level_enemy = nextevent+1 ; +7 ;enemy type
level_info = level_enemy+1 ; +8 ;info (see below)
level_move = level_info+1 ; +9 ;=
-level_fire = level_move+1 ;+10
+time2invert = level_move+1 ;+10 ;time until b<>w switch
; ;--------OBJECTS
spacespace = storepos+19 ;+19
groundinfo = spacespace+1 ;+20
;^-----------------------------------<1 ;-120=$78
enemies = storepos2 ; +0 ;info about each enemy
-enemysize = 7 ;infobytes per enemy
+enemysize = 8 ;infobytes per enemy
nrenemies = 16 ;max. nr of enemies
ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y)
;^-----------------------------------<2 ;-141=$8D
;level_info:
-; [0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
+; [0000:damage 0:diagfire 0:ground 0:ceiling 0:-]
;enemies:
; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)]
-; [ship type or explosion frame] [x] [y] [move] [fire]
+; [ship type or explosion frame] [x] [y] [movecounter] [firecounter] [firefreq]
;---------------------- introduction ----------------------------------------
jr z,menuchange
cp K_EXIT
jr z,menuexit
- ld hl,_invert
cp K_F1
- cal z,undo_invert
- cp K_F2
cal z,do_invert
cp K_ENTER
jr nz,menuloop
ld a,(menuitem)
dec a
- cal nz,New_game
- jp samelevel ;game_main_loop
+ cal nz,New_game ;NEW GAME
+ jp samelevel ;CONTINUE: game_main_loop
menuexit:
ld hl,0
ld (menuitem),a
jr menuloop
-do_invert:
- ld (hl),$2F ;cpl
- ret
-undo_invert
- ld (hl),$B7 ;or a
+do_invert: ;invert screen (b<>w); destr:b
+ psh hl
+ ld b,a ;psh a
+ ld hl,_invert
+ ld a,$98
+ xor (hl) ;$2F (cpl) <-> $B7 (or a)
+ ld (hl),a
+ ld a,b ;pop a
+ pop hl
ret
;----------------------------------------------------------------------------
game_main_loop: ;REPEATS FROM HERE EVERY FRAME
ld hl,timer ;update time
inc (hl) ;increase by 1
- jr nz,Clear_screen ;continue when new time <> 0
- ld hl,1 ;once every 256 frames, increase score by 1
- cal scoreInc ;do it
+ ld a,(hl)
+ and %11111
+ ld hl,1 ;once every 32 frames, increase score by 1
+ cal z,scoreInc ;do it
Clear_screen:
ld hl,GRAPH_MEM ;move from (hl) = top left
cal Level_event ;insert enemies
cal Display_Screen ;display all
+ ld b,1
+___:
halt ;delay
+ dnz ___
jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
inc_weapdamage:
jr z,ground_tunnel ;tunnel effect
ground_boring:
ld a,(groundpos) ;type 0
+ jr newground+1
ground_tunnel:
ld a,(groundpos+14)
ld d,a
ld hl,spacespace
-
- ld bc,$201 ;range=1..3
- cal Random ;a=1-3
- dec a
- jr z,newground ;same if a=1
- dec a
- jr z,gtunneldown ;down if a=2
-gtunnelup: ;up if a=3
- ld a,(hl)
+ ld bc,$500 ;range=0..4
+ cal Random ;a=0..4
+ dec a ;a=-1..3
+ dec a ;a=-2..2
+ ld b,a
+ add a,(hl) ;add to spacesize (so +2..-2)
+ cp 10
+ jr c,newground ;>=0 then don't change
+ ld c,a
+ ld a,d
+ add a,b ;new position
or a
- jr z,newground ;a>=0 (a=0 actually)
- inc (hl)
- inc d
- jr newground
-gtunneldown:
- ld a,1
- cp d
- jr z,newground
- dec d
- dec (hl)
+ jr z,newground ;may not be 0 (=256)
+ cp -10
+ jr nc,newground ;and not be <0 (>246)
+diffground:
+ ld d,a
+ ld (hl),c
newground:
ld a,d
ld (groundpos+15),a ;save new byte on the right
ld b,16 ;display width = 16 bytes (16*8bits=256pixels)
displaytloop:
ld a,(hl) ;copy byte from (hl)
-_invert:
- cpl ;xor $ff: invert byte (white<=>black)
+_invert: ;SMC: cpl <-> or a
+ cpl ;xor $ff: invert byte (white<=>black)
ld (de),a ;to (de)
inc hl \ inc de ;next byte
dnz displaytloop ;16x hl >> de
dec c ;next line
- jr nz,displayloop ;loop 64x
+ jr nz,displayloop ;loop 56x
+
+ ld hl,time2invert
+ ld a,(hl)
+ or a ;(time2invert)=0:
+ jr z,noinvert ; do nothing
+ dec a ;otherwise decrease
+ cal z,do_invert ;if it became 0 then invert
+ ld (hl),a ;save new value
+noinvert:
ld hl,$396b ;Display Score
ld (_penCol),hl ;bottom right of screen
inc a ;no! next (explosion)frame
ld (your_occ),a ;save
- cp 34 ;last explosion frame?
+ cp 64+1 ;last explosion frame? (1-16=1st;49-64=4th)
jp c,exploding_you ;not yet: display explosion
- cp 40 ;delay finished?
+ cp 64+16 ;delay finished?
jp z,You_die ;yes = game over
ret ;don't display anything
no_up: ld e,(hl) ;e=y
ld ix,spr_ship01 ;normal ship sprite
+your_shipspr =$-2
ld hl,your_inv ;invulnerable?
ld a,(hl) ;load time in a
or a ;is it 0?
and %00000100 ;a switches 0<->1 every 2 frames
jr z,disp_ship ;show normal ship
inv_flicker:
- ld ix,spr_ship01i ;display invulnerable ship
+ ld bc,spr_ship01i-spr_ship01
+ add ix,bc ;display invulnerable ship
disp_ship:
- psh de ;save your position for multiples
- cal putsprite ;display your ship
- pop de
+ cal safeputsprite ;display your ship; save de
;----multiples----
exploding_you:
srl a ;half the framerate
- dec a ;first frame is 1>inc>srl>dec = 0
+ srl a ;half that framerate
+ srl a ;and half again that framerate
ld hl,x-1
+ ld ix,spr_yexplosion ;base sprite
-explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos--
+explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite
and %11111110
add a,a
add a,a ;frame*8
ld c,a
ld b,0 ;bc=a
- ld ix,spr_explosion ;base sprite
add ix,bc ;go to correct sprite (each spr. is 8 bytes)
inc hl
ld d,(hl) ;load xpos
;----hit----
damage_you: ;damages you B points
- ld a,(your_inv) ;invulnerability left?
