;---------------------------------------------------------------------------- ;---------------------- NEMESIS --------------------------------------------- ;----------------------------------------------- cool arcade-shoot-em-up-game ;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org ;This source should only be used for learning practises, do not ;alter it, and certainly never distribute an altered version!! ;&&& marks uncertainties or things to optimize ;TO DO: ; up-double | torpedoes | levels 7-12 | jp m | better weapons ;---------------------- 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 dispbuffer = $81FA ;= $C9FA ;virtual screen ;VIDEO_MEM = $FC00 ;tha big scareen TEXT_MEM = _textShadow ;text buffer; C0F9-C1A0 (167/$A7 bytes) _clrWindow = $4a86 ;_clrLCD and _clrScrn _ex_ahl_bde = $45f3 ;exchange values between AHL and BDE _shracc = $4383 ;like _shlacc but just the opposite :P _dispahl = $4a33 ;display value in ahl <100000 (cheap TI) _asapvar = $d6fc ;our own variable name (likely "nemesis") storepos = _asm_exec_ram+7000 ;120 OF 165 storepos2 = _asm_exec_ram+7200 ;141 OF 167 9000 BYTES ;---------------------- in-game vars ---------------------------------------- just_fired = storepos ; +0 ;counts how long a blast lasts 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 level_enemy = eventleft+1 ; +7 ;enemy type level_info = level_enemy+1 ; +8 ;info (see below) level_move = level_info+1 ; +9 ;= spacespace = level_move+1 ;+10 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 your_prevpos = starx2+(nrstars2*2) ;+87 ;save previous positions (32d) mm = 4 ;max. number of multiples ;^-----------------------------------<1 ;-120=$78 enemies = storepos2 ; +0 ;info about each enemy enemysize = 10 ;infobytes per enemy nrenemies = 16 ;max. nr of enemies ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) nrybuls = 128 ; +80\ ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y) nrebuls = 48 lvlenemies = ebullets+(nrebuls*3) ;^-----------------------------------<2 ;-141=$8D ;level_info: ; [0000:damage 0:diagfire 0:ground 0:ceiling 0:-] ;enemies: ; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)] ; [ship type or explosion frame] [x] [y] [movetype] [movecounter] ; [firecounter] [firefreq] [firetype] ;---------------------- 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 v0.99.812 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 ;YAS 0.92 compatibility ;---------------------- init ------------------------------------------------ int_handler: ;new interrupt proc ex af,af' ;just af only (no need for exx) in a,($03) ;read bit 3 port 3 bit 3,a ;is ON key pressed? jp z,$0039 ;no: np, return res 0,a ;yes: then we have a problem (freeze), so... out ($03),a ;...mask the ON key interrupts! jp $0039 ;all done, return int_end: init: cal BUSY_OFF ;turns the run-indicator off, obviously cal _clrScrn ;clean the screen xor a ;ld a,0 res 2,(iy+13) ;don't scroll the screen cal _flushallmenus ;remove TI menus FixKeys: ;fixes some key problems like left+down bug im 1 ld a,$D4 ld bc,$0100 ld h,a ld l,c ;ld hl,$D400 (user silent link routine space) ld d,a ld e,b ;ld de,$D401 dec a ;ld a,$D3 ld (hl),a ldir ;fill $D400-D500 with $D3s (slink/user on) ld hl,int_handler ;new interrupt handler ld d,a ld e,a ;ld de,$D3D3 ld bc,int_end-int_handler ldir ;load new handler at ($D3D3) inc a ;ld a,$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,$0305 ld (_curRow),de ld hl,txt_menu2 cal _puts menuloop: ld a,0 ;current menu item (0 or 1); 0 by default menuitem =$-1 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 cal getsomekeys ;read keys (z if enter/2nd pressed) jr z,start_tha_freakin_game cp K_EXIT jr z,menuexit cp K_UP jr z,menuchange cp K_DOWN jr nz,menuloop menuchange: ld hl,menuitem ld a,(hl) xor 1 ;0=1; 1=0 ld (hl),a ;set new menu item jr menuloop start_tha_freakin_game: ld a,(menuitem) dec a cal nz,New_game ;NEW GAME jp samelevel ;CONTINUE: game_main_loop menuexit: ld hl,0 ;reset score ld (your_score),hl ;(prevents hiscore while never played) jp game_over ;and go to game over screen do_invert: ;invert screen (b<>w) psh hl psh af ;can't destroy b ld hl,_invert ld a,$98 xor (hl) ;$2F (cpl) <-> $B7 (or a) ld (hl),a pop af pop hl ret getsomekeys: halt halt cal GET_KEY cp K_SECOND ret z cp K_ENTER ret ;---------------------------------------------------------------------------- ;---------------------- game loop ------------------------------------------- ;---------------------------------------------------------------------------- game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time inc (hl) ;increase by 1 ld a,(hl) and %11111 ld hl,1 ;once every 32 frames, increase score by 1 cal z,scoreInc ;do it Clear_screen: ld hl,dispbuffer ;move from (hl) = top left ld (hl),$00 ;first pixel will be copied all over the screen ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) ldir ;all clear! ld a,0 ;current frame/turn 0-255 timer =$-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) ;gettem! 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 psh af cal z,Pause ;yes, go to pause pop af 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 (bulletstaillasermultiples+stuff..) pop hl ;no cal to Fire_bullet made, so pop stack ld hl,just_fired ;no: ld (hl),5 ;able to fire (five turns = laser duration) laserdur =$-1 ;SMC laser duration check_selkey: ld a,%01011111 ;look at first column of keys (ALPHA to STO) out (1),a in a,(1) ;our precious keys bit 6,a ;'bout the GRAPH key... cal z,Teacher ;you didn't _press_ it, did you?!? rla ;test bit7 so we know f ALPHA has been pressed cal nc,select ;yeppy, select the currently selected upgrade cal Enemies_hit ;check for collision with enemies cal inc_weapdamage _gamestuff1: cal Handle_enemies ;move enemies cal Handle_bullets ;move your bullets + check for hits cal Enemy_bullets ;move enemy bullets cal Level_event ;insert enemies cal Display_Screen ;display all delay: halt ;delay and preserve batteries :) jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ;------- weapon ------- inc_weapdamage: ld a,0 weapincs =$-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 disp_charge: ;display charge bar ld hl,(59*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 chargebar ;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 ;--------------------------- 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 jr newground+1 ground_tunnel: ld a,(groundpos+14) ld d,a ld hl,spacespace ld bc,$500 ;range=0..4 cal Random ;a=0..4 dec a ;a=-1..3 dec a ;a=-2..2 ld b,a add a,(hl) ;add to spacesize (so +2..-2) cp 10 jr c,newground ;>=0 then don't change ld c,a ld a,d add a,b ;new position or a jr z,newground ;may not be 0 (=256) cp -10 jr nc,newground ;and not be <0 (>246) diffground: ld d,a ld (hl),c 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,dispbuffer+(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,auch_ground 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,dispbuffer-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,auch_ground 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 ;move bits (star) left ld (stars2),a ret nc ;if star didn't went from left to right bit ld b,nrstars2 ;otherwise move all stars one byte left 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 (dispbuffer&15)-1 ;$C9FAand15-- = 9 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,_txt_pause ld (_penCol),hl ld hl,txt_pause cal _vputs ;display small font ld hl,_txt_pressenter ;top centered ld (_curRow),hl ld hl,txt_pressenter ;"Enter to continue" cal _puts ;display message pause: cal getsomekeys ;GET_KEY w/ halts and checks for enter ret z ;enter/second pressed: continue game cp K_F1 ;F1 pressed? cal z,do_invert ;if so then change invert screen (AF saved) ld hl,CONTRAST ;contrast setting (0-31) ld b,(hl) ;load contrast into b cp K_UP ;+ key changes contrast up jr nz,contr_not_up inc b ;increase contrast jr setcontrast ;set contr_not_up: cp K_DOWN ;- key jr nz,pause ;nope: loop dec b ;decrease contrast setcontrast: ld a,b