;---------------------------------------------------------------------------- ;---------------------- NEMESIS --------------------------------------------- ;---------------------------------------------------------------------------- ; Title : Nemesis ; Version : 0.97 ; Release Date : 25.VI.00 ; Filename : nemesis.86p (6kb) ; Author(s) : Shiar ; Email Address : shiar0@hotmail.com ; ICQ ; #43840958 ; Web Page : www.shiar.org ; Description : cool arcade-shoot-em-up-game ; Where to get this game : www.shiar.org | www.ticalc.org ; Other games by author : Worm ; ABOUT: This source should only be used for learning practises, do not ; alter it, and certainly do not distribute an altered version!! ; NOTE: &&& marks uncertainties or things to optimize ;---------------------- nemesis.z80 start ----------------------------------- #include "asm86.h" #include "ti86asm.inc" ;standard ti86 romcalls #include "ti86abs.inc" ;used to save hiscores and so .org _asm_exec_ram #define cal call ;just to make it harder for you to understand #define psh push ; ^:D #define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero ;GRAPH_MEM = $C9FA ;display buffer TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0 _clrWindow = $4a86 ;a new procedure from AsmStudio86 inc. files _ex_ahl_bde = $45f3 _shracc = $4383 _dispahl = $4a33 _asapvar = $d6fc storepos = _asm_exec_ram+6000 ;120 OF 165 storepos2 = _asm_exec_ram+6200 ;141 OF 167 ;---------------------- in-game vars ---------------------------------------- just_fired = storepos ; +0 ;counts how long a blast lasts menuitem = storepos ; +0 ;used to store menu location hiscorepos = storepos ; +0 ;entering hiscore name ; ;--------YOU x = storepos+1 ; +1 ;your ship's position y = x+1 ; +2 ;your y-pos firex = y+1 ; +3 ;(1 byte) firey = firex+1 ; +4 ;(1 byte) ; ;--------LEVEL eventleft = storepos+5 ; +5 ;nr. of enemies still to come nextevent = eventleft+1 ; +6 ;time to next event level_enemy = nextevent+1 ; +7 ;enemy type level_info = level_enemy+1 ; +8 ;info (see below) level_move = level_info+1 ; +9 ;= level_fire = level_move+1 ;+10 ; ;--------OBJECTS spacespace = storepos+19 ;+19 groundinfo = spacespace+1 ;+20 groundpos = groundinfo+1 ;+21 $10 ceilingpos = groundpos+16 ;+37 $10 ; ;--------STARS stars1 = ceilingpos+16 ;+53 stars2 = stars1+1 ;+54 nrstars1 = 7 starx1 = storepos+55 ;+55 nrstars2 = 7 starx2 = starx1+(nrstars1*2) ;+69 ; ;--------MULTIPLES mx = starx2+(nrstars2*2) ;+83 ;position of multiple#1 my = mx+1 ;+84 ;multiple y-pos m2x = my+1 ;+85 m2y = m2x+1 ;+86 your_locpos = m2y+1 ;+87 ;position in your_prevpos tabl your_prevpos = your_locpos+1 ;+88 ;save previous positions (32d) ;^-----------------------------------<1 ;-120=$78 enemies = storepos2 ; +0 ;info about each enemy enemysize = 7 ;infobytes per enemy nrenemies = 16 ;max. nr of enemies ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) nrybuls = 64 ; +80\ ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y) nrebuls = 16 lvlenemies = ebullets+(nrebuls*3) ;^-----------------------------------<2 ;-141=$8D ;level_info: ; [0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire] ;enemies: ; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)] ; [ship type or explosion frame] [x] [y] [move] [fire] ;---------------------- introduction ---------------------------------------- nop ;hello yas/ase/rascall/whathever jp init ;here's the program, but first: a description .dw $0001 ;description type 2 (description + YASicon) .dw Title ;pointer to description (all shells) .dw Icon ;pointer to YAS icon Title: .db "Nemesis v0.97 by SHIAR",0 Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes .db %11100000 ; ███ .db %01111000 ; ████ .db %00111110 ; █████ .db %01111001 ; ████ █ .db %00111110 ; █████ .db %01111000 ; ████ .db %11100000 ; ███ ;recommend 80x50 screen mode .DB 0 ;clear stupid YAS-line ;---------------------- init ------------------------------------------------ int_handler: ex af,af' in a,($03) bit 3,a jp z,$0039 res 0,a out ($03),a jp $0039 int_end: init: cal BUSY_OFF ;turns the run-indicator off, obviously cal _clrScrn ;clean the screen xor a ;ld a,0 res 2,(iy+13) ;don't scroll the screen cal _flushallmenus ;remove TI menus FixKeys: ;fixes some key problems like left+down bug im 1 ld a,$D4 ld bc,$0100 ld h,a ld l,c ;ld hl,$D400 ld d,a ld e,b ;ld de,$D401 dec a ;ld a,$D3 ld (hl),a ldir ld hl,int_handler ld d,a ld e,a ;ld de,$D3D3 ld bc,int_end-int_handler ldir inc a ;ld a,$D4 ld i,a im 2 ;---------------------- main menu ------------------------------------------- LogoPut: xor a ;white bitmask (a=0) ld hl,logo_nemesis ;from... ld de,VIDEO_MEM+16 ;...to one line from top ld b,e ;ld b,16: one line AboveLogo: ld (de),a ;clear/n byte inc de ;next dnz AboveLogo ;repeat for the first line ld bc,16*19 ;logo size ldir ;display one line of logo ld hl,16*$33+VIDEO_MEM ;$33 rows down ld b,16*7 ;draw black 7 lines ld a,%11111111 ;horizontal line mask underline: ld (hl),a ;draw one piece of the divider-line inc hl ;move right (8 pixels = 1 byte) dnz underline ;repeat ld hl,_txt_email ;at the very bottom of tha screen ld (_penCol),hl ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!! cal _vputs ;VERY important, so display in small font ?:} set 3,(iy+5) ;set white on black ld de,_txt_about ;near the bottom of the screen ld (_penCol),de ;hl=txt_email++=txt_about cal _vputs ;display version + me res 3,(iy+5) ;return to default black on white dispmenu: ld de,$0304 ld (_curRow),de ld hl,txt_menu1 cal _puts ld de,$0305 ld (_curRow),de ld hl,txt_menu2 cal _puts xor a ld (menuitem),a menuloop: ld a,(menuitem) ld h,$01 add a,4 ld l,a ld a,5 ld (_curRow),hl cal _putc ld a,(menuitem) ld h,$01 sub 5 neg ld l,a ld a,32 ld (_curRow),hl cal _putc halt \ halt cal GET_KEY ;wait for keypress cp K_UP jr z,menuchange cp K_DOWN jr z,menuchange cp K_EXIT jr z,menuexit ld hl,_invert cp K_F1 cal z,undo_invert cp K_F2 cal z,do_invert cp K_ENTER jr nz,menuloop ld a,(menuitem) dec a cal nz,New_game jp samelevel ;game_main_loop menuexit: ld hl,0 ld (your_score),hl jp game_over menuchange: ld a,(menuitem) xor 1 ld (menuitem),a jr menuloop do_invert: ld (hl),$2F ;cpl ret undo_invert ld (hl),$B7 ;or a ret ;---------------------------------------------------------------------------- ;---------------------- game loop ------------------------------------------- ;---------------------------------------------------------------------------- game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time inc (hl) ;increase by 1 jr nz,Clear_screen ;continue when new time <> 0 ld hl,1 ;once every 256 frames, increase score by 1 cal scoreInc ;do it Clear_screen: ld hl,GRAPH_MEM ;move from (hl) = top left ld (hl),$00 ;first pixel will be copied all over the screen ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) ldir ;all clear! ld a,0 ;current frame/turn 0-255 timer =$-1 and %11 ;a=0 once every 4 turns jr z,movestarsdone ;don't move stars once every 4 frames cal movestars1 ;move the stars on the FRONT layer cal movestars2 ;move the distant stars movestarsdone: ld a,(stars1) ;star positions (the missing byte...) ld b,nrstars1 ;how many stars? now we know. ld hl,starx1 ;points to the position of the stars cal DisplayStars ;display front layer stars ld a,(stars2) ;weren't you paying attention five lines ago? ld b,nrstars2 ;that many?! whow! ld hl,starx2 ;and there they are cal DisplayStars ;use the same procedure to display back layer ld a,(level_info) ;level info and %00000110 ;isolate ground&ceiling jr z,game_stuff ;both non-present and %00000010 ;bit representing the presence of any ceiling cal nz,Handle_ceiling ;scroll the ceiling (if any) +check4collision cal Handle_ground ;scroll the ground and check if we're dead game_stuff: cal Handle_Ship ;move you ld a,(your_occ) ;are you 100% OK? or a ;a=0?? jr nz,_gamestuff1 ;then don't check for movements/fires/... check_keys: ld a,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5) out (1),a ;ask for them nop \ nop ;delay 8 clocks in a,(1) ;get zem! check_exitkey: bit 6,a ;test bit 6 = exit-key = EXIT jp z,game_over ; pressed, so be it