- .include "asm86.h"
+ .include "asm86.h"
.include "ti86asm.inc"
.include "ti86abs.inc"
+
.org _asm_exec_ram
+
nop
jp Start
- .dw $0000
+ .dw $0001
.dw Title
-Title: .db "Nemesis v0.1.718 by Shiar",0
+ .dw spr_ship
+Title: .db "Nemesis v0.4.720 by Shiar",0
Start:
jr init
+just_fired = $c0f9 ;byte
+temp1 = $c100 ;word
+
;-------------------- init ----------------------------------------------------
init:
;-------------------- main menu -----------------------------------------------
+ call Next_level
jp play_game
;-------------------- exit ----------------------------------------------------
;----------------------- game setup -------------------------------------------
play_game:
- ld hl,stored_data_start
- ld bc,variables_end-stored_data_start-1
;---------------------- display setup ----------------------------------------
set_up_display:
call _clrLCD
-
- ld hl,in_game_text
- ld b,3
-l11: ld a,(hl)
- ld (_curCol),a
- inc hl
- ld a,(hl)
- ld (_curRow),a
- inc hl
+ ld (_curCol),16
+ ld (_curRow),6
+ ld hl,txt_score
call _puts
- djnz l11
-
-in_game_text:
- .db 16,0,"LIVES",0
- .db 16,3,"LEVEL",0
- .db 16,6,"SCORE",0
-
-str_question:
- .db "-----",0
;------------------------------------------------------------------------------
;-------------------------- game loop -----------------------------------------
game_stuff:
call Level_event ;insert enemies
call Handle_Ship ;move you
+ call Fire_bullet ;check for fire
+ call Handle_bullets ;move bullets
call Handle_enemies ;move enemies
+ call Enemy_fires ;check for enemy fire
+ call Enemy_bullets ;move bullets
call Enemies_hit ;check for collision with enemies
call Display_Screen ;display all
-; halt \ halt \ halt ;delay
+ halt \ halt \ halt ;delay
jr game_main_loop ;loop
quit: ret
dec a
jr nz,displayloop
-; ld hl,$1007 ;Display Score
-; ld (_curRow),hl
-; ld hl,(score)
+ ld hl,$1006 ;Display Score
+ ld (_curRow),hl
+ ld hl,(timer)
; jp _D_HL_DECI
ret
;------------------------- handle ship ----------------------------------------
Handle_Ship:
- ld a,(your_status)
-; bit 4,a
-; jr nz,you_not_normal
+ ld a,(your_occ)
or a
- jr z,ok
+ jr z,ok ;0 = normal stat
+
; dec a
; ld (your_status),a
; ld hl,(lives)
cp 15 ;y > 15
jr z,no_up
ld (hl),a
-no_up: ld ix,spr_ship
+no_up: ld ix,spr_ship01
display_common:
ld e,(hl)
jp drw_spr
;you_not_normal:
-; ld hl,(score)
-; ld de,-6
-; add hl,de
-; ld a,255
-; cp h
-; jr nz,_ok_
-; ld hl,0
-;_ok_: ld (score),hl
; ld a,(your_status)
; dec a
; ld (your_status),a
; xor 14
; ld hl,x-1
-;explosion_stuff:
-; rra
-; add a,a
-; add a,a
-; add a,a
-; ld c,a
-; ld b,0
-; ld ix,spr_explosion
-; add ix,bc
-; inc hl
-; ld d,(hl)
-; inc hl
-; jr display_common
+explosion_stuff:
+ rra
+ add a,a
+ add a,a
+ add a,a
+ ld c,a
+ ld b,0
+ ld ix,spr_explosion
+ add ix,bc
+ inc hl
+ ld d,(hl)
+ inc hl
+ jr display_common
+
+damage_you:
+ ret
+
+;------------------------- fire bullet ----------------------------------------
+
+Fire_bullet:
+ ld a,%00111111
+ out (1),a
+ ld a,(your_occ)
+ or a
+ ret nz ;return if not normal stat
+ ld hl,just_fired
+ in a,(1)
+ bit 4,a
+ jr z,fire ;fire pressed?