ld (hl),a out (2),a ;and set it cal releasekeys jr pause ;and loop ;--------------------------- teacher ---------------------------------------- Teacher: ld (iy+12),5 ;enable flashing cursor cal _clrWindow ;top left ld hl,txt_teacher cal _puts ;display message cal releasekeys 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 cal releasekeys 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,dispbuffer ;graph-screen location ld de,dispbuffer+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,dispbuffer ;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: ;SMC: cpl <-> or a 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 56x ld hl,time2invert ld a,(hl) or a ;(time2invert)=0: jr z,noinvert ; do nothing dec a ;otherwise decrease cal z,do_invert ;if it became 0 then invert ld (hl),a ;save new value noinvert: 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 64+1 ;last explosion frame? (1-16=1st;49-64=4th) jp c,exploding_you ;not yet: display explosion cp 64+16 ;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 -1 ;inverted a: 0 if arrow-key has been pressed ld a,(your_multiples) ;(btw: CPL doesn't set any flags) res 7,a ;reset move bit (no flags changed) jr z,adv_ok ;if so, leave the multiples where they are set 7,a ;set 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 your_shipspr =$-2 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 bc,spr_ship01i-spr_ship01 add ix,bc ;display invulnerable ship disp_ship: cal safeputsprite ;display your ship; save de ;----multiples---- handle_multiples: ld a,(your_multiples) ;do you have multiples ld b,a ;save a for 2nd check and %1111 ;no? (last four bits = nr of multiples) ret z ;then don't handle them either bit 7,b ;move the multiples??? (=move bit set?) jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x) psh de ;current position = needed later ld hl,mm*14+1+your_prevpos ;previous positions ld de,mm*14+3+your_prevpos ;move all positions one back ld bc,mm*14+2 lddr ;change 0-57 -> 2-59 (if mm=4 that is) inc hl ;your_prevpos+0 pop de ld (hl),d ;x-pos inc hl ;=current position ld (hl),e ;y-pos mult_adv: ld ix,spr_multiple ;normal sprite ld hl,timer bit 3,(hl) ;change sprites every 8 turns jr z,disp_multiples ld ix,spr_multiple2 ;second sprite disp_multiples: ld hl,your_prevpos+16 ;first pos. dispmultiplesloop: psh af psh hl ld d,(hl) ;load coords inc hl ld e,(hl) psh ix cal putsprite ;display pop ix ;same sprite next time ;) pop hl ld de,14 add hl,de ;next multiple pop af ;counter dec a ret z ;return if all done jr dispmultiplesloop ;loop ;----explode---- exploding_you: srl a ;half the framerate srl a ;half that framerate srl a ;and half again that framerate ld hl,x-1 ld ix,spr_yexplosion ;base sprite explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite and %11111110 add a,a add a,a ;frame*8 ld c,a ld b,0 ;bc=a 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) ;shield left? or a jr z,dothadamage ;no shield srl b ;shield: half the damage dothadamage: ld hl,time2invert xor a ;a=0 cp (hl) ;not already inverted? cal z,do_invert ;then invert screen ld (hl),2 ;change back 2 frames from now ld hl,your_armor ;armor left ld a,(hl) ;load hp in A sub b ;decrease hp by B jr nc,newarmor ;>=0hp left so don't explode ld a,%01 ;occ %xxxxxx01 = explode ld (your_occ),a ;too bad, you're dead meat newarmor: ld (hl),a ;save decreased hp jp disp_armor ;and display new value ;------------------------- place multiples ---------------------------------- Place_multiples: ld hl,your_prevpos ;place all previous positions ld b,mm*7+2 ;all saved positions of them (14 per multiple) place_multiples: ld (hl),e ;set prev-x to d inc hl ;next ld (hl),d ;set prev-y to e inc hl ;next dnz place_multiples ;repeat ret ;------------------------- select upgrade ----------------------------------- inc_armor: ld a,(your_armor) ;load current armor cp 25-6 ;may not become >=25 jr c,doincarmor ;ok then just add 6 ld a,24-6 ;set to maximum (6 will be added below) doincarmor: add a,6 ;add 6 to armor ld (your_armor),a ;change armor ret 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 (hl),a ;reset pickups cal inc_armor jr 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 (your_tail),a ;ready tail beam jr 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 maxweapon jr nc,disp_icons ;weapon maxed out ld (hl),a ;set new weapon cal loadweapon ;load it (damage and stuff) jr disp_icons ;display n return select4: dec a ;is it 4? jr nz,select5 ;no, carry on again ld (hl),a ;reset pickups ld hl,your_weapon ld a,(hl) cp maxweapon ;upgrade from bullet jr nc,upgradelaser ;nope, just upgrade ld a,maxweapon-1 ;yes, set laser #1 upgradelaser: inc a ;next laser cp maxlaser jr nc,disp_icons ;laser maxed out ld (hl),a cal loadweapon jr disp_icons ;display + return select5: dec a ;is it 5? jr nz,select6 ;no, carry on once more ld (hl),a ;reset pickups ld hl,your_multiples ld a,(hl) ;multiples you already got and %1111 ;reset movebit so (your_multiples)=real value inc a ;one more cp mm+1 jr nc,enoughmultiples ;maxed out ld (hl),a enoughmultiples: ld de,(x) dec a ;if this is your first multiple then... cal z,Place_multiples ;reset multiples positions jr disp_icons ;display, return select6: ld (hl),0 ;reset pickups ; jr disp_icons ;--------------------------- show icon -------------------------------------- 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 disp_lives: ld de,5 ;(0,5) ld a,(your_lives) ;nr of lives or a jr z,displivesdone ;no lives ld b,a displivesloop: psh bc ld ix,spr_lship cal safeputsprite ;put li'l ship ld a,lshipsize+1 add a,d ld d,a ;x=x+5 pop bc dnz displivesloop ;one ship per life displivesdone: cal disp_armor ;display bar ld ix,spr_icon01 ;torpedoIcon ld de,$1901 ;icon #1 cal putwidesprite ;display icon ld ix,spr_icon00 ld a,(your_weapon) ;ur weapon cp maxweapon ;laser? psh af ;(your_weapon) jr nc,no_tail ;if laser (nc) then tail ain't fired ld a,(your_tail) or a jr z,no_tail ld ix,spr_icon02 ;tailbeamIcon no_tail: ld de,$2901 ;icon #2 cal putwidesprite ;display ld ix,spr_icon00 pop af ;a=(your_weapon); cf=bullets psh af jr nc,no_bullets ;=laser ld hl,$3945 ;position to display bullet-type digit pop af ;digit=(your_weapon) psh af inc a ;1 = weapon #1 (=0) 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 pop af ;ld a,(your_weapon) ld b,a jr c,no_laser ;popped carry ld hl,$3955 ;position to display bullet-type digit ld (_penCol),hl ;set location ld a,b ;(your_weapon) ;load = faster than push sub maxweapon-1 ;1 = laser #1 (=maxweapon) add a,'0' ;make digit cal _vputmap ;display char ld ix,spr_icon04 ;laserIcon no_laser: ld de,$4901 ;icon #4 cal putwidesprite ld ix,spr_icon00 ;emptyIcon ld a,(your_multiples) and %111 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,dispbuffer ;normal game-screen ld (PutWhere),hl ;set sprite-position to normal screen pop ix \ pop hl \ pop de \ pop bc ret disp_armor: ld de,16 ;line size ld hl,(57*16)+VIDEO_MEM+3 ld b,3 armorbarclr: dec hl ld (hl),0 add hl,de ld (hl),0 sbc hl,de dnz armorbarclr ld a,(your_armor) ;load your armor (<25) 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 add hl,de ;one down (resets carry) ld (hl),%11111111 ;same piece sbc hl,de ;up again 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 add hl,de ld (hl),a ;and just below ret 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 ;------------------------- fire bullet -------------------------------------- fire_multiple: psh af psh ix ;save ix for next fire cal fireany ;fire from multiple position pop ix ;saving ix is much faster than recalculating pop af ;number of multiples dec a ;one just displayed pop hl ;ret ret z ;ret2 if none left jp (hl) ;real ret fire_multiples: ld hl,(your_prevpos+16);then, fire from multiple position cal fire_multiple ld hl,(your_prevpos+30) cal fire_multiple ld hl,(your_prevpos+44) cal fire_multiple ld hl,(your_prevpos+58) cal fire_multiple ;no JP: that messes up the stack ret Fire_bullet: ld hl,just_fired ;=for how long you may hold fire (2nd) ld a,(hl) ;a = time left dec a ;decrease timer ret z ;may not fire when (just_fired) became 0 ld (hl),a ;save new decreased value ld a,(your_weapon) ;if you have bullets..... cp maxweapon jr nc,fireOK ;>weapons = laser ld (hl),1 ;bullet may last one turn (just fire 1 bullet) fireOK: ld a,(your_weapon) ;weapon nr. ld ix,weapondata+2 add a,a ;weap*2 add a,a ; *4 add a,a ; *8 ld c,a ld b,0 ;go to current weapon (bc=a) add ix,bc ;ix=weapon ptr ld a,(your_multiples) ;any multiples? and %1111 ;nr. of multiples cal nz,fire_multiples ;if >0 then fire them too ld hl,(x) ;fire from ship position (x) fireany: ;HL=(x,y) ld (firex),hl ;set position to fire from ld b,3 ;or use the proc at fireOK with ld ix,weapondata+2-(256*3) fire_weapon: psh bc ;save counter ld a,(ix) ;load this weapon ld c,a ;save bulletType in c and %11100000 ;%111?????