- .include "asm86.h"
- .include "ti86asm.inc"
- .include "ti86abs.inc"
+;------------------------------------------------------------------------------
+;---------------------- NEMESIS -----------------------------------------------
+;------------------------------------------------------------------------------
+; >>> NEMESIS <<< Version 0.96 BETA by SHIAR
+; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+; Title : Nemesis
+; Version : 0.96
+; Release Date : 30.X.99
+; Filename : nemesis.86p (4836) nemesis0.86p (888)
+; Author(s) : Shiar
+; Email Address : shiar0@hotmail.com
+; ICQ ; #43840958
+; Web Page : come.to/shiar
+; Description : cool arcade-shoot-em-up-game (release 12/99)
+; Where to get this game : www.ticalc.org
+; Other games by author : N/A
+
+; ABOUT: This source should only be used for learning practises, do not
+; alter it, and certainly do not distribute an altered version!!
+; NOTE: &&& marks uncertainties or things to optimize
+
+;---------------------- nemesis.z80 start -------------------------------------
+
+#include "asm86.h"
+#include "ti86asm.inc" ;standard ti86 romcalls
+#include "ti86abs.inc" ;used to save hiscores and so
.org _asm_exec_ram
- nop
- jp Start
- .dw $0000
- .dw Title
-Title: .db "Nemesis v0.3.719 by Shiar",0
-Start:
- jr init
-
-just_fired = $c0f9 ;byte
-temp1 = $c100 ;word
-
-;-------------------- init ----------------------------------------------------
-
-init:
- call _runindicoff
+#define cal call ;just to make it harder for you to understand
+#define psh push ; ^:D
+#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero
+
+TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0
+_clrWindow = $4a86 ;a new procedure from AsmStudio86 inc. files
+_ex_ahl_bde = $45f3
+_shracc = $4383
+_dispahl = $4a33
+_asapvar = $d6fc
+
+storepos = _asm_exec_ram+6000 ;120 OF 165
+storepos2 = _asm_exec_ram+6200 ;141 OF 167
+exlevel = _asm_exec_ram+6400 ;784+OF 2.7kb
+
+XLlevelsdata = exlevel+8 ;size: upto 1016 bytes
+XLweapondata = exlevel+1024 ;size: always 64 byte
+XLenemytable = exlevel+1088 ;size: always 16 byt
+XLenemyinfos = exlevel+1104 ;size: always 64 by
+XLsprenemies = exlevel+1168 ;size: like 128 b (upto 1kb)
+
+;---------------------- in-game vars ------------------------------------------
+
+temp1 = storepos ;+0+1 ;temp (2 bytes) bullet
+
+just_fired = storepos+2 ; +2 ;counts how long a blast lasts
+curline = storepos+2 ; +2 ;used to display SFX
+menuitem = storepos+2 ; +2 ;used to store menu location
+hiscorepos = storepos+2 ; +2
+RanPos = storepos+3 ; +3 ;used for making random values
+timer = storepos+4 ; +4 ;frame counter
+ ;--------YOU
+x = storepos+5 ; +5 ;your ship's position
+y = x+1 ; +6 ;your y-pos
+firex = y+1 ; +7 ;(1 byte)
+firey = firex+1 ; +8 ;(1 byte)
+ ; **
+ ;--------LEVEL
+eventtime = storepos+10 ;+10 ;enemy frequency
+eventleft = eventtime+1 ;+11 ;nr. of enemies still to come
+nextevent = eventleft+1 ;+12 ;time to next event
+level_enemy = nextevent+1 ;+13 ;enemy type
+level_info = level_enemy+1 ;+14 ;info (see below)
+level_move = level_info+1 ;+15 ;=
+level_fire = level_move+1 ;+16
+ ; **
+ ;--------OBJECTS
+spacespace = storepos+19 ;+19
+groundinfo = spacespace+1 ;+20
+groundpos = groundinfo+1 ;+21 $10
+ceilingpos = groundpos+16 ;+37 $10
+ ; ^^ ;--------STARS
+stars1 = ceilingpos+16 ;+53
+stars2 = stars1+1 ;+54
+nrstars1 = 7
+starx1 = storepos+55 ;+55
+nrstars2 = 7
+starx2 = starx1+(nrstars1*2) ;+69
+ ; ^^ ;--------MULTIPLES
+mx = starx2+(nrstars2*2) ;+83 ;position of multiple#1
+my = mx+1 ;+84 ;multiple y-pos
+m2x = my+1 ;+85
+m2y = m2x+1 ;+86
+your_locpos = m2y+1 ;+87 ;position in your_prevpos tabl
+your_prevpos = your_locpos+1 ;+88 ;save previous positions (32d)
+
+;^-----------------------------------<1 ;-120=$78
+
+nrenemies = 10 ;max. nr of enemies
+enemysize = 7
+enemies = storepos2 ; +0 ;info about each enemy (6byt)
+
+nrybuls = 10
+ybullets = enemies+(nrenemies*6) ;+80 ;60 bytes = 20(state,x,y)
+nrebuls = 10
+ebullets = ybullets+(nrybuls*3) ;+110 ;30 bytes = 10(state,x,y)
+
+ybuls = ebullets+(nrebuls*3) ;+140
+
+;^-----------------------------------<2 ;-141=$8D
+;level_info:
+; [0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
+;enemies:
+; [HP] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)]
+; [ship type or explosion frame] [x] [y] [move] [fire]
+
+;---------------------- introduction ------------------------------------------
+
+ nop ;hello yas/ase/rascall/whathever
+ jp init ;here's the program, but first: a description
+ .dw $0001 ;description type 2 (description + YASicon)
+ .dw Title ;pointer to description (all shells)
+ .dw Icon ;pointer to YAS icon
+
+Title: .db "Nemesis v0.96 by Shiar",0
+
+Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes
+ .db %11100000 ; ███
+ .db %01111000 ; ████
+ .db %00111110 ; █████
+ .db %01111001 ; ████ █
+ .db %00111110 ; █████
+ .db %01111000 ; ████
+ .db %11100000 ; ███ ;recommend 80x50 screen mode
+ .DB 0 ;clear stupid YAS-line
+
+;---------------------- init --------------------------------------------------
+
+level_name: .db 8,"nemesis0"
+
+StartFix:
+ im 1
+ ld hl,$D400
+ ld de,$D401
+ ld bc,$0100
+ ld (hl),$D3
+ ldir
+ ld hl,int_handler
+ ld de,$D3D3
+ ld bc,int_end-int_handler
+ ldir
+ ld a,$D4
+ ld i,a
+ im 2
+ ret
-;-------------------- main menu -----------------------------------------------
+int_handler:
+ ex af,af'
+ in a,($03)
+ bit 3,a
+ jp z,$0039
+ res 0,a
+ out ($03),a
+ jp $0039
+int_end:
+
+init: cal BUSY_OFF ;turns the run-indicator off, obviously
+ cal _clrScrn ;clean the screen
+
+Loadlevel:
+ ld hl,level_name-1 ;find own variable
+ rst 20h ;cal _ABS_MOV10TOOP1
+ rst 10h ;cal _FINDSYM
+ ret c ;not found? who cares...
+
+ cal _ex_ahl_bde
+ cal _SET_ABS_SRC_ADDR
+ xor a
+ ld hl,exlevel
+ cal _SET_ABS_DEST_ADDR
+ ld hl,4+4
+ cal _SET_MM_NUM_BYTES
+ cal _mm_ldir
- jp play_game
+ ld hl,(exlevel+4+2)
+ cal _SET_MM_NUM_BYTES
+ cal _mm_ldir
-;-------------------- exit ----------------------------------------------------
+ xor a
+ ld hl,XLweapondata
+ cal _SET_ABS_DEST_ADDR
+ ld hl,272
+ cal _SET_MM_NUM_BYTES
+ cal _mm_ldir ;save done (cal \ ret)
+
+setup: xor a ;<ld a,0>: reset:
+ ld (iy+13),a ;don't affect TEXT_MEM and don't scroll screen
+ ld (_asapvar+1),a ;Asm( thinks it's the first time it runs Nems.
+ cal StartFix
+setcontrast:
+ ld a,(CONTRAST) ;load current contrast level
+ cp $1f ;if already at maximum...
+ jr z,skipdarken ;...then skip level increase
+ inc a ;otherwise increase contrast level
+skipdarken:
+ out (2),a ;set it
+
+;---------------------- main menu ---------------------------------------------
+
+LogoPut:
+ xor a ;white bitmask (a=0)
+ ld b,16 ;one line
+ ld hl,logo_nemesis ;from...
+ ld de,VIDEO_MEM+16 ;...to one line from top
+AboveLogo:
+ ld (de),a ;clear/n byte
+ inc de ;next
+ dnz AboveLogo ;repeat for the first line
+
+ ld bc,16*19 ;logo size
+ ldir ;display one line of logo
+
+; ld hl,GRAPH_MEM ;cleared line
+; ld bc,16 ;size=one line
+; ldir ;also clear one line below the logo
+
+; ld a,-1 ;first line is -1+1=0
+; ld b,21 ;with first 21 lines:
+; cal DoSFX ;do special effect &&&skip
+
+ ld hl,VIDEO_MEM+(16*$39)+4 ;$39 rows down, 4 cols right (4*8=$20)
+ ld b,8 ;draw 8x one byte = 8*8 = 64 pixels wide
+ ld a,%11111111 ;horizontal line mask
+underline:
+ ld (hl),a ;draw one piece of the divider-line
+ inc hl ;move right (8 pixels = 1 byte)
+ dnz underline ;repeat
+
+ set 3,(iy+5) ;set white on black
+ ld hl,$3320 ;near the bottom of the screen
+ ld (_penCol),hl
+ ld hl,txt_about ;display version and author (yes, that's me!)
+ cal _vputs ;useful procedure if you want to display somtn
+ res 3,(iy+5) ;return to default black on white
+
+ ld hl,$3a1e ;below previous stuff
+ ld (_penCol),hl
+ ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!!
+ cal _vputs ;VERY important, so display in small font ?:}
+
+dispmenu:
+ ld de,$0304
+ ld (_curRow),de
+ ld hl,txt_menu1
+ cal _puts
+ ld de,$0305
+ ld (_curRow),de
+ ld hl,txt_menu2
+ cal _puts
-exit_game:
+ xor a
+ ld (menuitem),a
+
+menuloop:
+ ld a,(menuitem)
+ ld h,$01
+ add a,4
+ ld l,a
+
+ ld a,5
+ ld (_curRow),hl
+ cal _putc
+
+ ld a,(menuitem)
+ ld h,$01
+ sub 5
+ neg
+ ld l,a
+
+ ld a,32
+ ld (_curRow),hl
+ cal _putc
+
+ halt \ halt \ halt \ halt
+
+ cal GET_KEY ;wait for keypress
+ cp K_UP
+ jr z,menuchange
+ cp K_DOWN
+ jr z,menuchange
+ cp K_EXIT
+ jp z,game_over_nopop
+ ld hl,_invert
+ cp K_F1
+ cal z,undo_invert
+ cp K_F2
+ cal z,do_invert
+ cp K_ENTER
+ jr nz,menuloop
+
+ ld a,(menuitem)
+ dec a
+ jr nz,startnewgame
+ cal Continue_game
+ jr game_main_loop
+
+startnewgame:
+ cal New_game
+ jr game_main_loop
+
+menuchange:
+ ld a,(menuitem)
+ xor 1
+ ld (menuitem),a
+ jr menuloop
+
+do_invert:
+ ld (hl),$EE
+ ret
+undo_invert
+ ld (hl),$E6
ret
-;----------------------- game setup -------------------------------------------
+;------------------------------------------------------------------------------
+;---------------------- game loop ---------------------------------------------
+;------------------------------------------------------------------------------
-play_game:
- ld hl,stored_data_start
- ld bc,variables_end-stored_data_start-1
+game_main_loop: ;REPEATS FROM HERE EVERY FRAME
+ ld hl,timer ;update time
+ inc (hl) ;increase by 1
+ ld b,(hl) ;new time, save for rand# upd. (no flag change)
+ jr nz,updaterandom ;continue when new time <> 0
+ ld hl,1 ;once every 256 frames, increase score by 1
+ cal scoreInc ;do it
+
+updaterandom:
+ ld hl,RanPos ;random counter
+ ld a,r ;add r register to randomize
+ add a,(hl) ;add previous random value
+ add a,b ;even more random by adding timer
+ ld (hl),a ;save even more random value back
-;---------------------- display setup ----------------------------------------
+Clear_screen:
+ ld hl,GRAPH_MEM ;move from (hl) = top left
+ ld (hl),$00 ;first pixel will be copied all over the screen
+ ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen
+ ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar)
+ ldir ;clear!
+
+ ld a,(timer)
+ and %11
+ jr z,movestarsdone ;don't move stars once every 4 frames
+
+ cal movestars1 ;move the stars on the FRONT layer
+ cal movestars2 ;move the distant stars
+
+movestarsdone:
+ ld a,(stars1) ;star positions (the missing byte...)
