-;------------------------------------------------------------------------------
-;---------------------- NEMESIS -----------------------------------------------
-;------------------------------------------------------------------------------
-; >>> NEMESIS <<< Version 0.95 BETA by SHIAR
-; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-; Title : Nemesis
-; Version : 0.95
-; Release Date : 22.X.99
-; Filename : nemesis.86p (5321)
-; Author(s) : Shiar
-; Email Address : shiar0@hotmail.com
-; ICQ ; #43840958
-; Web Page : come.to/shiar
-; Description : cool arcade-shoot-em-up-game (release 12/99)
-; Where to get this game : www.ticalc.org
-; Other games by author : N/A
-
-; ABOUT: This source should only be used for learning practises, do not
-; alter it, and certainly do not distribute an altered version!!
-; NOTE: &&& marks uncertainties or things to optimize
-
-;---------------------- nemesis.z80 start -------------------------------------
+;----------------------------------------------------------------------------
+;---------------------- NEMESIS ---------------------------------------------
+;----------------------------------------------------------------------------
+
+;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org
+
+;Description : cool arcade-shoot-em-up-game
+;Other games by author : Worm
+;This source should only be used for learning practises, do not
+;alter it, and certainly do not distribute an altered version!!
+
+;&&& marks uncertainties or things to optimize
+
+;---------------------- nemesis.z80 start -----------------------------------
#include "asm86.h"
#include "ti86asm.inc" ;standard ti86 romcalls
#include "ti86abs.inc" ;used to save hiscores and so
-#include "ti86un .inc" ;_dispahl and _shracc
.org _asm_exec_ram
#define cal call ;just to make it harder for you to understand
#define psh push ; ^:D
-
-TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0
-
-storepos = $8000 ;120 OF 165
-storepos2 = $8100 ;141 OF 167
-
-;---------------------- in-game vars ------------------------------------------
-
-temp1 = storepos ;$C0FA-C0FB ;temp (2 bytes) bullet
-
-just_fired = storepos+2 ; +2 ;counts how long a blast lasts
-curline = storepos+2 ; +2 ;used to display SFX
-menuitem = storepos+2 ; +2 ;used to store menu location
-hiscorepos = storepos+2 ; +2
-RanPos = storepos+3 ; +3 ;used for making random values
-timer = storepos+4 ; +4 ;frame counter
- ;--------YOU
-x = storepos+5 ; +5 ;your ship's position
-y = x+1 ; +6 ;your y-pos
-firex = y+1 ; +7 ;(1 byte)
-firey = firex+1 ; +8 ;(1 byte)
- ; **
- ;--------LEVEL
-eventtime = storepos+10 ;+10 ;enemy frequency
-eventleft = eventtime+1 ;+11 ;nr. of enemies still to come
-nextevent = eventleft+1 ;+12 ;time to next event
-pickuptimer = nextevent+1 ;+13 ;counts when to place a pickup
-level_enemy = pickuptimer+1 ;+14 ;enemy type
-level_move = level_enemy+1 ;=
-level_fire = level_move+1 ;+16
- ; **
- ;--------OBJECTS
+#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero
+
+dispbuffer = $81FA ;= $C9FA ;virtual screen
+;VIDEO_MEM = $FC00 ;tha big scareen
+TEXT_MEM = _textShadow ;text buffer; C0F9-C1A0 (167/$A7 bytes)
+
+_clrWindow = $4a86 ;_clrLCD and _clrScrn
+_ex_ahl_bde = $45f3 ;exchange values between AHL and BDE
+_shracc = $4383 ;like _shlacc but just the opposite :P
+_dispahl = $4a33 ;display value in ahl <100000 (cheap TI)
+_asapvar = $d6fc ;our own variable name (likely "nemesis")
+
+storepos = _asm_exec_ram+7000 ;120 OF 165
+storepos2 = _asm_exec_ram+7200 ;141 OF 167 9000 BYTES
+
+;---------------------- in-game vars ----------------------------------------
+
+just_fired = storepos ; +0 ;counts how long a blast lasts
+menuitem = storepos ; +0 ;used to store menu location
+hiscorepos = storepos ; +0 ;entering hiscore name
+ ; ;--------YOU
+x = storepos+1 ; +1 ;your ship's position