+ ld a,(your_inv) ;shield left?
or a
- ret nz ;return if inv>0
+ jr z,dothadamage ;no shield
+ srl b ;shield: half the damage
+dothadamage:
+ ld hl,time2invert
+ xor a ;a=0
+ cp (hl) ;no already inverted?
+ cal z,do_invert ;then invert screen
+ ld a,2
+ ld (hl),a ;change back 2 frames from now
+
ld hl,your_armor ;armor left
ld a,(hl) ;load hp in A
sub b ;decrease hp by B
jr z,found_ybullet ;0 = no bullet here
add hl,de
dnz find_ybullet ;look next bullet
- pop hl ;don't try to fire any other bullets
- ret ;so ret twice
+ ret ;none found, return don't fire
found_ybullet:
ld (hl),c ;use the bullet and set correct bullet-type
;------------------------ handle bullets ------------------------------------
bullet_left:
- ld a,124
- sub b
+ ld c,a ;c=type
+ and %1111
+ ld b,a ;b=0000type
- cp (hl) ;off screen? (x>128-5)
+ ld a,128
+ cp (hl) ;off screen? (x>=128)
jr c,remove_bullet
ld a,(hl) ;a = X
add a,b ;move b to the right
or a
jp z,next_ybullet ;bulletType=0 >> no bullet
-
- ld c,a ;c=type
- and %1111
- ld b,a ;b=0000type
cal bullet_left ;move bullet left
display_bullet:
dec hl ;@x
dec hl ;@damage
ld a,(hl) ;bullet damage=size
- ld hl,XLbullettable ;pointer to first bullet
+ ld hl,bullettable ;pointer to first bullet
srl a
srl a ;per 4
ld d,0
ld a,(ix+1) ;bullet y-size...
ld (bulletysize),a ;...too
- psh de ;but will be altered so save again
- cal putsprite ;display bullet
- pop de ;position (used for check_bullethits)
+ cal safeputsprite ;display bullet; DE used for check_bullethits
cal check_bullethits
jp p,nohit ;nope, missed it
ld a,b ;pop a
add a,(ix+1) ;add enemy height
+ dec a ;minus one
jp m,nohit ;missed after all
;---bullet hits enemy (auch-time!)---
ld e,a
ld ix,spr_bullett1
- psh de
- cal putsprite ;display torpedo
- pop de
+ cal safeputsprite ;display torpedo
jp check_bullethits ;check for hits with enemies
remove_torp:
or a ;has it reached zero?
ret nz ;nope: get outta here!
- ld a,0 ;enemy frequency (lvl)
-eventtime =$-1
+ ld bc,0 ;enemy frequency (lvl)
+eventtime =$-2
+ cal Random
ld (nextevent),a ;set time to next event
ld hl,eventleft
dec (hl) ;update enemy-counter
dec hl ;points to level\boss\movement
ld a,(hl) ;load
ld (level_move),a ;set boss movement
- dec hl ;@level\boss\firefreq
- ld a,(hl) ;load in a
- ld (level_fire),a ;set firefrequency
jp do_event ;+ret
standby_event:
jr nz,chk_noenemy ;jump if enemy present (non-0)
ex de,hl ;de=hl=usable enemy
-place_enemy:
+place_enemy: ;de = enemy+1
ld bc,0 ;0..0
nrlvlenemies =$-1 ;=nr of enemies minus 1
cal Random ;random enemy b..b+c = 0..nrenemies-1
ld hl,lvlenemies
add hl,bc ;go to a random enemy
ld a,(hl) ;load enemy nr of this mysterious random enemy
- ld hl,XLenemyinfos-4 ;enemy "0" specs (1 before enemy #1)
- add a,a ;a=type*2
- add a,a ;a=type*4
- ld c,a ;b=0; c=bc=type
- add hl,bc ;hl = enemy specs
- ld a,(hl) ;load hitpoints+occ of this enemy class
- ld (de),a ;save occ
+ cal findenemyspecs ;hl = enemy #a specs
- inc hl ;next enemyInfo byte
- dec de ;goto hp
- ld a,(hl) ;load hp64
- ld (de),a ;save hp64
- inc de ;next byte (or previous): occ again
+ dec de ;goto hp64 (before occ)
+ ldi ;set hp64
+ ldi ;set hitpoints+occ of enemy class
+ ldi ;set enemy class (nr)
- inc hl ;next enemyInfo byte
- inc de ;next byte of current enemy
- ld a,(hl) ;load enemy class (nr)
- ld (de),a ;save enemy type
-
- inc de ;set x-pos
- cal find_sprite
ld a,128 ;appear at right edge of screen
- sub (ix) ;minus the width of this enemy (not offscreen)
ld (de),a ;= x-position (save)
+ inc de ;@y-pos
- inc de ;set y-pos
- inc hl ;where to place??
ld a,(hl) ;load placeInfo
+ inc hl
dec a ;is it 1?
jr z,random_enemy ;yes: create random value <51 in a
dec a ;is it 2?
cal Random
ypos_OK: ;random value successfully created
ld (de),a ;save y-position
+ inc de ;@movecounter
- inc de ;set move
ld a,1 ;movecounter = 1
- ld (de),a ;&&&(hl),1 better?
+ ld (de),a ;set
+ inc de ;@firecounter
- inc de ;set fire
- ld a,(level_info)
- and %00000001 ;bit meaning directfire
- jr nz,ffireOK ;(a=time-to-fire) = 1 frame (fires directly)
- ld a,(level_fire) ;set ttf to normal nr of frames
-ffireOK:ld (de),a ;save fire
+ ldi ;set time-to-1st-fire
+ ldi ;set firefreq
ret ;return
;--------------------------- enemy fires ------------------------------------
ld b,a ;save type&%1111
inc hl ;bullet x
ld a,(hl) ;check if it has reached the left side of scrn
- and %11111110 ;it is <2 (0 or 1)?
