;----------------------------------------------------------------------------- ;---------------------------- N E M E S I S -------------------------------- ;------------------------------------------------ cool arcade-shoot-em-up-game ; --------- Version - 1.01.314 --------- ; --------- Release Date - 2002 March 14 --------- ; --------- Author(s) - Shiar --------- ; --------- Email Address - nemesis@shiar.org --------- ; --------- Web Page - www.shiar.org --------- ; --------- Description - cool shoot-em-up arcade --------- ; --------- Where to get this game - shiar.org --------- ; --------- Other games by author(s) - Wormy --------- ; ---------------------------------------------------------------------- ; --- This source should only be used for learning practises, do not --- ; --- alter it, and certainly never distribute an altered version!! --- ; ---------------------------------------------------------------------- ;---------------------- nemesis.z80 start ------------------------------------ #define TI86 ;TI83 #define cal call ;just to make it harder for you to understand #define rcl call ;RemoteCaLl / RomCalL #define rjp jp ;RomJumP #define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero #define psh push ; >:-> #ifdef TI83 ;----------------------------------------------------------------- #include "ion.inc" ;standard TI-83 ROMcalls (Ion shell) #define halt or a scrwidth = 12 #define teacherkey ;compiled with teacher key: 92 bytes extra VIDEO_MEM = plotsscreen dispbuffer = VIDEO_MEM ;virtual screen (MUST be mod$400=0!!) BUSY_OFF = _indicatorOff _curRow = currow _curCol = curcol _penCol = pencol ;_clrLCD = _clrlcdf ;clears screen _clrScrn = _clrscrf ;also clears TEXT_MEM _clrWindow = _clrscrf GET_KEY = $4014 ;_getcsc CONTRAST = contrast _dispahl = _disphl UNPACK_HL = $4008 ;_divhlby10 CP_HL_DE = _cphlde Lpi = $C4 Lneg = $1A K_DOWN = 1 K_LEFT = 2 K_RIGHT = 3 K_UP = 4 K_ENTER = 9 K_DEL = $20 K_ALPHA = $30 ;48 K_F1 = $35 ;Y= K_SECOND = $36 ;54 K_EXIT = $37 ;Mode kEnter = 5 kGrMenu = 44 storepos = saferam2 ;<1024 bytes needed to store things .org progstart ret jr nc,init Title: .db "Nemesis 83 TEST by SHIAR",0 #endif ;---------------------------------------------------------------------- #ifdef TI85 ;----------------------------------------------------------------- #include "usgard.h" ;usgard shell scrwidth = 16 ;#define clearbuffer ;clears the display buffer after usage ;#define fixkeys ;fixes left+down bug: 47 bytes extra size ;#define teacherkey ;compiled with teacher key: 92 bytes extra ;#define story ;storyline shown (w/ neat effect): 871 bytes ;#define shiscore ;save hiscore/savegame ;#define invertable dispbuffer = $8400 ;$C9FA ;virtual screen (MUST be mod$400=0!!) ;8100-8C00 ;_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 = TEXT_MEM ;<1024 bytes needed to store things saferam1 = DELC_MEM .org 0 Title: .db "Nemesis 85 Alpha" ;Usgard description ; .db " - 4 Nunome",0 ;present .db " by SHIAR",0 ;author #endif ;---------------------------------------------------------------------- #ifdef TI86 ;----------------------------------------------------------------- #include "asm86.h" #include "ti86asm.inc" ;standard ti86 romcalls #include "ti86abs.inc" ;used to save hiscores and stuff scrwidth = 16 ;#define clearbuffer ;clears the display buffer after usage #define fixkeys ;fixes left+down bug: 47 bytes extra size #define teacherkey ;compiled with teacher key: 92 bytes extra ;#define story ;storyline shown (w/ neat effect): 871 bytes #define shiscore ;save hiscore/savegame #define invertable dispbuffer = $8400 ;$C9FA ;virtual screen (MUST be mod$400=0!!) ;8100-8C00 _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 = $d6fc ;our own variable name (likely "nemesis") storepos = _asm_exec_ram+7800 ;<1024 bytes needed to store things ;$F5C0..F9C0 (safe mem D748..FA6F) .org _asm_exec_ram 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 v1.0.C21" ;Ashell/Rascall/YAS/any shell description ; .db " - 4 Nunome",0 ;present .db " by SHIAR",0 ;author Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 7bytes .db %11100000 ; ███ .db %01111000 ; ████ .db %00111110 ; █████ .db %01111001 ; ████ █ .db %00111110 ; █████ .db %01111000 ; ████ .db %11100000 ; ███ ;recommend 80x50 screen mode .db 0 ;YAS 0.92 compatibility #endif ;---------------------------------------------------------------------- ;---------------------- in-game vars ----------------------------------------- just_fired = storepos ; +0 ;counts how long a blast lasts #ifdef shiscore hiscorepos = storepos ; +0 ;entering hiscore name #endif 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) eventleft = firey+1 ; +5 ;nr. of enemies still to come level_enemy = eventleft+1 ; +6 ;enemy type level_info = level_enemy+1 ; +7 ;ground (%0) present spacespace = level_info+1 ; +8 stars1 = spacespace+1 ; +9 ;slow stars byte (<< %1) stars2 = stars1+1 ; +10 ;fast stars byte (<<< %1) groundpos = stars2+1 ; +11 $10 nrstars1 = 10 starx1 = groundpos+16 ; +27 ;20 nrstars2 = 10 starx2 = starx1+(nrstars1*2) ; +47 ;20 mm = 4 ;max. number of multiples your_prevpos = starx2+(nrstars2*2) ; +67 ;14*mm+2 ;previous positions enemies = your_prevpos+(mm*14+4);+125 ;info about each enemy enemysize = 11 ;infobytes per enemy nrenemies = 16 ;max. nr of enemies #ifdef TI86 ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) #else ybullets = saferam1 #endif nrybuls = 128 ;+301 ebullets = ybullets+(nrybuls*4) ;+813 ;30 bytes = 10(state,x,y) nrebuls = 48 lvlenemies = ebullets+(nrebuls*3) ;-957 ;enemies: ; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 1X=normal)] ; [ship sprite (DW!) or explosion frame] [x] [y] [movetype] ; [movecounter] [firecounter] [firefreq] [firetype] ;---------------------------- save data -------------------------------------- ;#ifdef shiscore storehi_start: hiscore .dw 0 ;default hiscore hiname .db "by shiar",0,0 ; " " name storehi_end: ;#endif invertmode: cpl ;/or a ;saves B<>W mode setting cpl storesave_start: ;--SAVED GAME-- defs: your_ship .dw spr_ship03 ;your sprite (^invertmode^) sprs1 level .db 4 ;level number 1 levelp .dw level05 ;pointer to level data lev00 pickuptimer .db 4 ;counts when to place a pickup 4 your_score .dw 0 ;current score 0 your_pickup .db 3 ;pickups already picked up 0 your_occ .db 0 ;0=normal 1..16=exploding 0 your_shield .db 0 ;invincibility left 0 your_armor .db 24 ;HP left 24 your_lives .db 3 ;lives left 3 your_weapon .db 3 ;current weapon upgrade 0 your_multiples .db 0 ;multiples present 0 your_extra .db 0 ;extra beam present 0 hardcore .db 0 ;hardcore mode if non-0 0 storesave_end: time2invert: .db 0 ;time until b<>w switch (0 at startup) ;45+31=76 ;---------------------- init ------------------------------------------------- #ifdef fixkeys 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: ;(size 15 bytes) #endif init: rcl BUSY_OFF ;turns the run-indicator off, obviously #ifdef TI83 ld (iy+13),0 res 6,(iy+9) ;TI-83 uses statmem set textwrite,(iy+20) ;write text to gbuf rcl _clrLCD #endif #ifdef TI86 res 2,(iy+13) ;don't scroll the screen rcl _flushallmenus ;remove TI-86 menus rcl _clrScrn ;clean the screen ld hl,$8200 ld c,10 _clrmem: ld b,0 clrmem: ld (hl),-1 inc hl djnz clrmem dec c jr nz,_clrmem #endif #ifdef fixkeys FixKeys: ;fixes some key problems like left+down bug im 1 ld a,$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 #endif ;---------------------- main menu -------------------------------------------- LogoPut: xor a ;white bitmask (a=0) ld hl,logo_nemesis ;from... ld de,VIDEO_MEM+scrwidth;...to one line from top #ifdef TI86 ld b,e ;ld b,16: one line #else ld b,scrwidth #endif AboveLogo: ld (de),a ;clear/n byte inc de ;next dnz AboveLogo ;repeat for the first line ld bc,scrwidth*19 ;logo size ldir ;display one line of logo ld hl,scrwidth*$33+VIDEO_MEM ;$33 rows down ld b,scrwidth*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 #ifdef TI83 cal fastCopy ;draw buffer on screen #endif 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!! rcl _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 rcl _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 ;NEW GAME rcl _puts ld de,$0305 ld (_curRow),de ld hl,txt_menu2 ;CONTINUE GAME rcl _puts menuloop: ld a,0 ;current menu item (0 or 1); 0 by default menuitem =$-1 ld h,$01 ;selector (*) x-coord. = 1 add a,4 ld l,a ;y-coord. = sel menu item + 4 = 4/5 ld (_curRow),hl ;set position ld a,5 ;'*' rcl _putmap ;mark selected menu item ld a,l ;y-pos 4/5 xor 1 ;invert (4=5; 5=4) ld (_curRow),a ;set new row position ld a,32 ;' ' (empty, just remove any * present) rcl _putc cal getsomekeys ;read keys (z if enter/2nd pressed) ld hl,menuitem jr z,start_tha_freakin_game cp K_EXIT jr z,menuexit ;exit goes to the g/o screen (first score=0) cp K_UP jr z,menuchange ;up changes selected menu item cp K_DOWN ;down as well jr nz,menuloop ;anything else just loops menuchange: ld a,(hl) ;(menuitem) xor 1 ;0=1; 1=0 ld (hl),a ;set new menu item jr menuloop ;continue looping start_tha_freakin_game: ld a,(hl) ;(menuitem) dec a ;new game=0; so that gives -1 = NZ jp 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 #ifdef invertable mode_invert: ld hl,invertmode ;change invert mode (will be stored) ld a,$98 xor (hl) ;$2F (cpl) <-> $B7 (or a) ld (hl),a ld de,1 psh de ;size psh hl ;dest (invertmode) ld hl,4+invertmode-_asm_exec_ram psh hl ;src jp storesmtn #endif ;----------------------------------------------------------------------------- ;---------------------- game loop -------------------------------------------- ;----------------------------------------------------------------------------- game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time inc (hl) ;increase by 1 Clear_screen: ld hl,dispbuffer ;move from (hl) = top left ld (hl),0 ;first pixel will be copied all over the screen ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen ld bc,scrwidth*56-1 ;loop 896 times = (128/8) * (64-8 for scorebar) ldir ;all clear! ld a,0 ;current frame/turn 0-255 timer =$-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 rra ;ground present? (%1) jr nc,game_stuff ;no, continue game 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 =$-1 ;SMC laser duration check_selkey: ld a,%01011111 ;look at first column of keys (ALPHA to STO) out (1),a