-;------------------------------------------------------------------------------
-;---------------------- NEMESIS -----------------------------------------------
-;------------------------------------------------------------------------------
-; >>> NEMESIS <<< Version 0.96 BETA by SHIAR
-; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+;----------------------------------------------------------------------------
+;---------------------- NEMESIS ---------------------------------------------
+;----------------------------------------------------------------------------
+
; Title : Nemesis
-; Version : 0.96
-; Release Date : 30.X.99
-; Filename : nemesis.86p (4836) nemesis0.86p (888)
+; Version : 0.97
+; Release Date : 25.VI.00
+; Filename : nemesis.86p (6kb)
; 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
+; Web Page : www.shiar.org
+; Description : cool arcade-shoot-em-up-game
+; Where to get this game : www.shiar.org | www.ticalc.org
+; Other games by author : Worm
-; ABOUT: This source should only be used for learning practises, do not
-; alter it, and certainly do not distribute an altered version!!
+; 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 -------------------------------------
+;---------------------- nemesis.z80 start -----------------------------------
#include "asm86.h"
#include "ti86asm.inc" ;standard ti86 romcalls
#define psh push ; ^:D
#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero
+;GRAPH_MEM = $C9FA ;display buffer
TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0
_clrWindow = $4a86 ;a new procedure from AsmStudio86 inc. files
_ex_ahl_bde = $45f3
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
+
+;---------------------- in-game vars ----------------------------------------
+
+just_fired = storepos ; +0 ;counts how long a blast lasts
+menuitem = storepos ; +0 ;used to store menu location
+hiscorepos = storepos ; +0 ;entering hiscore name
+ ; ;--------YOU
+x = storepos+1 ; +1 ;your ship's position
+y = x+1 ; +2 ;your y-pos
+firex = y+1 ; +3 ;(1 byte)
+firey = firex+1 ; +4 ;(1 byte)
+ ; ;--------LEVEL
+eventleft = storepos+5 ; +5 ;nr. of enemies still to come
+nextevent = eventleft+1 ; +6 ;time to next event
+level_enemy = nextevent+1 ; +7 ;enemy type
+level_info = level_enemy+1 ; +8 ;info (see below)
+level_move = level_info+1 ; +9 ;=
+time2invert = level_move+1 ;+10 ;time until b<>w switch
+ ; ;--------OBJECTS
spacespace = storepos+19 ;+19
groundinfo = spacespace+1 ;+20
groundpos = groundinfo+1 ;+21 $10
ceilingpos = groundpos+16 ;+37 $10
- ; ^^ ;--------STARS
+ ; ;--------STARS
stars1 = ceilingpos+16 ;+53
stars2 = stars1+1 ;+54
nrstars1 = 7
starx1 = storepos+55 ;+55
nrstars2 = 7
starx2 = starx1+(nrstars1*2) ;+69
- ; ^^ ;--------MULTIPLES
+ ; ;--------MULTIPLES
mx = starx2+(nrstars2*2) ;+83 ;position of multiple#1
my = mx+1 ;+84 ;multiple y-pos
m2x = my+1 ;+85
;^-----------------------------------<1 ;-120=$78
-nrenemies = 10 ;max. nr of enemies
-enemysize = 7
-enemies = storepos2 ; +0 ;info about each enemy (6byt)
+enemies = storepos2 ; +0 ;info about each enemy
+enemysize = 8 ;infobytes per enemy
+nrenemies = 16 ;max. nr of enemies
-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
+ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y)
+nrybuls = 64 ; +80\
+ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y)
+nrebuls = 16
+lvlenemies = ebullets+(nrebuls*3)
;^-----------------------------------<2 ;-141=$8D
;level_info:
-; [0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
+; [0000:damage 0:diagfire 0:ground 0:ceiling 0:-]
;enemies:
-; [HP] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)]
-; [ship type or explosion frame] [x] [y] [move] [fire]
+; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)]
+; [ship type or explosion frame] [x] [y] [movecounter] [firecounter] [firefreq]
-;---------------------- introduction ------------------------------------------
+;---------------------- introduction ----------------------------------------
nop ;hello yas/ase/rascall/whathever
jp init ;here's the program, but first: a description
.dw Title ;pointer to description (all shells)
.dw Icon ;pointer to YAS icon
-Title: .db "Nemesis v0.96 by Shiar",0
+Title: .db "Nemesis v0.97 by SHIAR",0
Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes
.db %11100000 ; ███
.db %11100000 ; ███ ;recommend 80x50 screen mode
.DB 0 ;clear stupid YAS-line
-;---------------------- init --------------------------------------------------
-
-level_name: .db 8,"nemesis0"
-
-StartFix:
- im 1
- ld hl,$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
+;---------------------- init ------------------------------------------------
int_handler:
ex af,af'
init: cal BUSY_OFF ;turns the run-indicator off, obviously
cal _clrScrn ;clean the screen
+ xor a ;ld a,0
+ res 2,(iy+13) ;don't scroll the screen
+ cal _flushallmenus ;remove TI menus
-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
-
- ld hl,(exlevel+4+2)
- cal _SET_MM_NUM_BYTES
- cal _mm_ldir
-
- 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 $1f ;if already at maximum...
- jr z,skipdarken ;...then skip level increase
- inc a ;otherwise increase contrast level
-skipdarken:
- out (2),a ;set it
+FixKeys: ;fixes some key problems like left+down bug
+ im 1
+ ld a,$D4
+ ld bc,$0100
+ ld h,a
+ ld l,c ;ld hl,$D400
+ ld d,a
+ ld e,b ;ld de,$D401
+ dec a ;ld a,$D3
+ ld (hl),a
+ ldir
+ ld hl,int_handler
+ ld d,a
+ ld e,a ;ld de,$D3D3
+ ld bc,int_end-int_handler
+ ldir
+ inc a ;ld a,$D4
+ ld i,a
+ im 2
-;---------------------- main menu ---------------------------------------------
+;---------------------- 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
+ ld b,e ;ld b,16: one line
AboveLogo:
ld (de),a ;clear/n byte
inc de ;next
dnz AboveLogo ;repeat for the first line
-
ld bc,16*19 ;logo size
ldir ;display one line of logo
-; ld hl,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 hl,16*$33+VIDEO_MEM ;$33 rows down
+ ld b,16*7 ;draw black 7 lines
ld a,%11111111 ;horizontal line mask
underline:
ld (hl),a ;draw one piece of the divider-line
inc hl ;move right (8 pixels = 1 byte)
dnz underline ;repeat
- 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 hl,_txt_email ;at the very bottom of tha screen
ld (_penCol),hl
ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!!
cal _vputs ;VERY important, so display in small font ?:}
+ set 3,(iy+5) ;set white on black
+ ld de,_txt_about ;near the bottom of the screen
+ ld (_penCol),de ;hl=txt_email++=txt_about
+ cal _vputs ;display version + me
+ res 3,(iy+5) ;return to default black on white
+
dispmenu:
ld de,$0304
ld (_curRow),de
ld (_curRow),hl
cal _putc
- halt \ halt \ halt \ halt
+ halt \ halt
cal GET_KEY ;wait for keypress
cp K_UP
cp K_DOWN
jr z,menuchange
cp K_EXIT
- jp z,game_over_nopop
- ld hl,_invert
+ jr z,menuexit
cp K_F1
- cal z,undo_invert
- cp K_F2
cal z,do_invert
cp K_ENTER
jr nz,menuloop
ld a,(menuitem)
dec a
- jr nz,startnewgame
- cal Continue_game
- jr game_main_loop
+ cal nz,New_game ;NEW GAME
+ jp samelevel ;CONTINUE: game_main_loop
-startnewgame:
- cal New_game
- jr game_main_loop
+menuexit:
+ ld hl,0
+ ld (your_score),hl
+ jp game_over
menuchange:
ld a,(menuitem)
ld (menuitem),a
jr menuloop
-do_invert:
- ld (hl),$EE
- ret
-undo_invert
- ld (hl),$E6
+do_invert: ;invert screen (b<>w); destr:b
+ psh hl
+ ld b,a ;psh a
+ ld hl,_invert
+ ld a,$98
+ xor (hl) ;$2F (cpl) <-> $B7 (or a)
+ ld (hl),a
+ ld a,b ;pop a
+ pop hl
ret
-;------------------------------------------------------------------------------
-;---------------------- game loop ---------------------------------------------
-;------------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+;---------------------- game loop -------------------------------------------
+;----------------------------------------------------------------------------
game_main_loop: ;REPEATS FROM HERE EVERY FRAME
ld hl,timer ;update time
inc (hl) ;increase by 1
- ld b,(hl) ;new time, save for rand# upd. (no flag change)
- jr nz,updaterandom ;continue when new time <> 0
- ld hl,1 ;once every 256 frames, increase score by 1
- cal scoreInc ;do it
-
-updaterandom:
- ld hl,RanPos ;random counter
- ld a,r ;add r register to randomize
- add a,(hl) ;add previous random value
- add a,b ;even more random by adding timer
- ld (hl),a ;save even more random value back
+ ld a,(hl)
+ and %11111
+ ld hl,1 ;once every 32 frames, increase score by 1
+ cal z,scoreInc ;do it
Clear_screen:
ld hl,GRAPH_MEM ;move from (hl) = top left
ld (hl),$00 ;first pixel will be copied all over the screen
ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen
ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar)
- ldir ;clear!
+ ldir ;all clear!
- ld a,(timer)
- and %11
+ ld a,0 ;current frame/turn 0-255
+timer =$-1
+ and %11 ;a=0 once every 4 turns
jr z,movestarsdone ;don't move stars once every 4 frames
-
cal movestars1 ;move the stars on the FRONT layer
cal movestars2 ;move the distant stars
-
movestarsdone:
ld a,(stars1) ;star positions (the missing byte...)
ld b,nrstars1 ;how many stars? now we know.
ld hl,starx1 ;points to the position of the stars
cal DisplayStars ;display front layer stars
-
ld a,(stars2) ;weren't you paying attention five lines ago?
ld b,nrstars2 ;that many?! whow!
ld hl,starx2 ;and there they are
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
+ cal nz,Handle_ceiling ;scroll the ceiling (if any) +check4collision
+ cal Handle_ground ;scroll the ground and check if we're dead
game_stuff:
+ cal Handle_Ship ;move you
ld a,(your_occ) ;are you 100% OK?
or a ;a=0??
jr nz,_gamestuff1 ;then don't check for movements/fires/...
- 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)
+ ld a,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
out (1),a ;ask for them
nop \ nop ;delay 8 clocks
in a,(1) ;get zem!
check_exitkey:
bit 6,a ;test bit 6 = exit-key = EXIT
- jp z,game_over_nopop ;<exit> pressed, so be it
+ jp z,game_over ;<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
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
+ xor a ;no:
+ ld (just_fired),a ;reset just_fired
check_selkey:
ld a,%01011111 ;look at first column of keys (ALPHA to STO)
out (1),a ;gimme
nop \ nop ;what's taking you so long
in a,(1) ;at last... our precious keyzzz...
- ;old: <bit 7,a \ cal z,select> now see this:
+
+ bit 6,a ;'bout the GRAPH key...
+ cal z,Teacher ;you didn't _press_ it, did you?!?