- jr z,remove_ebullet ;yes, remove bullet
+ bit 7,a ;x<0?
+ jr nz,remove_ebullet ;yes, remove bullet
dec (hl) ;move one left
dec (hl) ;and another one
ld d,(hl) ;d=x
inc hl ;@y
ld a,b ;restore type
- cp %1100 ;is it a normal bullet? (cp = faster than bit)
+ cp %1100 ;is it a normal bullet? (cp = faster than bit)
jr z,ebullet_common ;type %1100: normal bullet
and %111 ;isolate important bits
jr z,ebullet_down ;type %1000: moving down
inc hl
ld a,(hl) ;x
dec a ;move left
- jr c,remove_enemy ;off screen
- jr z,remove_enemy ;"
ld d,a
-
+ bit 7,d ;x<0
+ jr z,enemy_onscreen
+ cp -7 ;x<=-8
+ jr c,remove_enemy ;=off screen
+enemy_onscreen:
inc hl
ld e,(hl) ;y
ld a,b ;moving state was stored in b earlier
jr firing_done ;continue
check_enemyfire:
- inc hl ;go to <y>
- inc hl ;go to <move>
- inc hl ;go to <fire>
+ inc hl ;@y
+ inc hl ;@movecount
+ inc hl ;@firecount
dec (hl) ;decrease counter till next blast
ld a,(hl) ;&&&doesn't seem efficient to me
or a ;has it reached zero?
jr nz,firing_done ;finished if not
- ld a,(level_fire) ;re-set counter for next blast
- ld (hl),a ;save time to fire
- inc hl ;next byte = bullettype &&&
+ inc hl ;@firefreq
+ ld a,(hl)
+ dec hl
+ ld (hl),a ;reset counter for next blast
psh de ;save registers for firing-use
cal Enemy_fires ;fires bullet
pop de ;restore (destroyed by Enemy_fires)
jr z,remove_enemy ;remove when at last frame
inc a
ld (hl),a ;next frame
+ dec a ;1-16 -> 0-15
+ ld ix,spr_explosion ;base sprite
cal explosion_stuff ;display explosion
jr next_enemy
ret
movetype_stoplure:
- inc d
+ ld a,100
+ cp d
+ jr c,movetype_slowlure
+ inc d ;x<100: full stop
jr movetype_slowlure
movetype_slowlure:
inc a ;set z-flag if a = $ff
jr nz,dostory ;otherwise loop
- ld bc,5 ;story ends
+ ld bc,3+1 ;story ends
add hl,bc ;set hl to beginning of the level
ld (levelp),hl ;set the level-pointer
ret ;and return
xor a ;blank line mask
cal drawline ;clear scorebar
- cal disp_lives
+disp_lives:
+ ld de,5 ;(0,5)
+ ld a,(your_lives) ;nr of lives
+ or a
+ jr z,displivesdone ;no lives
+ ld b,a
+displivesloop:
+ psh bc
+ ld ix,spr_lship
+ cal safeputsprite ;put li'l ship
+ ld a,lshipsize+1
+ add a,d
+ ld d,a ;x=x+5
+ pop bc
+ dnz displivesloop ;one ship per life
+displivesdone:
ld ix,spr_icon01 ;armorIcon
ld de,$1901 ;icon #1
ret
disp_armor:
+ ld de,16 ;line size
ld hl,(57*16)+VIDEO_MEM+3
ld b,3
armorbarclr:
dec hl
ld (hl),0
+ add hl,de
+ ld (hl),0
+ sbc hl,de
dnz armorbarclr
ld a,(your_armor) ;load your armor
ld b,a ;loop b=a times
armorbar: ;starting at ($39*16)+VIDEO_MEM
ld (hl),%11111111 ;draw a piece of the bar
+ add hl,de ;one down (resets carry)
+ ld (hl),%11111111 ;same piece
+ sbc hl,de ;up again
inc hl ;next position
dnz armorbar ;loop it b times
dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100)
armorbarready: ; (an if B=3 then a=%11100000)
ld (hl),a ;draw this last byte
+ add hl,de
+ ld (hl),a ;and just below
ret
disp_charge:
- ld hl,(58*16)+VIDEO_MEM+3
+ 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)
chargebar: ;starting at ($39*16)+VIDEO_MEM
ld (hl),%11111111 ;draw a piece of the bar
inc hl ;next position
- dnz armorbar ;loop it b times
+ dnz chargebar ;loop it b times
nochargebar:
ld a,c ;pop a
and %111 ;display last bits of chargebar
ld (hl),a ;draw this last byte
ret
-disp_lives:
- ld hl,$3A00 ;display Lives
- ld (_penCol),hl ;bottom left
- ld hl,savestr+2
- ld (hl),'L'
- inc hl
- ld (hl),'x'
- inc hl
-
- ld a,(your_lives) ;nr of lives in a
- add a,'0' ;make digit
- ld (hl),a
- dec hl \ dec hl
- jp _vputs ;display on screen +ret
-
;--------------------------- proc -------------------------------------------
Random: ;a=c<random<b+c; destr:none
- ld a,r
- add a,0 ;increase last value by 0-255 (r)
-ranseed =$-1
- ld (ranseed),a ;save for next time
- cp b ;a>=b
- jr nc,Random ;then add again
+ psh hl
+ ld hl,rancount ;amount to increase with (0-255)
+randomloop:
+ inc (hl) ;change for next time
+ ld a,r ;value $0-7F (can be _anything_ so watch out!)
+ add a,0 ;add to last random value
+ranseed =$-1 ;SMC :P
+ add a,(hl) ;add the changing increase value
+ ;(this is because R can be anything;
+ ; ie always be even so freeze when a must be 1<=a<=1)
+ ld (ranseed),a ;save for next time
+ cp b ;a>=b
+ jr nc,randomloop ;then add again
add a,c ;a<b; a=a+c
+ pop hl
ret
+rancount: .db 0
RandomY: ;HL = random Y 0..50 right side ((1..51)*16-1)
psh bc
- ld bc,1+50*256 ;range=1..51
+ ld bc,50*256+1 ;range=1..51
cal Random ;a = 1..51
ld h,0
ld l,a ;hl = 1..51
cal GET_KEY ;clear buffer
ret
+findenemyspecs: ;enemy #a specs in (hl); in:b=0; out:ac=?
