+;------------------------------------------------------------------------------
+;---------------------- NEMESIS -----------------------------------------------
+;------------------------------------------------------------------------------
+
+; >>> NEMESIS <<< Version 0.94 BETA by SHIAR
+; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+; SHIAR *** shiar0@hotmail.com *** ICQ#43840958 *** come.to/shiar
+; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+; DESCRIPTION: Fast+cool arcade-game based on the old MSX-game
+; CALC: TI-86 only
+; FILES: 86P (3624) Z80 (62443)
+; BETA: I hope to release the full game around december 1999
+; ABOUT: This source should only be used for learning practises, do not
+; alter it, and certainly do not distribute an altered version!!
+; &&& marks uncertainties or things to optimize
+
+;---------------------- nemesis.z80 start -------------------------------------
+
.include "asm86.h"
.include "ti86asm.inc"
.include "ti86abs.inc"
.org _asm_exec_ram
- nop
- jp Start
- .dw $0001
- .dw Title
- .dw spr_ship
-Title: .db "Nemesis v0.5.725 by Shiar",0
-Start:
- jr init
-
-just_fired = $c0f9 ;byte
-temp1 = $c100 ;word
+#define cal call ;just to make it harder for you to understand
+#define psh push ; ^:D
+
+_dispahl = $4A33
+
+TEXT_MEM = $C0F9 ;-$C1A0 ;_textShadow ;167 bytes ($A7)
+DELC_LEN = $C012 ;-$C076 ;_undelBufLen ;100 bytes ($64)
+
+;---------------------- in-game vars ------------------------------------------
+
+just_fired = TEXT_MEM ;$C0F9 ;counts how long a blast lasts
+curline = TEXT_MEM ;$C0F9 ;used to display SFX
+menuitem = TEXT_MEM ;$C0F9
+temp1 = TEXT_MEM+1 ;$C0FA-C0FB ;(2 bytes)
+RanPos = TEXT_MEM+3 ;$C0FC ;used for making random values
+timer = TEXT_MEM+4 ;$C0FD ;frame counter
+
+x = TEXT_MEM+5 ;$C0FE ;your ship's position
+y = x+1 ;$C0FF ;your y-pos
+firex = TEXT_MEM+7 ;$C100 ;(1 byte)
+firey = firex+1 ;$C101 ;(1 byte)
+mx = TEXT_MEM+9 ;$C102 ;position of multiple#1
+my = mx+1 ;$C103 ;multiple y-pos
+
+bossx = $8001
+bossy = bossx+1
+bossmy = bossy+1
+
+level_enemy = TEXT_MEM+11 ;$C104 ;enemy type
+eventtime = TEXT_MEM+12 ;$C105 ;enemy frequency
+eventleft = TEXT_MEM+13 ;$C106 ;nr. of enemies still to come
+nextevent = TEXT_MEM+14 ;$C107 ;time to next event
+pickuptimer = TEXT_MEM+15 ;$C108 ;counts when to place a pickup
+level_occ = TEXT_MEM+16 ;$C109
+level_move = $8010
+level_fire = $8011
+
+spacespace = $8012
+groundinfo = spacespace+1 ;$8013
+groundpos = groundinfo+1 ;$8014 $10
+ceilingpos = groundpos+16 ;$8023 $10
+stars1 = ceilingpos+16 ;$8033
+stars2 = stars1+1 ;$8034
+
+nrybullets = 20
+ybullets = TEXT_MEM+17 ;$C10A ;60 bytes = 20(state,x,y)
+nrebullets = 10
+ebullets = ybullets+(nrybullets*3) ;30 bytes = 10(state,x,y)
+
+your_locpos = ebullets+(nrebullets*3) ;position in your_prevpos table
+your_prevpos = your_locpos+1 ;saves previous positions (32d)
+
+nrstars1 = 7
+starx1 = your_prevpos+32 ;ends at C192
+nrstars2 = 7
+starx2 = starx1+(nrstars1*2) ;ends at C1A0
+
+nrenemies = 10
+enemies = DELC_LEN+1
+add2enemy = nrenemies*4
+enemiesxtra = enemies+add2enemy
+
+;enemies:
+; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
+; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y)
+;enemiesxtra:
+; $11 (move) $11 (fire) $11 (bullettype)
+
+;---------------------- introduction ------------------------------------------
+
+ nop ;hello yas/ase/rascall/whathever
+ jp init ;here's the program, but first: a description
+ .dw $0001 ;description type 2 (description + YASicon)
+ .dw Title ;pointer to description (all shells)
+ .dw Icon ;pointer to YAS icon
+
+Title: .db "Nemesis v0.94 by Shiar",0
+
+Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes
+ .db %11100000 ; ███
+ .db %01111000 ; ████
+ .db %00111110 ; █████
+ .db %01111001 ; ████ █
+ .db %00111110 ; █████
+ .db %01111000 ; ████
+ .db %11100000 ; ███ ;recommend 80x50 screen mode
+ .DB 0 ;clear stupid YAS-line
;---------------------- init --------------------------------------------------
init:
- call _runindicoff
+ cal BUSY_OFF ;turns the run-indicator off, obviously
+ cal CLEARLCD ;clean the screen
+ xor a ;<ld a,0>: reset:
+ ld (iy+13),a ;>system vars
+ ld (DELC_LEN),a ;>buffer so we can use the space to store vars
+
+ ld a,(CONTRAST) ;load current contrast level
+ cp $1f ;if already at maximum...
+ jr z,skipdarken ;...then skip level increase
+ inc a ;otherwise increase contrast level
+skipdarken:
+ out (2),a ;set it
;---------------------- main menu ---------------------------------------------
-;---------------------- game setup --------------------------------------------
+LogoPut:
+ xor a ;white bitmask (a=0)
+ ld b,16 ;one line
+ ld hl,logo_nemesis ;from...
+ ld de,VIDEO_MEM+16 ;...to one line from top
+AboveLogo:
+ ld (de),a ;clear/n byte
+ inc de ;next
+ djnz AboveLogo ;repeat for the first line
+
+ ld bc,16*19 ;logo size
+ ldir ;display one line of logo
+
+; ld hl,GRAPH_MEM ;cleared line
+; ld bc,16 ;size=one line
+; ldir ;also clear one line below the logo
+
+; ld a,-1 ;first line is -1+1=0
+; ld b,21 ;with first 21 lines:
+; cal DoSFX ;do special effect &&&skip
+
+ ld hl,VIDEO_MEM+(16*$39)+4 ;$39 rows down, 4 cols right (4*8=$20)
+ ld b,8 ;draw 8x one byte = 8*8 = 64 pixels wide
+ ld a,%11111111 ;horizontal line mask
+underline:
+ ld (hl),a ;draw one piece of the divider-line
+ inc hl ;move right (8 pixels = 1 byte)
+ djnz underline ;repeat
+
+ set 3,(iy+5) ;set white on black
+ ld hl,$3320 ;near the bottom of the screen
+ ld (_penCol),hl
+ ld hl,txt_about ;display version and author (yes, that's me!)
+ cal _vputs ;useful procedure if you want to display somtn
+ res 3,(iy+5) ;return to default black on white
+
+ ld hl,$3a1e ;below previous stuff
+ ld (_penCol),hl
+ ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!!
+ cal _vputs ;VERY important, so display in small font ?:}
+
+dispmenu:
+ ld de,$0304
+ ld (_curRow),de
+ ld hl,txt_menu1
+ cal _puts
+ ld de,$0305
+ ld (_curRow),de
+ ld hl,txt_menu2
+ cal _puts
+
+ xor a
+ ld (menuitem),a
+
+menuloop:
+ ld a,(menuitem)
+ ld h,$01
+ add a,4
+ ld l,a
+
+ ld a,5
+ ld (_curRow),hl
+ cal _putc
+
+ ld a,(menuitem)
+ ld h,$01
+ sub 5
+ neg
+ ld l,a
+
+ ld a,32
+ ld (_curRow),hl
+ cal _putc
+
+ halt \ halt \ halt \ halt
+
+ cal GET_KEY ;wait for keypress
+ cp K_UP
+ jr z,menuchange
+ cp K_DOWN
+ jr z,menuchange
+ cp K_EXIT
+ jp z,game_over_nopop
+ cp K_ENTER
+ jr nz,menuloop
+
+ ld a,(menuitem)
+ dec a
+ cal z,Story
+ cal New_game ;prepare level
+ jr game_main_loop
-play_game:
- call Next_level
+menuchange:
+ ld a,(menuitem)
+ xor 1
+ ld (menuitem),a
+ jr menuloop
;------------------------------------------------------------------------------
;---------------------- game loop ---------------------------------------------
;------------------------------------------------------------------------------
-game_main_loop:
+game_main_loop: ;REPEATS FROM HERE EVERY FRAME
ld hl,timer ;update time
- inc (hl)
+ inc (hl) ;increase by 1
+ ld b,(hl) ;new time, save for rand# upd. (no flag change)
+ jr nz,updaterandom ;continue when new time <> 0
+ ld hl,1 ;once every 256 frames, increase score by 1
+ cal scoreInc ;do it
+
+updaterandom:
+ ld hl,RanPos ;random counter
+ ld a,r
+ add a,(hl) ;random value
+ add a,b ;even more random by adding timer
+;.db $80+7 ;<add a,r>
+ ld (hl),a ;save even more random value back
Clear_screen:
- xor a
- ld hl,GRAPH_MEM+(16*12)
- ld b,a
-clearloop:
- ld (hl),a
- inc hl
- ld (hl),a
- inc hl
- ld (hl),a
- inc hl
- djnz clearloop
+ ld hl,GRAPH_MEM ;move from (hl) = top left
+ ld (hl),$00 ;first pixel will be copied all over the screen
+ ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen
+ ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar)
+ ldir ;clear!
-check_exitkey:
- ld a,%00111111 ;<exit> pressed?
- out (1),a
- nop
- nop
- in a,(1)
- bit 6,a
- jr z,quit ;yes: quit game
+ ld a,(timer)
+ and %11
+ jr z,movestarsdone
+
+ cal movestars1 ;move the stars on the FRONT layer
+ cal movestars2 ;move the distant stars far, far away
+
+movestarsdone:
+ ld a,(stars1) ;star positions (the missing byte...)
+ ld b,nrstars1 ;how many stars? now we know.
+ ld hl,starx1 ;points to the position of the stars
+ cal DisplayStars ;display front layer stars
+
+ ld a,(stars2) ;weren't you paying attention five lines ago?
+ ld b,nrstars2 ;that many?! whow!
+ ld hl,starx2 ;and there they are
+ cal DisplayStars ;use the same procedure to display back layer
+
+ ld a,(level_move) ;level info
+ and %01100000 ;isolate ground&ceiling
+ jr z,game_stuff ;both non-present
+ and %00100000 ;bit representing the presence of any ceiling
+ cal nz,Handle_ceiling ;scroll the ceiling (if any)
+ cal Handle_ground ;scroll the ground
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
+ ld a,(your_occ) ;are you 100% OK?
+ or a ;a=0??
+ jr nz,_gamestuff1 ;then don't check for movements/fires/...
+
+ ld a,(level_move) ;the same level info
+ and %01100000 ;isolate ground&ceiling again
+ jr z,check_keys ;no ceiling nor ground
+ and %00100000 ;this bit will tell us if there is a ceiling
+ cal nz,CheckCeiling ;if there is, check it
+ cal CheckGround ;check for collision with the ground
+
+check_keys:
+ ld a,%00111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
+ out (1),a ;ask for them
+ nop \ nop ;delay 8 clocks
+ in a,(1) ;get zem!