+
rla ;test bit7 so we know f ALPHA has been pressed
cal nc,select ;yeppy, select the currently selected upgrade
cal Enemies_hit ;check for collision with enemies
+ cal inc_weapdamage
_gamestuff1:
- cal Handle_Ship ;move you
- cal Handle_bullets ;move your bullets
- cal Handle_torp ;move your torpedo
-
cal Handle_enemies ;move enemies
+
+ cal Handle_bullets ;move your bullets + check for hits
cal Enemy_bullets ;move enemy bullets
+ cal Handle_torp ;the same for your torpedo (assuming u have 1)
cal Level_event ;insert enemies
cal Display_Screen ;display all
+
+ ld b,1
+___:
halt ;delay
+ dnz ___
+ jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+inc_weapdamage:
+ ld a,0
+weapincs =$-1
+ inc a
+ cp 97 ;max. 96 times (=96/16=6 increases)
+ ret nc ;return if already maxed
+ ld (weapincs),a ;save new incs
- jp game_main_loop ;LOOP^^^^^^^^^^^^^
+ and %11110000 ;clear last 4 bits so no cf when rotating
+ ;btw: AND resets cf
+ rra ;rotate acting as shift (srl a) but just 1B
+ rra
+ rra
+ rra ;increase once just every 16 turns
+ ld b,a ;times to increase
+incthedamage:
+ add a,1 ;increase damage for one increase
+weapdaminc =$-1
+ dnz incthedamage ;a=total increase damage
+ ld b,1 ;minimal damage
+weapdamage =$-1
+ add a,b ;a=total damage
+ ld (curweapdamage),a ;safe the current damage
+ cal disp_charge
+ ret
-;--------------------------- ground -------------------------------------------
+;--------------------------- ground -----------------------------------------
Handle_ground:
ld a,(timer)
ld a,(groundinfo) ;what kind of ground
dec a ;type 1:
jr z,ground_tunnel ;tunnel effect
- jr ground_boring
+ground_boring:
+ ld a,(groundpos) ;type 0
+ jr newground+1
ground_tunnel:
ld a,(groundpos+14)
- ld (groundpos+15),a
+ ld d,a
ld hl,spacespace
-
- ld a,(RanPos)
+ ld bc,$500 ;range=0..4
+ cal Random ;a=0..4
+ dec a ;a=-1..3
+ dec a ;a=-2..2
ld b,a
- bit 1,a
- jr z,ground_previous
- bit 2,a
- jr z,gtunneldown
-gtunnelup:
- ld a,(hl)
+ add a,(hl) ;add to spacesize (so +2..-2)
+ cp 10
+ jr c,newground ;>=0 then don't change
+ ld c,a
+ ld a,d
+ add a,b ;new position
or a
- jr z,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
+ jr z,newground ;may not be 0 (=256)
+ cp -10
+ jr nc,newground ;and not be <0 (>246)
+diffground:
+ ld d,a
+ ld (hl),c
newground:
+ ld a,d
ld (groundpos+15),a ;save new byte on the right
- 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 b,c ;pop b used by groundloopup
dnz groundloopright ;loop right for entire screen (16x)
pop hl \ pop hl ;restore stack
- ret
CheckGround: ;check for collision with the ground
ld a,(x)
ld b,5
jp damage_you
-;--------------------------- ceiling ------------------------------------------
+;--------------------------- ceiling ----------------------------------------
Handle_ceiling:
ld a,(timer)
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_boring:
ceiling_tunnel:
ld a,(ceilingpos+14)
- ld (ceilingpos+15),a
+ ld d,a ;d=new ceiling
ld hl,spacespace
- ld a,(RanPos)
- ld b,a
- bit 4,a
- jr z,ceiling_previous
- bit 5,a
- jr z,ctunnelup
-ctunneldown:
+ ld bc,$201 ;range=1..3
+ cal Random ;a=1-3
+ dec a
+ jr z,newceiling ;1:same
+ dec a
+ jr z,ctunnelup ;2:up
+ctunneldown: ;3:down
ld a,(hl)
- or a
- jr z,ceiling_previous
+ or a ;(spacespace)=0:
+ jr z,newceiling+2 ;keep same ceiling
inc (hl)
- ld a,(ceilingpos+15)
- inc a
+ inc d
jr newceiling
ctunnelup:
- ld a,(ceilingpos+15)
- dec a
- jr z,ceiling_previous
+ ld a,1
+ cp d ;if size=1 then don't
+ jr z,newceiling
+ dec d
dec (hl)
- jr newceiling
-
-ceiling_previous:
- ld a,(ceilingpos+14) ;type 1
- jr newceiling
-ceiling_boring:
- ld a,(ceilingpos) ;type 0
newceiling:
+ ld a,d
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 b,c ;pop b used by groundloopup
dnz ceilingloopright ;loop right for entire screen (16x)
pop hl \ pop hl ;restore stack
- ret
CheckCeiling: ;check for collision with the ground
ld a,(x) ;your x
ld b,5
jp damage_you ;otherwise you don't wanna be in that ship
-;--------------------------- move stars ---------------------------------------
+;--------------------------- move stars -------------------------------------
DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars#
ld e,(hl)
and %00001111
cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1
jr nz,newstarok
- cal Random5016
+ cal RandomY
newstarok:
ld (ix),l
dnz movestars_loop
ret ;for stupid people, here's another comment...
-;--------------------------- pause --------------------------------------------
+;--------------------------- pause ------------------------------------------
Pause:
ld hl,$0200 ;top left
jr nz,pause ;no, wait some more
ret ;continue
-;--------------------------- teacher ------------------------------------------
+;--------------------------- teacher ----------------------------------------
Teacher:
ld (iy+12),5 ;enable flashing cursor
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
+;--------------------------- exit -------------------------------------------
+quit: im 1 ;release keyfix procedure
+ set 2,(iy+13) ;set back screen scrolling
+ xor a
+ ld (_asapvar+1),a ;next Asm( run will reload the program
ld hl,GRAPH_MEM ;graph-screen location
ld de,GRAPH_MEM+1
- ld (hl),0
+ ld (hl),a
ld bc,1024-1 ;do it 1024 times = entire screen
ldir
-
jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the
;_clrScrn) AND also executes _homeup and ret
-; cal _clrScrn
-; jp _homeup
-;--------------------------- display ------------------------------------------
+
+;--------------------------- display ----------------------------------------
Display_Screen:
- ld hl,GRAPH_MEM ;from storage (top left)
- ld de,VIDEO_MEM ;to screen (top left)
+ ld hl,GRAPH_MEM ;from buffer (top left)
+ ld de,VIDEO_MEM ;to real screen (top left)
ld c,56 ;display height = 64 bytes (minus 8 for bar)
displayloop:
ld b,16 ;display width = 16 bytes (16*8bits=256pixels)
displaytloop:
ld a,(hl) ;copy byte from (hl)
-_invert:
- xor $ff ; } ;invert byte (white<=>black)
+_invert: ;SMC: cpl <-> or a
+ cpl ;xor $ff: invert byte (white<=>black)
ld (de),a ;to (de)
inc hl \ inc de ;next byte
dnz displaytloop ;16x hl >> de
dec c ;next line
- jr nz,displayloop ;loop 64x
+ jr nz,displayloop ;loop 56x
+
+ ld hl,time2invert
+ ld a,(hl)
+ or a ;(time2invert)=0:
+ jr z,noinvert ; do nothing
+ dec a ;otherwise decrease
+ cal z,do_invert ;if it became 0 then invert
+ ld (hl),a ;save new value
+noinvert:
ld hl,$396b ;Display Score
ld (_penCol),hl ;bottom right of screen
- ld hl,(score)
+ ld hl,(your_score)
_D_HL_DECI: ;------- display 5-digit value -------
ld de,savestr+4 ;savenr saves number string
savestr: ;@here the score will be stored
.db "00000",0 ;don't worry, it's just temporary
-;------------------------- handle ship ----------------------------------------
+;------------------------- handle ship --------------------------------------
Handle_Ship:
ld a,(your_occ) ;are
inc a ;no! next (explosion)frame
ld (your_occ),a ;save
- cp 34 ;last explosion frame?
+ cp 64+1 ;last explosion frame? (1-16=1st;49-64=4th)
jp c,exploding_you ;not yet: display explosion
- cp 40 ;delay finished?
+ cp 64+16 ;delay finished?
jp z,You_die ;yes = game over
ret ;don't display anything
+;----move----
ok: ;we are
ld a,%01111110 ;get arrow keys
out (1),a ;it's cold outside
jr nc,no_right
ld (hl),a
no_right:
- ld d,(hl)
+ ld d,(hl) ;d=x
inc hl
rr b
jr c,no_up
jr c,no_up ;-1 = top of screen
ld (hl),a ;save new y
-no_up: ld e,(hl)
- ld ix,spr_ship01 ;ship sprite
+no_up: ld e,(hl) ;e=y
+ ld ix,spr_ship01 ;normal ship sprite
+your_shipspr =$-2
ld hl,your_inv ;invulnerable?
ld a,(hl) ;load time in a
or a ;is it 0?
- jr z,handle_multiples ;yes so ship = normal (display \ continue)
+ jr z,disp_ship ;yes so ship = normal (display \ continue)
ld a,(timer) ;load frame nr.
and %00000111 ;a=0 once every four frames
dec (hl) ;decrease inv-time left
not_time:
and %00000100 ;a switches 0<->1 every 2 frames
- jr z,handle_multiples ;show normal ship
+ jr z,disp_ship ;show normal ship
inv_flicker:
- ld ix,spr_ship01i ;don't display ship
+ ld bc,spr_ship01i-spr_ship01
+ add ix,bc ;display invulnerable ship
+disp_ship:
+ cal safeputsprite ;display your ship; save de
-handle_multiples:
- cal putsprite ;display your ship
+;----multiples----
+handle_multiples:
ld a,(your_multiples) ;do you have multiples
ld b,a ;save a for 2nd check
and %11 ;no? (last two bits = nr of multiples)
ret z ;then don't handle them either
- ld hl,y
ld a,b ;restore a (your_multiples)
- and %100 ;move the multiples???
- jr z,mult_adv ;nope, just let them (saves (y) in y, (x) in x)
+ and %100 ;move the multiples??? (=move bit set?)
+ 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
+ inc a ;a=a+1 (next position)
and %00001111 ;if a>15 then a=a-16
ld (hl),a ;save new a
add a,a ;a=a*2
ld hl,your_prevpos ;previous positions
add hl,bc ;16 turns ago
- ld d,(hl) ;old x-pos
+ ld b,(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
+ ld c,(hl) ;old y-pos
+ ld (mx),bc ;save multiple position in (mx)
+ ld (hl),d ;save current pos. for 16 turns into the future
+ dec hl ;yes...
+ ld (hl),e ;...both
mult_adv:
- ld de,(mx)
+ ld de,(mx)
+ ld a,d
+ ld d,e
+ ld e,a ;ex d,e
ld ix,spr_multiple ;sprite of the multiple
jp putsprite ;display it + <ret>
+;----explode----
+
exploding_you:
srl a ;half the framerate
- dec a ;first frame is 1>inc>srl>dec = 0
+ srl a ;half that framerate
+ srl a ;and half again that framerate
ld hl,x-1
+ ld ix,spr_yexplosion ;base sprite
-explosion_stuff:
- rra
- add a,a
- add a,a
+explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite
+ and %11111110
add a,a
+ add a,a ;frame*8
ld c,a
- ld b,0
- ld ix,spr_explosion
- add ix,bc
+ ld b,0 ;bc=a
+ add ix,bc ;go to correct sprite (each spr. is 8 bytes)
inc hl
- ld d,(hl)
+ ld d,(hl) ;load xpos
inc hl
- ld e,(hl)
- jp putsprite
+ ld e,(hl) ;and y
+ jp putsprite ;and display it too
+
+;----hit----
damage_you: ;damages you B points
- ld a,(your_inv) ;invulnerability left?
+ ld a,(your_inv) ;shield left?
or a
- ret nz ;return if inv>0
+ jr z,dothadamage ;no shield
+ srl b ;shield: half the damage
+dothadamage:
+ ld hl,time2invert
+ xor a ;a=0
+ cp (hl) ;no already inverted?
+ cal z,do_invert ;then invert screen
+ ld a,2
+ ld (hl),a ;change back 2 frames from now
+
ld hl,your_armor ;armor left
ld a,(hl) ;load hp in A
sub b ;decrease hp by B
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
-
+ jp disp_armor ;and display new value
no_armor:
ld a,%01 ;occ %xxxxxx01 = explode
- ld (your_occ),a ;set to explode
+ ld (your_occ),a ;too bad, you're dead meat
ret
-;------------------------- place multiples ------------------------------------
+;------------------------- place multiples ----------------------------------
Place_multiples:
ld (mx),de ;set last multiple-position
dnz place_multiples ;repeat
ret
-;------------------------- select upgrade -------------------------------------
+;------------------------- select upgrade -----------------------------------
select:
ld hl,your_pickup ;select 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
+ cp 25-6 ;may not become >=25
+ jr c,select1_ ;ok then just add 6
+ ld a,25-6 ;set to maximum (6 will be added below)
+select1_:
+ add a,6 ;add 6 to armor
+ ld (your_armor),a ;change armor
+ xor a ;ld a,0
+ ld (your_pickup),a ;reset pickups
jp disp_icons ;display and return
select2:
dec a ;is it 2?