+ ld hl,enemyspecs-8 ;enemy "0" specs (1 before enemy #1)
+ add a,a ;a=type*2
+ add a,a ;a=type*4
+ add a,a ;a=type*8
+ ld c,a ;b=0; c=bc=type*8
+ add hl,bc ;hl = enemy specs
+ ret
+
;--------------------------- game over / new game / death -------------------
chartable:
.db 0,".<>!",0,0,0,0 ;down,L,R,up
New_game: ;stack must be +1 (so change the jp in cal :)
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
cal scoreInc ;update score
ld hl,(levelp) ;level pointer
- ld c,0 ;advance one level
- ld b,(hl)
+ ld b,0 ;advance one level
+ ld c,(hl)
add hl,bc ;passed the enemies
- ld b,7+32+2
+ 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 a,80
ld (nextevent),a ;time to first enemy appearance
ld de,lvlenemies ;table of enemies
ldir ;load enemies to table
ld a,(hl) ;load new appearance-time
- ld (eventtime),a ;set
+ ld (eventtime),a
+ inc hl
+ ld a,(hl)
+ ld (eventtime+1),a ;set
inc hl
ld a,(hl) ;load nr of enemies in this level
ld (eventleft),a ;set nr of events left
inc hl
ld a,(hl) ;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 a,1 ;if so, set to "ready to fire" (=1)
torpsclear:
+ ld a,(your_weapon)
+ cal loadweapon
+
ld hl,enemies ;remove all enemies and bullets
ld (hl),0 ;clear first byte
ld de,enemies+1 ;copy this to the next byte
ld (weapdaminc),a ;damage increase
ret
+;----------------------------------------------------------------------------
;--------------------------- putsprite --------------------------------------
-;--------------------------- de =(X,Y) --------------------------------------
+;----------------------------------------------------------------------------
+;in: de=(x,y); ix=sprite
+;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=?
-offsets_table:
- .db $80,$40,$20,$10,8,4,2,1
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: psh bc ;Save # of rows
- psh hl ;Save screen address
- ld b,d ;Load width
- ld c,(ix+2) ;Load one line of image
- inc ix
-_smc1: ld a,1 ;Load pixel mask
-_iloop: sla c ;Test leftmost pixel
- jr nc,_noplot ;See if a plot is needed
- ld e,a ;OR pixel with screen
+ ld c,(ix) ;save width
+_putsprite: ;putsprite with custom width
+ ld a,d ;a=X
+ bit 7,d ;check sign bit of X
+ jr z,CSpositive ;X>=0
+
+ neg ;a=|X|
+ cp (ix) ;off screen?
+ ret nc ;X<=-width: don't draw at all
+ ld b,a ;b=|X|mod 8=1..7=bits to draw
+ ld a,%11111111 ;all bits set (draw everything)
+CSclipleft:
+ srl a ;remove first bit in a for each b
+ dnz CSclipleft ;b=1: a=%01111111
+ ;b=2: a=%00111111
+ ;b=3: a=%00011111
+ ;b=4: a=%00001111
+ ;b=5: a=%00000111
+ ;b=6: a=%00000011
+ ;b=7: a=%00000001
+ res 7,d ;X+128 (right side of screen)
+ dec e ;Y--
+ jr CSdisplay ;done clipping
+
+CSpositive:
+ sub 129-8 ;minus (screen width - byte width)
+ ld b,a
+ ld a,%11111111 ;clipmask
+ jr c,CSdisplay ;x+width<128 then entire sprite is on screen
+ inc b ;b = number of pixels off screen
+CSclipright:
+ add a,a ;remove last bit in a for each b
+ dnz CSclipright ;b=1: a=%11111110
+ ;b=2: a=%11111100
+ ;b=3: a=%11111000
+ ;b=4: a=%11110000
+ ;b=5: a=%11100000
+ ;b=6: a=%11000000
+ ;b=7: a=%10000000
+ ;b>7: a=%00000000 = off screen
+
+CSdisplay: ;display the sprite ix at (d,e) masked
+ ld (CSclipmask),a ;set mask
+ cal findpixel ;convert de to screen location hl:a
+ ld (CSbitmask),a
+
+ ld d,c ;width
+ ld b,(ix+1) ;height
+CSyloop:
+ psh bc ;save rows to go
+ psh hl ;screen
+ ld b,d ;width
+ ld a,(ix+2) ;load image line
+ and 255 ;mask
+CSclipmask =$-1
+ ld c,a ;c=image
+ inc ix ;next
+CSbitmask =$+1
+ ld a,1 ;saved bitmask
+CSxloop:
+ sla c ;test leftmost pixel
+ jr nc,CSnodraw ;don't draw if it's 0
+ ld e,a ;psh af: save bitmask
or (hl)
- ld (hl),a
- ld a,e
-_noplot:rrca
- jr nc,_notedge ;Test if edge of byte reached
- inc hl ;Go to next byte
-_notedge:
- dnz _iloop
- pop hl ;Restore address
- ld bc,16 ;Go to next line
- add hl,bc
- pop bc ;Restore data
- dnz _oloop
- ret ;<jp>s are used instead of <jr> = faster
+ ld (hl),a ;OR pixel with screen
+ ld a,e ;pop af
+CSnodraw:
+ rrca ;next bit
+ jr nc,CSbitdrawn ;carry set if bit "jumped"
+ inc hl ;next byte
+CSbitdrawn:
+ dnz CSxloop
+ pop hl ;screen at x-offset=0
+ ld bc,16
+ add hl,bc ;next line
+ pop bc ;rows counter
+ dnz CSyloop
+CSdone: ret
;--------------------------- putbigsprite -----------------------------------
putwidesprite:
- ld a,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 a,(ix) ;width
+ cp 9
+ jr c,putsprite ;width<=8: just draw the sprite
- ld d,(ix)
- ld b,(ix+1)
-woloop: psh bc ;Save # of rows
- psh hl ;Save screen address
- ld b,d ;Load width
- ld c,(ix+2) ;Load one line of image
+ ld a,(ix)
+ sub 8 ;width>8
+ psh af
+ ld c,8
+ psh de
+ cal _putsprite ;otherwise draw one column (8 pixels wide)
+ pop de
inc ix
-wsmc1: ld a,1 ;Load pixel mask
-wiloop: sla c ;Test leftmost pixel
- jr nc,wnoplot ;See if a plot is needed
- ld e,a ;OR pixel with screen
- or (hl)
- ld (hl),a
- ld a,e
-wnoplot:
- rrca
- jr nc,wnotedge ;Test if edge of byte reached
- inc hl ;Go to next byte
-wnotedge:
-wsmc2: cp 1
- jr z,wover_1
+ ld a,8 ;next
+ add a,d ;8 pixels right
+ ld d,a
+ pop bc ;then draw the remaining pixels (c=width-8)
+ jr _putsprite
- dnz wiloop
- pop hl ;Restore address
- ld bc,16 ;Go to next line
- add hl,bc
- pop bc ;Restore data
- dnz woloop
+safeputsprite: ;cal putsprite with de intact
+ psh de
+ cal putsprite
+ pop de
ret
-wover_1:
- ld c,(ix+2)
- inc ix
- dnz wiloop
- dec ix
- pop hl
- ld bc,16
- add hl,bc
- pop bc
- dnz woloop
+
+;------------------------------- findpixel ----------------------------------
+;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de
+
+findpixel:
+ ld a,e ;a=e=Y
+ add a,a
+ add a,a ;add a,a is 7 cycles faster than add hl,hl
+ ld h,0 ;switch to hl now (Y<64)
+ ld l,a ;hl=4*Y
+ ld a,d ;a=d=X
+ rra ;RRA: carry flag must be reset!