check_morekey: ;another unused label... poor compiler bit 7,a ;test bit 7 = more-key = PAUSE cal z,Pause ;yes, go to pause check_firekey: bit 5,a ;test bit 5 = 2nd-key = FIRE ld hl,check_selkey ;where to continue after executing Fire_bullet psh hl ;push hl on stack (instead of cal Fire_bullet) jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..) pop hl ;no cal to Fire_bullet made, so pop stack xor a ;no: ld (just_fired),a ;reset just_fired check_selkey: ld a,%01011111 ;look at first column of keys (ALPHA to STO) out (1),a ;gimme nop \ nop ;what's taking you so long in a,(1) ;at last... our precious keyzzz... bit 6,a ;'bout the GRAPH key... cal z,Teacher ;you didn't _press_ it, did you?!? rla ;test bit7 so we know f ALPHA has been pressed cal nc,select ;yeppy, select the currently selected upgrade cal Enemies_hit ;check for collision with enemies cal inc_weapdamage _gamestuff1: cal Handle_enemies ;move enemies cal Handle_bullets ;move your bullets + check for hits cal Enemy_bullets ;move enemy bullets cal Handle_torp ;the same for your torpedo (assuming u have 1) cal Level_event ;insert enemies cal Display_Screen ;display all halt ;delay jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ inc_weapdamage: ld a,0 weapincs =$-1 inc a cp 97 ;max. 96 times (=96/16=6 increases) ret nc ;return if already maxed ld (weapincs),a ;save new incs and %11110000 ;clear last 4 bits so no cf when rotating ;btw: AND resets cf rra ;rotate acting as shift (srl a) but just 1B rra rra rra ;increase once just every 16 turns ld b,a ;times to increase incthedamage: add a,1 ;increase damage for one increase weapdaminc =$-1 dnz incthedamage ;a=total increase damage ld b,1 ;minimal damage weapdamage =$-1 add a,b ;a=total damage ld (curweapdamage),a ;safe the current damage cal disp_charge ret ;--------------------------- ground ----------------------------------------- Handle_ground: ld a,(timer) and %111 ;once every 8 frames jr nz,Display_ground ;otherwise skip the scroll ld bc,15 ;scroll all 16 bytes minus one (teh new byte) ld hl,groundpos+1 ;from.. ld de,groundpos ;to (one byte to the left) ldir ;LoaDIncreaseRepeat = scroll! ld a,(groundinfo) ;what kind of ground dec a ;type 1: jr z,ground_tunnel ;tunnel effect ground_boring: ld a,(groundpos) ;type 0 ground_tunnel: ld a,(groundpos+14) ld d,a ld hl,spacespace ld bc,$201 ;range=1..3 cal Random ;a=1-3 dec a jr z,newground ;same if a=1 dec a jr z,gtunneldown ;down if a=2 gtunnelup: ;up if a=3 ld a,(hl) or a jr z,newground ;a>=0 (a=0 actually) inc (hl) inc d jr newground gtunneldown: ld a,1 cp d jr z,newground dec d dec (hl) newground: ld a,d ld (groundpos+15),a ;save new byte on the right Display_ground: ld b,16 ;screen width ld de,groundpos-1 ;height of current byte (previous actually) psh de ;use later ld hl,GRAPH_MEM+(56*16)-1 ;screen position psh hl groundloopright: ld c,b ;push b for groundloopup pop hl \ inc hl ;get screen position and go one right pop de \ inc de ;get height info and set to the next byte psh de \ psh hl ;save these for the next time ld a,(de) ;height of current byte ld b,a ;save in b ld de,16 ;to substract to go one line up ld a,%11111111 ;bitmask black or a groundloopup: ld (hl),a ;display black byte sbc hl,de ;go up (sbc must be used for 16-bit sub) dnz groundloopup ;and loop >groundpos< times ld b,c ;pop b used by groundloopup dnz groundloopright ;loop right for entire screen (16x) pop hl \ pop hl ;restore stack CheckGround: ;check for collision with the ground ld a,(x) srl a srl a srl a inc a ld l,a ld h,0 ld de,groundpos add hl,de ld a,(y) sub 57-7 neg cp (hl) ret nc ld b,5 jp damage_you ;--------------------------- ceiling ---------------------------------------- Handle_ceiling: ld a,(timer) and %111 ;once every 8 frames jr nz,Display_ceiling ;otherwise skip the scroll ld bc,15 ;scroll all 15 bytes (16th is new position) ld hl,ceilingpos+1 ;from.. ld de,ceilingpos ;to (one byte to the left) ldir ;LoaDIncreaseRepeat = scroll! ld a,(groundinfo) ;what kind of ceiling dec a ;type 1: jr z,ceiling_tunnel ;tunnel effect ceiling_boring: ceiling_tunnel: ld a,(ceilingpos+14) ld d,a ;d=new ceiling ld hl,spacespace ld bc,$201 ;range=1..3 cal Random ;a=1-3 dec a jr z,newceiling ;1:same dec a jr z,ctunnelup ;2:up ctunneldown: ;3:down ld a,(hl) or a ;(spacespace)=0: jr z,newceiling+2 ;keep same ceiling inc (hl) inc d jr newceiling ctunnelup: ld a,1 cp d ;if size=1 then don't jr z,newceiling dec d dec (hl) newceiling: ld a,d ld (ceilingpos+15),a ;save the new byte Display_ceiling: ld b,16 ;screen width ld de,ceilingpos-1 ;height of current byte psh de ;use later ld hl,GRAPH_MEM-17 ;screen position psh hl ceilingloopright: ld c,b ;push b for groundloopup pop hl \ inc hl ;get screen position and go one right pop de \ inc de ;get height info and set to the next byte psh de \ psh hl ;save these for the next time ld a,(de) ;height of current byte ld b,a ;save in b ld de,16 ;to substract to go one line up ld a,%11111111 ;bitmask black or a ceilingloopdown: ld (hl),a ;display black byte add hl,de ;go down dnz ceilingloopdown ;and loop >groundpos< times ld b,c ;pop b used by groundloopup dnz ceilingloopright ;loop right for entire screen (16x) pop hl \ pop hl ;restore stack CheckCeiling: ;check for collision with the ground ld a,(x) ;your x srl a ;x/2 srl a ;x/4 srl a ;x/8 (current ceiling-byte) inc a ;correction ld l,a ;hl = a ld h,0 ;" ld de,ceilingpos ;first ceiling-byte add hl,de ;current ceiling-byte ld a,(y) ;your y-pos inc a cp (hl) ;compare with ceiling ret nc ;carry if ceiling is above you ld b,5 jp damage_you ;otherwise you don't wanna be in that ship ;--------------------------- move stars ------------------------------------- DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# ld e,(hl) inc hl ld d,(hl) ld (de),a inc hl dnz DisplayStars ret ;let's comment this: returns movestars2: ld ix,starx2 ld a,(stars2) rlca ld (stars2),a ret nc ld b,nrstars2 jr movestars_loop movestars1: ld ix,starx1 ld a,(timer) rra ld a,(stars1) ret c rlca ld (stars1),a ret nc ld b,nrstars1 movestars_loop: ld h,(ix+1) ld l,(ix) dec hl ld a,l and %00001111 cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1 jr nz,newstarok cal RandomY newstarok: ld (ix),l ld (ix+1),h inc ix \ inc ix dnz movestars_loop ret ;for stupid people, here's another comment... ;--------------------------- pause ------------------------------------------ Pause: ld hl,$0200 ;top left ld (_curRow),hl ld hl,txt_pressenter ;"Enter to continue" cal _puts ;display message pause: cal _getkey ;enter low-power mode and wait for key cp kEnter ;keypressed = enter? jr nz,pause ;no, wait some more ret ;continue ;--------------------------- teacher ---------------------------------------- Teacher: ld (iy+12),5 ;enable flashing cursor cal _clrScrn cal _homeup ;top left ld hl,txt_teacher cal _puts ;display message teacherloop: cal _getkey ;enter low-power mode and wait for key cp kEnter ;enter pressed? jr z,teacherans cp kGrMenu ;keypressed = graph? jr nz,teacherloop ;no, wait some more ld (iy+12),0 ;disable cursor jp disp_icons ;+ret teacherans: ld a,' ' cal _putc ld hl,$0701 ld (_curRow),hl ld hl,txt_teacherans cal _puts jr teacherloop ;--------------------------- exit ------------------------------------------- quit: im 1 ;release keyfix procedure set 2,(iy+13) ;set back screen scrolling xor a ld (_asapvar+1),a ;next Asm( run will reload the program ld hl,GRAPH_MEM ;graph-screen location ld de,GRAPH_MEM+1 ld (hl),a ld bc,1024-1 ;do it 1024 times = entire screen ldir jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the ;_clrScrn) AND also executes _homeup and ret ;--------------------------- display ---------------------------------------- Display_Screen: ld hl,GRAPH_MEM ;from buffer (top left) ld de,VIDEO_MEM ;to real screen (top left) ld c,56 ;display height = 64 bytes (minus 8 for bar) displayloop: ld b,16 ;display width = 16 bytes (16*8bits=256pixels) displaytloop: ld a,(hl) ;copy byte from (hl) _invert: cpl ;xor $ff: invert byte (white<=>black) ld (de),a ;to (de) inc hl \ inc de ;next byte dnz displaytloop ;16x hl >> de dec c ;next line jr nz,displayloop ;loop 64x ld hl,$396b ;Display Score ld (_penCol),hl ;bottom right of screen ld hl,(your_score) _D_HL_DECI: ;------- display 5-digit value ------- ld de,savestr+4 ;savenr saves number string ld b,5 ;five digits ldhld: cal UNPACK_HL ;one digit of hl add a,'0' ;make number ld (de),a ;save into savenr dec de ;point to next digit dnz ldhld ;repeat for all digits ld hl,savestr ;we (the program) saved the value righthere jp _vputs ;the only thing left to do is to display it savestr: ;@here the score will be stored .db "00000",0 ;don't worry, it's just temporary ;------------------------- handle ship -------------------------------------- Handle_Ship: ld a,(your_occ) ;are or a ;you jr z,ok ;ok? inc a ;no! 