+
+check_exitkey: ;why give it a label? i dunno, i'm just crazy
+ bit 6,a ;test bit 6 = exit-key = EXIT
+ jp z,game_over_nopop ;<exit> pressed, so be it
+check_morekey: ;again, another unused label... poor compiler
+ bit 7,a ;test bit 7 = more-key = PAUSE
+ cal z,Pause ;yes, go to pause
+
+check_firekey:
+ bit 5,a ;test bit 5 = 2nd-key = FIRE
+ ld hl,check_selkey ;where to continue after executing Fire_bullet
+ psh hl ;push hl on stack (instead of cal Fire_bullet)
+ jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..)
+ pop hl ;no cal to Fire_bullet made, so pop stack
+ ld hl,just_fired ;no:
+ ld (hl),0 ;reset just_fired
+
+check_selkey:
+ ld a,%01011111 ;look at first column of keys (ALPHA to STO)
+ out (1),a ;gimme gimme
+ nop \ nop ;what's taking you so long
+ in a,(1) ;at last... our precious keyzzz...
+ ;old: <bit 7,a \ cal z,select> now see this:
+ rla ;test bit7 so we know f ALPHA has been pressed
+ cal nc,select ;yeppy, select the currently selected upgrade
+
+ cal Enemies_hit ;check for collision with enemies
+
+_gamestuff1:
+ cal Handle_Ship ;move you
+ cal Handle_bullets ;move your bullets
+ cal Handle_torp ;move your torpedo
+
+ cal Handle_enemies ;move enemies
+ cal Enemy_bullets ;move enemy bullets
+
+; ld a,(level_occ)
+; or a
+; jr nz,bosslevel ;levelocc<>0 so no
+
+ cal Level_event ;insert enemies
+ jr _gamestuff2
+bosslevel:
+ cal Handle_boss
+_gamestuff2:
+ cal Display_Screen ;display all
+ halt ;delay
+
+ jp game_main_loop ;LOOP
+
+;--------------------------- ground -------------------------------------------
+
+Handle_ground:
+ ld a,(timer)
+ and %111 ;once every 8 frames
+ jr nz,Display_ground ;otherwise skip the scroll
+ ld bc,15 ;scroll all 16 bytes minus one (teh new byte)
+ ld hl,groundpos+1 ;from..
+ ld de,groundpos ;to (one byte to the left)
+; ld a,(de) ;load byte on left (will be lost after scroll)
+ ldir ;LoaDIncreaseRepeat = scroll!
+
+ ld a,(groundinfo) ;what kind of ground
+ dec a ;type 1:
+ jr z,ground_tunnel ;tunnel effect
+ jr ground_boring
+
+ground_tunnel:
+ ld a,(groundpos+14)
+ ld (groundpos+15),a
+ ld hl,spacespace
+
+ ld a,(RanPos)
+ ld b,a
+ bit 1,a
+ jr z,ground_previous
+ bit 2,a
+ jr z,gtunneldown
+gtunnelup:
+ ld a,(hl)
+ or a
+ jr z,ground_previous ;a>=0 (a=0 actually, because a<0 = a>0)
+ inc (hl)
+ ld a,(groundpos+15)
+ inc a
+ jr newground
+gtunneldown:
+ ld a,(groundpos+15)
+ dec a
+ jr z,ground_previous
+ dec (hl)
+ jr newground
+
+ground_previous:
+ ld a,(groundpos+14) ;type 1
+ jr newground
+ground_boring:
+ ld a,(groundpos) ;type 0
+newground:
+ ld (groundpos+15),a ;save new byte on the right
+ ld a,(hl)
+ cp -25
+ jr nc,Display_ground
+ ld a,b
+ and %1
+ ld b,0
+ jr nz,gtunnelup
+
+Display_ground:
+ ld b,16 ;screen width
+ ld de,groundpos-1 ;height of current byte (previous actually)
+ psh de ;use later
+ ld hl,GRAPH_MEM+(56*16)-1 ;screen position
+ psh hl
+
+groundloopright:
+ ld c,b ;push b for groundloopup
+ pop hl \ inc hl ;get screen position and go one right
+ pop de \ inc de ;get height info and set to the next byte
+ psh de \ psh hl ;save these for the next time
+ ld a,(de) ;height of current byte
+ ld b,a ;save in b
- call Display_Screen ;display all
- halt \ halt \ halt ;delay
- jr game_main_loop ;loop
+ ld de,16 ;to substract to go one line up
+ ld a,%11111111 ;bitmask black
+ or a
+groundloopup:
+ ld (hl),a ;display black byte
+ sbc hl,de ;go up (sbc must be used for 16-bit sub)
+ djnz groundloopup ;and loop >groundpos< times
+
+ ld b,c ;pop b used by groundloopup
+ djnz groundloopright ;loop right for entire screen (16x)
+ pop hl \ pop hl ;restore stack
+ ret
-quit: ret
+CheckGround: ;check for collision with the ground
+ ld a,(x)
+ srl a
+ srl a
+ srl a
+ inc a
+ ld l,a
+ ld h,0
+ ld de,groundpos
+ add hl,de
+ ld a,(y)
+ sub 57-7
+ neg
+ cp (hl)
+ ret nc
+ jp damage_you
-;---------------------- display -----------------------------------------------
+;--------------------------- ceiling ------------------------------------------
-Display_Screen:
- ld a,64 ;Display Image
- ld hl,GRAPH_MEM+(16*12)
- ld de,$fc00
-displayloop:
- ld bc,12
- ldir
- inc de
- inc de
- inc de
- inc de
- dec a
- jr nz,displayloop
+Handle_ceiling:
+ ld a,(timer)
+ and %111 ;once every 8 frames
+ jr nz,Display_ceiling ;otherwise skip the scroll
+ ld bc,15 ;scroll all 15 bytes (16th is new position)
+ ld hl,ceilingpos+1 ;from..
+ ld de,ceilingpos ;to (one byte to the left)
+ ld a,(de) ;load byte on left (will be lost after scroll)
+ ldir ;LoaDIncreaseRepeat = scroll!
+
+ ld a,(groundinfo) ;what kind of ceiling
+ dec a ;type 1:
+ jr z,ceiling_tunnel ;tunnel effect
+ jr ceiling_boring
+
+ceiling_tunnel:
+ ld a,(ceilingpos+14)
+ ld (ceilingpos+15),a
+ ld hl,spacespace
+
+ ld a,(RanPos)
+ ld b,a
+ bit 4,a
+ jr z,ceiling_previous
+ bit 5,a
+ jr z,ctunnelup
+ctunneldown:
+ ld a,(hl)
+ or a
+ jr z,ceiling_previous
+ inc (hl)
+ ld a,(ceilingpos+15)
+ inc a
+ jr newceiling
+ctunnelup:
+ ld a,(ceilingpos+15)
+ dec a
+ jr z,ceiling_previous
+ dec (hl)
+ jr newceiling
+
+ceiling_previous:
+ ld a,(ceilingpos+14) ;type 1
+ jr newceiling
+ceiling_boring:
+ ld a,(ceilingpos) ;type 0
+newceiling:
+ ld (ceilingpos+15),a ;save the new byte
+ ld a,(hl)
+ cp -25
+ jr nc,Display_ceiling
+ ld a,b
+ and %1
+ ld b,0
+ jr nz,ctunneldown
+
+Display_ceiling:
+ ld b,16 ;screen width
+ ld de,ceilingpos-1 ;height of current byte
+ psh de ;use later
+ ld hl,GRAPH_MEM-17 ;screen position
+ psh hl
+
+ceilingloopright:
+ ld c,b ;push b for groundloopup
+ pop hl \ inc hl ;get screen position and go one right
+ pop de \ inc de ;get height info and set to the next byte
+ psh de \ psh hl ;save these for the next time
+ ld a,(de) ;height of current byte
+ ld b,a ;save in b
- ld hl,$1006 ;Display Score
- ld (_curRow),hl
- ld hl,(timer)
- ld h,0
- jp _D_HL_DECI
+ ld de,16 ;to substract to go one line up
+ ld a,%11111111 ;bitmask black
+ or a
+ceilingloopdown:
+ ld (hl),a ;display black byte
+ add hl,de ;go down
+ djnz ceilingloopdown ;and loop >groundpos< times
+
+ ld b,c ;pop b used by groundloopup
+ djnz ceilingloopright ;loop right for entire screen (16x)
+ pop hl \ pop hl ;restore stack
ret
+CheckCeiling: ;check for collision with the ground
+ ld a,(x) ;your x
+ srl a ;x/2
+ srl a ;x/4
+ srl a ;x/8 (current ceiling-byte)
+ inc a
+ ld l,a ;hl = a
+ ld h,0 ;"
+ ld de,ceilingpos ;first ceiling-byte
+ add hl,de ;current ceiling-byte
+ ld a,(y) ;your y-pos
+ inc a
+ cp (hl) ;compare with ceiling
+ ret nc ;carry if ceiling is above you
+ jp damage_you ;otherwise you don't wanna be in that ship
+
+;--------------------------- move stars ---------------------------------------
+
+DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars#
+ ld e,(hl)
+ inc hl
+ ld d,(hl)
+ ld (de),a
+ inc hl
+ djnz DisplayStars
+ ret ;let's comment this: returns
+
+movestars2:
+ ld ix,starx2
+ ld a,(stars2)
+ rlca
+ ld (stars2),a
+ ret nc
+ ld b,nrstars2
+ jr movestars_loop
+
+movestars1:
+ ld ix,starx1
+ ld a,(timer)
+ rra
+ ld a,(stars1)
+ ret c
+ rlca
+ ld (stars1),a
+ ret nc
+ ld b,nrstars1
+
+movestars_loop:
+ ld h,(ix+1)
+ ld l,(ix)
+ dec hl
+
+ ld a,l
+ and %00001111
+ cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1
+ jr nz,newstarok
+ ld de,16
+ add hl,de
+
+newstarok:
+ ld (ix),l
+ ld (ix+1),h
+ inc ix \ inc ix
+ djnz movestars_loop
+ ret ;for stupid people, here's another comment...
+
+;--------------------------- pause --------------------------------------------
+
+Pause:
+ ld hl,$0200 ;top left
+ ld (_curRow),hl
+ ld hl,txt_pressenter ;"Enter to continue"
+ cal _puts ;display message
+pause:
+ cal _getkey ;enter low-power mode and wait for key
+ cp kEnter ;keypressed = enter?
+ jr nz,pause ;no, wait some more
+ ret ;continue
+
+;--------------------------- exit ---------------------------------------------
+
+quit:
+ cal CLEARLCD ;clears screen
+ cal _homeup ;set cursor to top-left
+ ld a,(CONTRAST) ;load original contrast level
+ out (2),a ;and set it back
+ ld (iy+13),6 ;restore system-flags
+ ret ;quit Nemesis :(
+
+;--------------------------- display ------------------------------------------
+
+Display_Screen:
+ ld hl,GRAPH_MEM ;from storage (top left)
+ ld de,VIDEO_MEM ;to screen (top left)
+ ld c,56 ;display height = 64 bytes (minus 8 for bar)
+displayloop:
+ ld b,16 ;display width = 16 bytes (16*8bits=256pixels)
+displaytloop:
+ ld a,(hl) ;copy byte from (hl)
+; xor $ff ; } ;invert byte (white<=>black) &&&&
+ ld (de),a ;to (de)
+ inc hl \ inc de ;next byte
+ djnz displaytloop ;16x hl >> de
+ dec c ;next line
+ jr nz,displayloop ;loop 64x
+
+ ld hl,$396b ;Display Score
+ ld (_penCol),hl ;bottom right of screen
+ ld hl,(score)
+
+_D_HL_DECI: ;------- display 5-digit value -------
+ ld de,savestr+4 ;savenr saves number string
+ ld b,5 ;five digits
+ldhld: cal UNPACK_HL ;one digit of hl
+ add a,'0' ;make number
+ ld (de),a ;save into savenr
+ dec de ;point to next digit
+ djnz ldhld ;repeat for all digits
+
+ ld hl,savestr ;we (the program) saved the value righthere
+ cal _vputs ;the only thing left to do is to display it
+ ret ;and we're done again
+
+savestr: ;@here the score will be stored
+ .db "00000",0 ;don't worry, it's just temporary
+
;------------------------- handle ship ----------------------------------------
Handle_Ship:
- ld a,(your_occ)
- or a
- jr z,ok ;0 = normal stat
+ ld a,(your_occ) ;are
+ or a ;you
+ jr z,ok ;ok?