+ add hl,hl ;that's what the adds are for :P
+ rra
+ add hl,hl ;hl=16*Y
+ rra ;a=X/8
+ or l
+ ld l,a ;hl=hl+a
+ ld a,d
+ and 7 ;a=X\8
+ cpl
+ rlca
+ rlca
+ rlca
+ ld (FPbit),a
+ xor a
+FPbit =$+1
+ set 0,a
+ ld de,GRAPH_MEM ;screen base position (where x+y=0)
+PutWhere =$-2
+ add hl,de
ret
;----------------------------------------------------------------------------
.db %00100100 ; █▒ █
spr_yexplosion:
- .db 8,6 ;8
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
+ .db 8,5 ;1
+ .db %00000000
+ .db %00101100 ; █ ██
+ .db %00011110 ; ████
+ .db %00110100 ; ██ █
+ .db %00011000 ; ██
+ .db %00000000
+
+ .db 8,5 ;2
+ .db %00111000 ; ███
+ .db %01011100 ; █ ███
+ .db %10010111 ;█ █ ███
+ .db %01000110 ; █ ██
+ .db %00111000 ; ███
+ .db %00000000
+
+ .db 8,6 ;3
+ .db %00111100 ; ████
+ .db %01001111 ; █ ████
+ .db %10100011 ;█ █ ██
+ .db %11000110 ;██ ██
+ .db %01110101 ; ███ █ █
+ .db %00111000 ; ███
+
+ .db 8,6 ;4
+ .db %00110110 ; ██ ██
+ .db %00000101 ; █ █
+ .db %11000001 ;██ █
+ .db %01100001 ; ██ █
+ .db %11000010 ;██ █
+ .db %01010001 ; █ █ █
;--------------------------------- bullets ----------------------------------
.db 2,1
.db %11000000 ;▒██
spr_bullet02:
- .db 4,2
+ .db 4,1
.db %11110000 ;▒████
spr_bullet03:
.db 2,2
.db %11110000 ;████▒
.db %01100000 ; ██▒
-XLbullettable:
+bullettable:
.db (spr_bullet01-spr_bullet01) ;0
.db (spr_bullet02-spr_bullet01) ;4
.db (spr_bullet03-spr_bullet01) ;8
maxnrweapons = 8+1
weapondata:
.db 1,1,%11110000,0,%11110000,6,%00000000,0 ;LASER
- .db 1,1,%00000010,2,%00000000,0,%00000000,0 ;single fire
- .db 3,1,%00000011,2,%00000000,0,%00000000,0 ;fast single
- .db 1,1,%00000010,0,%00000010,5,%00000000,0 ;double
+ .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
;------------------------------------ bar -----------------------------------
+spr_lship:
+ .db 5,3
+ .db %11100000
+ .db %01111000
+ .db %11100000
+lshipsize = 5
+
spr_icon:
.db 16,7 ;selected .......:.......:
- .db %11111111,%11111111 ; ████████████████
- .db %11000000,%00000001 ; ██ █
- .db %11000000,%00000001 ; ██ █
- .db %11000000,%00000001 ; ██ █
- .db %11000000,%00000001 ; ██ █
- .db %11000000,%00000001 ; ██ █
- .db %11111111,%11111111 ; ████████████████
+ .db %11111111 ; ████████████████
+ .db %11000000 ; ██ █
+ .db %11000000 ; ██ █
+ .db %11000000 ; ██ █
+ .db %11000000 ; ██ █
+ .db %11000000 ; ██ █
+ .db %11111111 ; ████████████████
+ .db 7
+ .db %11111111
+ .db %00000001
+ .db %00000001
+ .db %00000001
+ .db %00000001
+ .db %00000001
+ .db %11111111
spr_icon00:
.db 16,7 ;unused .......:.......:
- .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
- .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
- .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
- .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
- .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
- .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
- .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
+ .db %10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010 ; █ █ █ █ █ █ █ █
+ .db 7
+ .db %10101010
+ .db %01010101
+ .db %10101010
+ .db %01010101
+ .db %10101010
+ .db %01010101
+ .db %10101010
spr_icon01:
.db 16,7 ;armor ; .......:.......:
- .db %10000111,%11110000 ; █ ███████
- .db %10011000,%00001100 ; █ ██ ██
- .db %10110011,%11000110 ; █ ██ ████ ██
- .db %10110000,%11110110 ; █ ██ ████ ██
- .db %10110011,%11000110 ; █ ██ ████ ██
- .db %10011000,%00001100 ; █ ██ ██
- .db %10000111,%11110000 ; █ ███████
+ .db %10000111 ; █ ███████
+ .db %10011000 ; █ ██ ██
+ .db %10110011 ; █ ██ ████ ██
+ .db %10110000 ; █ ██ ████ ██
+ .db %10110011 ; █ ██ ████ ██
+ .db %10011000 ; █ ██ ██
+ .db %10000111 ; █ ███████
+ .db 7
+ .db %11110000
+ .db %00001100
+ .db %11000110
+ .db %11100110
+ .db %11000110
+ .db %00001100
+ .db %11110000
spr_icon02:
.db 16,7 ;torpedo .......:.......:
- .db %10111000,%00010101 ; █ ███ █ █ █
- .db %10011100,%00010101 ; █ ███ █ █ █