+ ld (hl),0 ;not fired
+ ret
+
+fire: ld a,(hl)
+ or a ;can't fire when 1
+ ret nz
+ ld (hl),1 ;just fired
+
+ ld hl,ybullets
+ ld de,3
+ ld b,10
+find_ybullet:
+ ld a,(hl)
+ or a
+ jr z,found_ybullet ;0 = no bullet here
+ add hl,de
+ djnz find_ybullet ;look next bullet
+ ret
+
+found_ybullet:
+ ld (hl),1 ;use bullet
+ inc hl
+ ld a,(x)
+ add a,5
+ ld (hl),a ;set x
+ ld a,(y)
+ add a,2
+ inc hl
+ ld (hl),a ;set y
+ ret
+
+;------------------------ handle bullets --------------------------------------
+
+remove_bullet:
+ dec hl
+ ld (hl),0 ;dump this bullet!
+ ret
+
+Handle_bullets:
+ ld hl,ybullets
+ ld b,10
+scan_bullets:
+ push bc
+ push hl
+ ld (temp1),hl
+ ld a,(hl)
+ inc hl
+ dec a
+ call z,bullet_type1
+ pop hl
+ pop bc
+ ld de,3
+ add hl,de
+ djnz scan_bullets
+ ret
+
+bullet_type1:
+ ld a,(hl) ;d = X
+ inc a ;move right
+ cp $5a ;off screen?
+ jr z,remove_bullet
+ inc a ;move right
+ cp $5a ;off screen?
+ jr z,remove_bullet
+ ld (hl),a ;save new pos.
+ ld d,a
+ inc hl
+ ld e,(hl) ;e = Y
+ ld ix,spr_bullet01
+ push de
+ call drw_spr ;display bullet
+ pop de
+ ld b,20
+ ld hl,enemies
+
+hit_enemies: ;Hits with normal enemies
+ push hl
+
+ ld a,(hl)
+ and %00000010
+ jr z,nohit ;no hit when enemy_occ <> 2/3
+
+ inc hl
+ inc hl
+ ld a,(hl) ;check x
+ sub d
+ add a,5
+ jp m,nohit
+ cp 8
+ jr nc,nohit
+
+ inc hl
+ ld a,(hl) ;check y
+ sub e
+ add a,5
+ jp m,nohit
+ cp 10
+ jr nc,nohit
+
+ xor a
+ push hl
+ ld hl,(temp1)
+ ld (hl),a ;remove bullet
+ pop hl
+
+ dec hl
+ dec hl
+ dec hl
+ ld a,(hl) ;occ
+ ld b,a
+ srl a
+ srl a ;occ/4 = HP left
+ jr nz,hpleft
+ ld (hl),$01 ;set to explode
+ inc hl
+ ld (hl),a ;explosionFrame 0
+ pop hl
+ ret
+
+hpleft:
+ ld a,b
+ sub %00000100 ;decrease HP by one
+ ld (hl),a ;save
+ pop hl
+ ret
+
+nohit: pop hl
+ inc hl
+ inc hl
+ inc hl
+ inc hl
+ djnz hit_enemies ;check next enemy
+ ret
;--------------------------- level events -------------------------------------
ret nz
do_event:
- ld hl,(curevent) ;+1
+ ld hl,(curevent)
ld de,enemies-4
chk_noenemy:
inc de
inc de
inc de
ld a,(de)
- or a
+ or a ;0 = no enemy present
jr nz,chk_noenemy
- ld a,$01
- ld (de),a ;occ
- inc de
+ ld a,(hl) ;type
+ ld hl,enemy01
+ ld c,a
+ ld b,0
+ add hl,bc