+y = x+1 ; +2 ;your y-pos
+firex = y+1 ; +3 ;(1 byte)
+firey = firex+1 ; +4 ;(1 byte)
+ ; ;--------LEVEL
+eventleft = storepos+5 ; +5 ;nr. of enemies still to come
+nextevent = eventleft+1 ; +6 ;time to next event
+level_enemy = nextevent+1 ; +7 ;enemy type
+level_info = level_enemy+1 ; +8 ;info (see below)
+level_move = level_info+1 ; +9 ;=
+ ; ;--------OBJECTS
spacespace = storepos+19 ;+19
groundinfo = spacespace+1 ;+20
groundpos = groundinfo+1 ;+21 $10
ceilingpos = groundpos+16 ;+37 $10
- ; ^^ ;--------STARS
+ ; ;--------STARS
stars1 = ceilingpos+16 ;+53
stars2 = stars1+1 ;+54
nrstars1 = 7
starx1 = storepos+55 ;+55
nrstars2 = 7
starx2 = starx1+(nrstars1*2) ;+69
- ; ^^ ;--------MULTIPLES
+ ; ;--------MULTIPLES
mx = starx2+(nrstars2*2) ;+83 ;position of multiple#1
my = mx+1 ;+84 ;multiple y-pos
m2x = my+1 ;+85
;^-----------------------------------<1 ;-120=$78
-nrenemies = 10 ;max. nr of enemies
-enemies = storepos2 ; +0 ;info about each enemy (4byt)
-add2enemy = nrenemies*4 ;size of "enemies"
-enemiesxtra = enemies+add2enemy ;+40 ;more info 'bout enemies (4)
-
-nrybuls = 10
-ybullets = enemiesxtra+add2enemy ;+80 ;60 bytes = 20(state,x,y)
-nrebuls = 10
-ebullets = ybullets+(nrybuls*3) ;+110 ;30 bytes = 10(state,x,y)
+enemies = storepos2 ; +0 ;info about each enemy
+enemysize = 9 ;infobytes per enemy
+nrenemies = 16 ;max. nr of enemies
-ybuls = ebullets+(nrebuls*3) ;+140
+ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y)
+nrybuls = 64 ; +80\
+ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y)
+nrebuls = 16
+lvlenemies = ebullets+(nrebuls*3)
;^-----------------------------------<2 ;-141=$8D
-;level_move:
-; %1 (directfire) 1 (ground) 1 (ceiling) 1 (diagfire) 1111 (move)
+;level_info:
+; [0000:damage 0:diagfire 0:ground 0:ceiling 0:-]
;enemies:
-; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
-; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y)
-;enemiesxtra:
-; $11 (move) $11 (fire) $11 (bullettype)
+; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)]
+; [ship type or explosion frame] [x] [y] [movetype] [movecounter] [firecounter] [firefreq]
-;---------------------- introduction ------------------------------------------
+;---------------------- introduction ----------------------------------------
nop ;hello yas/ase/rascall/whathever
jp init ;here's the program, but first: a description
.dw Title ;pointer to description (all shells)
.dw Icon ;pointer to YAS icon
-Title: .db "Nemesis v0.95 by Shiar",0
+Title: .db "Nemesis v0.98 by SHIAR",0
Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes
.db %11100000 ; ███
.db %11100000 ; ███ ;recommend 80x50 screen mode
.DB 0 ;clear stupid YAS-line
-;---------------------- init --------------------------------------------------
+;---------------------- 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 $0039 ;all done, return
+int_end:
+
+init: cal BUSY_OFF ;turns the run-indicator off, obviously
+ cal _clrScrn ;clean the screen
+ xor a ;ld a,0
+ res 2,(iy+13) ;don't scroll the screen
+ cal _flushallmenus ;remove TI menus
-StartFix:
+FixKeys: ;fixes some key problems like left+down bug
im 1
- ld hl,$D400
- ld de,$D401
+ ld a,$D4
ld bc,$0100
- ld (hl),$D3
+ ld h,a
+ ld l,c ;ld hl,$D400
+ ld d,a
+ ld e,b ;ld de,$D401
+ dec a ;ld a,$D3
+ ld (hl),a
ldir
- ld hl,int_handler
- ld de,$D3D3
+ ld hl,int_handler ;new interrupt handler
+ ld d,a
+ ld e,a ;ld de,$D3D3
ld bc,int_end-int_handler
ldir
- ld a,$D4
+ inc a ;ld a,$D4
ld i,a
im 2
- ret
-
-int_handler:
- ex af,af'
- in a,($03)
- bit 3,a
- jp z,$0039
- res 0,a
- out ($03),a
- jp $0039
-int_end:
-
-init: cal BUSY_OFF ;turns the run-indicator off, obviously
- cal _clrScrn ;clean the screen
- xor a ;<ld a,0>: reset:
- ld (iy+13),a ;don't affect TEXT_MEM and don't scroll screen
- ld (_asapvar+1),a ;Asm( thinks it's the first time it runs Nems.