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
-
+ cp maxnrweapons
+ jp nc,disp_icons ;weapon maxed out
+ ld (hl),a ;set new weapon
+ cal loadweapon ;load it (damage and stuff)
jp disp_icons ;display n return
select4:
dec a ;is it 4?
ld (hl),0 ;reset pickups
jp disp_icons ;display/return
-;------------------------- fire bullet ----------------------------------------
+;------------------------- fire bullet --------------------------------------
Fire_bullet:
- ld hl,RanPos ;random
- inc (hl) ;update random counter
-
-; ld a,(laserlasts)
-; ld b,5
ld hl,just_fired
ld a,(hl) ;just_fired
cp 5 ;already pressed?
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
+ ld hl,(mx) ;then, fire from multiple position (mx)
+ dec h ;one up (-2 height: keeps weapons centered)
;blast again and <ret>
-fireany:
+fireany: ;HL=(x,y)
+ ld (firex),hl ;set position to fire from
cal fire_torp ;&&&
ld a,(your_weapon) ;do you have laser?
- dec a ;1=yes
- jr z,fire_laser
-
- ld ix,XLweapondata-6
+ ld ix,weapondata-6-(256*3)
add a,a ;weap*2
add a,a ; *4
add a,a ; *8
ld c,a
- ld b,0
+ ld b,3 ;go to current weapon (bc=a)
add ix,bc
- ld c,(ix)
- cal fire_ybullet
- inc ix
- inc ix
- ld c,(ix)
- xor a
- cp c
+fire_weapon: ;b=3
+ psh bc ;save counter
+ ld a,(ix) ;load this weapon
+ cp %11110000 ;%11110000=laser
+ cal z,fire_laser ;fire laser (will set a=0 when done)
+ or a ;<>0=bullet
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)
+ pop bc ;weapon counter (do 3 weapons)
+ dnz fire_weapon
ret
+;-----fire LASER-----
-fire_laser: ;yes, fire that laser instead
- ld a,(firex) ;a = your x-pos
- ld d,a
+fire_laser:
+ ld b,0 ;overflow counter
+ ld hl,firex
+ ld d,(hl) ;d = your x-pos
+ inc hl
- ld hl,GRAPH_MEM ;save-location
- ld a,(firey) ;y-coord
- add a,3 ;at middle of your ship (y+3)
+ ld a,(hl) ;base y-coord (firey)
+ add a,(ix+1) ;at specified offset (most likely the middle)
ld e,a ;save laser-y in e
+ psh de ;save unmodified (x,y)
add a,a ;y*2
add a,a ;y*4
add a,a ;y*8
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 hl,GRAPH_MEM ;save-location
+ add hl,bc ;bc = Y*16+X/8: hl=screen address
ld a,15 ;128/8=16=screen width ** minus one (inc a ^^)
sub d ;minus x-start (d=X/8)
ld b,a
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
+ pop de ;de=(firex): x-pos unmodified
check_laserhits: ;de = (x,y)
- ld b,nrenemies
- ld hl,enemies+1
-
-laserhits: ;Hits with normal enemies
+ ld b,nrenemies ;check all enemies
+ ld hl,enemies+1 ;enemy#1+occ/hp00
+laserhits: ;hits with normal enemies
psh hl
-
- ld a,(hl)
- and %00000010
+ ld a,(hl) ;occ+hp00
+ and %00000010 ;normal/moving occ.=%1x
jr z,nolashit ;no hit when enemy_occ <> 2/3
-
inc hl ;enemy type
ld a,(hl)
or a ;enemy #0 = pickup
jr z,nolashit ;yes: don't destroy
-
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
-
+ add a,5 ;add enemy height&&&
+ jp m,nolashit ;a-e>0 = hit
+enemy_lashit:
+ ld a,(curweapdamage) ;damage
+ cal enemy_hit ;hl=enemy+y
nolashit:
- pop hl
+ pop hl ;enemy+1
ld a,b ;psh bc
ld bc,enemysize
add hl,bc ;go to next enemy
ld b,a ;pop bc
dnz laserhits ;check all enemies
+ xor a ;a=0 otherwise weird things might happen :P
+ ld (weapincs),a ;reset damage
ret
-enemy_lashit:
- cal enemy_hit
- jr nolashit
+;-----misc-----
+
+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 BULLETs-----
fire_ybullet:
- ld hl,ybullets
- ld de,3
- ld a,(ybuls)
- ld b,a
+ ld c,a ;save bulletType in c
+ ld hl,ybullets ;check for unused bullet
+ ld de,4
+ ld b,nrybuls
find_ybullet:
ld a,(hl)
or a
jr z,found_ybullet ;0 = no bullet here
add hl,de
dnz find_ybullet ;look next bullet
- ret
+ ret ;none found, return don't fire
found_ybullet:
ld (hl),c ;use the bullet and set correct bullet-type
+ inc hl ;@damage
+ ld (hl),1 ;set bullet damage
+curweapdamage =$-1
ld a,(firex) ;your x-pos
add a,5 ;place bullet in front of you
inc hl ;go to bullet-x
add a,(ix+1) ;place bullet at the middle of your ship
inc hl ;go to bullet-y
ld (hl),a ;set y
+
+ xor a
+ ld (weapincs),a ;reset damage
ret
-;------------------------ handle bullets --------------------------------------
+;------------------------ handle bullets ------------------------------------
bullet_left:
- ld a,124
- sub b
+ ld c,a ;c=type
+ and %1111
+ ld b,a ;b=0000type
- cp (hl) ;off screen? (x>128-5)
+ ld a,128
+ cp (hl) ;off screen? (x>=128)
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
+ inc hl ;@y-pos
ld a,c
cal _shracc
dec a
ret
remove_bullet:
- dec hl
+ pop hl ;cal bullet_left
+ pop hl ;enemy+type
ld (hl),0 ;dump this bullet!
- pop hl
- jr next_ybullet
+ jr next_ybullet+1 ;+1:skip pop hl at next_ybullet
Handle_bullets:
ld hl,ybullets
- ld a,(ybuls)
- ld b,a
+ ld b,nrybuls
scan_bullets:
- psh bc
- psh hl
+ psh bc ;bullet counter
+ psh hl ;save enemy+type
ld (temp1),hl ;needed for check_bullethits
- ld a,(hl)
- inc hl
+ ld a,(hl) ;@bulletType
+ inc hl ;@damage
+ inc hl ;@x
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
+ psh de ;save de =position
+ dec hl ;@x
+ dec hl ;@damage
+ ld a,(hl) ;bullet damage=size
+ ld hl,bullettable ;pointer to first bullet
+ srl a
+ srl a ;per 4
+ ld d,0
+ ld e,a ;->16bit (de=a)
+ add hl,de ;point to correct bullet offset
+ ld a,(hl) ;load bullet offset
+ ld e,a ;convert to 16bit (d=0)
+ ld ix,spr_bullet01 ;first sprite
+ add ix,de ;add offset (go to correct sprite)
+ pop de ;saved position
+
+ ld a,(ix) ;bullet x-size
+ ld (bulletxsize),a ;used at check_bullethits
+ ld a,(ix+1) ;bullet y-size...
+ ld (bulletysize),a ;...too
+
+ cal safeputsprite ;display bullet; DE used for check_bullethits
cal check_bullethits
next_ybullet:
- pop hl
- pop bc
+ pop hl ;restore enemy+type
inc hl
inc hl
inc hl
+ inc hl ;skip type,dam,x,y: next enemy+type
+ pop bc ;b=counter
dnz scan_bullets ;next bullet (loop)
ret
-;--------------------------- check bullethits --------------------------------
+;--------------------------- check bullethits -------------------------------
check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet
ld b,nrenemies
ld hl,enemies+1
hit_enemies: ;Hits with normal enemies
+ psh bc ;enemy counter
psh hl
ld a,(hl)
or a ;enemy #0 = pickup
jr z,nohit ;yes: don't destroy
- psh de
- cal find_sprite
- pop de
+ cal find_sprite ;set ix to the sprite of this enemy
- inc hl
+ inc hl ;@x
ld a,(hl) ;check x
- sub d
- sub 5
- jp p,nohit
- add a,5
- add a,(ix)
- jp m,nohit
+ sub d ;minus bullet x-position
+ ld b,a ;psh a
+ sub 5 ;minus bullet x-size
+bulletxsize =$-1
+ jp p,nohit ;miss
+ ld a,b ;pop a
+ add a,(ix) ;add enemy width
+ jp m,nohit ;miss
- inc hl
+ inc hl ;@y
ld a,(hl) ;check y
- sub e
- sub 3
- jp p,nohit
- add a,3
- add a,(ix+1)
- jp m,nohit
-
+ sub e ;minus bullet y-position
+ ld b,a ;psh a
+ sub 3 ;substract bullet height
+bulletysize =$-1
+ jp p,nohit ;nope, missed it
+ ld a,b ;pop a
+ add a,(ix+1) ;add enemy height
+ dec a ;minus one
+ jp m,nohit ;missed after all
+
+ ;---bullet hits enemy (auch-time!)---
psh hl
- ld hl,(temp1)
- ld (hl),$00 ;remove bullet
- pop hl
-
+ ld hl,0 ;@bulletType
+temp1 =$-2
+ ld (hl),0 ;remove bullet
+ inc hl ;@damage
+ ld a,(hl) ;set damage
+ pop hl ;enemy+y
cal enemy_hit
-
nohit:
pop hl
- ld a,b ;psh bc
ld bc,enemysize
add hl,bc
- ld b,a ;pop bc
- dnz hit_enemies ;check next enemy
+ pop bc
+ dnz hit_enemies ;check next enemy
ret
-enemy_hit:
- dec hl
- dec hl
- dec hl
- ld a,(hl) ;occ
- 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
+enemy_hit: ;*in:a=damage;hl=enemy+y
+ add a,a ;a=damage to inflict
+ add a,a ;first 2 bits used for occ.
+ ld b,a
+ dec hl ;@x
+ dec hl ;@type
+ dec hl ;@hp00 (occ)
+ ld a,(hl) ;load hp00
+ sub b ;decrease HP (if <0xx then c is set)
+ ld (hl),a ;save (no flag-changes)
+ dec hl ;@hp64; no change in c
+ ld a,(hl) ;load; no c-change
+ sbc a,0 ;if cf then decrease a
+ ld (hl),a ;save back the new value
+ ret nc ;if a>=0 then return, otherwise explode
+
+ inc hl ;goto occ again
+ ld (hl),%01 ;set to explode
ld a,(pickuptimer) ;counts enemies destroyed
dec a ;enough destroyed for a pickup?
jr nz,pickupdone ;otherwise just explode
- ld (hl),%00000110 ;change it into a pickup (with 2 HP)
+ ld (hl),%110 ;change it into a pickup (with 2 HP)
ld a,18 ;reset enemies counter (18 hits = next)
pickupdone:
ld (pickuptimer),a ;save new enemiescounter value
ld hl,1 ;increase score by one
jp scoreInc ;+ret
-hpleft:
- ld a,c ;pop occ
- sub %00000100 ;decrease HP by one
- ld (hl),a ;save
- ret
-
-;--------------------------- handle torpedo ----------------------------------
+;--------------------------- handle torpedo ---------------------------------
Handle_torp:
ld a,(torp_occ)
ld e,a
ld ix,spr_bullett1
- psh de
- cal putsprite ;display torpedo
- pop de
+ cal safeputsprite ;display torpedo
jp check_bullethits ;check for hits with enemies
remove_torp:
ld (torp_occ),a
ret
-;--------------------------- level events -------------------------------------
+;--------------------------- level events -----------------------------------
Level_event:
ld hl,nextevent ;time to next event <ld a,(nextevent)
or a ;has it reached zero?
ret nz ;nope: get outta here!