- inc a ;next (explosion)frame
+ inc a ;no! 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
+ jp c,exploding_you ;not yet: display explosion
+ cp 40 ;delay finished?
+ jp z,You_die ;yes = game over
ret ;don't display anything
-ok:
- ld a,%01111110
- out (1),a
- ld hl,y
- in a,(1)
- rra
- ld b,a
+ok: ;we are
+ ld a,%01111110 ;get arrow keys
+ out (1),a ;it's cold outside
+ ld hl,y ;instead of nop\nop do something usefull
+ in a,(1) ;come back in
+
+ ld b,a ;psh a (keys)
+ xor %11111111 ;inverted a = 0 if arrow-key has been pressed
+ ld a,(your_multiples)
+ jr z,no_adv ;if so, leave the multiples where they are
+ or %100 ;set move bit
+ jr adv_ok
+no_adv: and %11111011 ;reset move bit
+
+adv_ok: ld (your_multiples),a
+ ld a,b ;pop a (keys)
+
+ rra ;rotate right (put last bit in c)
+ ld b,a ;we need a later
jr c,no_down
ld a,(hl)
- inc a
- cp 73 ;y < 73
+ cp 49 ;55-6 = bottom of screen
jr z,no_down
+ inc a
ld (hl),a
no_down:
dec hl
- rr b
+ rr b ;because we now use b, it's rr instead of rra
jr c,no_left
ld a,(hl)
- dec a
- jr z,no_left ;x > 0
+ sub 1 ;<dec a> doesn't affect c-flag
+ jr c,no_left ;-1 = left side
ld (hl),a
no_left:
- rr b
+ rr b
jr c,no_right
ld a,(hl)
- inc a
- cp 89 ;x < 89
+ cp 121 ;127-6 = right side
jr z,no_right
+ inc a
ld (hl),a
no_right:
- ld d,(hl)
+ ld d,(hl)
inc hl
rr b
jr c,no_up
ld a,(hl)
- dec a
- cp 15 ;y > 15
- jr z,no_up
- ld (hl),a
-no_up: ld ix,spr_ship01
+ sub 1 ;<dec a> doesn't affect carry-flag
+ jr c,no_up ;-1 = top of screen
+ ld (hl),a ;save new y
+
+no_up: ld e,(hl)
+ ld ix,spr_ship01 ;ship sprite
+ ld hl,your_inv ;invulnerable?
+ ld a,(hl) ;load time in a
+ or a ;is it 0?
+ jr z,handle_multiples ;yes so ship = normal (display \ continue)
+
+ ld b,a ;save inv-time
+ ld a,(timer) ;load frame nr.
+ and %00000011 ;a=0 once every four frames
+ jr nz,not_time ;a<>0 = not time to update counter
+ dec (hl) ;decrease inv-time left
+not_time:
+ and %00000010 ;a switches 0<->1 every 2 frames
+ jr z,no_flicker ;don't show normal sprite anyway
+ ld a,b ;pop inv-time
+ and %11110000 ;inv-time <16 ticks left?
+ jr z,handle_multiples ;yes: display normal sprite and continue
+
+no_flicker:
+ ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix)
+
+handle_multiples:
+ cal putsprite ;display your ship
+
+ ld a,(your_multiples) ;do you have multiples
+ ld b,a ;save a for 2nd check
+ and %11 ;no? (last two bits = nr of multiples)
+ ret z ;then don't handle them either
-display_common:
- ld e,(hl)
- jp drw_spr ;ret
+ ld hl,y
+ ld a,b ;restore a (your_multiples)
+ and %100 ;move the multiples???
+ jr z,mult_adv ;nope, just let them (saves (y) in y, (x) in x)
+
+ ld hl,your_locpos ;location to save this position
+ ld a,(hl) ;load a
+ inc a ;a=a+1
+ and %00001111 ;if a>15 then a=a-16
+ ld (hl),a ;save new a
+ add a,a ;a=a*2
+ ld c,a ;bc=2a
+ ld b,0
+
+ ld hl,your_prevpos ;previous positions
+ add hl,bc ;16 turns ago
+ ld d,(hl) ;old x-pos
+ inc hl ;and
+ ld e,(hl) ;old y-pos
+ ld (mx),de ;save multiple position in (mx)
+
+ ld a,(y) ;load new y-pos
+ ld (hl),a ;save it for 16 turns in the future
+ dec hl ;and
+ ld a,(x) ;load new x-pos
+ ld (hl),a ;save that too
+
+mult_adv:
+ ld de,(mx)
+ ld ix,spr_multiple ;sprite of the multiple
+ jp putsprite ;display it + <ret>
exploding_you:
srl a ;half the framerate
inc hl
ld d,(hl)
inc hl
- jr display_common
+ ld e,(hl)
+ jp putsprite
damage_you:
- ld a,1 ;set to explode (1st frame)
- ld (your_occ),a
+ ld a,(your_inv) ;invulnerability left?
+ or a
+ ret nz ;return if inv>0
+ ld hl,your_armor ;armor left
+ ld a,(hl) ;check
+ dec a ;is it 0?
+ jp m,no_armor ;yes, 0hp left so explode
+ ld (hl),a ;no, so save decreased hp
+ cal disp_armor ;and display new value
+ ret ;and return
+no_armor:
+ ld a,%01 ;occ %xxxxxx01 = explode
+ ld (your_occ),a ;set to explode
ret
+;------------------------- place multiples ------------------------------------
+
+Place_multiples:
+ ld (mx),de ;set last multiple-position
+ ld hl,your_prevpos ;place all previous positions
+ ld b,16 ;all 16 of them
+place_multiples:
+ ld (hl),d ;set prev-x to d
+ inc hl ;next
+ ld (hl),e ;set prev-y to e
+ inc hl ;next
+ djnz place_multiples ;repeat
+ ret
+
+;------------------------- select upgrade -------------------------------------
+
+select:
+ ld hl,your_pickup ;select pickups
+ ld a,(hl) ;load pickups taken so far
+ dec a ;is it 1?
+ jr nz,select2 ;no, carry on
+ ld (hl),a ;reset pickups (a=0)
+ ld hl,your_armor ;change armor
+ inc (hl) ;increase HPs by one
+ jp disp_icons ;display and return
+select2:
+ dec a ;is it 2?
+ jr nz,select3 ;no, carry on
+ ld (hl),a ;reset pickups
+ inc a ;a=1
+ ld (torp_occ),a ;ready torpedoes
+ jp disp_icons ;display 'n return
+select3:
+ dec a ;is it 3?
+ jr nz,select4 ;no, carry on
+ ld (hl),a ;reset pickups
+ jp disp_icons ;display n return
+select4:
+ dec a ;is it 4?
+ jr nz,select5 ;no, carry on again
+ ld (hl),a ;reset pickups
+ inc a ;a=1
+ ld (your_laser),a ;ready laser
+ jp disp_icons ;display + return
+select5:
+ dec a ;is it 5?
+ jr nz,select6 ;no, carry on once more
+ ld (hl),a ;reset pickups
+ inc a
+ ld (your_multiples),a
+ ld de,(x)
+ cal Place_multiples
+ jp disp_icons ;display, return
+select6:
+ ld (hl),0 ;reset pickups
+ jp disp_icons ;display/return
+
;------------------------- fire bullet ----------------------------------------
Fire_bullet:
- ld a,%00111111
- out (1),a
- ld a,(your_occ)
- or a
- ret nz ;return if not normal stat
+ ld hl,RanPos ;random
+ inc (hl) ;update random counter
+
ld hl,just_fired
- in a,(1)
- bit 4,a
- jr z,fire ;fire pressed?
- ld (hl),0 ;not fired
- ret
+ ld a,(hl) ;just_fired
+ cp 5 ;already pressed?
+ ret z ;return when already pressed (=5)
+ inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5)
+ ld a,(your_laser) ;if you have bullets.....
+ or a ;(0=no laser)
+ jr nz,fireOK
+ ld (hl),5 ;.....then can't fire next turn (go to 5 imm.)
+
+fireOK:
+ ld hl,(x) ;yes: first fire from ship position (x)
+ ld (firex),hl ;set firepos
+ ld a,(your_multiples) ;any multiples?
+ and %11 ;nope?
+ jr z,fireany ;then just fire somethin'
+ cal fireany ;and blast
+ ld hl,(my) ;then, fire from multiple position (mx)
+ ld a,(mx) ;<ex h,l>
+ ld h,a ; ^^^^^^
+ ld (firex),hl ;set firepos
+ ;blast again and <ret>
+fireany:
+ ld a,(your_laser) ;do you have laser?
+ dec a ;1=yes
+ jr nz,fire_ybullet ;no, just fire a bullet
+
+fire_laser: ;yes, fire that laser instead
+ ld a,(firex) ;a = your x-pos
+ ld d,a
-fire: ld a,(hl)
- or a ;can't fire when 1
- ret nz
- ld (hl),1 ;just fired
+ ld hl,GRAPH_MEM ;save-location
+ ld a,(firey) ;y-coord
+ add a,3 ;at middle of your ship (y+3)
+ ld e,a ;save laser-y in e
+ add a,a ;y*2
+ add a,a ;y*4
+ add a,a ;y*8
+ rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256)
+ add a,a ;y*16 (width of screen)
+ rl b ;b=b*2+overflow (if y>64 then bc=bc+512)
+ inc a ;8 pixels to right (a=even so no overflow)
+
+ srl d ;X/2
+ srl d ;X/4
+ srl d ;X/8
+ add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow)
+ jr nc,_nolc ;jump if no carry = no overflow = a<=255
+ inc b ;a>255 so increase bc by 256
+_nolc: ld c,a ;c = (Y*16+X/8) mod 256
+ add hl,bc ;bc = Y*16+X/8
+
+ ld a,15 ;128/8=16=screen width ** minus one (inc a ^^)
+ sub d ;minus x-start (d=X/8)
+ ld b,a
+drawlaser:
+ ld (hl),%11111111
+ inc hl ;Go to next byte
+ djnz drawlaser
+handle_laser:
+ ld a,(firex)
+ ld d,a ;d was divided, so reload the laser-x
+
+check_laserhits: ;de = (x,y)
+ ld ix,nolashit
+ ld b,nrenemies
+ ld hl,enemies
+
+laserhits: ;Hits with normal enemies
+ psh hl
+
+ ld a,(hl)
+ and %00000010
+ jr z,nolashit ;no hit when enemy_occ <> 2/3
+
+ inc hl ;enemy type
+ ld a,(hl)
+ or a ;enemy #0 = pickup
+ jr z,nolashit ;yes: don't destroy
+
+ inc hl
+ ld a,(hl) ;check x
+ sub d
+ jp m,nolashit ;no hit when enemy is left of you
+
+ inc hl
+ ld a,(hl) ;check y
+ sub e
+ jp z,enemy_hit ;a-e=0 = laser on top line of enemy = hit
+ jr nc,nolashit ;a-e>0 = enemy above laser = no hit
+ add a,5 ;add enemy height
+ jp p,enemy_hit ;a-e>0 = hit
+
+nolashit:
+ pop hl
+ inc hl ;go to next enemy
+ inc hl
+ inc hl
+ inc hl
+ djnz laserhits ;check all enemies
+
+ ld a,d ;<ex d,e>
+ ld d,e
+ ld e,a
+ jr fire_torp ;fire torpedoes as well
+
+fire_ybullet:
ld hl,ybullets
ld de,3
- ld b,10
+ ld b,nrybullets
find_ybullet:
ld a,(hl)
or a
found_ybullet:
ld (hl),1 ;use bullet
- inc hl
- ld a,(x)
- add a,5
+ ld a,(firex) ;your x-pos
+ add a,5 ;place bullet in front of you
+ inc hl ;go to bullet-x
ld (hl),a ;set x
- ld a,(y)
- add a,2
- inc hl
+ ld e,a ;save torp-x in e
+
+ ld a,(firey) ;your y-pos
+ add a,2 ;place bullet at the middle of your ship
+ inc hl ;go to bullet-y
ld (hl),a ;set y
+ add a,3 ;place torpedo at bottom of ship
+ ld d,a ;save torp-y in d
+
+fire_torp:
+ 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
;------------------------ handle bullets --------------------------------------
Handle_bullets:
ld hl,ybullets
- ld b,10
+ ld b,nrybullets
scan_bullets:
- push bc
- push hl
+ psh bc
+ psh hl
ld (temp1),hl
ld a,(hl)
inc hl
- dec a
- call z,bullet_type1
+ dec a ;type 1?
