.include "asm86.h" .include "ti86asm.inc" .include "ti86abs.inc" .org _asm_exec_ram nop jp Start .dw $0001 .dw Title .dw spr_ship Title: .db "Nemesis v0.5.725 by Shiar",0 Start: jr init just_fired = $c0f9 ;byte temp1 = $c100 ;word ;---------------------- init -------------------------------------------------- init: call _runindicoff ;---------------------- main menu --------------------------------------------- ;---------------------- game setup -------------------------------------------- play_game: call Next_level ;------------------------------------------------------------------------------ ;---------------------- game loop --------------------------------------------- ;------------------------------------------------------------------------------ game_main_loop: ld hl,timer ;update time inc (hl) Clear_screen: xor a ld hl,GRAPH_MEM+(16*12) ld b,a clearloop: ld (hl),a inc hl ld (hl),a inc hl ld (hl),a inc hl djnz clearloop check_exitkey: ld a,%00111111 ; pressed? out (1),a nop nop in a,(1) bit 6,a jr z,quit ;yes: quit game game_stuff: call Level_event ;insert enemies call Handle_Ship ;move you call Fire_bullet ;check for fire call Handle_enemies ;move enemies call Handle_bullets ;move your bullets call Enemy_bullets ;move enemy bullets call Enemies_hit ;check for collision with enemies call Display_Screen ;display all halt \ halt \ halt ;delay jr game_main_loop ;loop quit: ret ;---------------------- display ----------------------------------------------- Display_Screen: ld a,64 ;Display Image ld hl,GRAPH_MEM+(16*12) ld de,$fc00 displayloop: ld bc,12 ldir inc de inc de inc de inc de dec a jr nz,displayloop ld hl,$1006 ;Display Score ld (_curRow),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 54 ;delay finished? jp z,game_over ;yes = game over ret ;don't display anything 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_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 $5a ;off screen? jr z,remove_bullet inc a ;move right cp $5a ;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 srl a srl a ;occ/4 = HP left jr nz,hpleft ld (hl),$01 ;set to explode inc hl 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 a,(nextevent) dec a ld (nextevent),a or a ret nz do_event: ld hl,(curevent) ld de,enemies-4 chk_noenemy: inc de inc de inc de inc de ld a,(de) or a ;0 = no enemy present jr nz,chk_noenemy ld a,(hl) ;type ld hl,enemy01 ld c,a ld b,0 add hl,bc add hl,bc add hl,bc ;hl = enemy specs ld a,(hl) ;load hitpoints+occ of this enemy class ld (de),a ;occ inc hl inc de ld a,(hl) ;load movement+type of this enemy class ld (de),a ;type inc de ld a,$5a ;appear at right edge of screen ld (de),a ;x inc de ld hl,(curevent) inc hl ld a,(hl) ld (de),a ;y inc hl ;@ next event ld a,(hl) cp $ff ;255 = end marker jp z,Next_level ld (nextevent),a ;else time to next event inc hl ld (curevent),hl ;update pointer or a ;no delay jr z,do_event ret ;no more events for now ;--------------------------- enemy fires -------------------------------------- Enemy_fires: ;de = x,y dec d dec d ;d = x-2 inc e ;e = y+1 ld b,10 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 ret ;----------------------------- enemy bullets ---------------------------------- Enemy_bullets: ld hl,ebullets ld b,10 handle_bullet: push bc push hl ld a,(hl) or a jr nz,enemy_bullet next_bullet: pop hl pop bc inc hl inc hl inc hl djnz handle_bullet ret enemy_bullet: inc hl ld a,(hl) ;bullet x dec a jp m,remove_ebullet ;off screen? jr z,remove_ebullet ;" dec a ;move left ld (hl),a ld d,a ;d=x inc hl ld e,(hl) ;e=y ld ix,spr_bullet11 ;display enemy bullet call drw_spr 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: dec hl ld (hl),0 ;bullet > unused jr next_bullet ;--------------------------- handle enemies ----------------------------------- Handle_enemies: ld hl,enemies ld b,nrenemies ;loop 20x 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 ld a,(hl) ;type and %11100000 ;move-type add a,b ;add move bit from occ ld b,a ;save in b ld a,(hl) ;type add a,a add a,a add a,a ld c,a ;type*8 = offset 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 ld ix,spr_enemy01 ld b,$00 add ix,bc ; push hl ;save registers push de call drw_spr ;display pop de ;restore (destroyed by drw_spr) ; pop hl ; dec hl ; ld b,(hl) ;type ; and %00011111 ;enemy class ; ld hl,enemy01 ;all enemies' specs ; inc b ;next enemy's specs ; ld c,$00 ; add hl,bc ; add hl,bc ; add hl,bc ;go there ; dec hl ;last byte of this enemy's specs ld a,$ff ;fire frequency call Random ;random value < a dec a ;fire if 1 call z,Enemy_fires ;fires bullet jr next_enemy 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 ;2/3 = 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 ;--------------------------- next level --------------------------------------- Next_level: ld hl,Leveldata+1 ;reset level data ld (curevent),hl call _clrLCD ;clear screen ld hl,$0703 ld (_curRow),hl ;center ld hl,txt_level call _puts ;display "LEVEL " ld a,(level) inc a ;increase level nr. ld (level),a 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 _putc ;display first digit ld b,$20 wait: halt \ halt djnz wait ;delay call _getkey ;wait for keypress jr game_setup ;prepare display and vars ret ;--------------------------- game over ---------------------------------------- game_over: ld hl,Leveldata+1 ;reset level data ld (curevent),hl 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 jr game_setup ;prepare display and vars ret ;---------------------- setup game -------------------------------------------- game_setup: call _clrLCD ld hl,$1005 ld (_curRow),hl ld hl,txt_score ;display "SCORE" call _puts ;display texts xor a ld (timer),a ;reset time ld (level),a ;level 1 ld hl,Leveldata+1 ld (curevent),hl ;reset level ld hl,(Leveldata) ld (nextevent),hl ;ret ;---------------------- exit -------------------------------------------------- exit_game: 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 ;---------------------- 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 ;------------------------ _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 9,1 ;ship icon .db %11100000 ; ███ .db %11111000 ; █████ .db %00111110 ; █████ .db %11111001 ; █████ █ .db %11111101 ; ██████ █ .db %11111001 ; █████ █ .db %00111110 ; █████ .db %11111000 ; █████ .db %11100000 ; ███ spr_ship01: .db 7,7 ;ship alpha class .db %01110000 ; ███ .db %11100000 ; ███ .db %11111100 ; ██████ .db %11110010 ; ████ █ .db %11111100 ; ██████ .db %11100000 ; ███ .db %01110000 ; ███ 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 ; █▓▒░ 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 ; █▒ █ spr_icon01: .db 5,4 .db %00100000 ; █ .db %10101000 ; █ █ █ .db %11111000 ; █████ .db %01110000 ; ███ spr_icon02: .db 5,4 .db %00000000 ; ███ .db %00000000 ; ██ ██ .db %00000000 ; █ █ .db %00000000 ; ;---------------------------- texts ------------------------------------------- txt_title: .db "* * NEMESIS * *",0 txt_level: .db "LEVEL ",0 txt_gameover: .db "GAME OVER!",0 txt_score: .db "SCORE",0 ;---------------------------- save data --------------------------------------- stored_data_start: level .db $00 ;level number timer .db $00 ;frame counter curevent .dw Leveldata+1 ;next event nextevent .db (Leveldata) ;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 = 32 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) ; %111 (move ptrn) 11111 (ship or explosion frame) %11111111 (x) %11111111 (y) ;---------------------------- enemy data -------------------------------------- spr_enemy01: .db 6,6 ;enemy type one .db %00111100 ; ████ .db %01110000 ; ███ .db %11110000 ; ████ .db %11110000 ; ████ .db %01110000 ; ███ .db %00111100 ; ████ spr_enemy02: .db 6,6 ;enemy type two .db %00111000 ; ███ .db %01100000 ; ██ .db %11111100 ; ██████ .db %11111100 ; ██████ .db %01100000 ; ██ .db %00111000 ; ███ 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 ; ███ enemy01: ;HP:1 move:- fire:- .db %00000010,%00000000,%00000000 ;first two enemy bytes enemy02: ;HP:1 move:1 fire:1.5% .db %00000011,%00100001,%01111111 enemy03: ;HP:2 move:- fire:3% .db %00000110,%00000010,%00001111 enemy04: ;HP:5 move:- fire:6% .db %00010010,%00000011,%00000011 enemy05: ;HP:10 move:- fire:25% .db %00100111,%00000100,%00000011 ;---------------------------- level data -------------------------------------- Leveldata: ;time,enemyclass,ypos .db $0d,$00,$38 ;first wave (bottom) .db $00,$00,$40 .db $00,$00,$48 .db $1e,$00,$10 ;second wave (top) .db $00,$00,$18 .db $00,$00,$20 .db $1e,$00,$24 ;third wave (middle) .db $00,$02,$2c .db $00,$00,$34 .db $0d,$00,$10 ;top & bottom .db $00,$00,$4a .db $2a,$01,$2d ;middle: moving .db $0c,$02,$2d ; 3HP .db $0b,$02,$2d ; 3HP .db $09,$00,$27 ;two 1HP behind him .db $00,$00,$33 .db $09,$02,$21 ;two 3HP behind them .db $00,$02,$39 .db $09,$02,$1b ;and two 3HP behind them .db $00,$02,$3f .db $15,$03,$11 ;one vertical line of 8HPs .db $00,$03,$19 .db $00,$03,$21 .db $00,$03,$29 .db $00,$03,$31 .db $00,$03,$39 .db $00,$03,$41 .db $00,$03,$49 .db $0c,$02,$11 ;one vertical line of 3HPs .db $00,$02,$19 .db $00,$02,$21 .db $00,$02,$29 .db $00,$02,$31 .db $00,$02,$39 .db $00,$02,$41 .db $00,$02,$49 .db $0c,$00,$11 ;one vertical line of 1HPs .db $00,$00,$19 .db $00,$00,$21 .db $00,$00,$29 .db $00,$00,$31 .db $00,$00,$39 .db $00,$00,$41 .db $00,$00,$49 .db $f1,$01,$40 .db $10,$00,$30 .db $10,$02,$20 .db $40,$01,$10 .db $01,$00,$44 .db $15,$01,$31 .db $04,$02,$38 .db $05,$00,$40 .db $03,$00,$2f .db $04,$00,$3a .db $12,$02,$10 .db $10,$03,$18 .db $0e,$03,$20 .db $0c,$03,$28 .db $0a,$02,$30 .db $08,$02,$38 .db $06,$01,$40 .db $04,$00,$48 .db $2a,$00,$20 .db $ff,$ff,$ff ;----------------------------- end -------------------------------------------- .end .end ;----------------------------- NEMESIS'86 by Shiar ---------------------------- ;----------------------------- 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 if 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 ; ; + added - removed * changed # bug fixed