;------------------------------------------------------------------------------ ;---------------------- NEMESIS ----------------------------------------------- ;------------------------------------------------------------------------------ ; Title : Nemesis ; Version : 0.96 ; Release Date : 30.X.99 ; Filename : nemesis.86p (5kb) ; 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 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+2 ; +2 ;counts how long a blast lasts curline = storepos+2 ; +2 ;used to display SFX menuitem = storepos+2 ; +2 ;used to store menu location hiscorepos = storepos+2 ; +2 RanPos = storepos+3 ; +3 ;used for making random values timer = storepos+4 ; +4 ;frame counter ;--------YOU x = storepos+5 ; +5 ;your ship's position y = x+1 ; +6 ;your y-pos firex = y+1 ; +7 ;(1 byte) firey = firex+1 ; +8 ;(1 byte) ; ** ;--------LEVEL eventtime = storepos+10 ;+10 ;enemy frequency eventleft = eventtime+1 ;+11 ;nr. of enemies still to come nextevent = eventleft+1 ;+12 ;time to next event level_enemy = nextevent+1 ;+13 ;enemy type level_info = level_enemy+1 ;+14 ;info (see below) level_move = level_info+1 ;+15 ;= level_fire = level_move+1 ;+16 ; ** ;--------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 = 32 ; +80\ ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y) nrebuls = 16 ybuls = ebullets+(nrebuls*3) ;+140 maxbullets = 32 ;^-----------------------------------<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 v0.96 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 ------------------------------------------------ level_name: .db 8,"nemesis0" int_handler: ex af,af' in a,($03) bit 3,a jp z,$0039 res 0,a out ($03),a jp $0039 int_end: init: cal BUSY_OFF ;turns the run-indicator off, obviously cal _clrScrn ;clean the screen xor a ;ld a,0 ld (iy+13),a ;don't affect TEXT_MEM and don't scroll screen cal _flushallmenus ;remove TI menus ld (_asapvar+1),a ;Asm( thinks it's the first time it runs Nems. FixKeys: ;fixes some key problems like left+down bug im 1 ld a,$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,VIDEO_MEM+(16*$39)+4 ;$39 rows down, 4 cols right (4*8=$20) ld b,8 ;draw 8x one byte = 8*8 = 64 pixels wide 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 set 3,(iy+5) ;set white on black ld hl,$3320 ;near the bottom of the screen ld (_penCol),hl ld hl,txt_about ;display version and author (yes, that's me!) cal _vputs ;useful procedure if you want to display somtn res 3,(iy+5) ;return to default black on white ld hl,$3a1e ;below previous stuff 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 ?:} 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 jp z,game_over_nopop 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 jr nz,startnewgame cal samelevel jr game_main_loop 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 startnewgame: cal New_game ;---------------------------------------------------------------------------- ;---------------------- game loop ------------------------------------------- ;---------------------------------------------------------------------------- game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time inc (hl) ;increase by 1 ld b,(hl) ;new time, save for rand# upd. (no flag change) jr nz,updaterandom ;continue when new time <> 0 ld hl,1 ;once every 256 frames, increase score by 1 cal scoreInc ;do it updaterandom: ld hl,RanPos ;random counter ld a,r ;add r register to randomize add a,(hl) ;add previous random value add a,b ;even more random by adding timer ld (hl),a ;save even more random value back Clear_screen: ld hl,GRAPH_MEM ;move from (hl) = top left ld (hl),$00 ;first pixel will be copied