+ cal z,bullet_2left ;yes: 2left
pop hl
pop bc
ld de,3
- add hl,de
- djnz scan_bullets
+ add hl,de ;3 x <inc hl>
+ djnz scan_bullets ;next bullet (loop)
ret
-bullet_type1:
+bullet_2left:
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
+ cp 122 ;off screen? (x>128-5)
+ jr nc,remove_bullet
+ add a,2 ;move 2 2 the right
ld (hl),a ;save new pos.
ld d,a
- inc hl
+
+ inc hl ;to y-pos
ld e,(hl) ;e = Y
+
ld ix,spr_bullet01
- push de
- call drw_spr ;display bullet
+ psh de
+ cal putsprite ;display bullet
pop de
+
+check_bullethits: ;INPUT: de=X,Y
ld b,nrenemies
ld hl,enemies
+ ld ix,nohit
hit_enemies: ;Hits with normal enemies
- push hl
+ psh hl
ld a,(hl)
and %00000010
jr z,nohit ;no hit when enemy_occ <> 2/3
- inc hl
+ inc hl ;enemy type
+ ld a,(hl)
+ or a ;enemy #0 = pickup
+ jr z,nohit ;yes: don't destroy
+
inc hl
ld a,(hl) ;check x
sub d
cp 10
jr nc,nohit
- xor a
- push hl
+ psh hl
ld hl,(temp1)
- ld (hl),a ;remove bullet
+ ld (hl),$00 ;remove bullet
pop hl
+enemy_hit:
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
+ ld c,a ;psh occ
+ and %11111100 ;occ/4 = HP left ;<srl a\srl a
+ jr nz,hpleft ;not zero -> jump
+ ld (hl),%01 ;set to explode
+
+ ld a,(pickuptimer) ;counts enemies destroyed
+ dec a ;enough destroyed for a pickup?
+ jr nz,pickupdone ;otherwise just explode
+ ld (hl),%00000110 ;change it into a pickup (with 2 HP)
+ ld a,18 ;reset enemies counter (18 hits = next)
+pickupdone:
+ ld (pickuptimer),a ;save new enemiescounter value
inc hl
- ld (hl),a ;explosionFrame 0
- pop hl
- ret
+ ld (hl),$00 ;explosionFrame 0
+
+ ld hl,1 ;increase score by one
+ cal scoreInc
+ jp (ix)
hpleft:
- ld a,b ;pop occ
+ ld a,c ;pop occ
sub %00000100 ;decrease HP by one
ld (hl),a ;save
- pop hl
- ret
+ jp (ix)
-nohit: pop hl
+nohit:
+ pop hl
inc hl
inc hl
inc hl
djnz hit_enemies ;check next enemy
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
+ psh de
+ cal putsprite ;display torpedo
+ pop de
+ jp check_bullethits ;check for hits with enemies
+
+remove_torp:
+ ld a,1
+ ld (torp_occ),a
+ ret
+
;--------------------------- level events -------------------------------------
Level_event:
- ld a,(nextevent)
- dec a
- ld (nextevent),a
- or a
- ret nz
+ ld hl,nextevent ;time to next event <ld a,(nextevent)
+ dec (hl) ;decrease counter <dec a
+ ld a,(hl) ;look at counter <ld (nextevent),a
+ or a ;has it reached zero?
+ ret nz ;nope: get outta here!
+
+ ld a,(eventtime) ;enemy frequency (lvl)
+ ld (nextevent),a ;set time to next event
+ ld hl,eventleft
+ dec (hl) ;update enemy-counter
+
+ ld a,(hl) ;look at counter
+ or a ;has it reached 0?
+ jp z,Next_level ;yes: level finished
+ dec a ;has it reached 1?
+ jr nz,do_event ;nope: wait for enemies to leave
+ inc hl ;nextevent located behind eventleft
+ ld (hl),123 ;set delay
+ ret ;don't place any more enemies
do_event:
- ld hl,(curevent)
ld de,enemies-4
chk_noenemy:
inc de
or a ;0 = no enemy present
jr nz,chk_noenemy
- ld a,(hl) ;type
- ld hl,enemy01
- ld c,a
- ld b,0
- add hl,bc
- add hl,bc
+place_enemy:
+ ld a,(level_enemy) ;enemy type to place (lvl)
+ ld hl,enemy00 ;enemy 1 specs
+ add a,a ;a=type*2
+ add a,a ;a=type*4
+ ld c,a ;c=type
+ ld b,0 ;bc = enemy nr.
add hl,bc ;hl = enemy specs
ld a,(hl) ;load hitpoints+occ of this enemy class
ld (de),a ;occ
- inc hl
- inc de
+ inc hl ;next enemyInfo byte
+ inc de ;next byte of current enemy
ld a,(hl) ;load movement+type of this enemy class
- ld (de),a ;type
-
- inc de
- ld a,$5a ;appear at right edge of screen
- ld (de),a ;x
- inc de
-
- ld hl,(curevent)
- inc hl
- ld a,(hl)
- ld (de),a ;y
-
- inc hl ;@ next event
- ld a,(hl)
- cp $ff ;255 = end marker
- jp z,Next_level
- ld (nextevent),a ;else time to next event
-
- inc hl
- ld (curevent),hl ;update pointer
-
- or a ;no delay
- jr z,do_event
- ret ;no more events for now
+ ld (de),a ;enemy type
+
+ inc de ;set x-pos
+ ld a,122 ;appear at right edge of screen (128-6)
+ ld (de),a ;= x-position
+
+ inc de ;set y-pos
+ inc hl ;where to place??
+ ld a,(hl) ;load placeInfo
+ dec a ;is it 1?
+ jr z,random_enemy ;yes: create random value <51 in a
+ dec a ;is it 2?
+ jr z,lure_enemy ;yes: create a 100% luring enemy
+ ;otherwise?
+halflure_enemy: ;yes (of course it is): pick one (50% lure)
+ ld a,(timer) ;look at frame-number
+ and %00000001 ;make random if odd frame nr.
+ jr nz,random_enemy ;1st possibility: random enemy
+lure_enemy: ;2nd possibility: luring enemy
+ ld a,(y) ;place at same y-pos as YOUR ship
+ jr ypos_OK
+
+random_enemy:
+ cal Random ;make a (in a) random value 0-255
+ cp 51 ;y may not be more than 51
+ jr c,ypos_OK ;OK if a<51
+ and %00111111 ;a = 0..63
+ sub 13 ;a = -13..50
+ jr c,random_enemy ;not OK if a<0
+
+ypos_OK: ;random value successfully created
+ ld (de),a ;save y-position
+
+ ld hl,add2enemy-3 ;offset to xtra enemy info
+ add hl,de ;hl points to <xtra info: move>
+ ld (hl),1 ;set move-counter to 1
+ inc hl ;hl to <xtra info: fire>
+
+ ld a,(level_move)
+ and %00010000
+ jr z,ffiredelayed
+ ld a,1 ;set time-to-fire to 1 frame (fires directly)
+ jr ffireOK
+ffiredelayed:
+ ld a,(level_fire) ;set "ttf" to normal nr of frames
+ffireOK:
+ ld (hl),a
+ inc hl ;hl to <xtra info: bullettype>
+ ld (hl),1 ;type 1
+ inc hl ;hl to <xtra info: bullettype>
+ ld a,(RanPos)
+ and %01111111
+ ld (hl),a ;type 1
+ ret ;return
+
+Random:
+ ld a,(RanPos) ;a handy random-var.
+ ld hl,x ;add your x-coord for randomness
+ adc a,(hl)
+ ld hl,y ;add your y-coord for randomness
+ adc a,(hl)
+ ld (RanPos),a ;save altered random-var
+ ret ;RanPos also in #a
;--------------------------- enemy fires --------------------------------------
dec d ;d = x-2
inc e ;e = y+1
- ld b,10
+ ld b,nrebullets
ld hl,ebullets
find_ebullet:
ld a,(hl)
or a
jr z,found_ebullet ;0 = not used
- inc hl
- inc hl
- inc hl
+ inc hl \ inc hl \ inc hl
djnz find_ebullet ;look next bullet
ret
found_ebullet:
- ld (hl),1 ;use bullet
+ ld b,%1100
+ ld a,(level_move)
+ and %10000000
+ jr z,bulletok
+
+ ld a,(y)
+ sub e
+ add a,10
+ jp p,bulletnotup
+ ld b,%1011 ;yourY-bulY = negative (=bullet below you)
+ add a,10
+ jp p,bulletnotup
+ ld b,%1001 ;yourY-bulY = even more negative (going up)
+
+bulletnotup:
+ sub 20
+ jp m,bulletok
+ ld b,%1010 ;bullet going down
+ sub 10
+ jp m,bulletok ;even more going down
+ ld b,%1000
+
+bulletok:
+; ld a,c ;load bullet type
+; add a,a ;type*2 %..Btype.
+; add a,a ;type*4 %.Btype..
+; add a,a ;type*8 %Btype...
+ ;add bullet direction %BtypeDir
+ ld (hl),b ;set bullet direction
inc hl
ld (hl),d ;set x-pos
inc hl
ld (hl),e ;set y-pos
- ret
+ ret
;----------------------------- enemy bullets ----------------------------------
Enemy_bullets:
ld hl,ebullets
- ld b,10
+ ld b,nrebullets
handle_bullet:
- push bc
- push hl
- ld a,(hl)
- or a
- jr nz,enemy_bullet
+ psh bc
+ psh hl
+ ld a,(hl) ;load bulletType in a
+ or a ;is it 0?