- ld a,(eventtime) ;enemy frequency (lvl)
+ ld bc,0 ;enemy frequency (lvl)
+eventtime =$-2
+ cal Random
ld (nextevent),a ;set time to next event
ld hl,eventleft
dec (hl) ;update enemy-counter
ret ;don't place any more enemies
place_boss:
+ ld a,1
+ ld (nrlvlenemies),a ;just one enemy: the BOSS
ld hl,(levelp) ;the leveldata (including the boss)
dec hl ;points to leveldata\boss\enemynr
ld a,(hl) ;load it
- ld (level_enemy),a ;set new enemy (boss)
+ ld (lvlenemies),a ;set new enemy (boss)
dec hl ;points to level\boss\movement
ld a,(hl) ;load
ld (level_move),a ;set boss movement
- dec hl ;@level\boss\firefreq
- ld a,(hl) ;load in a
- ld (level_fire),a ;set firefrequency
jp do_event ;+ret
standby_event:
add hl,bc
cp (hl) ;(hl) = 0 ??
jr nz,chk_noenemy ;jump if enemy present (non-0)
+ ex de,hl ;de=hl=usable enemy
- ld d,h
- ld e,l
-
-place_enemy:
- ld a,(level_enemy) ;enemy type to place (lvl)
- ld hl,XLenemyinfos-4 ;enemy "0" specs (1 before enemy #1)
- add a,a ;a=type*2
- add a,a ;a=type*4
- ld c,a ;c=type
- ld b,0 ;bc = enemy nr.&&&XX
- add hl,bc ;hl = enemy specs
- ld a,(hl) ;load hitpoints+occ of this enemy class
- ld (de),a ;save occ
-
- dec de ;goto hp
- xor a
- ld (de),a ;save hp64
- inc de ;next byte (or previous): occ again
+place_enemy: ;de = enemy+1
+ ld bc,0 ;0..0
+nrlvlenemies =$-1 ;=nr of enemies minus 1
+ cal Random ;random enemy b..b+c = 0..nrenemies-1
+ ld b,0
+ ld c,a ;bc=a
+ ld hl,lvlenemies
+ add hl,bc ;go to a random enemy
+ ld a,(hl) ;load enemy nr of this mysterious random enemy
+ cal findenemyspecs ;hl = enemy #a specs
- 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
+ dec de ;goto hp64 (before occ)
+ ldi ;set hp64
+ ldi ;set hitpoints+occ of enemy class
+ ldi ;set enemy class (nr)
- 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 ;@y-pos
- inc de ;set y-pos
- inc hl ;where to place??
ld a,(hl) ;load placeInfo
+ inc hl
dec a ;is it 1?
jr z,random_enemy ;yes: create random value <51 in a
dec a ;is it 2?
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
-
+ ld bc,256*51 ;range=0..51
+ cal Random
ypos_OK: ;random value successfully created
ld (de),a ;save y-position
+ inc de ;@movecounter
- inc de ;set move
ld a,1 ;movecounter = 1
- ld (de),a ;&&&(hl),1 better?
+ ld (de),a ;set
+ inc de ;@firecounter
- 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
+ ldi ;set time-to-1st-fire
+ ldi ;set firefreq
ret ;return
-;--------------------------- enemy fires --------------------------------------
+;--------------------------- enemy fires ------------------------------------
Enemy_fires: ;de = x,y
dec d
ld (hl),e ;set y-pos
ret
-;----------------------------- enemy bullets ----------------------------------
+;----------------------------- enemy bullets --------------------------------
Enemy_bullets:
ld hl,ebullets
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
+ bit 7,a ;x<0?
+ jr nz,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)
+ 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
ld (hl),0 ;bullet > unused
jr next_bullet+1 ;next bullet (SKIP THE <POP HL> = one byte)
-;--------------------------- handle enemies -----------------------------------
+;--------------------------- handle enemies ---------------------------------
Handle_enemies:
ld hl,enemies+1
inc hl
ld a,(hl) ;x
dec a ;move left
- jr c,remove_enemy ;off screen
- jr z,remove_enemy ;"
ld d,a
-
+ bit 7,d ;x<0
+ jr z,enemy_onscreen
+ cp -7 ;x<=-8
+ jr c,remove_enemy ;=off screen
+enemy_onscreen:
inc hl
ld e,(hl) ;y
ld a,b ;moving state was stored in b earlier
jr firing_done ;continue
check_enemyfire:
- inc hl ;go to <y>
- inc hl ;go to <move>
- inc hl ;go to <fire>
+ inc hl ;@y
+ inc hl ;@movecount
+ inc hl ;@firecount
dec (hl) ;decrease counter till next blast
ld a,(hl) ;&&&doesn't seem efficient to me
or a ;has it reached zero?
jr nz,firing_done ;finished if not
- ld a,(level_fire) ;re-set counter for next blast
- ld (hl),a ;save time to fire
- inc hl ;next byte = bullettype &&&
+ inc hl ;@firefreq
+ ld a,(hl)
+ dec hl
+ ld (hl),a ;reset counter for next blast
psh de ;save registers for firing-use
cal Enemy_fires ;fires bullet
pop de ;restore (destroyed by Enemy_fires)
exploding_enemy:
inc hl
- psh hl
- ld a,(hl)
- cal explosion_stuff ;display explosion
- pop hl
-
ld a,(hl)
- cp 15
+ cp 16
jr z,remove_enemy ;remove when at last frame
inc a
ld (hl),a ;next frame
+ dec a ;1-16 -> 0-15
+ ld ix,spr_explosion ;base sprite
+ cal explosion_stuff ;display explosion
jr next_enemy
-;--------------------------- moving enemies -----------------------------------
+;--------------------------- moving enemies ---------------------------------
moving_enemy:
ld a,(level_move)
ret
movetype_stoplure:
- inc d
+ ld a,100
+ cp d
+ jr c,movetype_slowlure
+ inc d ;x<100: full stop
jr movetype_slowlure
movetype_slowlure:
inc e ;otherwise save new position
ret ;and return
-;--------------------------- check collision ----------------------------------
+;--------------------------- check collision --------------------------------
Enemies_hit:
ld hl,(x) ;e = X, d = Y
inc hl
collide_enemy: ;&&& include in Handle_enemy proc
- psh de
cal find_sprite
- pop de
inc hl
ld a,(hl) ;check x match
sub e ;enemy position minus yours minus 7
jp p,check_next
add a,6
- add a,(ix)
+ add a,(ix) ;enemy width
jp m,check_next
inc hl
sub d ;same as with x-check
jp p,check_next
add a,6
- add a,(ix+1)
+ add a,(ix+1) ;enemy height
jp m,check_next
dec hl
dec hl
and %11111100
jr z,destroy_enemy
ld a,(hl)
- sub %00000100
+ sub collidedamage
ld (hl),a
collide_done:
- ld b,4 ;damage
+ ld b,collidedamage ;damage
cal damage_you
check_next:
dnz check_collision
ret
-;--------------------------- story -------------------------------------------
+;--------------------------- story ------------------------------------------
storyPage:
psh hl
jr z,storyLine
psh hl
- ld hl,VIDEO_MEM
- ld de,GRAPH_MEM
- ld bc,1024
+ ld hl,VIDEO_MEM ;copy text
+ ld de,GRAPH_MEM ;to GRAPH_MEM
+ ld bc,1024 ;entire screen
ldir
cal _clrLCD
pop hl
inc a ;set z-flag if a = $ff
jr nz,dostory ;otherwise loop
- ld bc,5 ;story ends
+ ld bc,3+1 ;story ends
add hl,bc ;set hl to beginning of the level
ld (levelp),hl ;set the level-pointer
ret ;and return
-;--------------------------- SFX ---------------------------------------------
+;--------------------------- SFX --------------------------------------------
-CDoSFX:
- ld hl,VIDEO_MEM
- ld de,GRAPH_MEM
- ld bc,1024
- ldir
- ld b,64
- ld a,-1
-
-DoSFX: ;ins: a=beginLine b=nrOfLines
+DoSFX: ;in:a=beginLine;b=nrOfLines
ld (curline),a
SFXframe:
psh bc
- ld a,(curline) ;get line number
+ ld a,0 ;get line number
+curline =$-1
inc a ;go to the next line
ld (curline),a ;update
ld l,a
- ld h,0
- add hl,hl
+ ld h,0 ;hl=a
add hl,hl
add hl,hl
add hl,hl
+ add hl,hl ;*16 (a pixels down=a*16)
ld b,h ;save hl for later
ld c,l
- ld de,VIDEO_MEM
+ ld de,VIDEO_MEM ;where to put sfx
add hl,de ;go to ymin
- ld d,h
- ld e,l
+ ex de,hl ;put into de again
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
+ sub 64 ;a=a-64
+ neg ;a=64-a (lines from bottom)
+
+; ld c,a ;c=a=(curline)
+; ld a,64
+; sub c ;lines from bottom
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
+ dec a ;counter
+ jr nz,SFXdisp ;repeat until whole screen is displayed
ld b,8
SFXdelay:
- halt
- dnz SFXdelay
+ halt ;delay
+ dnz SFXdelay ;8x
- pop bc
+ pop bc ;counter
dnz SFXframe
ret
-;--------------------------- show icon ----------------------------------------
+;--------------------------- show icon --------------------------------------
drawline:
ld (hl),a ;draw one piece of the divider-line
xor a ;blank line mask
cal drawline ;clear scorebar
- cal disp_lives
+disp_lives:
+ ld de,5 ;(0,5)
+ ld a,(your_lives) ;nr of lives
+ or a
+ jr z,displivesdone ;no lives
+ ld b,a
+displivesloop:
+ psh bc
+ ld ix,spr_lship
+ cal safeputsprite ;put li'l ship
+ ld a,lshipsize+1
+ add a,d
+ ld d,a ;x=x+5
+ pop bc
+ dnz displivesloop ;one ship per life
+displivesdone:
ld ix,spr_icon01 ;armorIcon
ld de,$1901 ;icon #1
ld de,$2901 ;icon #2
cal putwidesprite ;display
- ld ix,spr_icon03 ;bulletIcon
- ld de,$3901 ;icon #3
- cal putwidesprite ;display icon
+ ld ix,spr_icon00
+ ld a,(your_weapon) ;ur weapon
+ dec a ;1=laser
+ jr z,no_bullets
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_icon03 ;bulletIcon
+no_bullets:
+ ld de,$3901 ;icon #3
+ cal putwidesprite ;display icon
ld ix,spr_icon00 ;emptyIcon
ld a,(your_weapon)
ret
disp_armor:
+ ld de,16 ;line size
ld hl,(57*16)+VIDEO_MEM+3
ld b,3
armorbarclr:
dec hl
ld (hl),0
+ add hl,de
+ ld (hl),0
+ sbc hl,de
dnz armorbarclr
ld a,(your_armor) ;load your armor
ld c,a ;psh a
srl a ;/2
srl a ;/4
- srl a ;/8: don't display last 2 bits of a (later)
+ srl a ;/8: don't display last 3 bits of a (later)
jr z,noarmorbar ;if a=0 then it would loop 256x so skip it
ld b,a ;loop b=a times
armorbar: ;starting at ($39*16)+VIDEO_MEM
ld (hl),%11111111 ;draw a piece of the bar
+ add hl,de ;one down (resets carry)
+ ld (hl),%11111111 ;same piece
+ sbc hl,de ;up again
inc hl ;next position
dnz armorbar ;loop it b times
dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100)
armorbarready: ; (an if B=3 then a=%11100000)
ld (hl),a ;draw this last byte
+ add hl,de
+ ld (hl),a ;and just below
ret
-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
+disp_charge:
+ ld hl,(59*16)+VIDEO_MEM+3
+ ld b,3
+chargebarclr:
+ dec hl
+ ld (hl),0
+ dnz chargebarclr
- 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
+ ld a,(weapincs) ;load bar size (0-80)
+ srl a ;half the size (0-40)
+ srl a ;again half that size (0-20 pixels)
+ ld c,a ;psh a
+ srl a ;/2
+ srl a ;/4
+ srl a ;/8: don't display last 3 bits of a (later)
+ jr z,nochargebar ;if a=0 then it would loop 256x so skip it
+ ld b,a ;loop b=a times
+chargebar: ;starting at ($39*16)+VIDEO_MEM
+ ld (hl),%11111111 ;draw a piece of the bar
+ inc hl ;next position
+ dnz chargebar ;loop it b times
+nochargebar:
+ ld a,c ;pop a
+ and %111 ;display last bits of chargebar
+ ret z ;if armor=0 then bit = %00000000 (don't disp)
+ ld b,a ;into B
+ xor a ;bit = %00000000
+chargebarbit:
+ scf ;set carry flag
+ rra ;rotates A right and sets bit 7 (c-flag)
+ dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100)
+chargebarready: ; (an if B=3 then a=%11100000)
+ ld (hl),a ;draw this last byte
+ ret
-;--------------------------- proc ---------------------------------------------
+;--------------------------- proc -------------------------------------------
-Random5016:
- cal Random50 ; a = 0..50
- inc a ; a = 1..51
+Random: ;a=c<random<b+c; destr:none
+ psh hl
+ ld hl,rancount ;amount to increase with (0-255)
+randomloop:
+ inc (hl) ;change for next time
+ ld a,r ;value $0-7F (can be _anything_ so watch out!)