+ ld b,nrstars1 ;how many stars? now we know.
+ ld hl,starx1 ;points to the position of the stars
+ cal DisplayStars ;display front layer stars
+
+ ld a,(stars2) ;weren't you paying attention five lines ago?
+ ld b,nrstars2 ;that many?! whow!
+ ld hl,starx2 ;and there they are
+ cal DisplayStars ;use the same procedure to display back layer
+
+ ld a,(level_info) ;level info
+ and %00000110 ;isolate ground&ceiling
+ jr z,game_stuff ;both non-present
+ and %00000010 ;bit representing the presence of any ceiling
+ cal nz,Handle_ceiling ;scroll the ceiling (if any)
+ cal Handle_ground ;scroll the ground
-set_up_display:
- call _clrLCD
+game_stuff:
+ ld a,(your_occ) ;are you 100% OK?
+ or a ;a=0??
+ jr nz,_gamestuff1 ;then don't check for movements/fires/...
+
+ ld a,(level_info) ;the same level info
+ and %00000110 ;isolate ground&ceiling again
+ jr z,check_keys ;no ceiling nor ground
+ and %00000010 ;this bit will tell us if there is a ceiling
+ cal nz,CheckCeiling ;if there is, check it
+ cal CheckGround ;check for collision with the ground
+
+check_keys:
+ cal GET_KEY
+ cp K_GRAPH
+ cal z,Teacher
+
+ ld a,%00111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
+ out (1),a ;ask for them
+ nop \ nop ;delay 8 clocks
+ in a,(1) ;get zem!
- ld hl,in_game_text
- ld b,3
-l11: ld a,(hl)
- ld (_curCol),a
- inc hl
+check_exitkey:
+ bit 6,a ;test bit 6 = exit-key = EXIT
+ jp z,game_over_nopop ;<exit> pressed, so be it
+check_morekey: ;another unused label... poor compiler
+ bit 7,a ;test bit 7 = more-key = PAUSE
+ cal z,Pause ;yes, go to pause
+
+check_firekey:
+ bit 5,a ;test bit 5 = 2nd-key = FIRE
+ ld hl,check_selkey ;where to continue after executing Fire_bullet
+ psh hl ;push hl on stack (instead of cal Fire_bullet)
+ jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..)
+ pop hl ;no cal to Fire_bullet made, so pop stack
+ ld hl,just_fired ;no:
+ ld (hl),0 ;reset just_fired
+
+check_selkey:
+ ld a,%01011111 ;look at first column of keys (ALPHA to STO)
+ out (1),a ;gimme
+ nop \ nop ;what's taking you so long
+ in a,(1) ;at last... our precious keyzzz...
+ ;old: <bit 7,a \ cal z,select> now see this:
+ 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
+
+_gamestuff1:
+ cal Handle_Ship ;move you
+ cal Handle_bullets ;move your bullets
+ cal Handle_torp ;move your torpedo
+
+ cal Handle_enemies ;move enemies
+ cal Enemy_bullets ;move enemy bullets
+
+ cal Level_event ;insert enemies
+ cal Display_Screen ;display all
+ halt ;delay
+
+ jp game_main_loop ;LOOP^^^^^^^^^^^^^
+
+;--------------------------- ground -------------------------------------------
+
+Handle_ground:
+ ld a,(timer)
+ and %111 ;once every 8 frames
+ jr nz,Display_ground ;otherwise skip the scroll
+ ld bc,15 ;scroll all 16 bytes minus one (teh new byte)
+ ld hl,groundpos+1 ;from..
+ ld de,groundpos ;to (one byte to the left)
+ ldir ;LoaDIncreaseRepeat = scroll!
+
+ ld a,(groundinfo) ;what kind of ground
+ dec a ;type 1:
+ jr z,ground_tunnel ;tunnel effect
+ jr ground_boring
+
+ground_tunnel:
+ ld a,(groundpos+14)
+ ld (groundpos+15),a
+ ld hl,spacespace
+
+ ld a,(RanPos)
+ ld b,a
+ bit 1,a
+ jr z,ground_previous
+ bit 2,a
+ jr z,gtunneldown
+gtunnelup:
ld a,(hl)
- ld (_curRow),a
- inc hl
- 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
-
-;------------------------------------------------------------------------------
-;-------------------------- game loop -----------------------------------------
-;------------------------------------------------------------------------------
-
-game_main_loop:
- ld hl,timer ;update time
+ or a
+ jr z,ground_previous ;a>=0 (a=0 actually)
inc (hl)
+ ld a,(groundpos+15)
+ inc a
+ jr newground
+gtunneldown:
+ ld a,(groundpos+15)
+ dec a
+ jr z,ground_previous
+ dec (hl)
+ jr newground
+
+ground_previous:
+ ld a,(groundpos+14) ;type 1
+ jr newground
+ground_boring:
+ ld a,(groundpos) ;type 0
+newground:
+ ld (groundpos+15),a ;save new byte on the right
+ ld a,(hl)
+ cp -25
+ jr nc,Display_ground
+ ld a,b
+ and %1
+ ld b,0
+ jr nz,gtunnelup
+
+Display_ground:
+ ld b,16 ;screen width
+ ld de,groundpos-1 ;height of current byte (previous actually)
+ psh de ;use later
+ ld hl,GRAPH_MEM+(56*16)-1 ;screen position
+ psh hl
+
+groundloopright:
+ ld c,b ;push b for groundloopup
+ pop hl \ inc hl ;get screen position and go one right
+ pop de \ inc de ;get height info and set to the next byte
+ psh de \ psh hl ;save these for the next time
+ ld a,(de) ;height of current byte
+ ld b,a ;save in b
+
+ ld de,16 ;to substract to go one line up
+ ld a,%11111111 ;bitmask black
+ or a
+groundloopup:
+ ld (hl),a ;display black byte
+ sbc hl,de ;go up (sbc must be used for 16-bit sub)
+ dnz groundloopup ;and loop >groundpos< times
+
+ ld b,c ;pop b used by groundloopup
+ dnz groundloopright ;loop right for entire screen (16x)
+ pop hl \ pop hl ;restore stack
+ ret
-Clear_screen:
- xor a
- ld hl,GRAPH_MEM+(16*12)
+CheckGround: ;check for collision with the ground
+ ld a,(x)
+ srl a
+ srl a
+ srl a
+ inc a
+ ld l,a
+ ld h,0
+ ld de,groundpos
+ add hl,de
+ ld a,(y)
+ sub 57-7
+ neg
+ cp (hl)
+ ret nc
+ ld b,5
+ jp damage_you
+
+;--------------------------- ceiling ------------------------------------------
+
+Handle_ceiling:
+ ld a,(timer)
+ and %111 ;once every 8 frames
+ jr nz,Display_ceiling ;otherwise skip the scroll
+ ld bc,15 ;scroll all 15 bytes (16th is new position)
+ ld hl,ceilingpos+1 ;from..
+ ld de,ceilingpos ;to (one byte to the left)
+ ld a,(de) ;load byte on left (will be lost after scroll)
+ ldir ;LoaDIncreaseRepeat = scroll!
+
+ ld a,(groundinfo) ;what kind of ceiling
+ dec a ;type 1:
+ jr z,ceiling_tunnel ;tunnel effect
+ jr ceiling_boring
+
+ceiling_tunnel:
+ ld a,(ceilingpos+14)
+ ld (ceilingpos+15),a
+ ld hl,spacespace
+
+ ld a,(RanPos)
ld b,a
- ld a,(background)
-clearloop:
- ld (hl),a
- inc hl
- ld (hl),a
- inc hl
- ld (hl),a
- inc hl
- djnz clearloop
+ bit 4,a
+ jr z,ceiling_previous
+ bit 5,a
+ jr z,ctunnelup
+ctunneldown:
+ ld a,(hl)
+ or a
+ jr z,ceiling_previous
+ inc (hl)
+ ld a,(ceilingpos+15)
+ inc a
+ jr newceiling
+ctunnelup:
+ ld a,(ceilingpos+15)
+ dec a
+ jr z,ceiling_previous
+ dec (hl)
+ jr newceiling
+
+ceiling_previous:
+ ld a,(ceilingpos+14) ;type 1
+ jr newceiling
+ceiling_boring:
+ ld a,(ceilingpos) ;type 0
+newceiling:
+ ld (ceilingpos+15),a ;save the new byte
+ ld a,(hl)
+ cp -25
+ jr nc,Display_ceiling
+ ld a,b
+ and %1
+ ld b,0
+ jr nz,ctunneldown
+
+Display_ceiling:
+ ld b,16 ;screen width
+ ld de,ceilingpos-1 ;height of current byte
+ psh de ;use later
+ ld hl,GRAPH_MEM-17 ;screen position
+ psh hl
+
+ceilingloopright:
+ ld c,b ;push b for groundloopup
+ pop hl \ inc hl ;get screen position and go one right
+ pop de \ inc de ;get height info and set to the next byte
+ psh de \ psh hl ;save these for the next time
+ ld a,(de) ;height of current byte
+ ld b,a ;save in b
+
+ ld de,16 ;to substract to go one line up
+ ld a,%11111111 ;bitmask black
+ or a
+ceilingloopdown:
+ ld (hl),a ;display black byte
+ add hl,de ;go down
+ dnz ceilingloopdown ;and loop >groundpos< times
+
+ ld b,c ;pop b used by groundloopup
+ dnz ceilingloopright ;loop right for entire screen (16x)
+ pop hl \ pop hl ;restore stack
+ ret
-check_exitkey:
- ld a,%00111111 ;<exit> pressed?
- out (1),a
- nop
- nop
- in a,(1)
- bit 6,a
- jr z,quit ;yes: quit game
+CheckCeiling: ;check for collision with the ground
+ ld a,(x) ;your x
+ srl a ;x/2
+ srl a ;x/4
+ srl a ;x/8 (current ceiling-byte)
+ inc a ;correction
+
+ ld l,a ;hl = a
+ ld h,0 ;"
+ ld de,ceilingpos ;first ceiling-byte
+ add hl,de ;current ceiling-byte
+ ld a,(y) ;your y-pos
+ inc a
+ cp (hl) ;compare with ceiling
+ ret nc ;carry if ceiling is above you
+ ld b,5
+ jp damage_you ;otherwise you don't wanna be in that ship
-game_stuff:
- 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 Enemies_hit ;check for collision with enemies
+;--------------------------- move stars ---------------------------------------
- call Display_Screen ;display all
- halt \ halt \ halt ;delay
- jr game_main_loop ;loop
+DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars#
+ ld e,(hl)
+ inc hl
+ ld d,(hl)
+ ld (de),a
+ inc hl
+ dnz DisplayStars
+ ret ;let's comment this: returns
+
+movestars2:
+ ld ix,starx2
+ ld a,(stars2)
+ rlca
+ ld (stars2),a
+ ret nc
+ ld b,nrstars2
+ jr movestars_loop
+
+movestars1:
+ ld ix,starx1
+ ld a,(timer)
+ rra
+ ld a,(stars1)
+ ret c
+ rlca
+ ld (stars1),a
+ ret nc
+ ld b,nrstars1
+
+movestars_loop:
+ ld h,(ix+1)
+ ld l,(ix)
+ dec hl
-quit: ret
+ ld a,l
+ and %00001111
+ cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1
+ jr nz,newstarok
+ cal Random5016
+
+newstarok:
+ ld (ix),l
+ ld (ix+1),h
+ inc ix \ inc ix
+ dnz movestars_loop
+ ret ;for stupid people, here's another comment...
+
+;--------------------------- pause --------------------------------------------
+
+Pause:
+ ld hl,$0200 ;top left
+ ld (_curRow),hl
+ ld hl,txt_pressenter ;"Enter to continue"
+ cal _puts ;display message
+pause:
+ cal _getkey ;enter low-power mode and wait for key
+ cp kEnter ;keypressed = enter?
+ jr nz,pause ;no, wait some more
+ ret ;continue
+
+;--------------------------- teacher ------------------------------------------
+
+Teacher:
+ ld (iy+12),5 ;enable flashing cursor
+ cal _clrScrn
+ cal _homeup ;top left
+ ld hl,txt_teacher
+ cal _puts ;display message
+
+teacherloop:
+ cal _getkey ;enter low-power mode and wait for key
+ cp kEnter ;enter pressed?
+ jr z,teacherans
+ cp kGrMenu ;keypressed = graph?
