;---------------------- NEMESIS ---------------------------------------------
;----------------------------------------------------------------------------
-; Title : Nemesis
-; Version : 0.97
-; Release Date : 25.VI.00
-; Filename : nemesis.86p (6kb)
-; Author(s) : Shiar
-; Email Address : shiar0@hotmail.com
-; ICQ ; #43840958
-; 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!!
-; NOTE: &&& marks uncertainties or things to optimize
+;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org
+
+;Description : cool arcade-shoot-em-up-game
+;Other games by author : Worm
+;This source should only be used for learning practises, do not
+;alter it, and certainly never distribute an altered version!!
+
+;&&& marks uncertainties or things to optimize
;---------------------- nemesis.z80 start -----------------------------------
#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
-_shracc = $4383
-_dispahl = $4a33
-_asapvar = $d6fc
+dispbuffer = $81FA ;= $C9FA ;virtual screen
+;VIDEO_MEM = $FC00 ;tha big scareen
+TEXT_MEM = _textShadow ;text buffer; C0F9-C1A0 (167/$A7 bytes)
-storepos = _asm_exec_ram+6000 ;120 OF 165
-storepos2 = _asm_exec_ram+6200 ;141 OF 167
+_clrWindow = $4a86 ;_clrLCD and _clrScrn
+_ex_ahl_bde = $45f3 ;exchange values between AHL and BDE
+_shracc = $4383 ;like _shlacc but just the opposite :P
+_dispahl = $4a33 ;display value in ahl <100000 (cheap TI)
+_asapvar = $d6fc ;our own variable name (likely "nemesis")
+
+storepos = _asm_exec_ram+7000 ;120 OF 165
+storepos2 = _asm_exec_ram+7200 ;141 OF 167 9000 BYTES
;---------------------- 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
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_enemy = eventleft+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
+spacespace = level_move+1 ;+10
groundinfo = spacespace+1 ;+20
groundpos = groundinfo+1 ;+21 $10
ceilingpos = groundpos+16 ;+37 $10
nrstars2 = 7
starx2 = starx1+(nrstars1*2) ;+69
; ;--------MULTIPLES
-mx = starx2+(nrstars2*2) ;+83 ;position of multiple#1
-my = mx+1 ;+84 ;multiple y-pos
-m2x = my+1 ;+85
-m2y = m2x+1 ;+86
-your_locpos = m2y+1 ;+87 ;position in your_prevpos tabl
-your_prevpos = your_locpos+1 ;+88 ;save previous positions (32d)
+your_prevpos = starx2+(nrstars2*2) ;+87 ;save previous positions (32d)
+mm = 4 ;max. number of multiples
;^-----------------------------------<1 ;-120=$78
enemies = storepos2 ; +0 ;info about each enemy
-enemysize = 8 ;infobytes per enemy
+enemysize = 9 ;infobytes per enemy
nrenemies = 16 ;max. nr of enemies
ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y)
; [0000:damage 0:diagfire 0:ground 0:ceiling 0:-]
;enemies:
; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)]
-; [ship type or explosion frame] [x] [y] [movecounter] [firecounter] [firefreq]
+; [ship type or explosion frame] [x] [y] [movetype] [movecounter] [firecounter] [firefreq]
;---------------------- introduction ----------------------------------------
.dw Title ;pointer to description (all shells)
.dw Icon ;pointer to YAS icon
-Title: .db "Nemesis v0.97 by SHIAR",0
+Title: .db "Nemesis v0.99.810 by SHIAR",0
Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes
.db %11100000 ; ███
.db %00111110 ; █████
.db %01111000 ; ████
.db %11100000 ; ███ ;recommend 80x50 screen mode
- .DB 0 ;clear stupid YAS-line
-
+ .db 0 ;YAS 0.92 compatibility
+;43
;---------------------- init ------------------------------------------------
-int_handler:
- ex af,af'
- in a,($03)
- bit 3,a
- jp z,$0039
- res 0,a
- out ($03),a
- jp $0039
+int_handler: ;new interrupt proc
+ ex af,af' ;just af only (no need for exx)
+ in a,($03) ;read bit 3 port 3
+ bit 3,a ;is ON key pressed?
+ jp z,$0039 ;no: np, return
+ res 0,a ;yes: then we have a problem (freeze), so...
+ out ($03),a ;...mask the ON key interrupts!
+ jp $0039 ;all done, return
int_end:
init: cal BUSY_OFF ;turns the run-indicator off, obviously
dec a ;ld a,$D3
ld (hl),a
ldir
- ld hl,int_handler
+ ld hl,int_handler ;new interrupt handler
ld d,a
ld e,a ;ld de,$D3D3
ld bc,int_end-int_handler
ld hl,txt_menu2
cal _puts
- xor a
- ld (menuitem),a
-
menuloop:
- ld a,(menuitem)
+ ld a,0 ;current menu item (0 or 1); 0 by default
+menuitem =$-1
ld h,$01
add a,4
ld l,a
ld (_curRow),hl
cal _putc
- halt \ halt
-
- cal GET_KEY ;wait for keypress
- cp K_UP
- jr z,menuchange
- cp K_DOWN
- jr z,menuchange
+ cal getsomekeys ;read keys (z if enter/2nd pressed)
+ jr z,start_tha_freakin_game
cp K_EXIT
jr z,menuexit
cp K_F1
cal z,do_invert
- cp K_ENTER
+ cp K_UP
+ jr z,menuchange
+ cp K_DOWN
jr nz,menuloop
+menuchange:
+ ld hl,menuitem
+ ld a,(hl)
+ xor 1 ;0=1; 1=0
+ ld (hl),a ;set new menu item
+ jr menuloop
+start_tha_freakin_game:
ld a,(menuitem)
dec a
cal nz,New_game ;NEW GAME
jp samelevel ;CONTINUE: game_main_loop
menuexit:
- ld hl,0
- ld (your_score),hl
- jp game_over
-
-menuchange:
- ld a,(menuitem)
- xor 1
- ld (menuitem),a
- jr menuloop
+ ld hl,0 ;reset score
+ ld (your_score),hl ;(prevents hiscore while never played)
+ jp game_over ;and go to game over screen
do_invert: ;invert screen (b<>w); destr:b
psh hl
pop hl
ret
+getsomekeys:
+ halt
+ halt
+ cal GET_KEY
+ cp K_SECOND
+ ret z
+ cp K_ENTER
+ ret
+
;----------------------------------------------------------------------------
;---------------------- game loop -------------------------------------------
;----------------------------------------------------------------------------
cal z,scoreInc ;do it
Clear_screen:
- ld hl,GRAPH_MEM ;move from (hl) = top left
+ ld hl,dispbuffer ;move from (hl) = top left
ld (hl),$00 ;first pixel will be copied all over the screen
- ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen
+ ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen
ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar)
ldir ;all clear!
ld a,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
out (1),a ;ask for them
nop \ nop ;delay 8 clocks
- in a,(1) ;get zem!
+ in a,(1) ;gettem!
check_exitkey:
bit 6,a ;test bit 6 = exit-key = EXIT
bit 5,a ;test bit 5 = 2nd-key = FIRE
ld hl,check_selkey ;where to continue after executing Fire_bullet
psh hl ;push hl on stack (instead of cal Fire_bullet)
- jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..)
+ jp z,Fire_bullet ;fire smtn (bulletstaillasermultiples+stuff..)
pop hl ;no cal to Fire_bullet made, so pop stack
- xor a ;no:
- ld (just_fired),a ;reset just_fired
+ ld hl,just_fired ;no:
+ ld (hl),5 ;able to fire (five turns = laser duration)
check_selkey:
ld a,%01011111 ;look at first column of keys (ALPHA to STO)
- out (1),a ;gimme
- nop \ nop ;what's taking you so long
- in a,(1) ;at last... our precious keyzzz...
+ out (1),a
+ in a,(1) ;our precious keys
bit 6,a ;'bout the GRAPH key...
cal z,Teacher ;you didn't _press_ it, did you?!?
cal Handle_bullets ;move your bullets + check for hits
cal Enemy_bullets ;move enemy bullets
- cal Handle_torp ;the same for your torpedo (assuming u have 1)
cal Level_event ;insert enemies
cal Display_Screen ;display all
- ld b,1
-___:
- halt ;delay
- dnz ___
+delay:
+ halt ;delay and preserve batteries :)
jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+;------- weapon -------
+
inc_weapdamage:
ld a,0
weapincs =$-1
weapdamage =$-1
add a,b ;a=total damage
ld (curweapdamage),a ;safe the current damage
- cal disp_charge
+
+
+disp_charge: ;display charge bar
+ ld hl,(59*16)+VIDEO_MEM+3
+ ld b,3
+chargebarclr:
+ dec hl
+ ld (hl),0
+ dnz chargebarclr
+
+ 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
;--------------------------- ground -----------------------------------------
ld b,16 ;screen width
ld de,groundpos-1 ;height of current byte (previous actually)
psh de ;use later
- ld hl,GRAPH_MEM+(56*16)-1 ;screen position
+ ld hl,dispbuffer+(56*16)-1 ;screen position
psh hl
groundloopright:
ld b,16 ;screen width
ld de,ceilingpos-1 ;height of current byte
psh de ;use later
- ld hl,GRAPH_MEM-17 ;screen position
+ ld hl,dispbuffer-17 ;screen position
psh hl
ceilingloopright:
movestars2:
ld ix,starx2
ld a,(stars2)
- rlca
+ rlca ;move bits (star) left
ld (stars2),a
- ret nc
- ld b,nrstars2
+ ret nc ;if star didn't went from left to right bit
+ ld b,nrstars2 ;otherwise move all stars one byte left
jr movestars_loop
movestars1:
ld a,l
and %00001111
- cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1
+ cp (dispbuffer&15)-1 ;$C9FAand15-- = 9
jr nz,newstarok
cal RandomY
;--------------------------- pause ------------------------------------------
Pause:
+ psh af
ld hl,$0200 ;top left
ld (_curRow),hl
ld hl,txt_pressenter ;"Enter to continue"
cal _getkey ;enter low-power mode and wait for key
cp kEnter ;keypressed = enter?
jr nz,pause ;no, wait some more
+ pop af
ret ;continue
;--------------------------- teacher ----------------------------------------
Teacher:
ld (iy+12),5 ;enable flashing cursor
- cal _clrScrn
- cal _homeup ;top left
+ cal _clrWindow ;top left
ld hl,txt_teacher
cal _puts ;display message
+ cal releasekeys
teacherloop:
cal _getkey ;enter low-power mode and wait for key
jr nz,teacherloop ;no, wait some more
ld (iy+12),0 ;disable cursor
+ cal releasekeys
jp disp_icons ;+ret
teacherans:
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,dispbuffer ;graph-screen location
+ ld de,dispbuffer+1
ld (hl),a
ld bc,1024-1 ;do it 1024 times = entire screen
ldir
;--------------------------- display ----------------------------------------
Display_Screen:
- ld hl,GRAPH_MEM ;from buffer (top left)
+ ld hl,dispbuffer ;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:
in a,(1) ;come back in
ld b,a ;psh a (keys)
- xor %11111111 ;inverted a = 0 if arrow-key has been pressed
- ld a,(your_multiples)
- jr z,no_adv ;if so, leave the multiples where they are
- or %100 ;set move bit
- jr adv_ok
-no_adv: and %11111011 ;reset move bit
-
+ xor -1 ;inverted a: 0 if arrow-key has been pressed
+ ld a,(your_multiples) ;(btw: CPL doesn't set any flags)
+ res 7,a ;reset move bit (no flags changed)
+ jr z,adv_ok ;if so, leave the multiples where they are
+ set 7,a ;set move bit
adv_ok: ld (your_multiples),a
ld a,(timer) ;framecounter
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)
+ and %111 ;no? (last two bits = nr of multiples)
ret z ;then don't handle them either
-
- ld a,b ;restore a (your_multiples)
- and %100 ;move the multiples??? (=move bit set?)
