.include "asm86.h"
.include "ti86asm.inc"
- .include "ti86abs.inc"
.org _asm_exec_ram
nop
jp Start
- .dw $0000
+ .dw $0001
.dw Title
-Title: .db "Nemesis v0.3.719 by Shiar",0
-Start:
- jr init
+ .dw spr_ship
+Title: .db "Nemesis v0.6.825 by Shiar",0
+Start: jr init
just_fired = $c0f9 ;byte
temp1 = $c100 ;word
-;-------------------- init ----------------------------------------------------
+;---------------------- init --------------------------------------------------
init:
call _runindicoff
-;-------------------- main menu -----------------------------------------------
-
- jp play_game
-
-;-------------------- exit ----------------------------------------------------
-
-exit_game:
- ret
-
-;----------------------- game setup -------------------------------------------
-
-play_game:
- ld hl,stored_data_start
- ld bc,variables_end-stored_data_start-1
-
-;---------------------- display setup ----------------------------------------
-
-set_up_display:
- call _clrLCD
-
- ld hl,in_game_text
- ld b,3
-l11: ld a,(hl)
- ld (_curCol),a
- inc hl
- ld a,(hl)
- ld (_curRow),a
- inc hl
+;---------------------- main menu ---------------------------------------------
+
+LogoPut:
+ ld hl,logo_nemesis ;from...
+ ld de,$FC00+16 ;...to one line from top
+ ld a,19 ;19 rows
+LogoLoop:
+ ld bc,16 ;set screen width
+ ldir ;display one line
+ dec a ;decrease line-counter
+ jr nz,LogoLoop ;repeat when counter is not yet zero
+
+menutext:
+ ld hl,$1608 ;just below logo
+ ld (_penCol),hl
+ ld hl,txt_about ;display "by Shiar (ICQ#43840958)"
+ call _vputs
+
+ ld hl,$0705 ;located one row above bottom
+ ld (_curRow),hl ;go there
+ ld hl,txt_1player ;display "ONE PLAYER"
+ call _puts
+ ld hl,$0706 ;below oneplayer text
+ ld (_curRow),hl
+ ld hl,txt_2players ;display "TWO PLAYERS"
call _puts
- djnz l11
-
-in_game_text:
- .db 16,0,"LIVES",0
- .db 16,3,"LEVEL",0
- .db 16,6,"SCORE",0
-str_question:
- .db "-----",0
+ call _getkey ;wait for keypress
+ call New_level ;prepare level
;------------------------------------------------------------------------------
-;-------------------------- game loop -----------------------------------------
+;---------------------- game loop ---------------------------------------------
;------------------------------------------------------------------------------
game_main_loop:
inc (hl)
Clear_screen:
- xor a
- ld hl,GRAPH_MEM+(16*12)
- ld b,a
- ld a,(background)
+ xor a ;empty bitmask
+ ld hl,GRAPH_MEM ;screen location (top left)
+ ld b,$E0 ;loop 0E0h = 224 times = 256-32 for score-bar)
clearloop:
+ ld (hl),a ;clear four times (total = 224*4 = 896 bytes)
+ inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
- djnz clearloop
+ djnz clearloop ;repeat 224x
check_exitkey:
ld a,%00111111 ;<exit> pressed?
out (1),a
- nop
- nop
+ nop \ nop
in a,(1)
bit 6,a
jr z,quit ;yes: quit game
call Level_event ;insert enemies
call Handle_Ship ;move you
call Fire_bullet ;check for fire
- call Handle_bullets ;move bullets
call Handle_enemies ;move enemies
- call Enemy_fires ;check for enemy fire
- call Enemy_bullets ;move bullets
+ call Handle_bullets ;move your bullets
+ call Enemy_bullets ;move enemy bullets
call Enemies_hit ;check for collision with enemies
call Display_Screen ;display all
- halt \ halt \ halt ;delay
+ halt \ halt ;delay
jr game_main_loop ;loop
quit: ret
;---------------------- display -----------------------------------------------
Display_Screen:
- ld a,64 ;Display Image
- ld hl,GRAPH_MEM+(16*12)
- ld de,$fc00
+ ld hl,GRAPH_MEM ;from storage (top left)
+ ld de,$fc00 ;to screen (top left)
+ ld a,56 ;display height = 64 bytes (minus 8 for bar)
displayloop:
- ld bc,12
- ldir
- inc de
- inc de
- inc de
- inc de
- dec a
- jr nz,displayloop
-
-; ld hl,$1007 ;Display Score
-; ld (_curRow),hl
-; ld hl,(score)
-; jp _D_HL_DECI
+ ld bc,16 ;display width = 16 bytes (16*8bits=256pixels)
+ ldir ;16x de >> hl
+ dec a ;next line
+ jr nz,displayloop ;loop 64x
+
+ ld hl,$3a6b ;Display Score
+ ld (_penCol),hl
+ ld hl,(timer)
+ ld h,0
+ jp _D_HL_DECI
ret
;------------------------- handle ship ----------------------------------------
or a
jr z,ok ;0 = normal stat
-; dec a
-; ld (your_status),a
-; ld hl,(lives)
-; ld a,l
-; or h
-; jr nz,ok
-; pop af
-; ret
+ inc a ;next (explosion)frame
+ ld (your_occ),a ;save
+
+ cp 34 ;last explosion frame?