+ jr nz,teacherloop ;no, wait some more
+
+ ld (iy+12),0 ;disable cursor
+ jp disp_icons ;+ret
+
+teacherans:
+ ld a,' '
+ cal _putc
+
+ ld hl,$0701
+ ld (_curRow),hl
+ ld hl,txt_teacherans
+ cal _puts
+ jr teacherloop
+
+
+;--------------------------- exit ---------------------------------------------
+
+quit:
+ im 1
+ ld a,(CONTRAST) ;load original contrast level
+ out (2),a ;and set it back
+ ld (iy+13),3 ;use textshadow (TEXT_MEM) and scrolling
+
+ ld hl,GRAPH_MEM ;graph-screen location
+ ld de,GRAPH_MEM+1
+ ld (hl),0
+ ld bc,1024-1 ;do it 1024 times = entire screen
+ ldir
-;---------------------- display -----------------------------------------------
+ jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the
+ ;_clrScrn) AND also executes _homeup and ret
+; cal _clrScrn
+; jp _homeup
+;--------------------------- display ------------------------------------------
Display_Screen:
- ld a,64 ;Display Image
- ld hl,GRAPH_MEM+(16*12)
- ld de,$fc00
+ ld hl,GRAPH_MEM ;from storage (top left)
+ ld de,VIDEO_MEM ;to screen (top left)
+ ld c,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
- ret
+ ld b,16 ;display width = 16 bytes (16*8bits=256pixels)
+displaytloop:
+ ld a,(hl) ;copy byte from (hl)
+_invert:
+ xor $ff ; } ;invert byte (white<=>black)
+ ld (de),a ;to (de)
+ inc hl \ inc de ;next byte
+ dnz displaytloop ;16x hl >> de
+ dec c ;next line
+ jr nz,displayloop ;loop 64x
+
+ ld hl,$396b ;Display Score
+ ld (_penCol),hl ;bottom right of screen
+ ld hl,(score)
+
+_D_HL_DECI: ;------- display 5-digit value -------
+ ld de,savestr+4 ;savenr saves number string
+ ld b,5 ;five digits
+ldhld: cal UNPACK_HL ;one digit of hl
+ add a,'0' ;make number
+ ld (de),a ;save into savenr
+ dec de ;point to next digit
+ dnz ldhld ;repeat for all digits
+
+ ld hl,savestr ;we (the program) saved the value righthere
+ jp _vputs ;the only thing left to do is to display it
+
+savestr: ;@here the score will be stored
+ .db "00000",0 ;don't worry, it's just temporary
;------------------------- handle ship ----------------------------------------
Handle_Ship:
- ld a,(your_occ)
- 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
-
-ok:
- ld a,%01111110
- out (1),a
- ld hl,y
- in a,(1)
- rra
- ld b,a
+ ld a,(your_occ) ;are
+ or a ;you
+ jr z,ok ;ok?
+
+ inc a ;no! next (explosion)frame
+ ld (your_occ),a ;save
+
+ cp 34 ;last explosion frame?
+ jp c,exploding_you ;not yet: display explosion
+ cp 40 ;delay finished?
+ jp z,You_die ;yes = game over
+ ret ;don't display anything
+
+ok: ;we are
+ ld a,%01111110 ;get arrow keys
+ out (1),a ;it's cold outside
+ ld hl,y ;instead of nop\nop do something usefull
+ in a,(1) ;come back in
+
+ ld b,a ;psh a (keys)
+ xor %11111111 ;inverted a = 0 if arrow-key has been pressed
+ ld a,(your_multiples)
+ jr z,no_adv ;if so, leave the multiples where they are
+ or %100 ;set move bit
+ jr adv_ok
+no_adv: and %11111011 ;reset move bit
+
+adv_ok: ld (your_multiples),a
+
+ ld a,(timer) ;framecounter
+ and %1 ;switches 0<>1 each frame
+ inc a ;a = 1 or 2 (1.5 avg)
+ ld c,a ;c = your_speed
+
+ ld a,b ;pop a (keys)
+ rra ;rotate right (put last bit in c)
+ ld b,a ;we need a later
jr c,no_down
ld a,(hl)
- inc a
- cp 73 ;y < 73
- jr z,no_down
+ add a,c
+ cp 50 ;56-6 = bottom of screen
+ jr nc,no_down
ld (hl),a
no_down:
dec hl
- rr b
+ rr b ;because we now use b, it's rr instead of rra
jr c,no_left
ld a,(hl)
- dec a
- jr z,no_left ;x > 0
+ sub c ;<dec a> doesn't affect c-flag
+ jr c,no_left ;-1 = left side
ld (hl),a
no_left:
- rr b
+ rr b
jr c,no_right
ld a,(hl)
- inc a
- cp 89 ;x < 89
- jr z,no_right
+ add a,c
+ cp 122 ;128-6 = right side
+ jr nc,no_right
ld (hl),a
no_right:
- ld d,(hl)
+ ld d,(hl)
inc hl
rr b
jr c,no_up
ld a,(hl)
- dec a
- cp 15 ;y > 15
- jr z,no_up
- ld (hl),a
-no_up: ld ix,spr_ship
+ sub c ;<dec a> doesn't affect carry-flag
+ jr c,no_up ;-1 = top of screen
+ ld (hl),a ;save new y
+
+no_up: ld e,(hl)
+ ld ix,spr_ship01 ;ship sprite
+ ld hl,your_inv ;invulnerable?
+ ld a,(hl) ;load time in a
+ or a ;is it 0?
+ jr z,handle_multiples ;yes so ship = normal (display \ continue)
+
+ ld a,(timer) ;load frame nr.
+ and %00000111 ;a=0 once every four frames
+ jr nz,not_time ;a<>0 = not time to update counter
+ dec (hl) ;decrease inv-time left
+not_time:
+ and %00000100 ;a switches 0<->1 every 2 frames
+ jr z,handle_multiples ;show normal ship
+inv_flicker:
+ ld ix,spr_ship01i ;don't display ship
+
+handle_multiples:
+ cal putsprite ;display your ship
+
+ ld a,(your_multiples) ;do you have multiples
+ ld b,a ;save a for 2nd check
+ and %11 ;no? (last two bits = nr of multiples)
+ ret z ;then don't handle them either
-display_common:
- ld e,(hl)
- jp drw_spr
+ ld hl,y
+ ld a,b ;restore a (your_multiples)
+ and %100 ;move the multiples???
+ jr z,mult_adv ;nope, just let them (saves (y) in y, (x) in x)
+
+ ld hl,your_locpos ;location to save this position
+ ld a,(hl) ;load a
+ inc a ;a=a+1
+ and %00001111 ;if a>15 then a=a-16
+ ld (hl),a ;save new a
+ add a,a ;a=a*2
+ ld c,a ;bc=2a
+ ld b,0
-;you_not_normal:
-; ld a,(your_status)
-; dec a
-; ld (your_status),a
-; inc a
-; and 14
-; xor 14
-; ld hl,x-1
+ ld hl,your_prevpos ;previous positions
+ add hl,bc ;16 turns ago
+ ld d,(hl) ;old x-pos
+ inc hl ;and
+ ld e,(hl) ;old y-pos
+ ld (mx),de ;save multiple position in (mx)
+
+ ld a,(y) ;load new y-pos
+ ld (hl),a ;save it for 16 turns in the future
+ dec hl ;and
+ ld a,(x) ;load new x-pos
+ ld (hl),a ;save that too
+
+mult_adv:
+ ld de,(mx)
+ ld ix,spr_multiple ;sprite of the multiple
+ jp putsprite ;display it + <ret>
+
+exploding_you:
+ srl a ;half the framerate
+ dec a ;first frame is 1>inc>srl>dec = 0
+ ld hl,x-1
explosion_stuff:
rra
inc hl
ld d,(hl)
inc hl
- jr display_common
+ ld e,(hl)
+ jp putsprite
+
+damage_you: ;damages you B points
+ ld a,(your_inv) ;invulnerability left?
+ or a
+ ret nz ;return if inv>0
+ ld hl,your_armor ;armor left
+ ld a,(hl) ;load hp in A
+ sub b ;decrease hp by B
+ jp m,no_armor ;<0hp left so explode
+ ld (hl),a ;no, so save decreased hp
+ cal disp_armor ;and display new value
+
+ ld a,(your_pickup) ;how many pickups do you have?
+ dec a ;is the armor-icon selected
+ ret nz ;return if not
+
+ psh de \ psh ix ;&&& just2Bsave
+ ld hl,VIDEO_MEM+(16*56)
+ ld (PutWhere),hl
+ ld ix,spr_icon ;if so, highlight armorIcon again
+ ld de,$1901 ;position
+ cal putwidesprite ;display icon
+ ld hl,GRAPH_MEM
+ ld (PutWhere),hl
+ pop ix \ pop de
+ ret ;and return
+
+no_armor:
+ ld a,%01 ;occ %xxxxxx01 = explode
+ ld (your_occ),a ;set to explode
+ ret
-damage_you:
- or %10101010
- ld (background),a
+;------------------------- place multiples ------------------------------------
+
+Place_multiples:
+ ld (mx),de ;set last multiple-position
+ ld hl,your_prevpos ;place all previous positions
+ ld b,16 ;all 16 of them
+place_multiples:
+ ld (hl),d ;set prev-x to d
+ inc hl ;next
+ ld (hl),e ;set prev-y to e
+ inc hl ;next
+ dnz place_multiples ;repeat
ret
+;------------------------- select upgrade -------------------------------------
+
+select:
+ ld hl,your_pickup ;select pickups
+ ld a,(hl) ;load pickups taken so far
+ dec a ;is it 1?
+ ret m ;return if it's 0 (no pickups)
+ jr nz,select2 ;no, carry on
+select1:
+ ld a,(your_armor) ;load current armor
+ cp 24 ;is it >=24
+ ret nc ;then return (armor may not be 25 or more)
+ xor a
+ ld (your_pickup),a ;reset pickups (a=0)
+ ld hl,your_armor ;change armor
+ inc (hl) ;increase HPs by one
+ jp disp_icons ;display and return
+select2:
+ dec a ;is it 2?
+ jr nz,select3 ;no, carry on
+ ld (hl),a ;reset pickups
+ inc a ;a=1
+ ld (torp_occ),a ;ready torpedoes
+ jp disp_icons ;display 'n return
+select3:
+ dec a ;is it 3?
+ jr nz,select4 ;no, carry on
+ ld (hl),a ;reset pickups
+ ld hl,your_weapon
+ ld a,(hl)
+ inc a
+ cp 10
+ jp nc,disp_icons ;>=10
+ ld (hl),a
+
+ add a,a ;weap*2
+ add a,a ; *4
+ add a,a ; *8
+ ld c,a
+ ld b,0
+ ld hl,XLweapondata-7
+ add hl,bc
+ ld a,(hl)
+ ld (ybuls),a
+
+ jp disp_icons ;display n return
+select4:
+ dec a ;is it 4?
+ jr nz,select5 ;no, carry on again
+ ld (hl),a ;reset pickups
+ inc a ;a=1
+ ld (your_weapon),a ;ready laser
+ jp disp_icons ;display + return
+select5:
+ dec a ;is it 5?
+ jr nz,select6 ;no, carry on once more
+ ld (hl),a ;reset pickups
+ inc a
+ ld (your_multiples),a
+ ld de,(x)
+ cal Place_multiples
+ jp disp_icons ;display, return
+select6:
+ ld (hl),0 ;reset pickups
+ jp disp_icons ;display/return
+
;------------------------- fire bullet ----------------------------------------
Fire_bullet:
- ld a,%00111111
- out (1),a
- ld a,(your_occ)
- or a
- ret nz ;return if not normal stat
+ ld hl,RanPos ;random
+ inc (hl) ;update random counter
+
+; ld a,(laserlasts)
+; ld b,5
ld hl,just_fired
- in a,(1)
- bit 4,a
- jr z,fire ;fire pressed?
- ld (hl),0 ;not fired
+ ld a,(hl) ;just_fired
+ cp 5 ;already pressed?
+ ret z ;return when already pressed (=5)
+
+ inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5)
+ ld a,(your_weapon) ;if you have bullets.....
+ dec a ;(1=laser)
+ jr z,fireOK
+ ld (hl),5 ;.....then can't fire next turn (go to 5 imm.)
+
+fireOK:
+ ld hl,(x) ;yes: first fire from ship position (x)
+ ld (firex),hl ;set firepos
+ ld a,(your_multiples) ;any multiples?
+ and %11 ;nope?
+ jr z,fireany ;then just fire somethin'
+ cal fireany ;and blast
+ ld hl,(my) ;then, fire from multiple position (mx)
+ ld a,(mx) ;<ex h,l>
+ ld h,a ; ^^^^^^
+ ld (firex),hl ;set firepos
+ ;blast again and <ret>
+fireany:
+ cal fire_torp ;&&&
+
+ ld a,(your_weapon) ;do you have laser?
+ dec a ;1=yes
+ jr z,fire_laser
+
+ ld ix,XLweapondata-6
+ add a,a ;weap*2
+ add a,a ; *4
+ add a,a ; *8
+ ld c,a
+ ld b,0
+ add ix,bc
+
+ ld c,(ix)
+ cal fire_ybullet
+ inc ix
+ inc ix
+ ld c,(ix)
+ xor a
+ cp c
+ cal nz,fire_ybullet
+ inc ix
+ inc ix
+ ld c,(ix)
+ xor a
+ cp c
+ jr nz,fire_ybullet
+ ret
+
+fire_torp:
+ ld de,(firex)
+ ld hl,torp_occ ;torpedo...
+ ld a,(hl) ;load torpInfo
+ dec a ;do you have (unused) torpedoes?