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 ;----move---- ok: ;we are ld a,%01111110 ;get arrow keys out (1),a ;it's cold outside ld hl,y ;instead of nop\nop do something usefull in a,(1) ;come back in ld b,a ;psh a (keys) xor %11111111 ;inverted a = 0 if arrow-key has been pressed ld a,(your_multiples) jr z,no_adv ;if so, leave the multiples where they are or %100 ;set move bit jr adv_ok no_adv: and %11111011 ;reset move bit adv_ok: ld (your_multiples),a ld a,(timer) ;framecounter and %1 ;switches 0<>1 each frame inc a ;a = 1 or 2 (1.5 avg) ld c,a ;c = your_speed ld a,b ;pop a (keys) rra ;rotate right (put last bit in c) ld b,a ;we need a later jr c,no_down ld a,(hl) add a,c cp 50 ;56-6 = bottom of screen jr nc,no_down 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 c ; 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) add a,c cp 122 ;128-6 = right side jr nc,no_right ld (hl),a no_right: ld d,(hl) ;d=x inc hl rr b jr c,no_up ld a,(hl) sub c ; doesn't affect carry-flag jr c,no_up ;-1 = top of screen ld (hl),a ;save new y no_up: ld e,(hl) ;e=y ld ix,spr_ship01 ;normal ship sprite ld hl,your_inv ;invulnerable? ld a,(hl) ;load time in a or a ;is it 0? jr z,disp_ship ;yes so ship = normal (display \ continue) ld a,(timer) ;load frame nr. and %00000111 ;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 %00000100 ;a switches 0<->1 every 2 frames jr z,disp_ship ;show normal ship inv_flicker: ld ix,spr_ship01i ;display invulnerable ship disp_ship: psh de ;save your position for multiples cal putsprite ;display your ship pop de ;----multiples---- handle_multiples: ld a,(your_multiples) ;do you have multiples ld b,a ;save a for 2nd check and %11 ;no? (last two bits = nr of multiples) ret z ;then don't handle them either ld a,b ;restore a (your_multiples) and %100 ;move the multiples??? (=move bit set?) jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x) ld hl,your_locpos ;location to save this position ld a,(hl) ;load a inc a ;a=a+1 (next position) and %00001111 ;if a>15 then a=a-16 ld (hl),a ;save new a add a,a ;a=a*2 ld c,a ;bc=2a ld b,0 ld hl,your_prevpos ;previous positions add hl,bc ;16 turns ago ld b,(hl) ;old x-pos inc hl ;and ld c,(hl) ;old y-pos ld (mx),bc ;save multiple position in (mx) ld (hl),d ;save current pos. for 16 turns into the future dec hl ;yes... ld (hl),e ;...both mult_adv: ld de,(mx) ld a,d ld d,e ld e,a ;ex d,e ld ix,spr_multiple ;sprite of the multiple jp putsprite ;display it + ;----explode---- exploding_you: srl a ;half the framerate dec a ;first frame is 1>inc>srl>dec = 0 ld hl,x-1 explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- and %11111110 add a,a add a,a ;frame*8 ld c,a ld b,0 ;bc=a ld ix,spr_explosion ;base sprite add ix,bc ;go to correct sprite (each spr. is 8 bytes) inc hl ld d,(hl) ;load xpos inc hl ld e,(hl) ;and y jp putsprite ;and display it too ;----hit---- damage_you: ;damages you B points ld a,(your_inv) ;invulnerability left? or a ret nz ;return if inv>0 ld hl,your_armor ;armor left ld a,(hl) ;load hp in A sub b ;decrease hp by B jp m,no_armor ;<0hp left so explode ld (hl),a ;no, so save decreased hp jp disp_armor ;and display new value no_armor: ld a,%01 ;occ %xxxxxx01 = explode ld (your_occ),a ;too bad, you're dead meat ret ;------------------------- place multiples ---------------------------------- Place_multiples: ld (mx),de ;set last multiple-position ld hl,your_prevpos ;place all previous positions ld b,16 ;all 16 of them place_multiples: ld (hl),d ;set prev-x to d inc hl ;next ld (hl),e ;set prev-y to e inc hl ;next dnz place_multiples ;repeat ret ;------------------------- select upgrade ----------------------------------- select: ld hl,your_pickup ;select pickups ld a,(hl) ;load pickups taken so far dec a ;is it 1? ret m ;return if it's 0 (no pickups) jr nz,select2 ;no, carry on select1: ld a,(your_armor) ;load current armor cp 25-6 ;may not become >=25 jr c,select1_ ;ok then just add 6 ld a,25-6 ;set to maximum (6 will be added below) select1_: add a,6 ;add 6 to armor ld (your_armor),a ;change armor xor a ;ld a,0 ld (your_pickup),a ;reset pickups 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 ld hl,your_weapon ld a,(hl) inc a cp maxnrweapons jp nc,disp_icons ;weapon maxed out ld (hl),a ;set new weapon cal loadweapon ;load it (damage and stuff) 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_weapon),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 ld de,(x) cal Place_multiples jp disp_icons ;display, return select6: ld (hl),0 ;reset pickups jp disp_icons ;display/return ;------------------------- fire bullet -------------------------------------- Fire_bullet: 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_weapon) ;if you have bullets..... dec a ;(1=laser) jr z,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 a,(your_multiples) ;any multiples? and %11 ;nope? jr z,fireany ;then just fire somethin' cal fireany ;and blast ld hl,(mx) ;then, fire from multiple position (mx) dec h ;one up (-2 height: keeps weapons centered) ;blast again and fireany: ;HL=(x,y) ld (firex),hl ;set position to fire from cal fire_torp ;&&& ld a,(your_weapon) ;do you have laser? ld ix,weapondata-6-(256*3) add a,a ;weap*2 add a,a ; *4 add a,a ; *8 ld c,a ld b,3 ;go to current weapon (bc=a) add ix,bc fire_weapon: ;b=3 psh bc ;save counter ld a,(ix) ;load this weapon cp %11110000 ;%11110000=laser cal z,fire_laser ;fire laser (will set a=0 when done) or a ;<>0=bullet cal nz,fire_ybullet inc ix inc ix pop bc ;weapon counter (do 3 weapons) dnz fire_weapon ret ;-----fire LASER----- fire_laser: ld b,0 ;overflow counter ld hl,firex ld d,(hl) ;d = your x-pos inc hl ld a,(hl) ;base y-coord (firey) add a,(ix+1) ;at specified offset (most likely the middle) ld e,a ;save laser-y in e psh de ;save unmodified (x,y) 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 ld hl,GRAPH_MEM ;save-location add hl,bc ;bc = Y*16+X/8: hl=screen address ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) sub d ;minus x-start (d=X/8) ld b,a drawlaser: ld (hl),%11111111 inc hl ;Go to next byte dnz drawlaser handle_laser: pop de ;de=(firex): x-pos unmodified check_laserhits: ;de = (x,y) ld b,nrenemies ;check all enemies ld hl,enemies+1 ;enemy#1+occ/hp00 laserhits: ;hits with normal enemies psh hl ld a,(hl) ;occ+hp00 and %00000010 ;normal/moving occ.