+ bit 7,b ;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 (next position)
- and %00001111 ;if a>15 then a=a-16
- ld (hl),a ;save new a
- add a,a ;a=a*2
- ld c,a ;bc=2a
- ld b,0
-
- ld hl,your_prevpos ;previous positions
- add hl,bc ;16 turns ago
- ld b,(hl) ;old x-pos
- inc hl ;and
- 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
+ psh de ;current position = needed later
+ ld hl,mm*14+1+your_prevpos ;previous positions
+ ld de,mm*14+3+your_prevpos ;move all positions one back
+ ld bc,mm*14+2
+ lddr ;change 0-57 -> 2-59 (if mm=4 that is)
+ inc hl ;your_prevpos+0
+ pop de
+ ld (hl),d ;x-pos
+ inc hl ;=current position
+ ld (hl),e ;y-pos
mult_adv:
- 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>
+ ld hl,your_prevpos+16 ;first pos.
+disp_multiples:
+ psh af
+ psh hl
+ ld d,(hl) ;load coords
+ inc hl
+ ld e,(hl)
+ ld ix,spr_multiple ;sprite
+ cal putsprite ;display
+ pop hl
+ ld de,14
+ add hl,de ;next multiple
+ pop af ;counter
+ dec a
+ ret z ;return if all done
+ jr disp_multiples ;loop
;----explode----
;------------------------- place multiples ----------------------------------
Place_multiples:
- ld (mx),de ;set last multiple-position
ld hl,your_prevpos ;place all previous positions
- ld b,16 ;all 16 of them
+ ld b,mm*7+2 ;all saved positions of them (14 per multiple)
place_multiples:
- ld (hl),d ;set prev-x to d
+ ld (hl),e ;set prev-x to d
inc hl ;next
- ld (hl),e ;set prev-y to e
+ ld (hl),d ;set prev-y to e
inc hl ;next
dnz place_multiples ;repeat
ret
;------------------------- select upgrade -----------------------------------
+inc_armor:
+ ld a,(your_armor) ;load current armor
+ cp 25-6 ;may not become >=25
+ jr c,doincarmor ;ok then just add 6
+ ld a,24-6 ;set to maximum (6 will be added below)
+doincarmor:
+ add a,6 ;add 6 to armor
+ ld (your_armor),a ;change armor
+ ret
+
select:
ld hl,your_pickup ;select pickups
ld a,(hl) ;load pickups taken so far
ret m ;return if it's 0 (no pickups)
jr nz,select2 ;no, carry on
select1:
- ld a,(your_armor) ;load current armor
- 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
+ ld (hl),a ;reset pickups
+ cal inc_armor
jp disp_icons ;display and return
select2:
dec a ;is it 2?
jr nz,select3 ;no, carry on
ld (hl),a ;reset pickups
inc a ;a=1
- ld (torp_occ),a ;ready torpedoes
+ ld (your_tail),a ;ready tail beam
jp disp_icons ;display 'n return
select3:
dec a ;is it 3?
ld hl,your_weapon
ld a,(hl)
inc a
- cp maxnrweapons
+ cp maxweapon
jp nc,disp_icons ;weapon maxed out
ld (hl),a ;set new weapon
cal loadweapon ;load it (damage and stuff)
dec a ;is it 4?
jr nz,select5 ;no, carry on again
ld (hl),a ;reset pickups
- inc a ;a=1
- ld (your_weapon),a ;ready laser
+ ld hl,your_weapon
+ ld a,(hl)
+ cp maxweapon ;upgrade from bullet
+ jr nc,upgradelaser ;nope, just upgrade
+ ld a,maxweapon-1 ;yes, set laser #1
+upgradelaser:
+ inc a ;next laser
+ cp maxlaser
+ jp nc,disp_icons ;laser maxed out
+ ld (hl),a
+ cal loadweapon
jp disp_icons ;display + return
select5:
dec a ;is it 5?
jr nz,select6 ;no, carry on once more
ld (hl),a ;reset pickups
- inc a
- ld (your_multiples),a
+ ld hl,your_multiples
+ ld a,(hl) ;multiples you already got
+ inc a ;one more
+ cp mm+1
+ jr nc,enoughmultiples ;maxed out
+ ld (hl),a
+enoughmultiples:
ld de,(x)
- cal Place_multiples
+ dec a ;if this is your first multiple then...
+ cal z,Place_multiples ;reset multiples positions
jp disp_icons ;display, return
select6:
ld (hl),0 ;reset pickups
;------------------------- fire bullet --------------------------------------
+fire_multiple:
+ psh af
+ dec h ;one up (-2 height: keeps weapons centered)
+ psh ix ;save ix for next fire
+ cal fireany ;fire from multiple position
+ pop ix ;saving ix is much faster than recalculating
+ pop af ;number of multiples
+ dec a ;one just displayed
+ pop hl ;ret
+ ret z ;ret2 if none left
+ jp (hl) ;real ret
+
+fire_multiples:
+ ld hl,(your_prevpos+16);then, fire from multiple position
+ cal fire_multiple
+ ld hl,(your_prevpos+30)
+ cal fire_multiple
+ ld hl,(your_prevpos+44)
+ cal fire_multiple
+ ld hl,(your_prevpos+58)
+ cal fire_multiple ;no JP: that messes up the stack
+ ret
+
Fire_bullet:
- ld hl,just_fired
- ld a,(hl) ;just_fired
- cp 5 ;already pressed?
- ret z ;return when already pressed (=5)
+ ld hl,just_fired ;=for how long you may hold fire (2nd)
+ ld a,(hl) ;a = time left
+ dec a ;decrease timer
+ ret z ;may not fire when (just_fired) became 0
+ ld (hl),a ;save new decreased value
- inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5)
ld a,(your_weapon) ;if you have bullets.....
- dec a ;(1=laser)
- jr z,fireOK
- ld (hl),5 ;.....then can't fire next turn (go to 5 imm.)
-
+ cp maxweapon
+ jr nc,fireOK ;>weapons = laser
+ ld (hl),1 ;bullet may last one turn (just fire 1 bullet)
fireOK:
- ld hl,(x) ;yes: first fire from ship position (x)
- ld a,(your_multiples) ;any multiples?
- and %11 ;nope?
- jr z,fireany ;then just fire somethin'
- cal fireany ;and blast
- ld hl,(mx) ;then, fire from multiple position (mx)
- dec h ;one up (-2 height: keeps weapons centered)
- ;blast again and <ret>
-fireany: ;HL=(x,y)
- ld (firex),hl ;set position to fire from
- cal fire_torp ;&&&
-
- ld a,(your_weapon) ;do you have laser?
- ld ix,weapondata-6-(256*3)
+ ld a,(your_weapon) ;weapon nr.
+ ld ix,weapondata+2
add a,a ;weap*2
add a,a ; *4
add a,a ; *8
ld c,a
- ld b,3 ;go to current weapon (bc=a)
- add ix,bc
+ ld b,0 ;go to current weapon (bc=a)
+ add ix,bc ;ix=weapon ptr
-fire_weapon: ;b=3
+ ld a,(your_multiples) ;any multiples?
+ and %111 ;nr. of multiples
+ cal nz,fire_multiples ;if >0 then fire them too
+ ld hl,(x) ;fire from ship position (x)
+fireany: ;HL=(x,y)
+ ld (firex),hl ;set position to fire from
+ ld b,3 ;or use the proc at fireOK with ld ix,weapondata+2-(256*3)
+fire_weapon:
psh bc ;save counter
ld a,(ix) ;load this weapon
- cp %11110000 ;%11110000=laser
+ cp %11100000 ;%11110000=laser
cal z,fire_laser ;fire laser (will set a=0 when done)
or a ;<>0=bullet
cal nz,fire_ybullet
inc ix
pop bc ;weapon counter (do 3 weapons)
dnz fire_weapon
+
+fire_tail:
+ ld hl,your_tail
+ ld a,(hl)
+ dec a
+ ret nz
+ ld a,(ix-2) ;last weapon fired
+ cp %11100000 ;issit laser
+ ret z ;then return
+ xor %11111 ;smart way of going left instead of right :P
+ ;fire tail bullet
+;-----fire BULLETs-----
+
+fire_ybullet: ;fire bullet type=C dam=(curweapdamage) at (firex/y)
+ 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 ;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
+ ld (hl),a ;set x
+
+ ld a,(firey) ;your y-pos
+ add a,(ix+1) ;place bullet at the middle of your ship
+ inc hl ;go to bullet-y
+ ld (hl),a ;set y
+
+ xor a
+ ld (weapincs),a ;reset damage
ret
;-----fire LASER-----
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
- ld hl,GRAPH_MEM ;save-location
+ ld hl,dispbuffer ;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)
pop de ;de=(firex): x-pos unmodified
check_laserhits: ;de = (x,y)
+ psh ix
ld b,nrenemies ;check all enemies
ld hl,enemies+1 ;enemy#1+occ/hp00
laserhits: ;hits with normal enemies
ld a,(hl)
or a ;enemy #0 = pickup
jr z,nolashit ;yes: don't destroy
+
+ cal find_sprite ;ix=sprite to enemy (hl)
inc hl
ld a,(hl) ;check x
sub d
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&&&
+ dec a ;minus one
+ add a,(ix+1) ;add enemy height (according to sprite @ix)
jp m,nolashit ;a-e>0 = hit
enemy_lashit:
ld a,(curweapdamage) ;damage
dnz laserhits ;check all enemies
xor a ;a=0 otherwise weird things might happen :P
ld (weapincs),a ;reset damage
- ret
-
-;-----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 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 ;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
- ld (hl),a ;set x
-
- ld a,(firey) ;your y-pos
- add a,(ix+1) ;place bullet at the middle of your ship
- inc hl ;go to bullet-y
- ld (hl),a ;set y
-
- xor a
- ld (weapincs),a ;reset damage
+ pop ix
ret
;------------------------ handle bullets ------------------------------------
-bullet_left:
+move_bullet:
ld c,a ;c=type
- and %1111
- ld b,a ;b=0000type
-
- 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
+ and %11111 ;pixels to move
+ add a,(hl) ;a = X + (hl) to the right
+ sub 16 ;and 16 to the left (so -16..+15)
+ jr c,remove_bullet ;remove if x<0
+ cp 128
+ jr nc,remove_bullet ;or x>=128
ld (hl),a ;save new pos.
