- .include "asm86.h"
- .include "ti86asm.inc"
+;----------------------------------------------------------------------------
+;---------------------- NEMESIS ---------------------------------------------
+;----------------------------------------------- cool arcade-shoot-em-up-game
- .org _asm_exec_ram
-
-TEXT_MEM = _textShadow
+;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org
- nop
- jp init
- .dw $0001 ;description type 2 (= +YASicon)
- .dw Title ;pointer to description
- .dw spr_ship ;pointer to YAS icon
+;This source should only be used for learning practises, do not
+;alter it, and certainly never distribute an altered version!!
-Title: .db "Nemesis v0.8.93 by Shiar",0
+;TO DO: levels 11,12,13 | bosses 10-13 | look over &&& markings
-just_fired = TEXT_MEM ;byte
-temp1 = TEXT_MEM+1 ;word
-RanPos = TEXT_MEM+3 ;byte
+;---------------------- nemesis.z80 start -----------------------------------
-;---------------------- init --------------------------------------------------
+#include "asm86.h"
+#include "ti86asm.inc" ;standard ti86 romcalls
+#include "ti86abs.inc" ;used to save hiscores and so
-init:
- call _runindicoff ;turn the run-indicator off, obviously
- call _clrLCD ;clean the screen
+ .org _asm_exec_ram
- 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
+#define cal call ;just to make it harder for you to understand
+#define psh push ; ^:D
+#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero
+
+dispbuffer = $81FA ;= $C9FA ;virtual screen
+;VIDEO_MEM = $FC00 ;tha big scareen
+
+_clrWindow = $4a86 ;_clrLCD and _clrScrn
+_ex_ahl_bde = $45f3 ;exchange values between AHL and BDE
+_shracc = $4383 ;like _shlacc but just the opposite :P
+_dispahl = $4a33 ;display value in ahl <100000 (cheap TI)
+_asapvar = $d6fc ;our own variable name (likely "nemesis")
+
+storepos = _asm_exec_ram+7000 ;1024 bytes to store things
+
+;---------------------- in-game vars ----------------------------------------
+
+just_fired = storepos ; +0 ;counts how long a blast lasts
+hiscorepos = storepos ; +0 ;entering hiscore name
+
+x = storepos+1 ; +1 ;your ship's position
+y = x+1 ; +2 ;your y-pos
+firex = y+1 ; +3 ;(1 byte)
+firey = firex+1 ; +4 ;(1 byte)
+
+eventleft = firey+1 ; +5 ;nr. of enemies still to come
+level_enemy = eventleft+1 ; +6 ;enemy type
+level_info = level_enemy+1 ; +7 ;ceiling/ground (%00) present
+spacespace = level_info+1 ; +8
+groundinfo = spacespace+1 ; +9
+stars1 = groundinfo+1 ; +10 ;slow stars byte (<< %1)
+stars2 = stars1+1 ; +11 ;fast stars byte (<<< %1)
+groundpos = stars2+1 ; +12 $10
+ceilingpos = groundpos+16 ; +28 $10
+nrstars1 = 10
+starx1 = ceilingpos+16 ; +44 ;20
+nrstars2 = 10
+starx2 = starx1+(nrstars1*2) ; +64 ;20
+
+mm = 4 ;max. number of multiples
+your_prevpos = starx2+(nrstars2*2) ; +84 ;14*mm+2 ;previous positions
+
+
+enemies = storepos+200 ;+200 ;info about each enemy
+enemysize = 10 ;infobytes per enemy
+nrenemies = 16 ;max. nr of enemies
+
+ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y)
+nrybuls = 128 ;+360\
+ebullets = ybullets+(nrybuls*4) ;+872 ;30 bytes = 10(state,x,y)
+nrebuls = 48
+lvlenemies = ebullets+(nrebuls*3) ;-1016
+
+;enemies:
+; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 1X=normal)]
+; [ship type or explosion frame] [x] [y] [movetype] [movecounter]
+; [firecounter] [firefreq] [firetype]
+
+;---------------------- 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 v0.99.820 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 ;YAS 0.92 compatibility
+
+;---------------------- init ------------------------------------------------
+
+int_handler: ;new interrupt proc
+ ex af,af' ;just af only (no need for exx)
+ in a,($03) ;read bit 3 port 3
+ bit 3,a ;is ON key pressed?
+ jp z,$0039 ;no: np, return
+ res 0,a ;yes: then we have a problem (freeze), so...
+ out ($03),a ;...mask the ON key interrupts!
+ jp $0039 ;all done, return
+int_end:
+
+init: cal BUSY_OFF ;turns the run-indicator off, obviously
+ cal _clrScrn ;clean the screen
+ xor a ;ld a,0
+ res 2,(iy+13) ;don't scroll the screen
+ cal _flushallmenus ;remove TI menus
+ ld hl,dispbuffer-20
+ ld de,dispbuffer-20+1
+ ld bc,150*16
+ ld (hl),$FF
+ ldir
+
+FixKeys: ;fixes some key problems like left+down bug
+ im 1
+ ld a,$D4
+ ld bc,$0100
+ ld h,a
+ ld l,c ;ld hl,$D400 (user silent link routine space)
+ ld d,a
+ ld e,b ;ld de,$D401
+ dec a ;ld a,$D3
+ ld (hl),a
+ ldir ;fill $D400-D500 with $D3s (slink/user on)
+ ld hl,int_handler ;new interrupt handler
+ ld d,a
+ ld e,a ;ld de,$D3D3
+ ld bc,int_end-int_handler
+ ldir ;load new handler at ($D3D3)
+ inc a ;ld a,$D4
+ ld i,a
+ im 2
-;---------------------- main menu ---------------------------------------------
+;---------------------- main menu -------------------------------------------
LogoPut:
- ld hl,logo_nemesis ;from...
- ld de,VIDEO_MEM+16 ;...to one line from top
- ld a,19 ;19 rows
-LogoLoop:
- ld bc,16 ;set screen width
- ldir ;display one line
- dec a ;decrease line-counter
- jr nz,LogoLoop ;repeat when counter is not yet zero
-
-menutext:
- ld hl,$1608 ;just below logo
+ xor a ;white bitmask (a=0)
+ ld hl,logo_nemesis ;from...
+ ld de,VIDEO_MEM+16 ;...to one line from top
+ ld b,e ;ld b,16: one line
+AboveLogo:
+ ld (de),a ;clear/n byte
+ inc de ;next
+ dnz AboveLogo ;repeat for the first line
+ ld bc,16*19 ;logo size
+ ldir ;display one line of logo
+
+ ld hl,16*$33+VIDEO_MEM ;$33 rows down
+ ld b,16*7 ;draw black 7 lines
+ 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)
+ dnz underline ;repeat
+
+ ld hl,_txt_email ;at the very bottom of tha screen
ld (_penCol),hl
- ld hl,txt_about ;display "by Shiar (ICQ#43840958)"
- call _vputs
-
- ld hl,$0705 ;located one row above bottom
- ld (_curRow),hl ;go there
- ld hl,txt_1player ;display "ONE PLAYER"
- call _puts
- ld hl,$0706 ;below oneplayer text
+ ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!!
+ cal _vputs ;VERY important, so display in small font ?:}
+
+ set 3,(iy+5) ;set white on black
+ ld de,_txt_about ;near the bottom of the screen
+ ld (_penCol),de ;hl=txt_email++=txt_about
+ cal _vputs ;display version + me
+ res 3,(iy+5) ;return to default black on white
+
+dispmenu:
+ ld de,$0304
+ ld (_curRow),de
+ ld hl,txt_menu1
+ cal _puts
+ ld de,$0305
+ ld (_curRow),de
+ ld hl,txt_menu2
+ cal _puts
+
+menuloop:
+ ld a,0 ;current menu item (0 or 1); 0 by default
+menuitem =$-1
+ ld h,$01
+ add a,4
+ ld l,a
+
+ ld a,5
ld (_curRow),hl
- ld hl,txt_2players ;display "TWO PLAYERS"
- call _puts
+ cal _putc
- call _getkey ;wait for keypress
- call New_level ;prepare level
+ ld a,(menuitem)
+ ld h,$01
+ sub 5
+ neg
+ ld l,a
-;------------------------------------------------------------------------------
-;---------------------- game loop ---------------------------------------------
-;------------------------------------------------------------------------------
+ ld a,32
+ ld (_curRow),hl
+ cal _putc
+
+ cal getsomekeys ;read keys (z if enter/2nd pressed)
+ jr z,start_tha_freakin_game
+ cp K_EXIT
+ jr z,menuexit
+ cp K_UP
+ jr z,menuchange
+ cp K_DOWN
+ jr nz,menuloop
+menuchange:
+ ld hl,menuitem
+ ld a,(hl)
+ xor 1 ;0=1; 1=0
+ ld (hl),a ;set new menu item
+ jr menuloop
+
+start_tha_freakin_game:
+ ld a,(menuitem)
+ dec a
+ cal nz,New_game ;NEW GAME
+ jp samelevel ;CONTINUE: game_main_loop
+
+menuexit:
+ ld hl,0 ;reset score
+ ld (your_score),hl ;(prevents hiscore while never played)
+ jp game_over ;and go to game over screen
+
+do_invert: ;invert screen (b<>w)
+ psh hl
+ psh af ;can't destroy b
+ ld hl,_invert
+ ld a,$98
+ xor (hl) ;$2F (cpl) <-> $B7 (or a)
+ ld (hl),a
+ pop af
+ pop hl
+ ret
+
+;----------------------------------------------------------------------------
+;---------------------- game loop -------------------------------------------
+;----------------------------------------------------------------------------
-game_main_loop:
+game_main_loop: ;REPEATS FROM HERE EVERY FRAME
ld hl,timer ;update time
- inc (hl)
+ inc (hl) ;increase by 1
+ ld a,(hl)
+ and %11111
+ ld hl,1 ;once every 32 frames, increase score by 1
+ cal z,scoreInc ;do it
Clear_screen:
- xor a ;empty bitmask
- ld hl,GRAPH_MEM ;screen location (top left)
- ld b,$E0 ;loop 0E0h = 224 times = 256-32 for score-bar)
-clearloop:
- ld (hl),a ;clear four times (total = 224*4 = 896 bytes)
- inc hl
- ld (hl),a
- inc hl
- ld (hl),a
- inc hl
- ld (hl),a
- inc hl
- djnz clearloop ;repeat 224x
+ ld hl,dispbuffer ;move from (hl) = top left
+ ld (hl),0 ;first pixel will be copied all over the screen
+ ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen
+ ld bc,16*56-1 ;loop 896 times = (128/8) * (64-8 for scorebar)
+ ldir ;all clear!
+
+ ld a,0 ;current frame/turn 0-255
+timer =$-1
+ and %11 ;a=0 once every 4 turns
+ jr z,movestarsdone ;don't move stars once every 4 frames
+ cal movestars1 ;move the stars on the FRONT layer
+ cal movestars2 ;move the distant stars
+movestarsdone:
+ ld a,(stars1) ;star positions (the missing byte...)
+ ld b,nrstars1 ;how many stars? now we know.
+ ld hl,starx1 ;points to the position of the stars
+ cal DisplayStars ;display front layer stars
+ ld a,(stars2) ;weren't you paying attention five lines ago?
+ ld b,nrstars2 ;that many?! whow!
+ ld hl,starx2 ;and there they are
+ cal DisplayStars ;use the same procedure to display back layer
+
+ ld a,(level_info) ;level info
+ rra ;ground present? (%1)
+ jr nc,game_stuff ;no, so both non-present
+ rra ;bit representing the presence of any ceiling
+ cal nz,Handle_ceiling ;scroll the ceiling (if any) +check4collision
+ cal Handle_ground ;scroll the ground and check if we're dead
+
+game_stuff:
+ cal Handle_Ship ;move you
+ ld a,(your_occ) ;are you 100% OK?
+ or a ;a=0??
+ jr nz,_gamestuff1 ;then don't check for movements/fires/...
+
+check_keys:
+ ld a,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
+ out (1),a ;ask for them
+ nop \ nop ;delay 8 clocks
+ in a,(1) ;gettem!
check_exitkey:
- ld a,%00111111 ;<exit> pressed?
+ bit 6,a ;test bit 6 = exit-key = EXIT
+ jp z,game_over ;<exit> pressed, so be it
+check_morekey: ;another unused label... poor compiler
+ bit 7,a ;test bit 7 = more-key = PAUSE
+ psh af
+ cal z,Pause ;yes, go to pause
+ pop af
+
+check_firekey:
+ bit 5,a ;test bit 5 = 2nd-key = FIRE
+ ld hl,check_selkey ;where to continue after executing Fire_bullet
+ psh hl ;push hl on stack (instead of cal Fire_bullet)
+ jp z,Fire_bullet ;fire smtn (bulletstaillasermultiples+stuff..)
+ pop hl ;no cal to Fire_bullet made, so pop stack
+ ld hl,just_fired ;no:
+ ld (hl),5 ;able to fire (five turns = laser duration)
+laserdur =$-1 ;SMC laser duration
+
+check_selkey:
+ ld a,%01011111 ;look at first column of keys (ALPHA to STO)
out (1),a
- nop \ nop
- in a,(1)
- bit 6,a ;test bit 6 = <EXIT>
- jr z,quit ;yes: quit game
+ in a,(1) ;our precious keys
-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
+ bit 6,a ;'bout the GRAPH key...
+ cal z,Teacher ;you didn't _press_ it, did you?!?
+
+ 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
+ cal inc_weapdamage
+
+_gamestuff1:
+ cal Handle_enemies ;move enemies
+
+ cal Handle_bullets ;move your bullets + check for hits
+ cal Enemy_bullets ;move enemy bullets
+
+ cal Level_event ;insert enemies
+ cal Display_Screen ;display all
- call Display_Screen ;display all
-; halt \ halt ;delay
- jr game_main_loop ;loop
+delay:
+ halt ;delay and preserve batteries :)
+ jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-;--------------------------- exit ---------------------------------------------
+;------- weapon -------
-quit:
- ld a,(CONTRAST) ;load original contrast level
- out (2),a ;and set it back
- ret ;quit Nemesis :(
+inc_weapdamage:
+ ld a,0
+weapincs =$-1
+ inc a
+ cp 97 ;max. 96 times (=96/16=6 increases)
+ ret nc ;return if already maxed
+ ld (weapincs),a ;save new incs
+
+ and %11110000 ;clear last 4 bits so no cf when rotating
+ ;btw: AND resets cf
+ rra ;rotate acting as shift (srl a) but just 1B
+ rra
+ rra
+ rra ;increase once just every 16 turns
+ ld b,a ;times to increase
+incthedamage:
+ add a,1 ;increase damage for one increase
+weapdaminc =$-1
+ dnz incthedamage ;a=total increase damage
+ ld b,1 ;minimal damage
+weapdamage =$-1
+ add a,b ;a=total damage
+ ld (curweapdamage),a ;safe the current damage
+
+
+disp_charge: ;display charge bar
+ ld hl,(59*16)+VIDEO_MEM+3
+ ld b,3
+chargebarclr:
+ dec hl
+ ld (hl),0
+ dnz chargebarclr
+
+ ld a,(weapincs) ;load bar size (0-80)
+ srl a ;half the size (0-40)
+ srl a ;again half that size (0-20 pixels)
+ ld c,a ;psh a
+ srl a ;/2
+ srl a ;/4
+ srl a ;/8: don't display last 3 bits of a (later)
+ jr z,nochargebar ;if a=0 then it would loop 256x so skip it
+ ld b,a ;loop b=a times
+chargebar: ;starting at ($39*16)+VIDEO_MEM
+ ld (hl),%11111111 ;draw a piece of the bar
+ inc hl ;next position
+ dnz chargebar ;loop it b times
+nochargebar:
+ ld a,c ;pop a
+ and %111 ;display last bits of chargebar
+ ret z ;if armor=0 then bit = %00000000 (don't disp)
+ ld b,a ;into B
+ xor a ;bit = %00000000
+chargebarbit:
+ scf ;set carry flag
+ rra ;rotates A right and sets bit 7 (c-flag)
+ dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100)
+chargebarready: ; (an if B=3 then a=%11100000)
+ ld (hl),a ;draw this last byte
+ ret
-;--------------------------- display ------------------------------------------
+;--------------------------- 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)
+ ldir ;LoaDIncreaseRepeat = scroll!
+
+ ld a,(groundinfo) ;what kind of ground
+ dec a ;type 1:
+ 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,$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 ;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
+
+Display_ground:
+ ld b,16 ;screen width
+ ld de,groundpos-1 ;height of current byte (previous actually)
+ psh de ;use later
+ ld hl,dispbuffer+(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
+
+ 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)
+ dnz groundloopup ;and loop >groundpos< times
+
+ ld b,c ;pop b used by groundloopup
+ dnz groundloopright ;loop right for entire screen (16x)
+ pop hl \ pop hl ;restore stack
+
+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
+ ld b,auch_ground
+ jp damage_you
+
+;--------------------------- ceiling ----------------------------------------
+
+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)
+ ldir ;LoaDIncreaseRepeat = scroll!
+
+ ld a,(groundinfo) ;what kind of ceiling
+ dec a ;type 1:
+ jr z,ceiling_tunnel ;tunnel effect
+ceiling_boring:
+
+ceiling_tunnel:
+ ld a,(ceilingpos+14)
+ ld d,a ;d=new ceiling
+ ld hl,spacespace
+
+ ld bc,$201 ;range=1..3
+ cal Random ;a=1-3
+ dec a
+ jr z,newceiling ;1:same
+ dec a
+ jr z,ctunnelup ;2:up
+ctunneldown: ;3:down
+ ld a,(hl)
+ or a ;(spacespace)=0:
+ jr z,newceiling+2 ;keep same ceiling
+ inc (hl)
+ inc d
+ jr newceiling
+ctunnelup:
+ ld a,1
+ cp d ;if size=1 then don't
+ jr z,newceiling
+ dec d
+ dec (hl)
+newceiling:
+ ld a,d
+ ld (ceilingpos+15),a ;save the new byte
+
+Display_ceiling:
+ ld b,16 ;screen width
+ ld de,ceilingpos-1 ;height of current byte
+ psh de ;use later
+ ld hl,dispbuffer-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 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
+ dnz ceilingloopdown ;and loop >groundpos< times
+
+ ld b,c ;pop b used by groundloopup
+ dnz ceilingloopright ;loop right for entire screen (16x)
+ pop hl \ pop hl ;restore stack
+
+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 ;correction
+
+ 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
+ ld b,auch_ground
+ 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
+ dnz DisplayStars
+ ret ;let's comment this: returns
+
+movestars2:
+ ld ix,starx2
+ ld a,(stars2)
+ rlca ;move bits (star) left
+ ld (stars2),a
+ ret nc ;if star didn't went from left to right bit
+ ld b,nrstars2 ;otherwise move all stars one byte left
+ jr movestars_loop
+
+movestars1:
+ ld 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 (dispbuffer&15)-1 ;$C9FAand15-- = 9
+ jr nz,newstarok
+ cal RandomY
+
+newstarok:
+ ld (ix),l
+ ld (ix+1),h
+ inc ix \ inc ix
+ dnz movestars_loop
+ ret ;for stupid people, here's another comment...