=%1x 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 jr z,enemy_lashit ;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 m,nolashit ;a-e>0 = hit enemy_lashit: ld a,(curweapdamage) ;damage cal enemy_hit ;hl=enemy+y nolashit: pop hl ;enemy+1 ld a,b ;psh bc ld bc,enemysize add hl,bc ;go to next enemy ld b,a ;pop bc dnz laserhits ;check all enemies xor a ;a=0 otherwise weird things might happen :P ld (weapincs),a ;reset damage ret ;-----misc----- fire_torp: ld de,(firex) 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 ;-----fire BULLETs----- fire_ybullet: ld c,a ;save bulletType in c ld hl,ybullets ;check for unused bullet ld de,4 ld b,nrybuls find_ybullet: ld a,(hl) or a jr z,found_ybullet ;0 = no bullet here add hl,de dnz find_ybullet ;look next bullet pop hl ;don't try to fire any other bullets ret ;so ret twice found_ybullet: ld (hl),c ;use the bullet and set correct bullet-type inc hl ;@damage ld (hl),1 ;set bullet damage curweapdamage =$-1 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 a,(firey) ;your y-pos add a,(ix+1) ;place bullet at the middle of your ship inc hl ;go to bullet-y ld (hl),a ;set y xor a ld (weapincs),a ;reset damage ret ;------------------------ handle bullets ------------------------------------ bullet_left: ld a,124 sub b cp (hl) ;off screen? (x>128-5) jr c,remove_bullet ld a,(hl) ;a = X add a,b ;move b to the right ld (hl),a ;save new pos. ld d,a ;d = X inc hl ;@y-pos ld a,c cal _shracc dec a jr z,bullet_noymove dec a jr z,bullet_up dec a jr z,bullet_halfup dec a jr z,bullet_down bullet_halfdown: ld a,(timer) and 1 jr z,bullet_noymove bullet_down: ld a,(hl) inc a cp 55 jr z,bullet_noymove ld (hl),a bullet_halfup: ld a,(timer) and 1 jr z,bullet_noymove bullet_up: ld a,(hl) dec a jr z,bullet_noymove ld (hl),a bullet_noymove: ld e,(hl) ;e = Y ret remove_bullet: pop hl ;cal bullet_left pop hl ;enemy+type ld (hl),0 ;dump this bullet! jr next_ybullet+1 ;+1:skip pop hl at next_ybullet Handle_bullets: ld hl,ybullets ld b,nrybuls scan_bullets: psh bc ;bullet counter psh hl ;save enemy+type ld (temp1),hl ;needed for check_bullethits ld a,(hl) ;@bulletType inc hl ;@damage inc hl ;@x or a jp z,next_ybullet ;bulletType=0 >> no bullet ld c,a ;c=type and %1111 ld b,a ;b=0000type cal bullet_left ;move bullet left display_bullet: psh de ;save de =position dec hl ;@x dec hl ;@damage ld a,(hl) ;bullet damage=size ld hl,XLbullettable ;pointer to first bullet srl a srl a ;per 4 ld d,0 ld e,a ;->16bit (de=a) add hl,de ;point to correct bullet offset ld a,(hl) ;load bullet offset ld e,a ;convert to 16bit (d=0) ld ix,spr_bullet01 ;first sprite add ix,de ;add offset (go to correct sprite) pop de ;saved position ld a,(ix) ;bullet x-size ld (bulletxsize),a ;used at check_bullethits ld a,(ix+1) ;bullet y-size... ld (bulletysize),a ;...too psh de ;but will be altered so save again cal putsprite ;display bullet pop de ;position (used for check_bullethits) cal check_bullethits next_ybullet: pop hl ;restore enemy+type inc hl inc hl inc hl inc hl ;skip type,dam,x,y: next enemy+type pop bc ;b=counter dnz scan_bullets ;next bullet (loop) ret ;--------------------------- check bullethits ------------------------------- check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet ld b,nrenemies ld hl,enemies+1 hit_enemies: ;Hits with normal enemies psh bc ;enemy counter psh 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 cal find_sprite ;set ix to the sprite of this enemy inc hl ;@x ld a,(hl) ;check x sub d ;minus bullet x-position ld b,a ;psh a sub 5 ;minus bullet x-size bulletxsize =$-1 jp p,nohit ;miss ld a,b ;pop a add a,(ix) ;add enemy width jp m,nohit ;miss inc hl ;@y ld a,(hl) ;check y sub e ;minus bullet y-position ld b,a ;psh a sub 3 ;substract bullet height bulletysize =$-1 jp p,nohit ;nope, missed it ld a,b ;pop a add a,(ix+1) ;add enemy height jp m,nohit ;missed after all ;---bullet hits enemy (auch-time!)--- psh hl ld hl,0 ;@bulletType temp1 =$-2 ld (hl),0 ;remove bullet inc hl ;@damage ld a,(hl) ;set damage pop hl ;enemy+y cal enemy_hit nohit: pop hl ld bc,enemysize add hl,bc pop bc dnz hit_enemies ;check next enemy ret enemy_hit: ;*in:a=damage;hl=enemy+y add a,a ;a=damage to inflict add a,a ;first 2 bits used for occ. ld b,a dec hl ;@x dec hl ;@type dec hl ;@hp00 (occ) ld a,(hl) ;load hp00 sub b ;decrease HP (if <0xx then c is set) ld (hl),a ;save (no flag-changes) dec hl ;@hp64; no change in c ld a,(hl) ;load; no c-change sbc a,0 ;if cf then decrease a ld (hl),a ;save back the new value ret nc ;if a>=0 then return, otherwise explode inc hl ;goto occ again 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),%110 ;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),$00 ;explosionFrame 0 ld hl,1 ;increase score by one jp scoreInc ;+ret ;--------------------------- handle torpedo --------------------------------- Handle_torp: ld a,(torp_occ) sub 2 ret m ;return if occ=0/1 ld hl,torp_pos ;x-position ld a,(hl) ;load in a inc a ;move right cp 125 ;right edge reached jr nc,remove_torp ;remove if x>125 ld (hl),a ;save new x ld d,a inc hl ;y-position ld a,(hl) inc a ;move down cp 56 ;bottom reached jr nc,remove_torp ;remove if y>40 ld (hl),a ;save new y ld e,a ld ix,spr_bullett1 psh de cal putsprite ;display torpedo pop de jp check_bullethits ;check for hits with enemies remove_torp: ld a,1 ld (torp_occ),a ret ;--------------------------- level events ----------------------------------- Level_event: ld hl,nextevent ;time to next event 3 = place an enemy inc hl ;nextevent located behind eventleft ld (hl),123 ;set delay ret ;don't place any more enemies place_boss: ld a,1 ld (nrlvlenemies),a ;just one enemy: the BOSS ld hl,(levelp) ;the leveldata (including the boss) dec hl ;points to leveldata\boss\enemynr ld a,(hl) ;load it ld (lvlenemies),a ;set new enemy (boss) dec hl ;points to level\boss\movement ld a,(hl) ;load ld (level_move),a ;set boss movement dec hl ;@level\boss\firefreq ld a,(hl) ;load in a ld (level_fire),a ;set firefrequency jp do_event ;+ret standby_event: ld b,nrenemies ld hl,enemies+1-enemysize ld de,enemysize chk_enemyleft: add hl,de ld a,(hl) or a ;0 = no enemy present jr nz,enemyleft dnz chk_enemyleft ret enemyleft: ld hl,eventleft inc (hl) ret do_event: ld hl,enemies+1-enemysize ld bc,enemysize xor a ;a=0 chk_noenemy: add hl,bc cp (hl) ;(hl) = 0 ?? jr nz,chk_noenemy ;jump if enemy present (non-0) ex de,hl ;de=hl=usable enemy place_enemy: ld bc,0 ;0..0 nrlvlenemies =$-1 ;=nr of enemies minus 1 cal Random ;random enemy b..b+c = 0..nrenemies-1 ld b,0 ld c,a ;bc=a ld hl,lvlenemies add hl,bc ;go to a random enemy ld a,(hl) ;load enemy nr of this mysterious random enemy ld hl,XLenemyinfos-4 ;enemy "0" specs (1 before enemy #1) add a,a ;a=type*2 add a,a ;a=type*4 ld c,a ;b=0; c=bc=type add hl,bc ;hl = enemy specs ld a,(hl) ;load hitpoints+occ of this enemy class ld (de),a ;save occ inc hl ;next enemyInfo byte dec de ;goto hp ld a,(hl) ;load hp64 ld (de),a ;save hp64 inc de ;next byte (or previous): occ again inc hl ;next enemyInfo byte inc de ;next byte of current enemy ld a,(hl) ;load enemy class (nr) ld (de),a ;save enemy type inc de ;set x-pos cal find_sprite ld a,128 ;appear at right edge of screen sub (ix) ;minus the width of this enemy (not offscreen) ld (de),a ;= x-position (save) inc de ;set y-pos inc hl ;where to place?? ld a,(hl) ;load placeInfo dec a ;is it 1? jr z,random_enemy ;yes: create random value <51 in a dec a ;is it 2? jr z,lure_enemy ;yes: create a 100% luring enemy ;otherwise? halflure_enemy: ;yes (of course it is): pick one (50% lure) ld a,(timer) ;look at frame-number and %00000001 ;make random if odd frame nr. jr nz,random_enemy ;1st possibility: random enemy lure_enemy: ;2nd possibility: luring enemy ld a,(y) ;place at same y-pos as YOUR ship jr ypos_OK random_enemy: ld bc,256*51 ;range=0..51 cal Random ypos_OK: ;random value successfully created ld (de),a ;save y-position inc de ;set move ld a,1 ;movecounter = 1 ld (de),a ;&&&(hl),1 better? inc de ;set fire ld a,(level_info) and %00000001 ;bit meaning directfire jr nz,ffireOK ;(a=time-to-fire) = 1 frame (fires directly) ld a,(level_fire) ;set ttf to normal nr of frames ffireOK:ld (de),a ;save fire ret ;return ;--------------------------- enemy fires ------------------------------------ Enemy_fires: ;de = x,y dec d dec d ;d = x-2 inc e ;e = y+1 ld b,nrebuls ld hl,ebullets find_ebullet: ld a,(hl) or a jr z,found_ebullet ;0 = not used inc hl \ inc hl \ inc hl dnz find_ebullet ;look next bullet ret found_ebullet: ld b,%1100 ld a,(level_info) and %00001000 jr z,bulletok ld a,(y) sub e add a,10 jp p,bulletnotup ld b,%1011 ;yourY-bulY = negative (=bullet below you) add a,10 jp p,bulletnotup ld b,%1001 ;yourY-bulY = even more negative (going up) bulletnotup: sub 20 jp m,bulletok ld b,%1010 ;bullet going down sub 10 jp m,bulletok ;even more going down ld b,%1000 bulletok: ld a,(level_info) and %11110000 or b ld (hl),a ;set bullet direction 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,nrebuls handle_bullet: psh bc psh hl ld a,(hl) ;load bulletType in a and %1111 ;select direction-bits jr nz,enemy_bullet ;non-0: handle bullet next_bullet: pop hl ;do not move