=laser cp %11100000 ;is it? cal z,fire_laser ;fire laser (will set c=0 when done) xor a ;<>0=bullet cp c ;c<>0? cal nz,fire_ybullet ;then fire bullet inc ix ;otherwise fire next weapon inc ix pop bc ;weapon counter (do 3 weapons) dnz fire_weapon fire_tail: ld hl,your_tail ld a,(hl) dec a ret nz ld a,(ix-2) ;last weapon fired cp %11100000 ;issit laser ret z ;then return xor %11111 ;smart way of going left instead of right :P ;fire tail bullet ;-----fire BULLETs----- fire_ybullet: ;fire bullet type=C dam=(curweapdamage) at (firex/y) 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 ret ;none found, return don't fire 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 ;-----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,dispbuffer ;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) psh ix 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 cal find_sprite ;ix=sprite to enemy (hl) inc hl ld a,(hl) ;check x sub d jr c,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 dec a ;minus one add a,(ix+1) ;add enemy height (according to sprite @ix) 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 ld (weapincs),a ;reset damage pop ix ld c,a ;c=0 ret ;------------------------ handle bullets ------------------------------------ move_bullet: ld c,a ;c=type and %11111 ;pixels to move add a,(hl) ;a = X + (hl) to the right sub 16 ;and 16 to the left (so -16..+15) jr c,remove_bullet ;remove if x<0 cp 128 jr nc,remove_bullet ;or x>=128 ld (hl),a ;save new pos. ld d,a ;d = X inc hl ;@y-pos ld a,c cal _shracc ;%11110000->1111 ;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster srl a ;%1110->111 dec a jr z,bullet_noymove ;1=straight forward dec a jr z,bullet_up ;2=up dec a jr z,bullet_halfup ;3=1/2up dec a jr z,bullet_down ;4=down bullet_halfdown: ;5=1/2down ld a,(timer) rra ;carry once every other turn jr c,bullet_noymove bullet_down: ld a,(hl) inc a cp 55 jr z,bullet_noymove ld (hl),a bullet_halfup: ld a,(timer) rra ;CF every other turn jr c,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 move_bullet 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: ld a,(hl) ;@bulletType or a ;bulletType=0 >> no bullet jp z,next_ybullet+2 ;skip pops (+2); jP for speed psh bc ;bullet counter psh hl ;save enemy+type ld (temp1),hl ;needed for check_bullethits inc hl ;@damage inc hl ;@x cal move_bullet ;move bullet display_bullet: dec hl ;@x dec hl ;@damage ld a,(hl) ;bullet damage=size ld hl,bullettable ;pointer to first bullet srl a srl a ;per 4 ld b,0 ld c,a ;->16bit (de=a) add hl,bc ;point to correct bullet offset ld a,(hl) ;load bullet offset ld c,a ;convert to 16bit (d=0) ld ix,spr_bullet01 ;first sprite add ix,bc ;add offset (go to correct sprite) ld a,(ix) ;bullet x-size ld (bulletxsize),a ;used at check_bullethits ld a,(ix+1) ;bullet y-size... ld (bulletysize),a ;...too cal safeputsprite ;display bullet; DE used for check_bullethits cal check_bullethits next_ybullet: pop hl ;restore enemy+type pop bc ;b=counter inc hl ;&&&add hl = faster inc hl inc hl inc hl ;skip type,dam,x,y: next enemy+type 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 dec a ;minus one jp m,nohit ;missed after all ;---bullet hits enemy (auch-time!)--- psh hl ld hl,0 ;@bulletType temp1 =$-2 ld (hl),0 ;remove bullet inc hl ;@damage ld a,(hl) ;set damage pop hl ;enemy+y cal enemy_hit nohit: pop hl ld bc,enemysize add hl,bc pop bc dnz hit_enemies ;check next enemy ret enemy_hit: ;*in:a=damage;hl=enemy+y add a,a ;a=damage to inflict add a,a ;first 2 bits used for occ. ld b,a dec hl ;@x dec hl ;@type dec hl ;@hp00 (occ) ld a,(hl) ;load hp00 sub b ;decrease HP (if <0xx then c is set) ld (hl),a ;save (no flag-changes) dec hl ;@hp64; no change in c ld a,(hl) ;load; no c-change sbc a,0 ;if cf then decrease a ld (hl),a ;save back the new value ret nc ;if a>=0 then return, otherwise explode inc hl ;goto occ again ld (hl),%01 ;set to explode ld a,(pickuptimer) ;counts enemies destroyed dec a ;enough destroyed for a pickup? psh af ;save flags and a=0 jr nz,pickupdone ;otherwise just explode ld a,18 ;reset enemies counter (18 hits = next) pickupdone: ld (pickuptimer),a ;save new enemiescounter value inc hl ;@type ld (hl),0 ;explosionFrame 0 or enemy #0=pickup pop af cal z,place_enemy ;place pickup (enemy#=0=a cuz ZF) ld hl,1 ;increase score by one jp scoreInc ;+ret ;--------------------------- level events ----------------------------------- Level_event: ld a,0 ;time to next event nextevent =$-1 dec a ;decrease counter ld (nextevent),a ;store new value ret nz ;hasn't reached zero yet: get outta here! ld bc,0 ;enemy frequency (lvl) eventtime =$-2 cal Random ld (nextevent),a ;set time to next event ld hl,eventleft dec (hl) ;update enemy-counter ld a,(hl) ;look at counter or a ;has it reached 0? jp z,Next_level ;yes: level finished dec a ;has it reached 1? jr z,standby_event ;yes: wait until no enemies present/left dec a ;has it reached 2? jr z,place_boss ;yep: place the BigBossTM! dec a ;has it reached 3? jr nz,place_ranenemy ;nope: >3 = place an enemy inc hl ;nextevent located behind eventleft ld (hl),123 ;set delay ret ;don't place any more enemies standby_event: ld b,nrenemies ld hl,enemies+1-enemysize ld de,enemysize xor a chk_enemyleft: add hl,de cp (hl) ;0 = no enemy present jr nz,enemyleft dnz chk_enemyleft ret enemyleft: ld hl,eventleft inc (hl) ret place_ranenemy: ld bc,0 ;0..nrlvlenemies nrlvlenemies =$-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 jr place_enemy place_boss: ld hl,(levelp) ;the leveldata (including the boss) dec hl ;points to leveldata\boss\enemynr ld a,(hl) ;load enemy# of boss place_enemy: ;places enemy #=a psh af ld hl,enemies+1-enemysize ld bc,enemysize xor a ;a=0 chk_noenemy: ;find an unused (no) enemy add hl,bc ;check next enemy cp (hl) ;(hl) = 0 ?? jr nz,chk_noenemy ;jump if enemy present (non-0) ex de,hl ;de=hl=usable enemy +1 pop af ;enemy# to place cal findenemyspecs ;hl = enemy #a specs dec de ;goto hp64 (before occ) ldi ;set hp64 ldi ;set hitpoints+occ of enemy class ld a,(hl) ;save sprite-offset/2 (ldi decs bc so in a) ldi ;set sprite ldi ;set x-position ld c,a ;c=sprite ld a,(hl) ;load placeInfo inc hl 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 rra ;make random if odd frame nr. jr nc,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,0 ;bc = enemy sprite offset / 2 ld ix,spr_enemy00 ;first enemy sprite add ix,bc ;add offset for current enemy add ix,bc ;twice (offset stored as offset/2) ld a,64-8 ;=57=screen height (8 is scorebar) sub (ix+1) ;minus sprite height=bottom ld c,b ;range=0 to... ld b,a ;...57-y cal Random ;random value on screen ypos_OK: ;random value successfully created ld (de),a ;save y-position inc de ;@movecounter ldi ;set move-type ld a,1 ;movecounter = 1 ld (de),a ;set inc de ;@firecounter ldi ;set time-to-1st-fire ldi ;set firefreq ldi ; " firetype ret ;return ;--------------------------- enemy fires ------------------------------------ Enemy_fires: ;de = x,y; c = type ld hl,ebullets ;first bullet to check ld b,nrebuls dec d dec d ;d = x-2 inc e ;e = y+1 enemy_fires_again: ;same but hl = first bullet possibly free xor a find_ebullet: cp (hl) jr z,found_ebullet ;0 = not used inc hl \ inc hl \ inc hl dnz find_ebullet ;look next