- .db %10111000,%01001010 ; █ ███ █ █ █
- .db %10000000,%11101010 ; █ ███ █ █
- .db %11100001,%11100101 ; ███ ████ █ █
- .db %10011000,%11110101 ; █ ██ ████ █ █
- .db %11100110,%00110010 ; ███ ██ ██ █
+ .db %10111000 ; █ ███ █ █ █
+ .db %10011100 ; █ ███ █ █ █
+ .db %10111000 ; █ ███ █ █ █
+ .db %10000000 ; █ ███ █ █
+ .db %11100001 ; ███ ████ █ █
+ .db %10011000 ; █ ██ ████ █ █
+ .db %11100110 ; ███ ██ ██ █
+ .db 7
+ .db %00010101
+ .db %00010101
+ .db %01001010
+ .db %11101010
+ .db %11100101
+ .db %11110101
+ .db %00110010
spr_icon03:
.db 16,7 ;bullets .......:.......:
- .db %10000000,%11000000 ; █ ██
- .db %10000011,%11100000 ; █ █████ ▒▒▒
- .db %10011000,%11000000 ; █ ██ ██ ▒▒▒
- .db %11111100,%00000000 ; ██████ ▒▒▒
- .db %10011000,%11000000 ; █ ██ ██ ▒▒▒
- .db %10000011,%11100000 ; █ █████ ▒▒▒
- .db %10000000,%11000000 ; █ ██
+ .db %10000000 ; █ ██
+ .db %10000011 ; █ █████ ▒▒▒
+ .db %10011000 ; █ ██ ██ ▒▒▒
+ .db %11111100 ; ██████ ▒▒▒
+ .db %10011000 ; █ ██ ██ ▒▒▒
+ .db %10000011 ; █ █████ ▒▒▒
+ .db %10000000 ; █ ██
+ .db 7
+ .db %11000000
+ .db %11100000
+ .db %11000000
+ .db %00000000
+ .db %11000000
+ .db %11100000
+ .db %11000000
spr_icon04:
.db 16,7 ;laser .......:.......:
- .db %10000000,%00000000 ; █
- .db %10110010,%10000000 ; █ ██ █ █
- .db %10111011,%00000000 ; █ ███ ██
- .db %10011101,%11111111 ; █ ███ █████████
- .db %10111011,%00000000 ; █ ███ ██
- .db %10110010,%10000000 ; █ ██ █ █
- .db %10000000,%00000000 ; █
+ .db %10000000 ; █
+ .db %10110010 ; █ ██ █ █
+ .db %10111011 ; █ ███ ██
+ .db %10011101 ; █ ███ █████████
+ .db %10111011 ; █ ███ ██
+ .db %10110010 ; █ ██ █ █
+ .db %10000000 ; █
+ .db 7
+ .db %00000000
+ .db %10000000
+ .db %00000000
+ .db %11111111
+ .db %00000000
+ .db %10000000
+ .db %00000000
spr_icon05:
.db 16,7 ;multiple .......:.......:
- .db %10000011,%10000000 ; █ ███
- .db %10000001,%11100110 ; █ ████ ██
- .db %10000001,%11100000 ; █ ████
- .db %10000011,%10000000 ; █ ███
- .db %10011000,%00000000 ; █ ██
- .db %10111100,%11000011 ; █ ████ ██ ██
- .db %10011000,%00000000 ; █ ██
+ .db %10000011 ; █ ███
+ .db %10000001 ; █ ████ ██
+ .db %10000001 ; █ ████
+ .db %10000011 ; █ ███
+ .db %10011000 ; █ ██
+ .db %10111100 ; █ ████ ██ ██
+ .db %10011000 ; █ ██
+ .db 7
+ .db %10000000
+ .db %11100110
+ .db %11100000
+ .db %10000000
+ .db %00000000
+ .db %11000011
+ .db %00000000
spr_dividerline:
.db 8,7
.db 128,128,128,128,128,128,128 ;128 = %10000000
;---------------------------- save data -------------------------------------
-PutWhere .dw GRAPH_MEM ;where to put the wide sprites
-laserlasts .db 5
-
storehi_start:
hiscore .dw $0000
hiname .db "Shiar.97",0
level .db $01 ;level number
levelp .dw level01 ;pointer to level data
pickuptimer .db $04 ;counts when to place a pickup
-your_score .dw $0000
+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
torp_pos .dw $0000 ;torpedo position (x,y)
storesave_end:
-
;XLlevelsdata:---------------------------------------------------------------
level00:
- .db 0
+ .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,"the Nemesis saga continues",0,1
- .db $2e,$21,"with NEMESIS 86" ,0,1
+ .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
+ .db $ff ;story end
;format:[nr.dif.enemies]x [enemy nr]
-; [enemy frequency] [next lvl]
+; [min. enemy frequency] [enemy frequency max.inc] [next lvl]
; [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
-; [level_move] [level_fire] [tunnel size] [groundtype]
+; [level_move] [tunnel size] [groundtype]
; [16_ground] [16_ceiling] [stars1] [stars2]
- .db $15,$07,$08 ;fireFreq; moveType; enemyType
+ .db $07,$08 ;moveType; enemyType
level01: ;efrequency must be odd if halfluring!
- .db 3,$01,$02,$03
- .db $1b,$2f,%00010001
- .db 0,255
- .db 0,0
+ .db 3,1,2,3
+ .db 6,10,180,%00000000
+ .db 2,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db $07,$08 ;moveType; enemyType
+level02: ;efrequency must be odd if halfluring!