the pop bc inc hl \ inc hl \ inc hl dnz handle_bullet ret enemy_bullet: ld b,a ;save type&%1111 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 cp %1100 ;is it a normal bullet? (cp = faster than bit) jr z,ebullet_common ;type %1100: normal bullet and %111 ;isolate important bits jr z,ebullet_down ;type %1000: moving down dec a jr z,ebullet_up ;type %1001: moving up ld b,a ld a,(timer) rra jr c,ebullet_common ld a,b dec a jr z,ebullet_down ;type %1010: moving down 50% ;type %1011: moving up 50% ebullet_up: ld a,(hl) dec a jp m,ebullet_common ld (hl),a jr ebullet_common ebullet_down: ld a,(hl) inc a cp 55 jr z,ebullet_common ld (hl),a ebullet_common: ld e,(hl) ;e=y ld ix,spr_bullete1 ;display enemy bullet cal putsprite ebullet_hits: ld a,(your_occ) or a jr nz,next_bullet ;0 = you're normal pop hl psh 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 pop hl ;points to bullettype again psh hl ;and save it again (ivm call to damage_you) ld a,(hl) ;load bullettype cal _shracc ;isolate damage-bits (%1111???? -> %00001111) ld b,a ;set damage-amount cal 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+1 ld b,nrenemies ;handle all enemies handle_enemy: psh bc psh 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 ld c,(hl) ;c = enemy type = de cal find_sprite 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? cal nz,moving_enemy ;2 = moving enemy ld (hl),e dec hl ;@x ld (hl),d ;store new x ld a,c ;a = enemy type or a ;type 0? (pickup) jr nz,check_enemyfire ;no, a normal enemy; let em fire ld a,(timer) ;load time and %1 ;move left once every 2 turns jr z,firing_done ;don't move now inc d ;increase x-position (don't move this turn) inc (hl) ;and save it jr firing_done ;continue check_enemyfire: inc hl ;go to inc hl ;go to inc hl ;go to dec (hl) ;decrease counter till next blast ld a,(hl) ;&&&doesn't seem efficient to me or a ;has it reached zero? jr nz,firing_done ;finished if not ld a,(level_fire) ;re-set counter for next blast ld (hl),a ;save time to fire inc hl ;next byte = bullettype &&& psh de ;save registers for firing-use cal Enemy_fires ;fires bullet pop de ;restore (destroyed by Enemy_fires) firing_done: cal putwidesprite ;display sprite @ix next_enemy: pop hl ld bc,enemysize add hl,bc pop bc dnz handle_enemy ret remove_enemy: pop hl ld (hl),$0000 ;bye bye enemy jr next_enemy+1 ;continue AFTER pop hl (already done) exploding_enemy: inc hl ld a,(hl) cp 16 jr z,remove_enemy ;remove when at last frame inc a ld (hl),a ;next frame cal explosion_stuff ;display explosion jr next_enemy ;--------------------------- moving enemies --------------------------------- moving_enemy: ld a,(level_move) and a jr z,movetype_updown ;type 0 dec a jr z,movetype_vslow ;1 dec a jr z,movetype_fast ;2 dec a jr z,movetype_vfast ;3 dec a jr z,movetype_smart ;4 dec a jr z,movetype_lure ;5 dec a jr z,movetype_slowlure ;6 dec a jr z,movetype_stoplure ;7 ; dec a ; jr z,movetype_fulllure ;8 movetype_fulllure: inc d ld a,(timer) and 1 ret z cal movetype_lure ld a,(x) cp d jr c,lure_left lure_right: inc d ret lure_left: dec d ret movetype_stoplure: inc d jr movetype_slowlure movetype_slowlure: ld a,(timer) and 1 ret z movetype_lure: ld a,(y) cp e jr c,lure_up lure_down: inc e ret lure_up: dec e ret movetype_smart: inc hl ;hl =@ ld a,(timer) and %1111 ; | ld a,(hl) ;&&& \|/ jr nz,smartupdate inc a smartupdate: ld (hl),a or a ;reset carry flag dec hl ;reset hl to and %11111100 jr z,movetype_fast movetype_vslow: ld a,(timer) and %11 ret z inc d ret movetype_fast: ld a,(timer) and %1 ret z movetype_vfast: dec d ;move left ret nz ;finished pop hl ;restore stack (no ret used) jp remove_enemy ;remove this enemy (off screen) movetype_updown: inc hl ;@ ld a,(hl) dec a jr nz,move_updated add a,128 move_updated: ld (hl),a or a ;reset carry flag dec hl ;@ and %00100000 ld a,(hl);&&&ld a,e ;load current y-position jr z,movedown moveup: dec a ;decrease y-pos (=move up) ret m ;don't move off the screen (y<0) dec e ;save new y-pos ret ;finish movedown: inc a ;increase y-pos cp 55 ;compare with bottom ret nc ;return if it has passed that line (>40) inc e ;otherwise save new position ret ;and return ;--------------------------- check collision -------------------------------- Enemies_hit: ld hl,(x) ;e = X, d = Y ld de,$0707 ;add 7 to both d and e add hl,de ld d,h ld e,l ;e = X+7, d = Y+7 ld hl,enemies+1 ld b,nrenemies ;check all 20 enemies check_collision: psh hl ld a,(hl) and %00000010 jr z,check_next ;2 or 3 = ok inc hl collide_enemy: ;&&& include in Handle_enemy proc cal find_sprite inc hl ld a,(hl) ;check x match sub e ;enemy position minus yours minus 7 jp p,check_next add a,6 add a,(ix) ;enemy width jp m,check_next inc hl ld a,(hl) ;check y match sub d ;same as with x-check jp p,check_next add a,6 add a,(ix+1) ;enemy height jp m,check_next dec hl dec hl take_pickup: psh hl ;we need hl ld hl,2 ;increase score by 2 cal scoreInc pop hl ;we're done ld a,(hl) ;load enemy type or a jr nz,collide ;enemy when <>0 psh 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 cal 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.. destroy_enemy: ld (hl),%01 ;set to explode inc hl ld (hl),0 ;explosionFrame 0 jr collide_done collide: dec hl ld a,(hl) and %11111100 jr z,destroy_enemy ld a,(hl) sub collidedamage ld (hl),a collide_done: ld b,collidedamage ;damage cal damage_you check_next: pop hl ld a,b ;psh bc ld bc,enemysize add hl,bc ld b,a ;pop bc dnz check_collision ret ;--------------------------- story ------------------------------------------ storyPage: psh hl cal _clrLCD pop hl storyLine: inc hl ld e,(hl) inc hl ld d,(hl) ld (_penCol),de inc hl cal _vputs ld a,(hl) dec a jr z,storyLine psh hl ld hl,VIDEO_MEM ;copy text ld de,GRAPH_MEM ;to GRAPH_MEM ld bc,1024 ;entire screen ldir cal _clrLCD pop hl inc hl ld a,(hl) inc hl ld b,(hl) psh hl cal DoSFX cal _getkey pop hl ret dostory: cal storyPage ;do some story inc hl ;look at next hl ld a,(hl) ;load in a dec hl ;restory hl inc a ;set z-flag if a = $ff jr nz,dostory ;otherwise loop ld bc,5 ;story ends add hl,bc ;set hl to beginning of the level ld (levelp),hl ;set the level-pointer ret ;and return ;--------------------------- SFX -------------------------------------------- DoSFX: ;in:a=beginLine;b=nrOfLines ld (curline),a SFXframe: psh bc ld a,0 ;get line number curline =$-1 inc a ;go to the next line ld (curline),a ;update ld l,a ld h,0 ;hl=a add hl,hl add hl,hl add hl,hl add hl,hl ;*16 (a pixels down=a*16) ld b,h ;save hl for later ld c,l ld de,VIDEO_MEM ;where to put sfx add hl,de ;go to ymin ex de,hl ;put into de again ld hl,GRAPH_MEM add hl,bc ;hl->logo sub 64 ;a=a-64 neg ;a=64-a (lines from bottom) ; ld c,a ;c=a=(curline) ; ld a,64 ; sub c ;lines from bottom SFXdisp: ;display this frame on screen ld bc,16 ;one line (=16 bytes, you'd know by now) ldir ;display (copy actually) ld bc,-16 ;go up one line (not on screen) add hl,bc ;so the same line will be displayed dec a ;counter jr nz,SFXdisp ;repeat until whole screen is displayed ld b,8 SFXdelay: halt ;delay dnz SFXdelay ;8x pop bc ;counter dnz SFXframe ret ;--------------------------- show icon -------------------------------------- drawline: ld (hl),a ;draw one piece of the divider-line inc hl ;move right (8 pixels = 1 byte) dnz drawline ;repeat (16bytes * 8pixels =128= screen width) ret disp_icons: psh bc \ psh de \ psh hl \ psh ix ;&&& ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom ld (PutWhere),hl ;place icons at bottom of normal screen ld b,16 ;draw 16x (screen width) ld a,%11111111 ;horizontal line mask cal drawline ;draw divider-line ld b,16*7 ;draw 16x (screen width) 7x (height) xor a ;blank line mask cal drawline ;clear scorebar cal disp_lives ld ix,spr_icon01 ;armorIcon ld de,$1901 ;icon #1 cal putwidesprite ;display icon cal disp_armor ;display bar ld ix,spr_icon00 ld a,(torp_occ) or a jr z,no_torp ld ix,spr_icon02 ;torpedoIcon no_torp: ld de,$2901 ;icon #2 cal putwidesprite ;display ld ix,spr_icon00 ld a,(your_weapon) ;ur weapon dec a ;1=laser jr z,no_bullets ld hl,$3945 ;position to display bullet-type digit ld a,(your_weapon) ;digit dec a ;minus