ld d,a ;d = X
inc hl ;@y-pos
ld a,c
- cal _shracc
+ cal _shracc ;%11110000->1111
+;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster
+ srl a ;%1110->111
dec a
- jr z,bullet_noymove
+ jr z,bullet_noymove ;1=straight forward
dec a
- jr z,bullet_up
+ jr z,bullet_up ;2=up
dec a
- jr z,bullet_halfup
+ jr z,bullet_halfup ;3=1/2up
dec a
- jr z,bullet_down
+ jr z,bullet_down ;4=down
-bullet_halfdown:
+bullet_halfdown: ;5=1/2down
ld a,(timer)
- and 1
- jr z,bullet_noymove
+ rra ;carry once every other turn
+ jr c,bullet_noymove
bullet_down:
ld a,(hl)
inc a
ld (hl),a
bullet_halfup:
ld a,(timer)
- and 1
- jr z,bullet_noymove
+ rra ;CF every other turn
+ jr c,bullet_noymove
bullet_up:
ld a,(hl)
dec a
ret
remove_bullet:
- pop hl ;cal bullet_left
+ pop hl ;cal move_bullet
pop hl ;enemy+type
ld (hl),0 ;dump this bullet!
jr next_ybullet+1 ;+1:skip pop hl at next_ybullet
ld hl,ybullets
ld b,nrybuls
scan_bullets:
+ ld a,(hl) ;@bulletType
+ or a ;bulletType=0 >> no bullet
+ jp z,next_ybullet+2 ;skip pops (+2); jP for speed
+
psh bc ;bullet counter
psh hl ;save enemy+type
ld (temp1),hl ;needed for check_bullethits
- ld a,(hl) ;@bulletType
inc hl ;@damage
inc hl ;@x
-
- or a
- jp z,next_ybullet ;bulletType=0 >> no bullet
- cal bullet_left ;move bullet left
+ cal move_bullet ;move bullet
display_bullet:
- 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 b,0
+ ld c,a ;->16bit (de=a)
+ add hl,bc ;point to correct bullet offset
ld a,(hl) ;load bullet offset
- ld e,a ;convert to 16bit (d=0)
+ ld c,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
+ add ix,bc ;add offset (go to correct sprite)
ld a,(ix) ;bullet x-size
ld (bulletxsize),a ;used at check_bullethits
next_ybullet:
pop hl ;restore enemy+type
- inc hl
+ pop bc ;b=counter
+ inc hl ;&&&add hl = faster
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
ld hl,1 ;increase score by one
jp scoreInc ;+ret
-;--------------------------- handle torpedo ---------------------------------
-
-Handle_torp:
- ld a,(torp_occ)
- sub 2
- ret m ;return if occ=0/1
-
- ld hl,torp_pos ;x-position
- ld a,(hl) ;load in a
- inc a ;move right
- cp 125 ;right edge reached
- jr nc,remove_torp ;remove if x>125
- ld (hl),a ;save new x
- ld d,a
-
- inc hl ;y-position
- ld a,(hl)
- inc a ;move down
- cp 56 ;bottom reached
- jr nc,remove_torp ;remove if y>40
- ld (hl),a ;save new y
- ld e,a
-
- ld ix,spr_bullett1
- cal safeputsprite ;display torpedo
- jp check_bullethits ;check for hits with enemies
-
-remove_torp:
- ld a,1
- ld (torp_occ),a
- ret
-
;--------------------------- level events -----------------------------------
Level_event:
- ld hl,nextevent ;time to next event <ld a,(nextevent)
- dec (hl) ;decrease counter <dec a
- ld a,(hl) ;look at counter <ld (nextevent),a
- or a ;has it reached zero?
- ret nz ;nope: get outta here!
+ ld a,0 ;time to next event
+nextevent =$-1
+ dec a ;decrease counter
+ ld (nextevent),a ;store new value
+ ret nz ;hasn't reached zero yet: get outta here!
ld bc,0 ;enemy frequency (lvl)
eventtime =$-2
ld (hl),123 ;set delay
ret ;don't place any more enemies
-place_boss:
- ld a,1
- ld (nrlvlenemies),a ;just one enemy: the BOSS
- ld hl,(levelp) ;the leveldata (including the boss)
- dec hl ;points to leveldata\boss\enemynr
- ld a,(hl) ;load it
- ld (lvlenemies),a ;set new enemy (boss)
- dec hl ;points to level\boss\movement
- ld a,(hl) ;load
- ld (level_move),a ;set boss movement
- jp do_event ;+ret
-
standby_event:
ld b,nrenemies
ld hl,enemies+1-enemysize
ret
+place_boss:
+ ld a,1
+ ld (nrlvlenemies),a ;just one enemy: the BOSS
+ ld hl,(levelp) ;the leveldata (including the boss)
+ dec hl ;points to leveldata\boss\enemynr
+ ld a,(hl) ;load it
+ ld (lvlenemies),a ;set new enemy (boss)
+
do_event:
ld hl,enemies+1-enemysize
ld bc,enemysize
ex de,hl ;de=hl=usable enemy
place_enemy: ;de = enemy+1
- ld bc,0 ;0..0
+ ld bc,0 ;0..nrlvlenemies
nrlvlenemies =$-1 ;=nr of enemies minus 1
cal Random ;random enemy b..b+c = 0..nrenemies-1
ld b,0
dec de ;goto hp64 (before occ)
ldi ;set hp64
ldi ;set hitpoints+occ of enemy class
- ldi ;set enemy class (nr)
-
- ld a,128 ;appear at right edge of screen
- ld (de),a ;= x-position (save)
- inc de ;@y-pos
+ ld a,(hl) ;save sprite-offset/2 (ldi decs bc so in a)
+ ldi ;set sprite
+ ldi ;set x-position
+ ld c,a ;c=sprite
ld a,(hl) ;load placeInfo
inc hl
dec a ;is it 1?
;otherwise?
halflure_enemy: ;yes (of course it is): pick one (50% lure)
ld a,(timer) ;look at frame-number
- and %00000001 ;make random if odd frame nr.
- jr nz,random_enemy ;1st possibility: random enemy
+ rra ;make random if odd frame nr.
+ jr nc,random_enemy ;1st possibility: random enemy
lure_enemy: ;2nd possibility: luring enemy
ld a,(y) ;place at same y-pos as YOUR ship
jr ypos_OK
random_enemy:
- ld bc,256*51 ;range=0..51
- cal Random
+ ld b,0 ;bc = enemy sprite offset / 2
+ ld ix,spr_enemy00 ;first enemy sprite
+ add ix,bc ;add offset for current enemy
+ add ix,bc ;twice (offset stored as offset/2)
+ ld a,64-8 ;=57=screen height (8 is scorebar)
+ sub (ix+1) ;minus sprite height=bottom
+ ld c,b ;range=0 to...
+ ld b,a ;...57-y
+ cal Random ;random value on screen
ypos_OK: ;random value successfully created
ld (de),a ;save y-position
inc de ;@movecounter
-
+ ldi ;set move-type
ld a,1 ;movecounter = 1
ld (de),a ;set
inc de ;@firecounter
-
ldi ;set time-to-1st-fire
ldi ;set firefreq
ret ;return
ld b,nrebuls
ld hl,ebullets
+ xor a
find_ebullet:
- ld a,(hl)
- or a
+ cp (hl)
jr z,found_ebullet ;0 = not used
inc hl \ inc hl \ inc hl
dnz find_ebullet ;look next bullet
ret
found_ebullet:
- ld b,%1100
+ ld b,1 ;default normal bullet
ld a,(level_info)
and %00001000
jr z,bulletok
sub e
add a,10
jp p,bulletnotup
- ld b,%1011 ;yourY-bulY = negative (=bullet below you)
+ ld b,5 ;yourY-bulY = negative (=bullet below you)
add a,10
jp p,bulletnotup
- ld b,%1001 ;yourY-bulY = even more negative (going up)
+ ld b,3 ;yourY-bulY = even more negative (going up)
bulletnotup:
sub 20
jp m,bulletok
- ld b,%1010 ;bullet going down
+ ld b,4 ;bullet going down
sub 10
jp m,bulletok ;even more going down
- ld b,%1000
+ ld b,2
bulletok:
- ld a,(level_info)
- and %11110000
- or b
- ld (hl),a ;set bullet direction
+ ld (hl),b ;set bullet direction
inc hl
ld (hl),d ;set x-pos
inc hl
psh bc
psh hl
ld a,(hl) ;load bulletType in a
- and %1111 ;select direction-bits
+ or a ;bullet present?
jr nz,enemy_bullet ;non-0: handle bullet
next_bullet:
pop hl ;do not move the <pop hl>
ld d,(hl) ;d=x
inc hl ;@y
- ld a,b ;restore type
- cp %1100 ;is it a normal bullet? (cp = faster than bit)
- jr z,ebullet_common ;type %1100: normal bullet
- and %111 ;isolate important bits
- jr z,ebullet_down ;type %1000: moving down
- dec a
- jr z,ebullet_up ;type %1001: moving up
- ld b,a
+ dec b
+ jr z,ebullet_common ;type 1: normal bullet
+ dec b
+ jr z,ebullet_down ;type 2: moving down
+ dec b
+ jr z,ebullet_up ;type 3: moving up
ld a,(timer)
- rra
- jr c,ebullet_common
+ rra ;half speed
+ jr c,ebullet_common ;if bit then normal bullet
- ld a,b
- dec a
- jr z,ebullet_down ;type %1010: moving down 50%
- ;type %1011: moving up 50%
+ dec b
+ jr z,ebullet_down ;type 4: moving down 50%
+ ;type 5: moving up 50%
ebullet_up:
ld a,(hl)
dec a
- jp m,ebullet_common
+ jp m,ebullet_common ;y<0
ld (hl),a
jr ebullet_common
ebullet_down:
ld a,(hl)
inc a
- cp 55
+ cp 58-3
jr z,ebullet_common
ld (hl),a
ld b,a ;set damage-amount
cal damage_you ;HIT!!
remove_ebullet:
- pop hl ;hl could be destroyed by damage_you
+ pop hl ;hl destroyed by damage_you
ld (hl),0 ;bullet > unused
jr next_bullet+1 ;next bullet (SKIP THE <POP HL> = one byte)
jr z,next_enemy ;occ "no enemy" 0
dec a
jr z,exploding_enemy ;occ "exploding" 1
- ld b,a ;b=2 if moving, otherwise b=1
-normal_enemy: ;occ "normal" 2 or "moving" 3
+normal_enemy:
inc hl
ld c,(hl) ;c = enemy type = de
cal find_sprite
inc hl
- ld a,(hl) ;x
- dec a ;move left
- ld d,a
- bit 7,d ;x<0
- jr z,enemy_onscreen
- cp -7 ;x<=-8
- jr c,remove_enemy ;=off screen
-enemy_onscreen:
+ ld d,(hl) ;x
inc hl
ld e,(hl) ;y
- ld a,b ;moving state was stored in b earlier
- dec a ;is it 1?