in a,(1) ;our precious keys #ifdef teacherkey ;should we check for the teacherkey? bit 6,a ;'bout the GRAPH key... cal z,Teacher ;you didn't _press_ it, did you?!? #endif rla ;test bit7 so we know f ALPHA has been pressed cal nc,select ;yeppy, select the currently selected upgrade cal Enemies_hit ;check for collision with enemies cal inc_weapdamage _gamestuff1: cal Handle_enemies ;move enemies cal Handle_bullets ;move your bullets + check for hits cal Enemy_bullets ;move enemy bullets cal Level_event ;insert enemies cal Display_Screen ;display all #ifdef TI86 delay: halt ;delay and preserve batteries :) #else ;halt doesn't work on TI-83 ld b,0 delay: xor 1 and 1 jr z,delay dnz delay #endif jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ;------- weapon ------- inc_weapdamage: ld a,0 weapincs =$-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 #ifdef TI86 ld hl,(58*scrwidth)+VIDEO_MEM+3 ld b,3 ;bar width 3 #else ld hl,(58*scrwidth)+VIDEO_MEM+2 ld b,2 ;bar width 1.5 #endif chargebarclr: dec hl ld (hl),0 ;clear (previous) bar 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) #ifdef TI83 srl a ;and again if 83 (smaller screen) #endif 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 spr_bossA2: ;the following 51 bytes also function as the .db 8,51 ; sprite for boss A2 (the fullscreen asteroid) ;--------------------------- ground ------------------------------------------ Handle_ground: ld a,(timer) and %111 ;once every 8 frames jr nz,Display_ground ;otherwise skip the scroll ld bc,scrwidth-1 ;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,(groundpos+14) ;last ground on right ld d,a ;as default ground 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) ;substract to spacesize cp 128 jr c,newground ;if nothing left then don't change ld c,a ld a,d ;current grond height add a,b ;add offset (2 higher/lower) => new position or a ;=0? jr z,newground ;may not be 0 (=256) cp -10 ;>246? jr nc,newground ;and not be <0 ld d,a ld (hl),c newground: ld a,d ld (groundpos+15),a ;save new byte on the right Display_ground: ld b,scrwidth ;screen width ld de,groundpos-1 ;height of current byte (previous actually) psh de ;use later ld hl,dispbuffer+(56*scrwidth)-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,-scrwidth ;to substract to go one line up ld a,%11111111 ;bitmask black groundloopup: ld (hl),a ;display black byte add 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 ;--------------------------- 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 ;once every other turn... rlca ld (stars1),a ret nc ld b,nrstars1 movestars_loop: ld h,(ix+1) ld l,(ix) ;star (ix) pos in hl dec hl ;one byte left (hl--) ld a,dispbuffer/256-1 ;screen high byte minus one (it may be equal) cp h ;compare w/ star high byte jr c,newstarok ;screen 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: rcl 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 63+1 ;last explosion frame? jp c,exploding_you ;not yet: display explosion cp 64+16 ;delay finished? ret nz ;no, don't display anything (&return) pop hl ;restore stack (cuzzof call) jp z,You_die ;yes = game over ;----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_shield ;shielded? 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 ;and half 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 ;@x ld d,(hl) ;load xpos inc hl ;@y ld e,(hl) ;and y jp putsprite ;and display it too ;----hit---- damage_you: ;damages you B points ld a,(your_occ) ;return if already dead (prevents exploding or a ; twice, or stucking in exploding state) ret nz ;0 = you're normal ld a,(hardcore) ;hardcore mode? or a jr z,damageok ;0 = no = don't modify ; sla b ;1 = yes = double tha damage (b shifted left) .db $CB,$30 ;sll b ;damage=2b|1 (CB3r = unsupported SLL r) damageok: ld a,(your_shield) ;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 maxarmor-5 ;may not become >=maxarmor jr c,doincarmor ;ok then just add 6 ld a,maxarmor-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 de,your_weapon ;current weapon, required for most selections 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) ld (hl),0 ;reset pickups jr nz,selectlaser ;no, carry on again selectbeam: ld a,(de) ;(your_weapon) inc a ;next cp maxweapon jr c,selectedbeam ;weapon OK jr z,disp_icons ;weapon maxed out xor a ;laser was selected: set to first weapon selectedbeam: ld (de),a ;set new weapon cal loadweapon ;load it (damage and stuff) jr disp_icons ;display n return selectlaser: dec a ;is it 2? jr nz,selectextra ;no, carry on ld (your_extra),a ;no extra beams (tailbeam/up-double) ld a,(de) ;(your_weapon) 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 (de),a cal loadweapon jr disp_icons ;display + return selectextra: ; ld a,(de) ;(your_weapon) ; cp maxweapon+1 ;laser or beams? ; jr c,selectXbeam ;if beamweap then no multiples but extra beam 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 ;selectXbeam: ; ld a,1 ;updouble ; ld (your_extra),a ;ready extra beam ; jr disp_icons ;display 'n return ;--------------------------- show icon --------------------------------------- disp_icons: ;destroyes: abcdehlix #ifdef TI86 ;-------86 ld a,VIDEO_MEM/$400 ;directly on screen ld (PutWhere),a ;place icons at normal screen ld hl,VIDEO_MEM+(scrwidth*56);56 rows down = eight rows from bottom ld b,scrwidth ;draw 16x (screen width) ld a,%11111111 ;horizontal line mask cal drawline ;draw divider-line ld b,scrwidth*7 ;draw 16x (screen width) 7x (height) xor a ;blank line mask cal drawline ;clear scorebar disp_lives: ld de,$003C ;(0,4) 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_icon00 ;emptyIcon ld a,(your_weapon) ;ur weapon cp maxweapon ;bullets? psh af ;a=(your_weapon); cf=bullets jr nc,no_bullets ;=laser ld hl,$3945 ;position to display bullet-type digit inc a ;1 = weapon #1 (=0) ld (_penCol),hl ;set location add a,'0' ;make digit rcl _vputmap ;display char ld ix,spr_icon04 ;bulletIcon no_bullets: ld de,$3939 ;icon #2 cal putwidesprite ;(beamweap) ld ix,spr_icon00 pop af ;ld a,(your_weapon) \ cp maxweapon jr c,no_laser ;popped carry ld hl,$3955 ;position to display laser-type digit ld (_penCol),hl ;set location sub maxweapon-1 ;1 = laser #1 (=maxweapon) add a,'0' ;make digit rcl _vputmap ;display char ld ix,spr_icon03 ;laserIcon no_laser: ld de,$4939 ;icon #1 cal putwidesprite ;display icon (laser) ld ix,spr_icon00 ;emptyIcon ld a,(your_multiples) ;number of multiples and %111 ;<8 jr z,no_multiples ;none (empty) ld ix,spr_icon05 ;multiples-icon no_multiples: ;no multiples ld de,$5939 ;icon #3 cal putwidesprite ld ix,spr_dividerline ld de,$6939 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,$29 ;add 29h ld d,a ;y-pos = picks * $10 + $29 (3a,4a,5a) ld e,$39 ;x-pos = bottom (3a39,4a39,5a39) ld ix,spr_icon cal putwidesprite iconsdone: ld a,dispbuffer/$400 ;normal game-screen ld (PutWhere),a ;set sprite-position to normal screen jp disp_charge ;display weapon charge bar #else ;-------------83 ld hl,VIDEO_MEM+(scrwidth*56);56 rows down = eight rows from bottom ld b,scrwidth ;draw 12x (screen width) ld a,%11111111 ;horizontal line mask cal drawline ;draw divider-line ld b,scrwidth*7 ;draw 12x (screen width) 7x (height) xor a ;blank line mask cal drawline ;clear scorebar disp_lives: ld de,$003C ;(0,4) 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_icon00 ;emptyIcon ld a,(your_weapon) ;ur weapon cp maxweapon ;bullets? psh af ;a=(your_weapon); cf=bullets jr nc,no_bullets ;=laser ld hl,$3935 ;position to display bullet-type digit inc a ;1 = weapon #1 (=0) ld (_penCol),hl ;set location add a,'0' ;make digit rcl _vputmap ;display char ld ix,spr_icon04 ;bulletIcon no_bullets: ld de,$2F39 ;icon #2 cal putwidesprite ;(beamweap) ld ix,spr_icon00 pop af ;ld a,(your_weapon) \ cp maxweapon jr c,no_laser ;popped carry ld hl,$393F ;position to display laser-type digit ld (_penCol),hl ;set location sub maxweapon-1 ;1 = laser #1 (=maxweapon) add a,'0' ;make digit rcl _vputmap ;display char ld ix,spr_icon03 ;laserIcon no_laser: ld de,$3939 ;icon #1 cal putwidesprite ;display icon (laser) ld ix,spr_icon00 ;emptyIcon ld a,(your_multiples) ;number of multiples and %111 ;<8 jr z,no_multiples ;none (empty) ld ix,spr_icon05 ;multiples-icon no_multiples: ;no multiples ld de,$4339 ;icon #3 cal putwidesprite ld ix,spr_dividerline ld de,$4D39 cal putwidesprite ld a,(your_pickup) ;pickups taken add a,a ;picks*2 (sets z-flag) ld e,a ;save 2*picks jr z,iconsdone ;return if no pickups add a,a ;picks*4 add a,a ;picks*8 add a,e ;picks*10 (8+2=10) add a,$26 ;add 26h ld d,a ;y-pos = picks * 10 + $29 (3a,45,4e) ld e,$39 ;x-pos = bottom (3a39,4539,4e39) ld ix,spr_icon cal putwidesprite iconsdone: jp disp_charge ;display weapon charge bar #endif ;------------^^ drawline: ld (hl),a ;draw one piece of the divider-line inc hl ;move right (8 pixels = 1 byte) dnz drawline ;repeat (16bytes * 8pixels =128= screen width) ret disp_armor: ld de,scrwidth ;line size #ifdef TI86 ld hl,VIDEO_MEM+(58*scrwidth)+6 #else ld hl,VIDEO_MEM+(58*scrwidth)+5 #endif ld a,(your_armor) ;load your armor (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 ix,extrabulletpos-1 ;extra bullet's position ld hl,your_extra ;data ld a,(hl) or a ret z ; ld c,tailbeam ;tailbeam weapon data ; dec a ;(your_extra)=1 ; jr z,fire_ybullet ;=tail ld c,doublebeam ;up double data ;(your_extra)=2 =double ;-----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 #ifdef TI86 add a,a ;y*4 (86) #else add a,e ;y*3 (83) #endif add a,a ;y*8 (86) | y*6 (83) rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) add a,a ;width of screen (y*16 (86) | y*12 (83)) 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,scrwidth-1 ;128/8=16=screen width ** minus one (inc a ^^) sub d ;minus x-start (d=X/8) jr z,handle_laser ;if size=0=256x (right edge) then skip display 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 %11 ;normal enemy occ = %11 cp %11 jr nz,nolashit ;no hit when enemy_occ <> 11 inc hl ;@type cal find_sprite ;ix=sprite to enemy (hl) inc hl ;@x ld a,(hl) ;check x sub d jr c,nolashit ;no hit when enemy is left of you inc hl ;@y 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: psh hl ;pointer to enemy destroyed by putsprite psh bc ;safe enemy counter psh de ; and Ur position (used for further compares) dec e ;adjust y-position dec e dec e ;hit sprite centered at e (height=6) dec hl ;@x ld d,(hl) ;x-position of hit (enemy's x-pos) ld ix,spr_lashit ;laserHit sprite cal putsprite ;display this frame only unlike bullethit ani pop de ;restore regs pop bc pop hl ld a,(curweapdamage) ;damage cal enemy_hit ;inflict (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 ------------------------------------- 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 ld c,(hl) ;damage dec c ;c=damage-1 jp m,bullethitbullet ;damage<=0 (=no bullet) inc hl ;@x ;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 8*scrwidth 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 #ifdef TI86 rcl _shracc ;%11100000->1110 ;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster #else srl a \ srl a \ srl a \ srl a ;83 doesn't have a shracc call #endif 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 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 ld de,4 add hl,de dnz scan_bullets ;next bullet (loop) ret remove_bullet: pop hl ;enemy+type ld (hl),0 ;dump this bullet! jr next_ybullet+1 ;+1:skip pop hl at next_ybullet bullethitbullet: ;"bullet" just displaying a bullet hit inc c ;restore damage (to -5..0) jp z,remove_bullet ;if it's 0 remove it inc c ;increase to next frame ld (hl),c ;save new ld a,c neg ;make positive value (frame nr. 0..4) add a,a ;*2 ld e,a add a,a ;*4 add a,e ;*6 ld e,a ld d,0 ;de=a ld ix,spr_hit ;first hit sprite add ix,de ;add frame nr*8 (goto correct sprite) inc hl ;@x ld d,(hl) inc hl ;@y ld e,(hl) ;load position into de cal putsprite ;display hit-sprite jr next_ybullet ;handle the other bullets ;--------------------------- 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 %11 cp %11 jr nz,nohit ;no hit when enemy_occ <> %11 inc hl ;enemy type 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 =$-2 inc hl ;@damage ld a,(hl) ;damage to inflict on enemy ld (hl),-(hitsprites+1);make this bullet exploding (damage = -5) pop hl ;enemy+y cal enemy_hit nohit: pop hl ld bc,enemysize add hl,bc pop bc dnz hit_enemies ;check next enemy ret enemy_hit: ;*in:a=damage;hl=enemy+y add a,a ;a=damage to inflict add a,a ;first 2 bits used for occ. ld b,a dec hl ;@x dec hl ;@sprite+1 dec hl ;@sprite dec hl ;@hp00 (occ) ld a,(hl) ;load hp00 sub b ;decrease HP (if <0xx then c is set) ld (hl),a ;save (no flag-changes) dec hl ;@hp64; no change in c ld a,(hl) ;load; no c-change sbc a,0 ;if cf then decrease a ld (hl),a ;save back the new value ret nc ;if a>=0 then return, otherwise explode inc hl ;goto occ again ld (hl),%01 ;set to explode ld a,(pickuptimer) ;counts enemies destroyed dec a ;enough destroyed for a pickup? psh af ;save flags and a=0 jr nz,pickupdone ;otherwise just explode ld a,pickupfreq ;reset enemies counter pickupdone: ld (pickuptimer),a ;save new enemiescounter value inc hl ;@sprite (=explosionFrame) ld (hl),0 ;explosionFrame 0 or enemy #0=pickup pop af cal z,place_enemy ;place pickup (enemy#=0=a cuz ZF) ld hl,1 ;increase score by one jp scoreInc ;+ret ;--------------------------- level events ------------------------------------ Level_event: ld a,0 ;time to next event nextevent =$-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 =$-2 cal Random ld (nextevent),a ;set time to next event ld hl,eventleft dec (hl) ;update enemy-counter ld a,(hl) ;look at counter or a ;has it reached 0? jp z,Next_level ;yes: level finished dec a ;has it reached 1? jr z,standby_event ;yes: wait until no enemies present/left dec a ;has it reached 2? jr z,place_boss ;yep: place the BigBossTM! dec a ;has it reached 3? jr nz,place_ranenemy ;nope: >3 = place an enemy inc hl ;nextevent located behind eventleft ld (hl),193 ;3: set delay for next boss to appear ret ;don't place any more enemies standby_event: ld b,nrenemies ld hl,enemies+1-enemysize ld de,enemysize xor a chk_enemyleft: add hl,de ;go to next enemy cp (hl) ;0 = no enemy present jr nz,enemyleft ;if enemy present (<>0) then quit checking dnz chk_enemyleft ;loop for all enemies ld hl,nextevent ;time 'til next event ld (hl),157 ;next time to check is in 157 turns/frames ld a,(your_weapon) cp maxweapon ;you have bullets? jr nc,placebigupgrade ;if not just place the big upgrade ld a,(level) rra ;if level&1=0 (even levels) ret nc ;then dont place a pickup (=50%) placebigupgrade ld a,1 ;no enemies left: place upgrade pickup jr place_enemy ;place enemy #1(=a) = big pickup enemyleft: ld hl,eventleft inc (hl) ret place_ranenemy: ld hl,1 ;increase score by 1 cal scoreInc ld bc,0 ;0..nrlvlenemies nrlvlenemies =$-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 (out:achl=?;b=0;de=@enemy+11) 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 c,(hl) ldi ;set sprite ld b,(hl) ;bc=@enemy_sprite inc bc ;@sprite-height ld a,(bc) ld b,a ;b = sprite-height ldi ;set sprite + 1 ldi ;set x-position ld a,(hl) ;load placeInfo inc hl inc a ;is it -1? jr z,random_enemy ;yes: create random value <51 in a inc a ;is it -2? jr z,lure_enemy ;yes: create a 100% luring enemy inc a ;is it -3? jr z,lure_enemy ;yes: pick one (50% lure) inc a ;is it -4? jr z,ground_enemy ;yes: place @ current ground position ;otherwise? yset_enemy: ;set 0+3..$FC+3 as y-position ld (de),a jr ypos_OK ground_enemy: ld a,(groundpos+15) ;ground height neg ;negative (high ground, low y-pos) add a,50 ;at the bottom ld (de),a ;is turret's position jr ypos_OK halflure_enemy: ld a,(timer) ;look at frame-number rra ;make random if odd frame nr. rra ;...well make that frame/2 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 a,64-8 ;=57=screen height (8 is scorebar) sub b ;minus sprite height=bottom ld c,0 ;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; ix = enemy_sprite ld hl,ebullets ;first bullet to check ld b,nrebuls dec d dec d ;d = x of firing enemy minus 2 ld a,(ix+1) ;the height of the enemy firing this bullet srl a ;halved add a,e ;added to his y-position ld e,a ;into e dec e ;minus one (bullet height) 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 jp c,bulletok ;type #0-5 = done (normal/diag) or a jp z,bulletaiming ;type #6 = aiming = type#2..5 dec a jr z,bullettriple ;type #7 = triple dec a jr z,bulletdouble ;type #8 = double dec a jr z,bulletwide5 ;type #9 = wide 5x dec a jr z,bulletdquad ;type #10 = double-quad dec a jr z,bulletran ;type #11 = random dec a jr z,firesenemies ;type #12 = mine + Dquad dec a jr z,basefiresenemies ;type #13 = enemies + 10 dec a jr z,randomfire ;type #14 = random @full height dec a jr z,bulletwide3 ;type #15 = wide triple dec a jr z,bulletfullfire ;type #16 = straight 5x randomfire: ld c,0 ld b,62 cal Random ;a=0..62 ld e,a ld (hl),1 jp _bulletok basefiresenemies: ;type #13 = base ld bc,$3A00 cal Random ld e,a cal random14 ld c,a cal bulletok ;find and fire bullet ld a,boss2enemy ;otherwise place enemy #[boss2enemy] jp place_enemy firesenemies: ;type #12 = mine / Dquad ld a,(timer) rra ;if odd turn (50% chance) jr c,bulletdquad ;then fire 6x ld a,boss1enemy ;otherwise place enemy #[boss1enemy] jp place_enemy bulletran: ;type #11 = fires bullets 1-5 at random cal random14 ld (hl),a ;set type a=1..5 jr _bulletok bulletdquad: ;type #10 = double-quad cal bulletwide5 ;fire type #1 to 5 addedgebullets: inc hl ld a,e sub 7 ld e,a ;offset 7 up ld c,1 ;type #1 = normal cal enemy_fires_again inc hl ld a,e add a,14 ld e,a ;offset 14 down (7 total) _enemy_fires_again: jr enemy_fires_again bulletwide5: ;type #9 = wide 5x (fires 4 dirs + 1 straight) cal bullettriple ;fire type #1, 4 and 5 inc hl ;next bullet ld c,2 ;type #2 = down cal enemy_fires_again inc hl ld c,3 ;type #3 = up jr _enemy_fires_again bulletfullfire: ;type #16 = straight 5 bullets cal bullettriple ;fire 3 bullets at center (offset -2,+0,+2) inc e \ inc e ;restore base (Y)position jr addedgebullets ;fire 2 more bullets (at offsets -7 and +7) bullettriple: ;type #7 = triple cal bulletdouble+1 ;fire double weapon (offset +0,+2) dec e \ dec e ;two px back up dec e \ dec e ;and another two up (offset -2) inc hl ;next bullet position ld c,1 ;type #1 = normal jr _enemy_fires_again ;find and fire another bullet bulletdouble: ;type #8 = double dec e ;one up (1st bullet not centered:offset -1,+1) ld c,1 ;type #1 = straight cal bulletok ;fire bullet inc hl ;next bullet position inc e inc e ;two px down jr _enemy_fires_again ;find and fire another bullet bulletwide3: ;type #15 = spread (3 bullets) ld (hl),1 ;type #1 = normal cal _bulletok ;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 _enemy_fires_again bulletaiming: ;type #6 = aiming = type#2..5 ld a,(y) sub e ;a = yourY-bulY = pixels bullet is above you add a,10 jp p,bulletnotup ;jump when 10 pixels below you or higher ld (hl),5 ;go slightly down add a,10 ;10 to 20 pixels below you jp p,_bulletok ;yes: all done. ld (hl),3 ;otherwise move down even more jr _bulletok bulletnotup: ld (hl),1 ;normal bullet... sub 20 ;...when... jp m,_bulletok ;...10 pixels below you to 20 pixels above ld (hl),4 ;bullet going slightly up... sub 10 ;...when... jr c,_bulletok ;...20 to 30 pixels above you ld c,2 ;else (more than 30 pixels) move up more bulletok: ld (hl),c ;set bullet direction _bulletok: inc hl ld (hl),d ;set x-pos inc hl ld a,58-5 ;bottom cp e ;bullet-y... jr nc,bulletonscreen ;= -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 ;y=bottom? jr nc,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 %11 jr z,next_enemy ;occ "no enemy" 00 dec a jr z,exploding_enemy ;occ "exploding" 01 normal_enemy: ld c,a ;c = occ-1 = %10 (normal) or %01 (pickup) inc hl ;@sprite cal find_sprite inc hl ;@x ld d,(hl) ;x inc hl ;@y 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 dec c ;is this a pickup? (c=%01 so ZF=1) 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 ld a,(hl) ;counter till next blast dec a ;decrease it ld (hl),a ;save new value jr nz,firing_done ;finished if not reached 0 yet inc hl ;@firefreq ld a,(hl) ;=time 'til next blast 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 inc hl ;@x 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 jp 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_lslow ;4 = (.75<) dec b jr z,movetype_mfast ;5 = (1.25<) dec b jr z,movetype_fast ;6 = (1.5<) dec b jr z,movetype_vfast ;7 = (2 <) dec b jr z,movetype_xfast ;8 = (3 <) dec b jr z,movetype_slowlure ;9 = (1<) move y towards you 50% inc d ;speed 0 dec b jr z,movetype_lure ;10 = (0) move y towards you dec b jr z,movetype_slowlure ;11 = (0) lure 1/2 speed dec b jr z,movetype_fulllure ;12 = x+y towards you 1/2 speed dec b jr z,movetype_right ;13 = (.5>) dec b jr z,movetype_fright ;14 = (1>) dec b jr z,movetype_right ;15 = (0) dec b ret z ;16 = movetype_lboss: ld a,104 cp d jr c,dothemovethingy inc d ;x<110: move right dothemovethingy: jr movetype_updown ;move up and down and up and down and... 