(hl) ;load pickups taken so far dec a ;is it 1? jr nz,select2 ;no, carry on ld (hl),a ;reset pickups (a=0) ld hl,your_armor ;change armor inc (hl) ;increase HPs by one jp disp_icons ;display and return select2: dec a ;is it 2? jr nz,select3 ;no, carry on ld (hl),a ;reset pickups inc a ;a=1 ld (torp_occ),a ;ready torpedoes jp disp_icons ;display 'n return select3: dec a ;is it 3? jr nz,select4 ;no, carry on ld (hl),a ;reset pickups jp disp_icons ;display n return select4: dec a ;is it 4? jr nz,select5 ;no, carry on again ld (hl),a ;reset pickups inc a ;a=1 ld (your_laser),a ;ready laser jp disp_icons ;display + return select5: dec a ;is it 5? jr nz,select6 ;no, carry on once more ld (hl),a ;reset pickups inc a ld (your_multiples),a jp disp_icons ;display, return select6: ld (hl),0 ;reset pickups jp disp_icons ;display/return fire: ld hl,RanPos ;random inc (hl) ;update random counter ld hl,just_fired ld a,(hl) ;just_fired cp 5 ;already pressed? ret z ;return when already pressed (=5) inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5) ld a,(your_laser) ;if you have bullets..... or a ;(0=no laser) jr nz,fireOK ld (hl),5 ;.....then can't fire next turn (go to 5 imm.) fireOK: ld hl,(x) ;yes: first fire from ship position (x) ld (firex),hl ;set firepos ld a,(your_multiples) ;any multiples? dec a ;nope? jr nz,fireany ;then just fire somethin' call fireany ;and blast ld hl,(my) ;then, fire from multiple position (mx) ld a,(mx) ; ld h,a ; ^^^^^^ ld (firex),hl ;set firepos ;blast again and fireany: ld a,(your_laser) ;do you have laser? dec a ;1=yes jr nz,fire_ybullet ;no, just fire a bullet fire_laser: ;yes, fire that laser instead ld a,(firex) ;a = your x-pos ld d,a ld hl,GRAPH_MEM ;save-location ld a,(firey) ;y-coord add a,3 ;at middle of your ship (y+3) ld e,a ;save laser-y in e add a,a ;y*2 add a,a ;y*4 add a,a ;y*8 rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) add a,a ;y*16 (width of screen) rl b ;b=b*2+overflow (if y>64 then bc=bc+512) inc a ;8 pixels to right (a=even so no overflow) srl d ;X/2 srl d ;X/4 srl d ;X/8 add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow) jr nc,_nolc ;jump if no carry = no overflow = a<=255 inc b ;a>255 so increase bc by 256 _nolc: ld c,a ;c = (Y*16+X/8) mod 256 add hl,bc ;bc = Y*16+X/8 ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) sub d ;minus x-start (d=X/8) ld b,a ld c,0 drawlaser: ld (hl),%11111111 inc hl ;Go to next byte djnz drawlaser handle_laser: ld a,(firex) ld d,a ;d was divided, so reload the laser-x check_laserhits: ;de = (x,y) ld ix,nolashit ld b,nrenemies ld hl,enemies laserhits: ;Hits with normal enemies push hl ld a,(hl) and %00000010 jr z,nolashit ;no hit when enemy_occ <> 2/3 inc hl ;enemy type ld a,(hl) or a ;enemy #0 = pickup jr z,nolashit ;yes: don't destroy inc hl ld a,(hl) ;check x sub d jp m,nolashit ;no hit when enemy is left of you inc hl ld a,(hl) ;check y sub e jp z,enemy_hit ;a-e=0 = laser on top line of enemy = hit jr nc,nolashit ;a-e>0 = enemy above laser = no hit add a,5 ;add enemy height jp p,enemy_hit ;a-e>0 = hit nolashit: pop hl inc hl ;go to next enemy inc hl inc hl inc hl djnz laserhits ;check all enemies ld a,d ; ld d,e ld e,a jr fire_torp ;fire torpedoes as well fire_ybullet: ld hl,ybullets ld de,3 ld b,nrybullets 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 ld a,(firex) ;your x-pos add a,5 ;place bullet in front of you inc hl ;go to bullet-x ld (hl),a ;set x ld e,a ;save torp-x in e ld a,(firey) ;your y-pos add a,2 ;place bullet at the middle of your ship inc hl ;go to bullet-y