+
+;--------------------------- pause ------------------------------------------
+
+Pause:
+ ld hl,_txt_pause
+ ld (_penCol),hl
+ ld hl,txt_pause
+ cal _vputs ;display small font
+ ld hl,_txt_pressenter ;top centered
+ ld (_curRow),hl
+ ld hl,txt_pressenter ;"Enter to continue"
+ cal _puts ;display message
+pause:
+ cal getsomekeys ;GET_KEY w/ halts and checks for enter
+ ret z ;enter/second pressed: continue game
+ cp K_F1 ;F1 pressed?
+ cal z,do_invert ;if so then change invert screen (AF saved)
+ ld hl,CONTRAST ;contrast setting (0-31)
+ ld b,(hl) ;load contrast into b
+ cp K_UP ;+ key changes contrast up
+ jr nz,contr_not_up
+ inc b ;increase contrast
+ jr setcontrast ;set
+contr_not_up:
+ cp K_DOWN ;- key
+ jr nz,pause ;nope: loop
+ dec b ;decrease contrast
+setcontrast:
+ ld a,b
+ ld (hl),a
+ out (2),a ;and set it
+ cal releasekeys
+ jr pause ;and loop
+
+;--------------------------- teacher ----------------------------------------
+
+Teacher:
+ ld (iy+12),5 ;enable flashing cursor
+ cal _clrWindow ;top left
+ ld hl,txt_teacher
+ cal _puts ;display message
+ cal releasekeys
+
+teacherloop:
+ cal _getkey ;enter low-power mode and wait for key
+ cp kEnter ;enter pressed?
+ jr z,teacherans
+ cp kGrMenu ;keypressed = graph?
+ jr nz,teacherloop ;no, wait some more
+
+ ld (iy+12),0 ;disable cursor
+ cal releasekeys
+ jp disp_icons ;+ret
+
+teacherans:
+ ld a,' '
+ cal _putc
+
+ ld hl,$0701
+ ld (_curRow),hl
+ ld hl,txt_teacherans
+ cal _puts
+ jr teacherloop
+
+
+;--------------------------- exit -------------------------------------------
+
+quit: im 1 ;release keyfix procedure
+ set 2,(iy+13) ;set back screen scrolling
+ xor a
+ ld (_asapvar+1),a ;next Asm( run will reload the program
+ ld hl,dispbuffer ;graph-screen location
+ ld de,dispbuffer+1
+ ld (hl),a
+ ld bc,1024-1 ;do it 1024 times = entire screen
+ ldir
+ jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the
+ ;_clrScrn) AND also executes _homeup and ret
+
+;--------------------------- display ----------------------------------------
Display_Screen:
- ld hl,GRAPH_MEM ;from storage (top left)
- ld de,VIDEO_MEM ;to screen (top left)
- ld a,56 ;display height = 64 bytes (minus 8 for bar)
+ ld hl,dispbuffer ;from buffer (top left)
+ ld de,VIDEO_MEM ;to real screen (top left)
+ ld c,56 ;display height = 64 bytes (minus 8 for bar)
displayloop:
- ld bc,16 ;display width = 16 bytes (16*8bits=256pixels)
- ldir ;16x de >> hl
- dec a ;next line
- jr nz,displayloop ;loop 64x
-
- ld hl,$3946 ;Display Armor left
- ld (_penCol),hl ;place @ armorIcon
- ld a,(your_armor) ;load armor left
- add a,'0' ;make digit
- call _vputmap ;display char
+ ld b,16 ;display width = 16 bytes (16*8bits=256pixels)
+displaytloop:
+ ld a,(hl) ;copy byte from (hl)
+_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 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
- ld hl,(timer)
- ld h,0
+ ld hl,(your_score)
-_D_HL_DECI: ;------- display 5-digit value -------
- ld de,savestr+4 ;savenr saves number string
- ld b,5 ;five digits
-ldhld: call 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
- call _vputs ;display string
- ret
+_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
+ dnz ldhld ;repeat for all digits
+
+ ld hl,savestr ;we (the program) saved the value righthere
+ jp _vputs ;the only thing left to do is to display it
-savestr:
- .db "SHIAR",0
+savestr: ;@here the score will be stored
+ .db "00000",0 ;don't worry, it's just temporary
-;------------------------- handle ship ----------------------------------------
+;------------------------- 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 40 ;delay finished?
- jp z,game_over ;yes = game over
+ cp 64+1 ;last explosion frame? (1-16=1st;49-64=4th)
+ jp c,exploding_you ;not yet: display explosion
+ cp 64+16 ;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)
+;----move----
+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 -1 ;inverted a: 0 if arrow-key has been pressed
+ ld a,(your_multiples) ;(btw: CPL doesn't set any flags)
+ res 7,a ;reset move bit (no flags changed)
+ jr z,adv_ok ;if so, leave the multiples where they are
+ set 7,a ;set move bit
+adv_ok: ld (your_multiples),a
+
+ ld a,(timer) ;framecounter
+ and %1 ;switches 0<>1 each frame
+ inc a ;a = 1 or 2 (1.5 avg)
+ ld c,a ;c = your_speed
+
+ ld a,b ;pop a (keys)
rra ;rotate right (put last bit in c)
- ld b,a ;we need a
+ ld b,a ;we need a later
jr c,no_down
ld a,(hl)
- cp 49 ;55-6 = bottom of screen
- jr z,no_down
- inc a
+ add a,c
+ cp 50 ;56-6 = bottom of screen
+ jr nc,no_down
ld (hl),a
no_down:
dec hl
rr b ;because we now use b, it's rr instead of rra
jr c,no_left
ld a,(hl)
- sub 1 ;<dec a> doesn't affect c-flag
+ sub c ;<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)
- cp 121 ;127-6 = right side
- jr z,no_right
- inc a
+ add a,c
+ cp 122 ;128-6 = right side
+ jr nc,no_right
ld (hl),a
no_right:
- ld d,(hl)
+ ld d,(hl) ;d=x
inc hl
rr b
jr c,no_up
ld a,(hl)
- sub 1 ;<dec a> doesn't affect carry-flag
+ sub c ;<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?
+no_up: ld e,(hl) ;e=y
+ ld ix,spr_ship01 ;normal ship sprite
+your_shipspr =$-2
+ ld hl,your_shield ;shielded?
ld a,(hl) ;load time in a
or a ;is it 0?
- jp z,putsprite ;yes so ship = normal (display \ ret)
+ jr z,disp_ship ;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
+ and %00000111 ;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?
- jp z,putsprite ;yes: display normal sprite
+ and %00000100 ;a switches 0<->1 every 2 frames
+ jr z,disp_ship ;show normal ship
+inv_flicker:
+ ld bc,spr_ship01i-spr_ship01
+ add ix,bc ;display invulnerable ship
+disp_ship:
+ cal safeputsprite ;display your ship; save de
+
+;----multiples----
+
+handle_multiples:
+ ld a,(your_multiples) ;do you have multiples
+ ld b,a ;save a for 2nd check
+ and %1111 ;no? (last four bits = nr of multiples)
+ ret z ;then don't handle them either
+ bit 7,b ;move the multiples??? (=move bit set?)
+ jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x)
+
+ psh de ;current position = needed later
+ ld hl,mm*14+1+your_prevpos ;previous positions
+ ld de,mm*14+3+your_prevpos ;move all positions one back
+ ld bc,mm*14+2
+ lddr ;change 0-57 -> 2-59 (if mm=4 that is)
+ inc hl ;your_prevpos+0
+ pop de
+ ld (hl),d ;x-pos
+ inc hl ;=current position
+ ld (hl),e ;y-pos
+
+mult_adv:
+ ld ix,spr_multiple ;normal sprite
+ ld hl,timer
+ bit 3,(hl) ;change sprites every 8 turns
+ jr z,disp_multiples
+ ld ix,spr_multiple2 ;second sprite
+disp_multiples:
+ ld hl,your_prevpos+16 ;first pos.
+dispmultiplesloop:
+ psh af
+ psh hl
+ ld d,(hl) ;load coords
+ inc hl
+ ld e,(hl)
+ psh ix
+ cal putsprite ;display
+ pop ix ;same sprite next time ;)
+ pop hl
+ ld de,14
+ add hl,de ;next multiple
+ pop af ;counter
+ dec a
+ ret z ;return if all done
+ jr dispmultiplesloop ;loop
-no_flicker:
- ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix)
- jp putsprite ;ret
+;----explode----
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:
- rra
- add a,a
- add a,a
+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
- ld ix,spr_explosion
- add ix,bc
+ ld b,0 ;bc=a
+ add ix,bc ;go to correct sprite (each spr. is 8 bytes)
inc hl
- ld d,(hl)
+ ld d,(hl) ;load xpos
inc hl
- ld e,(hl)
- jp putsprite
+ ld e,(hl) ;and y
+ jp putsprite ;and display it too
+
+;----hit----
-damage_you:
- ld a,(your_inv) ;invulnerability left?
+damage_you: ;damages you B points
+ ld a,(your_shield) ;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) ;not already inverted?
+ cal z,do_invert ;then invert screen
+ ld (hl),2 ;change back 2 frames from now
+
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
- ret ;and return
-no_armor:
+ ld a,(hl) ;load hp in A
+ sub b ;decrease hp by B
+ jr nc,newarmor ;>=0hp left so don't explode
ld a,%01 ;occ %xxxxxx01 = explode
- ld (your_occ),a ;set to explode
+ ld (your_occ),a ;too bad, you're dead meat
+newarmor:
+ ld (hl),a ;save decreased hp
+ jp disp_armor ;and display new value
+
+;------------------------- place multiples ----------------------------------
+
+Place_multiples:
+ ld hl,your_prevpos ;place all previous positions
+ ld b,mm*7+1 ;all saved positions of them (14 per multiple)
+place_multiples:
+ ld (hl),e ;set prev-x to d
+ inc hl ;next
+ ld (hl),d ;set prev-y to e
+ inc hl ;next
+ dnz place_multiples ;repeat
ret
-;------------------------- fire bullet ----------------------------------------
+;------------------------- select upgrade -----------------------------------
-Fire_bullet:
- ld a,(your_occ) ;are you 100% OK?
- or a ;a=0??
- ret nz ;return if not normal stat
+inc_armor:
+ ld a,(your_armor) ;load current armor
+ cp 25-6 ;may not become >=25
+ jr c,doincarmor ;ok then just add 6
+ ld a,24-6 ;set to maximum (6 will be added below)
+doincarmor:
+ add a,6 ;add 6 to armor
+ ld (your_armor),a ;change armor
+ ret
- ld a,%00111111 ;function keys (F1-F5)
- out (1),a ;ask for them
- ld hl,just_fired ;usefull delay 10 clocks (nop\nop is 8)
- in a,(1) ;get zem!
- bit 4,a ;test bit 4 = F1-key
- jr z,fire ;fire pressed?
- ld (hl),0 ;no: reset just_fired
+select:
+ ld hl,your_pickup ;select pickups
+ ld a,(hl) ;load pickups taken so far
+ dec a ;is it 1?
+ ret m ;return if it's 0 (no pickups)
+ jr nz,select2 ;no, carry on
+select1:
+ ld (hl),a ;reset pickups
+ cal inc_armor ;increase armor (like at end of level)
+ ld a,30 ;activate shield for 30*4=120 frames
+ ld (your_shield),a
+ jr disp_icons ;display and return
+select2:
+ dec a ;is it 2?
+ jr nz,select3 ;no, carry on
+ ld (hl),a ;reset (otherwise could be used to cheat)
+ ld a,(your_weapon)
+ cp maxweapon
+ jr nc,disp_icons ;no beam with laser
+ ld a,(your_extramode) ;indicates whether this is tailbeam/double
+ ld (your_extra),a ;ready extra beam
+ jr disp_icons ;display 'n return
+select3:
+ dec a ;is it 3?
+ jr nz,select4 ;no, carry on
+ ld (hl),a ;reset pickups
+ ld hl,your_weapon
+ ld a,(hl)
+ inc a
+ cp maxweapon
+ jr c,selected3 ;weapon OK
+ jr z,disp_icons ;weapon maxed out
+ xor a ;laser was selected: set to first weapon
+selected3:
+ ld (hl),a ;set new weapon
+ cal loadweapon ;load it (damage and stuff)
+ jr disp_icons ;display n return
+select4:
+ dec a ;is it 4?
+ jr nz,select5 ;no, carry on again
+ ld (hl),a ;reset pickups
+ ld (your_extra),a ;no extra beams (tailbeam/up-double)
+ ld hl,your_weapon
+ ld a,(hl)
+ cp maxweapon ;upgrade from bullet?
+ jr nc,upgradelaser ;nope, just upgrade
+ ld a,maxweapon-1 ;yes, set laser #1
+upgradelaser:
+ inc a ;next laser
+ cp maxlaser
+ jr nc,disp_icons ;laser maxed out
+ ld (hl),a
+ cal loadweapon
+ jr disp_icons ;display + return
+select5:
+ dec a ;is it 5?
+ jr nz,select6 ;no, carry on once more
+ ld (hl),a ;reset pickups
+ ld hl,your_multiples
+ ld a,(hl) ;multiples you already got
+ and %1111 ;reset movebit so (your_multiples)=real value
+ inc a ;one more
+ cp mm+1
+ jr nc,enoughmultiples ;maxed out
+ ld (hl),a
+enoughmultiples:
+ ld de,(x)
+ dec a ;if this is your first multiple then...
+ cal z,Place_multiples ;reset multiples positions
+ jr disp_icons ;display, return
+select6:
+ ld (hl),0 ;reset pickups
+; jr disp_icons
+
+;--------------------------- show icon --------------------------------------
+
+disp_icons:
+ psh bc \ psh de \ psh hl \ psh ix ;&&&
+
+ ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom
+ ld (PutWhere),hl ;place icons at bottom of normal screen
+ ld b,16 ;draw 16x (screen width)
+ ld a,%11111111 ;horizontal line mask
+ cal drawline ;draw divider-line
+
+ ld b,16*7 ;draw 16x (screen width) 7x (height)
+ xor a ;blank line mask
+ cal drawline ;clear scorebar
+
+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:
+ cal disp_armor ;display bar
+
+ ld ix,spr_icon01 ;torpedoIcon
+ ld de,$1901 ;icon #1
+ cal putwidesprite ;display icon
+
+ ld ix,spr_icon00
+ ld a,(your_extra)
+ or a
+ jr z,no_tail
+ ld ix,spr_icon02a ;tailbeamIcon
+ dec a
+ jr z,no_tail ;(your_extra)=1 = tailbeam
+ ld ix,spr_icon02b ;updoubleIcon
+no_tail:
+ ld de,$2901 ;icon #2
+ cal putwidesprite ;display
+
+ ld ix,spr_icon00
+ ld a,(your_weapon) ;ur weapon
+ cp maxweapon ;laser?
+ psh af ;a=(your_weapon); cf=bullets
+ jr nc,no_bullets ;=laser
+ ld hl,$3945 ;position to display bullet-type digit
+ pop af ;digit=(your_weapon)
+ psh af
+ inc a ;1 = weapon #1 (=0)
+ ld (_penCol),hl ;set location
+ add a,'0' ;make digit
+ cal _vputmap ;display char
+ ld ix,spr_icon03 ;bulletIcon
+no_bullets:
+ ld de,$3901 ;icon #3
+ cal putwidesprite ;display icon
+
+ ld ix,spr_icon00 ;emptyIcon
+ pop af ;ld a,(your_weapon)
+ ld b,a
+ jr c,no_laser ;popped carry
+ ld hl,$3955 ;position to display bullet-type digit
+ ld (_penCol),hl ;set location
+ ld a,b ;(your_weapon) ;load = faster than push
+ sub maxweapon-1 ;1 = laser #1 (=maxweapon)
+ add a,'0' ;make digit
+ cal _vputmap ;display char
+ ld ix,spr_icon04 ;laserIcon
+no_laser:
+ ld de,$4901 ;icon #4
+ cal putwidesprite
+
+ ld ix,spr_icon00 ;emptyIcon
+ ld a,(your_multiples)
+ and %111
+ jr z,no_multiples
+ ld ix,spr_icon05
+no_multiples:
+ ld de,$5901 ;icon #5
+ cal putwidesprite
+
+ ld ix,spr_dividerline
+ ld de,$6901
+ cal putwidesprite
+
+ ld a,(your_pickup) ;pickups taken
+ add a,a ;picks*2 (sets z-flag)
+ jr z,iconsdone ;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
+iconsdone:
+ ld hl,dispbuffer ;normal game-screen
+ ld (PutWhere),hl ;set sprite-position to normal screen
+
+ pop ix \ pop hl \ pop de \ pop bc
ret
-fire: ld a,(hl) ;just_fired
- or a ;zero when first time
- ret nz ;return when already pressed
- ld (hl),1 ;set just_fired
+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 (<25)
+ ld c,a ;psh a
+ srl a ;/2
+ srl a ;/4
+ srl a ;/8: don't display last 3 bits of a (later)
+ jr z,noarmorbar ;if a=0 then it would loop 256x so skip it
+ 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
+
+noarmorbar:
+ ld a,c ;pop a
+ and %111 ;display last bits of armor
+ ret z ;if armor=0 then bit = %00000000 (don't disp)
+ ld b,a ;into B
+ xor a ;bit = %00000000
+armorbarbit:
+ scf ;set carry flag
+ rra ;rotates A right and sets bit 7 (c-flag)
+ 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
- ld hl,ybullets
- ld de,3
- ld b,10
+drawline:
+ ld (hl),a ;draw one piece of the divider-line
+ inc hl ;move right (8 pixels = 1 byte)
+ dnz drawline ;repeat (16bytes * 8pixels =128= screen width)
+ ret
+
+;------------------------- fire bullet --------------------------------------
+
+fire_multiple:
+ psh af
+ psh ix ;save ix for next fire
+ cal fireany ;fire from multiple position
+ pop ix ;saving ix is much faster than recalculating
+ pop af ;number of multiples
+ dec a ;one just displayed
+ pop hl ;ret
+ ret z ;ret2 if none left
+ jp (hl) ;real ret
+
+fire_multiples:
+ ld hl,(your_prevpos+16);then, fire from multiple position
+ cal fire_multiple
+ ld hl,(your_prevpos+30)
+ cal fire_multiple
+ ld hl,(your_prevpos+44)
+ cal fire_multiple
+ ld hl,(your_prevpos+58)
+ cal fire_multiple ;no JP: that messes up the stack
+ ret
+
+Fire_bullet:
+ ld hl,just_fired ;=for how long you may hold fire (2nd)
+ ld a,(hl) ;a = time left
+ dec a ;decrease timer
+ ret z ;may not fire when (just_fired) became 0
+ ld (hl),a ;save new decreased value
+
+ ld a,(your_weapon) ;if you have bullets.....