- cal nz,moving_enemy ;2 = moving enemy
- ld (hl),e
+ inc hl ;@movetype
+ cal moving_enemy
+ dec hl
+
+ ld a,e ;new y value
+ cp 57
+ jr c,enemyonscreenY ;=on screen
+ cp -20 ;moved off at top
+ ld e,0 ;reset to top
+ jr nc,enemyonscreenY
+ ld e,57 ;otherwise reset to bottom
+enemyonscreenY:
+ ld (hl),e ;store new y
dec hl ;@x
+
+ ld a,d ;new x value
+ cp 128 ;x<128
+ jr c,enemyonscreenX ;=on screen
+ cp -7 ;x<=-8
+ jr c,remove_enemy ;=off screen
+enemyonscreenX:
ld (hl),d ;store new x
ld a,c ;a = enemy type
or a ;type 0? (pickup)
jr firing_done ;continue
check_enemyfire:
- inc hl ;@y
- inc hl ;@movecount
- inc hl ;@firecount
+ ld bc,4 ;4x inc hl
+ add hl,bc ;@firecount
dec (hl) ;decrease counter till next blast
ld a,(hl) ;&&&doesn't seem efficient to me
or a ;has it reached zero?
dnz handle_enemy
ret
-remove_enemy:
- pop hl
- ld (hl),$0000 ;bye bye enemy
- jr next_enemy+1 ;continue AFTER pop hl (already done)
-
exploding_enemy:
inc hl
ld a,(hl)
cp 16
- jr z,remove_enemy ;remove when at last frame
+ jr nz,keep_enemy ;remove when at last frame
+remove_enemy:
+ pop hl
+ ld (hl),$0000 ;bye bye enemy
+ jr next_enemy+1 ;continue AFTER pop hl (already done)
+keep_enemy:
inc a
ld (hl),a ;next frame
dec a ;1-16 -> 0-15
;--------------------------- moving enemies ---------------------------------
moving_enemy:
- ld a,(level_move)
+ dec d ;move left once
+ ld a,(hl) ;how does this enemy move?
and a
- jr z,movetype_updown ;type 0
- dec a
- jr z,movetype_vslow ;1
- dec a
- jr z,movetype_fast ;2
- dec a
- jr z,movetype_vfast ;3
- dec a
- jr z,movetype_smart ;4
- dec a
- jr z,movetype_lure ;5
- dec a
- jr z,movetype_slowlure ;6
- dec a
- jr z,movetype_stoplure ;7
-; dec a
-; jr z,movetype_fulllure ;8
+ ret z ;0 = (1<)
+ ld b,a
+ ld a,(timer)
+ dec b
+ jr z,movetype_updown ;1 = (1<) up / down
+ dec b
+ jr z,movetype_vslow ;2 = (.25<)
+ dec b
+ jr z,movetype_slow ;3 = (.5<)
+ dec b
+ jr z,movetype_fast ;4 = (1.5<)
+ dec b
+ jr z,movetype_vfast ;5 = (2<)
+
+ inc d ;speed 0
+ dec b
+ jr z,movetype_smart ;6 = &&& smart
+ dec b
+ jr z,movetype_lure ;7 = (0) move y towards you
+ dec b
+ jr z,movetype_slowlure ;8 = (0) lure 1/2 speed
+ dec b
+ dec b
+ jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed
+ dec b
+ jr z,movetype_right ;11 = (.5>)
+ dec b
+ jr z,movetype_fright ;12 = (1>)
+
+movetype_right:
+ rra
+ ret c ;speed 0 50%
+movetype_fright:
+ inc d ;move right one px
+ ret
movetype_fulllure:
- inc d
- ld a,(timer)
- and 1
- ret z
+ rra
+ ret c ;50% speed
cal movetype_lure
ld a,(x)
cp d
- jr c,lure_left
+ jr c,movetype_vfast ;moves left (again)
lure_right:
- inc d
- ret
-lure_left:
- dec d
+ inc d ;move right
ret
-movetype_stoplure:
- ld a,100
- cp d
- jr c,movetype_slowlure
- inc d ;x<100: full stop
- jr movetype_slowlure
-
movetype_slowlure:
- ld a,(timer)
- and 1
- ret z
-
+ rra ;half the time
+ ret c
movetype_lure:
+ ld a,110
+ cp d
+ jr nc,dothelurethingy
+ dec d ;x>109: move left
+dothelurethingy:
ld a,(y)
cp e
- jr c,lure_up
-lure_down:
+ ret z ;don't move vertically if equal
+ jr c,lure_up ;below you then move up
+lure_down: ;above then move down
inc e
ret
-lure_up:
- dec e
+lure_up:dec e
ret
movetype_smart:
- inc hl ;hl =@ <move>
- ld a,(timer)
- and %1111 ; |
- ld a,(hl) ;&&& \|/
- jr nz,smartupdate
+ inc hl ;@movecount
+ ld a,(hl)
inc a
-smartupdate:
+ and %1111
ld (hl),a
or a ;reset carry flag
and %11111100
jr z,movetype_fast
+movetype_slow:
+ rra
+ ret c
+ inc d ;don't move
+ ret
movetype_vslow:
- ld a,(timer)
and %11
ret z
- inc d
+ inc d ;don't move
ret
movetype_fast:
- ld a,(timer)
- and %1
- ret z
+ rra
+ ret c ;once every other turn
movetype_vfast:
- dec d ;move left
- ret nz ;finished
- pop hl ;restore stack (no ret used)
- jp remove_enemy ;remove this enemy (off screen)
+ dec d ;move left twice
+ ret
movetype_updown:
- inc hl ;@ <move>
+ inc hl ;@movecount
ld a,(hl)
dec a
- jr nz,move_updated
- add a,128
-move_updated:
- ld (hl),a
-
- or a ;reset carry flag
- dec hl ;@ <y>
- and %00100000
- ld a,(hl);&&&ld a,e ;load current y-position
+ and 127 ;range 0..127
+ ld (hl),a ;store new movecounter
+ dec hl ;reset hl to @movetype
+ and %00100000 ;ZF changes once every 64 turns
+ ld a,e ;load current y-position
jr z,movedown
-
moveup: dec a ;decrease y-pos (=move up)
ret m ;don't move off the screen (y<0)
dec e ;save new y-pos
ld hl,(x) ;e = X, d = Y
ld de,$0707 ;add 7 to both d and e
add hl,de
- ld d,h
- ld e,l ;e = X+7, d = Y+7
+ ex de,hl ;e = X+7, d = Y+7
ld hl,enemies+1
ld b,nrenemies ;check all 20 enemies
;--------------------------- story ------------------------------------------
storyPage:
- psh hl
- cal _clrLCD
+ psh hl ;hl will be destroyed by _clrLCD
+ cal _clrLCD ;clear screen
pop hl
+ ld a,(hl)
+ ld (curline),a ;begin line for special effect
storyLine:
+ ld d,(hl) ;vertical position of text
inc hl
- ld e,(hl)
- inc hl
- ld d,(hl)
- ld (_penCol),de
+ ld e,(hl) ;horizontal text-position
+ ld (_penCol),de ;set position
inc hl
- cal _vputs
+ cal _vputs ;display text
- ld a,(hl)
- dec a
- jr z,storyLine
+ ld a,(hl) ;load next byte
+ inc hl
+ or a ;0 means more text
+ jr z,storyLine ;loop if there is
+ psh af
psh hl
ld hl,VIDEO_MEM ;copy text
- ld de,GRAPH_MEM ;to GRAPH_MEM
+ ld de,dispbuffer ;to GRAPH_MEM
ld bc,1024 ;entire screen
ldir
- cal _clrLCD
+ cal _clrLCD ;clear VIDEO_MEM
pop hl
-
- inc hl
- ld a,(hl)
- inc hl
- ld b,(hl)
+ pop bc ;last byte (<>0) is lines to SFX
psh hl
- cal DoSFX
- cal _getkey
+ cal DoSFX ;do special effects
+ cal _getkey ;wait for a key
pop hl
ret
dostory:
cal storyPage ;do some story
- inc hl ;look at next hl
- ld a,(hl) ;load in a
- dec hl ;restory hl
+ ld a,(hl) ;load next byte in a
inc a ;set z-flag if a = $ff
jr nz,dostory ;otherwise loop
-
- ld bc,3+1 ;story ends
- add hl,bc ;set hl to beginning of the level
+ inc hl
+ inc hl ;set hl to beginning of the level
ld (levelp),hl ;set the level-pointer
ret ;and return
;--------------------------- SFX --------------------------------------------
-DoSFX: ;in:a=beginLine;b=nrOfLines
- ld (curline),a
-SFXframe:
+DoSFX: ;in:(curline)=beginLine;b=nrOfLines
+SFXloop:
psh bc
ld a,0 ;get line number
curline =$-1
inc a ;go to the next line
ld (curline),a ;update
-
ld l,a
ld h,0 ;hl=a
add hl,hl
add hl,hl
add hl,hl
add hl,hl ;*16 (a pixels down=a*16)
+ sub 64 ;a=a-64
+ neg ;a=64-a (lines from bottom)
ld b,h ;save hl for later
ld c,l
-
ld de,VIDEO_MEM ;where to put sfx
add hl,de ;go to ymin
ex de,hl ;put into de again
-
- ld hl,GRAPH_MEM
- add hl,bc ;hl->logo
-
- 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
+ ld hl,dispbuffer ;source of original
+ add hl,bc ;hl->source
SFXdisp: ;display this frame on screen
ld bc,16 ;one line (=16 bytes, you'd know by now)
dnz SFXdelay ;8x
pop bc ;counter
- dnz SFXframe
+ dnz SFXloop
ret
;--------------------------- show icon --------------------------------------
cal disp_armor ;display bar
ld ix,spr_icon00
- ld a,(torp_occ)
+ ld a,(your_weapon) ;ur weapon
+ cp maxweapon ;laser?