ld (hl),a ;set y add a,3 ;place torpedo at bottom of ship ld d,a ;save torp-y in d fire_torp: ld hl,torp_occ ;torpedo... ld a,(hl) ;load torpInfo dec a ;do you have (unused) torpedoes? ret nz ;nope (a must be 1) ld (hl),2 ;yes; use torpedo ld (torp_pos),de ;save torpedo position (in de) ret ;------------------------ handle bullets -------------------------------------- remove_bullet: dec hl ld (hl),0 ;dump this bullet! ret Handle_bullets: ld hl,ybullets ld b,nrybullets scan_bullets: push bc push hl ld (temp1),hl ld a,(hl) inc hl dec a ;type 1? call z,bullet_2left ;yes: 2left pop hl pop bc ld de,3 add hl,de ;3 x djnz scan_bullets ;next bullet (loop) ret bullet_2left: ld a,(hl) ;d = X cp 122 ;off screen? (x>128-5) jr nc,remove_bullet add a,2 ;move 2 2 the right ld (hl),a ;save new pos. ld d,a inc hl ;to y-pos ld e,(hl) ;e = Y ld ix,spr_bullet01 push de call putsprite ;display bullet pop de check_bullethits: ;INPUT: de=X,Y ld b,nrenemies ld hl,enemies ld ix,nohit 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 ;enemy type ld a,(hl) or a ;enemy #0 = pickup jr z,nohit ;yes: don't destroy 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 push hl ld hl,(temp1) ld (hl),$00 ;remove bullet pop hl enemy_hit: dec hl dec hl dec hl ld a,(hl) ;occ ld c,a ;push occ and %11111100 ;occ/4 = HP left ; jump ld (hl),%01 ;set to explode ld a,(pickuptimer) ;counts enemies destroyed dec a ;enough destroyed for a pickup? jr nz,pickupdone ;otherwise just explode ld (hl),%00000110 ;change it into a pickup (with 2 HP) ld a,18 ;reset enemies counter (18 hits = next) pickupdone: ld (pickuptimer),a ;save new enemiescounter value inc hl ld (hl),$00 ;explosionFrame 0 jp (ix) hpleft: ld a,c ;pop occ sub %00000100 ;decrease HP by one ld (hl),a ;save jp (ix) nohit: pop hl inc hl inc hl inc hl inc hl djnz hit_enemies ;check next enemy ret ;--------------------------- handle torpedo ----------------------------------- Handle_torp: ld a,(torp_occ) sub 2 ret m ;return if occ=0/1 ld hl,torp_pos ;x-position ld a,(hl) ;load in a inc a ;move right cp 125 ;right edge reached jr nc,remove_torp ;remove if x>125 ld (hl),a ;save new x ld d,a inc hl ;y-position ld a,(hl) inc a ;move down cp 56 ;bottom reached jr nc,remove_torp ;remove if y>40 ld (hl),a ;save new y ld e,a ld ix,spr_bullett1 push de call putsprite ;display torpedo pop de jp check_bullethits ;check for hits with enemies remove_torp: ld a,1 ld (torp_occ),a ret ;--------------------------- level events ------------------------------------- Level_event: ld hl,nextevent ;time to next event ld (hl),1 ;set move-counter to 1 inc hl ;hl to ld (hl),1 ;set time-to-fire to 1 frame (fires directly) ret ;return Random: ld a,(RanPos) ;a handy random-var. ld hl,x ;add your x-coord for randomness adc a,(hl) ld hl,y ;add your y-coord for randomness adc a,(hl) ld (RanPos),a ;save altered random-var ret ;RanPos also in #a ;--------------------------- enemy fires -------------------------------------- Enemy_fires: ;de = x,y push de dec d dec d ;d = x-2 inc e ;e = y+1 ld b,nrebullets ld hl,ebullets find_ebullet: ld a,(hl) or a jr z,found_ebullet ;0 = not used inc hl \ inc hl \ inc hl djnz find_ebullet ;look next bullet ret found_ebullet: ld (hl),1 ;use bullet &&& inc hl ld (hl),d ;set x-pos inc hl ld (hl),e ;set y-pos pop de ret ;----------------------------- enemy bullets ---------------------------------- Enemy_bullets: ld hl,ebullets ld b,nrebullets handle_bullet: push bc push hl ld a,(hl) ;load bulletType in a or a ;is it 0? jr nz,enemy_bullet ;no: handle bullet next_bullet: pop