bullet ret found_ebullet: ld a,c sub 6 jr c,bulletok ;type #0-5 = done (normal/diag) or a jr z,bulletaiming ;type #6 = aiming = type#2..5 dec a jr z,bullettriple ;type #7 = triple bulletdouble: dec e ;one up ld c,1 ;type #1 cal enemy_fires_again ;fire bullet inc hl ;next bullet position inc e inc e ;one down jr bulletok ;fire another bullet bullettriple: ld c,1 ;type #1 = normal cal enemy_fires_again ;fire inc hl ;next bullet ld c,4 ;type #4 = down 50% cal enemy_fires_again inc hl ld c,5 ;type #5 = up 50% jr bulletok bulletaiming: ld a,(y) sub e add a,10 jp p,bulletnotup ld c,5 ;yourY-bulY = negative (=bullet below you) add a,10 jp p,bulletnotup ld c,3 ;yourY-bulY = even more negative (going up) bulletnotup: sub 20 jr c,bulletok ld c,4 ;bullet going down (=jp m) sub 10 jr c,bulletok ;even more going down ld c,2 bulletok: ld (hl),c ;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 ;hl=bullet pointer ld b,nrebuls ;number of bullets (or _possible_ bullets) handle_bullet: psh bc psh hl ld a,(hl) ;load bulletType in a or a ;bullet present? cal nz,enemy_bullet ;non-0: handle bullet pop hl ;enemy_bullet could've added one or two to hl pop bc ;bullet counter inc hl \ inc hl \ inc hl ;next bullet (3 bytes per bullet) dnz handle_bullet ;loop for each and every bullet ret enemy_bullet: inc hl ;@x ld d,(hl) ;check if it has reached the left side of scrn bit 7,d ;x<0? jr nz,remove_ebullet ;yes, remove bullet dec d ;move one pixel left dec d ;and another one (that makes 2) ld (hl),d ;save new x-coordinate in (HL) and D inc hl ;@y (BTW: x >= -2) ld e,(hl) ;e=y dec a jr z,ebullet_common ;type 1: normal bullet dec a jr z,ebullet_down ;type 2: moving down dec a jr z,ebullet_up ;type 3: moving up ld b,a ;save bulletType ld a,(timer) ;load timer rra ;half speed (CF set every other turn) jr c,ebullet_common ;if bit then normal bullet dec b jr z,ebullet_down ;type 4: moving down 50% ;type 5: moving up 50% ebullet_up: dec e ;move up jp m,ebullet_common ;ybottom? jr z,ebullet_common ;then keep it there ld (hl),e ;otherwise save new y ebullet_common: ld ix,spr_bullete1 ;display enemy bullet psh hl cal putsprite pop hl ;we'll need it again ebullet_hits: ld a,(your_occ) or a ret nz ;0 = you're normal ld a,(y) ;check y collision sub (hl) add a,6 ret m cp 9 ret nc dec hl ;check x ld a,(x) sub (hl) add a,6 ret m cp 9 ret nc ld b,auch_bullet ;set damage-amount psh hl cal damage_you ;HIT!! pop hl ;save hl to remove the bullet remove_ebullet: dec hl ;points to bullettype again ld (hl),0 ;bullet > unused ret ;--------------------------- 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 normal_enemy: inc hl ld c,(hl) ;c = enemy type = de cal find_sprite inc hl ld d,(hl) ;x inc hl ld e,(hl) ;y inc hl ;@movetype cal moving_enemy dec hl ld a,e ;new y value cp 57 jr c,enemyonscreenY ;=on screen cp -20 ;moved off at top ld e,0 ;reset to top jr nc,enemyonscreenY ld e,57 ;otherwise reset to bottom enemyonscreenY: ld (hl),e ;store new y dec hl ;@x ld a,d ;new x value cp 129 ;x<=128 jr c,enemyonscreenX ;=on screen cp -7 ;x<=-8 jr c,remove_enemy ;=off screen enemyonscreenX: 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 jr firing_done ;continue check_enemyfire: ld bc,4 ;4x inc hl add hl,bc ;@firecount 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 inc hl ;@firefreq ld a,(hl) inc hl ;@firetype ld c,(hl) ;in c dec hl dec hl ;@firecount again ld (hl),a ;reset counter for next blast 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 exploding_enemy: inc hl ld a,(hl) cp 16 jr nz,keep_enemy ;remove when at last frame remove_enemy: pop hl ld (hl),$0000 ;bye bye enemy jr next_enemy+1 ;continue AFTER pop hl (already done) keep_enemy: inc a ld (hl),a ;next frame dec a ;1-16 -> 0-15 ld ix,spr_explosion ;base sprite cal explosion_stuff ;display explosion jr next_enemy ;--------------------------- moving enemies --------------------------------- moving_enemy: dec d ;move left once ld a,(hl) ;how does this enemy move? and a ret z ;0 = (1<) ld b,a ld a,(timer) dec b jr z,movetype_updown ;1 = (1<) up / down dec b jr z,movetype_vslow ;2 = (.25<) dec b jr z,movetype_slow ;3 = (.5<) dec b jr z,movetype_fast ;4 = (1.5<) dec b jr z,movetype_vfast ;5 = (2<) inc d ;speed 0 dec b jr z,movetype_smart ;6 = &&& smart dec b jr z,movetype_lure ;7 = (0) move y towards you dec b jr z,movetype_slowlure ;8 = (0) lure 1/2 speed dec b dec b jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed dec b jr z,movetype_right ;11 = (.5>) dec b jr z,movetype_fright ;12 = (1>) movetype_right: rra ret c ;speed 0 50% movetype_fright: inc d ;move right one px ret movetype_fulllure: rra ret c ;50% speed cal movetype_lure ld a,(x) cp d jr c,movetype_vfast ;moves left (again) lure_right: inc d ;move right ret movetype_slowlure: rra ;half the time ret c movetype_lure: ld a,110 cp d jr nc,dothelurethingy dec d ;x>109: move left dothelurethingy: ld a,(y) cp e ret z ;don't move vertically if equal jr c,lure_up ;below you then move up lure_down: ;above then move down inc e ret lure_up:dec e ret movetype_smart: inc hl ;@movecount ld a,(hl) inc a and %1111 ld (hl),a or a ;reset carry flag dec hl ;reset hl to and %11111100 jr z,movetype_fast movetype_slow: rra ret c inc d ;don't move ret movetype_vslow: and %11 ret z inc d ;don't move ret movetype_fast: rra ret c ;once every other turn movetype_vfast: dec d ;move left twice ret movetype_updown: inc hl ;@movecount ld a,(hl) dec a and 127 ;range 0..127 ld (hl),a ;store new movecounter dec hl ;reset hl to @movetype and %00100000 ;ZF changes once every 64 turns 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 ex de,hl ;e = X+7, d = Y+7 ld hl,enemies+1 ld b,nrenemies ;check all 20 enemies check_collision: psh bc ;counter psh hl ;pointer ld a,(hl) and %00000010 ;enemy status jr z,check_next ;2 or 3 = ok, otherwise: next enemy inc hl ;enemy# collide_enemy: ;&&& include in Handle_enemy proc cal find_sprite inc hl ;@x 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 jr nc,check_next ;(=jp p) 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.. collide: dec hl ld a,(hl) sub auch_ecollide ld (hl),a jr nc,enemydamaged ;enemy still ok (HP>=0) ld (hl),%01 ;set to explode inc hl ld (hl),0 ;explosionFrame 0 enemydamaged: ;damage to enemy delivered ld b,auch_collide ;your damage cal damage_you check_next: pop hl ld bc,enemysize add hl,bc pop bc dnz check_collision ret ;--------------------------- story ------------------------------------------ storyPage: psh hl ;hl will be destroyed by _clrLCD cal _clrLCD ;clear screen pop hl ld a,(hl) ld (curline),a ;begin line for special effect storyLine: ld d,(hl) ;vertical position of text inc hl ld e,(hl) ;horizontal text-position ld (_penCol),de ;set position inc hl cal _vputs ;display text ld a,(hl) ;load next byte inc hl or a ;0 means more text jr z,storyLine ;loop if there is psh af psh hl ld hl,VIDEO_MEM ;copy text ld de,dispbuffer ;to GRAPH_MEM ld bc,1024 ;entire screen ldir cal _clrLCD ;clear VIDEO_MEM pop hl pop bc ;last byte (<>0) is lines to SFX psh hl cal DoSFX ;do special effects cal _getkey ;wait for a key pop hl ret dostory: cal storyPage ;do some story ld a,(hl) ;load next byte in a inc a ;set z-flag if a = $ff jr nz,dostory ;otherwise loop inc hl inc hl ;set hl to beginning of the level ld (levelp),hl ;set the level-pointer ret ;and return ;--------------------------- SFX -------------------------------------------- DoSFX: ;in:(curline)=beginLine;b=nrOfLines SFXloop: psh bc ld a,0 ;get line number curline =$-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) sub 64 ;a=a-64 neg ;a=64-a (lines from bottom) 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,dispbuffer ;source of original add hl,bc ;hl->source 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 SFXloop ret ;--------------------------- proc ------------------------------------------- Random: ;a=c=b jr nc,randomloop ;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 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 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: cal getsomekeys jr z,nomore or a jr z,nokeypressed cp K_DEL jr z,backup 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,$3946 ;bottom right before hiscore ^^ ld (_penCol),hl ;set ld hl,txt_hiscore ;"Hiscore" cal _vputs ;display (small) res 3,(iy+5) ld b,16 ld de,16 ld hl,VIDEO_MEM+(49*16)-1 restore_line: set 1,(hl) add hl,de dnz restore_line cal _getkey ;wait for keypress jp quit ;restore some things and return to TI-OS/shell invship: ;procedure used in New_game psh af inc b ld de,$C0 ld hl,VIDEO_MEM+$30-$C0;begin pos invshipinit: add hl,de dnz invshipinit ld b,$B0 ;12 lines down invshiploop: ld a,(hl) cpl ;invert byte ld (hl),a inc hl dnz invshiploop ;loop pop af ret New_game: ;stack must be +1 (so change the jp in cal :) cal _clrLCD ld hl,VIDEO_MEM ld (PutWhere),hl ;will be reset after displaying iconbar ld ix,spr_ship01 ;first ship: sprite ld de,$0105 ;position ld b,4 ;number of ships to display dispshipsloop: psh bc ;counter psh de ;position cal putwidesprite ;display pop de ld bc,spr_ship01i-spr_ship01+2 add ix,bc ;go to next ship ld a,12 ;below the previous one add a,e ld e,a pop bc dnz dispshipsloop ;loop ld b,0 ;menu pos. selectship: psh bc cal invship selectshiploop: halt cal GET_KEY or a jr z,selectshiploop pop bc psh bc cal invship pop bc cp K_SECOND jr z,startthenewgame cp K_ENTER jr z,startthenewgame cp K_DOWN jr nz,selnotdown inc b selnotdown: cp K_UP jr nz,selnotup dec b selnotup: ld a,b and %11 ld b,a jr selectship startthenewgame: ld hl,spr_ship01-(spr_ship02-spr_ship01) ld de,spr_ship02-spr_ship01 inc b ;your ship #0-3++ searchyourship: add hl,de ;next ship dnz searchyourship ld (your_ship),hl xor a ;ld a,0 ld (your_score),a ;reset score ld (your_score+1),a ;reset score (0) ld (your_tail),a ;no tail beam 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 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 gamedone: cal dostory ;display end (hl=(levelp)) ld hl,250 cal scoreInc ;game complete bonus: 250 jp game_over ;game over (+hiscore) ;--------------------------- next level ------------------------------------- Next_level: ;stack must be +1 pop hl cal inc_armor ;increase armor ld hl,(levelp) ;level pointer ld b,0 ;advance one level ld c,(hl) add hl,bc ;passed the enemies ld c,1+7+3 add hl,bc ;update to point to next level ld (levelp),hl ;save ld a,(level) ;level number inc a ;next level # cp endlevel+1 ;last level done? jr nc,gamedone ;yes: display end story and quit ld (level),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 samelevel: ld hl,(your_ship) ld (your_shipspr),hl ld a,80 ld (nextevent),a ;time to first enemy appearance ld hl,(levelp) ;level pointer dec hl ;byte before level (boss byte) xor a ;if it's zero it means here's a story cp (hl) inc hl ;begin of level cal z,dostory ;do the story and set (levelp) to real level 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 inc hl ld a,(hl) ld (eventtime+1),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 de,level_info ld c,4 ;bc=4 ldir ;4xLDI ;loads (level_info); (level_move); (spacespace); (groundinfo) ld a,1 ld b,32 ;fill (groundpos) and (ceilingpos) fillground: ld (de),a inc de dnz fillground 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,$1820 ld (x),de ;begin position (x,y) cal Place_multiples ;place all multiple-positions at that (0,24) cal loadweapon ;load (your_weapon) 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 add hl,bc ld a,(hl) ld (weapdamage),a ;damage of bullets inc hl ld a,(hl) ld (weapdaminc),a ;damage increase inc hl ld a,(hl) and %00011111 ;laser duration ld (laserdur),a ret ;---------------------------------------------------------------------------- ;--------------------------- putsprite -------------------------------------- ;---------------------------------------------------------------------------- ;in: de=(x,y); ix=sprite ;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=? putsprite: ld c,(ix) ;save width _putsprite: ;putsprite with custom width ld a,d ;a=X bit 7,d ;check sign bit of X jr z,CSpositive ;X>=0 neg ;a=|X| cp (ix) ;off screen? ret nc ;X<=-width: don't draw at all ld b,a ;b=|X|mod 8=1..7=bits to draw ld a,%11111111 ;all bits set (draw everything) CSclipleft: srl a ;remove first bit in a for each b dnz CSclipleft ;b=1: a=%01111111 ;b=2: a=%00111111 ;b=3: a=%00011111 ;b=4: a=%00001111 ;b=5: a=%00000111 ;b=6: a=%00000011 ;b=7: a=%00000001 res 7,d ;X+128 (right side of screen) dec e ;Y-- jr CSdisplay ;done clipping CSpositive: sub 129-8 ;minus (screen width - byte width) ld b,a ld a,%11111111 ;clipmask jr c,CSdisplay ;x+width<128 then entire sprite is on screen inc b ;b = number of pixels off screen CSclipright: add a,a ;remove last bit in a for each b dnz CSclipright ;b=1: a=%11111110 ;b=2: a=%11111100 ;b=3: a=%11111000 ;b=4: a=%11110000 ;b=5: a=%11100000 ;b=6: a=%11000000 ;b=7: a=%10000000 ;b>7: a=%00000000 = off screen CSdisplay: ;display the sprite ix at (d,e) masked ld (CSclipmask),a ;set mask cal findpixel ;convert de to screen location hl:a ld (CSbitmask),a ld d,c ;width ld b,(ix+1) ;height CSyloop: psh bc ;save rows to go psh hl ;screen ld b,d ;width ld a,(ix+2) ;load image line and 255 ;mask CSclipmask =$-1 ld c,a ;c=image inc ix ;next CSbitmask =$+1 ld a,1 ;saved bitmask CSxloop: sla c ;test leftmost pixel jr nc,CSnodraw ;don't draw if it's 0 ld e,a ;psh af: save bitmask or (hl) ld (hl),a ;OR pixel with screen ld a,e ;pop af CSnodraw: rrca ;next bit jr nc,CSbitdrawn ;carry set if bit "jumped" inc hl ;next byte CSbitdrawn: dnz CSxloop pop hl ;screen at x-offset=0 ld bc,16 add hl,bc ;next line pop bc ;rows counter dnz CSyloop CSdone: ret ;--------------------------- putbigsprite ----------------------------------- putwidesprite: ;destr: abcdehl+ix (ix=behind sprite; hl:a=right below sprite; b=0; d=width) ld a,(ix) ;width cp 9 jr c,putsprite ;width<=8: just draw the sprite ld a,(ix) sub 8 ;width>8 psh af ld c,8 psh de cal _putsprite ;otherwise draw one column (8 pixels wide) pop de inc ix ;no x-size to load ld a,8 ;next add a,d ;8 pixels right ld d,a pop bc ;then draw the remaining pixels (c=width-8) ld c,b jr _putsprite safeputsprite: ;cal putsprite with de intact psh de cal putsprite pop de ret ;------------------------------- findpixel ---------------------------------- ;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de findpixel: ld a,e ;a=e=Y add a,a add a,a ;add a,a is 7 cycles faster than add hl,hl ld h,0 ;switch to hl now (Y<64) ld l,a ;hl=4*Y ld a,d ;a=d=X rra ;RRA: carry flag must be reset! add hl,hl ;that's what the adds are for :P rra add hl,hl ;hl=16*Y rra ;a=X/8 or l ld l,a ;hl=hl+a ld a,d and 7 ;a=X\8 cpl rlca rlca rlca ld (FPbit),a xor a FPbit =$+1 set 0,a ld de,dispbuffer ;screen base position (where x+y=0) PutWhere =$-2 add hl,de ret ;---------------------------------------------------------------------------- ;------------------------------- sprites ------------------------------------ ;---------------------------------------------------------------------------- spr_ship01: .db 7,7 ;ship alpha class .db %11000000 ;██ .db %11110000 ;████ .db %01111110 ; ██████ .db %11101000 ;███ █ .db %01111110 ; ██████ .db %11110000 ;████ .db %11000000 ;██ spr_ship01i: .db 8,7 .db %11000010 ;██ █ .db %11110001 ;████ █ .db %01111111 ; ███████ .db %11101001 ;███ █ █ .db %01111111 ; ███████ .db %11110001 ;████ █ .db %11000010 ;██ █ spr_ship02: .db 7,7 ;ship beta class .db %11100000 ;███ .db %11111000 ;█████ .db %01111100 ; █████ .db %01110010 ; ███ █ .db %01111100 ; █████ .db %11111000 ;█████ .db %11100000 ;███ spr_ship02i: .db 8,7 .db %11100010 ;███ █ .db %11111001 ;█████ █ .db %01111101 ; █████ █ .db %01110011 ; ███ ██ .db %01111101 ; █████ █ .db %11111001 ;█████ █ .