+ jr c,exploding_you ;not yet: display explosion
+ cp 40 ;delay finished?
+ jp z,game_over ;yes = game over
+ ret ;don't display anything
ok:
ld a,%01111110
out (1),a
- ld hl,y
+ nop \ nop
in a,(1)
+ ld hl,y
rra
ld b,a
jr c,no_down
ld a,(hl)
inc a
- cp 73 ;y < 73
+ cp 50 ;56-6 = bottom of screen
jr z,no_down
ld (hl),a
no_down:
rr b
jr c,no_left
ld a,(hl)
- dec a
- jr z,no_left ;x > 0
+ sub 1 ;<dec 1> 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)
inc a
- cp 89 ;x < 89
+ cp 122 ;128-6 = right side
jr z,no_right
ld (hl),a
no_right:
rr b
jr c,no_up
ld a,(hl)
- dec a
- cp 15 ;y > 15
- jr z,no_up
+ sub 1 ;<dec a> doesn't affect carry-flag
+ jr c,no_up ;-1 = top of screen
ld (hl),a
-no_up: ld ix,spr_ship
+no_up: ld ix,spr_ship01
display_common:
ld e,(hl)
- jp drw_spr
+ jp drw_spr ;ret
-;you_not_normal:
-; ld a,(your_status)
-; dec a
-; ld (your_status),a
-; inc a
-; and 14
-; xor 14
-; ld hl,x-1
+exploding_you:
+ srl a ;half the framerate
+ dec a ;first frame is 1>inc>srl>dec = 0
+ ld hl,x-1
explosion_stuff:
rra
jr display_common
damage_you:
- or %10101010
- ld (background),a
+ ld a,1 ;set to explode (1st frame)
+ ld (your_occ),a
ret
;------------------------- fire bullet ----------------------------------------
bullet_type1:
ld a,(hl) ;d = X
inc a ;move right
- cp $5a ;off screen?
+ cp 121 ;off screen? (x=127-5-1)
jr z,remove_bullet
inc a ;move right
- cp $5a ;off screen?
+ cp 121 ;off screen?
jr z,remove_bullet
ld (hl),a ;save new pos.
ld d,a
push de
call drw_spr ;display bullet
pop de
- ld b,20
+ ld b,nrenemies
ld hl,enemies
hit_enemies: ;Hits with normal enemies
push hl
ld a,(hl)
- and %00000001
- jr z,nohit ;no hit when enemy_occ <> 1
+ and %00000010
+ jr z,nohit ;no hit when enemy_occ <> 2/3
inc hl
inc hl
dec hl
dec hl
ld a,(hl) ;occ
- srl a
- srl a ;occ/4 = HP left
- jr nz,hpleft
- ld (hl),2 ;set to explode
+ ld b,a ;push occ
+ and %11111100 ;occ/4 = HP left ;<srl a\srl a
+ jr nz,hpleft ;not zero -> jump
+ ld (hl),%01 ;set to explode
inc hl
+ ld b,(hl) ;save enemy type
ld (hl),a ;explosionFrame 0
+
pop hl
ret
hpleft:
- dec a
- add a,a
- add a,a
- inc a ;HP*4+1 = occ 1
+ ld a,b ;pop occ
+ sub %00000100 ;decrease HP by one
ld (hl),a ;save
pop hl
ret
;--------------------------- level events -------------------------------------
Level_event:
- ld a,(nextevent)
- dec a
- ld (nextevent),a
- or a
- ret nz
+ ld hl,nextevent ;time to next event <ld a,(nextevent)
+ dec (hl) ;decrease counter <dec a
+ ld a,(hl) ;look at counter <ld (nextevent),a
+ or a ;has it reached zero?
+ ret nz ;nope: get outta here!
+
+ ld a,(eventtime) ;enemy frequency (lvl)
+ 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 nz,do_event ;nope: wait for enemies to leave
+ inc hl ;nextevent located behind eventleft
+ ld (hl),109 ;set delay
+ ret ;don't place any more enemies
do_event:
- ld hl,(curevent)
ld de,enemies-4
chk_noenemy:
inc de
inc de
inc de
ld a,(de)
- or a
+ or a ;0 = no enemy present
jr nz,chk_noenemy
- inc de
- ld a,(hl)
- ld (de),a ;type
- ld hl,enemy01
+ ld a,(eventenemy) ;enemy type to place (lvl)
+ ld hl,enemy01 ;enemy 1 specs
ld c,a
- ld b,0
- add hl,bc
- add hl,bc
+ ld b,0 ;bc = enemy nr.
+ add hl,bc ;add 2*bc
add hl,bc ;hl = enemy specs
- dec de
- ld a,(hl) ;load hitpoints
- or 1 ;set type 1 (normal) enemy
+ ld a,(hl) ;load hitpoints+occ of this enemy class
ld (de),a ;occ
- inc de
- inc de
- ld a,$5a
- ld (de),a ;x
- inc de
-
- ld hl,(curevent)
- inc hl
- ld a,(hl)
- ld (de),a ;y
-
- inc hl ;+0
- ld a,(hl)
- cp $ff
- jp z,Next_level
- ld (nextevent),a
-
inc hl
- ld (curevent),hl
+ inc de
+ ld a,(hl) ;load movement+type of this enemy class
+ ld (de),a ;enemy type
+
+ inc de ;_________
+ ld a,122 ;appear at right edge of screen (128-6)
+ ld (de),a ;= x-position
+ inc de ;_________
+ ld a,51 ;random number <51
+ call Random ;create!