+ add a,0 ;add to last random value
+ranseed =$-1 ;SMC :P
+ add a,(hl) ;add the changing increase value
+ ;(this is because R can be anything;
+ ; ie always be even so freeze when a must be 1<=a<=1)
+ ld (ranseed),a ;save for next time
+ cp b ;a>=b
+ jr nc,randomloop ;then add again
+ add a,c ;a<b; a=a+c
+ pop hl
+ ret
+rancount: .db 0
+
+RandomY: ;HL = random Y 0..50 right side ((1..51)*16-1)
+ psh bc
+ ld bc,50*256+1 ;range=1..51
+ cal Random ;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
+ add hl,hl
+ add hl,hl
add hl,hl ;hl = 1..51 * 16 (left side at random y)
- dec hl ;hl = 1..51 * 16 (" at right side of screen)
+ dec hl ;hl = 0..50 * 16 (" at right side of screen)
ld de,GRAPH_MEM
add hl,de ;position on screen
+ pop bc
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)
+ ld bc,(your_score)
add hl,bc
- ld (score),hl
+ ld (your_score),hl
pop bc
ret
-find_sprite: ;destroyed: de ix
+find_sprite: ;in:hl=enemy+type | out:ix=sprite to enemy
+ psh de
psh hl
- ld e,(hl) ;e = enemy type
+ ld e,(hl) ;e = enemy offset/2
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
+ ld ix,spr_enemy00 ;first enemy sprite
add ix,de ;add offset for current enemy
add ix,de ;twice (offset stored as offset/2)
pop hl
+ pop de
ret
BLACKLCD:
set 3,(iy+5) ;set white on black
ret
-waitnokeypressed:
- halt \ halt
- cal GET_KEY
- or a
- jr nz,waitnokeypressed
+releasekeys:
+ halt
+ ld a,%10000000 ;all key-masks
+ out (1),a
+ in a,(1)
+ inc a ;cp %11111111 (no keys pressed)
+ jr nz,releasekeys ;keep waitin
+ cal GET_KEY ;clear buffer
ret
-Decompress: ;hl=source(compressed) de=dest(decompressed)
- ld a,(hl)
- bit 7,a
- jr z,compressed
- inc hl
- and %01111111
- ld b,0
- ld c,a
- ldir
- jr Decompress
-compressed:
- psh af
- or %11111100
- ld b,a
- inc hl
- ld c,(hl)
- inc hl
- pop af
- and %01111100
- rrca
- rrca
- or a
- ret z
- psh hl
- ld h,d
- ld l,e
- add hl,bc
- inc a
- inc a
- ld b,0
- ld c,a
- ldir
- pop hl
- jr Decompress
+findenemyspecs: ;enemy #a specs in (hl); in:b=0; out:ac=?
+ ld hl,enemyspecs-8 ;enemy "0" specs (1 before enemy #1)
+ add a,a ;a=type*2
+ add a,a ;a=type*4
+ add a,a ;a=type*8
+ ld c,a ;b=0; c=bc=type*8
+ add hl,bc ;hl = enemy specs
+ ret
-;--------------------------- game over / new game / death ---------------------
+;--------------------------- 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"
+ .db 0,".<>!",0,0,0,0 ;down,L,R,up
+ .db 0,"xtoje0",0 ;enter..clear
+ .db " wsnid9",0 ;(-)..custom
+ .db "zvrmhc8",0 ;dot..del
+ .db "yuqlgb7#" ;0..xvar
+ .db $D9,"-pkfa6'" ;on..alpha
+ .db "54321*",0,$D0 ;F5..more
save_hi:
- ld hl,own_name-1 ;find own variable
+ ld hl,_asapvar ;find own variable
rst 20h ;cal _ABS_MOV10TOOP1
rst 10h ;cal _FINDSYM
ret c ;not found? who cares...
cal _SET_ABS_SRC_ADDR
ld hl,storehi_end-storehi_start
cal _SET_MM_NUM_BYTES
- jp _mm_ldir ;save done (cal \ ret)
+ cal _mm_ldir ;save done (cal \ ret)
+ jp _RAM_PAGE_1
save_lvl:
- ld hl,own_name-1 ;find own variable
+ ld hl,_asapvar ;find own variable
rst 20h ;cal _ABS_MOV10TOOP1
rst 10h ;cal _FINDSYM
ret c ;not found? who cares...
cal _SET_ABS_SRC_ADDR
ld hl,storesave_end-storesave_start
cal _SET_MM_NUM_BYTES
- jp _mm_ldir ;save done (cal \ ret)
- ret
+ cal _mm_ldir ;save done (cal \ ret)
+ jp _RAM_PAGE_1
-game_over:
- pop hl ;=ret (game_over was called from a procedure)
-game_over_nopop:
+game_over: ;stack=+0
cal BLACKLCD ;clear screen
- cal waitnokeypressed
ld hl,$0603
ld (_curRow),hl ;center
ld hl,txt_gameover
cal _puts ;display "GAME OVER"
+ cal releasekeys ;wait for all keys to be released
ld hl,$0007
ld (_curRow),hl
- ld de,(score)
+ ld de,(your_score)
ld hl,(hiscore)
cal CP_HL_DE
jr nc,no_hiscore
ld (ix),a
cal _putc
inc ix
- cal waitnokeypressed
+ cal releasekeys
jr enter_name_loop
backup:
xor a ;clear a (Ahl will be displayed)
ld hl,$1006 ;bottom-1 right
ld (_curRow),hl ;set
- ld hl,(score) ;your score
+ ld hl,(your_score) ;your score
cal _dispahl ;display it (a=0)
ld hl,$314b ;bottom-1 right before score ^^
cal _getkey ;wait for keypress
jp quit ;restore some things and return to TI-OS/shell
-Continue_game:
- jr nonext_level
-
-New_game:
+New_game: ;stack must be +1 (so change the jp in cal :)
xor a ;ld a,0
- ld (score),a ;reset score
- ld (score+1),a ;reset score (0)
+ ld (time2invert),a ;keep the screen as it is
+ ld (your_score),a ;reset score
+ ld (your_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 hl,level00 ;set level pointer to level#1
ld (levelp),hl ;reset level pointer
inc a ;ld a,2
ld (your_weapon),a ;default weapon
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:
+You_die: ;stack must be +1
+ pop hl ;restore stack
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
+ ld (your_armor),a ;12 HPs/shields
+ ld a,(your_lives) ;load lives left
+ dec a ;decrease lives
+ ld (your_lives),a ;if lives=0ffh GO
+ inc a ;if -1 then zf set now
+ jp z,game_over ;and game's over
+ jr samelevel
-;--------------------------- next level ---------------------------------------
+;--------------------------- next level -------------------------------------
+
+Next_level: ;stack must be +1
+ pop hl
+ ld a,(your_armor) ;load current armor
+ cp 25-8 ;may not become >=25
+ jr c,addok ;ok then just add 8
+ ld a,25-8 ;set to maximum (8 will be added below)
+addok:
+ add a,8 ;add 8 to armor
+ ld (your_armor),a ;change armor
-Next_level:
ld hl,level ;level number
ld a,(hl)
inc a
cal scoreInc ;update score
ld hl,(levelp) ;level pointer
- ld bc,5+32+4+4 ;advance one level
+ ld b,0 ;advance one level
+ ld c,(hl)
+ add hl,bc ;passed the enemies
+ ld c,1+7+32+4
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)
+samelevel:
+ ld hl,(your_ship)
+ ld (your_shipspr),hl
ld a,80
ld (nextevent),a ;time to first enemy appearance
ld hl,(levelp) ;level pointer
- ld a,(hl) ;load new level-enemy type
- ld (level_enemy),a ;set level-enemy
+ xor a
+ cp (hl)
+ cal z,dostory
+
+ ld a,(hl) ;number of (different) enemies in this level
inc hl
+ ld c,a
+ ld (nrlvlenemies),a ;set nr of enemies-1
+ ld b,0 ;bc=c so we can use ldir
+ ld de,lvlenemies ;table of enemies
+ ldir ;load enemies to table
ld a,(hl) ;load new appearance-time
- ld (eventtime),a ;set
+ ld (eventtime),a
+ inc hl
+ ld a,(hl)
+ ld (eventtime+1),a ;set
inc hl
ld a,(hl) ;load nr of enemies in this level
ld (eventleft),a ;set nr of events left
inc hl
- ld a,(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
+ ld c,17+17+2 ;b=0
ldir
ld ix,starx1
ld b,nrstars1
cal placestars
- ld hl,RanPos
- inc (hl)
ld ix,starx2
ld b,nrstars2
cal placestars
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 de,$1800
+ ld (x),de ;begin position (x,y)
+ cal Place_multiples ;place all multiple-positions at that (0,24)
ld a,(torp_occ)
or a ;no torpedoes?
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 a,(your_weapon)
+ cal loadweapon
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
+ ld bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1
ldir ;clear enemies + bullets (y/e)
-;--------------------------- setup game ---------------------------------------
+;--------------------------- setup game -------------------------------------
game_setup:
- cal BLACKLCD
- ld hl,$0703
- ld (_curRow),hl ;center
+ cal BLACKLCD ;white on black
ld hl,txt_level
+ ld de,$0703
+ ld (_curRow),de ;center
cal _puts ;display "LEVEL "
- ld a,(level)
+ ld a,(level) ;current level
ld l,a
- ld h,$00
-
- cal UNPACK_HL
- add a,'0'
- ld b,a
- cal UNPACK_HL
- add a,'0'
+ ld h,0 ;in hl
+ cal UNPACK_HL ;create first digit
+ add a,'0' ;0-9
+ ld b,a ;into b
+ cal UNPACK_HL ;second digit
+ add a,'0' ;0-9
cal _putc ;display second digit
ld a,b
cal _putmap ;display first digit
- ld hl,$0904
- ld (_curRow),hl ;display lives left below level nr
ld hl,txt_lives ;bar text: "Lx0"...
+ ld de,$0904
+ ld (_curRow),de ;display lives left below level nr
+ cal _puts
ld a,(your_lives) ;lives left
- add a,'0' ;make value
- ld (txt_lives+3),a ;add to text
- cal _puts ;display the string
- res 3,(iy+5) ;set white on black
+ add a,'0' ;make value 0='0'
+ cal _putc
+
+ cal releasekeys ;wait for user to release all keys
+ ld hl,txt_savekey ;"Press [F1] to save"
+ ld de,$3A46 ;bottom-right
+ ld (_penCol),de
+ cal _vputs
+ res 3,(iy+5) ;set white on black
cal _getkey ;wait for keypress
cp kF1
cal z,save_lvl
cal _clrLCD ;clear screen
- jp disp_icons ;display bottom icons +ret
+ cal disp_icons ;display bottom icons +ret
+ jp game_main_loop
placestars:
- cal Random5016 ;a = (0..50)*16 = random y-pos
+ cal RandomY ;a = random y-pos 1..bottom
ld a,b ;a = b = star nr. = 1..7
add a,a ;a = 2b = 2..14
ld d,0
ld e,a ;de = a = 2-14
- add hl,de ;add to random y => random pos anywhere
+ or a
+ sbc hl,de ;substract from random y => random pos anywhere
ld (ix),l ;save x-pos (l)
ld (ix+1),h ;save y-pos (h)
dnz placestars ;repeat for all stars
ret
-;--------------------------- putsprite ----------------------------------------
-;--------------------------- de =(X,Y) ----------------------------------------
-
-offsets_table:
- .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
+loadweapon:
+ ld a,(your_weapon)
+ add a,a ;weap*2
+ add a,a ; *4
+ add a,a ; *8
ld c,a
ld b,0
+ ld hl,weapondata-16
add hl,bc
ld a,(hl)
- ld (wsmc1+1),a
- ld (wsmc2+1),a
- ld hl,(PutWhere)
+ ld (weapdamage),a ;damage of bullets
+ inc hl
+ ld a,(hl)
+ ld (weapdaminc),a ;damage increase
+ ret
- ld a,e
- add a,a
- add a,a
- add a,a
+;----------------------------------------------------------------------------
+;--------------------------- putsprite --------------------------------------
+;----------------------------------------------------------------------------
+;in: de=(x,y); ix=sprite
+;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=?