one (1=laser) ld (_penCol),hl ;set location add a,'0' ;make digit cal _vputmap ;display char ld ix,spr_icon03 ;bulletIcon no_bullets: ld de,$3901 ;icon #3 cal putwidesprite ;display icon ld ix,spr_icon00 ;emptyIcon ld a,(your_weapon) dec a jr nz,no_laser ld ix,spr_icon04 ;laserIcon no_laser: ld de,$4901 ;icon #4 cal putwidesprite ld ix,spr_icon00 ;emptyIcon ld a,(your_multiples) and %11 jr z,no_multiples ld ix,spr_icon05 no_multiples: ld de,$5901 ;icon #5 cal putwidesprite ld ix,spr_dividerline ld de,$6901 cal putwidesprite ld a,(your_pickup) ;pickups taken add a,a ;picks*2 (sets z-flag) jr z,iconsdone ;return if no pickups add a,a ;picks*4 add a,a ;picks*8 add a,a ;picks*$10 add a,$09 ;add 0ah ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59) ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) ld ix,spr_icon cal putwidesprite iconsdone: ld hl,GRAPH_MEM ;normal game-screen ld (PutWhere),hl ;set sprite-position to normal screen pop ix \ pop hl \ pop de \ pop bc ret disp_armor: ld hl,(57*16)+VIDEO_MEM+3 ld b,3 armorbarclr: dec hl ld (hl),0 dnz armorbarclr ld a,(your_armor) ;load your armor ld c,a ;psh a srl a ;/2 srl a ;/4 srl a ;/8: don't display last 3 bits of a (later) jr z,noarmorbar ;if a=0 then it would loop 256x so skip it ld b,a ;loop b=a times armorbar: ;starting at ($39*16)+VIDEO_MEM ld (hl),%11111111 ;draw a piece of the bar inc hl ;next position dnz armorbar ;loop it b times noarmorbar: ld a,c ;pop a and %111 ;display last bits of armor ret z ;if armor=0 then bit = %00000000 (don't disp) ld b,a ;into B xor a ;bit = %00000000 armorbarbit: scf ;set carry flag rra ;rotates A right and sets bit 7 (c-flag) dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100) armorbarready: ; (an if B=3 then a=%11100000) ld (hl),a ;draw this last byte ret disp_charge: ld hl,(58*16)+VIDEO_MEM+3 ld b,3 chargebarclr: dec hl ld (hl),0 dnz chargebarclr ld a,(weapincs) ;load bar size (0-80) srl a ;half the size (0-40) srl a ;again half that size (0-20 pixels) ld c,a ;psh a srl a ;/2 srl a ;/4 srl a ;/8: don't display last 3 bits of a (later) jr z,nochargebar ;if a=0 then it would loop 256x so skip it ld b,a ;loop b=a times chargebar: ;starting at ($39*16)+VIDEO_MEM ld (hl),%11111111 ;draw a piece of the bar inc hl ;next position dnz armorbar ;loop it b times nochargebar: ld a,c ;pop a and %111 ;display last bits of chargebar ret z ;if armor=0 then bit = %00000000 (don't disp) ld b,a ;into B xor a ;bit = %00000000 chargebarbit: scf ;set carry flag rra ;rotates A right and sets bit 7 (c-flag) dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100) chargebarready: ; (an if B=3 then a=%11100000) ld (hl),a ;draw this last byte ret disp_lives: 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,(your_lives) ;nr of lives in a add a,'0' ;make digit ld (hl),a dec hl \ dec hl jp _vputs ;display on screen +ret ;--------------------------- proc ------------------------------------------- Random: ;a=c=b jr nc,Random ;then add again add a,c ;a!",0,0,0,0 ;down,L,R,up .db 0,"xtoje0",0 ;enter..clear .db " wsnid9",0 ;(-)..custom .db "zvrmhc8",0 ;dot..del .db "yuqlgb7#" ;0..xvar .db $D9,"-pkfa6'" ;on..alpha .db "54321*",0,$D0 ;F5..more save_hi: ld hl,_asapvar ;find own variable rst 20h ;cal _ABS_MOV10TOOP1 rst 10h ;cal _FINDSYM ret c ;not found? who cares... xor a ld hl,4+storehi_start-_asm_exec_ram add hl,de ;hl=pointer to data in original prog adc a,b cal _SET_ABS_DEST_ADDR xor a ld hl,storehi_start cal _SET_ABS_SRC_ADDR ld hl,storehi_end-storehi_start cal _SET_MM_NUM_BYTES cal _mm_ldir ;save done (cal \ ret) jp _RAM_PAGE_1 save_lvl: ld hl,_asapvar ;find own variable rst 20h ;cal _ABS_MOV10TOOP1 rst 10h ;cal _FINDSYM ret c ;not found? who cares... xor a ld hl,4+storesave_start-_asm_exec_ram add hl,de ;hl=pointer to data in original prog adc a,b cal _SET_ABS_DEST_ADDR xor a ld hl,storesave_start cal _SET_ABS_SRC_ADDR ld hl,storesave_end-storesave_start cal _SET_MM_NUM_BYTES cal _mm_ldir ;save done (cal \ ret) jp _RAM_PAGE_1 game_over: ;stack=+0 cal BLACKLCD ;clear screen ld hl,$0603 ld (_curRow),hl ;center ld hl,txt_gameover cal _puts ;display "GAME OVER" cal releasekeys ;wait for all keys to be released ld hl,$0007 ld (_curRow),hl ld de,(your_score) ld hl,(hiscore) cal CP_HL_DE jr nc,no_hiscore ld (hiscore),de ask_hiname: ld ix,hiname ld a,9 ld (hiscorepos),a enter_name_loop: ld a,'_' cal _putc ld hl,_curCol dec (hl) nokeypressed: halt \ halt cal GET_KEY or a jr z,nokeypressed cp K_DEL jr z,backup cp K_ENTER jr z,nomore cp K_EXIT jr z,nomore ld hl,hiscorepos ld b,(hl) dec b jr z,nokeypressed ld (hl),b ld hl,chartable ld e,a ld d,0 add hl,de ld a,(hl) or a jr z,nokeypressed ld (ix),a cal _putc inc ix cal releasekeys jr enter_name_loop backup: ld hl,hiscorepos ld a,(hl) cp 9 jr nc,nokeypressed inc (hl) dec ix ld (ix),' ' ld a,32 cal _putc ld hl,_curCol dec (hl) dec (hl) jr enter_name_loop nomore: ld a,' ' cal _putc ld (ix),0 cal save_hi jr hiscoredone no_hiscore: ld hl,hiname cal _puts hiscoredone: xor a ;clear a (Ahl will be displayed) ld hl,$1006 ;bottom-1 right ld (_curRow),hl ;set ld hl,(your_score) ;your score cal _dispahl ;display it (a=0) ld hl,$314b ;bottom-1 right before score ^^ ld (_penCol),hl ;set ld hl,txt_score ;"Score" cal _vputs ;display (small) ld hl,$1007 ;bottom right ld (_curRow),hl ;set ld hl,(hiscore) ;hi-score cal _dispahl ;display ld hl,$3946 ;bottom right before hiscore ^^ ld (_penCol),hl ;set ld hl,txt_hiscore ;"Hiscore" cal _vputs ;display (small) res 3,(iy+5) ld b,16 ld de,16 ld hl,VIDEO_MEM+(49*16)-1 restore_line: set 1,(hl) add hl,de dnz restore_line cal _getkey ;wait for keypress jp quit ;restore some things and return to TI-OS/shell New_game: ;stack must be +1 (so change the jp in cal :) xor a ;ld a,0 ld (your_score),a ;reset score ld (your_score+1),a ;reset score (0) ld (torp_occ),a ;no torpedoes ld (your_weapon),a ;no laser ld (your_pickup),a ;reset pickups ld (your_multiples),a ;no multiples inc a ;ld a,1 ld (level),a ;reset level nr (#1) ld hl,level00 ;set level pointer to level#1 ld (levelp),hl ;reset level pointer inc a ;ld a,2 ld (your_weapon),a ;default weapon ld a,4 ld (your_lives),a ;3 lives (4 will be decreased @ You_die) ld (pickuptimer),a ;next pickup after 4 enemies destroyed You_die: ;stack must be +1 pop hl ;restore stack ld a,12 ld (your_armor),a ;12 HPs/shields ld a,(your_lives) ;load lives left dec a ;decrease lives ld (your_lives),a ;if lives=0ffh GO inc a ;if -1 then zf set now jp z,game_over ;and game's over jr samelevel ;--------------------------- next level ------------------------------------- Next_level: ;stack must be +1 pop hl ld a,(your_armor) ;load current armor cp 25-8 ;may not become >=25 jr c,addok ;ok then just add 8 ld a,25-8 ;set to maximum (8 will be added below) addok: add a,8 ;add 8 to armor ld (your_armor),a ;change armor ld hl,level ;level number ld a,(hl) inc a ld (hl),a add a,a add a,a ld h,0 ;increase score.... ld l,a ;by level number * 4 ld bc,20 add hl,bc ;plus 20 cal scoreInc ;update score ld hl,(levelp) ;level pointer ld c,0 ;advance one level ld b,(hl) add hl,bc ;passed the enemies ld b,7+32+2 add hl,bc ;update to point to next level ld (levelp),hl ;save samelevel: ld a,80 ld (nextevent),a ;time to first enemy appearance ld hl,(levelp) ;level pointer xor a cp (hl) cal z,dostory ld a,(hl) ;number of (different) enemies in this level inc hl ld c,a ld (nrlvlenemies),a ;set nr of enemies-1 ld b,0 ;bc=c so we can use ldir ld de,lvlenemies ;table of enemies ldir ;load enemies to table 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 inc hl ld a,(hl) ld (level_info),a ; inc hl ld a,(hl) ;movement of enemies in this level ld (level_move),a ;do it inc hl ld a,(hl) ;how frequent the enemies fire a bullet ld (level_fire),a ;consider it done inc hl ld de,spacespace ld c,17+17+2 ;b=0 ldir ld ix,starx1 ld b,nrstars1 cal placestars ld ix,starx2 ld b,nrstars2 cal placestars 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),25 ;set 25*4=100 frames invulnerable ld de,$1800 ld (x),de ;begin position (x,y) cal Place_multiples ;place all multiple-positions at that (0,24) ld a,(torp_occ) or