+ ld (de),a ;= y-position
ret
;--------------------------- enemy fires --------------------------------------
-Enemy_fires:
- ld a,r
- and %01111111
- cp 19
- ret p
-
- add a,a
- add a,a
- ld c,a
- ld b,0 ;bc = a*4
- ld hl,enemies
- add hl,bc ;hl = enemy
- ld a,(hl)
- or a
- ret z ;return if no enemy
- dec a
- dec a
- ret z ;or exploding enemy
- inc hl
- inc hl
- ld c,(hl) ;enemy x-pos
- dec c
- dec c ;c = x-2
- inc hl
- ld a,(hl) ;y-pos
- add a,5
- ld e,a ;e = y+5
+Enemy_fires: ;de = x,y
+ dec d
+ dec d ;d = x-2
+ inc e ;e = y+1
ld b,10
ld hl,ebullets
found_ebullet:
ld (hl),1 ;use bullet
inc hl
- ld (hl),c ;set x-pos
+ ld (hl),d ;set x-pos
inc hl
ld (hl),e ;set y-pos
ret
djnz handle_bullet
ret
-
enemy_bullet:
inc hl
ld a,(hl) ;bullet x
jr nc,next_bullet
call damage_you ;HIT!!
-
remove_ebullet:
- dec hl
dec hl
ld (hl),0 ;bullet > unused
jr next_bullet
Handle_enemies:
ld hl,enemies
- ld b,20
+ ld b,nrenemies ;handle all enemies
handle_enemy:
push bc
ld a,(hl)
and %00000011
jr z,next_enemy ;occ "no enemy" 0
- and %00000001
- jr z,exploding_enemy ;occ "exploding" 2
+ dec a
+ jr z,exploding_enemy ;occ "exploding" 1
+ ld b,1
+ dec a
+ jr z,normal_enemy ;occ "normal" 2
+
+moving_enemy: ;occ "moving" 3
+ ld b,0
-normal_enemy: ;occ "normal" 1
+normal_enemy:
inc hl
- ld a,(hl) ;type
- add a,a
- add a,a
- add a,a
- ld c,a ;type*8 = offset
+ push hl
+
+ ld e,(hl) ;e = enemy type
+ ld d,0 ;de = e
+ ld hl,sprites ;hl = @sprites offset-table
+ add hl,de ;points to offset of current enemy offset
+ ld e,(hl) ;de = @enemy offset
+
+ ld ix,spr_enemy01 ;first enemy sprite
+ add ix,de ;add offset for current enemy
+ pop hl
+
inc hl
- ld d,(hl) ;x
+ ld a,(hl) ;x
+ dec a ;move left
+ jp m,remove_enemy ;off screen
+ jr z,remove_enemy ;"
+ ld d,a
+
inc hl
ld e,(hl) ;y
-
- ld a,d
- or a
- jr z,next_enemy
+ ld a,b ;%xxx00001=moving -0=normal
dec a
- ld d,a
- jr z,remove_enemy
-
- ld (hl),e
- dec hl
- ld (hl),d
- ld ix,spr_enemy01
- ld b,$00
- add ix,bc
- call drw_spr
- jr next_enemy
+ jr z,ymove_done ;skip y-move
+
+; srl a
+; ld b,a ;b = %0xxx0000 (move stat)
+ ld a,(timer)
+ and %00010000 ;switches 0<>1 every 16 turns
+; add a,b ;a = new move stat
+; add a,a
+; ld b,a ;b = %xxx00000 (new move stat*2)
+
+; dec hl \ dec hl
+; ld a,(hl) ;type
+; and %00011111 ;reset move-type
+; add a,b ;set new move-type
+; ld (hl),a
+; inc hl \ inc hl ;@y
+
+; and %00100000
+ jr z,movedown
+moveup: dec (hl) ;decrease y-pos
+ jr ymove_done
+movedown:
+ inc (hl) ;increase y-pos
+
+ymove_done:
+ dec hl ;@x
+ ld (hl),d ;store new x
+
+ push de ;save registers
+ call drw_spr ;display sprite @ix
+ pop de ;restore (destroyed by drw_spr)
+
+ ld a,$ff ;fire frequency
+ call Random ;random value < a
+ dec a ;fire if 1
+ call z,Enemy_fires ;fires bullet
+ jr next_enemy ;finished
remove_enemy:
- dec hl
- dec hl
-enemy_gone:
- dec hl
+ pop hl
ld (hl),$0000 ;bye bye enemy
-
+ push hl
next_enemy:
pop hl
ld bc,$0004
ld a,(hl)
cp 15
- jr z,enemy_gone ;remove when at last frame
+ jr z,remove_enemy ;remove when at last frame
inc a
ld (hl),a ;next frame
jr next_enemy
Enemies_hit:
ld a,(your_occ)
- or a
+ or a ;0 = you're normal
ret nz
ld de,(x) ;e = X, d = Y
- ld hl,enemies-4
-check_next:
- ld bc,$0004
- add hl,bc
-
- ld a,(hl)
- cp $ff
- ret z ;-1 = no more enemies
+ ld hl,enemies
+ ld b,nrenemies ;check all 20 enemies
+check_collision:
push hl
- cp 1
- jr nz,nocrash ;1 = enemy
+ ld a,(hl)
+ and %00000010
+ jr z,check_next ;2 or 3 = ok
inc hl
inc hl
ld a,(hl) ;check x match
sub e
add a,6
- jp m,nocrash
+ jp m,check_next
cp 12
- jr nc,nocrash
+ jr nc,check_next
inc hl
ld a,(hl) ;check y match
sub d
add a,6
- jp m,nocrash
+ jp m,check_next
cp 12
- jr nc,nocrash
+ jr nc,check_next
dec hl
dec hl
- ld (hl),0 ;explosionFrame 0
+ xor a
+ ld (hl),a ;explosionFrame 0
dec hl
- ld (hl),2 ;set to explode
- call damage_you
+ inc a
+ ld (hl),a ;set to explode
+ call damage_you ;auch!