+ psh af ;(your_weapon)
+ jr nc,no_tail ;if laser (nc) then tail ain't fired
+ ld a,(your_tail)
or a
- jr z,no_torp
- ld ix,spr_icon02 ;torpedoIcon
-no_torp:
+ jr z,no_tail
+ ld ix,spr_icon02 ;tailbeamIcon
+no_tail:
ld de,$2901 ;icon #2
cal putwidesprite ;display
ld ix,spr_icon00
- ld a,(your_weapon) ;ur weapon
- dec a ;1=laser
- jr z,no_bullets
+ pop af ;a=(your_weapon); cf=bullets
+ psh af
+ jr nc,no_bullets ;=laser
ld hl,$3945 ;position to display bullet-type digit
- ld a,(your_weapon) ;digit
- dec a ;minus one (1=laser)
+ pop af ;digit=(your_weapon)
+ psh af
+ inc a ;1 = weapon #1 (=0)
ld (_penCol),hl ;set location
add a,'0' ;make digit
cal _vputmap ;display char
cal putwidesprite ;display icon
ld ix,spr_icon00 ;emptyIcon
- ld a,(your_weapon)
- dec a
- jr nz,no_laser
+ pop af ;ld a,(your_weapon)
+ ld b,a
+ jr c,no_laser ;popped carry
+ ld hl,$3955 ;position to display bullet-type digit
+ ld (_penCol),hl ;set location
+ ld a,b ;(your_weapon) ;load = faster than push
+ sub maxweapon-1 ;1 = laser #1 (=maxweapon)
+ add a,'0' ;make digit
+ cal _vputmap ;display char
ld ix,spr_icon04 ;laserIcon
no_laser:
ld de,$4901 ;icon #4
ld ix,spr_icon00 ;emptyIcon
ld a,(your_multiples)
- and %11
+ and %111
jr z,no_multiples
ld ix,spr_icon05
no_multiples:
ld ix,spr_icon
cal putwidesprite
iconsdone:
- ld hl,GRAPH_MEM ;normal game-screen
+ ld hl,dispbuffer ;normal game-screen
ld (PutWhere),hl ;set sprite-position to normal screen
pop ix \ pop hl \ pop de \ pop bc
sbc hl,de
dnz armorbarclr
- ld a,(your_armor) ;load your armor
+ ld a,(your_armor) ;load your armor (<25)
ld c,a ;psh a
srl a ;/2
srl a ;/4
ld (hl),a ;and just below
ret
-disp_charge:
- ld hl,(59*16)+VIDEO_MEM+3
- ld b,3
-chargebarclr:
- dec hl
- ld (hl),0
- dnz chargebarclr
-
- 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 ($39*16)+VIDEO_MEM
- ld (hl),%11111111 ;draw a piece of the bar
- inc hl ;next position
- dnz chargebar ;loop it b times
-nochargebar:
- ld a,c ;pop a
- and %111 ;display last bits of chargebar
- ret z ;if armor=0 then bit = %00000000 (don't disp)
- ld b,a ;into B
- xor a ;bit = %00000000
-chargebarbit:
- scf ;set carry flag
- rra ;rotates A right and sets bit 7 (c-flag)
- dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100)
-chargebarready: ; (an if B=3 then a=%11100000)
- ld (hl),a ;draw this last byte
- ret
-
;--------------------------- proc -------------------------------------------
Random: ;a=c<random<b+c; destr:none
add hl,hl
add hl,hl ;hl = 1..51 * 16 (left side at random y)
dec hl ;hl = 0..50 * 16 (" at right side of screen)
- ld de,GRAPH_MEM
+ ld de,dispbuffer
add hl,de ;position on screen
pop bc
ret
in a,(1)
inc a ;cp %11111111 (no keys pressed)
jr nz,releasekeys ;keep waitin
- cal GET_KEY ;clear buffer
- ret
+ jp GET_KEY ;clear buffer
findenemyspecs: ;enemy #a specs in (hl); in:b=0; out:ac=?
ld hl,enemyspecs-8 ;enemy "0" specs (1 before enemy #1)
ld hl,_asapvar ;find own variable
rst 20h ;cal _ABS_MOV10TOOP1
rst 10h ;cal _FINDSYM
- ret c ;not found? who cares...
xor a
ld hl,4+storehi_start-_asm_exec_ram
ld hl,_asapvar ;find own variable
rst 20h ;cal _ABS_MOV10TOOP1
rst 10h ;cal _FINDSYM
- ret c ;not found? who cares...
xor a
ld hl,4+storesave_start-_asm_exec_ram
ld hl,_curCol
dec (hl)
nokeypressed:
- halt \ halt
- cal GET_KEY
+ cal getsomekeys
+ jr z,nomore
or a
jr z,nokeypressed
cp K_DEL
jr z,backup
- cp K_ENTER
- jr z,nomore
cp K_EXIT
jr z,nomore
cal _getkey ;wait for keypress
jp quit ;restore some things and return to TI-OS/shell
+invship: ;procedure used in New_game
+ psh af
+ inc b
+ ld de,$C0
+ ld hl,VIDEO_MEM+$30-$C0;begin pos
+invshipinit:
+ add hl,de
+ dnz invshipinit
+ ld b,$B0 ;12 lines down
+invshiploop:
+ ld a,(hl)
+ cpl ;invert byte
+ ld (hl),a
+ inc hl
+ dnz invshiploop ;loop
+ pop af
+ ret
+
New_game: ;stack must be +1 (so change the jp in cal :)
+ cal _clrLCD
+ ld hl,VIDEO_MEM
+ ld (PutWhere),hl ;will be reset after displaying iconbar
+ ld ix,spr_ship01 ;first ship: sprite
+ ld de,$0105 ;position
+ ld b,4 ;number of ships to display
+dispshipsloop:
+ psh bc ;counter
+ psh de ;position
+ cal putwidesprite ;display
+ pop de
+ ld bc,spr_ship01i-spr_ship01+2
+ add ix,bc ;go to next ship
+ ld a,12 ;below the previous one
+ add a,e
+ ld e,a
+ pop bc
+ dnz dispshipsloop ;loop
+
+ ld b,0 ;menu pos.
+selectship:
+ psh bc
+ cal invship
+selectshiploop:
+ halt
+ cal GET_KEY
+ or a
+ jr z,selectshiploop
+ pop bc
+ psh bc
+ cal invship
+ pop bc
+ cp K_SECOND
+ jr z,startthenewgame
+ cp K_ENTER
+ jr z,startthenewgame
+ cp K_DOWN
+ jr nz,selnotdown
+ inc b
+selnotdown:
+ cp K_UP
+ jr nz,selnotup
+ dec b
+selnotup:
+ ld a,b
+ and %11
+ ld b,a
+ jr selectship
+
+startthenewgame:
+ ld hl,spr_ship01-(spr_ship02-spr_ship01)
+ ld de,spr_ship02-spr_ship01
+ inc b ;your ship #0-3++
+searchyourship:
+ add hl,de ;next ship
+ dnz searchyourship
+ ld (your_ship),hl
xor a ;ld a,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_tail),a ;no tail beam
ld (your_weapon),a ;no laser
ld (your_pickup),a ;reset pickups
ld (your_multiples),a ;no multiples
ld (level),a ;reset level nr (#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 a,4
ld (your_lives),a ;3 lives (4 will be decreased @ You_die)
ld (pickuptimer),a ;next pickup after 4 enemies destroyed
jp z,game_over ;and game's over
jr samelevel
+gamedone:
+ cal dostory ;display end (hl=(levelp))
+ ld hl,250
+ cal scoreInc ;game complete bonus: 250
+ jp game_over ;game over (+hiscore)
+
;--------------------------- 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
- ld hl,level ;level number
- ld a,(hl)
- inc a
- ld (hl),a
+ cal inc_armor ;increase armor
+
+ ld hl,(levelp) ;level pointer
+ ld b,0 ;advance one level
+ ld c,(hl)
+ add hl,bc ;passed the enemies
+ ld c,1+7+3
+ add hl,bc ;update to point to next level
+ ld (levelp),hl ;save
+
+ ld a,(level) ;level number
+ inc a ;next level #
+ cp endlevel+1 ;last level done?
+ jr nc,gamedone ;yes: display end story and quit
+ ld (level),a
add a,a
add a,a
add hl,bc ;plus 20
cal scoreInc ;update score
- ld hl,(levelp) ;level pointer
- 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
-
samelevel:
ld hl,(your_ship)
ld (your_shipspr),hl
ld (nextevent),a ;time to first enemy appearance
ld hl,(levelp) ;level pointer
- xor a
+ dec hl ;byte before level (boss byte)
+ xor a ;if it's zero it means here's a story
cp (hl)
- cal z,dostory
+ inc hl ;begin of level
+ cal z,dostory ;do the story and set (levelp) to real level
ld a,(hl) ;number of (different) enemies in this level
inc hl
ld a,(hl) ;load nr of enemies in this level
ld (eventleft),a ;set nr of events left
inc hl
- ld a,(hl)
- ld (level_info),a ;
- inc hl
- ld a,(hl) ;movement of enemies in this level
- ld (level_move),a ;do it
+ ld de,level_info
+ ldi ;load (level_info)
+ ldi ;load (level_move)
+ ldi ;load (spacespace)
+ ldi ;load (groundinfo)
- inc hl
- ld de,spacespace
- ld c,17+17+2 ;b=0
- ldir
+ ld a,1
+ ld b,32 ;fill (groundpos) and (ceilingpos)
+fillground:
+ ld (de),a
+ inc de
+ dnz fillground
ld ix,starx1
ld b,nrstars1
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?