- cal StartFix
- ld a,(CONTRAST) ;load current contrast level
- cp $1f ;if already at maximum...
- jr z,skipdarken ;...then skip level increase
- inc a ;otherwise increase contrast level
-skipdarken:
- out (2),a ;set it
-
-;---------------------- main menu ---------------------------------------------
+;---------------------- main menu -------------------------------------------
LogoPut:
xor a ;white bitmask (a=0)
- ld b,16 ;one line
ld hl,logo_nemesis ;from...
ld de,VIDEO_MEM+16 ;...to one line from top
+ ld b,e ;ld b,16: one line
AboveLogo:
ld (de),a ;clear/n byte
inc de ;next
- djnz AboveLogo ;repeat for the first line
-
+ dnz AboveLogo ;repeat for the first line
ld bc,16*19 ;logo size
ldir ;display one line of logo
-; ld hl,GRAPH_MEM ;cleared line
-; ld bc,16 ;size=one line
-; ldir ;also clear one line below the logo
-
-; ld a,-1 ;first line is -1+1=0
-; ld b,21 ;with first 21 lines:
-; cal DoSFX ;do special effect &&&skip
-
- ld hl,VIDEO_MEM+(16*$39)+4 ;$39 rows down, 4 cols right (4*8=$20)
- ld b,8 ;draw 8x one byte = 8*8 = 64 pixels wide
+ ld 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)
- djnz underline ;repeat
-
- set 3,(iy+5) ;set white on black
- ld hl,$3320 ;near the bottom of the screen
- ld (_penCol),hl
- ld hl,txt_about ;display version and author (yes, that's me!)
- cal _vputs ;useful procedure if you want to display somtn
- res 3,(iy+5) ;return to default black on white
+ dnz underline ;repeat
- ld hl,$3a1e ;below previous stuff
+ ld hl,_txt_email ;at the very bottom of tha screen
ld (_penCol),hl
ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!!
cal _vputs ;VERY important, so display in small font ?:}
+ 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,$0304
ld (_curRow),de
ld (_curRow),hl
cal _putc
- halt \ halt \ halt \ halt
+ halt \ halt
cal GET_KEY ;wait for keypress
cp K_UP
cp K_DOWN
jr z,menuchange
cp K_EXIT
- jp z,game_over_nopop
- ld hl,_invert
+ jr z,menuexit
cp K_F1
- cal z,undo_invert
- cp K_F2
cal z,do_invert
+ cp K_SECOND
+ jr z,start_tha_freakin_game
cp K_ENTER
jr nz,menuloop
+start_tha_freakin_game:
ld a,(menuitem)
dec a
- cal z,Story
- cal New_game ;prepare level
- jr game_main_loop
+ cal nz,New_game ;NEW GAME
+ jp samelevel ;CONTINUE: game_main_loop
+
+menuexit:
+ ld hl,0
+ ld (your_score),hl
+ jp game_over
menuchange:
ld a,(menuitem)
ld (menuitem),a
jr menuloop
-do_invert:
- ld (hl),$EE
- ret
-undo_invert
- ld (hl),$E6
+do_invert: ;invert screen (b<>w); destr:b
+ psh hl
+ ld b,a ;psh a
+ ld hl,_invert
+ ld a,$98
+ xor (hl) ;$2F (cpl) <-> $B7 (or a)
+ ld (hl),a
+ ld a,b ;pop a
+ pop hl
ret
-;------------------------------------------------------------------------------
-;---------------------- game loop ---------------------------------------------
-;------------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+;---------------------- game loop -------------------------------------------