hl ;do not move the pop bc inc hl \ inc hl \ inc hl djnz handle_bullet ret enemy_bullet: ld b,a ;save type inc hl ;bullet x ld a,(hl) ;check if it has reached the left side of scrn and %11111110 ;it is <2 (0 or 1)? jr z,remove_ebullet ;yes, remove bullet dec (hl) ;move one left dec (hl) ;and another one ld d,(hl) ;d=x inc hl ;@y ld a,b ;restore type dec a ;type 1? jr z,ebullet_common ;normal bullet ebullet_down: ld a,(timer) rra jr c,ebullet_common inc (hl) ebullet_common: ld e,(hl) ;e=y ld ix,spr_bullete1 ;display enemy bullet call putsprite ebullet_hits: ld a,(your_occ) or a jr nz,next_bullet ;0 = you're normal pop hl push hl inc hl ;check x ld a,(x) sub (hl) add a,6 jp m,next_bullet cp 9 jr nc,next_bullet inc hl ;check y ld a,(y) sub (hl) add a,6 jp m,next_bullet cp 9 jr nc,next_bullet call damage_you ;HIT!! remove_ebullet: pop hl ;hl could be destroyed by damage_you ld (hl),0 ;bullet > unused jr next_bullet+1 ;next bullet (SKIP THE = one byte) ;--------------------------- 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,a ;b=2 if moving, otherwise b=1 normal_enemy: ;occ "normal" 2 or "moving" 3 inc hl push hl ld e,(hl) ;e = enemy type ld c,e ;c = e 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_enemy00 ;first enemy sprite add ix,de ;add offset for current enemy pop hl inc hl ld a,(hl) ;x dec a ;move left jr c,remove_enemy ;off screen jr z,remove_enemy ;" ld d,a inc hl ld e,(hl) ;y ld a,b ;moving state was stored in b earlier dec a ;is it 1? call nz,moving_enemy ;2 = moving enemy dec hl ;@x ld (hl),d ;store new x check_enemyfire: ld a,c ;a = enemy type or a ;type 0? (pickup) jr z,firing_done ;pickups don't fire ld bc,add2enemy+1-2 ;offset of add hl,bc ;go there (@hl) dec (hl) ;decrease counter till next blast ld a,(hl) ;load new counter or a ;has it reached zero? jr nz,firing_done ;finished if not add a,64 ;re-set counter for next blast ld (hl),a ;save call Enemy_fires ;fires bullet firing_done: push de ;save registers for firing-use call putsprite ;display sprite @ix pop de ;restore (destroyed by putsprite) next_enemy: pop hl ld bc,$0004 add hl,bc pop bc djnz handle_enemy ret remove_enemy: pop hl ld (hl),$0000 ;bye bye enemy push hl jr next_enemy 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 ;--------------------------- moving enemies ----------------------------------- moving_enemy: movetype_updown: ld bc,add2enemy add hl,bc ld a,(hl) dec a jr nz,move_updated add a,128 move_updated: ld (hl),a or a ;reset carry flag sbc hl,bc and %00100000 jr z,movedown moveup: ld a,(hl) ;load y-position dec a ;decrease y-pos (=move up) ret m ;don't move off the screen (y<0) ld (hl),a ;save new y-pos ret ;finish movedown: ld a,(hl) ;load current y inc a ;increase y-pos cp 55 ;compare with bottom ret nc ;return if it has passed that line (>40) ld (hl),a ;otherwise save new position ret ;and return ;--------------------------- 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 collide_enemy: ; push hl ; push bc ; ld hl,enemy00 ;enemy 1 specs ; add a,a ;a=type*2 ; add a,a ;a=type*4 ; ld c,a ;c=type ; ld b,0 ;bc = 4 * enemy nr. ; add hl,bc ;hl = enemy specs ; ld a,(hl) ;load size byte ; pop bc ; pop hl ; ld c,a ;save size in c inc hl ld a,(hl) ;check x match sub e ;enemy position minus yours add a,6 jp m,check_next cp 12 jr nc,check_next inc hl ld a,(hl) ;check y match sub d ;same as with x-check add a,6 jp m,check_next cp 12 jr nc,check_next dec hl dec hl take_pickup: ld a,(hl) ;load enemy type or a jr nz,collide ;enemy when <>0 push hl ld hl,your_pickup ;your pickups ld a,(hl) ;current