a ;no torpedoes? jr z,torpsclear ;then just continue (=0) ld a,1 ;if so, set to "ready to fire" (=1) torpsclear: ld hl,enemies ;remove all enemies and bullets ld (hl),0 ;clear first byte ld de,enemies+1 ;copy this to the next byte ld bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1 ldir ;clear enemies + bullets (y/e) ;--------------------------- setup game ------------------------------------- game_setup: cal BLACKLCD ;white on black ld hl,txt_level ld de,$0703 ld (_curRow),de ;center cal _puts ;display "LEVEL " ld a,(level) ;current level ld l,a ld h,0 ;in hl cal UNPACK_HL ;create first digit add a,'0' ;0-9 ld b,a ;into b cal UNPACK_HL ;second digit add a,'0' ;0-9 cal _putc ;display second digit ld a,b cal _putmap ;display first digit ld hl,txt_lives ;bar text: "Lx0"... ld de,$0904 ld (_curRow),de ;display lives left below level nr cal _puts ld a,(your_lives) ;lives left add a,'0' ;make value 0='0' cal _putc cal releasekeys ;wait for user to release all keys ld hl,txt_savekey ;"Press [F1] to save" ld de,$3A46 ;bottom-right ld (_penCol),de cal _vputs res 3,(iy+5) ;set white on black cal _getkey ;wait for keypress cp kF1 cal z,save_lvl cal _clrLCD ;clear screen cal disp_icons ;display bottom icons +ret jp game_main_loop placestars: cal RandomY ;a = random y-pos 1..bottom ld a,b ;a = b = star nr. = 1..7 add a,a ;a = 2b = 2..14 ld d,0 ld e,a ;de = a = 2-14 or a sbc hl,de ;substract from random y => random pos anywhere ld (ix),l ;save x-pos (l) ld (ix+1),h ;save y-pos (h) inc ix \ inc ix ;next star dnz placestars ;repeat for all stars ret loadweapon: ld a,(your_weapon) add a,a ;weap*2 add a,a ; *4 add a,a ; *8 ld c,a ld b,0 ld hl,weapondata-16 add hl,bc ld a,(hl) ld (weapdamage),a ;damage of bullets inc hl ld a,(hl) ld (weapdaminc),a ;damage increase ret ;--------------------------- putsprite -------------------------------------- ;--------------------------- de =(X,Y) -------------------------------------- offsets_table: .db $80,$40,$20,$10,8,4,2,1 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: psh bc ;Save # of rows psh 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: dnz _iloop pop hl ;Restore address ld bc,16 ;Go to next line add hl,bc pop bc ;Restore data dnz _oloop ret ;s are used instead of = faster ;--------------------------- 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: psh bc ;Save # of rows psh 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 dnz wiloop pop hl ;Restore address ld bc,16 ;Go to next line add hl,bc pop bc ;Restore data dnz woloop ret wover_1: ld c,(ix+2) inc ix dnz wiloop dec ix pop hl ld bc,16 add hl,bc pop bc dnz woloop ret ;---------------------------------------------------------------------------- ;------------------------------- sprites ------------------------------------ ;---------------------------------------------------------------------------- spr_ship01: .db 7,7 ;ship alpha class .db %01111000 ; ████ .db %11100000 ;███ .db %01111100 ; █████ .db %11110010 ;████ █ .db %01111100 ; █████ .db %11100000 ;███ .db %01111000 ; ████ spr_ship01i: .db 8,7 .db %01111010 ; ████ █ .db %11100001 ;███ █ .db %01111101 ; █████ █ .db %11110011 ;████ ██ .db %01111101 ; █████ █ .db %11100001 ;███ █ .db %01111010 ; ████ █ 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 8,7 .db %11100010 ;███ █ .db %11110001 ;████ █ .db %01111101 ; █████ █ .db %01110011 ; ███ ██ .db %01111101 ; █████ █ .db %11110001 ;████ █ .db %11100010 ;███ █ spr_ship03: .db 7,7 ;ship gamma class .db %11111000 ;█████ .db %01100000 ; ██ .db %11111100 ;██████ .db %11100110 ;███ ██ .db %11111100 ;██████ .db %01100000 ; ██ .db %11111000 ;█████ spr_ship03i: .db 8,7 .db %11111010 ;█████ █ .db %01100001 ; ██ █ .db %11111101 ;██████ █ .db %11100111 ;███ ███ .db %11111101 ;██████ █ .db %01100001 ; ██ █ .db %11111010 ;█████ █ spr_ship04: .db 7,7 ;ship delta class .db %11000000 ; ██ .db %11110000 ; ████ .db %11111100 ; ██████ .db %01100010 ; ██ █ .db %11111100 ; ██████ .db %11110000 ; ████ .db %11000000 ; ██ spr_ship04i: .db 8,7 .db %11000010 ; ██ █ .db %11110001 ; ████ █ .db %11111101 ; ██████ █ .db %01100011 ; ██ ██ .db %11111101 ; ██████ █ .db %11110001 ; ████ █ .db %11000010 ; ██ █ spr_multiple: .db 6,5 ;multiples .db %01111000 ; ████ .db %11001100 ; ██ ██ .db %10000100 ; █ █ .db %11001100 ; ██ ██ .db %01111000 ; ████ ;-------------------------------- 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 ; █▒ █ spr_yexplosion: .db 8,6 ;8 .db %00000000 ; .db %00000000 ; .db %00000000 ; .db %00000000 ; .db %00000000 ; .db %00000000 ; ;--------------------------------- bullets ---------------------------------- spr_bullet01: .db 2,1 .db %11000000 ;▒██ spr_bullet02: .db 4,2 .db %11110000 ;▒████ spr_bullet03: .db 2,2 .db %11000000 ;▒██ .db %11000000 ;▒██ spr_bullet04: .db 3,2 .db %11100000 ;▒███ .db %11100000 ;▒███ spr_bullet05: .db 4,3 .db %01100000 ; ▒██ .db %11110000 ;▒████ .db %01100000 ; ▒██ spr_bullet06: .db 5,3 .db %00110000 ; ▒██ .db %11111000 ;▒█████ .db %00110000 ; ▒██ spr_bullet07: .db 5,3 .db %01110000 ; ▒███ .db %11111000 ;▒█████ .db %01110000 ; ▒███ spr_bullet08: .db 5,3 .db %11110000 ;▒████ .db %11111000 ;▒█████ .db %11110000 ;▒████ spr_bullet09: .db 5,4 .db %00010000 ; ▒█ .db %10111000 ;▒█▒███ .db %01111000 ; ▒████ .db %00010000 ; ▒█ spr_bullet10: .db 6,4 .db %00111000 ; ▒███ .db %01111100 ; ▒█████ .db %11111100 ;▒██████ .db %00110000 ; ▒██ spr_bullet11: .db 7,5 .db %00011000 ; ▒██ .db %11111100 ;▒██████ .db %00111110 ; ▒█████ .db %01111100 ; ▒█████ .db %00011000 ; ▒██ spr_bullet12: .db 7,6 .db %00110000 ; ▒██ .db %11111100 ;▒██████ .db %00111110 ; ▒█████ .db %01111110 ; ▒██████ .db %11111100 ;▒██████ .db %00111000 ; ▒███ spr_bullet13: .db 8,8 .db %00111100 ; ▒████ .db %11111110 ;▒███████ .db %01111111 ; ▒███████ .db %00011111 ; ▒█████ .db %01111111 ; ▒███████ .db %11111110 ;▒███████ .db %00111100 ; ▒████ spr_bullett1: .db 4,3 ;▒▒▒ .db %11100000 ;▒███ .db %11110000 ; ████ .db %01110000 ; ███ spr_bullete1: .db 4,3 ;enemy bullets .db %01100000 ; ██▒ .db %11110000 ;████▒ .db %01100000 ; ██▒ XLbullettable: .db (spr_bullet01-spr_bullet01) ;0 .db (spr_bullet02-spr_bullet01) ;4 .db (spr_bullet03-spr_bullet01) ;8 .db (spr_bullet04-spr_bullet01) ;12 .db (spr_bullet05-spr_bullet01) ;16 .db (spr_bullet06-spr_bullet01) ;20 .db (spr_bullet07-spr_bullet01) ;24 .db (spr_bullet08-spr_bullet01) ;28 .db (spr_bullet09-spr_bullet01) ;32 .db (spr_bullet10-spr_bullet01) ;36 .db (spr_bullet11-spr_bullet01) ;40 .db (spr_bullet12-spr_bullet01) ;44 .db (spr_bullet13-spr_bullet01) ;48 .db (spr_bullet13-spr_bullet01) ;52 .db (spr_bullet13-spr_bullet01) ;56 .db (spr_bullet13-spr_bullet01) ;60 ;format:[min.damage] [dam.inc] [0000:direction 0000:speed] [offset] ;damage = min.damage + dam.inc*incs (0<=incs<=6) maxnrweapons = 8+1 weapondata: .db 1,1,%11110000,0,%11110000,6,%00000000,0 ;LASER .db 1,1,%00000010,2,%00000000,0,%00000000,0 ;single fire .db 3,1,%00000011,2,%00000000,0,%00000000,0 ;fast single .db 1,1,%00000010,0,%00000010,5,%00000000,0 ;double .db 1,1,%00010010,2,%00110010,2,%01000010,2 ;triple .db 3,2,%00010011,2,%00110011,2,%01000011,2 .db 5,3,%00010011,2,%00110011,2,%01000100,2 .db 7,4,%00010100,2,%00110100,2,%01000100,2 .db 12,5,%00010110,2,%00110110,2,%01000110,2 collidedamage = 4 ;------------------------------------ bar ----------------------------------- spr_icon: .db 16,7 ;selected .......:.......: .