all over the screen ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) ldir ;clear! ld a,(timer) and %11 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) cal Handle_ground ;scroll the ground game_stuff: ld a,(your_occ) ;are you 100% OK? or a ;a=0?? jr nz,_gamestuff1 ;then don't check for movements/fires/... ld a,(level_info) ;the same level info and %00000110 ;isolate ground&ceiling again jr z,check_keys ;no ceiling nor ground and %00000010 ;this bit will tell us if there is a ceiling cal nz,CheckCeiling ;if there is, check it cal CheckGround ;check for collision with the ground 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_nopop ; 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_Ship ;move you cal Handle_bullets ;move your bullets cal Handle_torp ;move your torpedo cal Handle_enemies ;move enemies cal Enemy_bullets ;move enemy bullets 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 31 ret nc ;return if increased 16 times or more already ld (weapincs),a ld b,1 weapdamage =$-1 add a,b ld (curweapdamage),a 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 jr ground_boring ground_tunnel: ld a,(groundpos+14) ld (groundpos+15),a ld hl,spacespace ld a,(RanPos) ld b,a bit 1,a jr z,ground_previous bit 2,a jr z,gtunneldown gtunnelup: ld a,(hl) or a jr z,ground_previous ;a>=0 (a=0 actually) inc (hl) ld a,(groundpos+15) inc a jr newground gtunneldown: ld a,(groundpos+15) dec a jr z,ground_previous dec (hl) jr newground ground_previous: ld a,(groundpos+14) ;type 1 jr newground ground_boring: ld a,(groundpos) ;type 0 newground: ld (groundpos+15),a ;save new byte on the right ld a,(hl) cp -25 jr nc,Display_ground ld a,b and %1 ld b,0 jr nz,gtunnelup 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 ret 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) ld a,(de) ;load byte on left (will be lost after scroll) ldir ;LoaDIncreaseRepeat = scroll! ld a,(groundinfo) ;what kind of ceiling dec a ;type 1: jr z,ceiling_tunnel ;tunnel effect jr ceiling_boring ceiling_tunnel: ld a,(ceilingpos+14) ld (ceilingpos+15),a ld hl,spacespace ld a,(RanPos) ld b,a bit 4,a jr z,ceiling_previous bit 5,a jr z,ctunnelup ctunneldown: ld a,(hl) or a jr z,ceiling_previous inc (hl) ld a,(ceilingpos+15) inc a jr newceiling ctunnelup: ld a,(ceilingpos+15) dec a jr z,ceiling_previous dec (hl) jr newceiling ceiling_previous: ld a,(ceilingpos+14) ;type 1 jr newceiling ceiling_boring: ld a,(ceilingpos) ;type 0 newceiling: ld (ceilingpos+15),a ;save the new byte ld a,(hl) cp -25 jr nc,Display_ceiling ld a,b and %1 ld b,0 jr nz,ctunneldown 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 ret 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 Random5016 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 ld (iy+13),3 ;use textshadow (TEXT_MEM) and scrolling ld hl,GRAPH_MEM ;graph-screen location ld de,GRAPH_MEM+1 ld (hl),0 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 storage (top left) ld de,VIDEO_MEM ;to 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,(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 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) 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) ld ix,spr_ship01 ;ship sprite ld hl,your_inv ;invulnerable? ld a,(hl) ;load time in a or a ;is it 0? jr z,handle_multiples ;yes so ship = normal (display \ continue) ld 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,handle_multiples ;show normal ship inv_flicker: ld ix,spr_ship01i ;don't display ship handle_multiples: cal putsprite ;display your ship 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 hl,y ld a,b ;restore a (your_multiples) and %100 ;move the multiples??? 