+ ret nz ;nope (a must be 1)
+ ld (hl),2 ;yes; use torpedo
+ ld (torp_pos),de ;save torpedo position (in de)
ret
-fire: ld a,(hl)
- or a ;can't fire when 1
- ret nz
- ld (hl),1 ;just fired
+fire_laser: ;yes, fire that laser instead
+ ld a,(firex) ;a = your x-pos
+ ld d,a
+
+ ld hl,GRAPH_MEM ;save-location
+ ld a,(firey) ;y-coord
+ add a,3 ;at middle of your ship (y+3)
+ ld e,a ;save laser-y in e
+ add a,a ;y*2
+ add a,a ;y*4
+ add a,a ;y*8
+ rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256)
+ add a,a ;y*16 (width of screen)
+ rl b ;b=b*2+overflow (if y>64 then bc=bc+512)
+ inc a ;8 pixels to right (a=even so no overflow)
+
+ srl d ;X/2
+ srl d ;X/4
+ srl d ;X/8
+ add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow)
+ jr nc,_nolc ;jump if no carry = no overflow = a<=255
+ inc b ;a>255 so increase bc by 256
+_nolc: ld c,a ;c = (Y*16+X/8) mod 256
+ add hl,bc ;bc = Y*16+X/8
+
+ ld a,15 ;128/8=16=screen width ** minus one (inc a ^^)
+ sub d ;minus x-start (d=X/8)
+ ld b,a
+drawlaser:
+ ld (hl),%11111111
+ inc hl ;Go to next byte
+ dnz drawlaser
+
+; ld a,(just_fired) ;fired for how long
+; cp 4 ;if 4th turn
+; ret nz ;then do damage, otherwise quit
+
+handle_laser:
+ ld a,(firex)
+ ld d,a ;d was divided, so reload the laser-x
+
+check_laserhits: ;de = (x,y)
+ ld b,nrenemies
+ ld hl,enemies+1
+
+laserhits: ;Hits with normal enemies
+ psh hl
+
+ ld a,(hl)
+ and %00000010
+ jr z,nolashit ;no hit when enemy_occ <> 2/3
+
+ inc hl ;enemy type
+ ld a,(hl)
+ or a ;enemy #0 = pickup
+ jr z,nolashit ;yes: don't destroy
+
+ inc hl
+ ld a,(hl) ;check x
+ sub d
+ jp m,nolashit ;no hit when enemy is left of you
+
+ inc hl
+ ld a,(hl) ;check y
+ sub e
+ jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit
+ jr nc,nolashit ;a-e>0 = enemy above laser = no hit
+ add a,5 ;add enemy height
+ jp p,enemy_lashit ;a-e>0 = hit
+
+nolashit:
+ pop hl
+ ld a,b ;psh bc
+ ld bc,enemysize
+ add hl,bc ;go to next enemy
+ ld b,a ;pop bc
+ dnz laserhits ;check all enemies
+ ret
+
+enemy_lashit:
+ cal enemy_hit
+ jr nolashit
+
+fire_ybullet:
ld hl,ybullets
ld de,3
- ld b,10
+ ld a,(ybuls)
+ ld b,a
find_ybullet:
ld a,(hl)
or a
jr z,found_ybullet ;0 = no bullet here
add hl,de
- djnz find_ybullet ;look next bullet
+ dnz find_ybullet ;look next bullet
ret
found_ybullet:
- ld (hl),1 ;use bullet
- inc hl
- ld a,(x)
- add a,5
+ ld (hl),c ;use the bullet and set correct bullet-type
+ 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,(y)
- add a,2
- inc hl
+
+ 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
ret
;------------------------ handle bullets --------------------------------------
+bullet_left:
+ ld a,124
+ sub b
+
+ cp (hl) ;off screen? (x>128-5)
+ jr c,remove_bullet
+ ld a,(hl) ;a = X
+ add a,b ;move b to the right
+ ld (hl),a ;save new pos.
+ ld d,a ;d = X
+
+ inc hl ;to y-pos
+ ld a,c
+ cal _shracc
+ dec a
+ jr z,bullet_noymove
+ dec a
+ jr z,bullet_up
+ dec a
+ jr z,bullet_halfup
+ dec a
+ jr z,bullet_down
+
+bullet_halfdown:
+ ld a,(timer)
+ and 1
+ jr z,bullet_noymove
+bullet_down:
+ ld a,(hl)
+ inc a
+ cp 55
+ jr z,bullet_noymove
+ ld (hl),a
+bullet_halfup:
+ ld a,(timer)
+ and 1
+ jr z,bullet_noymove
+bullet_up:
+ ld a,(hl)
+ dec a
+ jr z,bullet_noymove
+ ld (hl),a
+bullet_noymove:
+ ld e,(hl) ;e = Y
+ ret
+
remove_bullet:
dec hl
ld (hl),0 ;dump this bullet!
- ret
+ pop hl
+ jr next_ybullet
Handle_bullets:
ld hl,ybullets
- ld b,10
+ ld a,(ybuls)
+ ld b,a
scan_bullets:
- push bc
- push hl
- ld (temp1),hl
+ psh bc
+ psh hl
+ ld (temp1),hl ;needed for check_bullethits
ld a,(hl)
inc hl
- dec a
- call z,bullet_type1
+
+ or a
+ jp z,next_ybullet ;bulletType=0 >> no bullet
+
+ ld c,a
+ and %1111
+ ld b,a
+ cal bullet_left ;move bullet left
+
+display_bullet:
+ ld ix,spr_bullet01
+ psh de
+ cal putsprite ;display bullet
+ pop de
+
+ cal check_bullethits
+
+next_ybullet:
pop hl
pop bc
- ld de,3
- add hl,de
- djnz scan_bullets
+ inc hl
+ inc hl
+ inc hl
+ dnz scan_bullets ;next bullet (loop)
ret
-bullet_type1:
- ld a,(hl) ;d = X
- inc a ;move right
- cp $5a ;off screen?
- jr z,remove_bullet
- inc a ;move right
- cp $5a ;off screen?
- jr z,remove_bullet
- ld (hl),a ;save new pos.
- ld d,a
- inc hl
- ld e,(hl) ;e = Y
- ld ix,spr_bullet01
- push de
- call drw_spr ;display bullet
- pop de
- ld b,20
- ld hl,enemies
+;--------------------------- check bullethits --------------------------------
+
+check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet
+ ld b,nrenemies
+ ld hl,enemies+1
hit_enemies: ;Hits with normal enemies
- push hl
+ psh 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 ;enemy type
+ ld a,(hl)
+ or a ;enemy #0 = pickup
+ jr z,nohit ;yes: don't destroy
+
+ psh de
+ cal find_sprite
+ pop de
- inc hl
inc hl
ld a,(hl) ;check x
sub d
+ sub 5
+ jp p,nohit
add a,5
+ add a,(ix)
jp m,nohit
- cp 8
- jr nc,nohit
inc hl
ld a,(hl) ;check y
sub e
- add a,5
+ sub 3
+ jp p,nohit
+ add a,3
+ add a,(ix+1)
jp m,nohit
- cp 10
- jr nc,nohit
- xor a
- push hl
+ psh hl
ld hl,(temp1)
- ld (hl),a ;remove bullet
+ ld (hl),$00 ;remove bullet
+ pop hl
+
+ cal enemy_hit
+
+nohit:
pop hl
+ ld a,b ;psh bc
+ ld bc,enemysize
+ add hl,bc
+ ld b,a ;pop bc
+ dnz hit_enemies ;check next enemy
+ ret
+enemy_hit:
dec 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 c,a ;psh occ
+ and %11111100 ;occ/4 = HP left ;<srl a\srl a
+ jr nz,hpleft ;not zero -> jump
+ ld (hl),%01 ;set to explode
+
+ ld a,(pickuptimer) ;counts enemies destroyed
+ dec a ;enough destroyed for a pickup?
+ jr nz,pickupdone ;otherwise just explode
+ ld (hl),%00000110 ;change it into a pickup (with 2 HP)
+ ld a,18 ;reset enemies counter (18 hits = next)
+pickupdone:
+ ld (pickuptimer),a ;save new enemiescounter value
inc hl
- ld (hl),a ;explosionFrame 0
- pop hl
- ret
+ ld (hl),$00 ;explosionFrame 0
+
+ ld hl,1 ;increase score by one
+ jp scoreInc ;+ret
hpleft:
- dec a
- add a,a
- add a,a
- inc a ;HP*4+1 = occ 1
+ ld a,c ;pop occ
+ sub %00000100 ;decrease HP by one
ld (hl),a ;save
- pop hl
ret
-nohit: pop hl
- inc hl
- inc hl
- inc hl
- inc hl
- djnz hit_enemies ;check next enemy
+;--------------------------- handle torpedo ----------------------------------
+
+Handle_torp:
+ ld a,(torp_occ)
+ sub 2
+ ret m ;return if occ=0/1
+
+ ld hl,torp_pos ;x-position
+ ld a,(hl) ;load in a
+ inc a ;move right
+ cp 125 ;right edge reached
+ jr nc,remove_torp ;remove if x>125
+ ld (hl),a ;save new x
+ ld d,a
+
+ inc hl ;y-position
+ ld a,(hl)
+ inc a ;move down
+ cp 56 ;bottom reached
+ jr nc,remove_torp ;remove if y>40
+ ld (hl),a ;save new y
+ ld e,a
+
+ ld ix,spr_bullett1
+ psh de
+ cal putsprite ;display torpedo
+ pop de
+ jp check_bullethits ;check for hits with enemies
+
+remove_torp:
+ ld a,1
+ ld (torp_occ),a
ret
;--------------------------- level events -------------------------------------
Level_event:
- ld 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 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,do_event ;nope: >3 = place an enemy
+ inc hl ;nextevent located behind eventleft
+ ld (hl),123 ;set delay
+ ret ;don't place any more enemies
+
+place_boss:
+ ld hl,(levelp) ;the leveldata (including the boss)
+ dec hl ;points to leveldata\boss\enemynr
+ ld a,(hl) ;load it
+ ld (level_enemy),a ;set new enemy (boss)
+ dec hl ;points to level\boss\movement
+ ld a,(hl) ;load
+ ld (level_move),a ;set boss movement
+ dec hl ;@level\boss\firefreq
+ ld a,(hl) ;load in a
+ ld (level_fire),a ;set firefrequency
+ jp do_event ;+ret
+
+standby_event:
+ ld b,nrenemies
+ ld hl,enemies+1-enemysize
+ ld de,enemysize
+chk_enemyleft:
+ add hl,de
+ ld a,(hl)
+ or a ;0 = no enemy present
+ jr nz,enemyleft
+ dnz chk_enemyleft
+ ret
+enemyleft:
+ ld hl,eventleft
+ inc (hl)
+ ret
+
do_event:
- ld hl,(curevent)
- ld de,enemies-4
+ ld hl,enemies+1-enemysize
+ ld bc,enemysize
+ xor a ;a=0
chk_noenemy:
- inc de
- inc de
- inc de
- inc de
- ld a,(de)
- or a
- jr nz,chk_noenemy
-
- inc de
- ld a,(hl)
- ld (de),a ;type
- ld hl,enemy01
- ld c,a
- ld b,0
- add hl,bc
add hl,bc
+ cp (hl) ;(hl) = 0 ??
+ jr nz,chk_noenemy ;jump if enemy present (non-0)
+
+ ld d,h
+ ld e,l
+
+place_enemy:
+ ld a,(level_enemy) ;enemy type to place (lvl)
+ ld hl,XLenemyinfos-4 ;enemy "0" specs (1 before enemy #1)
+ add a,a ;a=type*2
+ add a,a ;a=type*4
+ ld c,a ;c=type
+ ld b,0 ;bc = enemy nr.&&&XX
add hl,bc ;hl = enemy specs
- dec de
- ld a,(hl) ;load hitpoints
- or 1 ;set type 1 (normal) enemy
- ld (de),a ;occ
+ ld a,(hl) ;load hitpoints+occ of this enemy class
+ ld (de),a ;save occ
- inc de
- inc de
- ld a,$5a
- ld (de),a ;x
- inc de
+ dec de ;goto hp
+ xor a
+ ld (de),a ;save hp64
+ inc de ;next byte (or previous): occ again
- ld hl,(curevent)
- inc hl
- ld a,(hl)
- ld (de),a ;y
+ inc hl ;next enemyInfo byte
+ inc de ;next byte of current enemy
+ ld a,(hl) ;load enemy class (nr)
+ ld (de),a ;save enemy type
- inc hl ;+0
- ld a,(hl)
- cp $ff
- jp z,Next_level
- ld (nextevent),a
-
- inc hl
- ld (curevent),hl
- ret
+ inc de ;set x-pos
+ psh de
+ cal find_sprite
+ pop de
+ ld a,128 ;appear at right edge of screen
+ sub (ix) ;minus the width of this enemy (not offscreen)
+ ld (de),a ;= x-position (save)
+
+ inc de ;set y-pos
+ inc hl ;where to place??
+ ld a,(hl) ;load placeInfo
+ dec a ;is it 1?