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 %10000111,%11110000 ; █ ███████ .db %10011000,%00001100 ; █ ██ ██ .db %10110011,%11000110 ; █ ██ ████ ██ .db %10110000,%11110110 ; █ ██ ████ ██ .db %10110011,%11000110 ; █ ██ ████ ██ .db %10011000,%00001100 ; █ ██ ██ .db %10000111,%11110000 ; █ ███████ 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 ;bullets .......:.......: .db %10000000,%11000000 ; █ ██ .db %10000011,%11100000 ; █ █████ ▒▒▒ .db %10011000,%11000000 ; █ ██ ██ ▒▒▒ .db %11111100,%00000000 ; ██████ ▒▒▒ .db %10011000,%11000000 ; █ ██ ██ ▒▒▒ .db %10000011,%11100000 ; █ █████ ▒▒▒ .db %10000000,%11000000 ; █ ██ 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,%11100110 ; █ ████ ██ .db %10000001,%11100000 ; █ ████ .db %10000011,%10000000 ; █ ███ .db %10011000,%00000000 ; █ ██ .db %10111100,%11000011 ; █ ████ ██ ██ .db %10011000,%00000000 ; █ ██ spr_dividerline: .db 8,7 .db 128,128,128,128,128,128,128 ;128 = %10000000 ;---------------------------- texts ----------------------------------------- txt_email: .db "www.shiar.org ",127 ;title screen .db " shiar0@hotmail.com",0 _txt_email = $3A01 ;$3A1E=just email txt_about: .db " v0.97.625 ",127," by Shiar",0 ;right behind txt_email _txt_about = $331F txt_menu1: .db "NEW GAME",0 txt_menu2: .db "CONTINUE",0 txt_level: .db "LEVEL ",0 ;new level screen txt_lives: .db "Lx0",0 txt_savekey: .db "Press [F1] to save",0 txt_gameover: .db "GAME OVER!",0 ;game over screen txt_score: .db "Score",0 txt_hiscore: .db "Hiscore",0 txt_pressenter: .db "Enter to continue",0 ;pause txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0 ;boss txt_teacherans: .db Lneg,"14.2063168184",0 ;---------------------------- save data ------------------------------------- PutWhere .dw GRAPH_MEM ;where to put the wide sprites laserlasts .db 5 storehi_start: hiscore .dw $0000 hiname .db "Shiar.97",0 storehi_end: storesave_start: level .db $01 ;level number levelp .dw level01 ;pointer to level data pickuptimer .db $04 ;counts when to place a pickup your_score .dw $0000 your_pickup .db $04 your_occ .db $00 ;0=normal 1..16=exploding your_inv .db $00 ;invincibility left your_armor .db $0a ;HP left your_lives .db $03 ; your_weapon .db $02 ;weapon: 0=no, 1=laser, 2+=bullet n+1 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) storesave_end: ;XLlevelsdata:--------------------------------------------------------------- level00: .db 0 .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06 .db $1b,$1d,"storyline coming soon..." ,0,0,$1d,$06 .db $09,$19,"the Nemesis saga continues",0,1 .db $2e,$21,"with NEMESIS 86" ,0,1 .db $52,$36,"by Shiar" ,0,0,$19,$23 .db $ff ;format:[nr.dif.enemies]x [enemy nr] ; [enemy frequency] [next lvl] ; [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire] ; [level_move] [level_fire] [tunnel size] [groundtype] ; [16_ground] [16_ceiling] [stars1] [stars2] .db $15,$07,$08 ;fireFreq; moveType; enemyType level01: ;efrequency must be odd if halfluring! .db 3,$01,$02,$03 .db $1b,$2f,%00010001 .db 0,255 .db 0,0 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1 .db $10,$07,$09 .db 0 .db $01,01,"And the storyline conti", .db "nues.....",0,1 .db $01,09,"You decide to fly close", .db " to the",0,1 .db $01,15,"surface of a nearby pl", .db "anet =)",0,0,1,20 .db $FF .db $10,$07,$09 level02: .db 1,$02 .db $13,$4b,%00100101,0,064,0,0 .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1 .db 0 .db $01,01,"Blablabla...",0,1 .db $01,34,"this storyline sux",0,0,1,39 .db $FF .db $0E,$07,$09 level03: .db 1,$03 .db $2d,$3f,%00010110,0,255,-9,1 .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20 .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18 .db -1,-1 ;=%11111111=line .db $0D,$07,$08 level04: .db 1,$04 .db $11,$41,%00100001,0,057,0,0 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1 .db $0C,$07,$09 level05: .db 1,$05 .db $11,$45,%00100101,%10,031,-7,1 .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2 .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1 .db 1,1 .db $0B,$07,$08 level06: .db 1,$06 .db $19,$3a,%00100111,0,255,-4,1 .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 .db 1,1 .db $08,$07,$09 level07: .db 1,$07 .db $09,$ff,%00100001,0,043,0,0 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1 ;------------------------------ enemies ------------------------------------- spr_enemy00: .db 8,8 ;pickup .db %00011000 ; ██ .db %00011000 ; ██ .db %00011000 ; ██ .db %11111111 ; ████████ .db %11111111 ; ████████ .db %00011000 ; ██ .db %00011000 ; ██ .db %00011000 ; ██ 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 five .db %00011110 ; ████ .db %01111110 ; ██████ .db %11111100 ; ██████ .db %11111100 ; ██████ .db %01111110 ; ██████ .db %00011110 ; ████ spr_enemy06: .db 7,6 ;enemy type six .db %00011100 ; ███ .db %01111110 ; ██████ .db %10111000 ; █ ███ .db %10111000 ; █ ███ .db %01111110 ; ██████ .db %00011100 ; ███ spr_enemy07: .db 8,6 ;enemy type seven .db %00011110 ; ████ .db %01111111 ; ███████ .db %10011100 ; █ ███ .db %10011100 ; █ ███ .db %01111111 ; ███████ .db %00011110 ; ████ spr_enemy08: .db 8,6 ;enemy type seven .db %00011110 ; ████ .db %01111111 ; ███████ .db %10011100 ; █ ███ .db %10011100 ; █ ███ .db %01111111 ; ███████ .db %00011110 ; ████ spr_boss0_1: .db 16,10 ;boss type one .db %00000001,%11111111 ; █████████ .db %00001111,%11111110 ; ███████████ .db %00111111,%11110000 ; ██████████ .db %01011111,%10000000 ; █ ██████ .db %10011111,%01000000 ; █ █████ █ .db %10011111,%01000000 ; █ █████ █ .db %01011111,%10000000 ; █ ██████ .db %00111111,%11110000 ; ██████████ .db %00001111,%11111110 ; ███████████ .db %00000001,%11111111 ; █████████ spr_boss0_2: .db 16,10 ;boss type:one : .db %11111110,%00000000 ; ███████ .db %00001111,%10001111 ; █████ ████ .db %00111111,%11100011 ; █████████ ██ .db %01001111,%11111110 ; █ ███████████ .db %10001101,%01111100 ; █ ██ █ █████ .db %10001101,%01111100 ; █ ██ █ █████ .db %01001111,%11111110 ; █ ███████████ .db %00111111,%11100011 ; █████████ ██ .db %00001111,%10001111 ; █████ ████ .db %11111110,%00000000 ; ███████ ;format: [000000:HP 00:occ] [HP64] [appearance(ypos)] [unused] XLenemyinfos: .db %00100110,0,(spr_enemy01-spr_enemy00)/2,1 ;#1 .db %00101010,0,(spr_enemy02-spr_enemy00)/2,3 ;#2 .db %00001111,0,(spr_enemy03-spr_enemy00)/2,2 ;#3 .db %00000110,0,(spr_enemy04-spr_enemy00)/2,2 ;#4 .db %00000111,0,(spr_enemy05-spr_enemy00)/2,3 ;#5 .db %00001011,0,(spr_enemy06-spr_enemy00)/2,2 ;#6 .db %00011011,0,(spr_enemy07-spr_enemy00)/2,3 ;#7 .db %00110011,1,(spr_boss0_1-spr_enemy00)/2,1 ;boss1 .db %01001011,1,(spr_boss0_2-spr_enemy00)/2,3 ;boss2 .db %00000000,0,0,0 .db %00000000,0,0,0 .db %00000000,0,0,0 .db %00000000,0,0,0 .db %00000000,0,0,0 .db %00000000,0,0,0 .db %00000000,0,0,0 ;---------------------------------------------------------------------------- ;----------------------------- 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 ;---------------------------------------------------------------------------- ;---------------------------------------------------------------------------- ;---------------------------------------------------------------------------- ; 0.97.625 -- 25.VI.00 -- size 5753 ; ; # bullets do damage in all levels ; * more armor at armor-upgrade and extra armor at end of a level ; - internal levels again (no need 4 external, safer/smaller) ; # some registers not correctly pushed/popped ; * several optimizations (init.procs some bytes smaller) ; # enemies hit with hitpoints left disappeared (one pop too much...) ; + bullets "charge up" (more damage) when not firing ; + more powerful bullets have different sprites (larger=more damage) ; # multiples appear at your position (begin level/just selected) ; # when invulnerable multiples acted weird ; # no more error at activation after APD off after running Nemesis ; # saves correctly if own name ain't "nemesis" + some bytes smaller ; # screen wasn't always entirely cleared after quit ; * waits until all keys have been released after death ; + different bullets sizes will miss if they're too small ; + at level start "press F1 to save"-text will be displayed ; * w3.shiar.org displayed at title screen, black bar behind version nr ; # score to 0 when exit pressed at main menu ; # no residual story-text in first frame of game ; # game doesn't continue again after death (stack messed up) ; # game over when lives<0 (didn't work in v0.96+) ; * using some self-modifiing code (so it's smaller) ; # new random procedure: stars don't appear on one line anymore ; * weapons appear centered at multiples ; * laser properties can be changed (damage, charge) ; + weapon can be combination of bullets/lasers (max. of 3 per weapon) ; * bullet-icon is removed when laser is selected ; * enemy sprite table integrated in enemy specs (-1 byte/enemy) ; ; ; + added - removed * changed # bug fixed