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_ship05: .db 8,8 ;XC1701II ship .db %11110000 ;████ .db %10001100 ;█ ██ .db %11110010 ;████ █ .db %01011101 ; █ ███ █ .db %01011101 ; █ ███ █ .db %11110010 ;████ █ .db %10001100 ;█ ██ .db %11110000 ;████ auch_bullet = 1 ;damage to you when hit by an enemy bullet auch_ground = 5 ;the same when you hit the ground/ceiling auch_collide = 3 ;when you hit an enemy auch_ecollide = 2*4 ;damage to both the enemy that hit you (skip bit 0/1) spr_multiple: .db 6,6 ;multiples .db %00000000 ; .db %00111000 ; ███ .db %01111100 ; █████ .db %01111100 ; █████ .db %01111100 ; █████ .db %00111000 ; ███ spr_multiple2: .db 7,7 ;multiples .db %00111000 ; ███ .db %01111100 ; █████ .db %11111110 ;███████ .db %11111110 ;███████ .db %11111110 ;███████ .db %01111100 ; █████ .db %00111000 ; ███ ;-------------------------------- explosions -------------------------------- 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 8,5 ;1 .db %00000000 .db %00101100 ; █ ██ .db %00011110 ; ████ .db %00110100 ; ██ █ .db %00011000 ; ██ .db %00000000 .db 8,5 ;2 .db %00111000 ; ███ .db %01011100 ; █ ███ .db %10010111 ;█ █ ███ .db %01000110 ; █ ██ .db %00111000 ; ███ .db %00000000 .db 8,6 ;3 .db %00111100 ; ████ .db %01001111 ; █ ████ .db %10100011 ;█ █ ██ .db %11000110 ;██ ██ .db %01110101 ; ███ █ █ .db %00111000 ; ███ .db 8,6 ;4 .db %00110110 ; ██ ██ .db %00000101 ; █ █ .db %11000001 ;██ █ .db %01100001 ; ██ █ .db %11000010 ;██ █ .db %01010001 ; █ █ █ ;--------------------------------- bullets ---------------------------------- bullettable: .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 spr_bullet01: .db 2,1 .db %11000000 ;▒██ spr_bullet02: .db 4,1 .db %11110000 ;▒████ spr_bullet03: .db 2,2 .db %11000000 ;▒██ .db %11000000 ;▒██ spr_bullet04: .db 4,2 .db %10110000 ;▒█▒██ .db %10110000 ;▒█▒██ 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 ; ██▒ ;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset] ;damage = min.damage + dam.inc*incs (0<=incs<=6) ;speed in pixels/frame (>=%10010=forward; <=%01110=backwards) ;direction: 0=straight forward; 1=up; 2=1/2up; 3=down; 4=1/2down maxnrweapons = 8+1 weapondata: .db 1,1,%00000000,0,%00000000,0,%00010010,3 ;1 single fire .db 4,1,%00000000,0,%00000000,0,%00010011,3 ;2 fast single .db 1,1,%00000000,0,%00010010,0,%00010010,6 ;3 double .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5 .db 5,3,%01110011,2,%10010100,2,%00110011,2 ;6 .db 7,4,%01110100,2,%10010100,2,%00110100,2 ;7 .db 12,5,%01110110,2,%10010110,2,%00110110,2 ;8 maxweapon = 8 .db 1,1,%11100100,3,%00000000,0,%00000000,0 ;1 single laser .db 1,1,%11111111,0,%11100000,6,%00000000,0 ;2 double laser .db 10,1,%11100001,0,%11100000,6,%11100000,3 ;3 triple laser maxlaser = 11 ;------------------------------------ bar ----------------------------------- spr_lship: .db 5,3 ;li'l ship indicating lives left .db %11100000 ;███ .db %01111000 ; ████ .db %11100000 ;███ lshipsize = 5 ;space between two ship icons spr_icon: .db 16,7 ;selected.......:.......: .db %11111111 ;████████████████ .db %11000000 ;██ █ .db %11000000 ;██ █ .db %11000000 ;██ █ .db %11000000 ;██ █ .db %11000000 ;██ █ .db %11111111 ;████████████████ .db 7 .db %11111111 .db %00000001 .db %00000001 .db %00000001 .db %00000001 .db %00000001 .db %11111111 spr_icon00: .db 16,7 ;unused .......:.......: .db %10101010 ;█ █ █ █ █ █ █ █ .db %11010101 ;██ █ █ █ █ █ █ █ .db %10101010 ;█ █ █ █ █ █ █ █ .db %11010101 ;██ █ █ █ █ █ █ █ .db %10101010 ;█ █ █ █ █ █ █ █ .db %11010101 ;██ █ █ █ █ █ █ █ .db %10101010 ;█ █ █ █ █ █ █ █ .db 7 .db %10101010 .db %01010101 .db %10101010 .db %01010101 .db %10101010 .db %01010101 .db %10101010 spr_icon01: .db 16,7 ;torpedo .......:.......: .db %10000001 ;█ ███ ██ █▒ .db %10000000 ;█ ███ ██ ▒ .db %11000000 ;██ ███ ██▒ .db %10110001 ;█ ██ ███ █ █▒ .db %11001100 ;██ ██ ██ ▒ .db %10110011 ;█ ██ ██ ████ ▒ .db %11001100 ;██ ██ ██ ██ ▒ .db 7 .db %11001101 .db %11100110 .db %11100011 .db %11000101 .db %00001100 .db %00011110 .db %11000110 spr_icon02: .db 16,7 ;tailbeam.......:.......: .db %10000000 ;█ ▒ .db %10000011 ;█ ██ ▒ .db %10000001 ;█ ███ ▒ .db %10111011 ;█ ███ ██████ ██▒ .db %10000001 ;█ ███ ▒ .db %10000011 ;█ ██ ▒ .db %10000000 ;█ ▒ .db 5 .db %00000000 .db %00000000 .db %11000000 .db %11110011 .db %11000000 spr_icon03: .db 11,7 ;bullets .......:.......: .db %10000000 ;█ ██ ▒ .db %10000011 ;█ █████ ▒▒▒ ▒ .db %10011000 ;█ ██ ██ ▒▒▒ ▒ .db %11111100 ;██████ ▒▒▒ ▒ .db %10011000 ;█ ██ ██ ▒▒▒ ▒ .db %10000011 ;█ █████ ▒▒▒ ▒ .db %10000000 ;█ ██ ▒ .db 7 .db %11000000 .db %11100000 .db %11000000 .db %00000000 .db %11000000 .db %11100000 .db %11000000 spr_icon04: .db 16,7 ;laser .......:.......: .db %10000000 ;█ ▒ .db %10001010 ;█ █ █ ▒▒▒ ▒ .db %11101100 ;███ ██ ▒▒▒ ▒ .db %11110111 ;████ ███████▒▒▒█▒ .db %11101100 ;███ ██ ▒▒▒ ▒ .db %10001010 ;█ █ █ ▒▒▒ ▒ .db %10000000 ;█ ▒ .db 4 .db %00000000 .db %00000000 .db %00000000 .db %11111111 spr_icon05: .db 16,7 ;multiple.......:.......: .db %10000011 ;█ ███ ▒ .db %10000001 ;█ ████ ██ ▒ .db %10000001 ;█ ████ ▒ .db %10000011 ;█ ███ ▒ .db %10011000 ;█ ██ ▒ .db %10111100 ;█ ████ ██ ██▒ .db %10011000 ;█ ██ ▒ .db 6 .db %10000000 .db %11100110 .db %11100000 .db %10000000 .db %00000000 .db %11000011 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 "v0.99.812 ",127," by Shiar",0 ;right behind txt_email _txt_about = $3321 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_pause: .db " ",6,"/",7," ",$1C,"contrast; " .db "F1",$1C,"B",$CF,5,"W Mode",0 _txt_pause = $020B txt_pressenter: .db "Enter to continue",0 ;pause _txt_pressenter = $0201 txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher txt_teacherans: .db Lneg,"14.6549373495",0 ;---------------------------- save data ------------------------------------- storehi_start: hiscore .dw 0 ;default hiscore hiname .db "shiar.99",0 ; " " name storehi_end: storesave_start: ;--SAVED GAME-- defs: level .db 1 ;level number 1 levelp .dw level01 ;pointer to level data l01 pickuptimer .db 4 ;counts when to place a pickup 4 your_ship .dw spr_ship01 ;your sprite sprs1 your_score .dw 0 ;current score 0 your_pickup .db 4 ;pickups already picked up 0 your_occ .db 0 ;0=normal 1..16=exploding 0 your_inv .db 0 ;invincibility left 0 your_armor .db 22 ;HP left 12 your_lives .db 3 ;lives left 3 your_weapon .db 8 ;current weapon upgrade 0 your_multiples .db 0 ;multiples present 0 your_tail .db 0 ;tail beam present 0 storesave_end: time2invert: .db 0 ;time until b<>w switch (0 at startup) ;------------------------------ levels data --------------------------------- ;format:boss: [moveType] [enemyType] ; @level: [nr.dif.enemies]x [enemy nr] ; [min. enemy frequency] [enemy frequency max.inc] [next lvl] ; [level_info: 0000:damage 0:diagfire 0:ground 0:ceiling 0:?] ; [level_move] [tunnel size] [groundtype] [stars1] [stars2] ;efrequency must be odd if halfluring! .db 0 ;storyline ID level00: ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end] .db 25,33,"Imperial ships have",0,0 .db 31,9,"been sent to intercept you",0,31-25+6,-1 .db 20 ;boss for level01 level01: ;intro-like, just a few enemies to begin with .db 2,6,8 .db 26,70,20,%00010000,0,0,0 .db 1,1 .db 21 level02: ;first wave of enemies; easeey .db 3,6,7,8 .db 20,60,60,%00100000,0,0,0 .db 1,1 .db 22 level03: ;some more enemies .db 4,7,8,9,10 .db 17,40,75,%00110000,0,0,0 .db 1,1 .db 0 .db 1,1,"Long-Range scanners are ", .db "showing",0,0 .db 8,1,"lots of enemy vessels ", .db "advancing fast.",0,8-1+6 .db 24,1,"I'm changing course to a", .db " nearby ",0,0 .db 31,1,"asteroid belt and try to",0,0 .db 38,1,"lose them inthere.",0,38-24+6,-1 .db 23 level04: ;approaching asteroid belt .db 7,11,11,12,12,13,1,2 .db 12,24,80,%00111000 .db 2,0,0,1,1 .db 24 level05: ;light asteroid belt .db 5,11,12,1,2,4 .db 12,24,80,%00111000 .db 2,0,0,1,1 .db 25 level06: ;inside asteroid belt .db 6,13,1,2,3,4,5 .db 7,18,180,%01011000 .db 2,0,0,1,1 .db 0,1,1,"That's it for now...",0,5,-1 endlevel = 6 .db 0 .db 1,1,"And the storyline conti", .db "nues.....",0,5 .db 9,1,"You decide to fly close", .db " to the",0,0 .db 15,1,"surface of a nearby pl", .db "anet =)",0,15-9+6,-1 .db 26 level03b: .db 1,2 .db $13,40,$4b,%00100100,0,-5,1 .db 1,1 .db 0 .db 0 .db $01,01,"Blablabla...",0,1 .db $01,34,"this storyline sux",0,0,1,39 .db $FF .db 27 level03a: .db 1,$03 .db $2d,$3f,%00110110,0,-9,1 .db -1,-1 ;=%11111111=line .db $07,$08 level04b: .db 1,$04 .db $11,$41,%00100001,0,0,0 .db 1,1 .db $07,$09 level05a: .db 1,$05 .db $11,$45,%00100101,%10,-7,1 .db 1,1 .db $07,$08 level06c: .db 1,$06 .db $19,$3a,%00100111,0,-4,1 .db 1,1 .db $07,$09 level07: .db 1,$07 .db $09,$ff,%00100001,0,0,0 .db 1,1 ;------------------------------ enemies ------------------------------------- ;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)] ; [movetype] [time2fire] [firefreq] [firetype] ;appearances: 1=random; 2=lure; 3=halflure ;movetypes: 1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure; ; 8=y-lure 1/2x; 9=x; 10=x+y-lure 1/2x ;firetypes: 1=normal; 6=aiming; 7=triple; 8=double enemyspecs: .db 0,%00000110,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;pickup ;1-5=asteroids , , , , , , .