-nocrash:
+check_next:
pop hl
- jr check_next
+ inc hl
+ inc hl
+ inc hl
+ inc hl
+ djnz check_collision
+ ret
+
+;--------------------------- game over ----------------------------------------
+
+game_over:
+ call _clrLCD ;clear screen
+ ld hl,$0603
+ ld (_curRow),hl ;center
+ ld hl,txt_gameover
+ call _puts ;display "GAME OVER"
+
+ ld hl,lives
+ dec (hl) ;decrease lives
+
+ ld b,$20
+wait2: halt \ halt
+ djnz wait2 ;delay
+ call _getkey ;wait for keypress
+
+;--------------------------- new game -----------------------------------------
+
+New_level:
+ xor a ;a=0
+ ld hl,x ;begin position x=...
+ ld (hl),a ;...=a=0=left
+ inc hl ;y=...
+ ld (hl),24 ;...=24=middle
+ ld (level),a ;reset level nr
+ ld (score),a ;reset score
+ ld hl,level01-3 ;set level pointer to level#1
+ ld (levelp),hl ;reset level pointer
;--------------------------- next level ---------------------------------------
Next_level:
- ld hl,Leveldata+1
- ld (curevent),hl
+ ld hl,level
+ inc (hl) ;increase level nr.
+ ld a,80
+ ld (nextevent),a ;time to first enemy appearance
+
+ ld hl,(levelp) ;level pointer
+ inc hl
+ inc hl
+ inc hl ;update to point to next level
+ ld (levelp),hl ;save
+
+ ld a,(hl) ;load new level-enemy type
+ ld (eventenemy),a ;set level-enemy
+ inc hl
+ ld a,(hl) ;load new appearance-time
+ ld (eventtime),a ;set
+ inc hl
+ ld a,(hl) ;load nr of enemies in this level
+ ld (eventleft),a ;set nr of events left
+
+ xor a
+ ld (timer),a ;reset time
+ ld (your_occ),a ;reset your ship (not exploding)
+
+;--------------------------- setup game ---------------------------------------
+
+game_setup:
+ call _clrLCD ;clear screen
+ ld a,%10111011
+ ld hl,$fc00 ;screen location (top left)
+ ld b,0 ;b = 0 (loop 0-1 = 0FFh = 256 times)
+clearloop2:
+ inc a
+ ld (hl),a ;clear four times (total = 256*4 = 1024 bytes)
+ inc hl
+ ld (hl),a
+ inc hl
+ xor $ff
+ ld (hl),a
+ inc hl
+ ld (hl),a
+ inc hl
+ xor $ff
+ djnz clearloop2 ;repeat 256x
+
+ ld hl,$0703
+ ld (_curRow),hl ;center
+ ld hl,txt_level
+ call _puts ;display "LEVEL "
+
+ ld a,(level)
+ ld l,a
+ ld h,$00
+
+ call UNPACK_HL
+ add a,'0'
+ ld b,a
+ call UNPACK_HL
+ add a,'0'
+ call _putc ;display second digit
+ ld a,b
+ call _putmap ;display first digit
+
+ ld hl,$0904
+ ld (_curRow),hl ;display lives left below level nr
+ ld hl,txt_lives ;bar text: "Lx0"...