inc a ;go to next cp 6 ;pickups >=6 jr c,not_maxpickup ld a,1 ;yes: reset to pickup 1 not_maxpickup: ld (hl),a ;save new call disp_icons ;display altered pickupicons pop hl dec hl ;to enemy occ xor a ;set to 0 = gone ld (hl),a ;remove jr check_next ;all done, next.. collide: 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 ;--------------------------- show icon ---------------------------------------- disp_icons: ld hl,VIDEO_MEM+(16*57);57 rows down = seven rows from bottom ld b,16*7 ;draw 16x (screen width) 7x (height) cleanline: ld a,%00000000 ;blank line mask ld (hl),a ;draw one piece of the divider-line inc hl ;move right (8 pixels = 1 byte) djnz cleanline ;repeat (16bytes * 7rows * 8pixels) ld hl,VIDEO_MEM+(56*16) ld (PutWhere),hl call disp_lives ld ix,spr_icon01 ;armorIcon ld de,$1a01 ;icon #1 call putwidesprite ;display icon call disp_armor ;display value ld ix,spr_icon00 ld a,(torp_occ) or a jr z,no_torp ld ix,spr_icon02 ;torpedoIcon no_torp: ld de,$2a01 ;icon #2 call putwidesprite ;display ld ix,spr_icon00 ; ld de,$3a01 ;icon #3 call putwidesprite ld ix,spr_icon00 ;emptyIcon ld a,(your_laser) or a jr z,no_laser ld ix,spr_icon04 ;laserIcon no_laser: ld de,$4a01 ;icon #4 call putwidesprite ld ix,spr_icon00 ;emptyIcon ld a,(your_multiples) or a jr z,no_multiples ld ix,spr_icon05 no_multiples: ld de,$5a01 ;icon #5 call putwidesprite ld a,(your_pickup) ;pickups taken add a,a ;picks*2 ret z ;return if no pickups add a,a ;picks*4 add a,a ;picks*8 add a,a ;picks*$10 add a,$0a ;add 0ah ld d,a ;y-pos = picks * $10 + $0a (1a,2a,3a,4a,5a) ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) ld ix,spr_icon call putwidesprite ret disp_armor: ld hl,$3926 ;Display Armor left ld (_penCol),hl ;place @ armorIcon ld a,(your_armor) ;load armor left add a,'0' ;make digit call _vputmap ;display char ret disp_lives: ld hl,$3900 ;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 ret ;--------------------------- game over / new game / death --------------------- game_over: call _clrLCD ;clear screen ld hl,$0603 ld (_curRow),hl ;center ld hl,txt_gameover call _puts ;display "GAME OVER" ld b,$20 wait2: halt \ halt djnz wait2 ;delay call _getkey ;wait for keypress pop hl ;=ret (game_over was called from a procedure) ret ;quit to TI-OS or shell New_game: xor a ;score 0 ld (score),a ;reset score inc a ;level #1 ld (level),a ;reset level nr ld hl,level01 ;set level pointer to level#1 ld (levelp),hl ;reset level pointer ld hl,lives ;starting lives ld (hl),4 ;3 lives (will be decreased @ You_die) You_die: ld hl,lives dec (hl) ;decrease lives ld a,(hl) ;load lives left inc a ;if lives=0ffh then a=0 jr z,game_over ;if so, game's over xor a ;a=0 ld (your_armor),a ;no armor ld (torp_occ),a ;no torpedoes ld (your_laser),a ;no laser ld (your_pickup),a ;reset pickups ld (your_multiples),a ;no multiples jr nonext_level ;--------------------------- next level --------------------------------------- Next_level: ld hl,level ;level number inc (hl) ;increase it ld hl,(levelp) ;level pointer inc hl inc hl inc hl ;update to point to next level ld (levelp),hl ;save nonext_level: ld a,80 ld (nextevent),a ;time to first enemy appearance ld hl,(levelp) ;level pointer 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 hl,your_occ ;hl = your_occ ld (hl),a ;reset your ship (not exploding) inc hl ;hl = your_inv ld (hl),50 ;set 50 frames invulnerable ld hl,x ;begin position x=... ld (hl),a ;...=a=0=left inc hl ;y=... ld (hl),24 ;...