+ cp maxweapon
+ jr nc,fireOK ;>weapons = laser
+ ld (hl),1 ;bullet may last one turn (just fire 1 bullet)
+fireOK:
+ ld a,(your_weapon) ;weapon nr.
+ ld ix,weapondata+2
+ add a,a ;weap*2
+ add a,a ; *4
+ add a,a ; *8
+ ld c,a
+ ld b,0 ;go to current weapon (bc=a)
+ add ix,bc ;ix=weapon ptr
+
+ ld a,(your_multiples) ;any multiples?
+ and %1111 ;nr. of multiples
+ cal nz,fire_multiples ;if >0 then fire them too
+ ld hl,(x) ;fire from ship position (x)
+fireany: ;HL=(x,y)
+ ld (firex),hl ;set position to fire from
+ ld b,3 ;or use the proc at fireOK with ld ix,weapondata+2-(256*3)
+fire_weapon:
+ psh bc ;save counter
+ ld a,(ix) ;load this weapon
+ ld c,a ;save bulletType in c
+ and %11100000 ;%111?????=laser
+ cp %11100000 ;is it?
+ cal z,fire_laser ;fire laser (will set c=0 when done)
+ xor a ;<>0=bullet
+ cp c ;c<>0?
+ cal nz,fire_ybullet ;then fire bullet
+ inc ix ;otherwise fire next weapon
+ inc ix
+ pop bc ;weapon counter (do 3 weapons)
+ dnz fire_weapon
+
+fire_tail:
+ ld ix,extrabulletpos-1 ;extra bullet's position
+ ld hl,your_extra ;data
+ ld a,(hl)
+ or a
+ ret z
+ ld c,tailbeam ;tailbeam weapon data
+ dec a ;(your_extra)=1
+ jr z,fire_ybullet ;=tail
+ ld c,doublebeam ;up double data
+ ;(your_extra)=2 =double
+;-----fire BULLETs-----
+
+fire_ybullet: ;fire bullet type=C dam=(curweapdamage) at (firex/y)
+ ld hl,ybullets ;check for unused bullet
+ ld de,4
+ ld b,nrybuls
find_ybullet:
ld a,(hl)
or a
jr z,found_ybullet ;0 = no bullet here
add hl,de
- djnz find_ybullet ;look next bullet
- ret
+ dnz find_ybullet ;look next bullet
+ ret ;none found, return don't fire
found_ybullet:
- ld (hl),1 ;use bullet
- inc hl
- ld a,(x)
- add a,5
+ ld (hl),c ;use the bullet and set correct bullet-type
+ inc hl ;@damage
+ ld (hl),1 ;set bullet damage
+curweapdamage =$-1
+ ld a,(firex) ;your x-pos
+ add a,5 ;place bullet in front of you
+ inc hl ;go to bullet-x
ld (hl),a ;set x
- ld a,(y)
- add a,2
- inc hl
+
+ ld a,(firey) ;your y-pos
+ add a,(ix+1) ;place bullet at the middle of your ship
+ inc hl ;go to bullet-y
ld (hl),a ;set y
+
+ xor a
+ ld (weapincs),a ;reset damage
+ ret
+
+;-----fire LASER-----
+
+fire_laser:
+ ld b,0 ;overflow counter
+ ld hl,firex
+ ld d,(hl) ;d = your x-pos
+ inc hl
+
+ ld a,(hl) ;base y-coord (firey)
+ add a,(ix+1) ;at specified offset (most likely the middle)
+ ld e,a ;save laser-y in e
+ psh de ;save unmodified (x,y)
+ 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
+ ld hl,dispbuffer ;save-location
+ add hl,bc ;bc = Y*16+X/8: hl=screen address
+ ld a,15 ;128/8=16=screen width ** minus one (inc a ^^)
+ sub d ;minus x-start (d=X/8)
+ ld b,a
+drawlaser:
+ ld (hl),%11111111
+ inc hl ;Go to next byte
+ dnz drawlaser
+handle_laser:
+ pop de ;de=(firex): x-pos unmodified
+
+check_laserhits: ;de = (x,y)
+ psh ix
+ ld b,nrenemies ;check all enemies
+ ld hl,enemies+1 ;enemy#1+occ/hp00
+laserhits: ;hits with normal enemies
+ psh hl
+ ld a,(hl) ;occ+hp00
+ and %00000010 ;normal/moving occ.=%1x
+ 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
+
+ cal find_sprite ;ix=sprite to enemy (hl)
+ inc hl
+ ld a,(hl) ;check x
+ sub d
+ jr c,nolashit ;no hit when enemy is left of you
+ inc hl
+ ld a,(hl) ;check y
+ sub e
+ jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit
+ jr nc,nolashit ;a-e>0 = enemy above laser = no hit
+ dec a ;minus one
+ add a,(ix+1) ;add enemy height (according to sprite @ix)
+ jp m,nolashit ;a-e>0 = hit
+enemy_lashit:
+ ld a,(curweapdamage) ;damage
+ cal enemy_hit ;hl=enemy+y
+nolashit:
+ pop hl ;enemy+1
+ ld a,b ;psh bc
+ ld bc,enemysize
+ add hl,bc ;go to next enemy
+ ld b,a ;pop bc
+ dnz laserhits ;check all enemies
+ xor a
+ ld (weapincs),a ;reset damage
+ pop ix
+ ld c,a ;c=0
ret
-;------------------------ handle bullets --------------------------------------
+;------------------------ handle bullets ------------------------------------
remove_bullet:
- dec hl
+ pop hl ;enemy+type
ld (hl),0 ;dump this bullet!
- ret
+ jr next_ybullet+1 ;+1:skip pop hl at next_ybullet
Handle_bullets:
ld hl,ybullets
- ld b,10
+ ld b,nrybuls
scan_bullets:
- push bc
- push hl
- ld (temp1),hl
- ld a,(hl)
- inc hl
- dec a ;type 1?
- call z,bullet_2left ;yes: 2left
- pop hl
- pop bc
- ld de,3
- add hl,de ;3 x <inc hl>
- djnz scan_bullets ;next bullet (loop)
- ret
+ ld a,(hl) ;@bulletType
+ or a ;bulletType=0 >> no bullet
+ jp z,next_ybullet+2 ;skip pops (+2); jP for speed
+
+ psh bc ;bullet counter
+ psh hl ;save enemy+type
+ ld (temp1),hl ;needed for check_bullethits
+ inc hl ;@damage
+ inc hl ;@x
-bullet_2left:
- ld a,(hl) ;d = X
- inc a ;move right
- cp 122 ;off screen? (x=127-5) &&&
- jr z,remove_bullet
- inc a ;move right
- cp 122 ;off screen?
- jr z,remove_bullet
+move_bullet:
+ ld c,a ;c=type
+ and %11111 ;pixels to move
+ add a,(hl) ;a = X + (hl) to the right
+ sub 16 ;and 16 to the left (so -16..+15)
+ jr c,remove_bullet ;remove if x<0
+ cp 128
+ jr nc,remove_bullet ;or x>=128
ld (hl),a ;save new pos.
- ld d,a
- inc hl ;to y-pos
+ ld d,a ;d = X
+
+ inc hl ;@y-pos
+ ld a,c
+ cal _shracc ;%11100000->1110
+;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster
+ srl a ;%1110->111
+ dec a
+ jr z,bullet_noymove ;1=straight forward
+ dec a
+ jr z,bullet_up ;2=up
+ dec a
+ jr z,bullet_halfup ;3=1/2up
+ dec a
+ jr z,bullet_down ;4=down
+bullet_halfdown: ;5=1/2down
+ ld a,(timer)
+ rra ;carry once every other turn
+ jr c,bullet_noymove
+bullet_down:
+ ld a,(hl)
+ inc a
+ cp 55
+ jr z,bullet_noymove
+ ld (hl),a
+bullet_halfup:
+ ld a,(timer)
+ rra ;CF every other turn
+ jr c,bullet_noymove
+bullet_up:
+ ld a,(hl)
+ dec a
+ jr z,bullet_noymove
+ ld (hl),a
+bullet_noymove:
ld e,(hl) ;e = Y
- ld ix,spr_bullet01
- push de
- call putsprite ;display bullet
- pop de
+
+display_bullet:
+ dec hl ;@x
+ dec hl ;@damage
+ ld a,(hl) ;bullet damage=size
+ ld hl,bullettable ;pointer to first bullet
+ srl a
+ srl a ;per 4
+ ld b,0
+ ld c,a ;->16bit (de=a)
+ add hl,bc ;point to correct bullet offset
+ ld a,(hl) ;load bullet offset
+ ld c,a ;convert to 16bit (d=0)
+ ld ix,spr_bullet01 ;first sprite
+ add ix,bc ;add offset (go to correct sprite)
+
+ ld a,(ix) ;bullet x-size
+ ld (bulletxsize),a ;used at check_bullethits
+ ld a,(ix+1) ;bullet y-size...
+ ld (bulletysize),a ;...too
+
+ cal safeputsprite ;display bullet; DE used for check_bullethits
+
+ cal check_bullethits
+
+next_ybullet:
+ pop hl ;restore enemy+type
+ pop bc ;b=counter
+ ld de,4
+ add hl,de
+ dnz scan_bullets ;next bullet (loop)
+ ret
+
+;--------------------------- check bullethits -------------------------------
+
+check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet
ld b,nrenemies
- ld hl,enemies
+ ld hl,enemies+1
hit_enemies: ;Hits with normal enemies
- push hl
+ psh bc ;enemy counter
+ psh hl
ld a,(hl)
and %00000010
or a ;enemy #0 = pickup
jr z,nohit ;yes: don't destroy
- inc hl
+ cal find_sprite ;set ix to the sprite of this enemy
+
+ inc hl ;@x
ld a,(hl) ;check x
- sub d
- add a,5
- jp m,nohit
- cp 8
- jr nc,nohit
+ sub d ;minus bullet x-position
+ ld b,a ;psh a
+ sub 5 ;minus bullet x-size
+bulletxsize =$-1
+ jp p,nohit ;miss
+ ld a,b ;pop a
+ add a,(ix) ;add enemy width
+ jp m,nohit ;miss
- inc hl
+ inc hl ;@y
ld a,(hl) ;check y
- sub e
- add a,5
- jp m,nohit
- cp 10
- jr nc,nohit
-
- xor a
- push hl
- ld hl,(temp1)
- ld (hl),a ;remove bullet
+ sub e ;minus bullet y-position
+ ld b,a ;psh a
+ sub 3 ;substract bullet height
+bulletysize =$-1
+ 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!)---
+ psh hl
+ ld hl,0 ;@bulletType
+temp1 =$-2
+ ld (hl),0 ;remove bullet
+ inc hl ;@damage
+ ld a,(hl) ;set damage
+ pop hl ;enemy+y
+ cal enemy_hit
+nohit:
pop hl
+ ld bc,enemysize
+ add hl,bc
+ pop bc
+ dnz hit_enemies ;check next enemy
+ ret
- dec hl
- dec hl
- dec hl
- ld a,(hl) ;occ
- ld b,a ;push occ
- and %11111100 ;occ/4 = HP left ;<srl a\srl a
- jr nz,hpleft ;not zero -> jump
+enemy_hit: ;*in:a=damage;hl=enemy+y
+ add a,a ;a=damage to inflict
+ add a,a ;first 2 bits used for occ.
+ ld b,a
+
+ dec hl ;@x
+ dec hl ;@type
+ dec hl ;@hp00 (occ)
+ ld a,(hl) ;load hp00
+ sub b ;decrease HP (if <0xx then c is set)
+ ld (hl),a ;save (no flag-changes)
+ dec hl ;@hp64; no change in c
+ ld a,(hl) ;load; no c-change
+ sbc a,0 ;if cf then decrease a
+ ld (hl),a ;save back the new value
+ ret nc ;if a>=0 then return, otherwise explode
+
+ inc hl ;goto occ again
ld (hl),%01 ;set to explode
- ld a,(RanPos) ;use random var
- and %01011011 ;matches 0 100/2/2/2/2/2=3% of the time
+ ld a,(pickuptimer) ;counts enemies destroyed
+ dec a ;enough destroyed for a pickup?
+ psh af ;save flags and a=0
jr nz,pickupdone ;otherwise just explode
- ld (hl),%00000110 ;change it into a pickup (with 2 HP)
+ ld a,pickupfreq ;reset enemies counter
pickupdone:
- inc hl
- ld b,(hl) ;save enemy type
- ld (hl),$00 ;explosionFrame 0
-
- pop hl
- ret
-
-hpleft:
- ld a,b ;pop occ
- sub %00000100 ;decrease HP by one
- ld (hl),a ;save
- pop hl
- ret
+ ld (pickuptimer),a ;save new enemiescounter value
+ inc hl ;@type
+ ld (hl),0 ;explosionFrame 0 or enemy #0=pickup
+ pop af
+ cal z,place_enemy ;place pickup (enemy#=0=a cuz ZF)
-nohit:
- pop hl
- inc hl
- inc hl
- inc hl
- inc hl
- djnz hit_enemies ;check next enemy
- ret
+ ld hl,1 ;increase score by one
+ jp scoreInc ;+ret
-;--------------------------- level events -------------------------------------
+;--------------------------- level events -----------------------------------
Level_event:
- ld hl,nextevent ;time to next event <ld a,(nextevent)
- dec (hl) ;decrease counter <dec a
- ld a,(hl) ;look at counter <ld (nextevent),a
- or a ;has it reached zero?
- ret nz ;nope: get outta here!
-
- ld a,(eventtime) ;enemy frequency (lvl)
+ ld a,0 ;time to next event
+nextevent =$-1
+ dec a ;decrease counter
+ ld (nextevent),a ;store new value
+ ret nz ;hasn't reached zero yet: get outta here!
+
+ ld bc,0 ;enemy frequency (lvl)
+eventtime =$-2
+ cal Random
ld (nextevent),a ;set time to next event
ld hl,eventleft
dec (hl) ;update enemy-counter
or a ;has it reached 0?
jp z,Next_level ;yes: level finished
dec a ;has it reached 1?
- jr nz,do_event ;nope: wait for enemies to leave
+ jr z,standby_event ;yes: wait until no enemies present/left
+ dec a ;has it reached 2?
+ jr z,place_boss ;yep: place the BigBossTM!
+ dec a ;has it reached 3?
+ jr nz,place_ranenemy ;nope: >3 = place an enemy
inc hl ;nextevent located behind eventleft
- ld (hl),119 ;set delay
+ ld (hl),193 ;set delay
ret ;don't place any more enemies
-do_event:
- ld de,enemies-4
-chk_noenemy:
- inc de
- inc de
- inc de
- inc de
- ld a,(de)
- or a ;0 = no enemy present
- jr nz,chk_noenemy
+standby_event:
+ ld b,nrenemies
+ ld hl,enemies+1-enemysize
+ ld de,enemysize
+ xor a
+chk_enemyleft:
+ add hl,de
+ cp (hl) ;0 = no enemy present
+ jr nz,enemyleft
+ dnz chk_enemyleft
+ ret
+enemyleft:
+ ld hl,eventleft
+ inc (hl)
+ ret
-place_enemy:
- ld a,(eventenemy) ;enemy type to place (lvl)
- ld hl,enemy00 ;enemy 1 specs
- add a,a ;a=type*2
- add a,a ;a=type*4
- ld c,a ;c=type
- ld b,0 ;bc = enemy nr.
- add hl,bc ;hl = enemy specs
- ld a,(hl) ;load hitpoints+occ of this enemy class
- ld (de),a ;occ
-
- inc hl ;next enemyInfo byte
- inc de ;next byte of current enemy
- ld a,(hl) ;load movement+type of this enemy class
- ld (de),a ;enemy type
-
- inc de ;set x-pos
- ld a,122 ;appear at right edge of screen (128-6)
- ld (de),a ;= x-position
-
- inc de ;set y-pos
- inc hl ;where to place??
+
+place_ranenemy:
+ ld bc,0 ;0..nrlvlenemies
+nrlvlenemies =$-1 ;=nr of enemies minus 1
+ cal Random ;random enemy b..b+c = 0..nrenemies-1
+ ld b,0
+ ld c,a ;bc=a
+ ld hl,lvlenemies
+ add hl,bc ;go to a random enemy
+ ld a,(hl) ;load enemy nr of this mysterious random enemy
+ jr place_enemy
+
+place_boss:
+ ld hl,(levelp) ;the leveldata (including the boss)
+ dec hl ;points to leveldata\boss\enemynr
+ ld a,(hl) ;load enemy# of boss
+
+place_enemy: ;places enemy #=a
+ psh af
+ ld hl,enemies+1-enemysize
+ ld bc,enemysize
+ xor a ;a=0
+chk_noenemy: ;find an unused (no) enemy
+ add hl,bc ;check next enemy
+ cp (hl) ;(hl) = 0 ??
+ jr nz,chk_noenemy ;jump if enemy present (non-0)
+ ex de,hl ;de=hl=usable enemy +1
+ pop af ;enemy# to place
+ cal findenemyspecs ;hl = enemy #a specs
+
+ dec de ;goto hp64 (before occ)
+ ldi ;set hp64
+ ldi ;set hitpoints+occ of enemy class
+ ld a,(hl) ;save sprite-offset/2 (ldi decs bc so in a)
+ ldi ;set sprite
+ ldi ;set x-position
+
+ ld c,a ;c=sprite
ld a,(hl) ;load placeInfo
+ inc hl
dec a ;is it 1?
jr z,random_enemy ;yes: create random value <51 in a
dec a ;is it 2?