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 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 d,(hl) ;old x-pos inc hl ;and ld e,(hl) ;old y-pos ld (mx),de ;save multiple position in (mx) ld a,(y) ;load new y-pos ld (hl),a ;save it for 16 turns in the future dec hl ;and ld a,(x) ;load new x-pos ld (hl),a ;save that too mult_adv: ld de,(mx) ld ix,spr_multiple ;sprite of the multiple jp putsprite ;display it + exploding_you: srl a ;half the framerate dec a ;first frame is 1>inc>srl>dec = 0 ld hl,x-1 explosion_stuff: rra add a,a add a,a add a,a ld c,a ld b,0 ld ix,spr_explosion add ix,bc inc hl ld d,(hl) inc hl ld e,(hl) jp putsprite damage_you: ;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 cal disp_armor ;and display new value ld a,(your_pickup) ;how many pickups do you have? dec a ;is the armor-icon selected ret nz ;return if not psh de \ psh ix ;&&& just2Bsave ld hl,VIDEO_MEM+(16*56) ld (PutWhere),hl ld ix,spr_icon ;if so, highlight armorIcon again ld de,$1901 ;position cal putwidesprite ;display icon ld hl,GRAPH_MEM ld (PutWhere),hl pop ix \ pop de ret ;and return no_armor: ld a,%01 ;occ %xxxxxx01 = explode ld (your_occ),a ;set to explode 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 (firex),hl ;set firepos ld a,(your_multiples) ;any multiples? and %11 ;nope? jr z,fireany ;then just fire somethin' cal fireany ;and blast ld hl,(my) ;then, fire from multiple position (mx) ld a,(mx) ; ld h,a ; ^^^^^^ ld (firex),hl ;set firepos ;blast again and fireany: cal fire_torp ;&&& ld a,(your_weapon) ;do you have laser? dec a ;1=yes jr z,fire_laser ld ix,weapondata-6 add a,a ;weap*2 add a,a ; *4 add a,a ; *8 ld c,a ld b,0 add ix,bc ld c,(ix) cal fire_ybullet inc ix inc ix ld c,(ix) xor a cp c cal nz,fire_ybullet inc ix inc ix ld c,(ix) xor a cp c cal nz,fire_ybullet ret 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_laser: ;yes, fire that laser instead ld a,(firex) ;a = your x-pos ld d,a ld hl,GRAPH_MEM ;save-location ld a,(firey) ;y-coord add a,3 ;at middle of your ship (y+3) ld e,a ;save laser-y in e add a,a ;y*2 add a,a ;y*4 add a,a ;y*8 rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) add a,a ;y*16 (width of screen) rl b ;b=b*2+overflow (if y>64 then bc=bc+512) inc a ;8 pixels to right (a=even so no overflow) srl d ;X/2 srl d ;X/4 srl d ;X/8 add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow) jr nc,_nolc ;jump if no carry = no overflow = a<=255 inc b ;a>255 so increase bc by 256 _nolc: ld c,a ;c = (Y*16+X/8) mod 256 add hl,bc ;bc = Y*16+X/8 ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) sub d ;minus x-start (d=X/8) ld b,a drawlaser: ld (hl),%11111111 inc hl ;Go to next byte dnz drawlaser ; ld a,(just_fired) ;fired for how long ; cp 4 ;if 4th turn ; ret nz ;then do damage, otherwise quit handle_laser: ld a,(firex) ld d,a ;d was divided, so reload the laser-x check_laserhits: ;de = (x,y) ld b,nrenemies ld hl,enemies+1 laserhits: ;Hits with normal enemies psh hl ld a,(hl) and %00000010 jr z,nolashit ;no hit when enemy_occ <> 2/3 inc hl ;enemy type ld a,(hl) or a ;enemy #0 = pickup jr z,nolashit ;yes: don't destroy inc hl ld a,(hl) ;check x sub d jp m,nolashit ;no hit when enemy is left of you inc hl ld a,(hl) ;check y sub e 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 p,enemy_lashit ;a-e>0 = hit nolashit: pop hl 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 ret enemy_lashit: ;&&&before nolashit ld a,1 ;damage cal enemy_hit jr nolashit fire_ybullet: ld hl,ybullets ld de,4 ld b,maxbullets 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,maxbullets 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 