+ jr z,random_enemy ;yes: create random value <51 in a
+ dec a ;is it 2?
+ jr z,lure_enemy ;yes: create a 100% luring enemy
+ ;otherwise?
+halflure_enemy: ;yes (of course it is): pick one (50% lure)
+ ld a,(timer) ;look at frame-number
+ and %00000001 ;make random if odd frame nr.
+ jr nz,random_enemy ;1st possibility: random enemy
+lure_enemy: ;2nd possibility: luring enemy
+ ld a,(y) ;place at same y-pos as YOUR ship
+ jr ypos_OK
+
+random_enemy:
+ ld b,e ;b will be added to random-value
+ cal Random50 ;make a (in a) random value 0-51
+
+ypos_OK: ;random value successfully created
+ ld (de),a ;save y-position
+
+ inc de ;set move
+ ld a,1 ;movecounter = 1
+ ld (de),a ;&&&(hl),1 better?
+
+ inc de ;set fire
+ ld a,(level_info)
+ and %00000001 ;bit meaning directfire
+ jr nz,ffireOK ;(a=time-to-fire) = 1 frame (fires directly)
+ ld a,(level_fire) ;set ttf to normal nr of frames
+ffireOK:ld (de),a ;save fire
+ ret ;return
;--------------------------- enemy fires --------------------------------------
-Enemy_fires:
- 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 b,nrebuls
ld hl,ebullets
find_ebullet:
ld a,(hl)
or a
jr z,found_ebullet ;0 = not used
- inc hl
- inc hl
- inc hl
- djnz find_ebullet ;look next bullet
+ inc hl \ inc hl \ inc hl
+ dnz find_ebullet ;look next bullet
ret
found_ebullet:
- ld (hl),1 ;use bullet
+ ld b,%1100
+ ld a,(level_info)
+ and %00001000
+ jr z,bulletok
+
+ ld a,(y)
+ sub e
+ add a,10
+ jp p,bulletnotup
+ ld b,%1011 ;yourY-bulY = negative (=bullet below you)
+ add a,10
+ jp p,bulletnotup
+ ld b,%1001 ;yourY-bulY = even more negative (going up)
+
+bulletnotup:
+ sub 20
+ jp m,bulletok
+ ld b,%1010 ;bullet going down
+ sub 10
+ jp m,bulletok ;even more going down
+ ld b,%1000
+
+bulletok:
+ ld a,(level_info)
+ and %11110000
+ or b
+ ld (hl),a ;set bullet direction
inc hl
- ld (hl),c ;set x-pos
+ ld (hl),d ;set x-pos
inc hl
ld (hl),e ;set y-pos
- ret
+ ret
;----------------------------- enemy bullets ----------------------------------
Enemy_bullets:
ld hl,ebullets
- ld b,10
+ ld b,nrebuls
handle_bullet:
- push bc
- push hl
- ld a,(hl)
- or a
- jr nz,enemy_bullet
+ psh bc
+ psh hl
+ ld a,(hl) ;load bulletType in a
+ and %1111 ;select direction-bits
+ jr nz,enemy_bullet ;non-0: handle bullet
next_bullet:
- pop hl
+ pop hl ;do not move the <pop hl>
pop bc
- inc hl
- inc hl
- inc hl
- djnz handle_bullet
+ inc hl \ inc hl \ inc hl
+ dnz handle_bullet
ret
-
enemy_bullet:
- inc hl
- ld a,(hl) ;bullet x
+ ld b,a ;save type&%1111
+ inc hl ;bullet x
+ ld a,(hl) ;check if it has reached the left side of scrn
+ and %11111110 ;it is <2 (0 or 1)?
+ jr z,remove_ebullet ;yes, remove bullet
+ dec (hl) ;move one left
+ dec (hl) ;and another one
+ ld d,(hl) ;d=x
+ inc hl ;@y
+
+ ld a,b ;restore type
+ cp %1100 ;is it a normal bullet? (cp = faster than bit)
+ jr z,ebullet_common ;type %1100: normal bullet
+ and %111 ;isolate important bits
+ jr z,ebullet_down ;type %1000: moving down
dec a
- jp m,remove_ebullet ;off screen?
- jr z,remove_ebullet ;"
- dec a ;move left
+ jr z,ebullet_up ;type %1001: moving up
+ ld b,a
+
+ ld a,(timer)
+ rra
+ jr c,ebullet_common
+
+ ld a,b
+ dec a
+ jr z,ebullet_down ;type %1010: moving down 50%
+ ;type %1011: moving up 50%
+ebullet_up:
+ ld a,(hl)
+ dec a
+ jp m,ebullet_common
ld (hl),a
- ld d,a ;d=x
- inc hl
+ jr ebullet_common
+
+ebullet_down:
+ ld a,(hl)
+ inc a
+ cp 55
+ jr z,ebullet_common
+ ld (hl),a
+
+ebullet_common:
ld e,(hl) ;e=y
- ld ix,spr_bullet11 ;display enemy bullet
- call drw_spr
+ ld ix,spr_bullete1 ;display enemy bullet
+ cal putsprite
+ebullet_hits:
ld a,(your_occ)
or a
jr nz,next_bullet ;0 = you're normal
pop hl
- push hl
+ psh hl
inc hl ;check x
ld a,(x)
sub (hl)
cp 9
jr nc,next_bullet
- call damage_you ;HIT!!
-
+ pop hl ;points to bullettype again
+ psh hl ;and save it again (ivm call to damage_you)
+ ld a,(hl) ;load bullettype
+ cal _shracc ;isolate damage-bits (%1111???? -> %00001111)
+ ld b,a ;set damage-amount
+ cal damage_you ;HIT!!
remove_ebullet:
- dec hl
- dec hl
- ld (hl),0 ;bullet > unused
- jr next_bullet
+ pop hl ;hl could be destroyed by damage_you
+ ld (hl),0 ;bullet > unused
+ jr next_bullet+1 ;next bullet (SKIP THE <POP HL> = one byte)
;--------------------------- handle enemies -----------------------------------
Handle_enemies:
- ld hl,enemies
- ld b,20
+ ld hl,enemies+1
+ ld b,nrenemies ;handle all enemies
handle_enemy:
- push bc
- push hl
+ psh bc
+ psh hl
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,a ;b=2 if moving, otherwise b=1
-normal_enemy: ;occ "normal" 1
+normal_enemy: ;occ "normal" 2 or "moving" 3
inc hl
- ld a,(hl) ;type
- add a,a
- add a,a
- add a,a
- ld c,a ;type*8 = offset
+ ld c,(hl) ;c = enemy type = de
+ cal find_sprite
+
inc hl
- ld d,(hl) ;x
+ ld a,(hl) ;x
+ dec a ;move left
+ jr c,remove_enemy ;off screen
+ jr z,remove_enemy ;"
+ ld d,a
+
inc hl
ld e,(hl) ;y
-
- ld a,d
- or a
- jr z,next_enemy
- dec a
- ld d,a
- jr z,remove_enemy
+ ld a,b ;moving state was stored in b earlier
+ dec a ;is it 1?
+ cal nz,moving_enemy ;2 = moving enemy
ld (hl),e
- dec hl
- ld (hl),d
- ld ix,spr_enemy01
- ld b,$00
- add ix,bc
- call drw_spr
- jr next_enemy
-
-remove_enemy:
- dec hl
- dec hl
-enemy_gone:
- dec hl
- ld (hl),$0000 ;bye bye enemy
+ dec hl ;@x
+ ld (hl),d ;store new x
+ ld a,c ;a = enemy type
+ or a ;type 0? (pickup)
+ jr nz,check_enemyfire ;no, a normal enemy; let em fire
+ ld a,(timer) ;load time
+ and %1 ;move left once every 2 turns
+ jr z,firing_done ;don't move now
+ inc d ;increase x-position (don't move this turn)
+ inc (hl) ;and save it
+ jr firing_done ;continue
+
+check_enemyfire:
+ inc hl ;go to <y>
+ inc hl ;go to <move>
+ inc hl ;go to <fire>
+ dec (hl) ;decrease counter till next blast
+ ld a,(hl) ;&&&doesn't seem efficient to me
+ or a ;has it reached zero?
+ jr nz,firing_done ;finished if not
+
+ ld a,(level_fire) ;re-set counter for next blast
+ ld (hl),a ;save time to fire
+ inc hl ;next byte = bullettype &&&
+ psh de ;save registers for firing-use
+ cal Enemy_fires ;fires bullet
+ pop de ;restore (destroyed by Enemy_fires)
+firing_done:
+ cal putwidesprite ;display sprite @ix
next_enemy:
pop hl
- ld bc,$0004
+ ld bc,enemysize
add hl,bc
pop bc
- djnz handle_enemy
+ dnz handle_enemy
ret
+remove_enemy:
+ pop hl
+ ld (hl),$0000 ;bye bye enemy
+ jr next_enemy+1 ;continue AFTER pop hl (already done)
+
exploding_enemy:
- inc hl
- push hl
- ld a,(hl)
- call explosion_stuff ;display explosion
- pop hl
+ inc hl
+ psh hl
+ ld a,(hl)
+ cal explosion_stuff ;display explosion
+ pop hl
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
-;--------------------------- check collision ----------------------------------
+;--------------------------- moving enemies -----------------------------------
-Enemies_hit:
- ld a,(your_occ)
- or a
- ret nz
+moving_enemy:
+ ld a,(level_move)
+ and a
+ jr z,movetype_updown ;type 0
+ dec a
+ jr z,movetype_vslow ;1
+ dec a
+ jr z,movetype_fast ;2
+ dec a
+ jr z,movetype_vfast ;3
+ dec a
+ jr z,movetype_smart ;4
+ dec a
+ jr z,movetype_lure ;5
+ dec a
+ jr z,movetype_slowlure ;6
+ dec a
+ jr z,movetype_stoplure ;7
+; dec a
+; jr z,movetype_fulllure ;8
+
+movetype_fulllure:
+ inc d
+ ld a,(timer)
+ and 1
+ ret z
+ cal movetype_lure
+ ld a,(x)
+ cp d
+ jr c,lure_left
+lure_right:
+ inc d
+ ret
+lure_left:
+ dec d
+ ret
- ld de,(x) ;e = X, d = Y
- ld hl,enemies-4
-check_next:
- ld bc,$0004
- add hl,bc
+movetype_stoplure:
+ inc d
+ jr movetype_slowlure
+
+movetype_slowlure:
+ ld a,(timer)
+ and 1
+ ret z
+
+movetype_lure:
+ ld a,(y)
+ cp e
+ jr c,lure_up
+lure_down:
+ inc e
+ ret
+lure_up:
+ dec e
+ ret
+movetype_smart:
+ inc hl ;hl =@ <move>
+ ld a,(timer)
+ and %1111 ; |
+ ld a,(hl) ;&&& \|/
+ jr nz,smartupdate
+ inc a
+smartupdate:
+ ld (hl),a
+
+ or a ;reset carry flag
+ dec hl ;reset hl to <y>
+ and %11111100
+ jr z,movetype_fast
+
+movetype_vslow:
+ ld a,(timer)
+ and %11
+ ret z
+ inc d
+ ret
+
+movetype_fast:
+ ld a,(timer)
+ and %1
+ ret z
+movetype_vfast:
+ dec d ;move left
+ ret nz ;finished
+ pop hl ;restore stack (no ret used)
+ jp remove_enemy ;remove this enemy (off screen)
+
+movetype_updown:
+ inc hl ;@ <move>
ld a,(hl)
- cp $ff
- ret z ;-1 = no more enemies
- push hl
- cp 1
- jr nz,nocrash ;1 = enemy
+ dec a
+ jr nz,move_updated
+ add a,128
+move_updated:
+ ld (hl),a
+
+ or a ;reset carry flag
+ dec hl ;@ <y>
+ and %00100000
+ ld a,(hl);&&&ld a,e ;load current y-position
+ jr z,movedown
+
+moveup: dec a ;decrease y-pos (=move up)
+ ret m ;don't move off the screen (y<0)
+ dec e ;save new y-pos
+ ret ;finish
+movedown:
+ inc a ;increase y-pos
+ cp 55 ;compare with bottom
+ ret nc ;return if it has passed that line (>40)
+ inc e ;otherwise save new position
+ ret ;and return
+
+;--------------------------- check collision ----------------------------------
+Enemies_hit:
+ ld hl,(x) ;e = X, d = Y
+ ld de,$0707 ;add 7 to both d and e
+ add hl,de
+ ld d,h
+ ld e,l ;e = X+7, d = Y+7
+
+ ld hl,enemies+1
+ ld b,nrenemies ;check all 20 enemies
+check_collision:
+ psh hl
+ ld a,(hl)
+ and %00000010
+ jr z,check_next ;2 or 3 = ok
inc hl
+
+collide_enemy: ;&&& include in Handle_enemy proc
+ psh de
+ cal find_sprite
+ pop de
+
inc hl
ld a,(hl) ;check x match
- sub e
+ sub e ;enemy position minus yours minus 7
+ jp p,check_next
add a,6
- jp m,nocrash
- cp 12
- jr nc,nocrash
+ add a,(ix)
+ jp m,check_next
inc hl
ld a,(hl) ;check y match
- sub d
+ sub d ;same as with x-check
+ jp p,check_next
add a,6
- jp m,nocrash
- cp 12
- jr nc,nocrash
-
+ add a,(ix+1)
+ jp m,check_next
dec hl
dec hl
+
+take_pickup:
+ psh hl ;we need hl
+ ld hl,2 ;increase score by 2
+ cal scoreInc
+ pop hl ;we're done
+
+ ld a,(hl) ;load enemy type
+ or a
+ jr nz,collide ;enemy when <>0
+
+ psh hl
+ ld hl,your_pickup ;your pickups
+ ld a,(hl) ;current
+ inc a ;go to next
+ cp 6 ;pickups >=6
+ jr c,not_maxpickup
+ ld a,1 ;yes: reset to pickup 1
+not_maxpickup:
+ ld (hl),a ;save new
+ cal disp_icons ;display altered pickupicons
+ pop hl
+
+ dec hl ;to enemy occ
+ xor a ;set to 0 = gone
+ ld (hl),a ;remove
+ jr check_next ;all done, next..