+ ld a,(lives) ;lives left
+ add a,'0' ;make value
+ ld (txt_lives+3),a ;add to text
+ call _puts ;display the string
+
+ ld b,$20
+wait: halt \ halt
+ djnz wait ;delay
+ call _getkey ;wait for keypress
+
+ ld ix,spr_icon00 ;display icons
+ ld de,$1802 ;bottom left
+ call drw_spr
+ ld ix,spr_icon00 ;display icons
+ ld de,$2002 ;bottom left
+ call drw_spr
+ ld ix,spr_icon00 ;display icons
+ ld de,$2802 ;bottom left
+ call drw_spr
+ ld ix,spr_icon00 ;display icons
+ ld de,$3002 ;bottom left
+ call drw_spr
+ ld ix,spr_icon00 ;display icons
+ ld de,$3802 ;bottom left
+ call drw_spr
+
+ ld hl,GRAPH_MEM ;from storage (top left)
+ ld de,$fc00+(56*16) ;to screen (top left)
+ ld a,8 ;display height = 64 bytes (minus 8 for bar)
+displayloop3:
+ ld bc,16 ;display width = 16 bytes (16*8bits=256pixels)
+ ldir ;16x de >> hl
+ dec a ;next line
+ jr nz,displayloop3 ;loop 8x
+
+ ld hl,$3a00 ;display Lives
+ ld (_penCol),hl ;bottom left
+ ld hl,savestr+2
+ ld (hl),'L'
+ inc hl
+ ld (hl),'x'
+ inc hl
+
+ ld a,(lives) ;nr of lives in a
+ add a,'0' ;make digit
+ ld (hl),a
+ dec hl \ dec hl
+ call _vputs ;display on screen
+
+ ld hl,$fc00+(16*57) ;56 rows down = eight rows from bottom
+ ld b,16 ;draw 16x (screen width)
+drawline:
+ ld a,%11111111 ;horizontal line mask
+ ld (hl),a ;draw one piece of the divider-line
+ inc hl ;move right (8 pixels = 1 byte)
+ djnz drawline ;repeat (16bytes * 8pixels =128= screen width)
+
+ ;ret
+;--------------------------- exit ---------------------------------------------
+
+exit_game:
ret
;--------------------------- putsprite ----------------------------------------
+;--------------------------- de =(X,Y) ----------------------------------------
offsets_table:
- .db 128,64,32,16,8,4,2,1
+ .db 128,64,32,16,%1000,%0100,%0010,%0001
drw_spr:
- ld a,d
- and 7
- ld hl,offsets_table
- ld c,a
- ld b,0
- add hl,bc
- ld a,(hl)
+ ld a,d ;a = X
+ and %00000111 ;a = X mod 8 = bit nr. to mask
+ ld hl,offsets_table ;pixel mask table
+ ld c,a ;bit nr.
+ ld b,0 ;word
+ add hl,bc ;add to table
+ ld a,(hl) ;a = pixel mask
+ ld (_smc1+1),a ;alter pixel mask
ld (_smc1+1),a
- ld (_smc1+1),a
- ld hl,GRAPH_MEM
- ld a,e
- add a,a
- add a,e
- add a,a
+ ld hl,GRAPH_MEM ;save-location
+ ld a,e ;y-coord
+ add a,a ;y*2
+ add a,a ;y*4
+ add a,a ;y*8
+ ;b=0
rl b
- add a,a
+ add a,a ;y*16 (width of screen)
rl b
- srl d
- srl d
- srl d
- add a,d
- jr nc,_n1
- inc b
-_n1: ld c,a
- add hl,bc
+ srl d ;d/2
+ srl d ;d/4
+ srl d ;d/8 (8 bits in byte) ** c is set when overflow
+ add a,d ;a = (Y*16+X/8) mod 256
+ jr nc,_n1 ;jump if no carry = no overflow = a<=255
+ inc b ;a>255 so increase bc by 256
+_n1: ld c,a ;c = (Y*16+X/8) mod 256
+ add hl,bc ;bc = Y*16+X/8
+ ;optimize tip: reverse hl <-> bc (??)
ld d,(ix)
ld b,(ix+1)
or (hl)
ld (hl),a
ld a,e
-_noplot: rrca
+_noplot:rrca
jr nc,_notedge ;Test if edge of byte reached
inc hl ;Go to next byte
-_notedge:djnz _iloop
+_notedge:
+ djnz _iloop
pop hl ;Restore address
- ld bc,12 ;Go to next line
+ ld bc,16 ;Go to next line
add hl,bc
pop bc ;Restore data
djnz _oloop
ret
+;---------------------- random ------------------------------------------------
+
+Random: ; Creates a random number 0 <= x < A
+ push bc
+ push de
+ push hl
+ ld b,a
+ ld a,r
+ add a,a
+ ld hl,0
+ ld d,0
+ ld e,a
+RMul:
+ add hl,de
+ djnz RMul
+ ld a,h
+ pop hl
+ pop de
+ pop bc
+ ret
+;---------------------- display 5digit number ---------------------------------
_D_HL_DECI:
- push bc
- ld de,up_data+4
- ld b,5
-ldhld: call UNPACK_HL
- add a,'0'
- ld (de),a
- dec de
- djnz ldhld
- ld hl,up_data
- ld b,4