- rl b
- add a,a
- rl b
- srl d
- srl d
- srl d
- add a,d
- jr nc,n1
- inc b
-n1: ld c,a
- add hl,bc
+putsprite:
+ ld c,(ix) ;save width
+_putsprite: ;putsprite with custom width
+ ld a,d ;a=X
+ bit 7,d ;check sign bit of X
+ jr z,CSpositive ;X>=0
+
+ neg ;a=|X|
+ cp (ix) ;off screen?
+ ret nc ;X<=-width: don't draw at all
+ ld b,a ;b=|X|mod 8=1..7=bits to draw
+ ld a,%11111111 ;all bits set (draw everything)
+CSclipleft:
+ srl a ;remove first bit in a for each b
+ dnz CSclipleft ;b=1: a=%01111111
+ ;b=2: a=%00111111
+ ;b=3: a=%00011111
+ ;b=4: a=%00001111
+ ;b=5: a=%00000111
+ ;b=6: a=%00000011
+ ;b=7: a=%00000001
+ res 7,d ;X+128 (right side of screen)
+ dec e ;Y--
+ jr CSdisplay ;done clipping
+
+CSpositive:
+ sub 129-8 ;minus (screen width - byte width)
+ ld b,a
+ ld a,%11111111 ;clipmask
+ jr c,CSdisplay ;x+width<128 then entire sprite is on screen
+ inc b ;b = number of pixels off screen
+CSclipright:
+ add a,a ;remove last bit in a for each b
+ dnz CSclipright ;b=1: a=%11111110
+ ;b=2: a=%11111100
+ ;b=3: a=%11111000
+ ;b=4: a=%11110000
+ ;b=5: a=%11100000
+ ;b=6: a=%11000000
+ ;b=7: a=%10000000
+ ;b>7: a=%00000000 = off screen
+
+CSdisplay: ;display the sprite ix at (d,e) masked
+ ld (CSclipmask),a ;set mask
+ cal findpixel ;convert de to screen location hl:a
+ ld (CSbitmask),a
+
+ ld d,c ;width
+ ld b,(ix+1) ;height
+CSyloop:
+ psh bc ;save rows to go
+ psh hl ;screen
+ ld b,d ;width
+ ld a,(ix+2) ;load image line
+ and 255 ;mask
+CSclipmask =$-1
+ ld c,a ;c=image
+ inc ix ;next
+CSbitmask =$+1
+ ld a,1 ;saved bitmask
+CSxloop:
+ sla c ;test leftmost pixel
+ jr nc,CSnodraw ;don't draw if it's 0
+ ld e,a ;psh af: save bitmask
+ or (hl)
+ ld (hl),a ;OR pixel with screen
+ ld a,e ;pop af
+CSnodraw:
+ rrca ;next bit
+ jr nc,CSbitdrawn ;carry set if bit "jumped"
+ inc hl ;next byte
+CSbitdrawn:
+ dnz CSxloop
+ pop hl ;screen at x-offset=0
+ ld bc,16
+ add hl,bc ;next line
+ pop bc ;rows counter
+ dnz CSyloop
+CSdone: ret
+
+;--------------------------- putbigsprite -----------------------------------
+
+putwidesprite:
+ ld a,(ix) ;width
+ cp 9
+ jr c,putsprite ;width<=8: just draw the sprite
- ld d,(ix)
- ld b,(ix+1)
-woloop: psh bc ;Save # of rows
- psh hl ;Save screen address
- ld b,d ;Load width
- ld c,(ix+2) ;Load one line of image
+ ld a,(ix)
+ sub 8 ;width>8
+ psh af
+ ld c,8
+ psh de
+ cal _putsprite ;otherwise draw one column (8 pixels wide)
+ pop de
inc ix
-wsmc1: ld a,1 ;Load pixel mask
-wiloop: sla c ;Test leftmost pixel
- jr nc,wnoplot ;See if a plot is needed
- ld e,a ;OR pixel with screen
- or (hl)
- ld (hl),a
- ld a,e
-wnoplot:
- rrca
- jr nc,wnotedge ;Test if edge of byte reached
- inc hl ;Go to next byte
-wnotedge:
-wsmc2: cp 1
- jr z,wover_1
+ ld a,8 ;next
+ add a,d ;8 pixels right
+ ld d,a
+ pop bc ;then draw the remaining pixels (c=width-8)
+ jr _putsprite
- dnz wiloop
- pop hl ;Restore address
- ld bc,16 ;Go to next line
- add hl,bc
- pop bc ;Restore data
- dnz woloop
+safeputsprite: ;cal putsprite with de intact
+ psh de
+ cal putsprite
+ pop de
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
+
+;------------------------------- findpixel ----------------------------------
+;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de
+
+findpixel:
+ ld a,e ;a=e=Y
+ add a,a
+ add a,a ;add a,a is 7 cycles faster than add hl,hl
+ ld h,0 ;switch to hl now (Y<64)
+ ld l,a ;hl=4*Y
+ ld a,d ;a=d=X
+ rra ;RRA: carry flag must be reset!
+ add hl,hl ;that's what the adds are for :P
+ rra
+ add hl,hl ;hl=16*Y
+ rra ;a=X/8
+ or l
+ ld l,a ;hl=hl+a
+ ld a,d
+ and 7 ;a=X\8
+ cpl
+ rlca
+ rlca
+ rlca
+ ld (FPbit),a
+ xor a
+FPbit =$+1
+ set 0,a
+ ld de,GRAPH_MEM ;screen base position (where x+y=0)
+PutWhere =$-2
+ add hl,de
ret
-;------------------------------------------------------------------------------
-;------------------------------- sprites --------------------------------------
-;------------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+;------------------------------- sprites ------------------------------------
+;----------------------------------------------------------------------------
spr_ship01:
.db 7,7 ;ship alpha class
- .db %01111000 ; ████
- .db %11100000 ; ███
- .db %01111100 ; █████
- .db %11110010 ; ████ █
- .db %01111100 ; █████
- .db %11100000 ; ███
- .db %01111000 ; ████
+ .db %01111000 ; ████
+ .db %11100000 ;███
+ .db %01111100 ; █████
+ .db %11110010 ;████ █
+ .db %01111100 ; █████
+ .db %11100000 ;███
+ .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 ; █ █
+ .db 8,7
+ .db %01111010 ; ████ █
+ .db %11100001 ;███ █
+ .db %01111101 ; █████ █
+ .db %11110011 ;████ ██
+ .db %01111101 ; █████ █
+ .db %11100001 ;███ █
+ .db %01111010 ; ████ █
spr_ship02:
-; .db 7,7 ;ship beta class
-; .db %11100000 ; ███
-; .db %11110000 ; ████
-; .db %01111100 ; █████
-; .db %01110010 ; ███ █
-; .db %01111100 ; █████
-; .db %11110000 ; ████
-; .db %11100000 ; ███
+ .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 8,7
+ .db %11100010 ;███ █
+ .db %11110001 ;████ █
+ .db %01111101 ; █████ █
+ .db %01110011 ; ███ ██
+ .db %01111101 ; █████ █
+ .db %11110001 ;████ █
+ .db %11100010 ;███ █
+
+spr_ship03:
+ .db 7,7 ;ship gamma class
+ .db %11111000 ;█████
+ .db %01100000 ; ██
+ .db %11111100 ;██████
+ .db %11100110 ;███ ██
+ .db %11111100 ;██████
+ .db %01100000 ; ██
+ .db %11111000 ;█████
+spr_ship03i:
+ .db 8,7
+ .db %11111010 ;█████ █
+ .db %01100001 ; ██ █
+ .db %11111101 ;██████ █
+ .db %11100111 ;███ ███
+ .db %11111101 ;██████ █
+ .db %01100001 ; ██ █
+ .db %11111010 ;█████ █
+
+spr_ship04:
+ .db 7,7 ;ship delta class
+ .db %11000000 ; ██
+ .db %11110000 ; ████
.db %11111100 ; ██████
+ .db %01100010 ; ██ █
.db %11111100 ; ██████
- .db %01111000 ; ████
-
-spr_bullet01:
- .db 5,3 ;your bullets
- .db %00110000 ; ░▒▓█▒
- .db %11111000 ; ░▒▓████▒
- .db %00110000 ; ░▒▓█▒
-spr_bullet02:
- .db 5,3
- .db %11110000 ; ░▒▓███▒
- .db %11111000 ; ░▒▓████▒
- .db %11110000 ; ░▒▓███▒
-spr_bullett1:
- .db 4,3 ;▒▒▒
- .db %11100000 ;▒███
.db %11110000 ; ████
- .db %01110000 ; ███
+ .db %11000000 ; ██
+spr_ship04i:
+ .db 8,7
+ .db %11000010 ; ██ █
+ .db %11110001 ; ████ █
+ .db %11111101 ; ██████ █
+ .db %01100011 ; ██ ██
+ .db %11111101 ; ██████ █
+ .db %11110001 ; ████ █
+ .db %11000010 ; ██ █
-spr_bullete1:
- .db 4,3 ;enemy bullets
- .db %01100000 ; ▒█▓▒░
- .db %11110000 ; ▒███▓▒░
- .db %01100000 ; ▒█▓▒░
+spr_multiple:
+ .db 6,5 ;multiples
+ .db %01111000 ; ████
+ .db %11001100 ; ██ ██
+ .db %10000100 ; █ █
+ .db %11001100 ; ██ ██
+ .db %01111000 ; ████
-;---------------------------------------- explosion -------------------------------------------
+;-------------------------------- explosion ---------------------------------
spr_explosion:
.db 8,6 ;1
.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 ; ████████
+ .db 8,5 ;1
+ .db %00000000
+ .db %00101100 ; █ ██
+ .db %00011110 ; ████
+ .db %00110100 ; ██ █
+ .db %00011000 ; ██
+ .db %00000000
+
+ .db 8,5 ;2
+ .db %00111000 ; ███
+ .db %01011100 ; █ ███
+ .db %10010111 ;█ █ ███
+ .db %01000110 ; █ ██
+ .db %00111000 ; ███
+ .db %00000000
+
+ .db 8,6 ;3
+ .db %00111100 ; ████
+ .db %01001111 ; █ ████
+ .db %10100011 ;█ █ ██
+ .db %11000110 ;██ ██
+ .db %01110101 ; ███ █ █
+ .db %00111000 ; ███
+
+ .db 8,6 ;4
+ .db %00110110 ; ██ ██
+ .db %00000101 ; █ █
+ .db %11000001 ;██ █
+ .db %01100001 ; ██ █
+ .db %11000010 ;██ █
+ .db %01010001 ; █ █ █
+
+;--------------------------------- bullets ----------------------------------
+
+spr_bullet01:
+ .db 2,1
+ .db %11000000 ;▒██
+spr_bullet02:
+ .db 4,1
+ .db %11110000 ;▒████
+spr_bullet03:
+ .db 2,2
+ .db %11000000 ;▒██
+ .db %11000000 ;▒██
+spr_bullet04:
+ .db 3,2
+ .db %11100000 ;▒███
+ .db %11100000 ;▒███
+spr_bullet05:
+ .db 4,3
+ .db %01100000 ; ▒██
+ .db %11110000 ;▒████
+ .db %01100000 ; ▒██
+spr_bullet06:
+ .db 5,3
+ .db %00110000 ; ▒██
+ .db %11111000 ;▒█████
+ .db %00110000 ; ▒██
+spr_bullet07:
+ .db 5,3
+ .db %01110000 ; ▒███
+ .db %11111000 ;▒█████
+ .db %01110000 ; ▒███
+spr_bullet08:
+ .db 5,3
+ .db %11110000 ;▒████
+ .db %11111000 ;▒█████
+ .db %11110000 ;▒████
+spr_bullet09:
+ .db 5,4
+ .db %00010000 ; ▒█
+ .db %10111000 ;▒█▒███
+ .db %01111000 ; ▒████
+ .db %00010000 ; ▒█
+spr_bullet10:
+ .db 6,4
+ .db %00111000 ; ▒███
+ .db %01111100 ; ▒█████
+ .db %11111100 ;▒██████
+ .db %00110000 ; ▒██
+spr_bullet11:
+ .db 7,5
+ .db %00011000 ; ▒██
+ .db %11111100 ;▒██████
+ .db %00111110 ; ▒█████
+ .db %01111100 ; ▒█████
+ .db %00011000 ; ▒██