+
+destroy_enemy:
+ ld (hl),%01 ;set to explode
+ inc hl
ld (hl),0 ;explosionFrame 0
+ jr collide_done
+
+collide:
+ dec hl
+ ld a,(hl)
+ and %11111100
+ jr z,destroy_enemy
+ ld a,(hl)
+ sub %00000100
+ ld (hl),a
+collide_done:
+ ld b,4 ;damage
+ cal damage_you
+
+check_next:
+ pop hl
+ ld a,b ;psh bc
+ ld bc,enemysize
+ add hl,bc
+ ld b,a ;pop bc
+ dnz check_collision
+ ret
+
+;--------------------------- story -------------------------------------------
+
+storyPage:
+ psh hl
+ cal _clrLCD
+ pop hl
+storyLine:
+ inc hl
+ ld e,(hl)
+ inc hl
+ ld d,(hl)
+ ld (_penCol),de
+ inc hl
+ cal _vputs
+
+ ld a,(hl)
+ dec a
+ jr z,storyLine
+
+ psh hl
+ ld hl,VIDEO_MEM
+ ld de,GRAPH_MEM
+ ld bc,1024
+ ldir
+ cal _clrLCD
+ pop hl
+
+ inc hl
+ ld a,(hl)
+ inc hl
+ ld b,(hl)
+ psh hl
+ cal DoSFX
+ cal _getkey
+ pop hl
+ ret
+
+dostory:
+ cal storyPage ;do some story
+ inc hl ;look at next hl
+ ld a,(hl) ;load in a
+ dec hl ;restory hl
+ inc a ;set z-flag if a = $ff
+ jr nz,dostory ;otherwise loop
+
+ ld bc,5 ;story ends
+ add hl,bc ;set hl to beginning of the level
+ ld (levelp),hl ;set the level-pointer
+ ret ;and return
+
+;--------------------------- SFX ---------------------------------------------
+
+CDoSFX:
+ ld hl,VIDEO_MEM
+ ld de,GRAPH_MEM
+ ld bc,1024
+ ldir
+ ld b,64
+ ld a,-1
+
+DoSFX: ;ins: a=beginLine b=nrOfLines
+ ld (curline),a
+SFXframe:
+ psh bc
+
+ ld a,(curline) ;get line number
+ inc a ;go to the next line
+ ld (curline),a ;update
+
+ ld l,a
+ ld h,0
+ add hl,hl
+ add hl,hl
+ add hl,hl
+ add hl,hl
+
+ ld b,h ;save hl for later
+ ld c,l
+
+ ld de,VIDEO_MEM
+ add hl,de ;go to ymin
+ ld d,h
+ ld e,l
+
+ ld hl,GRAPH_MEM
+ add hl,bc ;hl->logo
+
+ ld a,(curline) ;Calculate how many lines to draw
+ ld c,a
+ ld a,64
+ sub c
+ ld b,a
+
+SFXdisp: ;display this frame on screen
+ ld a,b ;psh b (a will not be used)
+ ld bc,16 ;one line (=16 bytes, you'd know by now)
+ ldir ;display (copy actually)
+ ld bc,-16 ;go up one line (not on screen)
+ add hl,bc ;so the same line will be displayed
+ ld b,a ;pop b
+ dnz SFXdisp ;repeat until whole screen is displayed
+
+ ld b,8
+SFXdelay:
+ halt
+ dnz SFXdelay
+
+ pop bc
+ dnz SFXframe
+ ret
+
+;--------------------------- show icon ----------------------------------------
+
+drawline:
+ ld (hl),a ;draw one piece of the divider-line
+ inc hl ;move right (8 pixels = 1 byte)
+ dnz drawline ;repeat (16bytes * 8pixels =128= screen width)
+ ret
+
+disp_icons:
+ psh bc \ psh de \ psh hl \ psh ix ;&&&
+
+ ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom
+ ld (PutWhere),hl ;place icons at bottom of normal screen
+ ld b,16 ;draw 16x (screen width)
+ ld a,%11111111 ;horizontal line mask
+ cal drawline ;draw divider-line
+
+ ld b,16*7 ;draw 16x (screen width) 7x (height)
+ xor a ;blank line mask
+ cal drawline ;clear scorebar
+
+ cal disp_lives
+
+ ld ix,spr_icon01 ;armorIcon
+ ld de,$1901 ;icon #1
+ cal putwidesprite ;display icon
+ cal disp_armor ;display bar
+
+ ld ix,spr_icon00
+ ld a,(torp_occ)
+ or a
+ jr z,no_torp
+ ld ix,spr_icon02 ;torpedoIcon
+no_torp:
+ ld de,$2901 ;icon #2
+ cal putwidesprite ;display
+
+ ld ix,spr_icon03 ;bulletIcon
+ ld de,$3901 ;icon #3
+ cal putwidesprite ;display icon
+ ld hl,$3945 ;position to display bullet-type digit
+ ld a,(your_weapon) ;digit
+ dec a ;minus one (1=laser)
+ ld (_penCol),hl ;set location
+ add a,'0' ;make digit
+ cal _vputmap ;display char
+
+ ld ix,spr_icon00 ;emptyIcon
+ ld a,(your_weapon)
+ dec a
+ jr nz,no_laser
+ ld ix,spr_icon04 ;laserIcon
+no_laser:
+ ld de,$4901 ;icon #4
+ cal putwidesprite
+
+ ld ix,spr_icon00 ;emptyIcon
+ ld a,(your_multiples)
+ and %11
+ jr z,no_multiples
+ ld ix,spr_icon05
+no_multiples:
+ ld de,$5901 ;icon #5
+ cal putwidesprite
+
+ ld ix,spr_dividerline
+ ld de,$6901
+ cal putwidesprite
+
+ ld a,(your_pickup) ;pickups taken
+ add a,a ;picks*2 (sets z-flag)
+ jr z,iconsdone ;return if no pickups
+ add a,a ;picks*4
+ add a,a ;picks*8
+ add a,a ;picks*$10
+ add a,$09 ;add 0ah
+ ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59)
+ ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01)
+
+ ld ix,spr_icon
+ cal putwidesprite
+iconsdone:
+ ld hl,GRAPH_MEM ;normal game-screen
+ ld (PutWhere),hl ;set sprite-position to normal screen
+
+ pop ix \ pop hl \ pop de \ pop bc
+ ret
+
+disp_armor:
+ ld hl,(57*16)+VIDEO_MEM+3
+ ld b,3
+armorbarclr:
dec hl
- ld (hl),2 ;set to explode
- call damage_you
+ ld (hl),0
+ dnz armorbarclr
+
+ ld a,(your_armor) ;load your armor
+ ld c,a ;psh a
+ srl a ;/2
+ srl a ;/4
+ srl a ;/8: don't display last 2 bits of a (later)
+ jr z,noarmorbar ;if a=0 then it would loop 256x so skip it
+ ld b,a ;loop b=a times
+armorbar: ;starting at ($39*16)+VIDEO_MEM
+ ld (hl),%11111111 ;draw a piece of the bar
+ inc hl ;next position
+ dnz armorbar ;loop it b times
+
+noarmorbar:
+ ld a,c ;pop a
+ and %111 ;display last bits of armor
+ ret z ;if armor=0 then bit = %00000000 (don't disp)
+ ld b,a ;into B
+ xor a ;bit = %00000000
+armorbarbit:
+ scf ;set carry flag
+ rra ;rotates A right and sets bit 7 (c-flag)
+ dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100)
+armorbarready: ; (an if B=3 then a=%11100000)
+ ld (hl),a ;draw this last byte
+ ret
+
+disp_lives:
+ ld hl,$3A00 ;display Lives
+ ld (_penCol),hl ;bottom left
+ ld hl,savestr+2
+ ld (hl),'L'
+ inc hl
+ ld (hl),'x'
+ inc hl
+
+ ld a,(your_lives) ;nr of lives in a
+ add a,'0' ;make digit
+ ld (hl),a
+ dec hl \ dec hl
+ jp _vputs ;display on screen +ret
+
+;--------------------------- proc ---------------------------------------------
+
+Random5016:
+ cal Random50 ; a = 0..50
+ inc a ; a = 1..51
+ ld h,0
+ ld l,a ;hl = 1..51
+ add hl,hl ;hl = 1..51 * 2
+ add hl,hl ;hl = 1..51 * 4
+ add hl,hl ;hl = 1..51 * 8
+ add hl,hl ;hl = 1..51 * 16 (left side at random y)
+ dec hl ;hl = 1..51 * 16 (" at right side of screen)
+ ld de,GRAPH_MEM
+ add hl,de ;position on screen
+ ret
+
+Random50:
+ cal Random
+ cp 51 ;y may not be more than 50
+ ret c ;OK if a<51
+ and %00111111 ;a = 0..63
+ sub 13 ;a = -13..50
+ ret nc ;OK if a>=0
+ add a,13+(50-12) ;a = -13..-1 >=> 0..12 >=> 39..50
+ ret
+
+Random:
+ ld a,(RanPos) ;a handy random-var.
+ ld hl,x ;add your x-coord for randomness
+ adc a,(hl)
+ inc hl ;add your y-coord for randomness
+ adc a,(hl)
+ ld (RanPos),a ;save altered random-var
+ ret ;RanPos also in #a
+
+scoreInc:
+ psh bc
+ ld bc,(score)
+ add hl,bc
+ ld (score),hl
+ pop bc
+ ret
-nocrash:
+find_sprite: ;destroyed: de ix
+ psh hl
+ ld e,(hl) ;e = enemy type
+ ld d,0 ;de = e
+ ld hl,XLenemytable ;hl = @sprites offset-table
+ add hl,de ;points to offset of current enemy offset
+ ld e,(hl) ;de = @enemy offset
+ ld d,0
+
+ ld ix,XLsprenemies ;first enemy sprite
+ add ix,de ;add offset for current enemy
+ add ix,de ;twice (offset stored as offset/2)
+ pop hl
+ ret
+
+BLACKLCD:
+ ld hl,VIDEO_MEM ;screen location (top left)
+ ld de,VIDEO_MEM+1
+ ld (hl),%11111111
+ ld bc,1024-1 ;do it 1024 times = entire screen
+ ldir
+ set 3,(iy+5) ;set white on black
+ ret
+
+waitnokeypressed:
+ halt \ halt
+ cal GET_KEY
+ or a
+ jr nz,waitnokeypressed
+ ret
+
+Decompress: ;hl=source(compressed) de=dest(decompressed)
+ ld a,(hl)
+ bit 7,a
+ jr z,compressed
+ inc hl
+ and %01111111
+ ld b,0
+ ld c,a
+ ldir
+ jr Decompress
+compressed:
+ psh af
+ or %11111100
+ ld b,a
+ inc hl
+ ld c,(hl)
+ inc hl
+ pop af
+ and %01111100
+ rrca
+ rrca
+ or a
+ ret z
+ psh hl
+ ld h,d
+ ld l,e
+ add hl,bc
+ inc a
+ inc a
+ ld b,0
+ ld c,a
+ ldir
pop hl
- jr check_next
+ jr Decompress
+
+;--------------------------- game over / new game / death ---------------------
+chartable:
+ .db 0,"!<>^",0,0,0,0
+ .db 0,"xtoje0",0 ;enter..clear
+ .db " wsnid9",0 ;(-)..custom
+ .db "zvrmhc8",0 ;dot..del
+ .db "yuqlgb7x" ;0..xvar
+ .db 0,"-pkfa6'" ;on..alpha
+ .db "54321.",0,0 ;F5..more
+
+own_name:
+ .db 7,"nemesis"
+
+save_hi:
+ ld hl,own_name-1 ;find own variable
+ rst 20h ;cal _ABS_MOV10TOOP1
+ rst 10h ;cal _FINDSYM
+ ret c ;not found? who cares...