-lis: ld a,(hl)
- cp '0'
- jr nz,dis
- ld (hl),' '
- inc hl
- djnz lis
-dis: ld hl,up_data
- call _puts
- pop bc
- ret
-
-up_data: .db "PAD98",0
+ push bc ;save bc
+ ld de,savestr+4 ;savenr saves number string
+ ld b,5 ;five digits
+ldhld: call UNPACK_HL ;one digit of hl
+ add a,'0' ;make number
+ ld (de),a ;save into savenr
+ dec de ;point to next digit
+ djnz ldhld ;repeat for all digits
+dis: ld hl,savestr
+ call _vputs
+ pop bc
+ ret
+savestr:
+ .db "PAD98",0
+;------------------------------------------------------------------------------
;------------------------------- sprites --------------------------------------
+;------------------------------------------------------------------------------
spr_ship:
- .db 7,7 ;your ship:
- .db %01110000 ; ███
+ .db 9,1 ;ship icon
+ .db %11100000 ; ███
+ .db %11111000 ; █████
+ .db %00111110 ; █████
+ .db %11111001 ; █████ █
+ .db %11111001 ; █████ █
+ .db %11111001 ; █████ █
+ .db %00111110 ; █████
+ .db %11111000 ; █████
+ .db %11100000 ; ███
+
+spr_ship01:
+ .db 7,7 ;ship alpha class
+ .db %01111000 ; ████
.db %11100000 ; ███
.db %11111100 ; ██████
.db %11110010 ; ████ █
.db %11111100 ; ██████
.db %11100000 ; ███
- .db %01110000 ; ███
+ .db %01111000 ; ████
+spr_ship02:
+ .db 7,7 ;ship beta class
+ .db %11000000 ; ██
+ .db %11110000 ; ████
+ .db %01111100 ; █████
+ .db %01110010 ; ███ █
+ .db %01111100 ; █████
+ .db %11110000 ; ████
+ .db %11000000 ; ██
spr_bullet01:
.db 5,3 ;your bullets
- .db %00110000 ; ░▒▓█��
- .db %11111000 ; ░▒▓████��
- .db %00110000 ; ░▒▓█��
+ .db %00110000 ; ░▒▓█��
+ .db %11111000 ; ░▒▓████��
+ .db %00110000 ; ░▒▓█��
spr_bullet02:
.db 5,3 ;your bullets
- .db %11110000 ; ░▒▓███��
- .db %11111000 ; ░▒▓████��
- .db %11110000 ; ░▒▓███��
+ .db %11110000 ; ░▒▓███��
+ .db %11111000 ; ░▒▓████��
+ .db %11110000 ; ░▒▓███��
spr_bullet11:
.db 3,3 ;enemy bullets
- .db %01000000 ; ��▓▒░
- .db %11100000 ; ��██▓▒░
- .db %01000000 ; ��▓▒░
+ .db %01000000 ; ��▓▒░
+ .db %11100000 ; ��██▓▒░
+ .db %01000000 ; ��▓▒░
-spr_enemy01:
- .db 6,6 ;enemy type one
- .db %00111100 ; ████
- .db %01110000 ; ███
- .db %11110000 ; ████
- .db %11110000 ; ████
- .db %01110000 ; ███
- .db %00111100 ; ████
-spr_enemy02:
- .db 6,6 ;enemy type two
- .db %01111100 ; █████
- .db %11110000 ; ████
- .db %10111000 ; █ ███
- .db %10111000 ; █ ███
- .db %11110000 ; ████
- .db %01111100 ; █████
-spr_enemy03:
- .db 6,6 ;enemy type three
- .db %00111000 ; ███
- .db %01111100 ; █████
- .db %11111000 ; █████
- .db %11111000 ; █████
- .db %01111100 ; █████
- .db %00111000 ; ███
-spr_enemy03:
- .db 6,6 ;enemy type three
- .db %00111000 ; ███
- .db %01111100 ; ██
- .db %11111000 ; █████
- .db %11111000 ; █████
- .db %01111100 ; █████
- .db %00111000 ; ███
+;---------------------------------------- explosion -------------------------------------------
spr_explosion:
.db 8,6 ;1
.db %00000000
- .db %00011100
- .db %00111110
- .db %01010110
- .db %00111000
+ .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 %00110000 ; ██
+ .db %01001110 ; █ ▒███
+ .db %10111110 ; █ █████
+ .db %01001111 ; █ ▒████
+ .db %00111000 ; ███
+ .db %00011010 ; ██ █
.db 8,6 ;3
- .db %11110011
- .db %01001110
- .db %10110101
- .db %01000101
- .db %00111110
- .db %11011010
+ .db %10110011 ; █ ██ ██
+ .db %01001110 ; █ ███
+ .db %10110101 ; █ ██▒█▒█
+ .db %01000101 ; █ ▒█▒█
+ .db %00111110 ; █████
+ .db %11011010 ; ██ ██ █
.db 8,6 ;4
- .db %11110010
- .db %01001110
- .db %10110101
- .db %01000101
- .db %00111110
- .db %01011010
+ .db %00101010 ; ▒ █▒█ █▒
+ .db %01000110 ; █ ▒██
+ .db %10110101 ; █ ██ █ █