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,00, 0, 0,1 .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,00, 0, 0,1 .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,04, 0, 0,1 .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,03, 0, 0,1 ;slow+hard .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,05, 0, 0,1 ;6-10=basic enemies , , , , , , .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,00,10, 0,1 ;weak .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,03, 6,50,1 ;slow .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,00, 1, 0,1 .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,00,19,39,8 ;heavy .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,04, 1, 0,1 ;fast ;11-13=backwards enemies , , , , , .db 0,%00011110,(spr_enemyB1-spr_enemy00)/2,000,3,11,19,92,1 .db 0,%00101110,(spr_enemyB2-spr_enemy00)/2,000,1,12,11,45,1 .db 0,%00110110,(spr_enemyB3-spr_enemy00)/2,000,1,11,10,41,8 ;small ;14=improved enemies , , , , , , .db 0,%01001010,(spr_enemyG1-spr_enemy00)/2,128,3,00, 1,35,1 .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;15 .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;16 .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;17 .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;18 .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;19 ;20-23=first bosses , , , , , , .db 1,%00101011,(spr_boss2 -spr_enemy00)/2,127,1,08,20,12,1 ;small .db 1,%00110011,(spr_boss1 -spr_enemy00)/2,127,1,08,15,11,8 ;normal .db 1,%01001011,(spr_boss1 -spr_enemy00)/2,127,3,10,10,11,1 ;moving .db 0,%11111111,(spr_boss3 -spr_enemy00)/2,127,2,10, 1, 4,1 ;weak+rapidfire ;24-25=asteroid bosses , , , , , , .db 2,%00001011,(spr_bossA1 -spr_enemy00)/2,127,1,10,36,14,6 .db 2,%00110011,(spr_bossA1 -spr_enemy00)/2,127,2,10,28,12,6 ;26-27=big bosses , , , , , , .db 2,%00000111,(spr_bossB1 -spr_enemy00)/2,127,3,07,18, 7,7 .db 2,%01001011,(spr_bossB2 -spr_enemy00)/2,127,3,07,18, 7,7 spr_enemy00: .db 16,8 ;pickup .db %11111111 ; ████████████ .db %10000110 ; █ ██ █ .db %10000110 ; █ ██ █ .db %10111111 ; █ ████████ █ .db %10111111 ; █ ████████ █ .db %10000110 ; █ ██ █ .db %10000110 ; █ ██ █ .db %11111111 ; ████████████ .db 8 .db %11110000 .db %00010000 .db %00010000 .db %11010000 .db %11010000 .db %00010000 .db %00010000 .db %11110000 .db 0 spr_enemyA1: .db 7,6 ;asteroid one .db %00011000 ; ██ .db %01101100 ; ██ ██ .db %10011110 ;█ ████ .db %11111010 ;█████ █ .db %10111100 ;█ ████ .db %01110000 ; ███ spr_enemyA2: .db 8,7 ;asteroid two .db %00111100 ; ████ .db %01011010 ; █ ██ █ .db %01101101 ; ██ ██ █ .db %11111101 ;██████ █ .db %11111111 ;████████ .db %10110110 ;█ ██ ██ .db %01100000 ; ██ .db 0 spr_enemyA3: .db 8,8 ;asteroid three .db %00011110 ; ████ .db %01110011 ; ███ ██ .db %01111101 ; █████ █ .db %10110111 ;█ ██ ███ .db %11111110 ;███████ .db %11111101 ;██████ █ .db %01010111 ; █ █ ███ .db %00001110 ; ███ spr_enemyA4: .db 7,6 ;asteroid four .db %01111000 ; ████ .db %10110110 ;█ ██ ██ .db %11111101 ;██████ █ .db %01111011 ; ████ ██ .db %01001110 ; █ ███ .db %00110000 ; ██ spr_enemyE1: .db 6,7 ;weak .db %00111100 ; ████ .db %01000100 ; █ █ .db %10111000 ;█ ███ .db %11100000 ;███ .db %10111000 ;█ ███ .db %01000100 ; █ █ .db %00111100 ; ████ .db 0 spr_enemyE2: .db 6,6 ;weak .db %00111100 ; ████ .db %01010000 ; █ █ .db %10100000 ;█ █ .db %10100000 ;█ █ .db %01010000 ; █ █ .db %00111100 ; ████ spr_enemyE3: .db 6,6 ;normal solid (Galaxian enemy) .db %00111100 ; ████ .db %01110000 ; ███ .db %11110000 ;████ .db %11110000 ;████ .db %01110000 ; ███ .db %00111100 ; ████ spr_enemyE4: .db 6,7 .db %00011100 ; ███ .db %01101000 ; ██ █ .db %10011000 ;█ ██ .db %01110000 ; ███ .db %10011000 ;█ ██ .db %01101000 ; ██ █ .db %00011100 ; ███ .db 0 spr_enemyE5: .db 6,6 ;speedy .db %00011100 ; ███ .db %01111000 ; ████ .db %11100000 ;███ .db %11100000 ;███ .db %01111000 ; ████ .db %00011100 ; ███ spr_enemyB1: .db 6,6 ;solid backwards .db %11110000 ;████ .db %00101000 ; █ █ .db %01010100 ; █ █ █ .db %01010100 ; █ █ █ .db %00101000 ; █ █ .db %11110000 ;████ spr_enemyB2: .db 6,7 .db %11110000 ;████ .db %01001000 ; █ █ .db %01110100 ; ███ █ .db %00100100 ; █ █ .db %01110100 ; ███ █ .db %01001000 ; █ █ .db %11110000 ;████ .db 0 spr_enemyB3: .db 5,7 .db %11100000 ;███ .db %01010000 ; █ █ .db %01111000 ; ████ .db %01000000 ; █ .db %01111000 ; ████ .db %01010000 ; █ █ .db %11100000 ;███ .db 0 spr_enemyG1: .db 8,6 ;G-Type .db %00111111 ; █████ .db %01001000 ; █ █ .db %10110100 ;█ ██ █ .db %10110100 ;█ ██ █ .db %01001000 ; █ █ .db %00111111 ; █████ spr_enemyG2: .db 8,6 ;smaller nacelles .db %00000111 ; ███ .db %01101100 ; ██ ██ .db %10110100 ;█ ██ █ .db %10110100 ;█ ██ █ .db %01101100 ; ██ ██ .db %00000111 ; ███ spr_enemyG3: .db 8,6 ;shuttle .db %00001111 ; ████ .db %01111100 ; █████ .db %10011100 ;█ ███ .db %10011100 ;█ ███ .db %01111100 ; █████ .db %00001111 ; ████ spr_enemyG4: .db 8,6 ;G-Type solid .db %00111111 ; █████ .db %01111000 ; ████ .db %11111100 ;██████ .db %11111100 ;██████ .db %01111000 ; ████ .db %00111111 ; █████ spr_enemyG5: .db 6,6 .db %01111100 ; █████ .db %10110000 ;█ ██ .db %10111000 ;█ ███ .db %10111000 ;█ ███ .db %10110000 ;█ ██ .db %01111100 ; █████ spr_enemyG6: .db 7,6 ;small G-type solid .db %00011110 ; ████ .db %01111000 ; ████ .db %11110000 ;████ .db %11110000 ;████ .db %01111000 ; ████ .db %00011110 ; ████ spr_enemyS1: .db 6,6 ;solid .db %00111000 ; ███ .db %01111100 ; █████ .db %11111000 ; █████ .db %11111000 ; █████ .db %01111100 ; █████ .db %00111000 ; ███ spr_enemyS2: .db 7,6 ;some attack vessel .db %00011100 ; ███ .db %01110010 ; ███ █ .db %10101100 ; █ █ ██ .db %10101100 ; █ █ ██ .db %01110010 ; ███ █ .db %00011100 ; ███ spr_enemyS3: .db 7,6 ;interceptor .db %00011110 ; ████ .db %01111110 ; ██████ .db %11111100 ; ██████ .db %11111100 ; ██████ .db %01111110 ; ██████ .db %00011110 ; ████ spr_enemyS4: .db 8,6 ;cheap intercept .db %00011011 ; ██ ██ .db %01110110 ; ███ ██ .db %10111100 ; █ ████ .db %10111100 ; █ ████ .db %01110110 ; ███ ██ .db %00011011 ; ██ ██ spr_enemyN1: .db 8,7 ;some cool Nemesis-MSX enemy .db %00111110 ; █████ .db %11110001 ;████ █ .db %00001110 ; ███ .db %00010101 ; █ █ █ .db %00001110 ; ███ .db %11110001 ;████ █ .db %00111110 ; █████ .db 0 spr_enemyN2: .db 8,7 ; .db %00111110 ; █████ .db %00011101 ; ███ █ .db %11111111 ;████ ███ .db %01110110 ; ██ ███ .db %11111111 ;████ ███ .db %00011101 ; ███ █ .db %00111110 ; █████ .db 0 spr_enemyN3: .db 8,7 ;Nem3MSX jumper lvl#3 .db %10111110 ;█ █████ .db %01011101 ; █ ███ █ .db %01111110 ; ██████ .db %00010100 ; █ █ .db %01111110 ; ██████ .db %01011101 ; █ ███ █ .db %10111110 ;█ █████ .db 0 spr_enemyN4: .db 8,8 ;Stolen from XC1701II .db %01111110 ; ██████ .db %11110101 ;████ █ █ .db %00011111 ; █████ .db %00111101 ; ████ █ .db %00111001 ; ███ █ .db %00011111 ; █████ .db %11110101 ;████ █ █ .db %01111110 ; ██████ spr_enemyN5: .db 7,8 ;Stolen from XC1701II .db %00111100 ; ████ .db %01010010 ; █ █ █ .db %11111110 ;███████ .db %01001010 ; █ █ █ .db %01011010 ; █ ██ █ .db %11111110 ;███████ .db %01010010 ; █ █ █ .db %01111100 ; ████ spr_boss1: .db 16,10 ;.......:.......: .db %00000001 ; ██████ ██ .db %00001110 ; ███ █ ███ .db %00110010 ; ██ █ ████ .db %01001101 ; █ ██ ██ .db %11101011 ;███ █ ██ █ .db %11101011 ;███ █ ██ █ .db %01001101 ; █ ██ ██ .db %00110010 ; ██ █ ████ .db %00001110 ; ███ █ ███ .db %00000001 ; ██████ ██ .db 10 .db %11111011 .db %00101110 .db %11110000 .db %10000000 .db %01000000 .db %01000000 .db %10000000 .db %11110000 .db %00101110 .db %11111011 .db 0 spr_boss2: .db 12,12 ;.......:....5..: .db %00011110 ; ████ .db %01100001 ; ██ ██ .db %10110010 ;█ ██ █ ██ .db %00000101 ; █ ██ █ .db %00001010 ; █ █ ██ .db %00011010 ; ██ █ █ █ .db %00011010 ; ██ █ █ █ .db %00001010 ; █ █ ██ .db %00000101 ; █ ██ █ .db %10110010 ;█ ██ █ ██ .db %01100001 ; ██ ██ .db %00011110 ; ████ .db 11 .db %00000000 .db %10000000 .db %01100000 .db %10100000 .db %01100000 .db %10010000 .db %10010000 .db %01100000 .db %10100000 .db %01100000 .db %10000000 spr_boss3: .db 16,10 ;.......:.......: .db %11111110 ;███████ .db %00000011 ; ███ ████ .db %00110101 ; ██ █ ████ █ .db %01111010 ; ████ █ █ █ ██ .db %10001101 ;█ ██ █ ██ ██ █ .db %10001101 ;█ ██ █ ██ ██ █ .db %01111010 ; ████ █ █ █ ██ .db %00110101 ; ██ █ ████ █ .db %00000011 ; ███ ████ .db %11111110 ;███████ .db 9 .db %00000000 .db %10001111 .db %11100001 .db %10010110 .db %01101101 .db %01101101 .db %10010110 .db %11100001 .db %10001111 spr_bossA1: .db 16,11 ;AsteroidBoss one .db %00011110 ; ████ .db %01110011 ; ███ ███ .db %01111111 ; ███████ █ .db %01111111 ; █████████ .db %11111110 ;███████ ███ .db %11111111 ;███████████ .db %11111111 ;████████████ .db %10111110 ;█ █████ ████ .db %01011111 ; █ ███████ .db %00110111 ; ██ ███ .db %00001110 ; ███ .db 9 .db %00000000 .db %10000000 .db %01000000 .db %11000000 .db %11100000 .db %11100000 .db %11110000 .db %11110000 .db %11000000 .db 0 spr_bossB1: .db 16,18 ;BigBoss one : .db %00000000 ; █ █ .db %00000111 ; ███ ███ .db %00000011 ; ████ █ .db %00000001 ; ██ ██ .db %00000011 ; ███ ██ .db %00000000 ; █████ .db %00010111 ; █ ██████████ .db %00111111 ; ██████ ██ ██ .db %11111000 ;█████ ██ █ ███ .db %00001111 ; █████ ██ █ █ .db %11111000 ;█████ ██ █ ███ .db %00111111 ; ██████ ██ ██ .db %00010111 ; █ ██████████ .db %00000000 ; █████ .db %00000011 ; ███ ██ .db %00000001 ; ██ ██ .db %00000011 ; ████ █ .db %00000111 ; ███ ███ .db 19 ; █ █ .db %01010000 ;modelled after a Nemesis][MSX boss .db %01110000 .db %11010000 .db %10110000 .db %10110000 .db %11111000 .db %11111110 .db %01101100 .db %11010111 .db %10110101 .db %11010111 .db %01101100 .db %11111110 .db %11111000 .db %10110000 .db %10110000 .db %11010000 .db %01110000 .db %01010000 spr_bossB2: .db 16,15 ;BigBoss two : .db %00001111 ; █████ .db %00111110 ; █████ █████ .db %01111101 ; █████ █ ███████ .db %00000011 ; ██ .db %00000100 ; █ █ .db %00000011 ; █████ .db %00011110 ; ████ ██ ████ .db %11110011 ;████ ██ █ █ .db %00011110 ; ████ ██ ████ .db %00000011 ; █████ .db %00000100 ; █ █ .db %00000011 ; ██ .db %01111101 ; █████ █ ███████ .db %00111110 ; █████ █████ .db %00001111 ; █████ .db 15 ;modelled after a Nemesis][MSX boss .db %10000000 .db %11111000 .db %01111111 .db %00000000 .db %10000000 .db %11100000 .db %11011110 .db %01010000 .db %11011110 .db %11100000 .db %10000000 .db %00000000 .db %01111111 .db %11111000 .db %10000000 .db 0 ;---------------------------------------------------------------------------- ;----------------------------- logo ------------------------------------------ ;---------------------------------------------------------------------------- logo_nemesis: .db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111110 .db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11111100 .db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11111000 .db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11110000 .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 ;---------------------------------------------------------------------------- ;---------------------------------------------------------------------------- ;---------------------------------------------------------------------------- ; 0.98.77 -- 7.VII.00 -- size 6707 ; ; # 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 ; - removed contrast changes ; + 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) ; + random enemy is chosen from any number of enemies per level ; * time to first enemy fire defined per enemy, not per level ; + CLIPPED sprites!! no more in/out popping enemies! wow... ; * bullets/enemies removed when _entirely_ off screen ; # enemies would sometimes be hit by bullets going right below them ; # size of the second bullet was too big (invisible hit) ; * the frequency an enemy fires bullets is defined per enemy ; + wide clipped sprites implemented (width 1-16 pixels) ; # bosses first move left until x=100, otherwise they'd be off-screen ; * at status bar left below ships are displayed for lives left ; * armor bar is two pixels high (better visible) ; # bullet overflow fixed again (>63 bullets fired) ; # correct weapon loaded when continuing a saved game ; # game freezed when generating a random value <=1 ; * you explode in a different way than the enemies ; + screen inverts for a brief time when you are hit! ; # stats-bar was messed up when ya got 0 lives left ; * two new (big) bosses modeled after a common MSX Nemesis2-boss ; * score increased once every 32 frames (instead of every 256) ; # ground fixed for new random routine (smaller routine; incs -2 to 2) ; + laser will upgrade as well when you reselect it ; * 2nd can be used in main menu (wow!) ; # altered variable storage space because of Nemesis grew beyond 6kb ; # fixed armor bar display when at maximum ; + a few new enemies (asteroids) and remade 1st 4 levels; new pickup ; - torpedo since it was kinda useless ; + second icon now selects TAIL BEAM: bullet going backwards ; # armor increase at the end of a level doesn't overflow armorbar ; + you can choose your own ship out of four vessel after NEW GAME! ; + enemies can appear at any x-position and move both left and right ; + move patterns given per enemy, not per level ; * new (faster) enemy-move system; 10 basic moves (x2 left+right) ; # enemies can _never_ move above or below visible screen ; * "randomY"-enemies are placed entirely on screen (height calced) ; # the major TI-OS crash bug WAS afterall caused by sprites drawn ; (partially) outside screen memory. temporarily fixed by setting ; virtual screen buffer to $8200 (enough mem there) ; + upto 29 cool enemy sprites and redone first five levels ; * improved enemy-move routine; smooth luring, five speeds+backwards ; # after pause weapon will not be fired ; # teacher key fixed (waits for GRAPH to be release before&after) ; ; 0.99.815 -- 15.VIII.00 -- size 6399 ; ; + you can have upto FOUR multiples! (~20 pixels apart) ; * some optimizations: keycall, menu handling, port nops removed, ; more SMC, fire handling, fast bullet handling, enemy movement ; * better "backwards" enemies handling (and implemented in game) ; # when enemy changed into a pickup, movement is set to vslow ; * instead of turning into a pickup, enemies explode and a pickup ; appears at the right side of the screen (moves left slowly) ; # bullets do damage again (screenflash made damage become 0) ; + when destroyed by bullets, the armor bar will show 0HP left ; * all enemy bullets do the same damage in all levels ; * you now appear at (*32*,30) because enemies can come from left ; * improved bullet handling (faster, smaller, etc.) ; + multiples are animated like real Nemesis (grow-shrink-grow-shrink>) ; # fixed a bug that didn't select multiples when you were moving ; # enemy collision screwed up invert and some other weird stuff ; + in pause screen change contrast with up/down and B/W mode with F1 ; + lasers can have different durations (beams last longer) ; * some sign-flag checkings replaced by carry-flag (thus reducing size) ; # slow enemies (including pickups) didn't always appear (just 25-50%) ; + enemies can fire different kinds of bullets: aiming, double, triple ; * maximum number of bullets increased (48 for enemies, 128 for you) ; ; + added - removed * changed # bug fixed ;bullet handling: (255/enemy)+419+putsprite cycles per bullet