+ add hl,bc ;hl = enemy specs
+ ld a,(hl) ;load hitpoints+occ of this enemy class
+ ld (de),a ;occ
- ld a,(hl)
- ld (de),a ;type
+ inc hl
inc de
+ ld a,(hl) ;load movement+type of this enemy class
+ ld (de),a ;type
- ld a,$5a
- ld (de),a ;x
+ inc de
+ ld a,$5a ;appear at right edge of screen
+ ld (de),a ;x
inc de
- inc hl ;+2
+ ld hl,(curevent)
+ inc hl
ld a,(hl)
- ld (de),a ;y
+ ld (de),a ;y
- inc hl ;+0
+ inc hl ;@ next event
ld a,(hl)
- cp $ff
+ cp $ff ;255 = end marker
jp z,Next_level
- ld (nextevent),a
+ ld (nextevent),a ;else time to next event
- inc hl ;+1
- ld (curevent),hl
+ inc hl
+ ld (curevent),hl ;update pointer
+ ret
+
+;--------------------------- enemy fires --------------------------------------
+
+Enemy_fires:
+ ld a,r
+ and %01111111
+ cp 19
+ ret p
+
+ add a,a
+ add a,a
+ ld c,a
+ ld b,0 ;bc = a*4
+ ld hl,enemies
+ add hl,bc ;hl = enemy
+ ld a,(hl)
+ or a
+ ret z ;return if no enemy
+ dec a
+ dec a
+ ret z ;or exploding enemy
+ inc hl
+ inc hl
+ ld c,(hl) ;enemy x-pos
+ dec c
+ dec c ;c = x-2
+ inc hl
+ ld a,(hl) ;y-pos
+ inc a
+ ld e,a ;e = y+1
+
+ ld b,10
+ ld hl,ebullets
+find_ebullet:
+ ld a,(hl)
+ or a
+ jr z,found_ebullet ;0 = not used
+ inc hl
+ inc hl
+ inc hl
+ djnz find_ebullet ;look next bullet
+ ret
+
+found_ebullet:
+ ld (hl),1 ;use bullet
+ inc hl
+ ld (hl),c ;set x-pos
+ inc hl
+ ld (hl),e ;set y-pos
+ ret
+
+;----------------------------- enemy bullets ----------------------------------
+
+Enemy_bullets:
+ ld hl,ebullets
+ ld b,10
+handle_bullet:
+ push bc
+ push hl
+ ld a,(hl)
+ or a
+ jr nz,enemy_bullet
+next_bullet:
+ pop hl
+ pop bc
+ inc hl
+ inc hl
+ inc hl
+ djnz handle_bullet
ret
+
+enemy_bullet:
+ inc hl
+ ld a,(hl) ;bullet x
+ dec a
+ jp m,remove_ebullet ;off screen?
+ jr z,remove_ebullet ;"
+ dec a ;move left
+ ld (hl),a
+ ld d,a ;d=x
+ inc hl
+ ld e,(hl) ;e=y
+ ld ix,spr_bullet11 ;display enemy bullet
+ call drw_spr
+
+ ld a,(your_occ)
+ or a
+ jr nz,next_bullet ;0 = you're normal
+
+ pop hl
+ push hl
+ inc hl ;check x
+ ld a,(x)
+ sub (hl)
+ add a,6
+ jp m,next_bullet
+ cp 9
+ jr nc,next_bullet
+
+ inc hl ;check y
+ ld a,(y)
+ sub (hl)
+ add a,6
+ jp m,next_bullet
+ cp 9
+ jr nc,next_bullet
+
+ call damage_you ;HIT!!