inc a ;must be at least 1 nextbulletlook: inc hl ;next bullet sprite pointer dec a ;for each 4 points of damage jr nz,nextbulletlook ld d,a ;ld d,0 ld a,(hl) ;load pointer offset ld e,a ;convert to 16bit ld ix,spr_bullet01 ;first sprite add ix,de ;add offset (go to correct sprite) pop de ;saved position psh de ;but will be altered so save again cal putsprite ;display bullet pop de 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 psh de cal find_sprite pop de inc hl ld a,(hl) ;check x sub d sub 5 jp p,nohit add a,5 add a,(ix) jp m,nohit inc hl ld a,(hl) ;check y sub e sub 3 jp p,nohit add a,3 add a,(ix+1) jp m,nohit 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 hl,(levelp) ;the leveldata (including the boss) dec hl ;points to leveldata\boss\enemynr ld a,(hl) ;load it ld (level_enemy),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 a,(level_enemy) ;enemy type to place (lvl) 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 ;c=type ld b,0 ;bc = enemy nr.&&&XX 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 psh de cal find_sprite pop de 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 b,e ;b will be added to random-value cal Random50 ;make a (in a) random value 0-51 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 psh hl ld a,(hl) cal explosion_stuff ;display explosion pop hl ld a,(hl) cp 15 jr z,remove_enemy ;remove when at last frame inc a ld (hl),a ;next frame jr next_enemy ;--------------------------- moving enemies --------------------------------- moving_enemy: 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 psh de cal find_sprite pop de 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) 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) 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 %00000100 ld (hl),a collide_done: ld b,4 ;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 ld de,GRAPH_MEM ld bc,1024 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 -------------------------------------------- CDoSFX: ld hl,VIDEO_MEM ld de,GRAPH_MEM ld bc,1024 ldir ld b,64 ld a,-1 DoSFX: ;ins: a=beginLine b=nrOfLines ld (curline),a SFXframe: psh bc ld a,(curline) ;get line number inc a ;go to the next line ld (curline),a ;update ld l,a ld h,0 add hl,hl add hl,hl add hl,hl add hl,hl ld b,h ;save hl for later ld c,l ld de,VIDEO_MEM add hl,de ;go to ymin ld d,h ld e,l ld hl,GRAPH_MEM add hl,bc ;hl->logo ld a,(curline) ;Calculate how many lines to draw ld c,a ld a,64 sub c ld b,a SFXdisp: ;display this frame on screen ld a,b ;psh b (a will not be used) 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 ld b,a ;pop b dnz SFXdisp ;repeat until whole screen is displayed ld b,8 SFXdelay: halt dnz SFXdelay pop bc 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_icon03 ;bulletIcon ld de,$3901 ;icon #3 cal putwidesprite ;display icon 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_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 2 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_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 ------------------------------------------- Random5016: cal Random50 ; a = 0..50 inc a ; a = 1..51 ld h,0 ld l,a ;hl = 1..51 add hl,hl ;hl = 1..51 * 2 add hl,hl ;hl = 1..51 * 4 add hl,hl ;hl = 1..51 * 8 add hl,hl ;hl = 1..51 * 16 (left side at random y) dec hl ;hl = 1..51 * 16 (" at right side of screen) ld de,GRAPH_MEM add hl,de ;position on screen ret Random50: cal Random cp 51 ;y may not be more than 50 ret c ;OK if a<51 and %00111111 ;a = 0..63 sub 13 ;a = -13..50 ret nc ;OK if a>=0 add a,13+(50-12) ;a = -13..