+;----------------------------------------------------------------------------
game_main_loop: ;REPEATS FROM HERE EVERY FRAME
ld hl,timer ;update time
inc (hl) ;increase by 1
- ld b,(hl) ;new time, save for rand# upd. (no flag change)
- jr nz,updaterandom ;continue when new time <> 0
- ld hl,1 ;once every 256 frames, increase score by 1
- cal scoreInc ;do it
-
-updaterandom:
- ld hl,RanPos ;random counter
- ld a,r ;add r register to randomize
- add a,(hl) ;add previous random value
- add a,b ;even more random by adding timer
- ld (hl),a ;save even more random value back
+ ld a,(hl)
+ and %11111
+ ld hl,1 ;once every 32 frames, increase score by 1
+ cal z,scoreInc ;do it
Clear_screen:
- ld hl,GRAPH_MEM ;move from (hl) = top left
+ ld hl,dispbuffer ;move from (hl) = top left
ld (hl),$00 ;first pixel will be copied all over the screen
- ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen
+ ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen
ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar)
- ldir ;clear!
+ ldir ;all clear!
- ld a,(timer)
- and %11
+ ld a,0 ;current frame/turn 0-255
+timer =$-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_move) ;level info
- and %01100000 ;isolate ground&ceiling
+ ld a,(level_info) ;level info
+ and %00000110 ;isolate ground&ceiling
jr z,game_stuff ;both non-present
- and %00100000 ;bit representing the presence of any ceiling
- cal nz,Handle_ceiling ;scroll the ceiling (if any)
- cal Handle_ground ;scroll the ground
+ and %00000010 ;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/...
- ld a,(level_move) ;the same level info
- and %01100000 ;isolate ground&ceiling again
- jr z,check_keys ;no ceiling nor ground
- and %00100000 ;this bit will tell us if there is a ceiling
- cal nz,CheckCeiling ;if there is, check it
- cal CheckGround ;check for collision with the ground
-
check_keys:
- cal GET_KEY
- cp K_GRAPH
- cal z,Teacher
-
- ld a,%00111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
+ ld a,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
out (1),a ;ask for them
nop \ nop ;delay 8 clocks
- in a,(1) ;get zem!
+ in a,(1) ;gettem!
check_exitkey:
bit 6,a ;test bit 6 = exit-key = EXIT
- jp z,game_over_nopop ;<exit> pressed, so be it
+ 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
cal z,Pause ;yes, go to pause
bit 5,a ;test bit 5 = 2nd-key = FIRE
ld hl,check_selkey ;where to continue after executing Fire_bullet
psh hl ;push hl on stack (instead of cal Fire_bullet)
- jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..)
+ jp z,Fire_bullet ;fire smtn (bulletstaillasermultiples+stuff..)
pop hl ;no cal to Fire_bullet made, so pop stack
- ld hl,just_fired ;no:
- ld (hl),0 ;reset just_fired
+ xor a ;no:
+ ld (just_fired),a ;reset just_fired
check_selkey:
ld a,%01011111 ;look at first column of keys (ALPHA to STO)
out (1),a ;gimme
nop \ nop ;what's taking you so long
in a,(1) ;at last... our precious keyzzz...