+
+remove_ebullet:
+ dec hl
+ dec hl
+ ld (hl),0 ;bullet > unused
+ jr next_bullet
+
;--------------------------- handle enemies -----------------------------------
Handle_enemies:
ld hl,enemies
+ ld b,20 ;loop 20x
handle_enemy:
+ push bc
push hl
ld a,(hl)
- cp 1
- jr nz,next_enemy
+ and %00000011
+ jr z,next_enemy ;occ "no enemy" 0
+ dec a
+ jr z,exploding_enemy ;occ "exploding" 1
+ ld b,0
+ dec a
+ jr z,normal_enemy ;occ "normal" 2
+moving_enemy: ;occ "moving" 3
+ ld b,1
+
+normal_enemy:
inc hl
- ld c,(hl) ;type
- inc hl
- ld d,(hl) ;x
- inc hl
- ld e,(hl) ;y
+ ld a,(hl) ;type
+ add a,a
+ add a,a
+ add a,a
+ ld c,a ;type*8 = offset
- ld a,d
- or a
- jr z,next_enemy
- dec a
+ inc hl
+ ld a,(hl) ;x
+ dec a ;move left
+ jp m,remove_enemy ;off screen
+ jr z,remove_enemy ;"
ld d,a
- jr z,remove_enemy
- ld (hl),e
+ inc hl
+ ld a,(hl) ;y
+ ;;;;;;;;;;;;;;;; ;
+ ld (hl),a ;store new y
+ ld e,a
+
dec hl
- ld (hl),d
+ ld (hl),d ;store new x
ld ix,spr_enemy01
ld b,$00
add ix,bc
jr next_enemy
remove_enemy:
- dec hl
- dec hl
- dec hl
- ld (hl),$0000
-
+ pop hl
+ ld (hl),$0000 ;bye bye enemy
+ push hl
next_enemy:
pop hl
- inc hl
- inc hl
- inc hl
- inc hl
- ld a,(hl)
- cp $ff
- jr nz,handle_enemy
-
+ ld bc,$0004
+ add hl,bc
+ pop bc
+ djnz handle_enemy
ret
+exploding_enemy:
+ inc hl
+ push hl
+ ld a,(hl)
+ call explosion_stuff ;display explosion
+ pop hl
+
+ ld a,(hl)
+ cp 15
+ jr z,remove_enemy ;remove when at last frame
+ inc a
+ ld (hl),a ;next frame
+ jr next_enemy
+
;--------------------------- check collision ----------------------------------
Enemies_hit:
- ld de,(x) ;e = X, d = Y
- ld hl,enemies-4
-check_next:
- inc hl
- inc hl
- inc hl
- inc hl
+ ld a,(your_occ)
+ or a ;0 = you're normal
+ ret nz
- ld a,(hl)
- cp $ff
- ret z ;-1 = no more enemies
+ ld de,(x) ;e = X, d = Y
+ ld hl,enemies
+ ld b,20 ;check all 20 enemies
+check_collision:
push hl
- cp 1
- jr nz,nocrash ;1 = enemy
+ ld a,(hl)
+ and %00000010
+ jr z,check_next ;2/3 = ok
inc hl
inc hl
ld a,(hl) ;check x match
sub e
add a,6
- jp m,nocrash
+ jp m,check_next
cp 12
- jr nc,nocrash
+ jr nc,check_next
inc hl
ld a,(hl) ;check y match
sub d
add a,6
- jp m,nocrash
+ jp m,check_next
cp 12
- jr nc,nocrash
+ jr nc,check_next
dec hl
dec hl
- ld (hl),0
+ xor a
+ ld (hl),a ;explosionFrame 0
dec hl
- ld (hl),2 ;set to explode
+ inc a
+ ld (hl),a ;set to explode
+ call damage_you ;auch!
-nocrash:
+check_next:
pop hl
- jr check_next
+ inc hl
+ inc hl
+ inc hl
+ inc hl
+ djnz check_collision
+ ret
;--------------------------- next level ---------------------------------------
Next_level:
- ld hl,Leveldata+1
+ ld hl,Leveldata+1 ;reset level data
ld (curevent),hl
+
+ call _clrLCD ;clear screen
+ ld hl,$0703
+ ld (_curRow),hl ;center
+ ld hl,txt_level
+ call _puts ;display "LEVEL "
+
+ ld a,(level)
+ inc a ;increase level nr.