;otherwise?
halflure_enemy: ;yes (of course it is): pick one (50% lure)
ld a,(timer) ;look at frame-number
- and %00000001 ;make random if odd frame nr.
- jr nz,random_enemy ;1st possibility: random enemy
+ rra ;make random if odd frame nr.
+ jr nc,random_enemy ;1st possibility: random enemy
lure_enemy: ;2nd possibility: luring enemy
ld a,(y) ;place at same y-pos as YOUR ship
jr ypos_OK
-
random_enemy:
- call 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
-
+ ld b,0 ;bc = enemy sprite offset / 2
+ ld ix,spr_enemy00 ;first enemy sprite
+ add ix,bc ;add offset for current enemy
+ add ix,bc ;twice (offset stored as offset/2)
+ ld a,64-8 ;=57=screen height (8 is scorebar)
+ sub (ix+1) ;minus sprite height=bottom
+ ld c,b ;range=0 to...
+ ld b,a ;...57-y
+ cal Random ;random value on screen
ypos_OK: ;random value successfully created
ld (de),a ;save y-position
-
- 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 (hl),1 ;set time-to-fire to 1 frame (fires directly)
+ inc de ;@movecounter
+ ldi ;set move-type
+ ld a,1 ;movecounter = 1
+ ld (de),a ;set
+ inc de ;@firecounter
+ ldi ;set time-to-1st-fire
+ ldi ;set firefreq
+ ldi ; " firetype
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 ------------------------------------
-;--------------------------- enemy fires --------------------------------------
-
-Enemy_fires: ;de = x,y
+Enemy_fires: ;de = x,y; c = type
+ ld hl,ebullets ;first bullet to check
+ ld b,nrebuls
dec d
dec d ;d = x-2
inc e ;e = y+1
-
- ld b,10
- ld hl,ebullets
+enemy_fires_again: ;same but hl = first bullet possibly free
+ xor a
find_ebullet:
- ld a,(hl)
- or a
+ cp (hl)
jr z,found_ebullet ;0 = not used
inc hl \ inc hl \ inc hl
- djnz find_ebullet ;look next bullet
+ dnz find_ebullet ;look next bullet
ret
found_ebullet:
- ld (hl),1 ;use bullet &&&
+ ld a,c
+ sub 6
+ jr c,bulletok ;type #0-5 = done (normal/diag)
+ or a
+ jr z,bulletaiming ;type #6 = aiming = type#2..5
+ dec a
+ jr z,bullettriple ;type #7 = triple
+
+bulletdouble:
+ dec e ;one up
+ ld c,1 ;type #1
+ cal bulletok ;fire bullet
+ inc hl ;next bullet position
+ inc e
+ inc e ;two px down
+ jr enemy_fires_again ;find and fire another bullet
+
+bullettriple:
+ ld c,1 ;type #1 = normal
+ cal bulletok ;fire
+ inc hl ;next bullet
+ ld c,4 ;type #4 = down 50%
+ cal enemy_fires_again
+ inc hl
+ ld c,5 ;type #5 = up 50%
+ jr enemy_fires_again
+
+bulletaiming:
+ ld a,(y)
+ sub e
+ add a,10
+ jp p,bulletnotup
+ ld c,5 ;yourY-bulY = negative (=bullet below you)
+ add a,10
+ jp p,bulletnotup
+ ld c,3 ;yourY-bulY = even more negative (going up)
+bulletnotup:
+ sub 20
+ jr c,bulletok
+ ld c,4 ;bullet going down (=jp m)
+ sub 10
+ jr c,bulletok ;even more going down
+ ld c,2
+
+bulletok:
+ ld (hl),c ;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 --------------------------------
Enemy_bullets:
- ld hl,ebullets
- ld b,10
+ ld hl,ebullets ;hl=bullet pointer
+ ld b,nrebuls ;number of bullets (or _possible_ bullets)
handle_bullet:
- push bc
- push hl
+ 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 ;do not move the <pop hl>
- pop bc
- inc hl \ inc hl \ inc hl
- djnz handle_bullet
+ or a ;bullet present?
+ cal nz,enemy_bullet ;non-0: handle bullet
+ pop hl ;enemy_bullet could've added one or two to hl
+ pop bc ;bullet counter
+ inc hl \ inc hl \ inc hl ;next bullet (3 bytes per bullet)
+ dnz handle_bullet ;loop for each and every bullet
ret
enemy_bullet:
- 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
- dec a ;type 1?
- jr z,ebullet_common ;normal bullet
+ inc hl ;@x
+ ld d,(hl) ;check if it has reached the left side of scrn
+ bit 7,d ;x<0?
+ jr nz,remove_ebullet ;yes, remove bullet
+ dec d ;move one pixel left
+ dec d ;and another one (that makes 2)
+ ld (hl),d ;save new x-coordinate in (HL) and D
+ inc hl ;@y (BTW: x >= -2)
+ ld e,(hl) ;e=y
+ dec a
+ jr z,ebullet_common ;type 1: normal bullet
+ dec a
+ jr z,ebullet_down ;type 2: moving down
+ dec a
+ jr z,ebullet_up ;type 3: moving up
+
+ ld b,a ;save bulletType
+ ld a,(timer) ;load timer
+ rra ;half speed (CF set every other turn)
+ jr c,ebullet_common ;if bit then normal bullet
+
+ dec b
+ jr z,ebullet_down ;type 4: moving down 50%
+ ;type 5: moving up 50%
+ebullet_up:
+ dec e ;move up
+ jp m,ebullet_common ;y<top; don't save new value (so y=0)
+ ld (hl),e
+ jr ebullet_common
ebullet_down:
- ld a,(timer)
- rra
- jr c,ebullet_common
- inc (hl)
+ inc e ;move down
+ ld a,e ;a=y too
+ cp 58-3 ;y>bottom?
+ jr z,ebullet_common ;then keep it there
+ ld (hl),e ;otherwise save new y
ebullet_common:
- ld e,(hl) ;e=y
- ld ix,spr_bullet11 ;display enemy bullet
- call putsprite
+ ld ix,spr_bullete1 ;display enemy bullet
+ psh hl
+ cal putsprite
+ pop hl ;we'll need it again
ebullet_hits:
ld a,(your_occ)
or a
- jr nz,next_bullet ;0 = you're normal
+ ret nz ;0 = you're normal
- pop hl
- push hl
- inc hl ;check x
- ld a,(x)
+ ld a,(y) ;check y collision
sub (hl)
add a,6
- jp m,next_bullet
+ ret m
cp 9
- jr nc,next_bullet
+ ret nc
- inc hl ;check y
- ld a,(y)
+ dec hl ;check x
+ ld a,(x)
sub (hl)
add a,6
- jp m,next_bullet
+ ret m
cp 9
- jr nc,next_bullet
+ ret nc
- call damage_you ;HIT!!
+ ld b,auch_bullet ;set damage-amount
+ psh hl
+ cal damage_you ;HIT!!
+ pop hl ;save hl to remove the bullet
remove_ebullet:
- pop hl ;hl could be destroyed by damage_you
+ dec hl ;points to bullettype again
ld (hl),0 ;bullet > unused
- jr next_bullet+1 ;next bullet (SKIP THE <POP HL> = one byte)
+ ret
-;--------------------------- handle enemies -----------------------------------
+;--------------------------- handle enemies ---------------------------------
Handle_enemies:
- ld hl,enemies
+ ld hl,enemies+1
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,a ;b=2 if moving, otherwise b=1
-normal_enemy: ;occ "normal" 2 or "moving" 3
+normal_enemy:
inc hl
- push hl
-
- ld e,(hl) ;e = enemy type
- 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
+ ld c,(hl) ;c = enemy type = de
+ cal find_sprite
inc hl
- ld a,(hl) ;x
- dec a ;move left
- jr c,remove_enemy ;off screen
- jr z,remove_enemy ;"
- ld d,a
-
+ ld d,(hl) ;x
inc hl
ld e,(hl) ;y
- ld a,b ;moving state was stored in b earlier
- dec a ;is it 1?
- call nz,moving_enemy ;2 = moving enemy
-ymove_done:
+ inc hl ;@movetype
+ cal moving_enemy
+ dec hl
+
+ ld a,e ;new y value
+ cp 57
+ jr c,enemyonscreenY ;=on screen
+ cp -20 ;moved off at top
+ ld e,0 ;reset to top
+ jr nc,enemyonscreenY
+ ld e,57 ;otherwise reset to bottom
+enemyonscreenY:
+ ld (hl),e ;store new y
dec hl ;@x
- ld (hl),d ;store new x
- push hl
- push de ;save registers for firing-use
- call putsprite ;display sprite @ix
- pop de ;restore (destroyed by putsprite)
- pop hl
+ ld a,d ;new x value
+ cp 129 ;x<=128
+ jr c,enemyonscreenX ;=on screen
+ cp -7 ;x<=-8
+ jr c,remove_enemy ;=off screen
+enemyonscreenX:
+ ld (hl),d ;store new x
+ ld a,c ;a = enemy type
+ or a ;type 0? (pickup)
+ jr nz,check_enemyfire ;no, a normal enemy; let em fire
+ 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,next_enemy ;finished if not
-
- add a,64 ;re-set counter for next blast
- ld (hl),a ;save
- call Enemy_fires ;fires bullet
+ ld bc,4 ;4x inc hl
+ add hl,bc ;@firecount
+ ld a,(hl) ;counter till next blast
+ dec a ;decrease it
+ ld (hl),a ;save new value
+ jr nz,firing_done ;finished if not reached 0 yet
+
+ inc hl ;@firefreq
+ ld a,(hl) ;=time 'til next blast
+ inc hl ;@firetype
+ ld c,(hl) ;in c
+ dec hl
+ dec hl ;@firecount again
+ 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)
+firing_done:
+ cal putwidesprite ;display sprite @ix
next_enemy:
pop hl
- ld bc,$0004
+ ld bc,enemysize
add hl,bc
pop bc
- djnz handle_enemy
+ dnz handle_enemy
ret
+exploding_enemy:
+ inc hl
+ ld a,(hl)
+ cp 16
+ jr nz,keep_enemy ;remove when at last frame
remove_enemy:
pop hl
ld (hl),$0000 ;bye bye enemy
- push hl
- jr next_enemy
-
-exploding_enemy:
- inc hl
- push hl
- ld a,(hl)
- call explosion_stuff ;display explosion
- pop hl
-
- ld a,(hl)
- cp 15
- jr z,remove_enemy ;remove when at last frame
+ jr next_enemy+1 ;continue AFTER pop hl (already done)
+keep_enemy:
inc a
ld (hl),a ;next frame
+ dec a ;1-16 -> 0-15
+ ld ix,spr_explosion ;base sprite
+ cal explosion_stuff ;display explosion
jr next_enemy
-;--------------------------- moving enemies -----------------------------------
+;--------------------------- moving enemies ---------------------------------
moving_enemy:
-movetype_updown: ;&&&
- ld bc,add2enemy
- add hl,bc
+ dec d ;move left once
+ ld a,(hl) ;how does this enemy move?
+ and a
+ ret z ;0 = (1<)
+ ld b,a
+ ld a,(timer)
+ dec b
+ jr z,movetype_updown ;1 = (1<) up / down
+ dec b
+ jr z,movetype_vslow ;2 = (.25<)
+ dec b
+ jr z,movetype_slow ;3 = (.5 <)
+ dec b
+ jr z,movetype_lslow ;4 = (.75<)
+ dec b
+ jr z,movetype_fast ;5 = (1.5<)
+ dec b
+ jr z,movetype_vfast ;6 = (2 <)
+ dec b
+ jr z,movetype_slowlure ;7 = (1<) move y towards you 50%
+
+ inc d ;speed 0
+ dec b
+ jr z,movetype_lure ;8 = (0) move y towards you
+ dec b
+ jr z,movetype_slowlure ;9 = (0) lure 1/2 speed
+ dec b
+ jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed
+ dec b
+ jr z,movetype_right ;11 = (.5>)
+ dec b
+ jr z,movetype_fright ;12 = (1>)
+
+movetype_right:
+ rra
+ ret c ;speed 0 50%
+movetype_fright:
+ inc d ;move right one px
+ ret
+
+movetype_fulllure:
+ rra
+ ret c ;50% speed
+ cal movetype_lure
+ ld a,(x)
+ cp d
+ jr c,movetype_vfast ;moves left (again)
+lure_right:
+ inc d ;move right
+ ret
+
+movetype_slowlure:
+ rra ;half the time
+ ret c
+movetype_lure:
+ ld a,110
+ cp d
+ jr nc,dothelurethingy
+ dec d ;x>109: move left
+dothelurethingy:
+ ld a,(y)
+ cp e
+ ret z ;don't move vertically if equal
+ jr c,lure_up ;below you then move up
+lure_down: ;above then move down
+ inc e
+ ret
+lure_up:dec e
+ ret
+movetype_smart:
+ inc hl ;@movecount
ld a,(hl)
- dec a
- jr nz,move_updated
- add a,128
-move_updated:
+ inc a
+ and %1111
ld (hl),a
or a ;reset carry flag
- sbc hl,bc
- and %00100000
- jr z,movedown
+ dec hl ;reset hl to <y>
+ and %11111100
+ jr z,movetype_fast
+
+movetype_lslow:
+ and %11
+ ret nz
+ inc d ;don't move 25% of the time
+ ret
+movetype_slow:
+ rra
+ ret c
+ inc d ;don't move 50%
+ ret
+movetype_vslow:
+ and %11
+ ret z
+ inc d ;don't move 75%
+ ret
+
+movetype_fast:
+ rra
+ ret c ;once every other turn
+movetype_vfast:
+ dec d ;move left twice
+ ret
-moveup:
- ld a,(hl) ;load y-position
- dec a ;decrease y-pos (=move up)
+movetype_updown:
+ inc hl ;@movecount
+ ld a,(hl)
+ dec a
+ and 127 ;range 0..127
+ ld (hl),a ;store new movecounter
+ dec hl ;reset hl to @movetype
+ and %00100000 ;ZF changes once every 64 turns
+ ld a,e ;load current y-position
+ jr z,movedown
+moveup: dec a ;decrease y-pos (=move up)
ret m ;don't move off the screen (y<0)
- ld (hl),a ;save new y-pos
+ dec e ;save new y-pos
ret ;finish
movedown:
- ld a,(hl) ;load current y
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
+ inc e ;otherwise save new position
ret ;and return
-;--------------------------- check collision ----------------------------------
+;--------------------------- check collision --------------------------------
Enemies_hit:
- ld a,(your_occ)
- or a ;0 = you're normal
- ret nz
+ ld hl,(x) ;e = X, d = Y
+ ld de,$0707 ;add 7 to both d and e
+ add hl,de
+ ex de,hl ;e = X+7, d = Y+7
- ld de,(x) ;e = X, d = Y
- ld hl,enemies
+ ld hl,enemies+1
ld b,nrenemies ;check all 20 enemies
check_collision:
- push hl
+ psh bc ;counter
+ psh hl ;pointer
ld a,(hl)
- and %00000010
- jr z,check_next ;2 or 3 = ok
- inc hl
+ and %00000010 ;enemy status
+ jr z,check_next ;2 or 3 = ok, otherwise: next enemy
+ inc hl ;enemy#
-collide_enemy:
-; push hl
-; push 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
+collide_enemy: ;&&& include in Handle_enemy proc
+ cal find_sprite
- inc hl
+ inc hl ;@x
ld a,(hl) ;check x match
- sub e ;enemy position minus yours
+ sub e ;enemy position minus yours minus 7
+ jp p,check_next
add a,6
+ add a,(ix) ;enemy width
jp m,check_next
- cp 12
- jr nc,check_next
inc hl
ld a,(hl) ;check y match
sub d ;same as with x-check
+ jr nc,check_next ;(=jp p)
add a,6
+ add a,(ix+1) ;enemy height
jp m,check_next
- cp 12
- jr nc,check_next
dec hl
dec hl
take_pickup:
+ psh hl ;we need hl
+ ld hl,2 ;increase score by 2
+ cal scoreInc
+ pop hl ;we're done
+
ld a,(hl) ;load enemy type
or a
jr nz,collide ;enemy when <>0
- ld a,(your_armor)
- inc a
- ld (your_armor),a
+ 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
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!