=24=middle ld a,(torp_occ) and %00000001 ;remove torpedoes ld (torp_occ),a xor a ;reset previous positions ld hl,your_prevpos ;place all previous positions ld b,16 ;all 16 of them place_multiples: ld (hl),a ;set prev-x to 0 inc hl ;next ld (hl),24 ;set prev-y to 24 inc hl ;next djnz place_multiples ;repeat ld hl,ybullets ;clear your/enemy bullets ld (hl),a ;clear first byte ld de,ybullets+1 ;and copy this byte to the next byte ld bc,(nrybullets+nrebullets)*3-1 ;bc times (all bullets) ldir ld hl,enemies ;and remove all enemies as well ld (hl),a ;clear first byte ld de,enemies+1 ;point to the next ld bc,add2enemy+nrenemies*2 ;clear enemy-info + enemiesxtra ldir ;--------------------------- setup game --------------------------------------- game_setup: call _clrLCD ;clear screen ld a,%10111011 ld hl,VIDEO_MEM ;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 call _clrLCD ;clear screen call disp_icons ;display bottom icons ld hl,VIDEO_MEM+(16*56);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 ;--------------------------- putsprite ---------------------------------------- ;--------------------------- de =(X,Y) ---------------------------------------- offsets_table: .db 128,64,32,%10000,%01000,%00100,%00010,%00001 putsprite: 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 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 rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) add a,a ;y*16 (width of screen) rl b ;b=b*2+overflow (if y>64 then bc=bc+512) 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 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 ;--------------------------- putbigsprite ------------------------------------- putwidesprite: ld a,d and 7 ld hl,offsets_table ld c,a ld b,0 add hl,bc ld a,(hl) ld (wsmc1+1),a ld (wsmc2+1),a ld hl,(PutWhere) ld a,e add a,a add a,a 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) woloop: 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 wsmc1: ld a,1 ;Load pixel mask wiloop: sla c ;Test leftmost pixel jr nc,wnoplot ;See if a plot is needed ld e,a ;OR pixel with screen or (hl) ld (hl),a ld a,e wnoplot: rrca jr nc,wnotedge ;Test if edge of byte reached inc hl ;Go to next byte wnotedge: wsmc2: cp 1 jr z,wover_1 djnz wiloop pop hl ;Restore address ld bc,16 ;Go to next line add hl,bc pop bc ;Restore data djnz woloop ret wover_1: ld c,(ix+2) inc ix djnz wiloop dec ix pop hl ld bc,16 add hl,bc pop bc djnz woloop ret ;------------------------------------------------------------------------------ ;------------------------------- sprites -------------------------------------- ;------------------------------------------------------------------------------ spr_ship: .db 9,1 ;ship icon .db %11100000 ; ███ .db %01111000 ; ████ .db %00111110 ; █████ .db %01111001 ; ████ █ .db %01111001 ; ████ █ .db %01111001 ; ████ █ .db %00111110 ; █████ .db %01111000 ; ████ .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_ship01i: .db 7,7 ;ship alpha class .db %01010000 ; █ █ .db %10100000 ; █ █ .db %01010100 ; █ █ █ .db %10100010 ; █ █ █ .db %01010100 ; █ █ █ .db %10100000 ; █ █ .db %01010000 ; █ █ spr_ship02: .db 7,7 ;ship beta class .db %11100000 ; ███ .db %11110000 ; ████ .db %01111100 ; █████ .db %01110010 ; ███ █ .db %01111100 ; █████ .db %11110000 ; ████ .db %11100000 ; ███ spr_ship02i: .db 7,7 ;ship beta class .db %01000000 ; █ .db %10100000 ; █ █ .db %01010100 ; █ █ █ .db %00100010 ; █ █ .db %01010100 ; █ █ █ .db %10100000 ; █ █ .db %01000000 ; █ spr_multiple: .db 6,4 ;multiples .db %01111000 ; ████ .db %11111100 ; ██████ .db %11111100 ; ██████ .db %01111000 ; ████ spr_bullet01: .db 5,3 ;your bullets .db %00110000 ; ░▒▓█▒ .db %11111000 ; ░▒▓████▒ .db %00110000 ; ░▒▓█▒ spr_bullet02: .db 5,3 .db %11110000 ; ░▒▓███▒ .db %11111000 ; ░▒▓████▒ .db %11110000 ; ░▒▓███▒ spr_bullett1: .db 4,3 ;▒▒▒ .db %11100000 ;▒███ .db %11110000 ; ████ .db %01110000 ; ███ spr_bullete1: .db 4,3 ;enemy bullets .db %01100000 ; ▒█▓▒░ .db %11110000 ; ▒███▓▒░ .db %01100000 ; ▒█▓▒░ ;---------------------------------------- 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 %10110000 ; █ ██ .db %01001110 ; █ ███ .db %10110101 ; █ ██▒█▒█ .db %01000101 ; █ ▒█▒█ .db %00111110 ; █████ .db %01011010 ; █ ██ █ .db 8,6 ;4 .db %00101010 ; ▒ █▒█ █ .db %01000110 ; █ ▒██ .db %10110101 ; █ ██ █ █ .db %01100110 ; ██ ██▒ .db %00111100 ; ████▒ .db %01011001 ; █ ██ ▒█ .db 8,6 ;5 .db %01000000 ; █▒ ▒ ▒ .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_icon: .db 16,7 ;unused .......:.......: .db %11111111,%11111111 ; ████████████████ .db %11000000,%00000001 ; ██ █ .db %11000000,%00000001 ; ██ █ .db %11000000,%00000001 ; ██ █ .db %11000000,%00000001 ; ██ █ .db %11000000,%00000001 ; ██ █ .db %11111111,%11111111 ; ████████████████ spr_icon00: .db 16,7 ;unused .......:.......: .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ spr_icon01: .db 16,7 ;armor ; .......:.......: .db %10001111,%10000000 ; █ █████ .db %10010000,%01000000 ; █ █ █ ▒▒▒ .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒ .db %10100111,%10100000 ; █ █ ████ █ ▒▒▒ .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒ .db %10010000,%01000000 ; █ █ █ ▒▒▒ .db %10001111,%10000000 ; █ █████ spr_icon02: .db 16,7 ;torpedo .......:.......: .db %10111000,%00010101 ; █ ███ █ █ █ .db %10011100,%00010101 ; █ ███ █ █ █ .db %10111000,%01001010 ; █ ███ █ █ █ .db %10000000,%11101010 ; █ ███ █ █ .db %11100001,%11100101 ; ███ ████ █ █ .db %10011000,%11110101 ; █ ██ ████ █ █ .db %11100110,%00110010 ; ███ ██ ██ █ spr_icon03: .db 16,7 ; .......:.......: .db %10000000,%01010100 ; █ .db %10011110,%00101010 ; █ .db %10111000,%00010101 ; █ .db %10111111,%10101010 ; █ .db %10111111,%00010101 ; █ .db %10111000,%00101010 ; █ .db %10011110,%01010100 ; █ spr_icon04: .db 16,7 ;laser .......:.......: .db %10000000,%00000000 ; █ .db %10110010,%10000000 ; █ ██ █ █ .db %10111011,%00000000 ; █ ███ ██ .db %10011101,%11111111 ; █ ███ █████████ .db %10111011,%00000000 ; █ ███ ██ .db %10110010,%10000000 ; █ ██ █ █ .db %10000000,%00000000 ; █ spr_icon05: .db 16,7 ;multiple .......:.......: .db %10000011,%10000000 ; █ ███ .db %10000001,%11100111 ; █ ████ ███ .db %10000001,%11100000 ; █ ████ .db %10000011,%10000000 ; █ ███ .db %10011000,%00000000 ; █ ██ .db %10111100,%01110000 ; █ ████ ███ .db %10011000,%00000000 ; █ ██ ;---------------------------- texts ------------------------------------------- txt_about: .db "v0.92.98 ","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 txt_pressenter: .db "Enter to continue",0 ;---------------------------- save data --------------------------------------- stored_data_start: PutWhere .dw GRAPH_MEM ;where to put the wide sprites 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 pickuptimer .db $4 score .dw $0000 your_pickup .db $00 your_occ .db $00 ;0=normal 1..16=exploding your_inv .db $50 ;invincibility left your_armor .db $13 ;HP left lives .db $04 ; x .db $16 ;x-pos y .db $46 ;think about it.. hp .db $00 ;hitpoints left your_laser .db $01 ;laser avail: 0=no, 1=yes your_multiples .db $00 ;multiples present torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt torp_pos .dw $0000 ;torpedo position (x,y) ;---------------------------- enemy data -------------------------------------- sprites: .db $00 .db spr_enemy01-spr_enemy00 .db spr_enemy02-spr_enemy00 .db spr_enemy03-spr_enemy00 .db spr_enemy04-spr_enemy00 .db spr_enemy05-spr_enemy00 .db spr_enemy06-spr_enemy00 .db spr_enemy07-spr_enemy00 spr_enemy00: .db 7,5 ;pickup .db %11111110 ; ███████ .db %10011010 ; █ ██ █ .db %11111110 ; ███████ .db %10011010 ; █ ██ █ .db %11111110 ; ███████ spr_enemy01: .db 6,6 ;enemy type one .db %00111100 ; ████ .db %01110000 ; ███ .db %11110000 ; ████ .db %11110000 ; ████ .db %01110000 ; ███ .db %00111100 ; ████ spr_enemy02: .db 8,6 ;enemy type two .db %00111111 ; █████ .db %01111000 ; ████ .db %11111100 ; ██████ .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 ; ████ spr_enemy06: .db 7,6 ;enemy type four .db %00011100 ; ███ .db %01111110 ; ██████ .db %10111000 ; █ ███ .db %10111000 ; █ ███ .db %01111110 ; ██████ .db %00011100 ; ███ spr_enemy07: .db 8,6 ;enemy type four .db %00011110 ; ████ .db %01111111 ; ███████ enemy00:.db %10011100 ; █ ███ .db %10011100 ; █ ███ .db %01111111 ; ███████ .db %00011110 ; ████ ;enemyInfo: %000000:HP %10:occ $00:type $00:app $00:unused enemy01: ;#1 HP:1 app:random .db %00000010,1,1,0 enemy02: ;#2 HP:1 app:halflure .db %00000010,2,3,0 enemy03: ;#3 HP:1 app:random moving .db %00000011,3,1,0 enemy04: ;#4 HP:2 app:lure .db %00000110,4,2,0 enemy05: ;#5 HP:2 app:random moving .db %00000111,5,1,0 enemy06: ;#6 HP:2 app:lure moving .db %00000111,6,2,0 enemy07: ;#7 HP:4 app:halflure moving .db %00001111,7,3,0 ;----------------------------- level info ------------------------------------- level01: .db $01,$1b,$2f ;enemy nr ; enemy frequency ; next lvl level02: ;frequency must be odd if halfluring! .db $02,$11,$4b level03: .db $03,$1d,$3f level04: .db $04,$0d,$4f level05: .db $05,$25,$3d level06: .db $06,$23,$39 level07: .db $07,$1f,$f9 ;----------------------------- 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 · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.92.98 ;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · · 7.IX.99 ;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only ;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2935 bytes on calc ;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR ;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958 ;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar0@hotmail.com ;Homepage · · · · · · · · · · · · · · · · · · coming soon (www.wish.net/~shiar) ;Notes: ; <*> This game is not yet finished (BETA) and there may still be some bugs. ; <*> Source will be released when the game has been finished. ; <*> Have fun, and have even more fun with the completed version of NEMESIS! ;----------------------------- version history -------------------------------- ;0.01.717 -- 17.VII.99 -- size 909 ; ; + used "Galaxian"-game engine (drawings, movement, enemy-routines) ; + movement of ship over 3/4 screen (96 pixels; 32 pixels for score) ; + enemies moving from right to left, appearing right at specified times ; ; 0.1.718 -- 18.VII.99 -- size 832 ; ; # 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 1078 ; ; + ability to fire bullets (F1). Enemies disappear on impact ; * enemies explode instead of disappearing ; ; 0.3.719 -- 19.VII.99 -- size 1326 ; ; * 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 1406 ; ; # 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 1703 ; ; * 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 2077 ; ; * 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 2085 ; ; # 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 ; ; 0.7.92 -- 02.IX .99 -- size 2303 ; ; + contrast is increased one level at startup (and restored on exit) ; + invulnerable for a sec when you enter the game (inv-pickup later) ; + when in invulnerable-mode, your ship look different! ; + at the beginning you get three *hitpoints* so you can be hit 3 times ; * bottomline icons are now 16 pixels wide and 7 pixels high! ; + hitpoint icon added: displays nr. of hps left next to a nice picture ; * maximum invulnerability-time is increased (can last upto 1024 frames) ; + when invulnerable-mode has nearly expired, your ship flashes! ; * again a lot of optimizations esp. in size ('bout 100 bytes) ; + pickups! 10% chance a destroyed enemy changes into an armor-pickup ; # code optimization caused some bullets to reappear as "fake" bullets ; * pickups can't be destroyed by bullets (they pass right through it) ; ; 0.8.93 -- 03.IX .99 -- size 2433 ; ; + enemies move individually, not all at the same time!! Looks very nice ; # titlescreen background is cleared (looked weird in Rascall and TI-OS) ; + enemies fire at a ### rate instead of firing at will (too random) ; # moving enemies don't move off the screen top/bottom (they wait there) ; + seven playable levels going easy to hard (including moving enemies) ; # xtraInfo data wasn't reset when a moving enemy entered the game ; * longer delay when level is completed (NextLevel screen came too soon) ; ; 0.9.94 -- 04.IX .99 -- size 2693 ; ; # pickups no longer fire bullets like normal enemies ; + s added so the game runs slower and looks better ; + TORPEDOES!!! Bullets that fire downwards! Just like in Nemesis ; * a pickup selects the next icon on bottom bar instead of increasing hp ; + an icon can be taken by pressing F2. second icon selects torpedoes ; + first icon increases armor, icon 3 and 4 are unused for now ; * selecting an unused icon (3+4) resets pickups like icon 1 and 2 ; * when you're destroyed, you loose one life instead of going game over ; you also loose all upgrades and pickups, but remain in the same level ; * random is more randomized, no more "tricks" to fool the randomizer ; # after game over the game is terminated instead of continuing+crashing ; - no more armor to start with. you'll have to collect them on your own ; * of course optimizations and a few tiny bug fixes (not important) ; * increased the size of the enemy bullets so they're better to see ; ; 0.91.95 -- 05.IX .99 -- size 2797 ; ; + LASERS!!!!! four pickups and you fire laserbeams instead of bullets ; * multiple enemies can be hit at once, very usefull when firing lasers ; + MULTIPLE!! like the (shadow-)multiple from MSX-Nemesis. for 5 pickups ; you get an multiple following you, firing bullets and lasers like you ; * most data (enemy positions) stored at TEXT_MEM and DELC_LEN positions ; instead of in program, saving A LOT of bytes in program-size ; - at release of 0.91 bullets didn't work, laser is used instead ; ; 0.92.98 -- 08.IX .99 -- size 2831 ; ; + all bullets and enemies are removed at the start of a level ; # you can fire bullets again (no more laser at startup) ; * game delay is increased (one halt more) so it runs slower ; * pickups aren't given at random, but appear every x enemies destroyed ; # solved a minor bug in invulnerability flashing display ; * clearScreen procedure improved (faster and smaller) ; # fifth icon couldn't be selected (so no multiples selectable). fixed ; * laserbeam lasts 5 turns (laser wasnt good enough compared to bullets) ; + added - removed * changed # bug fixed