+ ld (level),a
+ ld l,a
+ ld h,$00
+
+ call UNPACK_HL
+ add a,'0'
+ ld b,a
+ call UNPACK_HL
+ add a,'0'
+ call _putc ;display second digit
+ ld a,b
+ call _putc ;display first digit
+
+ ld b,$20
+wait: halt \ halt
+ djnz wait ;delay
+ call _getkey ;wait for keypress
+
ret
;--------------------------- putsprite ----------------------------------------
;------------------------------- sprites --------------------------------------
spr_ship:
- .db 7,7
- .db %11111000
- .db %11000000
- .db %11111100
- .db %11111110
- .db %11111100
- .db %11000000
- .db %11111000
+ .db 7,1 ;ship icon
+ .db %11000000 ; ██
+ .db %11110000 ; ████
+ .db %01111100 ; █████
+ .db %01110010 ; ███ █
+ .db %01111100 ; █████
+ .db %11110000 ; ████
+ .db %11000000 ; ██
+
+spr_ship01:
+ .db 7,7 ;ship alpha class
+ .db %01110000 ; ███
+ .db %11100000 ; ███
+ .db %11111100 ; ██████
+ .db %11110010 ; ████ █
+ .db %11111100 ; ██████
+ .db %11100000 ; ███
+ .db %01110000 ; ███
+spr_ship02:
+ .db 7,7 ;ship beta class
+ .db %11000000 ; ██
+ .db %11110000 ; ████
+ .db %01111100 ; █████
+ .db %01110010 ; ███ █
+ .db %01111100 ; █████
+ .db %11110000 ; ████
+ .db %11000000 ; ██
spr_bullet01:
- .db 5,3
- .db %11110000
- .db %11111000
- .db %11110000
-
+ .db 5,3 ;your bullets
+ .db %00110000 ; ░▒▓██
+ .db %11111000 ; ░▒▓█████
+ .db %00110000 ; ░▒▓██
spr_bullet02:
- .db 3,3
- .db %01000000
- .db %11100000
- .db %01000000
+ .db 5,3 ;your bullets
+ .db %11110000 ; ░▒▓████
+ .db %11111000 ; ░▒▓█████
+ .db %11110000 ; ░▒▓████
-spr_enemy01:
- .db 6,6
- .db %00111100
- .db %01110000
- .db %11110000
- .db %11110000
- .db %01110000
- .db %00111100
-spr_enemy02:
- .db 6,6
- .db %01111100
- .db %11110000
- .db %10111000
- .db %10111000
- .db %11110000
- .db %01111100
+spr_bullet11:
+ .db 3,3 ;enemy bullets
+ .db %01000000 ; █▓▒░
+ .db %11100000 ; ███▓▒░
+ .db %01000000 ; █▓▒░
spr_explosion:
- .db 8,6
- .db %00000000
- .db %00011100
- .db %00111110
- .db %01010110
- .db %00111000
+ .db 8,6 ;1
.db %00000000
-
- .db 8,6
- .db %00110000
- .db %01001110
- .db %10111110
- .db %01001111
- .db %00111000
- .db %00011010
-
- .db 8,6
- .db %11110011
- .db %01001110
- .db %10110101
- .db %01000101
- .db %00111110
- .db %11011010
-
- .db 8,6
- .db %11110010
- .db %01001110
- .db %10110101
- .db %01000101
- .db %00111110
- .db %01011010
-
- .db 8,6
- .db %01000001
- .db %00100110
- .db %00010101
- .db %01000100
- .db %00010010
- .db %10011010
-
- .db 8,6
- .db %01000100
- .db %00100000
- .db %00000001
- .db %01000100
- .db %00100010
- .db %10001000
-
- .db 8,6
- .db %00001000
- .db %11000010
+ .db %00011100 ; ███
+ .db %00111110 ; █████
+ .db %01010110 ; █ █ ██
+ .db %00111000 ; ███