+ .db 3,4,5,6
+ .db 30,1,40,%00010000
+ .db 0,0,0
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
.db 1,1
- .db $10,$07,$09
+ .db 0,0
.db 0
.db $01,01,"And the storyline conti",
.db "anet =)",0,0,1,20
.db $FF
- .db $10,$07,$09
-level02:
+ .db $07,$09
+level03:
.db 1,$02
- .db $13,$4b,%00100101,0,064,0,0
- .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1
+ .db $13,40,$4b,%00100100,0,-5,1
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
.db 1,1
+ .db 0,0
+
.db 0
.db $01,01,"Blablabla...",0,1
.db $01,34,"this storyline sux",0,0,1,39
.db $FF
- .db $0E,$07,$09
-level03:
+ .db $07,$09
+level03a:
.db 1,$03
- .db $2d,$3f,%00010110,0,255,-9,1
+ .db $2d,$3f,%00010110,0,-9,1
.db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20
.db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18
.db -1,-1 ;=%11111111=line
- .db $0D,$07,$08
+ .db $07,$08
level04:
.db 1,$04
- .db $11,$41,%00100001,0,057,0,0
+ .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 $0C,$07,$09
+ .db $07,$09
level05:
.db 1,$05
- .db $11,$45,%00100101,%10,031,-7,1
+ .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 $0B,$07,$08
+ .db $07,$08
level06:
.db 1,$06
- .db $19,$3a,%00100111,0,255,-4,1
+ .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 $08,$07,$09
+ .db $07,$09
level07:
.db 1,$07
- .db $09,$ff,%00100001,0,043,0,0
+ .db $09,$ff,%00100001,0,0,0
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
.db 1,1
;------------------------------ enemies -------------------------------------
+;format: [HP64] [000000:HP 00:occ] [sprite] [appearance(ypos)]
+; [time2fire] [firefreq] [0] [0]
+enemyspecs:
+ .db 0,%00100110,(spr_enemy01-spr_enemy00)/2,1,0,0,0,0 ;#1
+ .db 0,%00111111,(spr_enemy02-spr_enemy00)/2,1,0,0,0,0 ;#2
+ .db 0,%01011010,(spr_enemy03-spr_enemy00)/2,1,0,0,0,0 ;#2
+
+ .db 0,%00100110,(spr_enemy04-spr_enemy00)/2,1,1,46,0,0 ;#1
+ .db 0,%00101010,(spr_enemy05-spr_enemy00)/2,3,39,13,0,0 ;#2
+ .db 0,%00001111,(spr_enemy06-spr_enemy00)/2,2,87,5,0,0 ;#3
+
+ .db 0,%00000110,(spr_enemy04-spr_enemy00)/2,2,0,0,0,0 ;#4
+ .db 0,%00000111,(spr_enemy05-spr_enemy00)/2,3,0,0,0,0 ;#5
+ .db 0,%00001011,(spr_enemy06-spr_enemy00)/2,2,0,0,0,0 ;#6
+
+ .db 0,%00011011,(spr_enemy07-spr_enemy00)/2,3,0,0,0,0 ;#7
+
+ .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,1,15,10,0,0 ;boss1
+ .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,3,10,8,0,0 ;boss2
+
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+ .db 0,%00000000,0,0,0,0,0,0
+
spr_enemy00:
.db 8,8 ;pickup
.db %00011000 ; ██
.db %00011000 ; ██
spr_enemy01:
+ .db 7,6 ;enemy type one
+ .db %00011000 ; ██
+ .db %01111100 ; █████
+ .db %11111110 ;███████
+ .db %11111110 ;███████
+ .db %11111100 ;██████
+ .db %01110000 ; ███
+spr_enemy02:
+ .db 8,7 ;enemy type two
+ .db %00111100 ; ████
+ .db %01111110 ; ██████
+ .db %01111111 ; ███████
+ .db %11111111 ;████████
+ .db %11111111 ;████████
+ .db %11110110 ;████ ██
+ .db %01100000 ; ██
+ .db 0
+spr_enemy03:
+ .db 8,8 ;enemy type three
+ .db %00011110 ; ████
+ .db %01110011 ; ███ ██
+ .db %01111101 ; █████ █
+ .db %11111111 ;████████
+ .db %11111110 ;███████
+ .db %11111110 ;████████
+ .db %01111110 ; ███████
+ .db %00011100 ; ███
+spr_enemy04:
.db 6,6 ;enemy type one
.db %00111100 ; ████
.db %01110000 ; ███
.db %11110000 ; ████
.db %01110000 ; ███
.db %00111100 ; ████
-spr_enemy02:
+spr_enemy05:
.db 8,6 ;enemy type two
.db %00111111 ; █████
.db %01111000 ; ████
.db %11111100 ; ██████
.db %01111000 ; ████
.db %00111111 ; █████
-spr_enemy03:
+spr_enemy06:
.db 6,6 ;enemy type three
.db %01111100 ; █████
.db %11110000 ; ████
.db %11111000 ; █████
.db %11110000 ; ████
.db %01111100 ; █████
-spr_enemy04:
+spr_enemy06A:
.db 6,6 ;enemy type four
.db %00111000 ; ███
.db %01111100 ; █████
.db %11111000 ; █████
.db %01111100 ; █████
.db %00111000 ; ███
-spr_enemy05:
+spr_enemy07:
.db 7,6 ;enemy type five
.db %00011110 ; ████
.db %01111110 ; ██████
.db %11111100 ; ██████
.db %01111110 ; ██████
.db %00011110 ; ████
-spr_enemy06:
+spr_enemy08:
.db 7,6 ;enemy type six
.db %00011100 ; ███
.db %01111110 ; ██████
.db %10111000 ; █ ███
.db %01111110 ; ██████
.db %00011100 ; ███
-spr_enemy07:
+spr_enemy09:
.db 8,6 ;enemy type seven
.db %00011110 ; ████
.db %01111111 ; ███████
.db %10011100 ; █ ███
.db %01111111 ; ███████
.db %00011110 ; ████
-spr_enemy08:
+spr_enemy10:
.db 8,6 ;enemy type seven
.db %00011110 ; ████
.db %01111111 ; ███████
.db %00011110 ; ████
spr_boss0_1:
- .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 ; █████████
+ .db 16,19 ;boss type one :
+ .db %00000000 ; █ █
+ .db %00000111 ; ███ ███
+ .db %00000011 ; ████ █
+ .db %00000001 ; ██ ██
+ .db %00000011 ; ███ ██
+ .db %00000000 ; █████
+ .db %00010111 ; █ ██████████
+ .db %00111111 ; ██████ ██ ██
