version 0.5: moving enemies, some fixes
[nemesis.git] / nemesis.z80
index 79042be939f0f804ecceef5f77e9090cc0d2a771..cb0f3eb21bea232724637aff9ddf31d64a9177db 100644 (file)
@@ -1,61 +1,35 @@
-       .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 v0.5.725 by Shiar",0
 Start:
        jr init
 
-;-------------------- init ----------------------------------------------------
+just_fired     = $c0f9         ;byte
+temp1          = $c100         ;word
+
+;---------------------- init --------------------------------------------------
 
 init:
        call _runindicoff
 
-;-------------------- main menu -----------------------------------------------
+;---------------------- main menu ---------------------------------------------
 
-       jp play_game
-
-;-------------------- exit ----------------------------------------------------
-
-exit_game:
-       ret
-
-;----------------------- game setup -------------------------------------------
+;---------------------- 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
-       call _puts
-       djnz l11
-
-in_game_text:
-       .db 16,0,"LIVES",0
-       .db 16,3,"LEVEL",0
-       .db 16,6,"SCORE",0
-
-str_question:
-       .db "-----",0
+       call Next_level
 
 ;------------------------------------------------------------------------------
-;-------------------------- game loop -----------------------------------------
+;---------------------- game loop ---------------------------------------------
 ;------------------------------------------------------------------------------
 
 game_main_loop:
@@ -87,11 +61,14 @@ check_exitkey:
 game_stuff:
        call Level_event        ;insert enemies
        call Handle_Ship        ;move you
+       call Fire_bullet        ;check for fire
        call Handle_enemies     ;move enemies
+       call Handle_bullets     ;move your bullets
+       call Enemy_bullets      ;move enemy bullets
        call Enemies_hit        ;check for collision with enemies
 
        call Display_Screen     ;display all
-;      halt \ halt \ halt      ;delay
+       halt \ halt \ halt      ;delay
        jr   game_main_loop     ;loop
 
 quit:  ret
@@ -112,28 +89,28 @@ displayloop:
        dec a
        jr  nz,displayloop
 
-;      ld  hl,$1007            ;Display Score
-;      ld  (_curRow),hl
-;      ld  hl,(score)
-;      jp  _D_HL_DECI
+       ld  hl,$1006            ;Display Score
+       ld  (_curRow),hl
+       ld  hl,(timer)
+       ld  h,0
+       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
-;      dec a
-;      ld  (your_status),a
-;      ld  hl,(lives)
-;      ld  a,l
-;      or  h
-;      jr  nz,ok
-;      pop af
-;      ret
+       jr  z,ok                ;0 = normal stat
+
+       inc a                   ;next (explosion)frame
+       ld  (your_occ),a        ;save
+
+       cp  34                  ;last explosion frame?
+       jr  c,exploding_you     ;not yet: display explosion
+       cp  54                  ;delay finished?
+       jp  z,game_over         ;yes = game over
+       ret                     ;don't display anything
 
 ok:
        ld  a,%01111110
@@ -175,42 +152,181 @@ no_right:
        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
-;      inc      a
-;      and      14
-;      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
+       jp  drw_spr             ;ret
+
+exploding_you:
+       srl a                   ;half the framerate
+       dec a                   ;first frame is 1>inc>srl>dec = 0
+       ld  hl,x-1
+
+explosion_stuff:
+       rra
+       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:
+       ld  a,1                 ;set to explode (1st frame)
+       ld  (your_occ),a
+       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,nrenemies
+       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                 ;push occ
+       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                 ;pop occ
+       sub %00000100           ;decrease HP by one
+       ld  (hl),a              ;save
+       pop hl
+       ret
+
+nohit: pop hl
+       inc hl
+       inc hl
+       inc hl
+       inc hl
+       djnz hit_enemies        ;check next enemy
+       ret
 
 ;--------------------------- level events -------------------------------------
 
@@ -222,7 +338,7 @@ Level_event:
        ret nz
 
 do_event:
-       ld  hl,(curevent)       ;+1
+       ld  hl,(curevent)
        ld  de,enemies-4
 chk_noenemy:
        inc de
@@ -230,138 +346,385 @@ chk_noenemy:
        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
+       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
+
+       or  a                   ;no delay
+       jr  z,do_event
+       ret                     ;no more events for now
+
+;--------------------------- enemy fires --------------------------------------
+
+Enemy_fires:                   ;de = x,y
+       dec d
+       dec d                   ;d = x-2
+       inc e                   ;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),d              ;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
+       ld   (hl),0             ;bullet > unused
+       jr   next_bullet
+
 ;--------------------------- handle enemies -----------------------------------
 
 Handle_enemies:
        ld  hl,enemies
+       ld  b,nrenemies         ;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,1
+       dec a
+       jr  z,normal_enemy      ;occ "normal" 2
+
+moving_enemy:                  ;occ "moving" 3
+       ld  b,0
 