.db %00000000
- .db %00100000
- .db %00000001
- .db %00110000
- .db 8,6
- .db %00000100
- .db %00000000
- .db %01000000
- .db %00000000
- .db %00000001
- .db %00100100
-
-;---------------------------- level data -------------------------------------
-Leveldata:
- .db $10,$00,$40 ;$time (ff=end) $type $y-pos
- .db $10,$08,$30
- .db $10,$08,$20
- .db $40,$00,$10
- .db $ff,$ff,$ff
-
-;---------------------------- texts ------------------------------------------
-
-title_message:
- .db "* * NEMESIS * *",0
-
-;---------------------------- save data --------------------------------------
+ .db 8,6 ;2
+ .db %00110000 ; ██
+ .db %01001110 ; █ ▒███
+ .db %10111110 ; █ █████
+ .db %01001111 ; █ ▒████
+ .db %00111000 ; ███
+ .db %00011010 ; ██ █
+
+ .db 8,6 ;3
+ .db %10110011 ; █ ██ ██
+ .db %01001110 ; █ ███
+ .db %10110101 ; █ ██▒█▒█
+ .db %01000101 ; █ ▒█▒█
+ .db %00111110 ; █████
+ .db %11011010 ; ██ ██ █
+
+ .db 8,6 ;4
+ .db %00101010 ; ▒ █▒█ █▒
+ .db %01000110 ; █ ▒██
+ .db %10110101 ; █ ██ █ █
+ .db %01100110 ; ██ ██▒
+ .db %00111100 ; ████▒
+ .db %01011001 ; ▒█ ██ ▒█
+
+ .db 8,6 ;5
+ .db %01000001 ; █▒ ▒ ▒█
+ .db %00100101 ; ▒█ █▒█
+ .db %00010100 ; ▒ ▒█ █ ▒
+ .db %01000100 ; █▒ █
+ .db %00010010 ; ▒█▒▒█
+ .db %10011010 ; █▒ ██ █▒
+
+ .db 8,6 ;6
+ .db %01000100 ; █ █ ▒
+ .db %00100000 ; ▒█ ▒ ▒
+ .db %00000001 ; ▒ ▒ █
+ .db %01000100 ; █ █
+ .db %00100010 ; █▒ █
+ .db %01001000 ; ▒█ ▒█ ▒
+
+ .db 8,6 ;7
+ .db %00001000 ; ▒ █▒
+ .db %11000010 ; ██ ▒ █
+ .db %00000000 ; ▒
+ .db %00100000 ; ▒█ ▒
+ .db %00000001 ; ▒ ▒█
+ .db %00110000 ; ▒██▒
+
+ .db 8,6 ;8
+ .db %00000100 ; ▒█
+ .db %00000000 ; ▒▒ ▒
+ .db %01000000 ; █
+ .db %00000000 ; ▒
+ .db %00000010 ; █▒
+ .db %00100100 ; █▒ █
+
+spr_icon01:
+ .db 5,4
+ .db %00100000 ; █
+ .db %10101000 ; █ █ █
+ .db %11111000 ; █████
+ .db %01110000 ; ███
+spr_icon02:
+ .db 5,4
+ .db %00000000 ; ███
+ .db %00000000 ; ██ ██
+ .db %00000000 ; █ █
+ .db %00000000 ;
+
+;---------------------------- texts -------------------------------------------
+
+txt_title: .db "* * NEMESIS * *",0
+txt_level: .db "LEVEL ",0
+txt_score: .db "SCORE",0
+
+;---------------------------- save data ---------------------------------------
stored_data_start:
+level .db $00 ;level number
+timer .db $00 ;frame counter
curevent .dw Leveldata+1 ;next event
nextevent .db (Leveldata) ;time to next event
+
score .dw $0000
-lives .dw $0003
-level .dw $0000
-x .db $16
-y .db $46
-shield .db $00
-ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-ebuls .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
+
+your_occ .db $00 ;0=normal 1=exploding 2=gone
+lives .dw $0003 ;unused
+x .db $16 ;x-pos
+y .db $46 ;think about it..