+ ld a,(hl)
+ sub auch_ecollide
+ ld (hl),a
+ jr nc,enemydamaged ;enemy still ok (HP>=0)
+ ld (hl),%01 ;set to explode
+ inc hl
+ ld (hl),0 ;explosionFrame 0
+enemydamaged: ;damage to enemy delivered
+ ld b,auch_collide ;your damage
+ cal damage_you
check_next:
pop hl
+ ld bc,enemysize
+ add hl,bc
+ pop bc
+ dnz check_collision
+ ret
+
+;--------------------------- story ------------------------------------------
+
+storyPage:
+ psh hl ;hl will be destroyed by _clrLCD
+ cal _clrLCD ;clear screen
+ pop hl
+ ld a,(hl)
+ ld (curline),a ;begin line for special effect
+storyLine:
+ ld d,(hl) ;vertical position of text
inc hl
+ ld e,(hl) ;horizontal text-position
+ ld (_penCol),de ;set position
inc hl
+ cal _vputs ;display text
+
+ ld a,(hl) ;load next byte
inc hl
+ or a ;0 means more text
+ jr z,storyLine ;loop if there is
+
+ psh af
+ psh hl
+ ld hl,VIDEO_MEM ;copy text
+ ld de,dispbuffer ;to GRAPH_MEM
+ ld bc,1024 ;entire screen
+ ldir
+ cal _clrLCD ;clear VIDEO_MEM
+ pop hl
+ pop bc ;last byte (<>0) is lines to SFX
+ psh hl
+ cal DoSFX ;do special effects
+ cal getsomekeys ;wait for a key
+ pop hl
+ ret
+
+dostory:
+ cal storyPage ;do some story
+ ld a,(hl) ;load next byte in a
+ inc a ;set z-flag if a = $ff
+ jr nz,dostory ;otherwise loop
inc hl
- djnz check_collision
+ inc hl ;set hl to beginning of the level
+ ld (levelp),hl ;set the level-pointer
+ ret ;and return
+
+;--------------------------- SFX --------------------------------------------
+
+DoSFX: ;in:(curline)=beginLine;b=nrOfLines
+SFXloop:
+ psh bc
+
+ ld a,0 ;get line number
+curline =$-1
+ inc a ;go to the next line
+ ld (curline),a ;update
+ ld l,a
+ ld h,0 ;hl=a
+ add hl,hl
+ add hl,hl
+ add hl,hl
+ add hl,hl ;*16 (a pixels down=a*16)
+ sub 64 ;a=a-64
+ neg ;a=64-a (lines from bottom)
+
+ ld b,h ;save hl for later
+ ld c,l
+ ld de,VIDEO_MEM ;where to put sfx
+ add hl,de ;go to ymin
+ ex de,hl ;put into de again
+ ld hl,dispbuffer ;source of original
+ add hl,bc ;hl->source
+
+SFXdisp: ;display this frame on screen
+ ld bc,16 ;one line (=16 bytes, you'd know by now)
+ ldir ;display (copy actually)
+ ld bc,-16 ;go up one line (not on screen)
+ add hl,bc ;so the same line will be displayed
+ dec a ;counter
+ jr nz,SFXdisp ;repeat until whole screen is displayed
+
+ ld b,8
+SFXdelay:
+ halt ;delay
+ dnz SFXdelay ;8x
+
+ pop bc ;counter
+ dnz SFXloop
+ ret
+
+;--------------------------- proc -------------------------------------------
+
+Random: ;a=c<random<b+c; destr:none
+ 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
-;--------------------------- game over ----------------------------------------
+RandomY: ;HL = random Y 0..50 right side ((1..51)*16-1)
+ psh bc
+ ld bc,50*256+1 ;range=1..51
+ cal Random ;a = 1..51
+ ld h,0
+ ld l,a ;hl = 1..51
+ add hl,hl
+ add hl,hl
+ add hl,hl
+ add hl,hl ;hl = 1..51 * 16 (left side at random y)
+ dec hl ;hl = 0..50 * 16 (" at right side of screen)
+ ld de,dispbuffer
+ add hl,de ;position on screen
+ pop bc
+ ret
+
+scoreInc:
+ psh bc
+ ld bc,(your_score)
+ add hl,bc
+ ld (your_score),hl
+ pop bc
+ ret
+
+find_sprite: ;in:hl=enemy+type | out:ix=sprite to enemy
+ psh de
+ psh hl
+ ld e,(hl) ;e = enemy offset/2
+ ld d,0 ;de = e
+ ld ix,spr_enemy00 ;first enemy sprite
+ add ix,de ;add offset for current enemy
+ add ix,de ;twice (offset stored as offset/2)
+ pop hl
+ pop de
+ ret
+
+BLACKLCD:
+ ld hl,VIDEO_MEM ;screen location (top left)
+ ld de,VIDEO_MEM+1
+ ld (hl),%11111111
+ ld bc,1024-1 ;do it 1024 times = entire screen
+ ldir
+ set 3,(iy+5) ;set white on black
+ ret
+
+getsomekeys:
+ halt ;wait a li'l while and save batteries :P
+ halt
+ cal GET_KEY ;input keys
+ or a
+ jr z,getsomekeys ;wait if none
+ cp K_SECOND ;2nd pressed?
+ ret z ;then return with zf set
+ cp K_ENTER ;enter pressed
+ ret ;then return with zf set, otherwise zf reset
+
+releasekeys:
+ halt
+ ld a,%10000000 ;all key-masks
+ out (1),a
+ in a,(1)
+ inc a ;cp %11111111 (no keys pressed)
+ jr nz,releasekeys ;keep waitin
+ jp GET_KEY ;clear buffer
+
+findenemyspecs: ;enemy #a specs in (hl); in:b=0; out:ac=?
+ ld hl,enemyspecs ;enemy "0" specs
+ ld c,a ;b=0; bc=c=a=type
+ add hl,bc ;hl = enm#0 + type*1
+ add a,a ;a=type*2
+ add a,a ;a=type*4 (max.type<64)
+ ld c,a ;bc=type*8
+ add hl,bc ;hl = enm#0 + type*5
+ add hl,bc ;hl = enm#0 + type*9
+ ret ;hl = enemy specs
+
+;--------------------------- game over / new game / death -------------------
+chartable:
+ .db 0,".<>!",0,0,0,0 ;down,L,R,up
+ .db 0,"xtoje0",0 ;enter..clear
+ .db " wsnid9",0 ;(-)..custom
+ .db "zvrmhc8",0 ;dot..del
+ .db "yuqlgb7#" ;0..xvar
+ .db $D9,"-pkfa6'" ;on..alpha
+ .db "54321*",0,$D0 ;F5..more
+
+save_hi:
+ ld hl,_asapvar ;find own variable
+ rst 20h ;cal _ABS_MOV10TOOP1
+ rst 10h ;cal _FINDSYM
+
+ xor a
+ ld hl,4+storehi_start-_asm_exec_ram
+ add hl,de ;hl=pointer to data in original prog
+ adc a,b
+ cal _SET_ABS_DEST_ADDR
+ xor a
+ ld hl,storehi_start
+ cal _SET_ABS_SRC_ADDR
+ ld hl,storehi_end-storehi_start
+ cal _SET_MM_NUM_BYTES
+ cal _mm_ldir ;save done (cal \ ret)
+ jp _RAM_PAGE_1
+
+save_lvl:
+ ld hl,_asapvar ;find own variable
+ rst 20h ;cal _ABS_MOV10TOOP1
+ rst 10h ;cal _FINDSYM
-game_over:
- call _clrLCD ;clear screen
+ xor a
+ ld hl,4+storesave_start-_asm_exec_ram
+ add hl,de ;hl=pointer to data in original prog
+ adc a,b
+ cal _SET_ABS_DEST_ADDR
+ xor a
+ ld hl,storesave_start
+ cal _SET_ABS_SRC_ADDR
+ ld hl,storesave_end-storesave_start
+ cal _SET_MM_NUM_BYTES
+ cal _mm_ldir ;save done (cal \ ret)
+ jp _RAM_PAGE_1
+
+game_over: ;stack=+0
+ cal BLACKLCD ;clear screen
ld hl,$0603
ld (_curRow),hl ;center
ld hl,txt_gameover
- call _puts ;display "GAME OVER"
+ cal _puts ;display "GAME OVER"
+ cal releasekeys ;wait for all keys to be released
+
+ ld hl,$0007
+ ld (_curRow),hl
+
+ ld de,(your_score)
+ ld hl,(hiscore)
+ cal CP_HL_DE
+ jr nc,no_hiscore
+ ld (hiscore),de
+
+ask_hiname:
+ ld ix,hiname
+ ld a,9
+ ld (hiscorepos),a
+enter_name_loop:
+ ld a,'_'
+ cal _putc
+ ld hl,_curCol
+ dec (hl)
+nokeypressed:
+ cal getsomekeys
+ jr z,nomore
+ or a
+ jr z,nokeypressed
+
+ cp K_DEL
+ jr z,backup
+ cp K_EXIT
+ jr z,nomore
+
+ ld hl,hiscorepos
+ ld b,(hl)
+ dec b
+ jr z,nokeypressed
+ ld (hl),b
+
+ ld hl,chartable
+ ld e,a
+ ld d,0
+ add hl,de
+ ld a,(hl)
+ or a
+ jr z,nokeypressed
+
+ ld (ix),a
+ cal _putc
+ inc ix
+ cal releasekeys
+ jr enter_name_loop
- ld hl,lives
- dec (hl) ;decrease lives
+backup:
+ ld hl,hiscorepos
+ ld a,(hl)
+ cp 9
+ jr nc,nokeypressed
+ inc (hl)
- ld b,$20
-wait2: halt \ halt
- djnz wait2 ;delay
- call _getkey ;wait for keypress
+ dec ix
+ ld (ix),' '
+ ld a,32
+ cal _putc
+ ld hl,_curCol
+ dec (hl)
+ dec (hl)
+ jr enter_name_loop
+
+nomore:
+ ld a,' '
+ cal _putc
+ ld (ix),0
+ cal save_hi
+ jr hiscoredone
+
+no_hiscore:
+ ld hl,hiname
+ cal _puts
+
+hiscoredone:
+ xor a ;clear a (Ahl will be displayed)
+ ld hl,$1006 ;bottom-1 right
+ ld (_curRow),hl ;set
+ ld hl,(your_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,$3946 ;bottom right before hiscore ^^
+ ld (_penCol),hl ;set
+ ld hl,txt_hiscore ;"Hiscore"
+ cal _vputs ;display (small)
+ res 3,(iy+5)
+
+ ld b,16
+ ld de,16
+ ld hl,VIDEO_MEM+(49*16)-1
+restore_line:
+ set 1,(hl)
+ add hl,de
+ dnz restore_line
-;--------------------------- new game -----------------------------------------
+ cal getsomekeys ;wait for keypress
+ jp quit ;restore some things and return to TI-OS/shell
-New_level:
- xor a ;a=0
- ld a,3
- ld (your_armor),a ;no armor
- xor a
- ld hl,x ;begin position x=...
- ld (hl),a ;...=a=0=left
- inc hl ;y=...
- ld (hl),24 ;...=24=middle
- ld (level),a ;reset level nr
- ld (score),a ;reset score
- ld hl,level01-3 ;set level pointer to level#1
+invship: ;procedure used in New_game
+ psh af
+ inc b
+ ld de,$C0
+ ld hl,VIDEO_MEM+$30-$C0;begin pos
+invshipinit:
+ add hl,de
+ dnz invshipinit
+ ld b,$B0 ;12 lines down
+invshiploop:
+ ld a,(hl)
+ cpl ;invert byte
+ ld (hl),a
+ inc hl
+ dnz invshiploop ;loop
+ pop af
+ ret
+
+New_game: ;stack must be +1 (so change the jp in cal :)
+ cal _clrLCD
+ ld hl,VIDEO_MEM
+ ld (PutWhere),hl ;will be reset after displaying iconbar
+ ld ix,spr_ship01 ;first ship: sprite
+ ld de,$0105 ;position
+ ld b,4 ;number of ships to display
+dispshipsloop:
+ psh bc ;counter
+ psh de ;position
+ cal putwidesprite ;display
+ pop de
+ ld bc,spr_ship01i-spr_ship01+2
+ add ix,bc ;go to next ship
+ ld a,12 ;below the previous one
+ add a,e
+ ld e,a
+ pop bc
+ dnz dispshipsloop ;loop
+
+ ld b,0 ;menu pos.
+selectship:
+ psh bc
+ cal invship
+selectshiploop:
+ cal getsomekeys
+ pop bc
+ jr z,startthenewgame ;enter/2nd
+ psh bc
+ cal invship
+ pop bc
+ cp K_DOWN
+ jr nz,selnotdown
+ inc b
+selnotdown:
+ cp K_UP
+ jr nz,selnotup
+ dec b
+selnotup:
+ ld a,b
+ and %11
+ ld b,a
+ jr selectship
+
+startthenewgame:
+ ld hl,spr_ship01-(spr_ship02-spr_ship01)
+ ld de,spr_ship02-spr_ship01
+ inc b ;your ship #0-3++
+ ld a,b ;ship #1-4
+searchyourship:
+ add hl,de ;next ship
+ dnz searchyourship
+ ld (your_ship),hl
+ and 1 ;gives: 1,0,1,0 for the ships
+ inc a ;1 or 2
+ ld (your_extramode),a ;sets tail beam or up double (1 or 2)
+ xor a ;ld a,0
+ ld (your_score),a ;reset score
+ ld (your_score+1),a ;reset score (0)
+ ld (your_extra),a ;no extra beam
+ ld (your_weapon),a ;no laser
+ ld (your_pickup),a ;reset pickups
+ ld (your_multiples),a ;no multiples
+ inc a ;ld a,1
+ ld (level),a ;reset level nr (#1)
+ ld hl,levelstart ;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: ;stack must be +1
+ pop hl ;restore stack
+ ld a,12
+ ld (your_armor),a ;12 HPs/shields
+ ld a,(your_lives) ;load lives left
+ dec a ;decrease lives
+ ld (your_lives),a ;if lives=0ffh GO
+ inc a ;if -1 then zf set now
+ jp z,game_over ;and game's over
+ jr samelevel
+
+gamedone:
+ cal dostory ;display end (hl=(levelp))
+ ld hl,250
+ cal scoreInc ;game complete bonus: 250
+ jp game_over ;game over (+hiscore)
+
+;--------------------------- next level -------------------------------------
+
+Next_level: ;stack must be +1
+ pop hl
+
+ cal inc_armor ;increase armor
+
+ ld hl,(levelp) ;level pointer
+ ld b,0 ;advance one level
+ ld c,(hl)
+ add hl,bc ;passed the enemies
+ ld c,10
+ add hl,bc ;update to point to next level
+ ld (levelp),hl ;save
+
+ ld a,(level) ;level number
+ inc a ;next level #
+ cp endlevel+1 ;last level done?
+ jr nc,gamedone ;yes: display end story and quit
+ ld (level),a
+
+ add a,a
+ add a,a
+ ld h,0 ;increase score....
+ ld l,a ;by level number * 4
+ ld bc,20
+ add hl,bc ;plus 20
+ cal scoreInc ;update score
-;--------------------------- next level ---------------------------------------
+samelevel:
+ ld hl,(your_ship)
+ ld (your_shipspr),hl
-Next_level:
- ld hl,level
- inc (hl) ;increase level nr.
ld a,80
ld (nextevent),a ;time to first enemy appearance
ld hl,(levelp) ;level pointer
- inc hl
- inc hl
- inc hl ;update to point to next level
- ld (levelp),hl ;save
+ dec hl ;byte before level (boss byte)
+ xor a ;if it's zero it means here's a story
+ cp (hl)
+ inc hl ;begin of level
+ cal z,dostory ;do the story and set (levelp) to real level
- ld a,(hl) ;load new level-enemy type
- ld (eventenemy),a ;set level-enemy
+ ld a,(hl) ;number of (different) enemies in this level
inc hl
+ ld c,a
+ ld (nrlvlenemies),a ;set nr of enemies-1
+ ld b,0 ;bc=c so we can use ldir
+ 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 de,level_info
+ ld c,5 ;5xLDI: loads (level_info) (spacespace)
+ ldir ; (groundinfo) (stars1) (stars2)
+ ld a,1
+ ld b,32 ;fill (groundpos) and (ceilingpos)
+fillground:
+ ld (de),a
+ inc de
+ dnz fillground
+
+ ld ix,starx1
+ ld b,nrstars1
+ cal placestars
+ ld ix,starx2
+ ld b,nrstars2
+ cal placestars
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
+ inc hl ;hl = your_shield
+ ld (hl),25 ;set 25*4=100 frames shielded
+ ld de,$1820
+ ld (x),de ;begin position (x,y)
+ cal Place_multiples ;place all multiple-positions at that (0,24)
-;--------------------------- setup game ---------------------------------------
+ cal loadweapon ;load (your_weapon)
-game_setup:
- call _clrLCD ;clear screen
- ld a,%10111011
- ld hl,VIDEO_MEM ;screen location (top left)
- ld b,0 ;b = 0 (loop 0-1 = 0FFh = 256 times)
-clearloop2:
- inc a
- ld (hl),a ;clear four times (total = 256*4 = 1024 bytes)
- inc hl
- ld (hl),a
- inc hl
- xor $ff
- ld (hl),a
- inc hl
- ld (hl),a
- inc hl
- xor $ff
- djnz clearloop2 ;repeat 256x
+ 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 bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1
+ ldir ;clear enemies + bullets (y/e)
- ld hl,$0703
- ld (_curRow),hl ;center
+;--------------------------- setup game -------------------------------------
+
+game_setup:
+ cal BLACKLCD ;white on black
ld hl,txt_level
- call _puts ;display "LEVEL "
+ ld de,$0703
+ ld (_curRow),de ;center
+ cal _puts ;display "LEVEL "
- ld a,(level)
+ ld a,(level) ;current level
ld l,a
- ld h,$00
-
- call UNPACK_HL
- add a,'0'
- ld b,a
- call UNPACK_HL
- add a,'0'
- call _putc ;display second digit
+ ld h,0 ;in hl
+ cal UNPACK_HL ;create first digit
+ add a,'0' ;0-9
+ ld b,a ;into b
+ cal UNPACK_HL ;second digit
+ add a,'0' ;0-9
+ cal _putc ;display second digit
ld a,b
- call _putmap ;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,(lives) ;lives left
- add a,'0' ;make value
- ld (txt_lives+3),a ;add to text
- call _puts ;display the string
-
- ld b,$20
-wait: halt \ halt
- djnz wait ;delay
- call _getkey ;wait for keypress
-
- ld ix,spr_icon00 ;empty icon
- ld de,$1a01 ;icon #1
- call putwidesprite ;display
- ld ix,spr_icon00 ;emptyIcon
- ld de,$2a01 ;icon #2
- call putwidesprite
-; ld ix,spr_icon02 ;emptyIcon
-; ld de,$3a01 ;icon #3
-; call putwidesprite
- ld ix,spr_icon00 ;emptyIcon
- ld de,$4a01 ;icon #4
- call putwidesprite
- ld ix,spr_icon00 ;emptyIcon
- ld de,$5a01 ;icon #5
- call putwidesprite
-
- ld ix,spr_icon02 ;armorIcon
- ld de,$3a01 ;bottom mid
- call putwidesprite ;display
-
- ld hl,GRAPH_MEM ;from storage (top left)
- ld de,VIDEO_MEM+(56*16);to screen (top left)
- ld a,8 ;display height = 64 bytes (minus 8 for bar)
-displayloop3:
- ld bc,16 ;display width = 16 bytes (16*8bits=256pixels)
- ldir ;16x de >> hl
- dec a ;next line
- jr nz,displayloop3 ;loop 8x
-
- 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 de,$0904
+ ld (_curRow),de ;display lives left below level nr
+ cal _puts
+ ld a,(your_lives) ;lives left
+ add a,'0' ;make value 0='0'
+ cal _putc
+
+ cal releasekeys ;wait for user to release all keys
+ ld hl,txt_savekey ;"Press [F1] to save"
+ ld de,$3A46 ;bottom-right
+ ld (_penCol),de
+ cal _vputs
+
+ res 3,(iy+5) ;set white on black
+ cal getsomekeys ;wait for keypress
+ cp K_F1
+ cal z,save_lvl
+
+ cal _clrLCD ;clear screen
+ cal disp_icons ;display bottom icons +ret
+ jp game_main_loop
+
+placestars:
+ cal RandomY ;a = random y-pos 1..bottom
+ ld a,b ;a = b = star nr. = 1..7
+ add a,a ;a = 2b = 2..14
+ ld d,0
+ ld e,a ;de = a = 2-14
+ or a
+ sbc hl,de ;substract from random y => random pos anywhere
- ld a,(lives) ;nr of lives in a
- add a,'0' ;make digit
- ld (hl),a
- dec hl \ dec hl
- call _vputs ;display on screen
+ ld (ix),l ;save x-pos (l)
+ ld (ix+1),h ;save y-pos (h)
+ inc ix \ inc ix ;next star
+ dnz placestars ;repeat for all stars
+ ret
- ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom
- ld b,16 ;draw 16x (screen width)
-drawline:
- ld a,%11111111 ;horizontal line mask
- 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
+loadweapon:
+ ld a,(your_weapon)
+ add a,a ;weap*2
+ add a,a ; *4
+ add a,a ; *8
+ ld c,a
+ ld b,0
+ ld hl,weapondata
+ add hl,bc
+ ld a,(hl)
+ ld (weapdamage),a ;damage of bullets
+ inc hl
+ ld a,(hl)
+ ld (weapdaminc),a ;damage increase
+ inc hl
+ ld a,(hl)
+ and %00011111 ;laser duration
+ ld (laserdur),a
+ ret
-;--------------------------- putsprite ----------------------------------------
-;--------------------------- de =(X,Y) ----------------------------------------
+;----------------------------------------------------------------------------
+;--------------------------- putsprite --------------------------------------
+;----------------------------------------------------------------------------
+;in: de=(x,y); ix=sprite
+;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=?