-1 >=> 0..12 >=> 39..50 ret Random: ld a,(RanPos) ;a handy random-var. ld hl,x ;add your x-coord for randomness adc a,(hl) inc hl ;add your y-coord for randomness adc a,(hl) ld (RanPos),a ;save altered random-var ret ;RanPos also in #a scoreInc: psh bc ld bc,(score) add hl,bc ld (score),hl pop bc ret find_sprite: ;destroyed: de ix psh hl ld e,(hl) ;e = enemy type ld d,0 ;de = e ld hl,XLenemytable ;hl = @sprites offset-table add hl,de ;points to offset of current enemy offset ld e,(hl) ;de = @enemy offset ld d,0 ld ix,XLsprenemies ;first enemy sprite add ix,de ;add offset for current enemy add ix,de ;twice (offset stored as offset/2) pop hl ret BLACKLCD: ld hl,VIDEO_MEM ;screen location (top left) ld de,VIDEO_MEM+1 ld (hl),%11111111 ld bc,1024-1 ;do it 1024 times = entire screen ldir set 3,(iy+5) ;set white on black ret waitnokeypressed: halt \ halt cal GET_KEY or a jr nz,waitnokeypressed ret Decompress: ;hl=source(compressed) de=dest(decompressed) ld a,(hl) bit 7,a jr z,compressed inc hl and %01111111 ld b,0 ld c,a ldir jr Decompress compressed: psh af or %11111100 ld b,a inc hl ld c,(hl) inc hl pop af and %01111100 rrca rrca or a ret z psh hl ld h,d ld l,e add hl,bc inc a inc a ld b,0 ld c,a ldir pop hl jr Decompress ;--------------------------- game over / new game / death ------------------- chartable: .db 0,"!<>^",0,0,0,0 .db 0,"xtoje0",0 ;enter..clear .db " wsnid9",0 ;(-)..custom .db "zvrmhc8",0 ;dot..del .db "yuqlgb7x" ;0..xvar .db 0,"-pkfa6'" ;on..alpha .db "54321.",0,0 ;F5..more own_name: .db 7,"nemesis" save_hi: ld hl,own_name-1 ;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,own_name-1 ;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: pop hl ;=ret (game_over was called from a procedure) game_over_nopop: cal BLACKLCD ;clear screen cal waitnokeypressed ld hl,$0603 ld (_curRow),hl ;center ld hl,txt_gameover cal _puts ;display "GAME OVER" ld hl,$0007 ld (_curRow),hl ld de,(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 waitnokeypressed 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,(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: xor a ;ld a,0 ld (score),a ;reset score ld (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,XLlevelsdata ;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: 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 jp c,game_over jr samelevel ;--------------------------- next level ------------------------------------- Next_level: 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 bc,5+32+4+4 ;advance one level 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) ;load new level-enemy type ld (level_enemy),a ;set level-enemy inc hl ld a,(hl) ;load new appearance-time ld (eventtime),a ;set inc hl ld a,(hl) ;load nr of enemies in this level ld (eventleft),a ;set nr of events left 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 bc,17+17+2 ldir ld ix,starx1 ld b,nrstars1 cal placestars ld hl,RanPos inc (hl) 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 hl,x ;begin position x=... ld (hl),a ;...=a=0=left inc hl ;y=... ld a,24 ;...=24=middle ld (hl),a ;your y 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 de,$0018 ;x=0, y=24 (like you..) ; cal Place_multiples ;place all multiple-positions at (0,24) 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+nrebuls)*3)-1 ldir ;clear enemies + bullets (y/e) ;--------------------------- setup game ------------------------------------- game_setup: cal BLACKLCD ld hl,$0703 ld (_curRow),hl ;center ld hl,txt_level cal _puts ;display "LEVEL " ld a,(level) ld l,a ld h,$00 cal UNPACK_HL add a,'0' ld b,a cal UNPACK_HL add a,'0' cal _putc ;display second digit ld a,b cal _putmap ;display first digit ld hl,$0904 ld (_curRow),hl ;display lives left below level nr ld hl,txt_lives ;bar text: "Lx0"... ld a,(your_lives) ;lives left add a,'0' ;make value ld (txt_lives+3),a ;add to text cal _puts ;display the string res 3,(iy+5) ;set white on black cal _getkey ;wait for keypress cp kF1 cal z,save_lvl cal _clrLCD ;clear screen jp disp_icons ;display bottom icons +ret placestars: cal Random5016 ;a = (0..50)*16 = random y-pos 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 add hl,de ;add to 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 7,7 ;ship alpha class .db %01010000 ; █ █ .db %10100000 ; █ █ .db %01010100 ; █ █ █ .db %10100010 ; █ █ █ .db %01010100 ; █ █ █ .db %10100000 ; █ █ .db %01010000 ; █ █ spr_ship02: ; .db 7,7 ;ship beta class ; .db %11100000 ; ███ ; .db %11110000 ; ████ ; .db %01111100 ; █████ ; .db %01110010 ; ███ █ ; .db %01111100 ; █████ ; .db %11110000 ; ████ ; .db %11100000 ; ███ spr_ship02i: ; .db 7,7 ;ship beta class ; .db %01000000 ; █ ; .db %10100000 ; █ █ ; .db %01010100 ; █ █ █ ; .db %00100010 ; █ █ ; .db %01010100 ; █ █ █ ; .db %10100000 ; █ █ ; .db %01000000 ; █ spr_multiple: .db 6,4 ;multiples .db %01111000 ; ████ .db %11111100 ; ██████ .db %11111100 ; ██████ .db %01111000 ; ████ ;--------------------------------- bullets ---------------------------------- spr_bullet01: .db 5,3 ;dam=0-3 .db %00110000 ; ▒██ .db %01001000 ; ▒█ ▒█ .db %00110000 ; ▒██ spr_bullet02: .db 5,3 ;dam=4-7 .db %00110000 ; ▒██ .db %01101000 ; ▒██▒█ .db %00110000 ; ▒██ spr_bullet03: .db 5,3 ;dam=8-11 .db %00110000 ; ▒██ .db %11101000 ;▒███▒█ .db %00110000 ; ▒██ spr_bullet04: .db 5,3 ;dam=8-11 .db %00110000 ; ▒██ .db %11111000 ;▒█████ .db %00110000 ; ▒██ spr_bullet05: .db 5,3 ;dam=8-11 .db %01110000 ; ▒███ .db %11111000 ;▒█████ .db %01110000 ; ▒███ spr_bullet06: .db 5,3 .db %11110000 ;▒████ .db %11111000 ;▒█████ .db %11110000 ;▒████ spr_bullett1: .db 4,3 ;▒▒▒ .db %11100000 ;▒███ .db %11110000 ; ████ .db %01110000 ; ███ spr_bullete1: .db 4,3 ;enemy bullets .db %01100000 ; ▒█▓▒░ .db %11110000 ; ▒███▓▒░ .db %01100000 ; ▒█▓▒░ ;-------------------------------- explosion --------------------------------- spr_explosion: .db 8,6 ;1 .db %00000000 .db %00011100 ; ███ .db %00111110 ; █████ .db %01010110 ; █ █ ██ .db %00111000 ; ███ .db %00000000 .db 8,6 ;2 .db %00110000 ; ██ .db %01001110 ; █ ▒███ .db %10111110 ; █ █████ .db %01001111 ; █ ▒████ .db %00111000 ; ███ .db %00011010 ; ██ █ .db 8,6 ;3 .db %10110000 ; █ ██ .db %01001110 ; █ ███ .db %10110101 ; █ ██▒█▒█ .db %01000101 ; █ ▒█▒█ .db %00111110 ; █████ .db %01011010 ; █ ██ █ .db 8,6 ;4 .db %00101010 ; ▒ █▒█ █ .db %01000110 ; █ ▒██ .db %10110101 ; █ ██ █ █ .db %01100110 ; ██ ██▒ .db %00111100 ; ████▒ .db %01011001 ; █ ██ ▒█ .db 8,6 ;5 .db %01000000 ; █▒ ▒ ▒ .db %00100101 ; ▒█ █▒█ .db %00010100 ; ▒ ▒█ █ ▒ .db %01000100 ; █▒ █ .db %00010010 ; ▒█▒▒█ .db %10011010 ; █▒ ██ █▒ .db 8,6 ;6 .db %01000100 ; █ █ .db %00100000 ; ▒█ ▒ ▒ .db %00000001 ; ▒ ▒ █ .db %01000100 ; █ █ .db %00100010 ; █▒ █ .db %01001000 ; ▒█ ▒█ ▒ .db 8,6 ;7 .db %00001000 ; ▒ █▒ .db %11000010 ; ██ ▒ █ .db %00000000 ; ▒ .db %00100000 ; ▒█ ▒ .db %00000001 ; ▒ ▒█ .db %00110000 ; ▒██▒ .db 8,6 ;8 .db %00000100 ; ▒█ .db %00000000 ; ▒▒ ▒ .db %01000000 ; █ .db %00000000 ; ▒ .db %00000010 ; █▒ .db %00100100 ; █▒ █ spr_yexplosion: .db 8,6 ;8 .db %00000000 ; .db %00000000 ; .db %00000000 ; .db %00000000 ; .db %00000000 ; .db %00000000 ; ;------------------------------------ bar ----------------------------------- spr_iconhalf: .db 16,7 ;selected .......: .db %11111111 ; ████████ .db %00000001 ; █ .db %00000001 ; █ .db %00000001 ; █ .db %00000001 ; █ .db %00000001 ; █ .db %11111111 ; ████████ 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 ;-------------------------- weapondata -------------------------------------- ;format:[unused] [ybuls(max.bullets)] [0000:direction 0000:speed] [offset] maxnrweapons = 8+1 weapondata: .db 2,1,%00000010,2,%00000000,0,%00000000,0 ;single fire .db 2,1,%00000011,2,%00000000,0,%00000000,0 ;fast single .db 16,2,%00000010,0,%00000010,5,%00000000,0 ;double .db 16,1,%00010010,2,%00110010,2,%01000010,2 ;triple .db 16,1,%00010011,2,%00110011,2,%01000011,2 .db 16,1,%00010011,2,%00110011,2,%01000100,2 .db 16,1,%00010100,2,%00110100,2,%01000101,2 .db 16,1,%00010100,2,%00110100,2,%01000101,2 ;---------------------------- texts ----------------------------------------- txt_about: .db " v0.96.A30",127,"by Shiar",0 txt_email: .db "shiar0@hotmail.com",0 txt_menu1: .db "NEW GAME",0 txt_menu2: .db "CONTINUE",0 txt_level: .db "LEVEL ",0 txt_gameover: .db "GAME OVER!",0 txt_score: .db "Score",0 txt_hiscore: .db "Hiscore",0 txt_lives: .db "Lx0?",0 txt_pressenter: .db "Enter to continue",0 txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0 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 XLlevelsdata ;pointer to level data pickuptimer .db $04 ;counts when to place a pickup score .dw $0000 your_pickup .db $00 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:--------------------------------------------------------------- XLlevelsdata: .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:[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 $01,$1b,$2f,%00010001,0,255,0,0 ;0f>>2f ; 7 .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 ;16 .db 1,1 ; 2 .db $10,$07,$09 ; 3 .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 ; 3 level02: ;44 .db $02,$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 $0E,$07,$09 .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 $03,$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 .db $0D,$07,$08 level04: .db $04,$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 $05,$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 $06,$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 $07,$09,$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 ;XLenemytable:--------------------------------------------------------------- XLbullettable: .db (spr_bullet01-spr_bullet01) ;0 .db (spr_bullet01-spr_bullet01) ;4 .db (spr_bullet02-spr_bullet01) ;8 .db (spr_bullet02-spr_bullet01) ;12 .db (spr_bullet03-spr_bullet01) ;16 .db (spr_bullet03-spr_bullet01) ;20 .db (spr_bullet03-spr_bullet01) ;24 .db (spr_bullet04-spr_bullet01) ;28 .db (spr_bullet04-spr_bullet01) ;32 .db (spr_bullet04-spr_bullet01) ;36 .db (spr_bullet05-spr_bullet01) ;40 .db (spr_bullet05-spr_bullet01) ;44 .db (spr_bullet05-spr_bullet01) ;48 .db (spr_bullet06-spr_bullet01) ;52 .db (spr_bullet06-spr_bullet01) ;56 .db (spr_bullet06-spr_bullet01) ;60 XLenemytable: .db $00 ;00 .db (spr_enemy01-spr_enemy00)/2 ;01 .db (spr_enemy02-spr_enemy00)/2 ;02 .db (spr_enemy03-spr_enemy00)/2 ;03 .db (spr_enemy04-spr_enemy00)/2 ;04 .db (spr_enemy05-spr_enemy00)/2 ;05 .db (spr_enemy06-spr_enemy00)/2 ;06 .db (spr_enemy07-spr_enemy00)/2 ;07 .db (spr_boss01 -spr_enemy00)/2 ;08 .db (spr_boss02 -spr_enemy00)/2 ;09 .db (spr_enemy08-spr_enemy00)/2 ;0A .db (spr_enemy00-spr_enemy00)/2 ;0B .db (spr_enemy00-spr_enemy00)/2 ;0C .db (spr_enemy00-spr_enemy00)/2 ;0D .db (spr_enemy00-spr_enemy00)/2 ;0E .db (spr_enemy00-spr_enemy00)/2 ;0F ;XLenemyinfos:--------------------------------------------------------------- XLenemyinfos: ;format: [000000:HP 00:occ] [HP64] [appearance(ypos)] [unused] .db %00100110,0,1,1 ;#1 HP:1 app:random .db %00101010,0,2,3 ;#2 HP:1 app:halflure .db %00001111,0,3,2 ;#3 HP:1 app:lure .db %00000110,0,4,2 ;#4 HP:2 app:lure .db %00000111,0,5,3 ;#5 HP:2 app:random moving .db %00001011,0,6,2 ;#6 HP:3 app:lure moving .db %00011011,0,7,3 ;#7 HP:7 app:halflure moving .db %00110011,1,8,1 ;boss1 .db %00111011,0,9,3 ;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 ;XLsprenemies:--------------------------------------------------------------- XLsprenemies: 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_boss01: .