+spr_bullet12:
+ .db 7,6
+ .db %00110000 ; ▒██
+ .db %11111100 ;▒██████
+ .db %00111110 ; ▒█████
+ .db %01111110 ; ▒██████
+ .db %11111100 ;▒██████
+ .db %00111000 ; ▒███
+spr_bullet13:
+ .db 8,8
+ .db %00111100 ; ▒████
+ .db %11111110 ;▒███████
+ .db %01111111 ; ▒███████
+ .db %00011111 ; ▒█████
+ .db %01111111 ; ▒███████
+ .db %11111110 ;▒███████
+ .db %00111100 ; ▒████
+spr_bullett1:
+ .db 4,3 ;▒▒▒
+ .db %11100000 ;▒███
+ .db %11110000 ; ████
+ .db %01110000 ; ███
+
+spr_bullete1:
+ .db 4,3 ;enemy bullets
+ .db %01100000 ; ██▒
+ .db %11110000 ;████▒
+ .db %01100000 ; ██▒
+
+bullettable:
+ .db (spr_bullet01-spr_bullet01) ;0
+ .db (spr_bullet02-spr_bullet01) ;4
+ .db (spr_bullet03-spr_bullet01) ;8
+ .db (spr_bullet04-spr_bullet01) ;12
+ .db (spr_bullet05-spr_bullet01) ;16
+ .db (spr_bullet06-spr_bullet01) ;20
+ .db (spr_bullet07-spr_bullet01) ;24
+ .db (spr_bullet08-spr_bullet01) ;28
+ .db (spr_bullet09-spr_bullet01) ;32
+ .db (spr_bullet10-spr_bullet01) ;36
+ .db (spr_bullet11-spr_bullet01) ;40
+ .db (spr_bullet12-spr_bullet01) ;44
+ .db (spr_bullet13-spr_bullet01) ;48
+ .db (spr_bullet13-spr_bullet01) ;52
+ .db (spr_bullet13-spr_bullet01) ;56
+ .db (spr_bullet13-spr_bullet01) ;60
+
+;format:[min.damage] [dam.inc] [0000:direction 0000:speed] [offset]
+;damage = min.damage + dam.inc*incs (0<=incs<=6)
+maxnrweapons = 8+1
+weapondata:
+ .db 1,1,%11110000,0,%11110000,6,%00000000,0 ;LASER
+ .db 1,1,%00000010,3,%00000000,0,%00000000,0 ;single fire
+ .db 3,1,%00000011,3,%00000000,0,%00000000,0 ;fast single
+ .db 1,1,%00000010,0,%00000010,6,%00000000,0 ;double
+ .db 1,1,%00010010,2,%00110010,2,%01000010,2 ;triple
+ .db 3,2,%00010011,2,%00110011,2,%01000011,2
+ .db 5,3,%00010011,2,%00110011,2,%01000100,2
+ .db 7,4,%00010100,2,%00110100,2,%01000100,2
+ .db 12,5,%00010110,2,%00110110,2,%01000110,2
+
+collidedamage = 4
+
+;------------------------------------ bar -----------------------------------
+
+spr_lship:
+ .db 5,3
+ .db %11100000
+ .db %01111000
+ .db %11100000
+lshipsize = 5
+
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 ; ████████████████
+ .db %11111111 ; ████████████████
+ .db %11000000 ; ██ █
+ .db %11000000 ; ██ █
+ .db %11000000 ; ██ █
+ .db %11000000 ; ██ █
+ .db %11000000 ; ██ █
+ .db %11111111 ; ████████████████
+ .db 7
+ .db %11111111
+ .db %00000001
+ .db %00000001
+ .db %00000001
+ .db %00000001
+ .db %00000001
+ .db %11111111
spr_icon00:
.db 16,7 ;unused .......:.......:
- .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
- .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
- .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
- .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
- .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
- .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
- .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
+ .db %10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010 ; █ █ █ █ █ █ █ █
+ .db 7
+ .db %10101010
+ .db %01010101
+ .db %10101010
+ .db %01010101
+ .db %10101010
+ .db %01010101
+ .db %10101010
spr_icon01:
.db 16,7 ;armor ; .......:.......:
- .db %10000111,%11110000 ; █ ███████
- .db %10011000,%00001100 ; █ ██ ██
- .db %10110011,%11000110 ; █ ██ ████ ██
- .db %10110000,%11110110 ; █ ██ ████ ██
- .db %10110011,%11000110 ; █ ██ ████ ██
- .db %10011000,%00001100 ; █ ██ ██
- .db %10000111,%11110000 ; █ ███████
+ .db %10000111 ; █ ███████
+ .db %10011000 ; █ ██ ██
+ .db %10110011 ; █ ██ ████ ██
+ .db %10110000 ; █ ██ ████ ██
+ .db %10110011 ; █ ██ ████ ██
+ .db %10011000 ; █ ██ ██
+ .db %10000111 ; █ ███████
+ .db 7
+ .db %11110000
+ .db %00001100
+ .db %11000110
+ .db %11100110
+ .db %11000110
+ .db %00001100
+ .db %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 ; ███ ██ ██ █
+ .db %10111000 ; █ ███ █ █ █
+ .db %10011100 ; █ ███ █ █ █
+ .db %10111000 ; █ ███ █ █ █
+ .db %10000000 ; █ ███ █ █
+ .db %11100001 ; ███ ████ █ █
+ .db %10011000 ; █ ██ ████ █ █
+ .db %11100110 ; ███ ██ ██ █
+ .db 7
+ .db %00010101
+ .db %00010101
+ .db %01001010
+ .db %11101010
+ .db %11100101
+ .db %11110101
+ .db %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 ; █ ██
+ .db %10000000 ; █ ██
+ .db %10000011 ; █ █████ ▒▒▒
+ .db %10011000 ; █ ██ ██ ▒▒▒
+ .db %11111100 ; ██████ ▒▒▒
+ .db %10011000 ; █ ██ ██ ▒▒▒
+ .db %10000011 ; █ █████ ▒▒▒
+ .db %10000000 ; █ ██
+ .db 7
+ .db %11000000
+ .db %11100000
+ .db %11000000
+ .db %00000000
+ .db %11000000
+ .db %11100000
+ .db %11000000
spr_icon04:
.db 16,7 ;laser .......:.......:
- .db %10000000,%00000000 ; █
- .db %10110010,%10000000 ; █ ██ █ █
- .db %10111011,%00000000 ; █ ███ ██
- .db %10011101,%11111111 ; █ ███ █████████
- .db %10111011,%00000000 ; █ ███ ██
- .db %10110010,%10000000 ; █ ██ █ █
- .db %10000000,%00000000 ; █
+ .db %10000000 ; █
+ .db %10110010 ; █ ██ █ █
+ .db %10111011 ; █ ███ ██
+ .db %10011101 ; █ ███ █████████
+ .db %10111011 ; █ ███ ██
+ .db %10110010 ; █ ██ █ █
+ .db %10000000 ; █
+ .db 7
+ .db %00000000
+ .db %10000000
+ .db %00000000
+ .db %11111111
+ .db %00000000
+ .db %10000000
+ .db %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 ; █ ██
+ .db %10000011 ; █ ███
+ .db %10000001 ; █ ████ ██
+ .db %10000001 ; █ ████
+ .db %10000011 ; █ ███
+ .db %10011000 ; █ ██
+ .db %10111100 ; █ ████ ██ ██
+ .db %10011000 ; █ ██
+ .db 7
+ .db %10000000
+ .db %11100110
+ .db %11100000
+ .db %10000000
+ .db %00000000
+ .db %11000011
+ .db %00000000
spr_dividerline:
.db 8,7
.db 128,128,128,128,128,128,128 ;128 = %10000000
-;---------------------------- texts -------------------------------------------
+;---------------------------- texts -----------------------------------------
-txt_about: .db " v0.96.A30",127,"by Shiar",0
-txt_email: .db "shiar0@hotmail.com",0
+txt_email: .db "www.shiar.org ",127 ;title screen
+ .db " shiar0@hotmail.com",0
+_txt_email = $3A01 ;$3A1E=just email
+txt_about: .db " v0.97.625 ",127," by Shiar",0 ;right behind txt_email
+_txt_about = $331F
txt_menu1: .db "NEW GAME",0
txt_menu2: .db "CONTINUE",0
-txt_level: .db "LEVEL ",0
-txt_gameover: .db "GAME OVER!",0
+txt_level: .db "LEVEL ",0 ;new level screen
+txt_lives: .db "Lx0",0
+txt_savekey: .db "Press [F1] to save",0
+
+txt_gameover: .db "GAME OVER!",0 ;game over screen
txt_score: .db "Score",0
txt_hiscore: .db "Hiscore",0
-txt_lives: .db "Lx0?",0
-txt_pressenter: .db "Enter to continue",0
-txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0
+txt_pressenter: .db "Enter to continue",0 ;pause
+txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0 ;boss
txt_teacherans: .db Lneg,"14.2063168184",0
-;---------------------------- save data ---------------------------------------
-
-PutWhere .dw GRAPH_MEM ;where to put the wide sprites
-laserlasts .db 5
+;---------------------------- save data -------------------------------------
storehi_start:
hiscore .dw $0000
-hiname .db "Shiar.96",0
+hiname .db "Shiar.97",0
storehi_end:
storesave_start:
level .db $01 ;level number
-levelp .dw XLlevelsdata+4 ;pointer to level data
+levelp .dw level01 ;pointer to level data
pickuptimer .db $04 ;counts when to place a pickup
-score .dw $0000
+your_ship .dw spr_ship04 ;your sprite
+your_score .dw $0000 ;current score
-your_pickup .db $00
+your_pickup .db $04
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_weapon .db $02 ;weapon: 0=no, 1=laser, 2+=bullet n+1
your_multiples .db $00 ;multiples present
torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt
torp_pos .dw $0000 ;torpedo position (x,y)
storesave_end:
-;----------------------------- logo -------------------------------------------
+;XLlevelsdata:---------------------------------------------------------------
+
+level00:
+ .db 0 ;story identifier
+ .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06
+ .db $1b,$1d,"STORYLINE COMING SOON" ,0,0,$1d,$06
+ .db $09,$19,"STORYLINE COMING SOON" ,0,1
+ .db $2e,$21,"**** NEMESIS 86" ,0,1
+ .db $52,$36,"by Shiar" ,0,0,$19,$23
+ .db $ff ;story end
+
+;format:[nr.dif.enemies]x [enemy nr]
+; [min. enemy frequency] [enemy frequency max.inc] [next lvl]
+; [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
+; [level_move] [tunnel size] [groundtype]
+; [16_ground] [16_ceiling] [stars1] [stars2]
+
+ .db $07,$08 ;moveType; enemyType
+level01: ;efrequency must be odd if halfluring!
+ .db 3,1,2,3
+ .db 6,10,180,%00000000
+ .db 2,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db $07,$08 ;moveType; enemyType
+level02: ;efrequency must be odd if halfluring!