- ;old: <bit 7,a \ cal z,select> now see this:
+
+ 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_Ship ;move you
- cal Handle_bullets ;move your bullets
- cal Handle_torp ;move your torpedo
-
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
+
+ ld b,1
+___:
halt ;delay
+ dnz ___
+ jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+inc_weapdamage:
+ ld a,0
+weapincs =$-1
+ inc a
+ cp 97 ;max. 96 times (=96/16=6 increases)
+ ret nc ;return if already maxed
+ ld (weapincs),a ;save new incs
- jp game_main_loop ;LOOP
+ and %11110000 ;clear last 4 bits so no cf when rotating
+ ;btw: AND resets cf
+ rra ;rotate acting as shift (srl a) but just 1B
+ rra
+ rra
+ rra ;increase once just every 16 turns
+ ld b,a ;times to increase
+incthedamage:
+ add a,1 ;increase damage for one increase
+weapdaminc =$-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
+ cal disp_charge
+ ret
-;--------------------------- ground -------------------------------------------
+;--------------------------- ground -----------------------------------------
Handle_ground:
ld a,(timer)
ld a,(groundinfo) ;what kind of ground
dec a ;type 1:
jr z,ground_tunnel ;tunnel effect
- jr ground_boring
+ground_boring:
+ ld a,(groundpos) ;type 0
+ jr newground+1
ground_tunnel:
ld a,(groundpos+14)
- ld (groundpos+15),a
+ ld d,a
ld hl,spacespace
-
- ld a,(RanPos)
+ ld bc,$500 ;range=0..4
+ cal Random ;a=0..4
+ dec a ;a=-1..3
+ dec a ;a=-2..2
ld b,a
- bit 1,a
- jr z,ground_previous
- bit 2,a
- jr z,gtunneldown
-gtunnelup:
- ld a,(hl)
+ 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,ground_previous ;a>=0 (a=0 actually)
- inc (hl)
- ld a,(groundpos+15)
- inc a
- jr newground
-gtunneldown:
- ld a,(groundpos+15)
- dec a
- jr z,ground_previous
- dec (hl)
- jr newground
-
-ground_previous:
- ld a,(groundpos+14) ;type 1
- jr newground
-ground_boring:
- ld a,(groundpos) ;type 0
+ jr z,newground ;may not be 0 (=256)
+ cp -10
+ jr nc,newground ;and not be <0 (>246)
+diffground:
+ ld d,a
+ ld (hl),c
newground:
+ ld a,d
ld (groundpos+15),a ;save new byte on the right
- ld a,(hl)
- cp -25
- jr nc,Display_ground
- ld a,b
- and %1
- ld b,0
- jr nz,gtunnelup
Display_ground:
ld b,16 ;screen width
ld de,groundpos-1 ;height of current byte (previous actually)
psh de ;use later
- ld hl,GRAPH_MEM+(56*16)-1 ;screen position
+ ld hl,dispbuffer+(56*16)-1 ;screen position
psh hl
groundloopright:
groundloopup:
ld (hl),a ;display black byte
sbc hl,de ;go up (sbc must be used for 16-bit sub)
- djnz groundloopup ;and loop >groundpos< times
+ dnz groundloopup ;and loop >groundpos< times
ld b,c ;pop b used by groundloopup
- djnz groundloopright ;loop right for entire screen (16x)
+ dnz groundloopright ;loop right for entire screen (16x)
pop hl \ pop hl ;restore stack
- ret
CheckGround: ;check for collision with the ground
ld a,(x)
neg
cp (hl)
ret nc
+ ld b,5
jp damage_you
-;--------------------------- ceiling ------------------------------------------
+;--------------------------- ceiling ----------------------------------------
Handle_ceiling:
ld a,(timer)
ld bc,15 ;scroll all 15 bytes (16th is new position)
ld hl,ceilingpos+1 ;from..
ld de,ceilingpos ;to (one byte to the left)
- ld a,(de) ;load byte on left (will be lost after scroll)
ldir ;LoaDIncreaseRepeat = scroll!