-offsets_table:
- .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
- 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:
- djnz _iloop
- pop hl ;Restore address
- ld bc,16 ;Go to next line
- add hl,bc
- pop bc ;Restore data
- djnz _oloop
- ret
-
-;--------------------------- putbigsprite -------------------------------------
+ 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,GRAPH_MEM
-
- 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: push bc ;Save # of rows
- push 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
+;destr: abcdehl+ix (ix=behind sprite; hl:a=right below sprite; b=0; d=width)
+ ld a,(ix) ;width
+ cp 9
+ jr c,putsprite ;width<=8: just draw the sprite
+
+ 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 ;no x-size to load
+ ld a,8 ;next
+ add a,d ;8 pixels right
+ ld d,a
+ pop bc ;then draw the remaining pixels (c=width-8)
+ ld c,b
+ jr _putsprite
+
+safeputsprite: ;cal putsprite with de intact
+ psh de
+ cal putsprite
+ pop de
ret
-;------------------------------------------------------------------------------
-;------------------------------- sprites --------------------------------------
-;------------------------------------------------------------------------------
+;------------------------------- findpixel ----------------------------------
+;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de
-spr_ship:
- .db 9,1 ;ship icon
- .db %11100000 ; ███
- .db %01111000 ; ████
- .db %00111110 ; █████
- .db %01111001 ; ████ █
- .db %01111001 ; ████ █
- .db %01111001 ; ████ █
- .db %00111110 ; █████
- .db %01111000 ; ████
- .db %11100000 ; ███
+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,dispbuffer ;screen base position (where x+y=0)
+PutWhere =$-2
+ add hl,de
+ ret
+
+;----------------------------------------------------------------------------
+;------------------------------- sprites ------------------------------------
+;----------------------------------------------------------------------------
spr_ship01:
.db 7,7 ;ship alpha class
- .db %01111000 ; ████
- .db %11100000 ; ███
- .db %11111100 ; ██████
- .db %11110010 ; ████ █
- .db %11111100 ; ██████
- .db %11100000 ; ███
- .db %01111000 ; ████
+ .db %11000000 ;██
+ .db %11110000 ;████
+ .db %01111110 ; ██████
+ .db %11101000 ;███ █
+ .db %01111110 ; ██████
+ .db %11110000 ;████
+ .db %11000000 ;██
spr_ship01i:
- .db 7,7 ;ship alpha class
- .db %01010000 ; █ █
- .db %10100000 ; █ █
- .db %01010100 ; █ █ █
- .db %10100010 ; █ █ █
- .db %01010100 ; █ █ █
- .db %10100000 ; █ █
- .db %01010000 ; █ █
+ .db 8,7
+ .db %11000010 ;██ █
+ .db %11110001 ;████ █
+ .db %01111111 ; ███████
+ .db %11101001 ;███ █ █
+ .db %01111111 ; ███████
+ .db %11110001 ;████ █
+ .db %11000010 ;██ █
spr_ship02:
- .db 7,7 ;ship beta class
+ .db 7,7 ;XC1701II ship
+ .db %11110000 ;████
+ .db %10001100 ;█ ██
+ .db %11110010 ;████ █
+ .db %01011110 ; █ ████
+ .db %11110010 ;████ █
+ .db %10001100 ;█ ██
+ .db %11110000 ;████
+spr_ship02i:
+ .db 7,7
+ .db %11110000 ;████
+ .db %10011100 ;█ ███
+ .db %11111110 ;███████
+ .db %01011110 ; █ ████
+ .db %11111110 ;███████
+ .db %10011100 ;█ ███
+ .db %11110000 ;████
+
+spr_ship03:
+ .db 7,7 ;ship gamma class
+ .db %11111000 ;█████
+ .db %01100000 ; ██
+ .db %11111100 ;██████
+ .db %11100110 ;███ ██
+ .db %11111100 ;██████
+ .db %01100000 ; ██
+ .db %11111000 ;█████
+spr_ship03i:
+ .db 8,7
+ .db %11111010 ;█████ █
+ .db %01100001 ; ██ █
+ .db %11111101 ;██████ █
+ .db %11100111 ;███ ███
+ .db %11111101 ;██████ █
+ .db %01100001 ; ██ █
+ .db %11111010 ;█████ █
+
+spr_ship04:
+ .db 7,7 ;ship delta class
.db %11000000 ; ██
.db %11110000 ; ████
- .db %01111100 ; █████
- .db %01110010 ; ███ █
- .db %01111100 ; █████
+ .db %11111100 ; ██████
+ .db %01100010 ; ██ █
+ .db %11111100 ; ██████
.db %11110000 ; ████
.db %11000000 ; ██
-
-spr_bullet01:
- .db 5,3 ;your bullets
- .db %00110000 ; ░▒▓█▒
- .db %11111000 ; ░▒▓████▒
- .db %00110000 ; ░▒▓█▒
-spr_bullet02:
- .db 5,3
- .db %11110000 ; ░▒▓███▒
- .db %11111000 ; ░▒▓████▒
- .db %11110000 ; ░▒▓███▒
-
-spr_bullet11:
- .db 3,3 ;enemy bullets
- .db %01000000 ; ▒▓▒░
- .db %11100000 ; ▒██▓▒░
- .db %01000000 ; ▒▓▒░
-
-;---------------------------------------- explosion -------------------------------------------
-
-spr_explosion:
+spr_ship04i:
+ .db 8,7
+ .db %11000010 ; ██ █
+ .db %11110001 ; ████ █
+ .db %11111101 ; ██████ █
+ .db %01100011 ; ██ ██
+ .db %11111101 ; ██████ █
+ .db %11110001 ; ████ █
+ .db %11000010 ; ██ █
+
+spr_ship05:
+ .db 7,7 ;ship beta class
+ .db %11100000 ;███
+ .db %11111000 ;█████
+ .db %01111100 ; █████
+ .db %01110010 ; ███ █
+ .db %01111100 ; █████
+ .db %11111000 ;█████
+ .db %11100000 ;███
+spr_ship05i:
+ .db 8,7
+ .db %11100010 ;███ █
+ .db %11111001 ;█████ █
+ .db %01111101 ; █████ █
+ .db %01110011 ; ███ ██
+ .db %01111101 ; █████ █
+ .db %11111001 ;█████ █
+ .db %11100010 ;███ █
+
+auch_bullet = 1 ;damage to you when hit by an enemy bullet
+auch_ground = 5 ;the same when you hit the ground/ceiling
+auch_collide = 3 ;when you hit an enemy
+auch_ecollide = 2*4 ;damage to both the enemy that hit you (skip bit 0/1)
+
+spr_multiple:
+ .db 6,6 ;multiples
+ .db %00000000 ;
+ .db %00111000 ; ███
+ .db %01111100 ; █████
+ .db %01111100 ; █████
+ .db %01111100 ; █████
+ .db %00111000 ; ███
+spr_multiple2:
+ .db 7,7 ;multiples
+ .db %00111000 ; ███
+ .db %01111100 ; █████
+ .db %11111110 ;███████
+ .db %11111110 ;███████
+ .db %11111110 ;███████
+ .db %01111100 ; █████
+ .db %00111000 ; ███
+
+;-------------------------------- explosions --------------------------------
+
+spr_explosion:
.db 8,6 ;1
.db %00000000
.db %00011100 ; ███
.db %00000010 ; █▒
.db %00100100 ; █▒ █
-;--------------------------------------- bar -----------------------------------
+spr_yexplosion:
+ .db 8,5 ;1
+ .db %00000000
+ .db %00101100 ; █ ██
+ .db %00011110 ; ████
+ .db %00110100 ; ██ █
+ .db %00011000 ; ██
+ .db %00000000
-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 16,7 ;invulnerable....:.......:
- .db %10000000,%01010100 ; █ O O O
- .db %10011110,%00101010 ; █ OOOO O O O
- .db %10111000,%00010101 ; █ OOO O O O
- .db %10111111,%10101010 ; █ OOOOOOO O O O
- .db %10111111,%00010101 ; █ OOOOOOO O O O
- .db %10111000,%00101010 ; █ OOO O O O
- .db %10011110,%01010100 ; █ OOOO O O O
-spr_icon02:
- .db 16,7 ;armor ; .......:.......:
- .db %10001111,%10000000 ; █ █████
- .db %10010000,%01000100 ; █ █ █ XXX
- .db %10101110,%00101010 ; █ █ ███ █ XXX
- .db %10100111,%10101010 ; █ █ ████ █ XXX
- .db %10101110,%00101010 ; █ █ ███ █ XXX
- .db %10010000,%01000100 ; █ █ █ XXX
- .db %10001111,%10000000 ; █ █████
-
-;---------------------------- texts -------------------------------------------
-
-txt_about: .db "v0.8.93 ","by Shiar "
- .db "(ICQ#43840958)",0
-txt_1player: .db "1 PLAYER",0
-txt_2players: .db "2 PLAYERS",0
-txt_level: .db "LEVEL ",0
-txt_gameover: .db "GAME OVER!",0
-txt_lives: .db "Lx0?",0
-
-;---------------------------- save data ---------------------------------------
-
-stored_data_start:
-
-timer .db $00 ;frame counter
-level .db $00 ;level number
-levelp .dw level01 ;pointer to level data
-
-eventenemy .db $02 ;enemy type
-eventtime .db $15 ;enemy frequency
-eventleft .db $00 ;nr. of enemies still to come
-nextevent .db $50 ;time to next event
-
-score .dw $0000
-
-your_occ .db $00 ;0=normal 1..16=exploding
-your_inv .db $50 ;invincibility left
-your_armor .db $13 ;HP left
-lives .db $03 ;
-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 = 10
-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
-
-enemiesxtra .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
-add2enemy = 40
-
-; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
-; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (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 8,5 ;2
+ .db %00111000 ; ███
+ .db %01011100 ; █ ███
+ .db %10010111 ;█ █ ███
+ .db %01000110 ; █ ██
+ .db %00111000 ; ███
+ .db %00000000
-spr_enemy00:
- .db 6,5 ;pickup
- .db %11111100 ; ██████
- .db %10010100 ; █ █ █
- .db %11111100 ; ██████
- .db %10010100 ; █ █ █
- .db %11111100 ; ██████
-spr_enemy01:
- .db 6,6 ;enemy type one
+ .db 8,6 ;3
.db %00111100 ; ████
- .db %01110000 ; ███
- .db %11110000 ; ████
+ .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 ----------------------------------
+
+bullettable:
+ .db (spr_bullet01-spr_bullet01) ;0
+ .db (spr_bullet02-spr_bullet01) ;4
+ .db (spr_bullet03-spr_bullet01) ;8
+ .db (spr_bullet04-spr_bullet01) ;12
+ .db (spr_bullet05-spr_bullet01) ;16
+ .db (spr_bullet06-spr_bullet01) ;20
+ .db (spr_bullet07-spr_bullet01) ;24
+ .db (spr_bullet08-spr_bullet01) ;28
+ .db (spr_bullet09-spr_bullet01) ;32
+ .db (spr_bullet10-spr_bullet01) ;36
+ .db (spr_bullet11-spr_bullet01) ;40
+ .db (spr_bullet12-spr_bullet01) ;44
+ .db (spr_bullet13-spr_bullet01) ;48
+ .db (spr_bullet13-spr_bullet01) ;52
+ .db (spr_bullet13-spr_bullet01) ;56
+ .db (spr_bullet13-spr_bullet01) ;60
+
+spr_bullet01:
+ .db 2,1
+ .db %11000000 ;▒██
+spr_bullet02:
+ .db 4,1
+ .db %11110000 ;▒████
+spr_bullet03:
+ .db 2,2
+ .db %11000000 ;▒██
+ .db %11000000 ;▒██
+spr_bullet04:
+ .db 4,2
+ .db %10110000 ;▒█▒██
+ .db %10110000 ;▒█▒██
+spr_bullet05:
+ .db 4,3
+ .db %01100000 ; ▒██
+ .db %11110000 ;▒████
+ .db %01100000 ; ▒██
+spr_bullet06:
+ .db 5,3
+ .db %00110000 ; ▒██
+ .db %11111000 ;▒█████
+ .db %00110000 ; ▒██
+spr_bullet07:
+ .db 5,3
+ .db %01110000 ; ▒███
+ .db %11111000 ;▒█████
+ .db %01110000 ; ▒███
+spr_bullet08:
+ .db 5,3
+ .db %11110000 ;▒████
+ .db %11111000 ;▒█████
+ .db %11110000 ;▒████
+spr_bullet09:
+ .db 5,4
+ .db %00010000 ; ▒█
+ .db %10111000 ;▒█▒███
+ .db %01111000 ; ▒████
+ .db %00010000 ; ▒█
+spr_bullet10:
+ .db 6,4
+ .db %00111000 ; ▒███
+ .db %01111100 ; ▒█████
+ .db %11111100 ;▒██████
+ .db %00110000 ; ▒██
+spr_bullet11:
+ .db 7,5
+ .db %00011000 ; ▒██
+ .db %11111100 ;▒██████
+ .db %00111110 ; ▒█████
+ .db %01111100 ; ▒█████
+ .db %00011000 ; ▒██
+spr_bullet12:
+ .db 7,6
+ .db %00110000 ; ▒██
+ .db %11111100 ;▒██████
+ .db %00111110 ; ▒█████
+ .db %01111110 ; ▒██████
+ .db %11111100 ;▒██████
+ .db %00111000 ; ▒███
+spr_bullet13:
+ .db 8,8
+ .db %00111100 ; ▒████
+ .db %11111110 ;▒███████
+ .db %01111111 ; ▒███████
+ .db %00011111 ; ▒█████
+ .db %01111111 ; ▒███████
+ .db %11111110 ;▒███████
+ .db %00111100 ; ▒████
+
+spr_bullett1:
+ .db 4,3 ;▒▒▒
+ .db %11100000 ;▒███
.db %11110000 ; ████
.db %01110000 ; ███
- .db %00111100 ; ████
-spr_enemy02:
- .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 ; █████
-spr_enemy04:
- .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 four
- .db %00011110 ; ████
- .db %01111110 ; ██████
- .db %11111100 ; ██████
- .db %11111100 ; ██████
- .db %01111110 ; ██████
- .db %00011110 ; ████
-spr_enemy06:
- .db 7,6 ;enemy type four
- .db %00011100 ; ███
- .db %01111110 ; ██████
- .db %10111000 ; █ ███
- .db %10111000 ; █ ███
- .db %01111110 ; ██████
- .db %00011100 ; ███
-spr_enemy07:
- .db 8,6 ;enemy type four
- .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:random moving
- .db %00000011,3,1,0
-enemy04: ;#4 HP:2 app:lure
- .db %00000110,4,2,0
-enemy05: ;#5 HP:2 app:random moving
- .db %00000111,5,1,0
-enemy06: ;#6 HP:2 app:lure moving
- .db %00000111,6,2,0
-enemy07: ;#7 HP:4 app:halflure moving
- .db %00001111,7,3,0
-
-;----------------------------- level info -------------------------------------
-
-level01:
- .db $01,$1b,$2f ;enemy nr ; enemy frequency ; next lvl
-level02: ;frequency must be odd if halfluring!