- jr z,torpsclear ;then just continue (=0)
- ld a,1 ;if so, set to "ready to fire" (=1)
-torpsclear:
-
- ld a,(your_weapon)
- cal loadweapon
+ cal loadweapon ;load (your_weapon)
ld hl,enemies ;remove all enemies and bullets
ld (hl),0 ;clear first byte
add a,a ; *8
ld c,a
ld b,0
- ld hl,weapondata-16
+ ld hl,weapondata
add hl,bc
ld a,(hl)
ld (weapdamage),a ;damage of bullets
;--------------------------- putbigsprite -----------------------------------
putwidesprite:
+;destr: abcdehl+ix (ix=behind sprite; hl:a=right below sprite; b=0; d=width)
ld a,(ix) ;width
cp 9
jr c,putsprite ;width<=8: just draw the sprite
psh de
cal _putsprite ;otherwise draw one column (8 pixels wide)
pop de
- inc ix
+ inc ix ;no x-size to load
ld a,8 ;next
add a,d ;8 pixels right
ld d,a
pop bc ;then draw the remaining pixels (c=width-8)
+ ld c,b
jr _putsprite
safeputsprite: ;cal putsprite with de intact
xor a
FPbit =$+1
set 0,a
- ld de,GRAPH_MEM ;screen base position (where x+y=0)
+ ld de,dispbuffer ;screen base position (where x+y=0)
PutWhere =$-2
add hl,de
ret
spr_ship01:
.db 7,7 ;ship alpha class
- .db %01111000 ; ████
- .db %11100000 ;███
- .db %01111100 ; █████
- .db %11110010 ;████ █
- .db %01111100 ; █████
- .db %11100000 ;███
- .db %01111000 ; ████
+ .db %11000000 ;██
+ .db %11110000 ;████
+ .db %01111110 ; ██████
+ .db %11101000 ;███ █
+ .db %01111110 ; ██████
+ .db %11110000 ;████
+ .db %11000000 ;██
spr_ship01i:
.db 8,7
- .db %01111010 ; ████ █
- .db %11100001 ;███ █
- .db %01111101 ; █████ █
- .db %11110011 ;████ ██
- .db %01111101 ; █████ █
- .db %11100001 ;███ █
- .db %01111010 ; ████ █
+ .db %11000010 ;██ █
+ .db %11110001 ;████ █
+ .db %01111111 ; ███████
+ .db %11101001 ;███ █ █
+ .db %01111111 ; ███████
+ .db %11110001 ;████ █
+ .db %11000010 ;██ █
spr_ship02:
.db 7,7 ;ship beta class
.db %11100000 ;███
- .db %11110000 ;████
+ .db %11111000 ;█████
.db %01111100 ; █████
.db %01110010 ; ███ █
.db %01111100 ; █████
- .db %11110000 ;████
+ .db %11111000 ;█████
.db %11100000 ;███
spr_ship02i:
.db 8,7
.db %11100010 ;███ █
- .db %11110001 ;████ █
+ .db %11111001 ;█████ █
.db %01111101 ; █████ █
.db %01110011 ; ███ ██
.db %01111101 ; █████ █
- .db %11110001 ;████ █
+ .db %11111001 ;█████ █
.db %11100010 ;███ █
spr_ship03:
.db %11001100 ; ██ ██
.db %01111000 ; ████
-;-------------------------------- explosion ---------------------------------
+;-------------------------------- explosions --------------------------------
spr_explosion:
.db 8,6 ;1
;--------------------------------- bullets ----------------------------------
+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
+
spr_bullet01:
.db 2,1
.db %11000000 ;▒██
.db %11000000 ;▒██
.db %11000000 ;▒██
spr_bullet04:
- .db 3,2
- .db %11100000 ;▒███
- .db %11100000 ;▒███
+ .db 4,2
+ .db %10110000 ;▒█▒██
+ .db %10110000 ;▒█▒██
spr_bullet05:
.db 4,3
.db %01100000 ; ▒██
.db %01111111 ; ▒███████
.db %11111110 ;▒███████
.db %00111100 ; ▒████
+
spr_bullett1:
.db 4,3 ;▒▒▒
.db %11100000 ;▒███
.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]
+;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset]
;damage = min.damage + dam.inc*incs (0<=incs<=6)
+;speed in pixels/frame (>=%10010=forward; <=%01110=backwards)
+;direction: 0=straight forward; 1=up; 2=1/2up; 3=down; 4=1/2down
+
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
+ .db 1,1,%00000000,0,%00000000,0,%00010010,3 ;1 single fire
+ .db 4,1,%00000000,0,%00000000,0,%00010011,3 ;2 fast single
+ .db 1,1,%00000000,0,%00010010,0,%00010010,6 ;3 double
+ .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple
+ .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5
+ .db 5,3,%01110011,2,%10010100,2,%00110011,2 ;6
+ .db 7,4,%01110100,2,%10010100,2,%00110100,2 ;7
+ .db 12,5,%01110110,2,%10010110,2,%00110110,2 ;8
+maxweapon = 8
+ .db 1,1,%00000000,0,%00000000,0,%11100000,3 ;1 single laser
+ .db 1,1,%00000000,0,%11100000,0,%11100000,6 ;2 double laser
+ .db 1,1,%11100000,0,%11100000,6,%11100000,3 ;3 triple laser
+maxlaser = 11
collidedamage = 4
;------------------------------------ bar -----------------------------------
spr_lship:
- .db 5,3
- .db %11100000
- .db %01111000
- .db %11100000
-lshipsize = 5
+ .db 5,3 ;li'l ship indicating lives left
+ .db %11100000 ;███
+ .db %01111000 ; ████
+ .db %11100000 ;███
+lshipsize = 5 ;space between two ship icons
spr_icon:
- .db 16,7 ;selected .......:.......:
- .db %11111111 ; ████████████████
- .db %11000000 ; ██ █
- .db %11000000 ; ██ █
- .db %11000000 ; ██ █
- .db %11000000 ; ██ █
- .db %11000000 ; ██ █
- .db %11111111 ; ████████████████
+ .db 16,7 ;selected.......:.......:
+ .db %11111111 ;████████████████
+ .db %11000000 ;██ █
+ .db %11000000 ;██ █
+ .db %11000000 ;██ █
+ .db %11000000 ;██ █
+ .db %11000000 ;██ █
+ .db %11111111 ;████████████████
.db 7
.db %11111111
.db %00000001
.db %00000001
.db %11111111
spr_icon00:
- .db 16,7 ;unused .......:.......:
- .db %10101010 ; █ █ █ █ █ █ █ █
- .db %11010101 ; ██ █ █ █ █ █ █ █
- .db %10101010 ; █ █ █ █ █ █ █ █
- .db %11010101 ; ██ █ █ █ █ █ █ █
- .db %10101010 ; █ █ █ █ █ █ █ █
- .db %11010101 ; ██ █ █ █ █ █ █ █
- .db %10101010 ; █ █ █ █ █ █ █ █
+ .db 16,7 ;unused .......:.......:
+ .db %10101010 ;█ █ █ █ █ █ █ █
+ .db %11010101 ;██ █ █ █ █ █ █ █
+ .db %10101010 ;█ █ █ █ █ █ █ █
+ .db %11010101 ;██ █ █ █ █ █ █ █
+ .db %10101010 ;█ █ █ █ █ █ █ █
+ .db %11010101 ;██ █ █ █ █ █ █ █
+ .db %10101010 ;█ █ █ █ █ █ █ █
.db 7
.db %10101010
.db %01010101
.db %01010101
.db %10101010
spr_icon01:
- .db 16,7 ;armor ; .......:.......:
- .db %10000111 ; █ ███████
- .db %10011000 ; █ ██ ██
- .db %10110011 ; █ ██ ████ ██
- .db %10110000 ; █ ██ ████ ██
- .db %10110011 ; █ ██ ████ ██
- .db %10011000 ; █ ██ ██
- .db %10000111 ; █ ███████
+ .db 16,7 ;armor ;.......:.......:
+ .db %10000111 ;█ ███████ ▒
+ .db %10011000 ;█ ██ ██ ▒
+ .db %10110011 ;█ ██ ████ ██ ▒
+ .db %10110000 ;█ ██ ████ ██ ▒
+ .db %10110011 ;█ ██ ████ ██ ▒
+ .db %10011000 ;█ ██ ██ ▒
+ .db %10000111 ;█ ███████ ▒
.db 7
.db %11110000
.db %00001100
.db %00001100
.db %11110000
spr_icon02:
- .db 16,7 ;torpedo .......:.......:
- .db %10111000 ; █ ███ █ █ █
- .db %10011100 ; █ ███ █ █ █
- .db %10111000 ; █ ███ █ █ █
- .db %10000000 ; █ ███ █ █
- .db %11100001 ; ███ ████ █ █
- .db %10011000 ; █ ██ ████ █ █
- .db %11100110 ; ███ ██ ██ █
+ .db 16,7 ;tailbeam.......:.......:
+ .db %10000000 ;█ ▒
+ .db %10000011 ;█ ██ ▒
+ .db %10000001 ;█ ███ ▒
+ .db %10111011 ;█ ███ ██████ ██▒
+ .db %10000001 ;█ ███ ▒
+ .db %10000011 ;█ ██ ▒
+ .db %10000000 ;█ ▒
+ .db 7
+ .db %00000000
+ .db %00000000
+ .db %11000000
+ .db %11110011
+ .db %11000000
+ .db %00000000
+ .db %00000000
+spr_icon02b:
+ .db 16,7 ;torpedo .......:.......:
+ .db %10111000 ;█ ███ █ █ █▒
+ .db %10011100 ;█ ███ █ █ █▒
+ .db %10111000 ;█ ███ █ █ █ ▒
+ .db %10000000 ;█ ███ █ █ ▒
+ .db %11100001 ;███ ████ █ █▒
+ .db %10011000 ;█ ██ ████ █ █▒
+ .db %11100110 ;███ ██ ██ █ ▒
.db 7
.db %00010101
.db %00010101
.db %11110101
.db %00110010
spr_icon03:
- .db 16,7 ;bullets .......:.......:
- .db %10000000 ; █ ██
- .db %10000011 ; █ █████ ▒▒▒
- .db %10011000 ; █ ██ ██ ▒▒▒
- .db %11111100 ; ██████ ▒▒▒
- .db %10011000 ; █ ██ ██ ▒▒▒
- .db %10000011 ; █ █████ ▒▒▒
- .db %10000000 ; █ ██
+ .db 16,7 ;bullets .......:.......:
+ .db %10000000 ;█ ██ ▒
+ .db %10000011 ;█ █████ ▒▒▒ ▒
+ .db %10011000 ;█ ██ ██ ▒▒▒ ▒
+ .db %11111100 ;██████ ▒▒▒ ▒
+ .db %10011000 ;█ ██ ██ ▒▒▒ ▒
+ .db %10000011 ;█ █████ ▒▒▒ ▒
+ .db %10000000 ;█ ██ ▒
.db 7
.db %11000000
.db %11100000
.db %11100000
.db %11000000
spr_icon04:
- .db 16,7 ;laser .......:.......:
- .db %10000000 ; █
- .db %10110010 ; █ ██ █ █
- .db %10111011 ; █ ███ ██
- .db %10011101 ; █ ███ █████████
- .db %10111011 ; █ ███ ██
- .db %10110010 ; █ ██ █ █
- .db %10000000 ; █
+ .db 16,7 ;laser .......:.......:
+ .db %10000000 ;█ ▒
+ .db %10001010 ;█ █ █ ▒▒▒ ▒
+ .db %11101100 ;███ ██ ▒▒▒ ▒
+ .db %11110111 ;████ ███████▒▒▒█▒
+ .db %11101100 ;███ ██ ▒▒▒ ▒
+ .db %10001010 ;█ █ █ ▒▒▒ ▒
+ .db %10000000 ;█ ▒
.db 7
.db %00000000
- .db %10000000
+ .db %00000000
.db %00000000
.db %11111111
.db %00000000
- .db %10000000
+ .db %00000000
.db %00000000
spr_icon05:
- .db 16,7 ;multiple .......:.......:
- .db %10000011 ; █ ███
- .db %10000001 ; █ ████ ██
- .db %10000001 ; █ ████
- .db %10000011 ; █ ███
- .db %10011000 ; █ ██
- .db %10111100 ; █ ████ ██ ██
- .db %10011000 ; █ ██
+ .db 16,7 ;multiple.......:.......:
+ .db %10000011 ;█ ███ ▒
+ .db %10000001 ;█ ████ ██ ▒
+ .db %10000001 ;█ ████ ▒
+ .db %10000011 ;█ ███ ▒
+ .db %10011000 ;█ ██ ▒
+ .db %10111100 ;█ ████ ██ ██▒
+ .db %10011000 ;█ ██ ▒
.db 7
.db %10000000
.db %11100110
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_about: .db "v0.99.810 ",127," by Shiar",0 ;right behind txt_email
+_txt_about = $3321
txt_menu1: .db "NEW GAME",0
txt_menu2: .db "CONTINUE",0
txt_hiscore: .db "Hiscore",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
+txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher
+txt_teacherans: .db Lneg,"14.6549373495",0
;---------------------------- save data -------------------------------------
storehi_start:
-hiscore .dw $0000
-hiname .db "Shiar.97",0
+hiscore .dw 0 ;default hiscore
+hiname .db "shiar.99",0 ; " " name
storehi_end:
-storesave_start:
-level .db $01 ;level number
-levelp .dw level01 ;pointer to level data
-pickuptimer .db $04 ;counts when to place a pickup
-your_ship .dw spr_ship04 ;your sprite
-your_score .dw $0000 ;current score
-
-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 ;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_start: ;--SAVED GAME-- defs:
+level .db 1 ;level number 1
+levelp .dw level01 ;pointer to level data l01
+pickuptimer .db 4 ;counts when to place a pickup 4
+your_ship .dw spr_ship01 ;your sprite sprs1
+your_score .dw 0 ;current score 0
+your_pickup .db 5 ;pickups already picked up 0
+your_occ .db 0 ;0=normal 1..16=exploding 0
+your_inv .db 0 ;invincibility left 0
+your_armor .db 12 ;HP left 12
+your_lives .db 3 ;lives left 3
+your_weapon .db 0 ;current weapon upgrade 0
+your_multiples .db 0 ;multiples present 0
+your_tail .db 0 ;tail beam present 0
storesave_end:
-;XLlevelsdata:---------------------------------------------------------------
+time2invert: .db 0 ;time until b<>w switch (0 at startup)
-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
+;------------------------------ levels data ---------------------------------
-;format:[nr.dif.enemies]x [enemy nr]
+;format:boss: [moveType] [enemyType]
+; @level: [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
+; [level_info: 0000:damage 0:diagfire 0:ground 0:ceiling 0:?]