ld a,(groundinfo) ;what kind of ceiling
dec a ;type 1:
jr z,ceiling_tunnel ;tunnel effect
- jr ceiling_boring
+ceiling_boring:
ceiling_tunnel:
ld a,(ceilingpos+14)
- ld (ceilingpos+15),a
+ ld d,a ;d=new ceiling
ld hl,spacespace
- ld a,(RanPos)
- ld b,a
- bit 4,a
- jr z,ceiling_previous
- bit 5,a
- jr z,ctunnelup
-ctunneldown:
+ 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
- jr z,ceiling_previous
+ or a ;(spacespace)=0:
+ jr z,newceiling+2 ;keep same ceiling
inc (hl)
- ld a,(ceilingpos+15)
- inc a
+ inc d
jr newceiling
ctunnelup:
- ld a,(ceilingpos+15)
- dec a
- jr z,ceiling_previous
+ ld a,1
+ cp d ;if size=1 then don't
+ jr z,newceiling
+ dec d
dec (hl)
- jr newceiling
-
-ceiling_previous:
- ld a,(ceilingpos+14) ;type 1
- jr newceiling
-ceiling_boring:
- ld a,(ceilingpos) ;type 0
newceiling:
+ ld a,d
ld (ceilingpos+15),a ;save the new byte
- ld a,(hl)
- cp -25
- jr nc,Display_ceiling
- ld a,b
- and %1
- ld b,0
- jr nz,ctunneldown
Display_ceiling:
ld b,16 ;screen width
ld de,ceilingpos-1 ;height of current byte
psh de ;use later
- ld hl,GRAPH_MEM-17 ;screen position
+ ld hl,dispbuffer-17 ;screen position
psh hl
ceilingloopright:
ceilingloopdown:
ld (hl),a ;display black byte
add hl,de ;go down
- djnz ceilingloopdown ;and loop >groundpos< times
+ dnz ceilingloopdown ;and loop >groundpos< times
ld b,c ;pop b used by groundloopup
- djnz ceilingloopright ;loop right for entire screen (16x)
+ dnz ceilingloopright ;loop right for entire screen (16x)
pop hl \ pop hl ;restore stack
- ret
CheckCeiling: ;check for collision with the ground
ld a,(x) ;your x
srl a ;x/2
srl a ;x/4
srl a ;x/8 (current ceiling-byte)
- inc a
+ inc a ;correction
+
ld l,a ;hl = a
ld h,0 ;"
ld de,ceilingpos ;first ceiling-byte
inc a
cp (hl) ;compare with ceiling
ret nc ;carry if ceiling is above you
+ ld b,5
jp damage_you ;otherwise you don't wanna be in that ship
-;--------------------------- move stars ---------------------------------------
+;--------------------------- move stars -------------------------------------
DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars#
ld e,(hl)
ld d,(hl)
ld (de),a
inc hl
- djnz DisplayStars
+ dnz DisplayStars
ret ;let's comment this: returns
movestars2:
and %00001111
cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1
jr nz,newstarok
- cal Random5016
+ cal RandomY
newstarok:
ld (ix),l
ld (ix+1),h
inc ix \ inc ix
- djnz movestars_loop
+ dnz movestars_loop
ret ;for stupid people, here's another comment...
-;--------------------------- pause --------------------------------------------
+;--------------------------- pause ------------------------------------------
Pause:
+ psh af
ld hl,$0200 ;top left
ld (_curRow),hl
ld hl,txt_pressenter ;"Enter to continue"
cal _getkey ;enter low-power mode and wait for key
cp kEnter ;keypressed = enter?
jr nz,pause ;no, wait some more
+ pop af
ret ;continue
-;--------------------------- teacher ------------------------------------------
+;--------------------------- teacher ----------------------------------------
Teacher:
ld (iy+12),5 ;enable flashing cursor
- cal _clrLCD
- ld hl,$0000 ;top left
- ld (_curRow),hl
+ cal _clrWindow ;top left
ld hl,txt_teacher
cal _puts ;display message
-
- ld hl,TEXT_MEM+15
- ld a,(hl)
- psh af
- ld a,(TEXT_MEM+42)
- psh af
- ld a,' '
- ld (hl),a
- ld (TEXT_MEM+42),a
+ cal releasekeys
teacherloop:
cal _getkey ;enter low-power mode and wait for key
jr nz,teacherloop ;no, wait some more
ld (iy+12),0 ;disable cursor
- pop af
- ld (TEXT_MEM+42),a
- pop af
- ld (TEXT_MEM+15),a
- cal disp_icons
- ret ;continue
+ cal releasekeys
+ jp disp_icons ;+ret
teacherans:
ld a,' '
jr teacherloop
-;--------------------------- exit ---------------------------------------------
-
-quit:
- im 1