- .db $02,$11,$4b
-level03:
- .db $03,$1d,$3f
-level04:
- .db $04,$0d,$4f
-level05:
- .db $05,$2d,$3d
-level06:
- .db $06,$2b,$39
-level07:
- .db $07,$25,$f9
-
-;----------------------------- logo -------------------------------------------
+
+spr_bullete1:
+ .db 4,3 ;enemy bullets
+ .db %01100000 ; ██▒
+ .db %11110000 ;████▒
+ .db %01100000 ; ██▒
+
+;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset]
+;damage = min.damage + dam.inc*incs (0<=incs<=6)
+;speed in pixels/frame (>=%10010=forward; <=%01110=backwards)
+;direction: 001=straight forward; 010=up; 011=1/2up; 100=down; 101=1/2down
+; 111=laser (speed=duration 00010-00000)
+
+weapondata:
+ .db 1,1,%00110010,3,%00000000,0,%00000000,0 ;1 single beam
+ .db 3,1,%00110011,3,%00000000,0,%00000000,0 ;2 fast single
+ .db 1,1,%00110010,0,%00110010,6,%00000000,0 ;3 double
+ .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple
+ .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5
+ .db 6,2,%01110011,2,%10010100,2,%00110011,2 ;6
+ .db 8,3,%01110100,2,%10010100,2,%00110100,2 ;7
+ .db 12,3,%01110110,2,%10010110,2,%00110110,2 ;8
+ .db 16,4,%01110110,2,%10010110,2,%00110110,2 ;9
+maxweapon = 9
+ .db 1,1,%11100100,3,%00000000,0,%00000000,0 ;1 single laser
+ .db 2,3,%11100011,3,%00000000,0,%00000000,0 ;2 short
+ .db 1,2,%11100100,3,%11100000,4,%00000000,0 ;3 fat
+ .db 1,2,%11100101,0,%11100000,6,%00000000,0 ;4 double
+ .db 3,4,%11100011,3,%00000000,0,%00000000,0 ;5 short
+ .db 1,2,%11100100,3,%11100000,6,%11100000,0 ;6 triple
+ .db 1,3,%11101010,3,%11100000,6,%11100000,0 ;7 triple long
+ .db 2,4,%11100101,2,%11100000,4,%00000000,0 ;8 double
+ .db 2,1,%11101011,3,%11100000,2,%11100000,4 ;9 big fat long
+maxlaser = 18
+tailbeam = %00101101 ;180 degrees
+doublebeam = %01010010 ;45 degrees
+extrabulletpos:
+ .db 3 ;tail/double yposition
+
+;------------------------------------ bar -----------------------------------
+
+spr_lship:
+ .db 5,3 ;li'l ship indicating lives left
+ .db %11100000 ;███
+ .db %01111000 ; ████
+ .db %11100000 ;███
+lshipsize = 5 ;space between two ship icons
+
+spr_icon:
+ .db 16,7 ;selected.......:.......:
+ .db %11111111 ;████████████████
+ .db %11000000 ;██ █
+ .db %11000000 ;██ █
+ .db %11000000 ;██ █
+ .db %11000000 ;██ █
+ .db %11000000 ;██ █
+ .db %11111111 ;████████████████
+ .db 7
+ .db %11111111
+ .db %00000001
+ .db %00000001
+ .db %00000001
+ .db %00000001
+ .db %00000001
+ .db %11111111
+spr_icon00:
+ .db 16,7 ;unused .......:.......:
+ .db %10101010 ;█ █ █ █ █ █ █ █
+ .db %11010101 ;██ █ █ █ █ █ █ █
+ .db %10101010 ;█ █ █ █ █ █ █ █
+ .db %11010101 ;██ █ █ █ █ █ █ █
+ .db %10101010 ;█ █ █ █ █ █ █ █
+ .db %11010101 ;██ █ █ █ █ █ █ █
+ .db %10101010 ;█ █ █ █ █ █ █ █
+ .db 7
+ .db %10101010
+ .db %01010101
+ .db %10101010
+ .db %01010101
+ .db %10101010
+ .db %01010101
+ .db %10101010
+spr_icon01:
+ .db 16,7 ;shield .......:.......:
+ .db %10001111 ;█ ███████ █ ▒
+ .db %10011001 ;█ ██ █████ █ ▒
+ .db %10111100 ;█ ████ ████ █ ▒
+ .db %10111000 ;█ ███ █ ██ █ ▒
+ .db %10111100 ;█ ████ ████ █ ▒
+ .db %10011001 ;█ ██ █████ █ ▒
+ .db %10001111 ;█ ███████ █ ▒
+ .db 7
+ .db %11100100
+ .db %11110010
+ .db %01111010
+ .db %10011010
+ .db %01111010
+ .db %11110010
+ .db %11100100
+spr_icon02a:
+ .db 16,7 ;tailbeam.......:.......:
+ .db %10000000 ;█ ▒
+ .db %10000011 ;█ ██ ▒
+ .db %10000001 ;█ ███ ▒
+ .db %10111011 ;█ ███ ███ ██ ██▒
+ .db %10000001 ;█ ███ ▒
+ .db %10000011 ;█ ██ ▒
+ .db %10000000 ;█ ▒
+ .db 5
+ .db %00000000
+ .db %00000000
+ .db %11000000
+ .db %10110011
+ .db %11000000
+spr_icon02b:
+ .db 16,7 ;updouble.......:.......:
+ .db %10000000 ;█ ██ ▒
+ .db %10000000 ;█ ██ ▒
+ .db %10110000 ;█ ██ ██ ▒
+ .db %10011100 ;█ ███ ▒
+ .db %10111011 ;█ ███ ██ ████ ▒
+ .db %10011100 ;█ ███ ▒
+ .db %10110000 ;█ ██ ▒
+ .db 5
+ .db %00011000
+ .db %00110000
+ .db %01100000
+ .db %00000000
+ .db %00011110
+spr_icon03:
+ .db 11,7 ;bullets .......:.......:
+ .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 ;█ ▒
+ .db %10001010 ;█ █ █ ▒▒▒ ▒
+ .db %11101100 ;███ ██ ▒▒▒ ▒
+ .db %11110111 ;████ ███████▒▒▒█▒
+ .db %11101100 ;███ ██ ▒▒▒ ▒
+ .db %10001010 ;█ █ █ ▒▒▒ ▒
+ .db %10000000 ;█ ▒
+ .db 4
+ .db %00000000
+ .db %00000000
+ .db %00000000
+ .db %11111111
+spr_icon05:
+ .db 16,7 ;multiple.......:.......:
+ .db %10000011 ;█ ███ ▒
+ .db %10000001 ;█ ████ ██ ▒
+ .db %10000001 ;█ ████ ▒
+ .db %10000011 ;█ ███ ▒
+ .db %10011000 ;█ ██ ▒
+ .db %10111100 ;█ ████ ██ ██▒
+ .db %10011000 ;█ ██ ▒
+ .db 6
+ .db %10000000
+ .db %11100110
+ .db %11100000
+ .db %10000000
+ .db %00000000
+ .db %11000011
+spr_dividerline:
+ .db 8,7
+ .db 128,128,128,128,128,128,128 ;128 = %10000000
+
+;---------------------------- texts -----------------------------------------
+
+txt_email: .db "www.shiar.org ",127 ;title screen
+ .db " shiar0@hotmail.com",0
+_txt_email = $3A01 ;$3A1E=just email
+txt_about: .db "v0.99.820 ",127," by Shiar",0 ;right behind txt_email
+_txt_about = $3321
+txt_menu1: .db "NEW GAME",0
+txt_menu2: .db "CONTINUE",0
+
+txt_level: .db "LEVEL ",0 ;new level screen
+txt_lives: .db "Lx0",0
+txt_savekey: .db "Press [F1] to save",0
+
+txt_gameover: .db "GAME OVER!",0 ;game over screen
+txt_score: .db "Score",0
+txt_hiscore: .db "Hiscore",0
+
+txt_pause: .db " ",6,"/",7," ",$1C,"contrast; "
+ .db "F1",$1C,"B",$CF,5,"W Mode",0
+_txt_pause = $020B
+txt_pressenter: .db "Enter to continue",0 ;pause
+_txt_pressenter = $0201
+txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher
+txt_teacherans: .db Lneg,"14.6549373495",0
+
+;---------------------------- save data -------------------------------------
+
+storehi_start:
+hiscore .dw 0 ;default hiscore
+hiname .db "shiar.99",0 ; " " name
+storehi_end:
+
+storesave_start: ;--SAVED GAME-- defs:
+level .db 10 ;level number 1
+levelp .dw level09 ;pointer to level data lev00
+pickuptimer .db 4 ;counts when to place a pickup 4
+your_ship .dw spr_ship01 ;your sprite sprs1
+your_extramode .db 1 ;you have tail or double 1
+your_score .dw 0 ;current score 0
+your_pickup .db 3 ;pickups already picked up 0
+your_occ .db 0 ;0=normal 1..16=exploding 0
+your_shield .db 0 ;invincibility left 0
+your_armor .db 12 ;HP left 12
+your_lives .db 3 ;lives left 3
+your_weapon .db 3 ;current weapon upgrade 0
+your_multiples .db 0 ;multiples present 0
+your_extra .db 0 ;extra beam present 0
+storesave_end:
+
+time2invert: .db 0 ;time until b<>w switch (0 at startup)
+
+;------------------------------ levels data ---------------------------------
+
+;format:boss: [moveType] [enemyType]
+; @level: [nr.dif.enemies]x [enemy nr]
+; [min. enemy frequency] [enemy frequency max.inc]
+; [next lvl (=nrenemies+4)] [level_info: 1:ceiling 1:ground]
+; [tunnel size] [groundtype] [stars1] [stars2]
+;efrequency must be odd if halfluring!
+
+ .db 0 ;storyline ID
+levelstart: ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end]
+ .db 25,33,"Imperial ships have",0,0
+ .db 31,9,"been sent to intercept you",0,31-25+6,-1
+
+ .db 9
+level00:.db 5,2,4,2,1,1
+ .db 28,73,13
+ .db %00,0,0,1,1
+
+ .db 30 ;boss for level01
+level01:.db 2,2,4 ;enemies
+ .db 26,70,20
+ .db %00,0,0,1,1
+
+ .db 31
+level02:.db 3,2,3,4
+ .db 20,60,60
+ .db %00,0,0,1,1
+
+ .db 32
+level03:.db 4,3,4,5,6
+ .db 17,40,75
+ .db %00,0,0,1,1
+
+ .db 0
+ .db 1,1,"Long-Range scanners are ",
+ .db "showing",0,0
+ .db 8,1,"lots of enemy vessels ",
+ .db "advancing fast.",0,8-1+6
+ .db 24,1,"I'm changing course to a",
+ .db " nearby ",0,0
+ .db 31,1,"asteroid belt and try to",0,0
+ .db 38,1,"lose them inthere.",0,38-24+6,-1
+
+;---- approaching asteroid belt
+ .db 33
+level04:.db 5,7,7,8,10,11
+ .db 17,27,70
+ .db %00,0,0,1,1
+
+;---- light asteroid belt
+ .db 34
+level05:.db 7,9,10,8,10,11,11,13
+ .db 12,24,80
+ .db %00,0,0,1,1
+
+;---- inside asteroid belt
+ .db 35
+level06:.db 10,9,10,11,11,13,12,12,13,14,14
+ .db 7,18,180
+ .db %00,0,0,1,1
+
+ .db 36
+level07:.db 4,15,16,17,5
+ .db 22,29,62
+ .db %00,0,0,1,1 ;-1=%11111111=line
+
+ .db 37
+level08:.db 5,15,16,17,18,18
+ .db 20,38,57
+ .db %00,0,0,1,1
+
+ .db 38
+level09:.db 3,18,19,20
+ .db 19,63,57
+ .db %00,0,0,1,1
+
+ .db 0,1,1,"That`s all folks...",0,0
+ .db 20,50,"for now...",0,20-0+6,-1
+
+endlevel = 10
+
+pickupfreq = 18
+
+;------------------------------ enemies -------------------------------------
+
+;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)]
+; [movetype] [time2fire] [firefreq] [firetype]
+;appearances: 1=random; 2=lure; 3=halflure
+;movetypes: 1=updown; 2=1/4x; 3=1/2x; 4=3/4x; 5=3/2x; 6=2x; 7=ylure50%;
+; 7=ylure; 8=ylure50%; 9=x; 10=x+y-lure 50%; 11=-1/2x; 12=-1x
+;firetypes: 1=normal; 6=aiming; 7=triple; 8=double
+
+enemyspecs: ;sprites use 418/512 bytes
+ .db 0,%00000111,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;pickup
+;1-6=basic enemies , , , , , , ,
+ .db 0,%00000110,(spr_enemyE0-spr_enemy00)/2,128,1,00,12, 0,1 ;intro
+ .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,00,10, 0,1 ;weak
+ .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,03, 6,50,1 ;slow
+ .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,00, 1, 0,1
+ .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,00,19,39,8 ;heavy
+ .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,05, 1, 0,1 ;fast
+;7-9=backwards enemies , , , , , , ,
+ .db 0,%00011110,(spr_enemyB1-spr_enemy00)/2,000,3,11,19,92,1
+ .db 0,%00101110,(spr_enemyB2-spr_enemy00)/2,000,1,12,11,45,1
+ .db 0,%00110110,(spr_enemyB3-spr_enemy00)/2,000,1,11,10,41,8 ;small
+;10-14=asteroid , , , , , , ,
+ .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,04, 0, 0,1
+ .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,00, 0, 0,1
+ .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,05, 0, 0,1
+ .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,03, 0, 0,1 ;slow+hard
+ .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,06, 0, 0,1
+;15-20=improved enemies, , , , , , ,
+ .db 0,%01001010,(spr_enemyG1-spr_enemy00)/2,128,3,00, 3,40,1
+ .db 0,%01011110,(spr_enemyG2-spr_enemy00)/2,128,3,00, 1,36,1
+ .db 0,%00110010,(spr_enemyG5-spr_enemy00)/2,128,1,01, 9,52,1 ;updown
+ .db 0,%01111010,(spr_enemyG3-spr_enemy00)/2,128,3,04, 7,99,7 ;3x
+ .db 0,%10110110,(spr_enemyG4-spr_enemy00)/2,128,2,01,17, 0,7 ;updown3x
+ .db 0,%10001011,(spr_enemyG6-spr_enemy00)/2,128,2,07,62,60,8 ;lure
+;21-29=unused, , , , , , , ,
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;21
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;22
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;23
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;24
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;25
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;26
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;27
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;28
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;29
+;30-33=first bosses , , , , , , ,
+ .db 1,%00101011,(spr_boss2 -spr_enemy00)/2,127,1,09,20,12,1 ;small
+ .db 1,%00110011,(spr_boss1 -spr_enemy00)/2,127,1,09,15,11,8 ;normal
+ .db 1,%01001011,(spr_boss1 -spr_enemy00)/2,127,3,10,10,11,1 ;moving
+ .db 0,%11111111,(spr_boss3 -spr_enemy00)/2,127,2,10, 1, 4,1 ;weak+rapidfire
+;34-35=asteroid bosses , , , , , , ,
+ .db 2,%00001011,(spr_bossA1 -spr_enemy00)/2,127,1,10,36,14,6
+ .db 2,%00110011,(spr_bossA1 -spr_enemy00)/2,127,2,10,28,12,6
+;36-38=big bosses , , , , , , ,
+ .db 2,%00000011,(spr_bossB1 -spr_enemy00)/2,127,3,08,31, 8,7
+ .db 2,%00100111,(spr_bossB2 -spr_enemy00)/2,127,3,08,13, 7,7
+ .db 2,%00100111,(spr_bossB2 -spr_enemy00)/2,127,3,08,13, 7,7
+
+spr_enemy00:
+ .db 10,8 ;pickup
+ .db %00111111 ; ██████
+ .db %01100001 ; ██ ██
+ .db %10001100 ;█ ██ █
+ .db %10111111 ;█ ██████ █
+ .db %10111111 ;█ ██████ █
+ .db %10001100 ;█ ██ █
+ .db %01100001 ; ██ ██
+ .db %00111111 ; ██████
+ .db 7
+ .db %00000000
+ .db %10000000
+ .db %01000000
+ .db %01000000
+ .db %01000000
+ .db %01000000
+ .db %10000000
+
+spr_enemyE0:
+ .db 6,7 ;weak
+ .db %00011100 ; ███
+ .db %00100100 ; █ █
+ .db %01101000 ; ██ █
+ .db %10110100 ;█ ██ █
+ .db %01101000 ; ██ █
+ .db %00100100 ; █ █
+ .db %00011100 ; ███
+ .db 0
+spr_enemyE1:
+ .db 6,7 ;weak
+ .db %00111100 ; ████
+ .db %01000100 ; █ █
+ .db %10111000 ;█ ███
+ .db %11100000 ;███
+ .db %10111000 ;█ ███
+ .db %01000100 ; █ █
+ .db %00111100 ; ████
+ .db 0
+spr_enemyE2:
+ .db 6,6 ;weak
+ .db %00111100 ; ████
+ .db %01010000 ; █ █
+ .db %10100000 ;█ █
+ .db %10100000 ;█ █
+ .db %01010000 ; █ █
+ .db %00111100 ; ████
+spr_enemyE3:
+ .db 6,6 ;normal solid (Galaxian enemy)
+ .db %00111100 ; ████
+ .db %01010000 ; █ █
+ .db %11010000 ;██ █
+ .db %11010000 ;██ █
+ .db %01010000 ; █ █
+ .db %00111100 ; ████
+spr_enemyE4:
+ .db 6,7
+ .db %00011100 ; ███
+ .db %01101000 ; ██ █
+ .db %10011000 ;█ ██
+ .db %01110000 ; ███
+ .db %10011000 ;█ ██
+ .db %01101000 ; ██ █
+ .db %00011100 ; ███
+ .db 0
+spr_enemyE5:
+ .db 6,6 ;speedy
+ .db %00010100 ; █ █
+ .db %01111000 ; ████
+ .db %10100000 ;█ █
+ .db %10100000 ;█ █
+ .db %01111000 ; ████
+ .db %00010100 ; █ █
+
+spr_enemyB1:
+ .db 6,6 ;solid backwards
+ .db %11110000 ;████
+ .db %00101000 ; █ █
+ .db %01010100 ; █ █ █
+ .db %01010100 ; █ █ █
+ .db %00101000 ; █ █
+ .db %11110000 ;████
+spr_enemyB2:
+ .db 6,7
+ .db %11110000 ;████
+ .db %01001000 ; █ █
+ .db %01110100 ; ███ █
+ .db %00100100 ; █ █
+ .db %01110100 ; ███ █
+ .db %01001000 ; █ █
+ .db %11110000 ;████
+ .db 0
+spr_enemyB3:
+ .db 5,7
+ .db %11100000 ;███
+ .db %01010000 ; █ █
+ .db %01111000 ; ████
+ .db %01000000 ; █
+ .db %01111000 ; ████
+ .db %01010000 ; █ █
+ .db %11100000 ;███
+ .db 0
+
+spr_enemyA1:
+ .db 7,6 ;asteroid one
+ .db %00011000 ; ██
+ .db %01101100 ; ██ ██
+ .db %10011110 ;█ ████
+ .db %11111010 ;█████ █
+ .db %10111100 ;█ ████
+ .db %01110000 ; ███
+spr_enemyA2:
+ .db 8,7 ;asteroid two
+ .db %00111100 ; ████
+ .db %01011010 ; █ ██ █
+ .db %01101101 ; ██ ██ █
+ .db %11111101 ;██████ █
+ .db %11111111 ;████████
+ .db %10110110 ;█ ██ ██
+ .db %01100000 ; ██
+ .db 0
+spr_enemyA3:
+ .db 8,8 ;asteroid three
+ .db %00011110 ; ████
+ .db %01110011 ; ███ ██
+ .db %01111101 ; █████ █
+ .db %10110111 ;█ ██ ███
+ .db %11111110 ;███████
+ .db %11111101 ;██████ █
+ .db %01010111 ; █ █ ███
+ .db %00001110 ; ███
+spr_enemyA4:
+ .db 7,6 ;asteroid four
+ .db %01111000 ; ████
+ .db %10110110 ;█ ██ ██
+ .db %11111101 ;██████ █
+ .db %01111011 ; ████ ██
+ .db %01001110 ; █ ███
+ .db %00110000 ; ██
+
+spr_enemyG1:
+ .db 8,6 ;G-Type
+ .db %00011111 ; █████
+ .db %01001000 ; █ █
+ .db %10110100 ;█ ██ █
+ .db %10110100 ;█ ██ █
+ .db %01001000 ; █ █
+ .db %00011111 ; █████
+spr_enemyG2:
+ .db 8,6 ;smaller nacelles
+ .db %00010111 ; █ ███
+ .db %01101100 ; ██ ██
+ .db %10110100 ;█ ██ █
+ .db %10110100 ;█ ██ █
+ .db %01101100 ; ██ ██
+ .db %00010111 ; █ ███
+spr_enemyG3:
+ .db 8,6 ;shuttle
+ .db %00001111 ; ████
+ .db %01110100 ; ███ █
+ .db %10011100 ;█ ███
+ .db %10011100 ;█ ███
+ .db %01110100 ; ███ █
+ .db %00001111 ; ████
+spr_enemyG4:
+ .db 8,6 ;G-Type solid
+ .db %00111101 ; ███ █
+ .db %01111000 ; ████
+ .db %11110100 ;████ █
+ .db %11110100 ;████ █
+ .db %01111000 ; ████
+ .db %00111101 ; ███ █
+spr_enemyG5:
+ .db 6,6
+ .db %01111100 ; █████
+ .db %10110000 ;█ ██
+ .db %10101000 ;█ █ █
+ .db %10101000 ;█ █ █
+ .db %10110000 ;█ ██
+ .db %01111100 ; █████
+spr_enemyG6:
+ .db 8,5 ;shuttle
+ .db %00001111 ; ████
+ .db %01110100 ; ███ █
+ .db %10011010 ;█ ██ █
+ .db %01110100 ; ███ █
+ .db %00001111 ; ████
+ .db 0
+
+spr_enemyS1:
+ .db 6,6 ;solid
+ .db %00111000 ; ███
+ .db %01111100 ; █████
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %01111100 ; █████
+ .db %00111000 ; ███
+spr_enemyS2:
+ .db 7,6 ;some attack vessel
+ .db %00011100 ; ███
+ .db %01110010 ; ███ █
+ .db %10101100 ; █ █ ██