+ .db %01100110 ; ██ ██▒
+ .db %00111100 ; ████▒
+ .db %01011001 ; ▒█ ██ ▒█
.db 8,6 ;5
- .db %01000001
- .db %00100110
- .db %00010101
- .db %01000100
- .db %00010010
- .db %10011010
+ .db %01000001 ; █▒ ▒ ▒█
+ .db %00100101 ; ▒█ █▒█
+ .db %00010100 ; â–’ â–’â–ˆ â–ˆ â–’
+ .db %01000100 ; █▒ █
+ .db %00010010 ; ▒█▒▒█
+ .db %10011010 ; █▒ ██ █▒
.db 8,6 ;6
- .db %01000100
- .db %00100000
- .db %00000001
- .db %01000100
- .db %00100010
- .db %10001000
+ .db %01000100 ; â–ˆ â–ˆ â–’
+ .db %00100000 ; â–’â–ˆ â–’ â–’
+ .db %00000001 ; â–’ â–’ â–ˆ
+ .db %01000100 ; â–ˆ â–ˆ
+ .db %00100010 ; █▒ █
+ .db %01001000 ; â–’â–ˆ â–’â–ˆ â–’
.db 8,6 ;7
- .db %00001000
- .db %11000010
- .db %00000000
- .db %00100000
- .db %00000001
- .db %00110000
+ .db %00001000 ; ▒ █▒
+ .db %11000010 ; ██ ▒ █
+ .db %00000000 ; â–’
+ .db %00100000 ; â–’â–ˆ â–’
+ .db %00000001 ; â–’ â–’â–ˆ
+ .db %00110000 ; ▒██▒
.db 8,6 ;8
- .db %00000100
- .db %00000000
- .db %01000000
- .db %00000000
- .db %00000001
- .db %00100100
-
-;---------------------------- enemy types -------------------------------------
-
-enemy01: .db %00000000,$ff,$ff ;$hits $fire frequency
-enemy02: .db %00000100,$ff,$ff
-enemy03: .db %00001000,$ff,$ff
-
-;---------------------------- level data --------------------------------------
-
-Leveldata:
- .db $01,$01,$40 ;$time (ff=end) $type $y-pos
- .db $10,$00,$30
- .db $10,$02,$20
- .db $40,$01,$10
- .db $01,$00,$44
- .db $15,$01,$31
- .db $04,$02,$38
- .db $05,$00,$40
- .db $03,$00,$2f
- .db $04,$00,$3a
- .db $12,$00,$10
- .db $10,$00,$18
- .db $0e,$00,$20
- .db $0c,$00,$28
- .db $0a,$00,$30
- .db $08,$00,$38
- .db $06,$00,$40
- .db $04,$00,$48
- .db $2a,$00,$20
- .db $ff,$ff,$ff
+ .db %00000100 ; â–’â–ˆ
+ .db %00000000 ; â–’â–’ â–’
+ .db %01000000 ; â–ˆ
+ .db %00000000 ; â–’
+ .db %00000010 ; █▒
+ .db %00100100 ; █▒ █
+
+;--------------------------------------- bar -----------------------------------
+
+spr_icon00:
+ .db 8,7
+ .db %10101010 ; â–ˆ â–ˆ â–ˆ â–ˆ
+ .db %11010101 ; ██ █ █ █
+ .db %10101010 ; â–ˆ â–ˆ â–ˆ â–ˆ
+ .db %11010101 ; ██ █ █ █
+ .db %10101010 ; â–ˆ â–ˆ â–ˆ â–ˆ
+ .db %11010101 ; ██ █ █ █
+ .db %10101010 ; â–ˆ â–ˆ â–ˆ â–ˆ
+spr_icon01:
+ .db 8,7
+ .db %10000000 ; â–ˆ.......
+ .db %10000000 ; â–ˆ
+ .db %10000000 ; â–ˆ
+ .db %10000000 ; â–ˆ
+ .db %10000000 ; â–ˆ
+ .db %10000000 ; â–ˆ
+ .db %10000000 ; â–ˆ
+spr_icon02:
+ .db 8,7
+ .db %10000000 ; â–ˆ
+ .db %10000000 ; â–ˆ
+ .db %10000000 ; â–ˆ
+ .db %10000000 ; â–ˆ
+ .db %10000000 ; â–ˆ
+ .db %10000000 ; â–ˆ
+ .db %10000000 ; â–ˆ
;---------------------------- texts -------------------------------------------
-title_message:
- .db "* * NEMESIS * *",0
+txt_about: .db "v0.6.825 ","by Shiar "
+ .db "(ICQ#43840958)",0
+txt_1player: .db "1 PLAYER",0
+txt_2players: .db "2 PLAYERS",0
+txt_level: .db "LEVEL ",0
+txt_gameover: .db "GAME OVER!",0
+txt_lives: .db "Lx0?",0
;---------------------------- save data ---------------------------------------
stored_data_start:
-level .dw $0000 ;level number
-background .db %00000001 ;level background
-timer .dw $0000
-curevent .dw Leveldata+1 ;next event
-nextevent .db (Leveldata) ;time to next event
+timer .db $00 ;frame counter
+level .db $00 ;level number
+levelp .dw level01 ;pointer to level data
+
+eventenemy .db $02 ;enemy type
+eventtime .db $15 ;enemy frequency
+eventleft .db $00 ;nr. of enemies still to come
+nextevent .db $50 ;time to next event
score .dw $0000
-your_occ .db $00 ;0=normal 1=exploding 2=gone
+your_occ .db $00 ;0=normal 1..16=exploding
lives .dw $0003 ;unused
x .db $16 ;x-pos
y .db $46 ;think about it..