+ jr nz,enemy_bullet ;no: handle bullet
next_bullet:
- pop hl
+ pop hl ;do not move the <pop hl>
pop bc
- inc hl
- inc hl
- inc hl
+ inc hl \ inc hl \ inc hl
djnz handle_bullet
ret
enemy_bullet:
- inc hl
- ld a,(hl) ;bullet x
+ ld b,a ;save type
+ inc hl ;bullet x
+ ld a,(hl) ;check if it has reached the left side of scrn
+ and %11111110 ;it is <2 (0 or 1)?
+ jr z,remove_ebullet ;yes, remove bullet
+ dec (hl) ;move one left
+ dec (hl) ;and another one
+ ld d,(hl) ;d=x
+ inc hl ;@y
+
+ ld a,b ;restore type
+ cp %1100 ;&&& use <bit ?,a>
+ jr z,ebullet_common ;type %1100: normal bullet
+ and %111
+ jr z,ebullet_down ;type %1000: moving down
dec a
- jp m,remove_ebullet ;off screen?
- jr z,remove_ebullet ;"
- dec a ;move left
+ jr z,ebullet_up ;type %1001: moving up
+ ld b,a
+
+ ld a,(timer)
+ rra
+ jr c,ebullet_common
+
+ ld a,b
+ dec a
+ jr z,ebullet_down ;type %1010: moving down 50%
+ ;type %1011: moving up 50%
+ebullet_up:
+ ld a,(hl)
+ dec a
+ jp m,ebullet_common
ld (hl),a
- ld d,a ;d=x
- inc hl
+ jr ebullet_common
+
+ebullet_down:
+ ld a,(hl)
+ inc a
+ cp 55
+ jr z,ebullet_common
+ ld (hl),a
+
+ebullet_common:
ld e,(hl) ;e=y
- ld ix,spr_bullet11 ;display enemy bullet
- call drw_spr
+ ld ix,spr_bullete1 ;display enemy bullet
+ cal putsprite
+ebullet_hits:
ld a,(your_occ)
or a
jr nz,next_bullet ;0 = you're normal
pop hl
- push hl
+ psh hl
inc hl ;check x
ld a,(x)
sub (hl)
cp 9
jr nc,next_bullet
- call damage_you ;HIT!!
+ cal damage_you ;HIT!!
remove_ebullet:
- dec hl
- ld (hl),0 ;bullet > unused
- jr next_bullet
+ pop hl ;hl could be destroyed by damage_you
+ ld (hl),0 ;bullet > unused
+ jr next_bullet+1 ;next bullet (SKIP THE <POP HL> = one byte)
;--------------------------- handle enemies -----------------------------------
Handle_enemies:
ld hl,enemies
- ld b,nrenemies ;loop 20x
+ ld b,nrenemies ;handle all enemies
handle_enemy:
- push bc
- push hl
+ psh bc
+ psh hl
ld a,(hl)
and %00000011
jr z,next_enemy ;occ "no enemy" 0
dec a
jr z,exploding_enemy ;occ "exploding" 1
- ld b,1
- dec a
- jr z,normal_enemy ;occ "normal" 2
+ ld b,a ;b=2 if moving, otherwise b=1
-moving_enemy: ;occ "moving" 3
- ld b,0
-
-normal_enemy:
+normal_enemy: ;occ "normal" 2 or "moving" 3
inc hl
- 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
+ psh hl
+
+ ld e,(hl) ;e = enemy type
+ ld c,e ;c = e
+ ld d,0 ;de = e
+ ld hl,sprites ;hl = @sprites offset-table
+ add hl,de ;points to offset of current enemy offset
+ ld e,(hl) ;de = @enemy offset
+
+ ld ix,spr_enemy00 ;first enemy sprite
+ add ix,de ;add offset for current enemy
+ pop hl
inc hl
ld a,(hl) ;x
dec a ;move left
- jp m,remove_enemy ;off screen
+ jr c,remove_enemy ;off screen
jr z,remove_enemy ;"
ld d,a
inc hl
ld e,(hl) ;y
- ld a,b ;%xxx00001=moving -0=normal
- dec a
- jr z,ymove_done ;skip y-move
+ ld a,b ;moving state was stored in b earlier
+ dec a ;is it 1?
+ cal nz,moving_enemy ;2 = moving enemy
-; 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
-
-; 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
+ ld a,c ;a = enemy type
+ or a ;type 0? (pickup)
+ jr nz,check_enemyfire ;no, a normal enemy; let em fire
+ ld a,(timer) ;load time
+ and %1 ;move left once every 2 turns
+ jr z,firing_done ;don't move now
+ inc d ;increase x-position (don't move this turn)
+ inc (hl) ;and save it
+ jr firing_done ;continue
+
+check_enemyfire:
+ ld bc,add2enemy+1-2 ;offset of <xtra enemy info: fire>
+ add hl,bc ;go there (@hl)
+ dec (hl) ;decrease counter till next blast
+ ld a,(hl) ;load new counter
+ or a ;has it reached zero?
+ jr nz,firing_done ;finished if not
+
+ ld a,(level_fire) ;re-set counter for next blast
+ ld (hl),a ;save time to fire
+ inc hl ;next byte = bullettype
+ ld c,(hl) ;c = bullet type
+ psh de ;save registers for firing-use
+ cal Enemy_fires ;fires bullet
+ pop de ;restore (destroyed by Enemy_fires)
+firing_done:
+ cal putsprite ;display sprite @ix
-remove_enemy:
- pop hl
- ld (hl),$0000 ;bye bye enemy
- push hl
next_enemy:
pop hl
ld bc,$0004
djnz handle_enemy
ret
+remove_enemy:
+ pop hl
+ ld (hl),$0000 ;bye bye enemy
+ psh hl
+ jr next_enemy
+
exploding_enemy:
- inc hl
- push hl
- ld a,(hl)
- call explosion_stuff ;display explosion
- pop hl
+ inc hl
+ psh hl
+ ld a,(hl)
+ cal explosion_stuff ;display explosion
+ pop hl
ld a,(hl)
cp 15
ld (hl),a ;next frame
jr next_enemy
+;--------------------------- moving enemies -----------------------------------
+
+moving_enemy:
+ ld a,(level_move)
+ and %1111
+ jr z,movetype_updown
+ dec a
+ jr z,movetype_vslow
+ dec a
+ jr z,movetype_fast
+ dec a
+ jr z,movetype_vfast
+
+movetype_smart:
+ ld bc,add2enemy
+ add hl,bc
+
+ ld a,(timer)
+ and %1111
+ ld a,(hl)
+ jr nz,smartupdate
+ inc a
+smartupdate:
+ ld (hl),a
+
+ or a ;reset carry flag
+ sbc hl,bc
+ and %11111100
+ jr z,movetype_fast
+
+movetype_vslow:
+ ld a,(timer)
+ and %11
+ ret z
+ inc d
+ ret
+
+movetype_fast:
+ ld a,(timer)
+ and %1
+ ret z
+movetype_vfast:
+ dec d ;move left
+ ret nz ;finished
+ pop hl ;restore stack (no ret used)
+ jr remove_enemy ;remove this enemy (off screen)
+
+movetype_updown:
+ ld bc,add2enemy
+ add hl,bc
+
+ ld a,(hl)
+ dec a
+ jr nz,move_updated
+ add a,128
+move_updated:
+ ld (hl),a
+
+ or a ;reset carry flag
+ sbc hl,bc
+ and %00100000
+ ld a,(hl) ;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)
+ ld (hl),a ;save new y-pos
+ ret ;finish
+movedown:
+ inc a ;increase y-pos
+ cp 55 ;compare with bottom
+ ret nc ;return if it has passed that line (>40)
+ ld (hl),a ;otherwise save new position
+ ret ;and return
+
;--------------------------- check collision ----------------------------------
Enemies_hit:
- ld a,(your_occ)
- or a ;0 = you're normal
- ret nz
-
ld de,(x) ;e = X, d = Y
ld hl,enemies
ld b,nrenemies ;check all 20 enemies
check_collision:
- push hl
+ psh hl
ld a,(hl)
and %00000010
- jr z,check_next ;2/3 = ok
-
+ jr z,check_next ;2 or 3 = ok
inc hl
+
+collide_enemy:
+; psh hl
+; psh bc
+; ld hl,enemy00 ;enemy 1 specs
+; add a,a ;a=type*2
+; add a,a ;a=type*4
+; ld c,a ;c=type
+; ld b,0 ;bc = 4 * enemy nr.
+; add hl,bc ;hl = enemy specs
+; ld a,(hl) ;load size byte
+; pop bc
+; pop hl
+; ld c,a ;save size in c
+
inc hl
ld a,(hl) ;check x match
- sub e
+ sub e ;enemy position minus yours
add a,6
jp m,check_next
cp 12
inc hl
ld a,(hl) ;check y match
- sub d
+ sub d ;same as with x-check
add a,6
jp m,check_next
cp 12
jr nc,check_next
-
dec hl
dec hl
+
+take_pickup:
+ ld a,(hl) ;load enemy type
+
+ psh hl ;we need hl
+ ld hl,2 ;increase score by 2
+ cal scoreInc
+ pop hl ;we're done
+
+ or a
+ jr nz,collide ;enemy when <>0
+
+ psh hl
+ ld hl,your_pickup ;your pickups
+ ld a,(hl) ;current
+ inc a ;go to next
+ cp 6 ;pickups >=6
+ jr c,not_maxpickup
+ ld a,1 ;yes: reset to pickup 1
+not_maxpickup:
+ ld (hl),a ;save new
+ cal disp_icons ;display altered pickupicons
+ pop hl
+
+ dec hl ;to enemy occ
+ xor a ;set to 0 = gone
+ ld (hl),a ;remove
+ jr check_next ;all done, next..
+
+collide:
xor a
ld (hl),a ;explosionFrame 0
dec hl
inc a
ld (hl),a ;set to explode
- call damage_you ;auch!
+ cal damage_you ;auch!