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_boss02: .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 ; ███████ spr_enemy08: .db 8,6 ;enemy type eight .db %00011110 ; ████ .db %01111111 ; ███████ .db %10011100 ; █ ███ .db %10011100 ; █ ███ .db %01111111 ; ███████ .db %00011110 ; ████ ;---------------------------------------------------------------------------- ;----------------------------- 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 ;---------------------------------------------------------------------------- ;---------------------------------------------------------------------------- ;---------------------------------------------------------------------------- ; 0.95.A22 -- 22.X.99 -- size 5321 ; ; * total size of enemy-sprites can now be 510 bytes (space = doubled!) ; # bullets hit enemies correctly that aren't 6x6; even the 16x10 bosses! ; * at g/o or nextlevel checks for keys released instead of waiting abit ; + name stored with hiscore (max. 8 chars, Shiar.95 by default) ; + when entering hi-name DEL goes back one char (with check 4 no chars) ; # program is reloaded at start so some score-bugs solved! (_asapvar=0) ; * at death, upgrades and pickups AREN'T removed! (just armor=0) ; # bullet is not displayed after being removed anymore ; # armor-icon stays hilighted when armor is decreased ; * when stars move off screen, they are placed at a NEW y-pos! ; * the starting x-positions of stars are not random, so the stars are ; spread all over screen. y is still random and changes during game ; * make_random functions smaller and used by different procs ; # MAJOR BUG! a "random" value was placed somewhere in mem thus ; creating bugs like unexplained loss of armor and stuff! (I think) ; ; 0.96.A31 -- 31.X.99 -- size 4836 + 888 ; ; # if you were hit when armor-icon selected, prog did weird stuff ; + armor-bar (shows armor as a black line left at bottom) ; # bugs involving armor-bar changing armor to a wrong value ; # YES!!! the saving-bugs were caused by mmldir: it reset all data ; at mem $8000, so data is now stored at asmexecram+6000 instead! ; * external levels. All leveldata is loaded from "nemesis0"-var ; * some optimization (like cal\ret>jp + unused code removed/shortened) ; * storyline is loaded from level-file (will be compressed later..) ; + story can be _between_ levels, not only at the start of a new game ; * "new game" and "continue" in main menu are swapped (new comes 1st) ; * enemy bullets can do more than one damage: differs per level ; * collision does 4 damage, ground does 5, you start with 12 armor ; # running the level-file no longer crashes your calc but just returns ; * you now move 1.5 pixels per frame! this way you can outrun enemies ; * hellofajob but enemy-data is now stored at one location in 6 bytes, ; instead of two 4-byte spaces 40 bytes apart! (cleaner code; faster) ; * ground/ceiling/stars are continued when at boss (c00l level 3 boss) ; ; 0.97.622 -- 06.VI.99 -- size 5kb ; ; # 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) ; + bullets "charge up" (more damage) when not firing ; + more powerful bullets have different sprites (larger=more damage) ; ; ; + added - removed * changed # bug fixed