+ .db 3,4,5,6
+ .db 30,1,40,%00010000
+ .db 0,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 0,0
+
+ .db 0
+ .db $01,01,"And the storyline conti",
+ .db "nues.....",0,1
+ .db $01,09,"You decide to fly close",
+ .db " to the",0,1
+ .db $01,15,"surface of a nearby pl",
+ .db "anet =)",0,0,1,20
+ .db $FF
+
+ .db $07,$09
+level03:
+ .db 1,$02
+ .db $13,40,$4b,%00100100,0,-5,1
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 0,0
+
+ .db 0
+ .db $01,01,"Blablabla...",0,1
+ .db $01,34,"this storyline sux",0,0,1,39
+ .db $FF
+
+ .db $07,$09
+level03a:
+ .db 1,$03
+ .db $2d,$3f,%00010110,0,-9,1
+ .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20
+ .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18
+ .db -1,-1 ;=%11111111=line
+
+ .db $07,$08
+level04:
+ .db 1,$04
+ .db $11,$41,%00100001,0,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+ .db $07,$09
+level05:
+ .db 1,$05
+ .db $11,$45,%00100101,%10,-7,1
+ .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2
+ .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+ .db $07,$08
+level06:
+ .db 1,$06
+ .db $19,$3a,%00100111,0,-4,1
+ .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
+ .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db $07,$09
+level07:
+ .db 1,$07
+ .db $09,$ff,%00100001,0,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+;------------------------------ enemies -------------------------------------
+
+;format: [HP64] [000000:HP 00:occ] [sprite] [appearance(ypos)]
+; [time2fire] [firefreq] [0] [0]
+enemyspecs:
+ .db 0,%00100110,(spr_enemy01-spr_enemy00)/2,1,0,0,0,0 ;#1
+ .db 0,%00111111,(spr_enemy02-spr_enemy00)/2,1,0,0,0,0 ;#2
+ .db 0,%01011010,(spr_enemy03-spr_enemy00)/2,1,0,0,0,0 ;#2
+
+ .db 0,%00100110,(spr_enemy04-spr_enemy00)/2,1,1,46,0,0 ;#1
+ .db 0,%00101010,(spr_enemy05-spr_enemy00)/2,3,39,13,0,0 ;#2
+ .db 0,%00001111,(spr_enemy06-spr_enemy00)/2,2,87,5,0,0 ;#3
+
+ .db 0,%00000110,(spr_enemy04-spr_enemy00)/2,2,0,0,0,0 ;#4
+ .db 0,%00000111,(spr_enemy05-spr_enemy00)/2,3,0,0,0,0 ;#5
+ .db 0,%00001011,(spr_enemy06-spr_enemy00)/2,2,0,0,0,0 ;#6
+
+ .db 0,%00011011,(spr_enemy07-spr_enemy00)/2,3,0,0,0,0 ;#7
+
+ .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,1,15,10,0,0 ;boss1
+ .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,3,10,8,0,0 ;boss2
+
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+
+spr_enemy00:
+ .db 8,8 ;pickup
+ .db %00011000 ; ██
+ .db %00011000 ; ██
+ .db %00011000 ; ██
+ .db %11111111 ; ████████
+ .db %11111111 ; ████████
+ .db %00011000 ; ██
+ .db %00011000 ; ██
+ .db %00011000 ; ██
+
+spr_enemy01:
+ .db 7,6 ;enemy type one
+ .db %00011000 ; ██
+ .db %01111100 ; █████
+ .db %11111110 ;███████
+ .db %11111110 ;███████
+ .db %11111100 ;██████
+ .db %01110000 ; ███
+spr_enemy02:
+ .db 8,7 ;enemy type two
+ .db %00111100 ; ████
+ .db %01111110 ; ██████
+ .db %01111111 ; ███████
+ .db %11111111 ;████████
+ .db %11111111 ;████████
+ .db %11110110 ;████ ██
+ .db %01100000 ; ██
+ .db 0
+spr_enemy03:
+ .db 8,8 ;enemy type three
+ .db %00011110 ; ████
+ .db %01110011 ; ███ ██
+ .db %01111101 ; █████ █
+ .db %11111111 ;████████
+ .db %11111110 ;███████
+ .db %11111110 ;████████
+ .db %01111110 ; ███████
+ .db %00011100 ; ███
+spr_enemy04:
+ .db 6,6 ;enemy type one
+ .db %00111100 ; ████
+ .db %01110000 ; ███
+ .db %11110000 ; ████
+ .db %11110000 ; ████
+ .db %01110000 ; ███
+ .db %00111100 ; ████
+spr_enemy05:
+ .db 8,6 ;enemy type two
+ .db %00111111 ; █████
+ .db %01111000 ; ████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111000 ; ████
+ .db %00111111 ; █████
+spr_enemy06:
+ .db 6,6 ;enemy type three
+ .db %01111100 ; █████
+ .db %11110000 ; ████
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %11110000 ; ████
+ .db %01111100 ; █████
+spr_enemy06A:
+ .db 6,6 ;enemy type four
+ .db %00111000 ; ███
+ .db %01111100 ; █████
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %01111100 ; █████
+ .db %00111000 ; ███
+spr_enemy07:
+ .db 7,6 ;enemy type five
+ .db %00011110 ; ████
+ .db %01111110 ; ██████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111110 ; ██████
+ .db %00011110 ; ████
+spr_enemy08:
+ .db 7,6 ;enemy type six
+ .db %00011100 ; ███
+ .db %01111110 ; ██████
+ .db %10111000 ; █ ███
+ .db %10111000 ; █ ███
+ .db %01111110 ; ██████
+ .db %00011100 ; ███
+spr_enemy09:
+ .db 8,6 ;enemy type seven
+ .db %00011110 ; ████
+ .db %01111111 ; ███████
+ .db %10011100 ; █ ███
+ .db %10011100 ; █ ███
+ .db %01111111 ; ███████
+ .db %00011110 ; ████
+spr_enemy10:
+ .db 8,6 ;enemy type seven
+ .db %00011110 ; ████
+ .db %01111111 ; ███████
+ .db %10011100 ; █ ███
+ .db %10011100 ; █ ███
+ .db %01111111 ; ███████
+ .db %00011110 ; ████
+
+spr_boss0_1:
+ .db 16,19 ;boss type one :
+ .db %00000000 ; █ █
+ .db %00000111 ; ███ ███
+ .db %00000011 ; ████ █
+ .db %00000001 ; ██ ██
+ .db %00000011 ; ███ ██
+ .db %00000000 ; █████
+ .db %00010111 ; █ ██████████
+ .db %00111111 ; ██████ ██ ██
+ .db %11111000 ;█████ ██ █ ███
+ .db %00001111 ; █████ ██ █ █
+ .db %11111000 ;█████ ██ █ ███
+ .db %00111111 ; ██████ ██ ██
+ .db %00010111 ; █ ██████████
+ .db %00000000 ; █████
+ .db %00000011 ; ███ ██
+ .db %00000001 ; ██ ██
+ .db %00000011 ; ████ █
+ .db %00000111 ; ███ ███
+ .db %00000000 ; █ █
+ .db 19
+ .db %01010000
+ .db %01110000
+ .db %11010000
+ .db %10110000
+ .db %10110000
+ .db %11111000
+ .db %11111110
+ .db %01101100
+ .db %11010111
+ .db %10110101
+ .db %11010111
+ .db %01101100
+ .db %11111110
+ .db %11111000
+ .db %10110000
+ .db %10110000
+ .db %11010000
+ .db %01110000
+ .db %01010000
+ .db 0
+spr_boss0_2:
+ .db 16,10 ;boss type one :
+ .db %00000001 ; █████████
+ .db %00001111 ; ███████████
+ .db %00111111 ; ██████████
+ .db %01011111 ; █ ██████
+ .db %10011111 ; █ █████ █
+ .db %10011111 ; █ █████ █
+ .db %01011111 ; █ ██████
+ .db %00111111 ; ██████████
+ .db %00001111 ; ███████████
+ .db %00000001 ; █████████
+ .db 10
+ .db %11111111
+ .db %11111110
+ .db %11110000
+ .db %10000000
+ .db %01000000
+ .db %01000000
+ .db %10000000
+ .db %11110000
+ .db %11111110
+ .db %11111111
+ .db 0
+spr_boss0_3:
+ .db 16,10 ;boss type:one :
+ .db %11111110 ; ███████
+ .db %00001111 ; █████ ████
+ .db %00111111 ; █████████ ██
+ .db %01001111 ; █ ███████████
+ .db %10001101 ; █ ██ █ █████
+ .db %10001101 ; █ ██ █ █████
+ .db %01001111 ; █ ███████████
+ .db %00111111 ; █████████ ██
+ .db %00001111 ; █████ ████
+ .db %11111110 ; ███████
+ .db 10
+ .db %00000000
+ .db %10001111
+ .db %11100011
+ .db %11111110
+ .db %01111100
+ .db %01111100
+ .db %11111110
+ .db %11100011
+ .db %10001111
+ .db %00000000
+ .db 0
+
+;----------------------------------------------------------------------------
+;----------------------------- logo ------------------------------------------
+;----------------------------------------------------------------------------
logo_nemesis:
.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000
.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
.end
-;------------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+;----------------------------------------------------------------------------
-; 0.95.A22 -- 22.X.99 -- size 5321
-;
-; * total size of enemy-sprites can now be 510 bytes (space = doubled!)
-; # bullets hit enemies correctly that aren't 6x6; even the 16x10 bosses!
-; * at g/o or nextlevel checks for keys released instead of waiting abit
-; + name stored with hiscore (max. 8 chars, Shiar.95 by default)
-; + when entering hi-name DEL goes back one char (with check 4 no chars)
-; # program is reloaded at start so some score-bugs solved! (_asapvar=0)
-; * at death, upgrades and pickups AREN'T removed! (just armor=0)
-; # bullet is not displayed after being removed anymore
-; # armor-icon stays hilighted when armor is decreased
-; * when stars move off screen, they are placed at a NEW y-pos!
-; * the starting x-positions of stars are not random, so the stars are
-; spread all over screen. y is still random and changes during game
-; * make_random functions smaller and used by different procs
-; # MAJOR BUG! a "random" value was placed somewhere in mem thus
-; creating bugs like unexplained loss of armor and stuff! (I think)
+; 0.97.625 -- 25.VI.00 -- size 5729
;
-; 0.96.A31 -- 31.X.99 -- size 4836 + 888
+; # bullets do damage in all levels
+; * more armor at armor-upgrade and extra armor at end of a level
+; - internal levels again (no need 4 external, safer/smaller)
+; # some registers not correctly pushed/popped
+; * several optimizations (init.procs some bytes smaller)
+; # enemies hit with hitpoints left disappeared (one pop too much...)
+; + bullets "charge up" (more damage) when not firing
+; + more powerful bullets have different sprites (larger=more damage)
+; # multiples appear at your position (begin level/just selected)
+; # when invulnerable multiples acted weird
+; # no more error at activation after APD off after running Nemesis
+; # saves correctly if own name ain't "nemesis" + some bytes smaller
+; # screen wasn't always entirely cleared after quit
+; * waits until all keys have been released after death
+; + different bullets sizes will miss if they're too small
+; + at level start "press F1 to save"-text will be displayed
+; * w3.shiar.org displayed at title screen, black bar behind version nr
+; # score to 0 when exit pressed at main menu
+; # no residual story-text in first frame of game
+; # game doesn't continue again after death (stack messed up)
+; # game over when lives<0 (didn't work in v0.96+)
+; * using some self-modifiing code (so it's smaller)
+; # new random procedure: stars don't appear on one line anymore
+; * weapons appear centered at multiples
+; * laser properties can be changed (damage, charge)
+; + weapon can be combination of bullets/lasers (max. of 3 per weapon)
+; * bullet-icon is removed when laser is selected
+; * enemy sprite table integrated in enemy specs (-1 byte/enemy)
+; + random enemy is chosen from any number of enemies per level
+; * time to first enemy fire defined per enemy, not per level
+; + CLIPPED sprites!! no more in/out popping enemies! wow...
+; * bullets/enemies removed when _entirely_ off screen
+; # enemies would sometimes be hit by bullets going right below them
+; # size of the second bullet was too big (invisible hit)
+; * the frequency an enemy fires bullets is defined per enemy
+; + wide clipped sprites implemented (width 1-16 pixels)
+; # bosses first move left until x=100, otherwise they'd be off-screen
+; * at status bar left below ships are displayed for lives left
+; * armor bar is two pixels high (better visible)
+; # bullet overflow fixed again (>63 bullets fired)
+; # correct weapon loaded when continuing a saved game
+; # game doesn't freeze when generating a random value <=1
+; * you explode in a different way than the enemies
+; + screen inverts for a brief time when you are hit!
+; # stats-bar was messed up when ya got 0 lives left
+; * new (big) boss; "asteroids" level #1
+; * score increased once every 32 frames (instead of 256)
+; # ground fixed for new random routine (smaller routine; incs -2 to 2)
;
-; # 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)
;
-;
-; + added - removed * changed # bug fixed
-
+; + added - removed * changed # bug fixed
\ No newline at end of file