check_next:
pop hl
djnz check_collision
ret
+;--------------------------- story -------------------------------------------
+
+storyPage:
+ psh hl
+ cal _clrLCD
+ pop hl
+storyLine:
+ inc hl
+ ld e,(hl)
+ inc hl
+ ld d,(hl)
+ ld (_penCol),de
+ inc hl
+ cal _vputs
+
+ ld a,(hl)
+ dec a
+ jr z,storyLine
+
+ psh hl
+ ld hl,VIDEO_MEM
+ ld de,GRAPH_MEM
+ ld bc,1024
+ ldir
+ cal _clrLCD
+ pop hl
+
+ inc hl
+ ld a,(hl)
+ inc hl
+ ld b,(hl)
+ psh hl
+ cal DoSFX
+ cal _getkey
+ pop hl
+ ret
+
+Story:
+ ld hl,story01-1
+ cal storyPage
+ cal storyPage
+ cal storyPage
+ ret
+
+story01:
+ .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06
+ .db $1b,$1d,"storyline coming soon..." ,0,0,$1d,$06
+ .db $09,$19,"the Nemesis saga continues",0,1
+ .db $2e,$21,"with NEMESIS 86" ,0,1
+ .db $52,$36,"by Shiar" ,0,0,$19,$23
+
+;--------------------------- SFX ---------------------------------------------
+
+CDoSFX:
+ ld hl,VIDEO_MEM
+ ld de,GRAPH_MEM
+ ld bc,1024
+ ldir
+ ld b,64
+ ld a,-1
+
+DoSFX: ;ins: a=beginLine b=nrOfLines
+ ld (curline),a
+SFXframe:
+ psh bc
+
+ ld a,(curline) ;get line number
+ inc a ;go to the next line
+ ld (curline),a ;update
+
+ ld l,a
+ ld h,0
+ add hl,hl
+ add hl,hl
+ add hl,hl
+ add hl,hl
+
+ ld b,h ;save hl for later
+ ld c,l
+
+ ld de,VIDEO_MEM
+ add hl,de ;go to ymin
+ ld d,h
+ ld e,l
+
+ ld hl,GRAPH_MEM
+ add hl,bc ;hl->logo
+
+ ld a,(curline) ;Calculate how many lines to draw
+ ld c,a
+ ld a,64
+ sub c
+ ld b,a
+
+SFXdisp: ;display this frame on screen
+ ld a,b ;psh b (a will not be used)
+ ld bc,16 ;one line (=16 bytes, you'd know by now)
+ ldir ;display (copy actually)
+ ld bc,-16 ;go up one line (not on screen)
+ add hl,bc ;so the same line will be displayed
+ ld b,a ;pop b
+ djnz SFXdisp ;repeat until whole screen is displayed
+
+ ld b,8
+SFXdelay:
+ halt
+ djnz SFXdelay
+
+ pop bc
+ djnz SFXframe
+ ret
+
+;--------------------------- handle boss -------------------------------------
+
+Handle_boss:
+ ld hl,GRAPH_MEM
+ ld (PutWhere),hl
+ ld ix,spr_boss01
+ ld hl,bossx
+ ld d,(hl)
+ inc hl
+ ld e,(hl)
+ jp putwidesprite
+
+;--------------------------- update score ------------------------------------
+
+scoreInc:
+ psh bc
+ ld bc,(score)
+ add hl,bc
+ ld (score),hl
+ pop bc
+ ret
+
+;--------------------------- show icon ----------------------------------------
+
+disp_icons:
+ ld hl,VIDEO_MEM+(16*57);57 rows down = seven rows from bottom
+ ld b,16*7 ;draw 16x (screen width) 7x (height)
+ xor a ;blank line mask
+cleanline:
+ ld (hl),a ;draw one piece of the divider-line
+ inc hl ;move right (8 pixels = 1 byte)
+ djnz cleanline ;repeat (16bytes * 7rows * 8pixels)
+
+ ld hl,VIDEO_MEM+(56*16)
+ ld (PutWhere),hl
+
+ cal disp_lives
+
+ ld ix,spr_icon01 ;armorIcon
+ ld de,$1901 ;icon #1
+ cal putwidesprite ;display icon
+ cal disp_armor ;display value
+
+ ld ix,spr_icon00
+ ld a,(torp_occ)
+ or a
+ jr z,no_torp
+ ld ix,spr_icon02 ;torpedoIcon
+no_torp:
+ ld de,$2901 ;icon #2
+ cal putwidesprite ;display
+
+ ld ix,spr_icon03 ;emptyIcon
+ ld de,$3901 ;icon #3
+ cal putwidesprite
+
+ ld ix,spr_icon00 ;emptyIcon
+ ld a,(your_laser)
+ or a
+ jr z,no_laser
+ ld ix,spr_icon04 ;laserIcon
+no_laser:
+ ld de,$4901 ;icon #4
+ cal putwidesprite
+
+ ld ix,spr_icon00 ;emptyIcon
+ ld a,(your_multiples)
+ and %11
+ jr z,no_multiples
+ ld ix,spr_icon05
+no_multiples:
+ ld de,$5901 ;icon #5
+ cal putwidesprite
+
+ ld ix,spr_icon03
+ ld de,$6901
+ cal putwidesprite
+
+ ld a,(your_pickup) ;pickups taken
+ add a,a ;picks*2 (sets z-flag)
+ ret z ;return if no pickups
+ add a,a ;picks*4
+ add a,a ;picks*8
+ add a,a ;picks*$10
+ add a,$09 ;add 0ah
+ ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59)
+ ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01)
+
+ ld ix,spr_icon
+ cal putwidesprite
+ ret
+
+disp_armor:
+ ld hl,$3925 ;Display Armor left
+ ld (_penCol),hl ;place @ armorIcon
+ ld a,(your_armor) ;load armor left
+ add a,'0' ;make digit
+ cal _vputmap ;display char
+ ret
+
+disp_lives:
+ ld hl,$3900 ;display Lives
+ ld (_penCol),hl ;bottom left
+ ld hl,savestr+2
+ ld (hl),'L'
+ inc hl
+ ld (hl),'x'
+ inc hl
+
+ ld a,(your_lives) ;nr of lives in a
+ add a,'0' ;make digit
+ ld (hl),a
+ dec hl \ dec hl
+ cal _vputs ;display on screen
+ ret
+
+;--------------------------- proc ---------------------------------------------
+
+BLACKLCD:
+ ld hl,VIDEO_MEM ;screen location (top left)
+ ld de,VIDEO_MEM+1
+ ld (hl),%11111111
+ ld bc,1024 ;loop 1024 times = entire screen
+ ldir
+ set 3,(iy+5) ;set white on black
+ ret
+
+;--------------------------- game over / new game / death ---------------------
+own_name:
+ .db $12,7,"nemesis"
+
+save_hi:
+ ld hl,own_name ;find own variable
+ xor a
+ cal _ABS_MOV10TOOP1
+ cal _FINDSYM
+ ret c ;not found? who cares...
+
+ ld a,b ;save the stored section
+ ld h,d
+ ld l,e
+ ld b,0
+ ld de,4+stored_data_start-_asm_exec_ram
+ add hl,de
+ adc a,b
+ cal _SET_ABS_DEST_ADDR
+ ld a,0
+ ld hl,stored_data_start
+ cal _SET_ABS_SRC_ADDR
+ ld hl,stored_data_end-stored_data_start
+ cal _SET_MM_NUM_BYTES
+ cal _mm_ldir
+ ret ;save done
+
+game_over:
+ pop hl ;=ret (game_over was called from a procedure)
+game_over_nopop:
+ cal BLACKLCD ;clear screen
+ ld hl,$0603
+ ld (_curRow),hl ;center
+ ld hl,txt_gameover
+ cal _puts ;display "GAME OVER"
+
+ xor a ;clear a (AHL will be displayed)
+ ld hl,$1006 ;bottom-1 right
+ ld (_curRow),hl ;set
+ ld hl,(score) ;your score
+ cal _dispahl ;display it (a=0)
+ ld hl,$314b ;bottom-1 right before score ^^
+ ld (_penCol),hl ;set
+ ld hl,txt_score ;"Score"
+ cal _vputs ;display (small)
+
+ ld hl,$1007 ;bottom right
+ ld (_curRow),hl ;set
+ ld hl,(hiscore) ;hi-score
+ cal _dispahl ;display
+ ld hl,$3946 ;bottom right before hiscore ^^
+ ld (_penCol),hl ;set
+ ld hl,txt_hiscore ;"Hiscore"
+ cal _vputs ;display (small)
+ res 3,(iy+5)
+
+ ld de,(score)
+ ld hl,(hiscore)
+ cal CP_HL_DE
+ jr nc,no_hiscore
+ ld (hiscore),de
+
+no_hiscore:
+ cal save_hi
+
+ ld b,$20
+wait2: halt \ halt
+ djnz wait2 ;delay
+ cal _getkey ;wait for keypress
+ jp quit ;restore some things and return to TI-OS/shell
+
+New_game:
+ xor a ;score 0
+ ld (score),a ;reset score
+ ld (score+1),a ;reset score
+ inc a ;level #1
+ ld (level),a ;reset level nr
+ ld hl,level01 ;set level pointer to level#1
+ ld (levelp),hl ;reset level pointer
+ ld a,4
+ ld (your_lives),a ;3 lives (4 will be decreased @ You_die)
+ ld (pickuptimer),a ;next pickup after 4 enemies destroyed
+
+You_die:
+ ld hl,your_lives
+ dec (hl) ;decrease lives
+ ld a,(hl) ;load lives left
+ inc a ;if lives=0ffh then a=0
+ jp z,game_over ;if so, game's over
+
+ xor a ;a=0
+; ld (your_armor),a ;no armor
+ ld (torp_occ),a ;no torpedoes
+ ld (your_laser),a ;no laser
+ ld (your_pickup),a ;reset pickups
+ ld (your_multiples),a ;no multiples
+ ld a,5 ;&&& betatest; remove when released!
+ ld (your_armor),a
+ jr nonext_level
+
;--------------------------- next level ---------------------------------------
Next_level:
- ld hl,Leveldata+1 ;reset level data
- ld (curevent),hl
+ ld hl,level ;level number
+ ld a,(hl)
+ inc a
+ ld (hl),a
+
+ ld hl,(levelp) ;level pointer
+ ld bc,5+32+4 ;advance four bytes (=one level)
+ add hl,bc ;update to point to next level
+ ld (levelp),hl ;save
+
+ ld h,0 ;increase score....
+ ld l,a ;by level number
+ ld bc,20
+ add hl,bc ;plus 20
+ cal scoreInc ;update score
+
+nonext_level:
+ ld a,80
+ ld (nextevent),a ;time to first enemy appearance
+
+ ld hl,(levelp) ;level pointer
+ ld a,(hl) ;load new level-enemy type
+ ld (level_enemy),a ;set level-enemy
+ inc hl
+ ld a,(hl) ;load new appearance-time
+ ld (eventtime),a ;set
+ inc hl
+ ld a,(hl) ;load nr of enemies in this level
+ ld (eventleft),a ;set nr of events left
+ inc hl
+ ld a,(hl) ;movement of enemies in this level
+ ld (level_move),a ;do it
+ inc hl
+ ld a,(hl) ;how frequent the enemies fire a bullet
+ ld (level_fire),a ;consider it done
+
+ inc hl
+ ld de,spacespace
+ ld bc,36
+ ldir
+
+; xor a
+; ld (level_occ),a ;no boss (yet)
+
+ ld ix,starx1
+ ld b,nrstars1
+ cal placestars
+ ld hl,RanPos
+ inc (hl)
+ ld ix,starx2
+ ld b,nrstars2
+ cal placestars
- call _clrLCD ;clear screen
+ xor a
+ ld (timer),a ;reset time
+ ld hl,your_occ ;hl = your_occ
+ ld (hl),a ;reset your ship (not exploding)
+ inc hl ;hl = your_inv
+ ld (hl),50 ;set 50 frames invulnerable
+ ld hl,x ;begin position x=...
+ ld (hl),a ;...=a=0=left
+ inc hl ;y=...
+ ld a,24 ;...=24=middle
+ ld (hl),a ;your y
+ ld (bossy),a ;and y of boss
+ ld a,80
+ ld (bossx),a
+
+ ld a,(torp_occ)
+ or a ;no torpedoes?
+ jr z,torpsclear ;then just continue (=0)
+ ld a,1 ;if so, set to "ready to fire" (=1)
+torpsclear:
+
+ ld de,$0018 ;x=0, y=24 (like you..)
+ cal Place_multiples ;place all multiple-positions at (0,24)
+
+ ld hl,ybullets ;clear your/enemy bullets
+ ld (hl),a ;clear first byte
+ ld de,ybullets+1 ;and copy this byte to the next byte
+ ld bc,(nrybullets+nrebullets)*3-1 ;bc times (all bullets)
+ ldir
+
+ ld hl,enemies ;and remove all enemies as well
+ ld (hl),a ;clear first byte
+ ld de,enemies+1 ;point to the next
+ ld bc,add2enemy+nrenemies*2 ;clear enemy-info + enemiesxtra
+ ldir
+
+;--------------------------- setup game ---------------------------------------
+
+game_setup:
+ cal BLACKLCD
ld hl,$0703
ld (_curRow),hl ;center
ld hl,txt_level
- call _puts ;display "LEVEL "
+ cal _puts ;display "LEVEL "
ld a,(level)
- inc a ;increase level nr.