+hp .db $00 ;hitpoints left
+
+ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
+ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
+
enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
.dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
.dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
- .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$ffff,$ffff
-; 0011 2233 >> 0=occupation (0=no enemy 1=normal 2=exploding)
-; 1=frame/ship 2=x 3=y
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
-boss_status .db 00
-boss_pwr .db 00
-boss_x .db 00
-boss_y .db 00
-boss_2bytes .dw 0000
+; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
+; %111 (move ptrn) 11111 (ship or explosion frame) %11111111 (x) %11111111 (y)
-timer .dw $0000
-your_status .db $00
- .db $00
-warped_status .db $00
-variables_end:
+;---------------------------- enemy data --------------------------------------
-stored_data_end:
+spr_enemy01:
+ .db 6,6 ;enemy type one
+ .db %00111100 ; ████
+ .db %01110000 ; ███
+ .db %11110000 ; ████
+ .db %11110000 ; ████
+ .db %01110000 ; ███
+ .db %00111100 ; ████
+spr_enemy02:
+ .db 6,6 ;enemy type two
+ .db %00111000 ; ███
+ .db %01100000 ; ██
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01100000 ; ██
+ .db %00111000 ; ███
+spr_enemy03:
+ .db 6,6 ;enemy type three
+ .db %01111100 ; █████
+ .db %11110000 ; ████
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %11110000 ; ████
+ .db %01111100 ; █████
+spr_enemy04:
+ .db 6,6 ;enemy type four
+ .db %00111000 ; ███
+ .db %01111100 ; █████
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %01111100 ; █████
+ .db %00111000 ; ███
+
+enemy01:
+ .db %00000010,%00000000 ;first two enemy bytes
+enemy02:
+ .db %00000010,%00100001
+enemy03:
+ .db %00000110,%00000010
+enemy04:
+ .db %00010010,%00000010
+
+;---------------------------- level data --------------------------------------
+
+Leveldata:
+ .db $01,$01,$40 ;$time (ff=end) $type $y-pos
+ .db $10,$00,$30
+ .db $10,$02,$20
+ .db $40,$01,$10
+ .db $01,$00,$44
+ .db $15,$01,$31
+ .db $04,$02,$38
+ .db $05,$00,$40
+ .db $03,$00,$2f
+ .db $04,$00,$3a
+ .db $12,$02,$10
+ .db $10,$03,$18
+ .db $0e,$03,$20
+ .db $0c,$03,$28
+ .db $0a,$02,$30
+ .db $08,$02,$38
+ .db $06,$01,$40
+ .db $04,$00,$48
+ .db $2a,$00,$20
+ .db $ff,$ff,$ff
+;----------------------------- end --------------------------------------------
.end
+.end
-;NEMESIS'86 by Shiar
+;----------------------------- NEMESIS'86 by Shiar ----------------------------
+;----------------------------- version history --------------------------------
-; 0.01.717 -- 17.VII.99 -- size 984
+;0.01.717 -- 17.VII.99 -- size 984
;
; + movement of ship over whole screen
; + enemies moving from right to left, appearing right at specified times
;
-; 0.1.718 -- 18.VII.99 -- size 907
+; 0.1.718 -- 18.VII.99 -- size 907
;
; * no crash when level restarts for the third time
; * exit-procedure updated, unnecessary stuff/keychecks removed
; * alot of unused code removed
; + different types of enemies (just look different)
; + collision detection!! enemy ships disappear when you hit them
+;
+; 0.2.718 -- 18.VII.99 -- size 1153
+;
+; + ability to fire bullets (F1). Enemies disappear on impact
+; * enemies explode instead of disappearing
+;
+; 0.3.719 -- 19.VII.99 -- size 1401
+;
+; * bullets appear correctly (not INSIDE your ship)
+; + some enemies can take multiple hits (differs per class)
+; + all enemies fire bullets at random
+; + if you're hit by bullet/enemy, you'll lose one hitpoint
+;
+; 0.4.720 -- 20.VII.99 -- size 1481
+;
+; * collision detection fixed and optimized (much faster now!)
+; + shell-icon added (YAS type)
+; * code optimizations, some data "compression"
+; * explosion looks better, and some vars removed/smaller
+; * enemies are removed if at left side (instead of becoming invisible)
+; + displays level number before each level begins