+; [level_move] [tunnel size] [groundtype] [stars1] [stars2]
+;efrequency must be odd if halfluring!
+
+ .db 0 ;storyline ID
+level00: ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end]
+ .db 25,33,"Imperial ships have",0,0
+ .db 31,9,"been sent to intercept you",0,31-25+6,-1
+
+ .db 20 ;boss for level01
+level01: ;intro-like, just a few enemies to begin with
+ .db 2,6,8
+ .db 26,70,20,%00010000,0,0,0
.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 21
+level02: ;first wave of enemies; easeey
+ .db 3,6,7,8
+ .db 20,60,60,%00100000,0,0,0
.db 1,1
- .db 0,0
+ .db 22
+level03: ;some more enemies
+ .db 4,7,8,9,10
+ .db 17,40,75,%00110000,0,0,0
+ .db 1,1
.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 1,1,"Long-Range scanners are ",
+ .db "showing",0,0
+ .db 8,1,"lots of enemy vessels ",
+ .db "advancing fast.",0,8-1+6
+ .db 24,1,"I'm changing course to a",
+ .db " nearby ",0,0
+ .db 31,1,"asteroid belt and try to",0,0
+ .db 38,1,"lose them inthere.",0,38-24+6,-1
+
+ .db 23
+level04: ;approaching asteroid belt
+ .db 7,11,11,12,12,13,1,2
+ .db 12,24,80,%00111000
+ .db 2,0,0,1,1
+
+ .db 24
+level05: ;light asteroid belt
+ .db 5,11,12,1,2,4
+ .db 12,24,80,%00111000
+ .db 2,0,0,1,1
+
+ .db 25
+level06: ;inside asteroid belt
+ .db 6,13,1,2,3,4,5
+ .db 7,18,180,%01011000
+ .db 2,0,0,1,1
+
+ .db 0,1,1,"That's it for now...",0,5,-1
+
+endlevel = 6
- .db $07,$09
-level03:
- .db 1,$02
+ .db 0
+ .db 1,1,"And the storyline conti",
+ .db "nues.....",0,5
+ .db 9,1,"You decide to fly close",
+ .db " to the",0,0
+ .db 15,1,"surface of a nearby pl",
+ .db "anet =)",0,15-9+6,-1
+
+ .db 26
+level03b:
+ .db 1,2
.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 0
.db $01,01,"Blablabla...",0,1
.db $01,34,"this storyline sux",0,0,1,39
.db $FF
- .db $07,$09
+ .db 27
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 $2d,$3f,%00110110,0,-9,1
.db -1,-1 ;=%11111111=line
.db $07,$08
-level04:
+level04b:
.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:
+level05a:
.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:
+level06c:
.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]
+;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)]
+; [movetype] [time2fire] [firefreq]
+;appearances: 1=random; 2=lure; 3=halflure
+;case movetype:
+; 1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure;
+; 8=y-lure 1/2x; 9=x; 10=x+y-lure 1/2x
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
+;1-5=asteroids
+ .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,0,0,0
+ .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,0,0,0
+ .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,4,0,0
+ .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,3,0,0
+ .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,5,0,0
+;6-10=basic enemies
+ .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,0,10,0 ;weak
+ .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,3,6,50 ;slow
+ .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,0,1,0
+ .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,0,19,39
+ .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,4,1,0 ;fast
+;11-12=backwards
+ .db 0,%00011110,(spr_enemyB1-spr_enemy00)/2,0,3,11,19,92
+ .db 0,%00101110,(spr_enemyB2-spr_enemy00)/2,0,1,12,11,45
+ .db 0,%00110110,(spr_enemyB3-spr_enemy00)/2,0,1,11,10,41 ;small
+
+ .db 0,%00001111,(spr_enemyN3-spr_enemy00)/2,128,2,1,87,5
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;15
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;16
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;17
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;18
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;19
+;20-23=first bosses
+ .db 1,%00101011,(spr_boss2-spr_enemy00)/2,127,1,8,20,12 ;small
+ .db 1,%00110011,(spr_boss1-spr_enemy00)/2,127,1,8,15,10
+ .db 1,%01001011,(spr_boss1-spr_enemy00)/2,127,3,10,10,9
+ .db 0,%11111111,(spr_boss3-spr_enemy00)/2,127,3,10,1,4 ;weak+rapidfire
+;24-25=asteroid bosses
+ .db 2,%00001011,(spr_bossA1-spr_enemy00)/2,127,1,10,36,14
+ .db 2,%00110011,(spr_bossA1-spr_enemy00)/2,127,2,10,28,12
+;26-27=big bosses
+ .db 2,%00000111,(spr_boss4-spr_enemy00)/2,127,3,7,18,7
+ .db 2,%01001011,(spr_boss5-spr_enemy00)/2,127,3,7,18,7
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 16,8 ;pickup
+ .db %11111111 ; ████████████
+ .db %10000110 ; █ ██ █
+ .db %10000110 ; █ ██ █
+ .db %10111111 ; █ ████████ █
+ .db %10111111 ; █ ████████ █
+ .db %10000110 ; █ ██ █
+ .db %10000110 ; █ ██ █
+ .db %11111111 ; ████████████
+ .db 8
+ .db %11110000
+ .db %00010000
+ .db %00010000
+ .db %11010000
+ .db %11010000
+ .db %00010000
+ .db %00010000
+ .db %11110000
+ .db 0
+
+spr_enemyA1:
+ .db 7,6 ;asteroid one
.db %00011000 ; ██
- .db %01111100 ; █████
- .db %11111110 ;███████
- .db %11111110 ;███████
- .db %11111100 ;██████
+ .db %01101100 ; ██ ██
+ .db %10011110 ;█ ████
+ .db %11111010 ;█████ █
+ .db %10111100 ;█ ████
.db %01110000 ; ███
-spr_enemy02:
- .db 8,7 ;enemy type two
+spr_enemyA2:
+ .db 8,7 ;asteroid two
.db %00111100 ; ████
- .db %01111110 ; ██████
- .db %01111111 ; ███████
- .db %11111111 ;████████
+ .db %01011010 ; █ ██ █
+ .db %01101101 ; ██ ██ █
+ .db %11111101 ;██████ █
.db %11111111 ;████████
- .db %11110110 ;████ ██
+ .db %10110110 ;█ ██ ██
.db %01100000 ; ██
.db 0
-spr_enemy03:
- .db 8,8 ;enemy type three
+spr_enemyA3:
+ .db 8,8 ;asteroid three
.db %00011110 ; ████
.db %01110011 ; ███ ██
.db %01111101 ; █████ █
- .db %11111111 ;████████
+ .db %10110111 ;█ ██ ███
.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 %11111101 ;██████ █
+ .db %01010111 ; █ █ ███
+ .db %00001110 ; ███
+spr_enemyA4:
+ .db 7,6 ;asteroid four
+ .db %01111000 ; ████
+ .db %10110110 ;█ ██ ██
+ .db %11111101 ;██████ █
+ .db %01111011 ; ████ ██
+ .db %01001110 ; █ ███
+ .db %00110000 ; ██
+
+spr_enemyE1:
+ .db 6,7 ;weak
+ .db %00111100 ; ████
+ .db %01000100 ; █ █
+ .db %10111000 ;█ ███
+ .db %11100000 ;███
+ .db %10111000 ;█ ███
+ .db %01000100 ; █ █
+ .db %00111100 ; ████
+ .db 0
+spr_enemyE2:
+ .db 6,6 ;weak
+ .db %00111100 ; ████
+ .db %01010000 ; █ █
+ .db %10100000 ;█ █
+ .db %10100000 ;█ █
+ .db %01010000 ; █ █
+ .db %00111100 ; ████
+spr_enemyE3:
+ .db 6,6 ;normal solid (Galaxian enemy)
+ .db %00111100 ; ████
+ .db %01110000 ; ███
+ .db %11110000 ;████
+ .db %11110000 ;████
+ .db %01110000 ; ███
+ .db %00111100 ; ████
+spr_enemyE4:
+ .db 6,7
+ .db %00011100 ; ███
+ .db %01101000 ; ██ █
+ .db %10011000 ;█ ██
+ .db %01110000 ; ███
+ .db %10011000 ;█ ██
+ .db %01101000 ; ██ █
+ .db %00011100 ; ███
+ .db 0
+spr_enemyE5:
+ .db 6,6 ;speedy
+ .db %00011100 ; ███
+ .db %01111000 ; ████
+ .db %11100000 ;███
+ .db %11100000 ;███
+ .db %01111000 ; ████
+ .db %00011100 ; ███
+
+spr_enemyB1:
+ .db 6,6 ;solid backwards
+ .db %11110000 ;████
+ .db %00101000 ; █ █
+ .db %01010100 ; █ █ █
+ .db %01010100 ; █ █ █
+ .db %00101000 ; █ █
+ .db %11110000 ;████
+spr_enemyB2:
+ .db 6,7
+ .db %11110000 ;████
+ .db %01001000 ; █ █
+ .db %01110100 ; ███ █
+ .db %00100100 ; █ █
+ .db %01110100 ; ███ █
+ .db %01001000 ; █ █
+ .db %11110000 ;████
+ .db 0
+spr_enemyB3:
+ .db 5,7
+ .db %11100000 ;███
+ .db %01010000 ; █ █
+ .db %01111000 ; ████
+ .db %01000000 ; █
+ .db %01111000 ; ████
+ .db %01010000 ; █ █
+ .db %11100000 ;███
+ .db 0
+
+spr_enemyG1:
+ .db 8,6 ;G-Type
+ .db %00111111 ; █████
+ .db %01001000 ; █ █
+ .db %10110100 ;█ ██ █
+ .db %10110100 ;█ ██ █
+ .db %01001000 ; █ █
+ .db %00111111 ; █████
+spr_enemyG2:
+ .db 8,6 ;smaller nacelles
+ .db %00000111 ; ███
+ .db %01101100 ; ██ ██
+ .db %10110100 ;█ ██ █
+ .db %10110100 ;█ ██ █
+ .db %01101100 ; ██ ██
+ .db %00000111 ; ███
+spr_enemyG3:
+ .db 8,6 ;shuttle
+ .db %00001111 ; ████
+ .db %01111100 ; █████
+ .db %10011100 ;█ ███
+ .db %10011100 ;█ ███
+ .db %01111100 ; █████
+ .db %00001111 ; ████
+spr_enemyG4:
+ .db 8,6 ;G-Type solid
+ .db %00111111 ; █████
+ .db %01111000 ; ████
+ .db %11111100 ;██████
+ .db %11111100 ;██████
+ .db %01111000 ; ████
+ .db %00111111 ; █████
+spr_enemyG5:
+ .db 6,6
+ .db %01111100 ; █████
+ .db %10110000 ;█ ██
+ .db %10111000 ;█ ███
+ .db %10111000 ;█ ███
+ .db %10110000 ;█ ██
+ .db %01111100 ; █████
+spr_enemyG6:
+ .db 7,6 ;small G-type solid
+ .db %00011110 ; ████
+ .db %01111000 ; ████
+ .db %11110000 ;████