+ .db %11111000 ;█████ ██ █ ███
+ .db %00001111 ; █████ ██ █ █
+ .db %11111000 ;█████ ██ █ ███
+ .db %00111111 ; ██████ ██ ██
+ .db %00010111 ; █ ██████████
+ .db %00000000 ; █████
+ .db %00000011 ; ███ ██
+ .db %00000001 ; ██ ██
+ .db %00000011 ; ████ █
+ .db %00000111 ; ███ ███
+ .db %00000000 ; █ █
+ .db 19
+ .db %01010000
+ .db %01110000
+ .db %11010000
+ .db %10110000
+ .db %10110000
+ .db %11111000
+ .db %11111110
+ .db %01101100
+ .db %11010111
+ .db %10110101
+ .db %11010111
+ .db %01101100
+ .db %11111110
+ .db %11111000
+ .db %10110000
+ .db %10110000
+ .db %11010000
+ .db %01110000
+ .db %01010000
+ .db 0
spr_boss0_2:
+ .db 16,10 ;boss type one :
+ .db %00000001 ; █████████
+ .db %00001111 ; ███████████
+ .db %00111111 ; ██████████
+ .db %01011111 ; █ ██████
+ .db %10011111 ; █ █████ █
+ .db %10011111 ; █ █████ █
+ .db %01011111 ; █ ██████
+ .db %00111111 ; ██████████
+ .db %00001111 ; ███████████
+ .db %00000001 ; █████████
+ .db 10
+ .db %11111111
+ .db %11111110
+ .db %11110000
+ .db %10000000
+ .db %01000000
+ .db %01000000
+ .db %10000000
+ .db %11110000
+ .db %11111110
+ .db %11111111
+ .db 0
+spr_boss0_3:
.db 16,10 ;boss type:one :
- .db %11111110,%00000000 ; ███████
- .db %00001111,%10001111 ; █████ ████
- .db %00111111,%11100011 ; █████████ ██
- .db %01001111,%11111110 ; █ ███████████
- .db %10001101,%01111100 ; █ ██ █ █████
- .db %10001101,%01111100 ; █ ██ █ █████
- .db %01001111,%11111110 ; █ ███████████
- .db %00111111,%11100011 ; █████████ ██
- .db %00001111,%10001111 ; █████ ████
- .db %11111110,%00000000 ; ███████
-
-;format: [000000:HP 00:occ] [HP64] [appearance(ypos)] [unused]
-XLenemyinfos:
- .db %00100110,0,(spr_enemy01-spr_enemy00)/2,1 ;#1
- .db %00101010,0,(spr_enemy02-spr_enemy00)/2,3 ;#2
- .db %00001111,0,(spr_enemy03-spr_enemy00)/2,2 ;#3
-
- .db %00000110,0,(spr_enemy04-spr_enemy00)/2,2 ;#4
- .db %00000111,0,(spr_enemy05-spr_enemy00)/2,3 ;#5
- .db %00001011,0,(spr_enemy06-spr_enemy00)/2,2 ;#6
-
- .db %00011011,0,(spr_enemy07-spr_enemy00)/2,3 ;#7
-
- .db %00110011,1,(spr_boss0_1-spr_enemy00)/2,1 ;boss1
- .db %01001011,1,(spr_boss0_2-spr_enemy00)/2,3 ;boss2
-
- .db %00000000,0,0,0
- .db %00000000,0,0,0
- .db %00000000,0,0,0
- .db %00000000,0,0,0
- .db %00000000,0,0,0
- .db %00000000,0,0,0
- .db %00000000,0,0,0
+ .db %11111110 ; ███████
+ .db %00001111 ; █████ ████
+ .db %00111111 ; █████████ ██
+ .db %01001111 ; █ ███████████
+ .db %10001101 ; █ ██ █ █████
+ .db %10001101 ; █ ██ █ █████
+ .db %01001111 ; █ ███████████
+ .db %00111111 ; █████████ ██
+ .db %00001111 ; █████ ████
+ .db %11111110 ; ███████
+ .db 10
+ .db %00000000
+ .db %10001111
+ .db %11100011
+ .db %11111110
+ .db %01111100
+ .db %01111100
+ .db %11111110
+ .db %11100011
+ .db %10001111
+ .db %00000000
+ .db 0
;----------------------------------------------------------------------------
;----------------------------- logo ------------------------------------------
;----------------------------------------------------------------------------
;----------------------------------------------------------------------------
-; 0.97.625 -- 25.VI.00 -- size 5753
+; 0.97.625 -- 25.VI.00 -- size 5729
;
; # bullets do damage in all levels
; * more armor at armor-upgrade and extra armor at end of a level
; + weapon can be combination of bullets/lasers (max. of 3 per weapon)
; * bullet-icon is removed when laser is selected
; * enemy sprite table integrated in enemy specs (-1 byte/enemy)
+; + random enemy is chosen from any number of enemies per level
+; * time to first enemy fire defined per enemy, not per level
+; + CLIPPED sprites!! no more in/out popping enemies! wow...
+; * bullets/enemies removed when _entirely_ off screen
+; # enemies would sometimes be hit by bullets going right below them
+; # size of the second bullet was too big (invisible hit)
+; * the frequency an enemy fires bullets is defined per enemy
+; + wide clipped sprites implemented (width 1-16 pixels)
+; # bosses first move left until x=100, otherwise they'd be off-screen
+; * at status bar left below ships are displayed for lives left
+; * armor bar is two pixels high (better visible)
+; # bullet overflow fixed again (>63 bullets fired)
+; # correct weapon loaded when continuing a saved game
+; # game doesn't freeze when generating a random value <=1
+; * you explode in a different way than the enemies
+; + screen inverts for a brief time when you are hit!
+; # stats-bar was messed up when ya got 0 lives left
+; * new (big) boss; "asteroids" level #1
+; * score increased once every 32 frames (instead of 256)
+; # ground fixed for new random routine (smaller routine; incs -2 to 2)
;
;
; + added - removed * changed # bug fixed
\ No newline at end of file