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_lslow: and %11 ret nz inc d ;don't move 25% of the time ret movetype_slow: rra ret c inc d ;don't move 50% ret movetype_vslow: and %11 ret z inc d ;don't move 75% ret movetype_mfast: rra ret c ;50% chance (makes it 25% total) movetype_fast: rra ret c ;once every other turn movetype_vfast: dec d ;move left twice ret movetype_xfast: dec d ;woowoo, now that's fast! dec d ;move left trice! 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 %10 ;enemy status (%11=normal; %10=pickup) jr z,check_next ;2 or 3 = ok, otherwise: next enemy inc hl ;@sprite 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 ;@y 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 ;@x dec hl ;@sprite+1 dec hl ;@sprite dec hl ;@occ take_pickup: ld a,(hl) ;load enemy occ rra ;if occ = %10 (can't be %00) then pickup jr c,collide ;otherwise normal enemy so you collide ld (hl),0 ;remove rra ;skip this bit (=%1) rra ;this bit specifies the pickup ID (big/small) jr nc,armorpickup ;%0 = pickup increases armor and shield ;%1 = pickup selects (next) upgrade ld hl,your_pickup ;your pickups ld a,(hl) ;current inc a ;go to next cp 4 ;pickups >=4? jr c,not_maxpickup psh hl ;too much pickups ld hl,250 cal scoreInc ;increase score by 250 pop hl ld a,1 ;and reset to pickup #1 not_maxpickup: ld (hl),a ;save new psh de cal disp_icons ;display altered pickupicons pop de ;ld de,$0707 jr check_next ;all done, next.. armorpickup: cal inc_armor ;increase armor (like at end of level) ld a,30 ;activate shield for 30*4=120 frames ld (your_shield),a cal disp_icons ;display status bar (new armor value) jr check_next collide: 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 ;current enemy base (unaltered) ld bc,enemysize ;bytes per enemy add hl,bc ;pointer to next enemy pop bc ;restore counter dnz check_collision ;loop for all enemies ret ;--------------------------- story ------------------------------------------- dostory: #ifdef story cal storyPage ;do some story ld a,(hl) ;load next byte in a inc a ;set z-flag if a = $ff jr nz,dostory ;otherwise loop inc hl inc hl ;set hl to beginning of the level ld (levelp),hl ;set the level-pointer ret ;and return storyPage: psh hl ;hl will be destroyed by _clrLCD rcl _clrLCD ;clear screen pop hl ld a,(hl) ld (curline),a ;begin line for special effect storyLine: ld d,(hl) ;vertical position of text inc hl ld e,(hl) ;horizontal text-position ld (_penCol),de ;set position inc hl rcl _vputs ;display text ld a,(hl) ;load next byte inc hl or a ;0 means more text jr z,storyLine ;loop if there is psh af psh hl ld hl,VIDEO_MEM ;copy text ld de,dispbuffer ;to GRAPH_MEM ld bc,1024 ;entire screen ldir rcl _clrLCD ;clear VIDEO_MEM pop hl pop bc ;last byte (<>0) is lines to SFX psh hl cal DoSFX ;do special effects cal getsomekeys ;wait for a key pop hl ret DoSFX: psh bc ;in:(curline)=beginLine;b=nrOfLines ld a,0 ;get line number curline =$-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 sfxlaserdisp: ;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,sfxlaserdisp ;repeat until whole screen is displayed ld b,11 ;11x 1/200sec = ~20 frames/s sfxlaserdelay: halt ;delay dnz sfxlaserdelay ;8x pop bc ;counter dnz DoSFX ret #else rcl _clrWindow ld hl,welldone rcl _puts jp getsomekeys ;wait for a key welldone: .db "-CONGRATULATIONS!-",0 #endif ;--------------------------- proc -------------------------------------------- random14: ;random 1..1+4 ld c,1 ld b,4 ; cal Random 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 $D9,"-pkfa6'" ;on..alpha .db "54321",$D0,0,'*' ;F5..F1,2nd,exit,more save_lvl: ld hl,storesave_end-storesave_start psh hl ;size ld hl,storesave_start psh hl ;dest ld hl,4+storesave_start-_asm_exec_ram psh hl ;src jr storesmtn save_hi: ld hl,storehi_end-storehi_start psh hl ;size ld hl,storehi_start psh hl ;destination ld hl,4+storehi_start-_asm_exec_ram psh hl ;source storesmtn: ;stores data [stack=src; stack+1=dest; stack+2=size] ld hl,_asapvar ;find own variable rst 20h ;cal _ABS_MOV10TOOP1 rst 10h ;cal _FINDSYM xor a ;bde=pointer to begin of real program pop hl ;data offset add hl,de ;hl=pointer to data in real prog adc a,b ;if hl overflow also increase a rcl _SET_ABS_DEST_ADDR ;destination = real program = ahl xor a ;RAM page #0 pop hl ;data position in normal program ($D748+) rcl _SET_ABS_SRC_ADDR ;set as source (ahl) pop hl ;size rcl _SET_MM_NUM_BYTES ;set rcl _mm_ldir ;copy data to real program jp _RAM_PAGE_1 ;and finally: reset ram page #endif game_over: ;stack=+0 cal BLACKLCD ;clear screen #ifdef TI86 ld hl,$0603 ;centered on 86 #else ld hl,$0403 ;centered on 83 (smaller screen) #endif ld (_curRow),hl ;center ld hl,txt_gameover rcl _puts ;display "GAME OVER" cal releasekeys ;wait for all keys to be released ld hl,$0007 ld (_curRow),hl #ifdef shiscore ld de,(your_score) ;current score ld hl,(hiscore) ;hiscore rcl CP_HL_DE ;de<=hl means no hiscore (or same) jr nc,no_hiscore ;skip the new hiscore part ld (hiscore),de ;otherwise save current score as new hiscore ask_hiname: ;and ask for new hiscore name ld ix,hiname ;where to store the hiscore name ld a,9 ;max. length <9 ld (hiscorepos),a ;current char (counts backwards 9-1) enter_name_loop: ld a,'_' ;cursor appearance rcl _putmap ;display (do not advance cursorpos) nokeypressed: cal getsomekeys ;wait for any key jr z,nomore ;if [enter] or [2nd] pressed we're all done ld hl,hiscorepos ;string position cp K_DEL ;[DEL] functions as "backspace" jr z,backup ;delete previous char if pressed cp K_EXIT ;exit also ends name jr z,nomore ld b,(hl) ;(hiscorepos) dec b ;next position (counts backwards) jr z,nokeypressed ;if it's 1 (became 0) then don't add no more ld (hl),b ;otherwise save new string position ld hl,chartable-1 ;chars to add for each key ld e,a ld d,0 ;de = key pressed add hl,de ;add so we know which char to add for this key ld a,(hl) ;load in a or a ;if it's 0 then jr z,nokeypressed ;don't add anything afterall ld (ix),a ;save new char rcl _putc ;and also display on screen inc ix ;goto next char cal releasekeys ;wait for the key to be released jr enter_name_loop ;and continue the loop backup: ;backspace ld a,(hl) ;(hiscorepos) cp 9 ;9 means begin (0 total chars) jr nc,nokeypressed ;nothing to remove so continue loop inc (hl) ;otherwise pos one back dec ix ;and string to previous char as well ld a,32 ;remove cursor rcl _putmap ;by replacing it by ' ' ld hl,_curCol dec (hl) ;cursor one back jr enter_name_loop ;continue name loop nomore: ;name's done ld a,' ' ;remove cursor rcl _putc ;(or actually replace with ' ') ld (ix),0 ;end of string marker (zero-terminated) cal save_hi ;store hiscore with name in real program jr hiscoredone ;continue with game over screen #endif no_hiscore: ;no new hiscore ld hl,hiname ;just display old name rcl _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 rcl _dispahl ;display it (a=0) #ifdef TI86 ld hl,$314b ;bottom-1 right before score ^^ #else ld hl,$312b #endif ld (_penCol),hl ;set ld hl,txt_score ;"Score" rcl _vputs ;display (small) ld hl,$1007 ;bottom right ld (_curRow),hl ;set ld hl,(hiscore) ;hi-score rcl _dispahl ;display #ifdef TI86 ld hl,$3946 ;bottom right before hiscore ^^ #else ld hl,$3926 #endif ld (_penCol),hl ;set ld hl,txt_hiscore ;"Hiscore" rcl _vputs ;display (small) res 3,(iy+5) ld b,scrwidth ld de,scrwidth ld hl,VIDEO_MEM+(49*scrwidth)-1 restore_line: set 1,(hl) add hl,de dnz restore_line cal getsomekeys ;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,12*scrwidth ld hl,scrwidth*(3-12)+VIDEO_MEM;begin pos invshipinit: add hl,de dnz invshipinit ld b,12*scrwidth ;12 lines down invshiploop: ld a,(hl) cpl ;invert byte ld (hl),a inc hl dnz invshiploop ;loop pop af ret New_game: ;start a new game (SP=+0) rcl _clrLCD #ifdef TI86 ld a,VIDEO_MEM/$400 ld (PutWhere),a ;will be reset after displaying iconbar #endif 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 ld h,e #ifdef TI86 ld l,40 ;x=40 #else ld l,30 #endif ld (_penCol),hl ;small cursor position psh ix ;ix destroyed by _vputmap ld hl,txt_difhardcore ;hardcore ships text ld a,b ;ship displaying (4 to 1) dec a ;minus 1 (3..0) psh af and %10 ;gives 1,1,0,0 (for ships 0,0,1,1) jr z,dispdifficulty ;0 indicates hardcore difficulty ship ld hl,txt_difnormal ;normal difficulty ships text dispdifficulty: rcl _vputs ;display difficulty #ifdef TI86 ld a,95 #else ld a,70 #endif ld (_penCol),a ;set x=95 pop af ;ship nr (backwards 3..0) ld hl,txt_shpbeam ;updouble for ships 1 and %1 ;gives 0,1,0,1 (for ships 0,1,0,1) jr nz,dispsbeam ld hl,txt_shplaser ;tailbeam for ships 0 dispsbeam: rcl _vputs ;display special beam type pop ix pop de psh de ;peek de cal putwidesprite ;display ship 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 #ifdef TI83 cal fastCopy #endif cal getsomekeys pop bc jr z,startthenewgame ;enter/2nd cp K_EXIT jp z,menuexit ;go game over when exit was pressed psh bc cal invship ;display selection bar on current ship pop bc cp K_DOWN ;down pressed? jr nz,selnotdown inc b ;move selection down selnotdown: cp K_UP ;up pressed? jr nz,selnotup dec b ;move selection up selnotup: ld a,b ;new selection and %11 ;must be 0..3 ld b,a ;in b again jr selectship ;loop startthenewgame: ld hl,spr_ship01-(spr_ship02-spr_ship01) ld de,spr_ship02-spr_ship01 psh bc ;save b (ship#) inc b ;your ship #0-3++ ld a,b ;ship #1-4 searchyourship: add hl,de ;next ship dnz searchyourship ld (your_ship),hl and 1 ;gives: 1,0,1,0 for the ships xor 1 ;well, make it 0,1,0,1 :) jr z,whichship ;ships 0 have bullets ld a,maxweapon ;ships 1 have lasers (0,8,0,8) whichship: ld (your_weapon),a ;set bullet#1 or laser#1 depending on ship pop af ;ship# 0..3 and %10 ;ships give 0,0,1,1 ld (hardcore),a ;hardcore mode set for ships 3 and 4 xor a ;ld a,0 ld (your_score),a ;reset score ld (your_score+1),a ;reset score (0) ld (your_extra),a ;no extra beam 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,levelstart ;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 ld a,24 ld (your_armor),a ;24 HPs/shields ld a,(your_lives) ;load lives left dec a ;decrease lives ld (your_lives),a ;if lives=0ffh GO inc a ;if -1 then zf set now jp z,game_over ;and game's over jr samelevel ;--------------------------- next level -------------------------------------- Next_level: ;stack must be +1 pop hl 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,9 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 c,gamenotdone ;no: continue game gamedone: ;yes: cal dostory ;display end (hl=(levelp)) ld hl,500 cal scoreInc ;game complete bonus: 500 jp game_over ;game over (+hiscore) gamenotdone: 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,invertmode ld de,_invert ;sets B<>W mode ldi ;ld (_invert),(invertmode) ld de,your_shipspr ;sets your ship's sprite ldi ;ld (your_shipspr),(your_ship) ldi ;and second byte (heh it's a word) ld a,80 ld (nextevent),a ;time to first enemy appearance ld hl,(levelp) ;level pointer #ifdef story 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 #endif 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 ;5xLDI: loads (level_info) (spacespace) ldir ; (stars1) (stars2) ld a,1 ld b,16 ;fill (groundpos) 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_shield ld (hl),25 ;set 25*4=100 frames shielded 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) xor a ld hl,enemies ;remove all enemies and bullets ld (hl),a ;clear first byte ld de,enemies+1 ;copy this to the next byte #ifdef TI86 ;on '86 everything's located here ld bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1 #else ;on '83 it's a little harder... ld bc,(nrenemies*enemysize)-1 ldir ;just clear the enemies ld hl,ybullets ;now remove all the bullets (different loc.) ld (hl),a ;clear 1st byte ld de,ybullets+1 ;copy2next ld bc,(nrybuls*4)+(nrebuls*3)-1 #endif ldir ;clear enemies + ybullets + ebullets ;--------------------------- setup game -------------------------------------- game_setup: cal BLACKLCD ;white on black ld hl,txt_level ld de,$0703 ld (_curRow),de ;center rcl _puts ;display "LEVEL " ld a,(level) ;current level ld l,a ld h,0 ;in hl rcl UNPACK_HL ;create first digit add a,'0' ;0-9 ld b,a ;into b rcl UNPACK_HL ;second digit add a,'0' ;0-9 rcl _putc ;display second digit ld a,b rcl _putmap ;display first digit ld hl,txt_lives ;bar text: "Lx0"... ld de,$0904 ld (_curRow),de ;display lives left below level nr rcl _puts ld a,(your_lives) ;lives left add a,'0' ;make value 0='0' rcl _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 rcl _vputs res 3,(iy+5) ;set white on black cal getsomekeys ;wait for keypress #ifdef shiscore cp K_F1 cal z,save_lvl #endif rcl _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 rand 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 ;--misc-- #ifdef TI83 _clrLCD: rcl _clrlcdf ld hl,dispbuffer ;move from (hl) = top left ld (hl),0 ;first pixel will be copied all over the screen ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen ld bc,scrwidth*64-1 ;loop 896 times = (128/8) * (64-8 for scorebar) ldir ;all clear! ret #endif ;----------------------------------------------------------------------------- ;--------------------------- putsprite --------------------------------------- ;----------------------------------------------------------------------------- ;in: de=(x,y); ix=sprite ;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=? #ifdef TI86 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 =$+1 ld a,1 ;saved bitmask CSxloop: sla c ;test leftmost pixel jr nc,CSnodraw ;don't draw if it's 0 ld e,a ;psh af: save bitmask or (hl) ld (hl),a ;OR pixel with screen ld a,e ;pop af CSnodraw: rrca ;next bit jr nc,CSbitdrawn ;carry set if bit "jumped" inc hl ;next byte CSbitdrawn: dnz CSxloop pop hl ;screen at x-offset=0 ld bc,16 add hl,bc ;next line pop bc ;rows counter dnz CSyloop CSdone: ret #endif #ifdef TI83 putsprite: ld c,(ix) ;save width _putsprite: ;putsprite with custom width ld a,d ;a=X bit 7,d ;check sign bit of X jr z,CSpositive ;X>=0 neg ;a=|X| cp (ix) ;off screen? ret nc ;X<=-width: don't draw at all ld b,a ;b=|X|mod 8=1..7=bits to draw psh bc ld a,%11111111 ;all bits set (draw everything) CSclipleft: srl a ;remove first bit in a for each b dnz CSclipleft ;b=1: a=%01111111 ;b=2: a=%00111111 ;b=3: a=%00011111 ;b=4: a=%00001111 ;b=5: a=%00000111 ;b=6: a=%00000011 ;b=7: a=%00000001 pop bc psh af ld a,96 sub b ld d,a pop af dec e ;Y-- jr CSdisplay ;done clipping CSpositive: sub 97-8 ;minus (screen width - byte width) ld b,a ld a,%11111111 ;clipmask jr c,CSdisplay ;x+width<128 then entire sprite is on screen inc b ;b = number of pixels off screen CSclipright: add a,a ;remove last bit in a for each b dnz CSclipright ;b=1: a=%11111110 ;b=2: a=%11111100 ;b=3: a=%11111000 ;b=4: a=%11110000 ;b=5: a=%11100000 ;b=6: a=%11000000 ;b=7: a=%10000000 ;b>7: a=%00000000 = off screen CSdisplay: ;display the sprite ix at (d,e) masked ld (CSclipmask),a ;set mask cal findpixel ;convert de to screen location hl:a ld (CSbitmask),a ld d,c ;width ld b,(ix+1) ;height CSyloop: psh bc ;save rows to go psh hl ;screen ld b,d ;width ld a,(ix+2) ;load image line and 255 ;mask CSclipmask =$-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,12 add hl,bc ;next line pop bc ;rows counter dnz CSyloop CSdone: ret #endif ;--------------------------- 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 #ifdef TI86 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,dispbuffer/$400 ;switch to hl (Y<64) & set base to dispbuffer PutWhere =$-1 ;screen base position/$400 (where x+y=0) ld l,a ;hl=4*Y ld a,d ;a=d=X rra ;RRA: carry flag must be reset! add hl,hl ;that's what the adds are for :P rra add hl,hl ;hl=16*Y rra ;a=X/8 or l ld l,a ;hl=hl+a ld a,d and 7 ;a=X\8 cpl rlca rlca rlca ld (FPbit),a xor a FPbit =$+1 set 0,a ret #endif #ifdef TI83 findpixel: psh bc psh de ld a,d cal ionGetPixel pop de pop bc ret #endif ;----------------------------------------------------------------------------- ;------------------------------- sprites ------------------------------------- ;----------------------------------------------------------------------------- spr_ship01: ;(normal; up double) .db 7,7 ;ship alpha class (vic viper) .db %11000000 ;██ .db %11110000 ;████ .db %01111110 ; ██████ .db %11101000 ;███ █ .db %01111110 ; ██████ .db %11110000 ;████ .db %11000000 ;██ spr_ship01i: .db 8,7 .db %11001010 ;██ █ █ .db %11110101 ;████ █ █ .db %01111110 ; ██████ .db %11101001 ;███ █ █ .db %01111110 ; ██████ .db %11110101 ;████ █ █ .db %11001010 ;██ █ █ spr_ship02: ;(normal; tail beam) .db 7,7 ;ship gamma class .db %11111000 ;█████ .db %01100000 ; ██ .db %11111100 ;██████ .db %11100110 ;███ ██ .db %11111100 ;██████ .db %01100000 ; ██ .db %11111000 ;█████ spr_ship02i: .db 8,7 .db %11111010 ;█████ █ .db %01100001 ; ██ █ .db %11111101 ;██████ █ .db %11100111 ;███ ███ .db %11111101 ;██████ █ .db %01100001 ; ██ █ .db %11111010 ;█████ █ spr_ship03: ;(hardcore; up double) .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 ;█████ █ .db 7,7 ;ship delta class (lord british) .db %11000000 ; ██ .db %11110000 ; ████ .db %11111100 ; ██████ .db %01100010 ; ██ █ .db %11111100 ; ██████ .db %11110000 ; ████ .db %11000000 ; ██ ;spr_ship03i: .db 8,7 .db %11111100 ; ██████ .db %11110010 ; ████ █ .db %11111101 ; ██████ █ .db %01100011 ; ██ ██ .db %11111101 ; ██████ █ .db %11110010 ; ████ █ .db %11111100 ; ██████ spr_ship04: ;(hardcore; tail beam) .db 7,7 ;XC1701II ship .db %11110000 ;████ .db %10001100 ;█ ██ .db %11110010 ;████ █ .db %01011110 ; █ ████ .db %11110010 ;████ █ .db %10001100 ;█ ██ .db %11110000 ;████ spr_ship04i: .db 7,7 .db %11110000 ;████ .db %10011100 ;█ ███ .db %11111110 ;███████ .db %01011110 ; █ ████ .db %11111110 ;███████ .db %10011100 ;█ ███ .db %11110000 ;████ auch_bullet = 1 ;damage to you when hit by an enemy bullet auch_ground = 5 ;the same but when you hit the ground auch_collide = 4 ;when you hit an enemy auch_ecollide = 2*4 ;damage to 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: spr_lashit: .db 7,7 ;multiples .db %00111000 ; ███ .db %01111100 ; █████ .db %11111110 ;███████ .db %11111110 ;███████ .db %11111110 ;███████ .db %01111100 ; █████ .db %00111000 ; ███ ;-------------------------------- explosions --------------------------------- ;spr_lashit: ;the same as spr_multiple2 ; .db 7,7 ; .db %00111000 ; ███ ; .db %01111100 ; █████ ; .db %11111110 ; ███████ ; .db %11111110 ;▒▒▒███████ ; .db %11111110 ; ███████ ; .db %01111100 ; █████ ; .db %00111000 ; ███ spr_hit: hitsprites = 5 ;btw: sprites stored backwards .db 5,4 ;5 .db %10101000 ;█▒█ █ .db %00001000 ;▒ ▒█ .db %10000000 ;█ ▒ ▒ .db %10101000 ;█▒█▒█ .db 5,4 ;4 .db %01001000 ; █▒▒█ .db %11010000 ;██ █▒ .db %00101000 ;▒ █ █ .db %11010000 ;██▒█ .db 5,4 ;3 .db %00110000 ; ██ .db %10011000 ;█ ██ .db %10001000 ;█ ▒▒█ .db %00110000 ; ▒██ .db 5,4 ;2 .db %00100000 ;▒ █▒ .db %00001000 ; ▒▒ █ .db %10110000 ;█▒██ .db %01000000 ;▒█ ▒ .db 4,4 ;1 .db %10010000 ;█ █ .db %01100000 ; ██ .db %01100000 ; ██ .db %10010000 ;█ █ spr_explosion: .db 8,5 ;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 %00000000 .db %00010100 ; █ █ .db %00111010 ; ███ █ .db %01110110 ; ███ ██ .db %00011000 ; ██ .db %00000000 .db 8,5 ;3 .db %00000000 .db %00101100 ; █ ██ .db %01100110 ; ██ ██ .db %01001011 ; █ █ ██ .db %00111100 ; ████ .db %00000000 .db 8,5 ;4 .db %00111000 ; ███ .db %01011100 ; █ ███ .db %10010111 ;█ █ ███ .db %01000110 ; █ ██ .db %00111000 ; ███ .db %00000000 .db 8,6 ;5 .db %00111100 ; ████ .db %01001111 ; █ ████ .db %10100011 ;█ █ ██ .db %11000110 ;██ ██ .db %01110101 ; ███ █ █ .db %00111000 ; ███ .db 8,6 ;6 .db %00101110 ; █ ███ .db %10000011 ;█ ██ .db %01000101 ; █ █ █ .db %10100011 ;█ █ ██ .db %01000110 ; █ ██ .db %00110000 ; ██ .db 8,6 ;7 .db %00110110 ; ██ ██ .db %00000101 ; █ █ .db %10001001 ;█ █ █ .db %01100001 ; ██ █ .db %11000010 ;██ █ .db %01010001 ; █ █ █ .db 8,6 ;8 .db %00000110 ; ██ .db %00100001 ; █ █ .db %10000000 ;█ .db %01000010 ; █ █ .db %01000000 ; █ .db %00010100 ; █ █ ;--------------------------------- 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 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: 001=straight forward; 010=up; 011=1/2up; 100=down; 101=1/2down ; 111=laser (speed=duration 