+ .db %11110000 ;████
+ .db %01111000 ; ████
+ .db %00011110 ; ████
+
+spr_enemyS1:
+ .db 6,6 ;solid
.db %00111000 ; ███
.db %01111100 ; █████
.db %11111000 ; █████
.db %11111000 ; █████
.db %01111100 ; █████
.db %00111000 ; ███
-spr_enemy07:
- .db 7,6 ;enemy type five
+spr_enemyS2:
+ .db 7,6 ;some attack vessel
+ .db %00011100 ; ███
+ .db %01110010 ; ███ █
+ .db %10101100 ; █ █ ██
+ .db %10101100 ; █ █ ██
+ .db %01110010 ; ███ █
+ .db %00011100 ; ███
+spr_enemyS3:
+ .db 7,6 ;interceptor
.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_enemyS4:
+ .db 8,6 ;cheap intercept
+ .db %00011011 ; ██ ██
+ .db %01110110 ; ███ ██
+ .db %10111100 ; █ ████
+ .db %10111100 ; █ ████
+ .db %01110110 ; ███ ██
+ .db %00011011 ; ██ ██
+
+spr_enemyN1:
+ .db 8,7 ;some cool Nemesis-MSX enemy
+ .db %00111110 ; █████
+ .db %11110001 ;████ █
+ .db %00001110 ; ███
+ .db %00010101 ; █ █ █
+ .db %00001110 ; ███
+ .db %11110001 ;████ █
+ .db %00111110 ; █████
+ .db 0
+spr_enemyN2:
+ .db 8,7 ;
+ .db %00111110 ; █████
+ .db %00011101 ; ███ █
+ .db %11111111 ;████ ███
+ .db %01110110 ; ██ ███
+ .db %11111111 ;████ ███
+ .db %00011101 ; ███ █
+ .db %00111110 ; █████
+ .db 0
+spr_enemyN3:
+ .db 8,7 ;Nem3MSX jumper lvl#3
+ .db %10111110 ;█ █████
+ .db %01011101 ; █ ███ █
+ .db %01111110 ; ██████
+ .db %00010100 ; █ █
+ .db %01111110 ; ██████
+ .db %01011101 ; █ ███ █
+ .db %10111110 ;█ █████
+ .db 0
-spr_boss0_1:
- .db 16,19 ;boss type one :
+spr_boss1:
+ .db 16,10 ;.......:.......:
+ .db %00000001 ; ██████ ██
+ .db %00001110 ; ███ █ ███
+ .db %00110010 ; ██ █ ████
+ .db %01001101 ; █ ██ ██
+ .db %11101011 ;███ █ ██ █
+ .db %11101011 ;███ █ ██ █
+ .db %01001101 ; █ ██ ██
+ .db %00110010 ; ██ █ ████
+ .db %00001110 ; ███ █ ███
+ .db %00000001 ; ██████ ██
+ .db 10
+ .db %11111011
+ .db %00101110
+ .db %11110000
+ .db %10000000
+ .db %01000000
+ .db %01000000
+ .db %10000000
+ .db %11110000
+ .db %00101110
+ .db %11111011
+ .db 0
+spr_boss2:
+ .db 12,12 ;.......:....5..:
+ .db %00011110 ; ████
+ .db %01100001 ; ██ ██
+ .db %10110010 ;█ ██ █ ██
+ .db %00000101 ; █ ██ █
+ .db %00001010 ; █ █ ██
+ .db %00011010 ; ██ █ █ █
+ .db %00011010 ; ██ █ █ █
+ .db %00001010 ; █ █ ██
+ .db %00000101 ; █ ██ █
+ .db %10110010 ;█ ██ █ ██
+ .db %01100001 ; ██ ██
+ .db %00011110 ; ████
+ .db 11
+ .db %00000000
+ .db %10000000
+ .db %01100000
+ .db %10100000
+ .db %01100000
+ .db %10010000
+ .db %10010000
+ .db %01100000
+ .db %10100000
+ .db %01100000
+ .db %10000000
+spr_boss3:
+ .db 16,10 ;.......:.......:
+ .db %11111110 ;███████
+ .db %00000011 ; ███ ████
+ .db %00110101 ; ██ █ ████ █
+ .db %01111010 ; ████ █ █ █ ██
+ .db %10001101 ;█ ██ █ ██ ██ █
+ .db %10001101 ;█ ██ █ ██ ██ █
+ .db %01111010 ; ████ █ █ █ ██
+ .db %00110101 ; ██ █ ████ █
+ .db %00000011 ; ███ ████
+ .db %11111110 ;███████
+ .db 9
+ .db %00000000
+ .db %10001111
+ .db %11100001
+ .db %10010110
+ .db %01101101
+ .db %01101101
+ .db %10010110
+ .db %11100001
+ .db %10001111
+spr_bossA1:
+ .db 16,11 ;bigasteroid one
+ .db %00011110 ; ████
+ .db %01110011 ; ███ ███
+ .db %01111111 ; ███████ █
+ .db %01111111 ; █████████
+ .db %11111110 ;███████ ███
+ .db %11111111 ;███████████
+ .db %11111111 ;████████████
+ .db %10111110 ;█ █████ ████
+ .db %01011111 ; █ ███████
+ .db %00110111 ; ██ ███
+ .db %00001110 ; ███
+ .db 9
+ .db %00000000
+ .db %10000000
+ .db %01000000
+ .db %11000000
+ .db %11100000
+ .db %11100000
+ .db %11110000
+ .db %11110000
+ .db %11000000
+ .db 0
+spr_boss4:
+ .db 16,18 ;bigboss one :
.db %00000000 ; █ █
.db %00000111 ; ███ ███
.db %00000011 ; ████ █
.db %00000001 ; ██ ██
.db %00000011 ; ████ █
.db %00000111 ; ███ ███
- .db %00000000 ; █ █
- .db 19
- .db %01010000
+ .db 19 ; █ █
+ .db %01010000 ;modelled after a Nemesis][MSX boss
.db %01110000
.db %11010000
.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
+spr_boss5:
+ .db 16,15 ;bigboss two :
+ .db %00001111 ; █████
+ .db %00111110 ; █████ █████
+ .db %01111101 ; █████ █ ███████
+ .db %00000011 ; ██
+ .db %00000100 ; █ █
+ .db %00000011 ; █████
+ .db %00011110 ; ████ ██ ████
+ .db %11110011 ;████ ██ █ █
+ .db %00011110 ; ████ ██ ████
+ .db %00000011 ; █████
+ .db %00000100 ; █ █
+ .db %00000011 ; ██
+ .db %01111101 ; █████ █ ███████
+ .db %00111110 ; █████ █████
+ .db %00001111 ; █████
+ .db 15 ;modelled after a Nemesis][MSX boss
.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 %11111000
+ .db %01111111
.db %00000000
- .db %10001111
- .db %11100011
- .db %11111110
- .db %01111100
- .db %01111100
- .db %11111110
- .db %11100011
- .db %10001111
+ .db %10000000
+ .db %11100000
+ .db %11011110
+ .db %01010000
+ .db %11011110
+ .db %11100000
+ .db %10000000
.db %00000000
+ .db %01111111
+ .db %11111000
+ .db %10000000
.db 0
;----------------------------------------------------------------------------
;----------------------------------------------------------------------------
logo_nemesis:
-.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000
-.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000
-.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000
-.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000
+.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111110
+.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11111100
+.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11111000
+.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11110000
.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000
.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000
.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000
;----------------------------------------------------------------------------
;----------------------------------------------------------------------------
-; 0.97.625 -- 25.VI.00 -- size 5729
+; 0.98.77 -- 7.VII.00 -- size 6707
;
; # bullets do damage in all levels
; * more armor at armor-upgrade and extra armor at end of a level
; * 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
+; - removed contrast changes
; + more powerful bullets have different sprites (larger=more damage)
; # multiples appear at your position (begin level/just selected)
; # when invulnerable multiples acted weird
; * 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
+; # game freezed 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)
+; * two new (big) bosses modeled after a common MSX Nemesis2-boss
+; * score increased once every 32 frames (instead of every 256)
; # ground fixed for new random routine (smaller routine; incs -2 to 2)
+; + laser will upgrade as well when you reselect it
+; * 2nd can be used in main menu (wow!)
+; # altered variable storage space because of Nemesis grew beyond 6kb
+; # fixed armor bar display when at maximum
+; + a few new enemies (asteroids) and remade 1st 4 levels; new pickup
+; - torpedo since it was kinda useless
+; + second icon now selects TAIL BEAM: bullet going backwards
+; # armor increase at the end of a level doesn't overflow armorbar
+; + you can choose your own ship out of four vessel after NEW GAME!
+; + enemies can appear at any x-position and move both left and right
+; + move patterns given per enemy, not per level
+; * new (faster) enemy-move system; 10 basic moves (x2 left+right)
+; # enemies can _never_ move above or below visible screen
+; * "randomY"-enemies are placed entirely on screen (height calced)
+; # the major TI-OS crash bug WAS afterall caused by sprites drawn
+; (partially) outside screen memory. temporarily fixed by setting
+; virtual screen buffer to $8200 (enough mem there)
+; + upto 29 cool enemy sprites and redone first five levels
+; * improved enemy-move routine; smooth luring, five speeds+backwards
+; # after pause weapon will not be fired
+; # teacher key fixed (waits for GRAPH to be release before&after)
+;
+; 0.99.79 -- 9.VII.00 -- size 6747
;
+; + you can have upto FOUR multiples! (~20 pixels apart)
+; * some optimizations: keycall, menu handling, port nops removed,
+; more SMC, fire handling, fast bullet handling, enemy movement
+; * better "backwards" enemies handling (and implemented in game)
;
-; + added - removed * changed # bug fixed
\ No newline at end of file
+; + added - removed * changed # bug fixed
+
+;bullet handling: (255/enemy)+419+putsprite cycles per bullet