+normal_enemy:
        inc hl
-       ld  c,(hl)              ;type
+       ld  a,(hl)              ;type
+       and %11100000           ;move-type
+       add a,b                 ;add move bit from occ
+       ld  b,a                 ;save in b
+       ld  a,(hl)              ;type
+       add a,a
+       add a,a
+       add a,a
+       ld  c,a                 ;type*8 = offset
+
        inc hl
-       ld  d,(hl)              ;x
+       ld  a,(hl)              ;x
+       dec a                   ;move left
+       jp  m,remove_enemy      ;off screen
+       jr  z,remove_enemy      ;"
+       ld  d,a
+
        inc hl
        ld  e,(hl)              ;y
-
-       ld  a,d
-       or  a
-       jr  z,next_enemy
+       ld  a,b                 ;%xxx00001=moving -0=normal
        dec a
-       ld  d,a
-       jr  z,remove_enemy
+       jr  z,ymove_done        ;skip y-move
 
-       ld  (hl),e
-       dec hl
-       ld  (hl),d
+;      srl a
+;      ld  b,a                 ;b = %0xxx0000 (move stat)
+       ld  a,(timer)
+       and %00010000           ;switches 0<>1 every 16 turns
+;      add a,b                 ;a = new move stat
+;      add a,a
+;      ld  b,a                 ;b = %xxx00000 (new move stat*2)
+
+;      dec hl \ dec hl
+;      ld  a,(hl)              ;type
+;      and %00011111           ;reset move-type
+;      add a,b                 ;set new move-type
+;      ld  (hl),a
+;      inc hl \ inc hl         ;@y
+
+;      and %00100000
+       jr  z,movedown
+moveup:        dec (hl)                ;decrease y-pos
+       jr ymove_done
+movedown:
+       inc (hl)                ;increase y-pos
+
+ymove_done:
+       dec hl                  ;@x
+       ld  (hl),d              ;store new x
        ld  ix,spr_enemy01
        ld  b,$00
        add ix,bc
-       call drw_spr
-       jr  next_enemy
 
-remove_enemy:
-       dec hl
-       dec hl
-       dec hl
-       ld  (hl),$0000
+;      push hl                 ;save registers
+       push de
+       call drw_spr            ;display
+       pop  de                 ;restore (destroyed by drw_spr)
+;      pop  hl
+
+;      dec hl
+;      ld  b,(hl)              ;type
+;      and %00011111           ;enemy class
+;      ld  hl,enemy01          ;all enemies' specs
+;      inc b                   ;next enemy's specs
+;      ld  c,$00
+;      add hl,bc
+;      add hl,bc
+;      add hl,bc               ;go there
+;      dec hl                  ;last byte of this enemy's specs
+
+       ld  a,$ff               ;fire frequency
+       call Random             ;random value < a
+       dec a                   ;fire if 1
+       call z,Enemy_fires      ;fires bullet
+       jr   next_enemy
 
+remove_enemy:
+       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,nrenemies         ;check all 20 enemies
+check_collision:
        push hl
-       cp  1
-       jr  nz,nocrash          ;1 = enemy
+       ld  a,(hl)
+       and %00000010
+       jr  z,check_next        ;2/3 = 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
+       jr  game_setup          ;prepare display and vars
+       ret
+
+;--------------------------- game over ----------------------------------------
+
+game_over:
+       ld  hl,Leveldata+1      ;reset level data
        ld  (curevent),hl
+
+       call _clrLCD            ;clear screen
+       ld  hl,$0603
+       ld  (_curRow),hl        ;center
+       ld  hl,txt_gameover
+       call _puts              ;display "GAME OVER"
+
+       ld  b,$20
+wait2: halt \ halt
+       djnz wait2              ;delay
+       call _getkey            ;wait for keypress
+       jr  game_setup          ;prepare display and vars
+       ret
+
+;---------------------- setup game --------------------------------------------
+
+game_setup:
+       call _clrLCD
+       ld  hl,$1005
+       ld  (_curRow),hl
+       ld  hl,txt_score        ;display "SCORE"
+       call _puts                      ;display texts
+
+       xor a
+       ld  (timer),a                   ;reset time
+       ld  (level),a                   ;level 1
+       ld  hl,Leveldata+1
+       ld  (curevent),hl               ;reset level
+       ld  hl,(Leveldata)
+       ld  (nextevent),hl
+                                       ;ret
+;---------------------- exit --------------------------------------------------
+
+exit_game:
        ret
 
 ;--------------------------- putsprite ----------------------------------------
@@ -421,7 +784,28 @@ _notedge:djnz _iloop
        djnz _oloop
        ret
 