- ld (level),a
ld l,a
ld h,$00
- call UNPACK_HL
+ cal UNPACK_HL
add a,'0'
ld b,a
- call UNPACK_HL
+ cal UNPACK_HL
add a,'0'
- call _putc ;display second digit
+ cal _putc ;display second digit
ld a,b
- call _putc ;display first digit
+ cal _putmap ;display first digit
+
+ ld hl,$0904
+ ld (_curRow),hl ;display lives left below level nr
+ ld hl,txt_lives ;bar text: "Lx0"...
+ ld a,(your_lives) ;lives left
+ add a,'0' ;make value
+ ld (txt_lives+3),a ;add to text
+ cal _puts ;display the string
+ res 3,(iy+5) ;set white on black
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"
+ cal _getkey ;wait for keypress
+
+ cal CLEARLCD ;clear screen
+ cal disp_icons ;display bottom icons
+
+ ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom
+ ld b,16 ;draw 16x (screen width)
+ ld a,%11111111 ;horizontal line mask
+drawline:
+ ld (hl),a ;draw one piece of the divider-line
+ inc hl ;move right (8 pixels = 1 byte)
+ djnz drawline ;repeat (16bytes * 8pixels =128= screen width)
+ ret
+
+
+placestars:
+ add a,b
+ rlca \ rlca
+ ld hl,(RanPos)
+ add a,(hl)
+ xor %00100100
+ rlca
+ ld (hl),a
- ld b,$20
-wait2: halt \ halt
- djnz wait2 ;delay
- call _getkey ;wait for keypress
- jr game_setup ;prepare display and vars
- ret
+ ld h,0 ; l = 0
+ ld l,a ;hl = 0..255
+ add hl,hl ;hl = 0..510
+ ld c,a ;hl = 0..765
-;---------------------- setup game --------------------------------------------
+ ld a,r ;a = 0..255
+ rra ;a = 0..127
+ ld d,0
+ ld e,a
+ add hl,de
+ ld e,c
+ add hl,de
-game_setup:
- call _clrLCD
- ld hl,$1005
- ld (_curRow),hl
- ld hl,txt_score ;display "SCORE"
- call _puts ;display texts
+ ld de,GRAPH_MEM
+ add hl,de
- 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:
+ ld (ix),l
+ ld (ix+1),h
+ inc ix \ inc ix
+ djnz placestars
ret
;--------------------------- putsprite ----------------------------------------
+;--------------------------- de =(X,Y) ----------------------------------------
offsets_table:
- .db 128,64,32,16,8,4,2,1
-drw_spr:
- ld a,d
- and 7
- ld hl,offsets_table
- ld c,a
- ld b,0
- add hl,bc
- ld a,(hl)
- ld (_smc1+1),a
-
- ld (_smc1+1),a
- ld hl,GRAPH_MEM
- ld a,e
- add a,a
- add a,e
- add a,a
- rl b
- add a,a
- rl b
- srl d
- srl d
- srl d
- add a,d
- jr nc,_n1
- inc b
-_n1: ld c,a
- add hl,bc
+ .db 128,64,32,%10000,%01000,%00100,%00010,%00001
+putsprite:
+ ld a,d ;a = X
+ and %00000111 ;a = X mod 8 = bit nr. to mask
+ ld hl,offsets_table ;pixel mask table
+ ld c,a ;bit nr.
+ ld b,0 ;word
+ add hl,bc ;add to table
+ ld a,(hl) ;a = pixel mask
+ ld (_smc1+1),a ;alter pixel mask
+
+ ld hl,GRAPH_MEM ;save-location
+ ld a,e ;y-coord
+ add a,a ;y*2
+ add a,a ;y*4
+ add a,a ;y*8
+ rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256)
+ add a,a ;y*16 (width of screen)
+ rl b ;b=b*2+overflow (if y>64 then bc=bc+512)
+ srl d ;d/2
+ srl d ;d/4
+ srl d ;d/8 (8 bits in byte) ** c is set when overflow
+ add a,d ;a = (Y*16+X/8) mod 256
+ jr nc,_n1 ;jump if no carry = no overflow = a<=255
+ inc b ;a>255 so increase bc by 256
+_n1: ld c,a ;c = (Y*16+X/8) mod 256
+ add hl,bc ;bc = Y*16+X/8
ld d,(ix)
ld b,(ix+1)
-_oloop: push bc ;Save # of rows
- push hl ;Save screen address
+_oloop: psh bc ;Save # of rows
+ psh hl ;Save screen address
ld b,d ;Load width
ld c,(ix+2) ;Load one line of image
inc ix
or (hl)
ld (hl),a
ld a,e
-_noplot: rrca
+_noplot:rrca
jr nc,_notedge ;Test if edge of byte reached
inc hl ;Go to next byte
-_notedge:djnz _iloop
+_notedge:
+ djnz _iloop
pop hl ;Restore address
- ld bc,12 ;Go to next line
+ ld bc,16 ;Go to next line
add hl,bc
pop bc ;Restore data
djnz _oloop
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
- ld de,up_data+4
- ld b,5
-ldhld: call UNPACK_HL
- add a,'0'
- ld (de),a
- dec de
- djnz ldhld
- ld hl,up_data
- ld b,4
-lis: ld a,(hl)
- cp '0'
- jr nz,dis
- ld (hl),' '
- inc hl
- djnz lis
-dis: ld hl,up_data
- call _puts
- pop bc
- ret
-
-up_data: .db "PAD98",0
-
-
+;--------------------------- putbigsprite -------------------------------------
+
+putwidesprite:
+ ld a,d
+ and 7
+ ld hl,offsets_table
+ ld c,a
+ ld b,0
+ add hl,bc
+ ld a,(hl)
+ ld (wsmc1+1),a
+ ld (wsmc2+1),a
+ ld hl,(PutWhere)
+
+ ld a,e
+ add a,a
+ add a,a
+ add a,a
+
+ rl b
+ add a,a
+ rl b
+ srl d
+ srl d
+ srl d
+ add a,d
+ jr nc,n1
+ inc b
+n1: ld c,a
+ add hl,bc
+
+ ld d,(ix)
+ ld b,(ix+1)
+woloop: psh bc ;Save # of rows
+ psh hl ;Save screen address
+ ld b,d ;Load width
+ ld c,(ix+2) ;Load one line of image
+ inc ix
+wsmc1: ld a,1 ;Load pixel mask
+wiloop: sla c ;Test leftmost pixel
+ jr nc,wnoplot ;See if a plot is needed
+ ld e,a ;OR pixel with screen
+ or (hl)
+ ld (hl),a
+ ld a,e
+wnoplot:
+ rrca
+ jr nc,wnotedge ;Test if edge of byte reached
+ inc hl ;Go to next byte
+wnotedge:
+wsmc2: cp 1
+ jr z,wover_1
+
+ djnz wiloop
+ pop hl ;Restore address
+ ld bc,16 ;Go to next line
+ add hl,bc
+ pop bc ;Restore data
+ djnz woloop
+ ret
+wover_1:
+ ld c,(ix+2)
+ inc ix
+ djnz wiloop
+ dec ix
+ pop hl
+ ld bc,16
+ add hl,bc
+ pop bc
+ djnz woloop
+ ret
+;------------------------------------------------------------------------------
;------------------------------- sprites --------------------------------------
-
-spr_ship:
- .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 %01111000 ; ████
.db %11100000 ; ███
.db %11111100 ; ██████
.db %11110010 ; ████ █
.db %11111100 ; ██████
.db %11100000 ; ███
- .db %01110000 ; ███
+ .db %01111000 ; ████
+spr_ship01i:
+ .db 7,7 ;ship alpha class
+ .db %01010000 ; █ █
+ .db %10100000 ; █ █
+ .db %01010100 ; █ █ █
+ .db %10100010 ; █ █ █
+ .db %01010100 ; █ █ █
+ .db %10100000 ; █ █
+ .db %01010000 ; █ █
+
spr_ship02:
- .db 7,7 ;ship beta class
- .db %11000000 ; ██
- .db %11110000 ; ████
- .db %01111100 ; █████
- .db %01110010 ; ███ █
- .db %01111100 ; █████
- .db %11110000 ; ████
- .db %11000000 ; ██
+; .db 7,7 ;ship beta class
+; .db %11100000 ; ███
+; .db %11110000 ; ████
+; .db %01111100 ; █████
+; .db %01110010 ; ███ █
+; .db %01111100 ; █████
+; .db %11110000 ; ████
+; .db %11100000 ; ███
+spr_ship02i:
+; .db 7,7 ;ship beta class
+; .db %01000000 ; █
+; .db %10100000 ; █ █
+; .db %01010100 ; █ █ █
+; .db %00100010 ; █ █
+; .db %01010100 ; █ █ █
+; .db %10100000 ; █ █
+; .db %01000000 ; █
+
+spr_multiple:
+ .db 6,4 ;multiples
+ .db %01111000 ; ████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111000 ; ████
spr_bullet01:
.db 5,3 ;your bullets
- .db %00110000 ; ░▒▓█��
- .db %11111000 ; ░▒▓████��
- .db %00110000 ; ░▒▓█��
+ .db %00110000 ; ░▒▓█��
+ .db %11111000 ; ░▒▓████��
+ .db %00110000 ; ░▒▓█��
spr_bullet02:
- .db 5,3 ;your bullets
- .db %11110000 ; ░▒▓████
- .db %11111000 ; ░▒▓█████
- .db %11110000 ; ░▒▓████
+ .db 5,3
+ .db %11110000 ; ░▒▓███▒
+ .db %11111000 ; ░▒▓████▒
+ .db %11110000 ; ░▒▓███▒
+spr_bullett1:
+ .db 4,3 ;▒▒▒
+ .db %11100000 ;▒███
+ .db %11110000 ; ████
+ .db %01110000 ; ███
-spr_bullet11:
- .db 3,3 ;enemy bullets
- .db %01000000 ; █▓▒░
- .db %11100000 ; ███▓▒░
- .db %01000000 ; █▓▒░
+spr_bullete1:
+ .db 4,3 ;enemy bullets
+ .db %01100000 ; ▒█▓▒░
+ .db %11110000 ; ▒███▓▒░
+ .db %01100000 ; ▒█▓▒░
+
+;---------------------------------------- explosion -------------------------------------------
spr_explosion:
.db 8,6 ;1
.db %00011010 ; ██ █
.db 8,6 ;3
- .db %10110011 ; █ ██ ██
+ .db %10110000 ; █ ██
.db %01001110 ; █ ███
.db %10110101 ; █ ██▒█▒█
.db %01000101 ; █ ▒█▒█
.db %00111110 ; █████
- .db %11011010 ; ██ ██ █
+ .db %01011010 ; █ ██ █
.db 8,6 ;4
- .db %00101010 ; ▒ █▒█ █▒
+ .db %00101010 ; ▒ █▒█ █
.db %01000110 ; █ ▒██
.db %10110101 ; █ ██ █ █
.db %01100110 ; ██ ██▒
.db %00111100 ; ████▒
- .db %01011001 ; ▒█ ██ ▒█
+ .db %01011001 ; █ ██ ▒█
.db 8,6 ;5
- .db %01000001 ; █▒ ▒ ▒█
+ .db %01000000 ; █▒ ▒ ▒
.db %00100101 ; ▒█ █▒█
.db %00010100 ; ▒ ▒█ █ ▒
.db %01000100 ; █▒ █
.db %10011010 ; █▒ ██ █▒
.db 8,6 ;6
- .db %01000100 ; █ █ ▒
+ .db %01000100 ; █ █
.db %00100000 ; ▒█ ▒ ▒
.db %00000001 ; ▒ ▒ █
.db %01000100 ; █ █
.db %00000010 ; █▒
.db %00100100 ; █▒ █
+;--------------------------------------- bar -----------------------------------
+
+spr_icon:
+ .db 16,7 ;selected .......:.......:
+ .db %11111111,%11111111 ; ████████████████
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11111111,%11111111 ; ████████████████
+spr_icon00:
+ .db 16,7 ;unused .......:.......:
+ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
spr_icon01:
- .db 5,4
- .db %00100000 ; █
- .db %10101000 ; █ █ █
- .db %11111000 ; █████
- .db %01110000 ; ███
+ .db 16,7 ;armor ; .......:.......:
+ .db %10001111,%10000000 ; █ █████
+ .db %10010000,%01000000 ; █ █ █ ▒▒▒
+ .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒
+ .db %10100111,%10100000 ; █ █ ████ █ ▒▒▒
+ .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒
+ .db %10010000,%01000000 ; █ █ █ ▒▒▒
+ .db %10001111,%10000000 ; █ █████
spr_icon02:
- .db 5,4
- .db %00000000 ; ███
- .db %00000000 ; ██ ██
- .db %00000000 ; █ █
- .db %00000000 ;
+ .db 16,7 ;torpedo .......:.......:
+ .db %10111000,%00010101 ; █ ███ █ █ █
+ .db %10011100,%00010101 ; █ ███ █ █ █
+ .db %10111000,%01001010 ; █ ███ █ █ █
+ .db %10000000,%11101010 ; █ ███ █ █