hp .db $00 ;hitpoints left
-your_status .db $00,$00 ;unused
ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
+nrenemies = 20
enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
.dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
.dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
.dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
- .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
-; 0011 2233 >> 0=occupation (and %00000011: 0=no enemy 1=normal 2=exploding)
-; 1=frame/ship 2=x 3=y
-variables_end:
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+
+; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
+; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y)
-stored_data_end:
+;---------------------------- enemy data --------------------------------------
+sprites:
+ .db $00
+ .db spr_enemy02-spr_enemy01
+ .db spr_enemy03-spr_enemy01
+ .db spr_enemy04-spr_enemy01
+ .db spr_enemy05-spr_enemy01
+
+spr_enemy01:
+ .db 6,6 ;enemy type one
+ .db %00111100 ; ████
+ .db %01110000 ; ███
+ .db %11110000 ; ████
+ .db %11110000 ; ████
+ .db %01110000 ; ███
+ .db %00111100 ; ████
+spr_enemy02:
+ .db 8,7 ;enemy type two
+ .db %00111111 ; █████
+ .db %01111000 ; ████
+ .db %11111100 ; ██████
+ .db %11111110 ; ███████
+ .db %11111100 ; ██████
+ .db %01111000 ; ████
+ .db %00111111 ; █████
+spr_enemy03:
+ .db 6,6 ;enemy type three
+ .db %01111100 ; █████
+ .db %11110000 ; ████
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %11110000 ; ████
+ .db %01111100 ; █████
+spr_enemy04:
+ .db 6,6 ;enemy type four
+ .db %00111000 ; ███
+ .db %01111100 ; █████
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %01111100 ; █████
+ .db %00111000 ; ███
+spr_enemy05:
+ .db 7,6 ;enemy type four
+ .db %00011110 ; ████
+ .db %01111110 ; ██████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111110 ; ██████
+ .db %00011110 ; ████
+
+enemy01: ;HP:1 move:- fire:-
+ .db %00000010,%00000000 ;first two enemy bytes
+enemy02: ;HP:1 move:1 fire:1.5%
+ .db %00000010,%00000001
+enemy03: ;HP:2 move:- fire:3%
+ .db %00000110,%00000010
+enemy04: ;HP:5 move:- fire:6%
+ .db %00010010,%00000011
+enemy05: ;HP:10 move:- fire:25%
+ .db %00100111,%00000100
+
+;----------------------------- level info -------------------------------------
+
+level01:
+ .db $00,$15,$30 ;enemy nr ; enemy frequency ; next lvl
+level02:
+ .db $01,$11,$4c
+level03:
+ .db $02,$19,$40
+level04:
+ .db $03,$0f,$50
+level05:
+ .db $04,$2e,$3e
+
+;----------------------------- logo -------------------------------------------
+
+logo_nemesis:
+.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000
+.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000
+.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000
+.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000
+.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001
+
+;----------------------------- end --------------------------------------------
.end
+.end
+;----------------------------- NEMESIS'86 by Shiar ----------------------------
+;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS
+;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.6.825
+;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · 20.IIX.99
+;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only
+;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2077 bytes on calc
+;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR
+;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958
+;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar@wishmail.net
+;Homepage · · · · · · · · · · · · · · · · · · coming soon (www.wish.net/~shiar)
-;NEMESIS'86 by Shiar
+;Beta: yes · · still to come: lives, armor, powerups, more levels, enemies...
+;Sound: no · · · · · · · · · · · · don't know if i'll make sounds... we'll see
+;Fun: yes · · · · · although not yet finished, the game is playable: 5 levels
+;Bugs: yes crashes after death; press <EXIT> at GameOver-screen. Send me more
+;Source: no · · · · · · · · not yet, will be released when Nemesis is finished
+;----------------------------- version history --------------------------------
;0.01.717 -- 17.VII.99 -- size 984
;
;
; 0.1.718 -- 18.VII.99 -- size 907
;
-; * no crash when level restarts for the third time
+; # no crash when level restarts for the third time
; * exit-procedure updated, unnecessary stuff/keychecks removed
; * alot of unused code removed
; + different types of enemies (just look different)
; + some enemies can take multiple hits (differs per class)
; + all enemies fire bullets at random
; + if you're hit by bullet/enemy, you'll lose one hitpoint
+;
+; 0.4.720 -- 20.VII.99 -- size 1481
+;
+; # collision detection fixed and optimized (much faster now!)
+; + shell-icon added (YAS type)
+; * code optimizations, some data "compression"
+; * explosion looks better, and some vars removed/smaller
+; # enemies are removed when at left side (instead of becoming invisible)
+; + displays level number before each level begins
+;
+; 0.5.725 -- 25.VII.99 -- size 1778
+;
+; * waits a sec at level display (in case of accidental keypress)
+; * moving enemies (move up&down)
+; # bullets removed correctly so they can be used again later
+; * first level made
+; # enemy weaponfire is fired from correct positions
+; + your ship explodes on impact with ships/bullets
+; * game over screen will be displayed just *after* your ship's gone
+; + frame counter onscreen
+;
+; 0.6.820 -- 20.IIX.99 -- size 2152 (2077 on calc)
+;
+; * play field increased to full screen instead of 3/4
+; + bottom eight lines used for score (etc) display
+; - no more solid levels, enemies are placed at random
+; + enemies appear every x turns (depends on level)
+; # fixed bullets so they don't disappear at 3/4 of the screen
+; * A LOT of optimizations both in speed and size!!
+; + enemy type, frequency, and number specified per level
+; + bottom score bar displays score, lives and icons (to be used later)
+; * smarter enemy handling (so enemies have different sizes)
+; + bottom bar divided from playing field by a horizontal line
+; + five levels (and five enemies) made
+; # game vars reset at start and game over
+; + NEMESIS LOGO displayed at startup!! (also, program grew 350bytes ):
+; + version/credits string displayed below logo: v0.6.820 by shiar (ICQ#)
+;
+; 0.6.825 -- 25.IIX.99 -- size 2160 (2085 on calc)
+;
+; # pointer to fifth ship corrected (ships in level 5 weren't displayed)
+; # calc doesn't crash anymore when game is continued after game over!!
+; + lives are decreased when ship is destroyed
+; # last eight pixels of divider line are shown correctly now
+; + added - removed * changed # bug fixed