-
+;---------------------- random ------------------------------------------------
+
+Random:               ; Creates a random number 0 <= x < A
+ push bc
+ push de
+ push hl
+ ld b,a
+ ld a,r
+ add a,a
+ ld hl,0
+ ld d,0
+ ld e,a
+RMul:
+ add hl,de
+ djnz RMul
+ ld a,h
+ pop hl
+ pop de
+ pop bc
+ ret
+
+;------------------------
 
 _D_HL_DECI:
          push     bc
@@ -452,178 +836,354 @@ up_data: .db      "PAD98",0
 ;------------------------------- sprites --------------------------------------
 
 spr_ship:
-       .db 7,7
-       .db %11111000
-       .db %11000000
-       .db %11111100
-       .db %11111110
-       .db %11111100
-       .db %11000000
-       .db %11111000
+       .db 9,1         ;ship icon
+       .db %11100000   ; ███
+       .db %11111000   ; █████
+       .db %00111110   ;   █████
+       .db %11111001   ; █████  █
+       .db %11111101   ; ██████ █
+       .db %11111001   ; █████  █
+       .db %00111110   ;   █████
+       .db %11111000   ; █████
+       .db %11100000   ; ███
+
+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 %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 8,6         ;1
        .db %00000000
-       .db %00100000
-       .db %00000001
-       .db %00110000
-
-       .db 8,6
-       .db %00000100
-       .db %00000000
-       .db %01000000
+       .db %00011100   ;    ███
+       .db %00111110   ;   █████
+       .db %01010110   ;  █ █ ██
+       .db %00111000   ;   ███
        .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_gameover:  .db "GAME OVER!",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..16=exploding
+;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)
+
+nrenemies      = 32
 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,$0000,$0000
+               .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+               .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+               .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
 
-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:                               ;HP:1  move:- fire:-
+       .db %00000010,%00000000,%00000000               ;first two enemy bytes
+enemy02:                               ;HP:1  move:1 fire:1.5%
+       .db %00000011,%00100001,%01111111
+enemy03:                               ;HP:2  move:- fire:3%
+       .db %00000110,%00000010,%00001111
+enemy04:                               ;HP:5  move:- fire:6%
+       .db %00010010,%00000011,%00000011
+enemy05:                               ;HP:10 move:- fire:25%
+       .db %00100111,%00000100,%00000011
+
+;---------------------------- level data --------------------------------------
+
+Leveldata:                     ;time,enemyclass,ypos
+       .db $0d,$00,$38                 ;first wave (bottom)
+       .db $00,$00,$40
+       .db $00,$00,$48
+       .db $1e,$00,$10                 ;second wave (top)
+       .db $00,$00,$18
+       .db $00,$00,$20
+       .db $1e,$00,$24                 ;third wave (middle)
+       .db $00,$02,$2c
+       .db $00,$00,$34
+
+       .db $0d,$00,$10                 ;top & bottom
+       .db $00,$00,$4a
+       .db $2a,$01,$2d                 ;middle: moving
+       .db $0c,$02,$2d                 ;        3HP
+       .db $0b,$02,$2d                 ;        3HP
+       .db $09,$00,$27                 ;two 1HP behind him
+       .db $00,$00,$33
+       .db $09,$02,$21                 ;two 3HP behind them
+       .db $00,$02,$39
+       .db $09,$02,$1b                 ;and two 3HP behind them
+       .db $00,$02,$3f
+
+       .db $15,$03,$11                 ;one vertical line of 8HPs
+       .db $00,$03,$19
+       .db $00,$03,$21
+       .db $00,$03,$29
+       .db $00,$03,$31
+       .db $00,$03,$39
+       .db $00,$03,$41
+       .db $00,$03,$49
+
+       .db $0c,$02,$11                 ;one vertical line of 3HPs
+       .db $00,$02,$19
+       .db $00,$02,$21
+       .db $00,$02,$29
+       .db $00,$02,$31
+       .db $00,$02,$39
+       .db $00,$02,$41
+       .db $00,$02,$49
+
+       .db $0c,$00,$11                 ;one vertical line of 1HPs
+       .db $00,$00,$19
+       .db $00,$00,$21
+       .db $00,$00,$29
+       .db $00,$00,$31
+       .db $00,$00,$39
+       .db $00,$00,$41
+       .db $00,$00,$49
+
+
+
+
+
+
+
+       .db $f1,$01,$40
+       .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
+;      # 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
+;
+; 0.5.725 -- 25.VII.99 -- size 1778
+;
+;      * waits a sec at level display (in case of accidental keypress)
+;      * moving enemies (move up&down)
+;      # bullets removed correctly so they can be used again later
+;      * first level made
+;      # enemy weaponfire is fired from correct positions
+;      + your ship explodes on impact with ships/bullets
+;      * game over screen will be displayed just *after* your ship's gone
+;      + frame counter onscreen
+;
 
-
+;       + added        - removed       * changed       # bug fixed