+ .db %11100001,%11100101 ; ███ ████ █ █
+ .db %10011000,%11110101 ; █ ██ ████ █ █
+ .db %11100110,%00110010 ; ███ ██ ██ █
+spr_icon03:
+ .db 8,7 ;empty .......:
+ .db %10000000 ;00000000 ; █
+ .db %10000000 ;00000000 ; █
+ .db %10000000 ;00000000 ; █
+ .db %10000000 ;00000000 ; █
+ .db %10000000 ;00000000 ; █
+ .db %10000000 ;00000000 ; █
+ .db %10000000 ;00000000 ; █
+spr_icon04:
+ .db 16,7 ;laser .......:.......:
+ .db %10000000,%00000000 ; █
+ .db %10110010,%10000000 ; █ ██ █ █
+ .db %10111011,%00000000 ; █ ███ ██
+ .db %10011101,%11111111 ; █ ███ █████████
+ .db %10111011,%00000000 ; █ ███ ██
+ .db %10110010,%10000000 ; █ ██ █ █
+ .db %10000000,%00000000 ; █
+spr_icon05:
+ .db 16,7 ;multiple .......:.......:
+ .db %10000011,%10000000 ; █ ███
+ .db %10000001,%11100110 ; █ ████ ██
+ .db %10000001,%11100000 ; █ ████
+ .db %10000011,%10000000 ; █ ███
+ .db %10011000,%00000000 ; █ ██
+ .db %10111100,%11000011 ; █ ████ ██ ██
+ .db %10011000,%00000000 ; █ ██
;---------------------------- texts -------------------------------------------
-txt_title: .db "* * NEMESIS * *",0
+txt_about: .db " v0.94.A08",127,"by Shiar",0
+txt_email: .db "shiar0@hotmail.com",0
+txt_menu1: .db "CONTINUE",0
+txt_menu2: .db "NEW GAME",0
+
txt_level: .db "LEVEL ",0
txt_gameover: .db "GAME OVER!",0
-txt_score: .db "SCORE",0
+txt_score: .db "Score",0
+txt_hiscore: .db "Hiscore",0
+txt_lives: .db "Lx0?",0
+txt_pressenter: .db "Enter to continue",0
;---------------------------- save data ---------------------------------------
-stored_data_start:
-
+PutWhere .dw GRAPH_MEM ;where to put the wide sprites
level .db $00 ;level number
-timer .db $00 ;frame counter
-curevent .dw Leveldata+1 ;next event
-nextevent .db (Leveldata) ;time to next event
+levelp .dw $0000 ;pointer to level data
score .dw $0000
-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,$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
+stored_data_start:
+hiscore .dw $0000
+stored_data_end:
-; %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)
+your_pickup .db $00
+your_occ .db $00 ;0=normal 1..16=exploding
+your_inv .db $00 ;invincibility left
+your_armor .db $00 ;HP left
+your_lives .db $00 ;
+your_laser .db $00 ;laser avail: 0=no, 1=yes
+your_multiples .db $00 ;multiples present
+torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt
+torp_pos .dw $0000 ;torpedo position (x,y)
;---------------------------- enemy data --------------------------------------
+sprites:
+ .db $00
+ .db spr_enemy01-spr_enemy00
+ .db spr_enemy02-spr_enemy00
+ .db spr_enemy03-spr_enemy00
+ .db spr_enemy04-spr_enemy00
+ .db spr_enemy05-spr_enemy00
+ .db spr_enemy06-spr_enemy00
+ .db spr_enemy07-spr_enemy00
+ .db spr_enemy08-spr_enemy00
+
+spr_enemy00:
+ .db 7,5 ;pickup
+ .db %11111110 ; ███████
+ .db %11111110 ; ███████
+ .db %11000110 ; ██ ██
+ .db %11111110 ; ███████
+ .db %11111110 ; ███████
spr_enemy01:
- .db 6,6 ;enemy type one
- .db %00111100 ; ████
- .db %01110000 ; ███
- .db %11110000 ; ████
- .db %11110000 ; ████
- .db %01110000 ; ███
- .db %00111100 ; ████
+ .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 ; ███
+ .db 8,6 ;enemy type two
+ .db %00111111 ; █████
+ .db %01111000 ; ████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111000 ; ████
+ .db %00111111 ; █████
spr_enemy03:
- .db 6,6 ;enemy type three
- .db %01111100 ; █████
- .db %11110000 ; ████
- .db %11111000 ; █████
- .db %11111000 ; █████
- .db %11110000 ; ████
- .db %01111100 ; █████
+ .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
+ .db 6,6 ;enemy type four
+ .db %00111000 ; ███
+ .db %01111100 ; █████
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %01111100 ; █████
+ .db %00111000 ; ███
+spr_enemy05:
+ .db 7,6 ;enemy type five
+ .db %00011110 ; ████
+ .db %01111110 ; ██████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111110 ; ██████
+ .db %00011110 ; ████
+spr_enemy06:
+ .db 7,6 ;enemy type six
+ .db %00011100 ; ███
+ .db %01111110 ; ██████
+ .db %10111000 ; █ ███
+ .db %10111000 ; █ ███
+ .db %01111110 ; ██████
+ .db %00011100 ; ███
+spr_enemy07:
+ .db 8,6 ;enemy type seven
+ .db %00011110 ; ████
+ .db %01111111 ; ███████
+ .db %10011100 ; █ ███
+ .db %10011100 ; █ ███
+ .db %01111111 ; ███████
+ .db %00011110 ; ████
+spr_boss01:
+ .db 16,10 ;boss type one
+ .db %00000001,%11111111 ; █████████
+ .db %00001111,%11111110 ; ███████████
+ .db %00111111,%11110000 ; ██████████
+ .db %01011111,%10000000 ; █ ██████
+ .db %10011111,%01000000 ; █ █████ █
+ .db %10011111,%01000000 ; █ █████ █
+ .db %01011111,%10000000 ; █ ██████
+ .db %00111111,%11110000 ; ██████████
+ .db %00001111,%11111110 ; ███████████
+ .db %00000001,%11111111 ; █████████
+
+
+spr_enemy08:
+ .db 8,6 ;enemy type eight
+ .db %00011110 ; ████
+ .db %01111111 ; ███████
+enemy00:.db %10011100 ; █ ███
+ .db %10011100 ; █ ███
+ .db %01111111 ; ███████
+ .db %00011110 ; ████
+
+ ;enemyInfo: %000000:HP %10:occ $00:type $00:app $00:unused
+enemy01: ;#1 HP:1 app:random
+ .db %00000010,1,1,0
+enemy02: ;#2 HP:1 app:halflure
+ .db %00000010,2,3,0
+enemy03: ;#3 HP:1 app:lure
+ .db %00001111,3,2,0
+
+enemy04: ;#4 HP:2 app:lure
+ .db %00000110,4,2,0
+enemy05: ;#5 HP:2 app:random moving
+ .db %00000111,5,3,0
+enemy06: ;#6 HP:3 app:lure moving
+ .db %00001011,6,2,0
+
+enemy07: ;#7 HP:7 app:halflure moving
+ .db %00011011,7,3,0
+
+;----------------------------- level info -------------------------------------
+
+ ;format: enemy nr; enemy frequency; next lvl; level_move; level_fire
+ ;tunnel size; groundtype; 17_ground; 17_ceiling; stars1; stars2
+level01: ;efrequency must be odd if halfluring!
+ .db $01,$1b,$2f,%00010000,255,0,0
+ .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
+level02:
+ .db $02,$13,$4b,%01010000,064,0,0
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+level03:
+ .db $03,$2d,$3f,%01100000,255,-9,1
+ .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20
+ .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18
+ .db -1,-1
+
+level04:
+ .db $04,$11,$41,%00010000,057,0,0
+ .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
+level05:
+ .db $05,$11,$45,%01010010,031,-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
+level06:
+ .db $06,$19,$3a,%01110000,255,-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
+
+level07:
+ .db $07,$09,$ff,%00010000,043,0,0
+ .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
+
+;----------------------------- logo -------------------------------------------
+
+logo_nemesis:
+.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000
+.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000
+.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000
+.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000
+.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001
;----------------------------- end --------------------------------------------
.end
+;------------------------------------------------------------------------------
-
-;----------------------------- NEMESIS'86 by Shiar ----------------------------
-
-;----------------------------- version history --------------------------------
-
-;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
-;
-; # 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
+;0.94.1008 -- 08.X.99 -- size 4531 (4456)
;
-; + ability to fire bullets (F1). Enemies disappear on impact
-; * enemies explode instead of disappearing
+; + starfield background scrolling left (2 layers (front and back))
+; * enemies aim their bullets towards you: 5 different directions!
+; # removed some unintended <add a,a> instructions
+; * gamefield is now white on black instead of normal black on white!
+; + enemies can also move slowly, fast, very fast, or 1st fast then slow
+; # you can't fire when you're exploding
+; + GROUND scrolling at bottom. You die if you hit the ground (!!!)
+; (unlike the ground in version 0.925test there are NO bugs)
+; + ceiling scrolling at top, just like the ground
+; * ground and ceiling profile are different each level
+; * ground and/or ceiling can be non-present (speeding up cause skipped)
+; # no more BIG crash if enemies fire too much bullets ( >10)
+; + frequency of enemies firing bullets differs per level
+; * stars scroll at alternate speeds, different than any ship/pick (3/4)
+; + special effect displaying titlescreen (stole from Spaze Invaders'83)
+; * enemies can fire either directly on entering the level, or not
+; + "tunnel" (playfield) can narrow/grow at random (depending on level)
+; * minimum size of "tunnel" can be different per level
+; + menu at startup. select "NEW GAME" and "LOAD GAME" with up/down
+; - nemesis doesn't use the SpazeInvaders effect anymore (took too long)
+; + choosing new game will display a demo first (text will be displayed
+; with special effect [SI] saying the storyline will come soon)
+; * levels altered to be more challenging and different (seven levels)
+; # the usual bugs that come with new features removed (i think?)
+; * you get 5 shield-points at start and after death
;
-; 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
+