+
+ xor a
+ ld hl,4+storehi_start-_asm_exec_ram
+ add hl,de ;hl=pointer to data in original prog
+ adc a,b
+ cal _SET_ABS_DEST_ADDR
+ xor a
+ ld hl,storehi_start
+ cal _SET_ABS_SRC_ADDR
+ ld hl,storehi_end-storehi_start
+ cal _SET_MM_NUM_BYTES
+ jp _mm_ldir ;save done (cal \ ret)
+
+save_lvl:
+ ld hl,own_name-1 ;find own variable
+ rst 20h ;cal _ABS_MOV10TOOP1
+ rst 10h ;cal _FINDSYM
+ ret c ;not found? who cares...
+
+ xor a
+ ld hl,4+storesave_start-_asm_exec_ram
+ add hl,de ;hl=pointer to data in original prog
+ adc a,b
+ cal _SET_ABS_DEST_ADDR
+ xor a
+ ld hl,storesave_start
+ cal _SET_ABS_SRC_ADDR
+ ld hl,storesave_end-storesave_start
+ cal _SET_MM_NUM_BYTES
+ jp _mm_ldir ;save done (cal \ ret)
+ ret
+
+game_over:
+ pop hl ;=ret (game_over was called from a procedure)
+game_over_nopop:
+ cal BLACKLCD ;clear screen
+ cal waitnokeypressed
+ ld hl,$0603
+ ld (_curRow),hl ;center
+ ld hl,txt_gameover
+ cal _puts ;display "GAME OVER"
+
+ ld hl,$0007
+ ld (_curRow),hl
+
+ ld de,(score)
+ ld hl,(hiscore)
+ cal CP_HL_DE
+ jr nc,no_hiscore
+ ld (hiscore),de
+
+ask_hiname:
+ ld ix,hiname
+ ld a,9
+ ld (hiscorepos),a
+enter_name_loop:
+ ld a,'_'
+ cal _putc
+ ld hl,_curCol
+ dec (hl)
+nokeypressed:
+ halt \ halt
+ cal GET_KEY
+ or a
+ jr z,nokeypressed
+
+ cp K_DEL
+ jr z,backup
+ cp K_ENTER
+ jr z,nomore
+ cp K_EXIT
+ jr z,nomore
+
+ ld hl,hiscorepos
+ ld b,(hl)
+ dec b
+ jr z,nokeypressed
+ ld (hl),b
+
+ ld hl,chartable
+ ld e,a
+ ld d,0
+ add hl,de
+ ld a,(hl)
+ or a
+ jr z,nokeypressed
+
+ ld (ix),a
+ cal _putc
+ inc ix
+ cal waitnokeypressed
+ jr enter_name_loop
+
+backup:
+ ld hl,hiscorepos
+ ld a,(hl)
+ cp 9
+ jr nc,nokeypressed
+ inc (hl)
+
+ dec ix
+ ld (ix),' '
+ ld a,32
+ cal _putc
+ ld hl,_curCol
+ dec (hl)
+ dec (hl)
+ jr enter_name_loop
+
+nomore:
+ ld a,' '
+ cal _putc
+ ld (ix),0
+ cal save_hi
+ jr hiscoredone
+
+no_hiscore:
+ ld hl,hiname
+ cal _puts
+
+hiscoredone:
+ xor a ;clear a (Ahl will be displayed)
+ ld hl,$1006 ;bottom-1 right
+ ld (_curRow),hl ;set
+ ld hl,(score) ;your score
+ cal _dispahl ;display it (a=0)
+
+ ld hl,$314b ;bottom-1 right before score ^^
+ ld (_penCol),hl ;set
+ ld hl,txt_score ;"Score"
+ cal _vputs ;display (small)
+
+ ld hl,$1007 ;bottom right
+ ld (_curRow),hl ;set
+ ld hl,(hiscore) ;hi-score
+ cal _dispahl ;display
+ ld hl,$3946 ;bottom right before hiscore ^^
+ ld (_penCol),hl ;set
+ ld hl,txt_hiscore ;"Hiscore"
+ cal _vputs ;display (small)
+ res 3,(iy+5)
+
+ ld b,16
+ ld de,16
+ ld hl,VIDEO_MEM+(49*16)-1
+restore_line:
+ set 1,(hl)
+ add hl,de
+ dnz restore_line
+
+ cal _getkey ;wait for keypress
+ jp quit ;restore some things and return to TI-OS/shell
+
+Continue_game:
+ jr nonext_level
+
+New_game:
+ xor a ;ld a,0
+ ld (score),a ;reset score
+ ld (score+1),a ;reset score (0)
+ ld (torp_occ),a ;no torpedoes
+ ld (your_weapon),a ;no laser
+ ld (your_pickup),a ;reset pickups
+ ld (your_multiples),a ;no multiples
+ inc a ;ld a,1
+ ld (level),a ;reset level nr (#1)
+ ld hl,XLlevelsdata ;set level pointer to level#1
+ ld (levelp),hl ;reset level pointer
+ inc a ;ld a,2
+ ld (your_weapon),a ;default weapon
+ ld a,4
+ ld (your_lives),a ;3 lives (4 will be decreased @ You_die)
+ ld (pickuptimer),a ;next pickup after 4 enemies destroyed
+
+ xor a
+ cp (hl)
+ cal z,dostory
+
+You_die:
+ ld a,12
+ ld (your_armor),a ;5 HPs/shields
+ ld hl,your_lives
+ dec (hl) ;decrease lives
+ ld a,(hl) ;load lives left
+ inc a ;if lives=0ffh then a=0
+ jp z,game_over ;if so, game's over
+ jr nonext_level
;--------------------------- next level ---------------------------------------
Next_level:
- ld hl,Leveldata+1
- ld (curevent),hl
+ ld hl,level ;level number
+ ld a,(hl)
+ inc a
+ ld (hl),a
+
+ add a,a
+ add a,a
+ ld h,0 ;increase score....
+ ld l,a ;by level number * 4
+ ld bc,20
+ add hl,bc ;plus 20
+ cal scoreInc ;update score
+
+ ld hl,(levelp) ;level pointer
+ ld bc,5+32+4+4 ;advance one level
+ add hl,bc ;update to point to next level
+ ld (levelp),hl ;save
+
+ xor a
+ cp (hl)
+ cal z,dostory
+
+nonext_level:
+ 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,XLweapondata-7
+ add hl,bc
+ ld a,(hl)
+ ld (ybuls),a ;max number of bullets (varies per weap.class)
+
+ ld a,80
+ ld (nextevent),a ;time to first enemy appearance
+
+ ld hl,(levelp) ;level pointer
+ ld a,(hl) ;load new level-enemy type
+ ld (level_enemy),a ;set level-enemy
+ inc hl
+ ld a,(hl) ;load new appearance-time
+ ld (eventtime),a ;set
+ inc hl
+ ld a,(hl) ;load nr of enemies in this level
+ ld (eventleft),a ;set nr of events left
+ inc hl
+ ld a,(hl) ;
+ ld (level_info),a ;
+ inc hl
+ ld a,(hl) ;movement of enemies in this level
+ ld (level_move),a ;do it
+ inc hl
+ ld a,(hl) ;how frequent the enemies fire a bullet
+ ld (level_fire),a ;consider it done
+
+ inc hl
+ ld de,spacespace
+ ld bc,17+17+2
+ ldir
+
+ ld ix,starx1
+ ld b,nrstars1
+ cal placestars
+ ld hl,RanPos
+ inc (hl)
+ ld ix,starx2
+ ld b,nrstars2
+ cal placestars
+
+ xor a
+ ld (timer),a ;reset time
+ ld hl,your_occ ;hl = your_occ
+ ld (hl),a ;reset your ship (not exploding)
+ inc hl ;hl = your_inv
+ ld (hl),25 ;set 25*4=100 frames invulnerable
+ ld hl,x ;begin position x=...
+ ld (hl),a ;...=a=0=left
+ inc hl ;y=...
+ ld a,24 ;...=24=middle
+ ld (hl),a ;your y
+
+ ld a,(torp_occ)
+ or a ;no torpedoes?
+ jr z,torpsclear ;then just continue (=0)
+ ld a,1 ;if so, set to "ready to fire" (=1)
+torpsclear:
+
+ ld de,$0018 ;x=0, y=24 (like you..)
+; cal Place_multiples ;place all multiple-positions at (0,24)
+
+ ld hl,enemies ;remove all enemies and bullets
+ ld (hl),0 ;clear first byte
+ ld de,enemies+1 ;copy this to the next byte
+ ld bc,(nrenemies*enemysize)+((nrybuls+nrebuls)*3)-1
+ ldir ;clear enemies + bullets (y/e)
+
+;--------------------------- setup game ---------------------------------------
+
+game_setup:
+ cal BLACKLCD
+ ld hl,$0703
+ ld (_curRow),hl ;center
+ ld hl,txt_level
+ cal _puts ;display "LEVEL "
+
+ ld a,(level)
+ ld l,a
+ ld h,$00
+
+ cal UNPACK_HL
+ add a,'0'
+ ld b,a
+ cal UNPACK_HL
+ add a,'0'
+ cal _putc ;display second digit
+ ld a,b
+ cal _putmap ;display first digit
+
+ ld hl,$0904
+ ld (_curRow),hl ;display lives left below level nr
+ ld hl,txt_lives ;bar text: "Lx0"...
+ ld a,(your_lives) ;lives left
+ add a,'0' ;make value
+ ld (txt_lives+3),a ;add to text
+ cal _puts ;display the string
+ res 3,(iy+5) ;set white on black
+
+ cal _getkey ;wait for keypress
+ cp kF1
+ cal z,save_lvl
+
+ cal _clrLCD ;clear screen
+ jp disp_icons ;display bottom icons +ret
+
+placestars:
+ cal Random5016 ;a = (0..50)*16 = random y-pos
+ ld a,b ;a = b = star nr. = 1..7
+ add a,a ;a = 2b = 2..14
+ ld d,0
+ ld e,a ;de = a = 2-14
+ add hl,de ;add to random y => random pos anywhere
+
+ ld (ix),l ;save x-pos (l)
+ ld (ix+1),h ;save y-pos (h)
+ inc ix \ inc ix ;next star
+ dnz placestars ;repeat for all stars
ret
;--------------------------- putsprite ----------------------------------------
+;--------------------------- de =(X,Y) ----------------------------------------
offsets_table:
- .db 128,64,32,16,8,4,2,1
-drw_spr:
+ .db 128,64,32,%10000,%01000,%00100,%00010,%00001
+putsprite:
+ ld a,d ;a = X
+ and %00000111 ;a = X mod 8 = bit nr. to mask
+ ld hl,offsets_table ;pixel mask table
+ ld c,a ;bit nr.