+ .db %10101100 ; █ █ ██
+ .db %01110010 ; ███ █
+ .db %00011100 ; ███
+spr_enemyS3:
+ .db 7,6 ;interceptor
+ .db %00011110 ; ████
+ .db %01111110 ; ██████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111110 ; ██████
+ .db %00011110 ; ████
+spr_enemyS4:
+ .db 8,6 ;cheap intercept
+ .db %00011011 ; ██ ██
+ .db %01110110 ; ███ ██
+ .db %10111100 ; █ ████
+ .db %10111100 ; █ ████
+ .db %01110110 ; ███ ██
+ .db %00011011 ; ██ ██
+
+spr_enemyN1:
+ .db 8,7 ;some cool Nemesis-MSX enemy
+ .db %00111110 ; █████
+ .db %11110001 ;████ █
+ .db %00001110 ; ███
+ .db %00010101 ; █ █ █
+ .db %00001110 ; ███
+ .db %11110001 ;████ █
+ .db %00111110 ; █████
+ .db 0
+spr_enemyN2:
+ .db 8,7 ;
+ .db %00111110 ; █████
+ .db %00011101 ; ███ █
+ .db %11111111 ;████ ███
+ .db %01110110 ; ██ ███
+ .db %11111111 ;████ ███
+ .db %00011101 ; ███ █
+ .db %00111110 ; █████
+ .db 0
+spr_enemyN3:
+ .db 8,7 ;Nem3MSX jumper lvl#3
+ .db %10111110 ;█ █████
+ .db %01011101 ; █ ███ █
+ .db %01111110 ; ██████
+ .db %00010100 ; █ █
+ .db %01111110 ; ██████
+ .db %01011101 ; █ ███ █
+ .db %10111110 ;█ █████
+ .db 0
+spr_enemyN4:
+ .db 8,8 ;Stolen from XC1701II
+ .db %01111110 ; ██████
+ .db %11110101 ;████ █ █
+ .db %00011111 ; █████
+ .db %00111101 ; ████ █
+ .db %00111001 ; ███ █
+ .db %00011111 ; █████
+ .db %11110101 ;████ █ █
+ .db %01111110 ; ██████
+spr_enemyN5:
+ .db 7,8 ;Stolen from XC1701II
+ .db %00111100 ; ████
+ .db %01010010 ; █ █ █
+ .db %11111110 ;███████
+ .db %01001010 ; █ █ █
+ .db %01011010 ; █ ██ █
+ .db %11111110 ;███████
+ .db %01010010 ; █ █ █
+ .db %01111100 ; ████
+
+spr_boss1:
+ .db 16,10 ;.......:.......:
+ .db %00000001 ; ██████ ██
+ .db %00001110 ; ███ █ ███
+ .db %00110010 ; ██ █ ████
+ .db %01001101 ; █ ██ ██
+ .db %11101011 ;███ █ ██ █
+ .db %11101011 ;███ █ ██ █
+ .db %01001101 ; █ ██ ██
+ .db %00110010 ; ██ █ ████
+ .db %00001110 ; ███ █ ███
+ .db %00000001 ; ██████ ██
+ .db 10
+ .db %11111011
+ .db %00101110
+ .db %11110000
+ .db %10000000
+ .db %01000000
+ .db %01000000
+ .db %10000000
+ .db %11110000
+ .db %00101110
+ .db %11111011
+ .db 0
+spr_boss2:
+ .db 12,12 ;.......:....5..:
+ .db %00011110 ; ████
+ .db %01100001 ; ██ ██
+ .db %10110010 ;█ ██ █ ██
+ .db %00000101 ; █ ██ █
+ .db %00001010 ; █ █ ██
+ .db %00011010 ; ██ █ █ █
+ .db %00011010 ; ██ █ █ █
+ .db %00001010 ; █ █ ██
+ .db %00000101 ; █ ██ █
+ .db %10110010 ;█ ██ █ ██
+ .db %01100001 ; ██ ██
+ .db %00011110 ; ████
+ .db 11
+ .db %00000000
+ .db %10000000
+ .db %01100000
+ .db %10100000
+ .db %01100000
+ .db %10010000
+ .db %10010000
+ .db %01100000
+ .db %10100000
+ .db %01100000
+ .db %10000000
+spr_boss3:
+ .db 16,10 ;.......:.......:
+ .db %11111110 ;███████
+ .db %00000011 ; ███ ████
+ .db %00110101 ; ██ █ ████ █
+ .db %01111010 ; ████ █ █ █ ██
+ .db %10001101 ;█ ██ █ ██ ██ █
+ .db %10001101 ;█ ██ █ ██ ██ █
+ .db %01111010 ; ████ █ █ █ ██
+ .db %00110101 ; ██ █ ████ █
+ .db %00000011 ; ███ ████
+ .db %11111110 ;███████
+ .db 9
+ .db %00000000
+ .db %10001111
+ .db %11100001
+ .db %10010110
+ .db %01101101
+ .db %01101101
+ .db %10010110
+ .db %11100001
+ .db %10001111
+spr_bossA1:
+ .db 16,11 ;AsteroidBoss one
+ .db %00011110 ; ████
+ .db %01110011 ; ███ ███
+ .db %01111111 ; ███████ █
+ .db %01111111 ; █████████
+ .db %11111110 ;███████ ███
+ .db %11111111 ;███████████
+ .db %11111111 ;████████████
+ .db %10111110 ;█ █████ ████
+ .db %01011111 ; █ ███████
+ .db %00110111 ; ██ ███
+ .db %00001110 ; ███
+ .db 9
+ .db %00000000
+ .db %10000000
+ .db %01000000
+ .db %11000000
+ .db %11100000
+ .db %11100000
+ .db %11110000
+ .db %11110000
+ .db %11000000
+ .db 0
+spr_bossB1:
+ .db 16,18 ;BigBoss 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 19 ; █ █
+ .db %01010000 ;modelled after a Nemesis][MSX boss
+ .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
+spr_bossB2:
+ .db 16,15 ;BigBoss two :
+ .db %00001111 ; █████
+ .db %00111110 ; █████ █████
+ .db %01111101 ; █████ █ ███████
+ .db %00000011 ; ██
+ .db %00000100 ; █ █
+ .db %00000011 ; █████
+ .db %00011110 ; ████ ██ ████
+ .db %11110011 ;████ ██ █ █
+ .db %00011110 ; ████ ██ ████
+ .db %00000011 ; █████
+ .db %00000100 ; █ █
+ .db %00000011 ; ██
+ .db %01111101 ; █████ █ ███████
+ .db %00111110 ; █████ █████
+ .db %00001111 ; █████
+ .db 15 ;modelled after a Nemesis][MSX boss
+ .db %10000000
+ .db %11111000
+ .db %01111111
+ .db %00000000
+ .db %10000000
+ .db %11100000
+ .db %11011110
+ .db %01010000
+ .db %11011110
+ .db %11100000
+ .db %10000000
+ .db %00000000
+ .db %01111111
+ .db %11111000
+ .db %10000000
+ .db 0
+
+;----------------------------------------------------------------------------
+;----------------------------- logo ------------------------------------------
+;----------------------------------------------------------------------------
logo_nemesis:
-.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000
-.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000
-.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000
-.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000
+.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111110
+.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11111100
+.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11111000
+.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11110000
.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000
.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000
.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000
.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 ------------------------------------------
.end
.end
-;----------------------------- NEMESIS'86 by Shiar ----------------------------
-
-;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS
-;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.8.93
-;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · · 3.IX.99
-;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only
-;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2417 bytes on calc
-
-;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR
-;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958
-;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar0@hotmail.com
-;Homepage · · · · · · · · · · · · · · · · · · coming soon (www.wish.net/~shiar)
-;Notes:
-; <*> This game is not yet finished (BETA) and there may still be some bugs.
-; <*> Source will be released when the game has been finished.
-; <*> Have fun, and have even more fun with the completed version of NEMESIS!
+;----------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+;----------------------------------------------------------------------------
-;----------------------------- version history --------------------------------
-
-;0.01.717 -- 17.VII.99 -- size 909
-;
-; + used "Galaxian"-game engine (drawings, movement, enemy-routines)
-; + movement of ship over 3/4 screen (96 pixels; 32 pixels for score)
-; + enemies moving from right to left, appearing right at specified times
-;
-; 0.1.718 -- 18.VII.99 -- size 832
-;
-; # 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
+; 0.98.77 -- 7.VII.00 -- size 6707
;
-; 0.2.718 -- 18.VII.99 -- size 1078
+; # bullets do damage in all levels
+; * more armor at armor-upgrade and extra armor at end of a level
+; - internal levels again (no need 4 external, safer/smaller)
+; # some registers not correctly pushed/popped
+; * several optimizations (init.procs some bytes smaller)
+; # enemies hit with hitpoints left disappeared (one pop too much...)
+; + bullets "charge up" (more damage) when not firing
+; - removed contrast changes
+; + more powerful bullets have different sprites (larger=more damage)
+; # multiples appear at your position (begin level/just selected)
+; # when invulnerable multiples acted weird
+; # no more error at activation after APD off after running Nemesis
+; # saves correctly if own name ain't "nemesis" + some bytes smaller
+; # screen wasn't always entirely cleared after quit
+; * waits until all keys have been released after death
+; + different bullets sizes will miss if they're too small
+; + at level start "press F1 to save"-text will be displayed
+; * w3.shiar.org displayed at title screen, black bar behind version nr
+; # score to 0 when exit pressed at main menu
+; # no residual story-text in first frame of game
+; # game doesn't continue again after death (stack messed up)
+; # game over when lives<0 (didn't work in v0.96+)
+; * using some self-modifiing code (so it's smaller)
+; # new random procedure: stars don't appear on one line anymore
+; * weapons appear centered at multiples
+; * laser properties can be changed (damage, charge)
+; + 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 freezed when generating a random value <=1
+; * you explode in a different way than the enemies
+; + screen inverts for a brief time when you are hit!
+; # stats-bar was messed up when ya got 0 lives left
+; * two new (big) bosses modeled after a common MSX Nemesis2-boss
+; * score increased once every 32 frames (instead of every 256)
+; # ground fixed for new random routine (smaller routine; incs -2 to 2)
+; + laser will upgrade as well when you reselect it
+; * 2nd can be used in main menu (wow!)
+; # altered variable storage space because of Nemesis grew beyond 6kb
+; # fixed armor bar display when at maximum
+; + a few new enemies (asteroids) and remade 1st 4 levels; new pickup
+; - torpedo since it was kinda useless
+; + second icon now selects TAIL BEAM: bullet going backwards
+; # armor increase at the end of a level doesn't overflow armorbar
+; + you can choose your own ship out of four vessel after NEW GAME!
+; + enemies can appear at any x-position and move both left and right
+; + move patterns given per enemy, not per level
+; * new (faster) enemy-move system; 10 basic moves (x2 left+right)
+; # enemies can _never_ move above or below visible screen
+; * "randomY"-enemies are placed entirely on screen (height calced)
+; # the major TI-OS crash bug WAS afterall caused by sprites drawn
+; (partially) outside screen memory. temporarily fixed by setting
+; virtual screen buffer to $8200 (enough mem there)
+; + upto 29 cool enemy sprites and redone first five levels
+; * improved enemy-move routine; smooth luring, five speeds+backwards
+; # after pause weapon will not be fired
+; # teacher key fixed (waits for GRAPH to be release before&after)
;
-; + ability to fire bullets (F1). Enemies disappear on impact
-; * enemies explode instead of disappearing
+; 0.99.820 -- 20.VIII.00 -- size 6500
;
-; 0.3.719 -- 19.VII.99 -- size 1326
+; + you can have upto FOUR multiples! (~20 pixels apart)
+; * some optimizations: keycall, menu handling, port nops removed,
+; more SMC, fire handling, fast bullet handling, enemy movement
+; * better "backwards" enemies handling (and implemented in game)
+; # when enemy changed into a pickup, movement is set to vslow
+; * instead of turning into a pickup, enemies explode and a pickup
+; appears at the right side of the screen (moves left slowly)
+; # bullets do damage again (screenflash made damage become 0)
+; + when destroyed by bullets, the armor bar will show 0HP left
+; * all enemy bullets do the same damage in all levels
+; * you now appear at (*32*,30) because enemies can come from left
+; * improved bullet handling (faster, smaller, etc.)
+; + multiples are animated like real Nemesis (grow-shrink-grow-shrink>)
+; # fixed a bug that didn't select multiples when you were moving
+; # enemy collision screwed up invert and some other weird stuff
+; + in pause screen change contrast with up/down and B/W mode with F1
+; + lasers can have different durations (beams last longer)
+; * some sign-flag checkings replaced by carry-flag (thus reducing size)
+; # slow enemies (including pickups) didn't always appear (just 25-50%)
+; + enemies can fire different kinds of bullets: aiming, double, triple
+; * maximum number of bullets increased (48 for enemies, 128 for you)
+; * beamweapon can be selected when you got laser (like vice versa)
+; * selecting laser removes tailbeam or up-double
+; # tail beam/up-double correctly centered
+; # disappearing bullets (when enemies fired multiple bullets) fixed
+; + bullets and lasers both upgradable upto level 9
+; # fixed end story (_vputs didn't recognize 0-end when "'" in string)
+; # stars couldn't be altered anymore since recent levelformat changes
+; * maximum different enemies increased from 28 to 63
+; * pickup sprite altered, small changes to some enemies
+; + new moves implemented: 75% speed and lure-while-moving
;
-; * 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 1406
-;
-; # 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 when at left side (instead of becoming invisible)
-; + displays level number before each level begins
-;
-; 0.5.725 -- 25.VII.99 -- size 1703
-;
-; * 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
-;
-; 0.6.820 -- 20.IIX.99 -- size 2077
-;
-; * play field increased to full screen instead of 3/4
-; + bottom eight lines used for score (etc) display
-; - no more solid levels, enemies are placed at random
-; + enemies appear every x turns (depends on level)
-; # fixed bullets so they don't disappear at 3/4 of the screen
-; * A LOT of optimizations both in speed and size!!
-; + enemy type, frequency, and number specified per level
-; + bottom score bar displays score, lives and icons (to be used later)
-; * smarter enemy handling (so enemies have different sizes)
-; + bottom bar divided from playing field by a horizontal line
-; + five levels (and five enemies) made
-; # game vars reset at start and game over
-; + NEMESIS LOGO displayed at startup!! (also, program grew 350bytes ):
-; + version/credits string displayed below logo: v0.6.820 by shiar (ICQ#)
-;
-; 0.6.825 -- 25.IIX.99 -- size 2085
-;
-; # pointer to fifth ship corrected (ships in level 5 weren't displayed)
-; # calc doesn't crash anymore when game is continued after game over!!
-; + lives are decreased when ship is destroyed
-; # last eight pixels of divider line are shown correctly now
-;
-; 0.7.92 -- 02.IX .99 -- size 2303
-;
-; + contrast is increased one level at startup (and restored on exit)
-; + invulnerable for a sec when you enter the game (inv-pickup later)
-; + when in invulnerable-mode, your ship look different!
-; + at the beginning you get three *hitpoints* so you can be hit 3 times
-; * bottomline icons are now 16 pixels wide and 7 pixels high!
-; + hitpoint icon added: displays nr. of hps left next to a nice picture
-; * maximum invulnerability-time is increased (can last upto 1024 frames)
-; + when invulnerable-mode has nearly expired, your ship flashes!
-; * again a lot of optimizations esp. in size ('bout 100 bytes)
-; + pickups! 10% chance a destroyed enemy changes into an armor-pickup
-; # code optimization caused some bullets to reappear as "fake" bullets
-; * pickups can't be destroyed by bullets (they pass right through it)
-;
-; 0.8.93 -- 03.IX .99 -- size 2433
-;
-; + enemies move individually, not all at the same time!! Looks very nice
-; # titlescreen background is cleared (looked weird in Rascall and TI-OS)
-; + enemies fire at a ### rate instead of firing at will (too random)
-; # moving enemies don't move off the screen top/bottom (they wait there)
-; + seven playable levels going easy to hard (including moving enemies)
-; # xtraInfo data wasn't reset when a moving enemy entered the game
-; * longer delay when level is completed (NextLevel screen came too soon)
-
-;To FIX: pickups fire bullets!?!
-
-
; + added - removed * changed # bug fixed
+
+;bullet handling: (255/enemy)+419+putsprite cycles per bullet