00010-00000) weapondata: ;max = 9x6; 15x5; 21x4; 27x3 .db 2,1,%00110010,3,%00000000,0,%00000000,0 ;1 single (1x2+1) 2 .db 3,1,%00110011,3,%00000000,0,%00000000,0 ;2 fast (1x3+1) 3 .db 2,1,%00110010,0,%00110010,6,%00000000,0 ;3 double (2x2+1) 4 .db 2,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple (3x2+1) 6 .db 3,2,%00110011,2,%10010010,2,%01110010,2 ;5 (3x3+2) 9 .db 4,2,%01110011,2,%10010011,2,%00110011,2 ;6 (3x4+2) 12 .db 5,3,%01110100,2,%10010100,2,%00110100,2 ;7 (3x5+3) 15 .db 7,4,%01110101,2,%10010101,2,%00110101,2 ;8 (3x7+4) 21 .db 9,6,%01110110,2,%10010110,2,%00110110,2 ;9 (3x9+6) 27 maxweapon = 9 .db 1,1,%11100100,3,%00000000,0,%00000000,0 ;1 single (1x1x3) 3 .db 2,3,%11100011,3,%00000000,0,%00000000,0 ;2 short (2x1x2) 4 .db 1,2,%11100100,3,%11100000,4,%00000000,0 ;3 fat (1x2x3) 6 .db 1,2,%11100101,0,%11100000,6,%00000000,0 ;4 double (1x2x4) 8 .db 4,4,%11100011,3,%00000000,0,%00000000,0 ;5 short (4x1x2) 8 .db 1,2,%11100100,3,%11100000,6,%11100000,0 ;6 triple (1x3x3) 9 .db 1,3,%11101000,3,%11100000,6,%11100000,0 ;7 triple long(1x3x7) 21 .db 2,5,%11100101,2,%11100000,4,%00000000,0 ;8 double (2x2x4) 32 .db 1,9,%11101100,3,%11100000,2,%11100000,4 ;9 big fat lng(1x3xB) 33 maxlaser = 18 tailbeam = %00101101 ;180 degrees doublebeam = %01010010 ;45 degrees extrabulletpos: .db 3 ;tail/double yposition ;------------------------------------ bar ------------------------------------ #ifdef TI86 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 15,7 ;unused .......:.......: .db %10000000 ;█ .db %10111111 ;█ █████████████ .db %10101010 ;█ █ █ █ █ █ █ █ .db %10110101 ;█ ██ █ █ █ █ ██ .db %10101010 ;█ █ █ █ █ █ █ █ .db %10111111 ;█ █████████████ .db %10000000 ;█ .db 6 .db %00000000 .db %11111110 .db %10101010 .db %01010110 .db %10101010 .db %11111110 ;spr_icon01: ; .db 16,7 ;shield .......:.......: ; .db %10001111 ;█ ███████ █ ▒ ; .db %10011001 ;█ ██ █████ █ ▒ ; .db %10111100 ;█ ████ ████ █ ▒ ; .db %10111000 ;█ ███ █ ██ █ ▒ ; .db %10111100 ;█ ████ ████ █ ▒ ; .db %10011001 ;█ ██ █████ █ ▒ ; .db %10001111 ;█ ███████ █ ▒ ; .db 7 ; .db %11100100 ; .db %11110010 ; .db %01111010 ; .db %10011010 ; .db %01111010 ; .db %11110010 ; .db %11100100 maxarmor = 63 ;maximum HPs you can get ;spr_icon02a: ; .db 16,6 ;tailbeam.......:.......: ; .db %10000000 ;█ ▒ ; .db %10000011 ;█ ██ ▒ ; .db %10000001 ;█ ███ ▒ ; .db %10111011 ;█ ███ ███ ██ ██▒ ; .db %10000001 ;█ ███ ▒ ; .db %10000011 ;█ ██ ▒ ; .db %10000000 ;█ ▒ ; .db 5 ; .db %00000000 ; .db %00000000 ; .db %11000000 ; .db %10110011 ; .db %11000000 spr_icon02: .db 16,7 ;updouble.......:.......: .db %10000000 ;█ ██ ▒ .db %10000000 ;█ ██ ▒ .db %10110000 ;█ ██ ██ ▒ .db %10011100 ;█ ███ ▒ .db %10111011 ;█ ███ ██ ████ ▒ .db %10011100 ;█ ███ ▒ .db %10110000 ;█ ██ ▒ .db 5 .db %00011000 .db %00110000 .db %01100000 .db %00000000 .db %00011110 spr_icon03: .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_icon04: .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_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 #endif #ifdef TI83 spr_lship: .db 3,3 ;li'l ship indicating lives left .db %11000000 ;██ ▒▒ .db %01100000 ; ██ ▒▒ .db %11000000 ;██ ▒▒ lshipsize = 3 ;space between two ship icons spr_icon: .db 10,7 ;selected.......:.......: .db %11111111 ;███████████ .db %11000000 ;██ █ .db %11000000 ;██ █ .db %11000000 ;██ █ .db %11000000 ;██ █ .db %11000000 ;██ █ .db %11111111 ;███████████ .db 7 .db %11100000 .db %00100000 .db %00100000 .db %00100000 .db %00100000 .db %00100000 .db %11100000 spr_icon00: .db 9,7 ;unused .......:.......: .db %10000000 ;█ .db %10111111 ;█ ███████ .db %10101010 ;█ █ █ █ █ .db %10110101 ;█ ██ █ ██ .db %10101010 ;█ █ █ █ █ .db %10111111 ;█ ███████ .db %10000000 ;█ .db 6 .db %00000000 .db %10000000 .db %10000000 .db %10000000 .db %10000000 .db %10000000 maxarmor = 63 ;maximum HPs you can get spr_icon03: .db 5,7 ;laser .......:.......: .db %10000000 ;█ ▒ .db %10100000 ;█ █ ▒▒▒ ▒ .db %10100000 ;█ █ ▒▒▒ ▒ .db %10100000 ;█ █ ▒▒▒ ▒ .db %10100000 ;█ █ ▒▒▒ ▒ .db %10111000 ;█ ███ ▒▒▒ ▒ .db %10000000 ;█ ▒ spr_icon04: .db 5,7 ;bullets .......:.......: .db %10000000 ;█ ▒ .db %10110000 ;█ ██ ▒▒▒ ▒ .db %10101000 ;█ █ █ ▒▒▒ ▒ .db %10110000 ;█ ██ ▒▒▒ ▒ .db %10101000 ;█ █ █ ▒▒▒ ▒ .db %10110000 ;█ ██ ▒▒▒ ▒ .db %10000000 ;█ ▒ spr_icon05: .db 7,7 ;multiple.......:.......: .db %10000000 ;█ ▒ .db %10100010 ;█ █ █ ▒ .db %10110110 ;█ ██ ██ ▒ .db %10101010 ;█ █ █ █ ▒ .db %10100010 ;█ █ █ ▒ .db %10100010 ;█ █ █ ▒ .db %10000000 ;█ ▒ #endif spr_dividerline: .db 8,7 .db 128,128,128,128,128,128,128 ;128 = %10000000 ;---------------------------- texts ------------------------------------------ #ifdef TI83 txt_email: .db 127," www.shiar.org ",127,0 ;title screen _txt_email = $3A20 txt_about: .db "v1.0.C21 ",127," by Shiar",0 ;right behind txt_email _txt_about = $3311 #endif #ifdef TI86 txt_email: .db "www.shiar.org ",127 ;title screen .db " shiar0@hotmail.com",0 _txt_email = $3A01 ;$3A1E=just email txt_about: .db "v1.0.C21 ",127," by Shiar",0 ;right behind txt_email _txt_about = $3321 #endif txt_menu1: .db "NEW GAME",0 txt_menu2: .db "CONTINUE",0 txt_difhardcore:.db "Hardcore!",0 txt_difnormal: .db "Normal",0 txt_shpbeam: .db "Beam",0 txt_shplaser: .db "Laser",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 #ifdef teacherkey txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher txt_teacherans: .db Lneg,"14.6549373495",0 #endif ;------------------------------ levels data ---------------------------------- ;format:boss: [moveType] [enemyType] ; @level: [nr.dif.enemies]x [enemy nr] ; [min. enemy frequency] [enemy frequency max.inc] ; [next lvl (=nrenemies+4)] [level_info: 0000000 1:ground] ; [tunnel size] [groundtype] [stars1] [stars2] ;efrequency must be odd if halfluring! #ifdef story .db 0 ;storyline ID levelstart: ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end] .db 28,35,"COSMIC YEAR 6718",0,28-28+6 .db 10,8,"INTELLIGENCE REPORTS ", .db "BACTERION",0,0 .db 17,7,"FORCES ARE BUILDING A ", .db "NEW VESSEL",0,0 .db 33,32,"A POWERFUL VESSEL",0,0 .db 40,15,"THAT COULD EASILY DESTROY", .db " US",0,0 .db 47,36,"ONCE COMPLETED",0,47-10+6 .db 22,1,"YOU HAVE TO GO INTO THE ", .db "HEART OF THEIR",0,0 .db 28,1,"SPACE AND DESTROY THE VESSEL", .db " BEFORE",0,0 .db 34,22,"IT BECOMES OPERATIONAL.",0,34-22+6 .db 25,56,"GOOD",0,0 .db 32,56,"LUCK",0,32-25+6 .db -1 #endif .db 40 #ifndef story levelstart: #endif level00: ;intro .db 5,3,5,3,2,2 .db 28,73,13 .db %0,0,1,1 .db 41 level01:.db 2,3,5 .db 26,70,20 .db %0,0,1,1 .db 42 level02:.db 3,3,4,5 .db 20,60,60 .db %0,0,1,1 .db 43 level03:.db 4,4,5,6,7 .db 17,40,75 .db %0,0,1,1 #ifdef story .db 0 .db 25,2,"LONG-RANGE SCANNERS ARE ", .db "SHOWING",0,0 .db 32,2,"LOTS OF ENEMY VESSELS ", .db "APPROACHING",0,32-25+6 .db 22,9,"I'M CHANGING COURSE TO A", .db " NEARBY",0,0 .db 28,4,"ASTEROID BELT AND TRY TO ", .db "LOSE THEM",0,0 .db 34,48,"INTHERE...",0,34-22+6 .db -1 #endif .db 44 level04: ;approaching asteroid belt .db 5,8,8,9,11,12 .db 17,27,70 .db %0,0,1,1 .db 45 level05: ;inside belt .db 7,10,11,9,11,12,12,14 .db 12,24,80 .db %0,0,1,1 .db 46 level06: ;(deep inside) .db 10,10,11,12,12,14,13,13,14,15,15 .db 7,18,180 .db %0,0,1,1 #ifdef story .db 0 .db 28,6,"APPROACHING BACTERION ", .db "TERRATORY",0,6 .db 25,10,"READING LOTS OF ENEMY ", .db "VESSELS",0,0 .db 32,24,"ON AN INTERCEPT COURSE",0,32-25+6 .db -1 #endif .db 47 level07:.db 4,16,17,18,6 .db 22,29,62 .db %0,0,1,1 ;-1=%11111111=line .db 48 level08:.db 5,16,17,18,19,19 .db 20,38,57 .db %0,0,1,1 .db 49 level09: ;lot of triples .db 3,19,20,21 .db 19,63,57 .db %0,0,1,1 .db 50 level10: ;likely no pickups here (hard) .db 7,22,23,24,24,24,25,26 .db 22,26,51 .db %0,0,1,1 #ifdef story .db 0 .db 24,18,"REACHED THEIR HOMEPLANET",0,0 .db 33,18,"SCANNING FOR THE VESSEL...",0,33-24+6 .db -1 #endif .db 50 level11: ;planet level .db 8,27,27,28,28,29,29,29,30 .db 6,8,108 .db %1,-7,-1,-1 .db 50 level12: ;planet level 2 .db 4,39,30,31,31 .db 16,8,49 .db %1,-10,1,1 #ifdef story .db 0 .db 18,11,"ENEMY VESSEL STRAIGHT " .db "AHEAD...",0,0 .db 25,16,"IT SEEMS TO BE " .db "OPERATIONAL!!",0,0 .db 33,19,"WELL YOU'VE COME THIS " .db "FAR;",0,0 .db 39,8,"TRY TO DESTROY IT, OR DIE " .db "TRYING....",0,39-18+6 .db -1 #endif .db 51 level13: ;endlevel .db 1,26 .db 5,20,18 .db %0,0,1,1 #ifdef story .db 0 .db 1,1,"Thats all folks...",0,0 .db 20,50,"for now...",0,20-1+6 .db -1 #endif endlevel = 13+1 pickupfreq = 19 ;------------------------------ enemies -------------------------------------- ;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)] ; [movetype] [time2fire] [firefreq] [firetype] ;occ: %00=no enemy; 01=exploding (sprite=frame); 10=pickup; 11=enemy ;appearances: 0+=ypos; -1=random; -2=lure; -3=halflure ;movetypes: 0=1x; 1=updown; 2=0.25x; 3=0.5x; 4=0.75x; 5=1.25x; 6=1.5x; ; 7=2x; 8=3x; 9=ylure50%; 10=ylure; 11=ylure50%; 12=x+y-lure 50%; ; 13=-1/2x; 14=-1x; 16=boss; 17=right+1 ;firetypes: 1=normal; 2=down; 3=up; 4=1/2down; 5=1/2up; 6=aiming(2-5); ; 7=triple; 8=double; 9=wide5; 10=wide7; 11=ran; 12=10+enemies ; 13=base; 14=ranY; 15=wide3; 16=5x enemyspecs: ;10 bytes/enemy | max.enemies <64 | sprites use <768 bytes #ifdef TI86 ;0-1=pickups .db 0,%00000010,spr_enemyP1&255,spr_enemyP1/256,128,-2,03, 0, 0,1 ;pickup .db 0,%00000110,spr_enemyP2&255,spr_enemyP2/256,128,-2,03, 0, 0,1 ;bigpickup ;2-7=basic enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 0,%00001011,spr_enemyE0&255,spr_enemyE0/256,128,-1,00,12, 0,1 ;intro .db 0,%00100011,spr_enemyE1&255,spr_enemyE1/256,128,-1,00,10, 0,1 ;weak .db 0,%01100011,spr_enemyE4&255,spr_enemyE4/256,128,-1,03, 6,50,1 ;slow .db 0,%01001011,spr_enemyE2&255,spr_enemyE2/256,128,-1,00, 1, 0,1 .db 0,%01011011,spr_enemyE3&255,spr_enemyE3/256,128,-3,00,19,39,8 ;heavy .db 0,%01010011,spr_enemyE5&255,spr_enemyE5/256,128,-3,05, 1, 0,1 ;fast ;8-10=backwards enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 0,%00111011,spr_enemyB1&255,spr_enemyB1/256,000,-3,13,19,92,1 .db 0,%01011011,spr_enemyB2&255,spr_enemyB2/256,000,-1,14,11,45,1 .db 0,%01101011,spr_enemyB3&255,spr_enemyB3/256,000,-1,13,10,41,8 ;small ;11-15=asteroid ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 0,%01001011,spr_enemyA1&255,spr_enemyA1/256,128,-1,04, 0, 0,1 .db 0,%01111011,spr_enemyA2&255,spr_enemyA2/256,128,-1,00, 0, 0,1 .db 0,%10110011,spr_enemyA3&255,spr_enemyA3/256,128,-1,06, 0, 0,1 .db 1,%00010011,spr_enemyA4&255,spr_enemyA4/256,128,-1,03, 0, 0,1 ;slow+hard .db 0,%01111011,spr_enemyA4&255,spr_enemyA4/256,128,-1,07, 0, 0,1 ;16-21=improved enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 0,%10010011,spr_enemyG1&255,spr_enemyG1/256,128,-3,00, 3,40,1 .db 0,%10111011,spr_enemyG2&255,spr_enemyG2/256,128,-3,00, 1,36,1 .db 0,%01100011,spr_enemyG5&255,spr_enemyG5/256,128,-1,01, 9,52,1 ;updown .db 0,%11110011,spr_enemyG3&255,spr_enemyG3/256,128,-3,04, 7,99,15 ;3x .db 1,%01101011,spr_enemyG4&255,spr_enemyG4/256,128,-2,01,17, 0,15 ;updown3x .db 1,%00010011,spr_enemyG6&255,spr_enemyG6/256,128,-2,09,62,60,8 ;lure ;22-26=hi-speed ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 1,%00010011,spr_enemyS2&255,spr_enemyS2/256,128,-2,06, 3,32,8 ;fast .db 0,%11111011,spr_enemyS1&255,spr_enemyS1/256,128,-3,09, 2,28,1 ;lure .db 1,%00101011,spr_enemyS4&255,spr_enemyS4/256,128,-3,07, 0, 0,1 ;vfast+nofire .db 1,%01110011,spr_enemyS3&255,spr_enemyS3/256,128,-1,09, 1,20,8 ;lure+ .db 0,%11011011,spr_enemyS2&255,spr_enemyS2/256,128,-2,01, 3,7,11 ;updown+ran ;27-29=hyper ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 1,%00001011,spr_enemyN1&255,spr_enemyN1/256,128,-1,07, 0, 0,1 .db 1,%00010111,spr_enemyN2&255,spr_enemyN2/256,128,-2,07, 0, 0,1 .db 1,%00001111,spr_enemyN3&255,spr_enemyN3/256,128,-1,08, 0, 0,1 ;xfast ;30-31=turrets,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 1,%10001111,spr_enemyT1&255,spr_enemyT1/256,128,-4,00, 1,15,3 ;turret L .db 1,%11011011,spr_enemyT1&255,spr_enemyT1/256,128,-4,00, 1,16,5 ;turret l .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 ;37-38=final boss' enemy,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,128,-3,01, 0, 0,1 ;moving .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,128,23,11, 0, 0,1 ;mid+lure ;39=misc ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db -1,%11111111,spr_enemyM2&255,spr_enemyM2/256,128,-2,08, 0, 0,1 ;bullet boss1enemy = 37 boss2enemy = 38 ;40-44=first bosses ,spr_ &255,spr_ /256, X, Y, d,WT,WF,W .db 2,%01000111,spr_boss01&255,spr_boss01 /256,127,-1,11,35,48,15 ;triple .db 2,%01010011,spr_boss02&255,spr_boss02 /256,127,-1,11,20,12,1 ;single .db 2,%11011011,spr_boss03&255,spr_boss03 /256,127,-1,10,15, 8,8 ;double .db 3,%00111111,spr_boss04&255,spr_boss04 /256,127,-3,12,10,11,1 ;Flure .db 4,%01011011,spr_boss05&255,spr_boss05 /256,000,-2,17, 1,3,11 ;ranfire ;45-46=asteroid bosses ,spr_ &255,spr_ /256, X, Y, , , , .db 5,%01101111,spr_bossA1&255,spr_bossA1 /256,127,-2,12,28,14,7 ;Flure .db 20,%00011111,spr_bossA2&255,spr_bossA2 /256,119,00,16,31, 3,14 ;fullscreen ;47-51=big bosses ,spr_ &255,spr_ /256, X, Y, , , , .db 4,%00010111,spr_boss07&255,spr_boss07 /256,127,-3,10,31, 8,16 ;5x .db 6,%10001111,spr_boss08&255,spr_boss08 /256,127,-1,10,18, 8,9 ;quad .db 3,%10111011,spr_boss06&255,spr_boss06 /256,127,-2,12, 1, 4,1 ;weak+rapidfire .db 7,%11101011,spr_boss09&255,spr_boss09 /256,127,-1,10,21, 9,10 ;6x .db 9,%11011011,spr_boss10&255,spr_boss10 /256,127,-1,10,12,11,12 ;enemies #else ;0-1=pickups .db 0,%00000010,spr_enemyP1&255,spr_enemyP1/256,96,-2,03, 0, 0,1 ;pickup .db 0,%00000110,spr_enemyP2&255,spr_enemyP2/256,96,-2,03, 0, 0,1 ;bigpickup ;2-7=basic enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 0,%00001011,spr_enemyE0&255,spr_enemyE0/256,96,-1,00,12, 0,1 ;intro .db 0,%00100011,spr_enemyE1&255,spr_enemyE1/256,96,-1,00,10, 0,1 ;weak .db 0,%01100011,spr_enemyE4&255,spr_enemyE4/256,96,-1,03, 6,50,1 ;slow .db 0,%01001011,spr_enemyE2&255,spr_enemyE2/256,96,-1,00, 1, 0,1 .db 0,%01011011,spr_enemyE3&255,spr_enemyE3/256,96,-3,00,19,39,8 ;heavy .db 0,%01010011,spr_enemyE5&255,spr_enemyE5/256,96,-3,05, 1, 0,1 ;fast ;8-10=backwards enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 0,%00111011,spr_enemyB1&255,spr_enemyB1/256,00,-3,13,19,92,1 .db 0,%01011011,spr_enemyB2&255,spr_enemyB2/256,00,-1,14,11,45,1 .db 0,%01101011,spr_enemyB3&255,spr_enemyB3/256,00,-1,13,10,41,8 ;small ;11-15=asteroid ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 0,%01001011,spr_enemyA1&255,spr_enemyA1/256,96,-1,04, 0, 0,1 .db 0,%01111011,spr_enemyA2&255,spr_enemyA2/256,96,-1,00, 0, 0,1 .db 0,%10110011,spr_enemyA3&255,spr_enemyA3/256,96,-1,06, 0, 0,1 .db 1,%00010011,spr_enemyA4&255,spr_enemyA4/256,96,-1,03, 0, 0,1 ;slow+hard .db 0,%01111011,spr_enemyA4&255,spr_enemyA4/256,96,-1,07, 0, 0,1 ;16-21=improved enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 0,%10010011,spr_enemyG1&255,spr_enemyG1/256,96,-3,00, 3,40,1 .db 0,%10111011,spr_enemyG2&255,spr_enemyG2/256,96,-3,00, 1,36,1 .db 0,%01100011,spr_enemyG5&255,spr_enemyG5/256,96,-1,01, 9,52,1 ;updown .db 0,%11110011,spr_enemyG3&255,spr_enemyG3/256,96,-3,04, 7,99,15 ;3x .db 1,%01101011,spr_enemyG4&255,spr_enemyG4/256,96,-2,01,17, 0,15 ;updown3x .db 1,%00010011,spr_enemyG6&255,spr_enemyG6/256,96,-2,09,62,60,8 ;lure ;22-26=hi-speed ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 1,%00010011,spr_enemyS2&255,spr_enemyS2/256,96,-2,06, 3,32,8 ;fast .db 0,%11111011,spr_enemyS1&255,spr_enemyS1/256,96,-3,09, 2,28,1 ;lure .db 1,%00101011,spr_enemyS4&255,spr_enemyS4/256,96,-3,07, 0, 0,1 ;vfast+nofire .db 1,%01110011,spr_enemyS3&255,spr_enemyS3/256,96,-1,09, 1,20,8 ;lure+ .db 0,%11011011,spr_enemyS2&255,spr_enemyS2/256,96,-2,01, 3,7,11 ;updown+ran ;27-29=hyper ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 1,%00001011,spr_enemyN1&255,spr_enemyN1/256,96,-1,07, 0, 0,1 .db 1,%00010111,spr_enemyN2&255,spr_enemyN2/256,96,-2,07, 0, 0,1 .db 1,%00001111,spr_enemyN3&255,spr_enemyN3/256,96,-1,08, 0, 0,1 ;xfast ;30-31=turrets,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 1,%10001111,spr_enemyT1&255,spr_enemyT1/256,96,-4,00, 1,15,3 ;turret L .db 1,%11011011,spr_enemyT1&255,spr_enemyT1/256,96,-4,00, 1,16,5 ;turret l .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 ;37-38=final boss' enemy,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,96,-3,01, 0, 0,1 ;moving .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,96,23,11, 0, 0,1 ;mid+lure ;39=misc ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W .db -1,%11111111,spr_enemyM2&255,spr_enemyM2/256,96,-2,08, 0, 0,1 ;bullet boss1enemy = 37 boss2enemy = 38 ;40-44=first bosses ,spr_ &255,spr_ /256, X, Y, d,WT,WF,W .db 2,%01000111,spr_boss01&255,spr_boss01 /256,95,-1,11,35,48,15 ;triple .db 2,%01010011,spr_boss02&255,spr_boss02 /256,95,-1,11,20,12,1 ;single .db 2,%11011011,spr_boss03&255,spr_boss03 /256,95,-1,10,15, 8,8 ;double .db 3,%00111111,spr_boss04&255,spr_boss04 /256,95,-3,12,10,11,1 ;Flure .db 4,%01011011,spr_boss05&255,spr_boss05 /256,00,-2,17, 1,3,11 ;ranfire ;45-46=asteroid bosses ,spr_ &255,spr_ /256, X, Y, , , , .db 5,%01101111,spr_bossA1&255,spr_bossA1 /256,95,-2,12,28,14,7 ;Flure .db 20,%00011111,spr_bossA2&255,spr_bossA2 /256,87,00,16,31, 3,14 ;fullscreen ;47-51=big bosses ,spr_ &255,spr_ /256, X, Y, , , , .db 4,%00010111,spr_boss07&255,spr_boss07 /256,95,-3,10,31, 8,16 ;5x .db 6,%10001111,spr_boss08&255,spr_boss08 /256,95,-1,10,18, 8,9 ;quad .db 3,%10111011,spr_boss06&255,spr_boss06 /256,95,-2,12, 1, 4,1 ;weak+rapidfire .db 7,%11101011,spr_boss09&255,spr_boss09 /256,95,-1,10,21, 9,10 ;6x .db 9,%11011011,spr_boss10&255,spr_boss10 /256,95,-1,10,12,11,12 ;enemies #endif spr_enemy00: spr_enemyP1: .db 10,8 ;pickup .db %00111111 ; ██████ .db %01100001 ; ██ ██ .db %10001100 ;█ ██ █ .db %10111111 ;█ ██████ █ .db %10111111 ;█ ██████ █ .db %10001100 ;█ ██ █ .db %01100001 ; ██ ██ .db %00111111 ; ██████ .db 7 .db %00000000 .db %10000000 .db %01000000 .db %01000000 .db %01000000 .db %01000000 .db %10000000 spr_enemyP2: .db 11,9 ;big pickup .db %00111111 ; ███████ .db %01100000 ; ██ ██ .db %10001110 ;█ ███ █ .db %10111011 ;█ ███ ███ █ .db %10100000 ;█ █ █ █ .db %10111011 ;█ ███ ███ █ .db %10001110 ;█ ███ █ .db %01100000 ; ██ ██ .db %00111111 ; ███████ .db 9 .db %10000000 .db %11000000 .db %00100000 .db %10100000 .db %10100000 .db %10100000 .db %00100000 .db %11000000 .db %10000000 spr_enemyE0: .db 6,7 ;weak .db %00011100 ; ███ .db %00100100 ; █ █ .db %01101000 ; ██ █ .db %10110100 ;█ ██ █ .db %01101000 ; ██ █ .db %00100100 ; █ █ .db %00011100 ; ███ spr_enemyE1: .db 6,7 ;weak .db %00111100 ; ████ .db %01000100 ; █ █ .db %10111000 ;█ ███ .db %11100000 ;███ .db %10111000 ;█ ███ .db %01000100 ; █ █ .db %00111100 ; ████ 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 %01010000 ; █ █ .db %11010000 ;██ █ .db %11010000 ;██ █ .db %01010000 ; █ █ .db %00111100 ; ████ spr_enemyE4: .db 6,7 .db %00011100 ; ███ .db %01101000 ; ██ █ .db %10011000 ;█ ██ .db %01110000 ; ███ .db %10011000 ;█ ██ .db %01101000 ; ██ █ .db %00011100 ; ███ spr_enemyE5: .db 6,6 ;speedy .db %00010100 ; █ █ .db %01111000 ; ████ .db %10100000 ;█ █ .db %10100000 ;█ █ .db %01111000 ; ████ .db %00010100 ; █ █ 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 ;████ spr_enemyB3: .db 5,7 .db %11100000 ;███ .db %01010000 ; █ █ .db %01111000 ; ████ .db %01000000 ; █ .db %01111000 ; ████ .db %01010000 ; █ █ .db %11100000 ;███ 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 ; ██ 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_enemyG1: .db 8,6 ;G-Type .db %00011111 ; █████ .db %01001000 ; █ █ .db %10110100 ;█ ██ █ .db %10110100 ;█ ██ █ .db %01001000 ; █ █ .db %00011111 ; █████ spr_enemyG2: .db 8,6 ;smaller nacelles .db %00010111 ; █ ███ .db %01101100 ; ██ ██ .db %10110100 ;█ ██ █ .db %10110100 ;█ ██ █ .db %01101100 ; ██ ██ .db %00010111 ; █ ███ spr_enemyG3: .db 8,6 ;shuttle .db %00001111 ; ████ .db %01110100 ; ███ █ .db %10011100 ;█ ███ .db %10011100 ;█ ███ .db %01110100 ; ███ █ .db %00001111 ; ████ spr_enemyG4: .db 8,6 ;G-Type solid .db %00111101 ; ███ █ .db %01111000 ; ████ .db %11110100 ;████ █ .db %11110100 ;████ █ .db %01111000 ; ████ .db %00111101 ; ███ █ spr_enemyG5: .db 6,6 .db %01111100 ; █████ .db %10110000 ;█ ██ .db %10101000 ;█ █ █ .db %10101000 ;█ █ █ .db %10110000 ;█ ██ .db %01111100 ; █████ spr_enemyG6: .db 8,5 ;shuttle .db %00001111 ; ████ .db %01110100 ; ███ █ .db %10011010 ;█ ██ █ .db %01110100 ; ███ █ .db %00001111 ; ████ 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 ;fast interceptor .