+ ld b,0 ;word
+ add hl,bc ;add to table
+ ld a,(hl) ;a = pixel mask
+ ld (_smc1+1),a ;alter pixel mask
+
+ ld hl,GRAPH_MEM ;save-location
+ ld a,e ;y-coord
+ add a,a ;y*2
+ add a,a ;y*4
+ add a,a ;y*8
+ rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256)
+ add a,a ;y*16 (width of screen)
+ rl b ;b=b*2+overflow (if y>64 then bc=bc+512)
+ srl d ;d/2
+ srl d ;d/4
+ srl d ;d/8 (8 bits in byte) ** c is set when overflow
+ add a,d ;a = (Y*16+X/8) mod 256
+ jp nc,_n1 ;jump if no carry = no overflow = a<=255
+ inc b ;a>255 so increase bc by 256
+_n1: ld c,a ;c = (Y*16+X/8) mod 256
+ add hl,bc ;bc = Y*16+X/8
+
+ ld d,(ix)
+ ld b,(ix+1)
+_oloop: psh bc ;Save # of rows
+ psh hl ;Save screen address
+ ld b,d ;Load width
+ ld c,(ix+2) ;Load one line of image
+ inc ix
+_smc1: ld a,1 ;Load pixel mask
+_iloop: sla c ;Test leftmost pixel
+ jp nc,_noplot ;See if a plot is needed
+ ld e,a ;OR pixel with screen
+ or (hl)
+ ld (hl),a
+ ld a,e
+_noplot:rrca
+ jp nc,_notedge ;Test if edge of byte reached
+ inc hl ;Go to next byte
+_notedge:
+ dnz _iloop
+ pop hl ;Restore address
+ ld bc,16 ;Go to next line
+ add hl,bc
+ pop bc ;Restore data
+ dnz _oloop
+ ret ;<jp>s are used instead of <jr> = faster
+
+;--------------------------- putbigsprite -------------------------------------
+
+putwidesprite:
ld a,d
and 7
ld hl,offsets_table
ld b,0
add hl,bc
ld a,(hl)
- ld (_smc1+1),a
+ ld (wsmc1+1),a
+ ld (wsmc2+1),a
+ ld hl,(PutWhere)
- ld (_smc1+1),a
- ld hl,GRAPH_MEM
ld a,e
add a,a
- add a,e
add a,a
+ add a,a
+
rl b
add a,a
rl b
srl d
srl d
add a,d
- jr nc,_n1
+ jr nc,n1
inc b
-_n1: ld c,a
+n1: ld c,a
add hl,bc
-
+
ld d,(ix)
ld b,(ix+1)
-_oloop: push bc ;Save # of rows
- push hl ;Save screen address
+woloop: psh bc ;Save # of rows
+ psh hl ;Save screen address
ld b,d ;Load width
ld c,(ix+2) ;Load one line of image
inc ix
-_smc1: ld a,1 ;Load pixel mask
-_iloop: sla c ;Test leftmost pixel
- jr nc,_noplot ;See if a plot is needed
+wsmc1: ld a,1 ;Load pixel mask
+wiloop: sla c ;Test leftmost pixel
+ jr nc,wnoplot ;See if a plot is needed
ld e,a ;OR pixel with screen
or (hl)
ld (hl),a
ld a,e
-_noplot: rrca
- jr nc,_notedge ;Test if edge of byte reached
+wnoplot:
+ rrca
+ jr nc,wnotedge ;Test if edge of byte reached
inc hl ;Go to next byte
-_notedge:djnz _iloop
+wnotedge:
+wsmc2: cp 1
+ jr z,wover_1
+
+ dnz wiloop
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
+ dnz woloop
+ ret
+wover_1:
+ ld c,(ix+2)
+ inc ix
+ dnz wiloop
+ dec ix
+ pop hl
+ ld bc,16
+ add hl,bc
+ pop bc
+ dnz woloop
ret
-
-
-_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
-
-
-
+;------------------------------------------------------------------------------
;------------------------------- sprites --------------------------------------
+;------------------------------------------------------------------------------
-spr_ship:
- .db 7,7 ;your ship:
- .db %01110000 ; ███
+spr_ship01:
+ .db 7,7 ;ship alpha class
+ .db %01111000 ; ████
.db %11100000 ; ███
- .db %11111100 ; ██████
+ .db %01111100 ; █████
.db %11110010 ; ████ █
- .db %11111100 ; ██████
+ .db %01111100 ; █████
.db %11100000 ; ███
- .db %01110000 ; ███
+ .db %01111000 ; ████
+spr_ship01i:
+ .db 7,7 ;ship alpha class
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+
+ .db %01010000 ; █ █
+ .db %10100000 ; █ █
+ .db %01010100 ; █ █ █
+ .db %10100010 ; █ █ █
+ .db %01010100 ; █ █ █
+ .db %10100000 ; █ █
+ .db %01010000 ; █ █
+
+spr_ship02:
+; .db 7,7 ;ship beta class
+; .db %11100000 ; ███
+; .db %11110000 ; ████
+; .db %01111100 ; █████
+; .db %01110010 ; ███ █
+; .db %01111100 ; █████
+; .db %11110000 ; ████
+; .db %11100000 ; ███
+spr_ship02i:
+; .db 7,7 ;ship beta class
+; .db %01000000 ; █
+; .db %10100000 ; █ █
+; .db %01010100 ; █ █ █
+; .db %00100010 ; █ █
+; .db %01010100 ; █ █ █
+; .db %10100000 ; █ █
+; .db %01000000 ; █
+
+spr_multiple:
+ .db 6,4 ;multiples
+ .db %01111000 ; ████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111000 ; ████
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 ; ░▒▓████
-
-spr_bullet11:
- .db 3,3 ;enemy bullets
- .db %01000000 ; █▓▒░
- .db %11100000 ; ███▓▒░
- .db %01000000 ; █▓▒░
-
-spr_enemy01:
- .db 6,6 ;enemy type one
- .db %00111100 ; ████
- .db %01110000 ; ███
- .db %11110000 ; ████
+ .db 5,3
+ .db %11110000 ; ░▒▓███▒
+ .db %11111000 ; ░▒▓████▒
+ .db %11110000 ; ░▒▓███▒
+spr_bullett1:
+ .db 4,3 ;▒▒▒
+ .db %11100000 ;▒███
.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 ; ███
-spr_explosion:
+spr_bullete1:
+ .db 4,3 ;enemy bullets
+ .db %01100000 ; ▒█▓▒░
+ .db %11110000 ; ▒███▓▒░
+ .db %01100000 ; ▒█▓▒░
+
+;---------------------------------------- explosion -------------------------------------------
+
+spr_explosion:
.db 8,6 ;1
.db %00000000
- .db %00011100
- .db %00111110
- .db %01010110
- .db %00111000
+ .db %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 %10110000 ; █ ██
+ .db %01001110 ; █ ███
+ .db %10110101 ; █ ██▒█▒█
+ .db %01000101 ; █ ▒█▒█
+ .db %00111110 ; █████
+ .db %01011010 ; █ ██ █
.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 %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 %10001000
+ .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 %00001000 ; ▒ █▒
+ .db %11000010 ; ██ ▒ █
+ .db %00000000 ; ▒
+ .db %00100000 ; ▒█ ▒
+ .db %00000001 ; ▒ ▒█
+ .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 ; ▒█
+ .db %00000000 ; ▒▒ ▒
+ .db %01000000 ; █
+ .db %00000000 ; ▒
+ .db %00000010 ; █▒
+ .db %00100100 ; █▒ █
+
+spr_yexplosion:
+ .db 8,6 ;8
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+
+;--------------------------------------- bar -----------------------------------
+
+spr_iconhalf:
+ .db 16,7 ;selected .......:
+ .db %11111111 ; ████████
+ .db %00000001 ; █
+ .db %00000001 ; █
+ .db %00000001 ; █
+ .db %00000001 ; █
+ .db %00000001 ; █
+ .db %11111111 ; ████████
+spr_icon:
+ .db 16,7 ;selected .......:.......:
+ .db %11111111,%11111111 ; ████████████████
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11111111,%11111111 ; ████████████████
+spr_icon00:
+ .db 16,7 ;unused .......:.......:
+ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
+spr_icon01:
+ .db 16,7 ;armor ; .......:.......:
+ .db %10000111,%11110000 ; █ ███████
+ .db %10011000,%00001100 ; █ ██ ██
+ .db %10110011,%11000110 ; █ ██ ████ ██
+ .db %10110000,%11110110 ; █ ██ ████ ██
+ .db %10110011,%11000110 ; █ ██ ████ ██
+ .db %10011000,%00001100 ; █ ██ ██
+ .db %10000111,%11110000 ; █ ███████
+spr_icon02:
+ .db 16,7 ;torpedo .......:.......:
+ .db %10111000,%00010101 ; █ ███ █ █ █
+ .db %10011100,%00010101 ; █ ███ █ █ █
+ .db %10111000,%01001010 ; █ ███ █ █ █
+ .db %10000000,%11101010 ; █ ███ █ █
+ .db %11100001,%11100101 ; ███ ████ █ █
+ .db %10011000,%11110101 ; █ ██ ████ █ █
+ .db %11100110,%00110010 ; ███ ██ ██ █
+spr_icon03:
+ .db 16,7 ;bullets .......:.......:
+ .db %10000000,%11000000 ; █ ██
+ .db %10000011,%11100000 ; █ █████ ▒▒▒
+ .db %10011000,%11000000 ; █ ██ ██ ▒▒▒
+ .db %11111100,%00000000 ; ██████ ▒▒▒
+ .db %10011000,%11000000 ; █ ██ ██ ▒▒▒
+ .db %10000011,%11100000 ; █ █████ ▒▒▒
+ .db %10000000,%11000000 ; █ ██
+spr_icon04:
+ .db 16,7 ;laser .......:.......:
+ .db %10000000,%00000000 ; █
+ .db %10110010,%10000000 ; █ ██ █ █
+ .db %10111011,%00000000 ; █ ███ ██
+ .db %10011101,%11111111 ; █ ███ █████████
+ .db %10111011,%00000000 ; █ ███ ██
+ .db %10110010,%10000000 ; █ ██ █ █
+ .db %10000000,%00000000 ; █
+spr_icon05:
+ .db 16,7 ;multiple .......:.......:
+ .db %10000011,%10000000 ; █ ███
+ .db %10000001,%11100110 ; █ ████ ██
+ .db %10000001,%11100000 ; █ ████
+ .db %10000011,%10000000 ; █ ███
+ .db %10011000,%00000000 ; █ ██
+ .db %10111100,%11000011 ; █ ████ ██ ██
+ .db %10011000,%00000000 ; █ ██
+spr_dividerline:
+ .db 8,7
+ .db 128,128,128,128,128,128,128 ;128 = %10000000
;---------------------------- texts -------------------------------------------
-title_message:
- .db "* * NEMESIS * *",0
-
-;---------------------------- save data ---------------------------------------
-
-stored_data_start:
+txt_about: .db " v0.96.A30",127,"by Shiar",0
+txt_email: .db "shiar0@hotmail.com",0
+txt_menu1: .db "NEW GAME",0
+txt_menu2: .db "CONTINUE",0
-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
+txt_level: .db "LEVEL ",0
+txt_gameover: .db "GAME OVER!",0
+txt_score: .db "Score",0
+txt_hiscore: .db "Hiscore",0
+txt_lives: .db "Lx0?",0
-score .dw $0000
-
-your_occ .db $00 ;0=normal 1=exploding 2=gone
-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
+txt_pressenter: .db "Enter to continue",0
+txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0
+txt_teacherans: .db Lneg,"14.2063168184",0
-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)
+;---------------------------- save data ---------------------------------------
-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
+PutWhere .dw GRAPH_MEM ;where to put the wide sprites
+laserlasts .db 5
-variables_end:
+storehi_start:
+hiscore .dw $0000
+hiname .db "Shiar.96",0
+storehi_end:
-stored_data_end:
+storesave_start:
+level .db $01 ;level number
+levelp .dw XLlevelsdata+4 ;pointer to level data
+pickuptimer .db $04 ;counts when to place a pickup
+score .dw $0000
+your_pickup .db $00
+your_occ .db $00 ;0=normal 1..16=exploding
+your_inv .db $00 ;invincibility left
+your_armor .db $0a ;HP left
+your_lives .db $03 ;
+
+your_weapon .db $02 ;laser avail: 0=no, 1=yes
+your_multiples .db $00 ;multiples present
+torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt
+torp_pos .dw $0000 ;torpedo position (x,y)
+storesave_end:
+
+;----------------------------- 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
-
-
-;0.01.717 -- 17.VII.99 -- size 984
-;
-; + movement of ship over whole screen
-; + enemies moving from right to left, appearing right at specified times
+; 0.95.A22 -- 22.X.99 -- size 5321
;
-; 0.1.718 -- 18.VII.99 -- size 907
+; * total size of enemy-sprites can now be 510 bytes (space = doubled!)
+; # bullets hit enemies correctly that aren't 6x6; even the 16x10 bosses!
+; * at g/o or nextlevel checks for keys released instead of waiting abit
+; + name stored with hiscore (max. 8 chars, Shiar.95 by default)
+; + when entering hi-name DEL goes back one char (with check 4 no chars)
+; # program is reloaded at start so some score-bugs solved! (_asapvar=0)
+; * at death, upgrades and pickups AREN'T removed! (just armor=0)
+; # bullet is not displayed after being removed anymore
+; # armor-icon stays hilighted when armor is decreased
+; * when stars move off screen, they are placed at a NEW y-pos!
+; * the starting x-positions of stars are not random, so the stars are
+; spread all over screen. y is still random and changes during game
+; * make_random functions smaller and used by different procs
+; # MAJOR BUG! a "random" value was placed somewhere in mem thus
+; creating bugs like unexplained loss of armor and stuff! (I think)
;
-; * 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)
-; + collision detection!! enemy ships disappear when you hit them
+; 0.96.A31 -- 31.X.99 -- size 4836 + 888
;
-; 0.2.718 -- 18.VII.99 -- size 1153
+; # if you were hit when armor-icon selected, prog did weird stuff
+; + armor-bar (shows armor as a black line left at bottom)
+; # bugs involving armor-bar changing armor to a wrong value
+; # YES!!! the saving-bugs were caused by mmldir: it reset all data
+; at mem $8000, so data is now stored at asmexecram+6000 instead!
+; * external levels. All leveldata is loaded from "nemesis0"-var
+; * some optimization (like cal\ret>jp + unused code removed/shortened)
+; * storyline is loaded from level-file (will be compressed later..)
+; + story can be _between_ levels, not only at the start of a new game
+; * "new game" and "continue" in main menu are swapped (new comes 1st)
+; * enemy bullets can do more than one damage: differs per level
+; * collision does 4 damage, ground does 5, you start with 12 armor
+; # running the level-file no longer crashes your calc but just returns
+; * you now move 1.5 pixels per frame! this way you can outrun enemies
+; * hellofajob but enemy-data is now stored at one location in 6 bytes,
+; instead of two 4-byte spaces 40 bytes apart! (cleaner code; faster)
+; * ground/ceiling/stars are continued when at boss (c00l level 3 boss)
;
-; + ability to fire bullets (F1). Enemies disappear on impact
-; * enemies explode instead of disappearing
;
-; 0.3.719 -- 19.VII.99 -- size 1401
-;
-; * bullets appear correctly (not INSIDE your ship)
-; + 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
-
+; + added - removed * changed # bug fixed