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 ; █████ spr_enemyN2: .db 8,7 ; .db %00111110 ; █████ .db %00011101 ; ███ █ .db %11111111 ;████ ███ .db %01110110 ; ██ ███ .db %11111111 ;████ ███ .db %00011101 ; ███ █ .db %00111110 ; █████ spr_enemyN3: .db 8,7 ;Nem3MSX jumper lvl#3 .db %10111110 ;█ █████ .db %01011101 ; █ ███ █ .db %01111110 ; ██████ .db %00010100 ; █ █ .db %01111110 ; ██████ .db %01011101 ; █ ███ █ .db %10111110 ;█ █████ 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_enemyT1: .db 8,7 ;turret left .db %11000000 ;██ .db %01100000 ; ██ .db %00110000 ; ██ .db %01011100 ; █ ███ .db %10110110 ;█ ██ ██ .db %01011010 ; █ ██ █ .db %11111111 ;████████ spr_enemyT2: .db 8,7 ;turret right .db %00000011 ; ██ .db %00000110 ; ██ .db %00001100 ; ██ .db %00111010 ; ███ █ .db %01101101 ; ██ ██ █ .db %01011010 ; █ ██ █ .db %11111111 ;████████ spr_enemyM1: .db 8,7 ;mine .db %00111100 ; ████ .db %01011010 ; █ ██ █ .db %11111111 ;████████ .db %01001010 ; █ █ █ .db %11111111 ;████████ .db %01011010 ; █ ██ █ .db %00111100 ; ████ spr_enemyM2: .db 7,6 ;giant bullet .db %00011000 ; ██▒ .db %01111110 ; ██████▒ .db %11111000 ;█████▒ .db %11111100 ;██████▒ .db %01111110 ; ██████▒ .db %00111000 ; ███▒ spr_boss01: .db 9,12 ;.......:.2.....: .db %00000111 ; ████ .db %00011100 ; ███ .db %00101010 ; █ █ █ .db %01011011 ; █ ██ ██ .db %10100110 ;█ █ ██ █ .db %11010101 ;██ █ █ █ .db %11010101 ;██ █ █ █ .db %10100110 ;█ █ ██ █ .db %01011011 ; █ ██ ██ .db %00101010 ; █ █ █ .db %00011100 ; ███ .db %00000111 ; ████ .db 12 .db %10000000 .db %00000000 .db %00000000 .db %00000000 .db %10000000 .db %00000000 ;...what a waste of space... .db %00000000 .db %10000000 .db %00000000 .db %00000000 .db %00000000 .db %10000000 spr_boss02: .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_boss03: .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 spr_boss04: .db 16,10 ;.......:.......: .db %00000000 ; █████ .db %00000000 ; ███ █ .db %00000111 ; ████ █████ .db %00111101 ; ████ █ █ ████ .db %01001010 ; █ █ █ ██ ███ █ .db %10110110 ;█ ██ ██ ███ █ █ .db %10110110 ;█ ██ ██ ███ █ █ .db %01001010 ; █ █ █ ██ ███ █ .db %00111101 ; ████ █ █ ████ .db %00000111 ; ████ █████ .db 12 ; ███ █ .db %00011111 ; █████ .db %11100001 .db %10111110 .db %01011110 .db %11011101 .db %11100101 .db %11100101 .db %11011101 .db %01011110 .db %10111110 .db %11100001 .db %00011111 spr_boss05: .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 12,11 ;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 spr_boss06: .db 16,10 ;.......:.......: .db %10111110 ;█ █████ ███ .db %00000011 ; ███ ████ .db %01110101 ; ███ █ ████ ██ █ .db %11111101 ;██████ █ ███ █ .db %00000110 ; ██ █ █ ██ █ .db %00000110 ; ██ █ █ ██ █ .db %11111101 ;██████ █ ███ █ .db %01110101 ; ███ █ ████ ██ █ .db %00000011 ; ███ ████ .db %10111110 ;█ █████ ███ .db 10 .db %00111000 .db %10001111 .db %11101101 .db %01110010 .db %10101101 .db %10101101 .db %01110010 .db %11101101 .db %10001111 .db %00111000 spr_boss07: ;modelled after a Nemesis][MSX boss .db 16,15 ;.......:.......: .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 .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 spr_boss08: ;modelled after a Nemesis][MSX boss .db 16,18 ;.......:.......: .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 .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_boss09: .db 14,14 ;.......:......7: .db %01100111 ; ██ ████ ██ .db %11001011 ;██ █ ██ █ ██ .db %10110000 ;█ ██ ██ █ .db %10101111 ;█ █ ██████ █ █ .db %01010000 ; █ ██ ██ █ .db %01010011 ; █ █ ██ █ █ .db %10100111 ;█ █ ████ ██ █ .db %10100111 ;█ █ ████ ██ █ .db %01010011 ; █ █ ██ █ █ .db %01010000 ; █ ██ ██ █ .db %10101111 ;█ █ ██████ █ █ .db %10110000 ;█ ██ ██ █ .db %11001001 ;██ █ ██ █ ██ .db %01100111 ; ██ ████ ██ .db 14 .db %10011000 .db %01001100 .db %00110100 .db %11010100 .db %00101000 .db %00010100 .db %10110100 .db %10110100 .db %00010100 .db %00101000 .db %11010100 .db %00110100 .db %01001100 .db %10011000 spr_boss10: .db 16,19 ;.......:.......: .db %01111011 ; ████ ███ .db %10000110 ;█ ██ █████ .db %00000011 ; ███ █ .db %00111011 ; ███ ██ ███ .db %00000111 ; ███ ███ .db %00001100 ; ██ ███ █ .db %00110111 ; ██ █████ █ ██ .db %01111011 ; ████ ██ █ ██ █ .db %11100100 ;███ █ ██ ██ █ .db %00000001 ; ██████ ██ █ .db %11100100 ;███ █ ██ ██ █ .db %01111011 ; ████ ██ █ ██ █ .db %00110111 ; ██ █████ █ ██ .db %00001100 ; ██ ███ █ .db %00000111 ; ███ ██ .db %00111011 ; ███ ██ ███ .db %00000011 ; ███ █ .db %10000110 ;█ ██ █████ .db %01111011 ; ████ ███ .db 19 .db %10000000 .db %11111000 .db %10100000 .db %00011100 .db %01110000 .db %11101000 .db %11010110 .db %00101101 .db %11011001 .db %11011001 .db %11011001 .db %00101101 .db %11010110 .db %11101000 .db %01100000 .db %00011100 .db %10100000 .db %11111000 .db %10000000 ;spr_bossA2: ;in asm code ;----------------------------------------------------------------------------- ;----------------------------- logo ------------------------------------------ ;----------------------------------------------------------------------------- logo_nemesis: #ifdef TI83 .db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011 .db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011 .db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011 .db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011 .db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000 .db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000 .db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 .db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 .db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 #endif #ifdef TI86 .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 #endif ;----------------------------- end ------------------------------------------- .end .end ;----------------------------------------------------------------------------- ;----------------------------------------------------------------------------- ;----------------------------------------------------------------------------- ; 0.99.99 -- 9.IX.00 -- size 6936 ; ; + 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) ; * beamweapon can be selected when you got laser (like vice versa) ; * selecting laser removes tailbeam or up-double ; # tail beam/up-double correctly centered ; # disappearing bullets (when enemies fired multiple bullets) fixed ; + bullets and lasers both upgradable upto level 9 ; # fixed end story (_vputs didn't recognize 0-end when "'" in string) ; # stars couldn't be altered anymore since recent levelformat changes ; * maximum different enemies increased from 28 to 63 ; * pickup sprite altered, small changes to some enemies ; + new moves implemented: 75% speed and lure-while-moving ; # fixed the enemy aiming bullets procedure ; * enemies fire their bullets centered too! (even the large bosses) ; * you may NOT have any multiples together with beams, just lasers ; + added new enemy guns: quad- and 6x-fire!! ; * sprite table length increased to 768 bytes (stored DIV3) ; + ships 3/4 select hardcore mode: score and damage are doubled ; + first icon not only increases armor, but also activates shield for ; some time (shield halves damage and absorbs bullets in normal mode) ; + ship selection screen also shows ship specs (hardcore/tailbeam/etc) ; * shield looks different for each ship ; * hiscore/savegame procedure optimized (several bytes smaller) ; + B<>W mode setting will be stored ; * enemy sprite pointers stored as words (thus increasing sprite table ; length from 768B to 65kB, and increasing sprite calculation speed) ; * hardcore mode does _more_ than doubled damage (bulletsdamage +1) ; * 10 bytes off by optimizing main menu a little ; * and optimizations to hiscore name handling saved another 17 bytes! ; * score increased by 1 per placed enemy, instead of time (otherwise ; you could just evade bosses for a long time for very high score) ; * findpixel optimized (or rather un-unoptimized: restored to original) ; # ground fixed again (and optimized for tunnel only) ; # prevents exploding more than once (not dieing while inside ground) ; * some unneccessary pushes removed ; + final boss also fires moving mines (just up/down-enemies) ; * on collision less damage to enemy, more to you (bosses too simple) ; * normal pickups will increase armor and shield directly (no [alpha]) ; + a large pickup'll appear at the end of a level which will select ; your next upgrade: beamweapon, laser, multiple/tailbeam/up-double ; + a small explosion is displayed when enemy's hit but not destroyed ; # _all_ multiples appear at your position at start of level ; # bug in selecting multiples fixed (recent bug) ; + getting passed 3rd upgrade (4 pickups) increases score by 250! ; - second icon integrated in 5th, first two icons removed (unused now) ; * the armor bar is now 5 pixels in height; very visible ; # if selecting upgrade or starting level, charge bar wasn't displayed ; ; 1.00.C21 -- 21.XII.00 -- size 6797 ; ; * armor-bar background, empty upgrades sprites changed ; + shows sprite when laser hits an enemy (his "shield"?) ; + exit-key also quits out of ship selection screen ; # fixed direct-quit on death bug (bug since recent optimization) ; * armor-bar background changed (more elegant and smaller code) ; # "flash" when end-boss spawns mine fixed ; + enemy's y start position can be specified per enemy ; + when bullets selected, upgrade icons won't appear half the time ; # remainder pixels in armor bar (appeared after heavy damage) removed ; + your ship's explosion is now also 8 frames (half enemy expl. speed) ; + does NOT display Done after running in TI-OS! (anti-teacher ;) ; * storyline completed (probably the crappiest story ever!) ; # only first byte of ship's sprite altered; now loads whole word ; - tail beam removed (up double only); odd ships now contain laser ; # fixed laserbeam display when firing at right edge ; # star relocation altered to work correctly w/ new screen location ; # halfluring wasn't 50% (more like 75%) since random enemy spawning ; * restored multiples for bullets (since it's unlikely you'll select 1) ; # fixed mem overlapping causing "weird stuff" when moving multiples ; # bullets fired below screen bottom are moved up onto screen ; + SOURCE ALSO TI-83 COMPATIBLE (still few bugs like hiscore, bullets) ; # upgrading beam weapon removed multiples ; # clipping at left side wrong in TI-83 version fixed ; ; ; + added - removed * changed # bug fixed ;bullet handling: (255/enemy)+419+putsprite cycles per bullet