- ld a,(CONTRAST) ;load original contrast level
- out (2),a ;and set it back
- ld (iy+13),3 ;use textshadow (TEXT_MEM) and scrolling
+;--------------------------- exit -------------------------------------------
- ld hl,GRAPH_MEM ;graph-screen location
- ld de,GRAPH_MEM+1
- ld (hl),0
+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
- cal _clrScrn ;as _clrLCD but also clears TEXT_MEM
- cal _homeup ;set cursor to top-left
- ret ;quit Nemesis :(
-
-;--------------------------- display ------------------------------------------
+;--------------------------- display ----------------------------------------
Display_Screen:
- ld hl,GRAPH_MEM ;from storage (top left)
- ld de,VIDEO_MEM ;to screen (top left)
+ ld hl,dispbuffer ;from buffer (top left)
+ ld de,VIDEO_MEM ;to real screen (top left)
ld c,56 ;display height = 64 bytes (minus 8 for bar)
displayloop:
ld b,16 ;display width = 16 bytes (16*8bits=256pixels)
displaytloop:
ld a,(hl) ;copy byte from (hl)
-_invert:
- xor $ff ; } ;invert byte (white<=>black) &&&&
+_invert: ;SMC: cpl <-> or a
+ cpl ;xor $ff: invert byte (white<=>black)
ld (de),a ;to (de)
inc hl \ inc de ;next byte
- djnz displaytloop ;16x hl >> de
+ dnz displaytloop ;16x hl >> de
dec c ;next line
- jr nz,displayloop ;loop 64x
+ jr nz,displayloop ;loop 56x
+
+ ld hl,time2invert
+ ld a,(hl)
+ or a ;(time2invert)=0:
+ jr z,noinvert ; do nothing
+ dec a ;otherwise decrease
+ cal z,do_invert ;if it became 0 then invert
+ ld (hl),a ;save new value
+noinvert:
ld hl,$396b ;Display Score
ld (_penCol),hl ;bottom right of screen
- ld hl,(score)
+ ld hl,(your_score)
_D_HL_DECI: ;------- display 5-digit value -------
ld de,savestr+4 ;savenr saves number string
add a,'0' ;make number
ld (de),a ;save into savenr
dec de ;point to next digit
- djnz ldhld ;repeat for all digits
+ dnz ldhld ;repeat for all digits
ld hl,savestr ;we (the program) saved the value righthere
- cal _vputs ;the only thing left to do is to display it
- ret ;and we're done again
+ jp _vputs ;the only thing left to do is to display it
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) ;are
inc a ;no! next (explosion)frame
ld (your_occ),a ;save
- cp 34 ;last explosion frame?
+ cp 64+1 ;last explosion frame? (1-16=1st;49-64=4th)
jp c,exploding_you ;not yet: display explosion
- cp 40 ;delay finished?
+ cp 64+16 ;delay finished?
jp z,You_die ;yes = game over
ret ;don't display anything
+;----move----
ok: ;we are
ld a,%01111110 ;get arrow keys
out (1),a ;it's cold outside
no_adv: and %11111011 ;reset move bit
adv_ok: ld (your_multiples),a
- ld a,b ;pop a (keys)
+ 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 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
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
+no_up: ld e,(hl) ;e=y
+ ld ix,spr_ship01 ;normal ship sprite
+your_shipspr =$-2
ld hl,your_inv ;invulnerable?
ld a,(hl) ;load time in a
or a ;is it 0?
- jr z,handle_multiples ;yes so ship = normal (display \ continue)
+ jr z,disp_ship ;yes so ship = normal (display \ continue)
ld a,(timer) ;load frame nr.
and %00000111 ;a=0 once every four frames
dec (hl) ;decrease inv-time left
not_time:
and %00000100 ;a switches 0<->1 every 2 frames
- jr z,handle_multiples ;show normal ship
+ jr z,disp_ship ;show normal ship
inv_flicker:
- ld ix,spr_ship01i ;don't display ship
+ ld bc,spr_ship01i-spr_ship01
+ add ix,bc ;display invulnerable ship
+disp_ship:
+ cal safeputsprite ;display your ship; save de
-handle_multiples:
- cal putsprite ;display your ship
+;----multiples----
+handle_multiples:
ld a,(your_multiples) ;do you have multiples
ld b,a ;save a for 2nd check
and %11 ;no? (last two bits = nr of multiples)
ret z ;then don't handle them either
- ld hl,y
ld a,b ;restore a (your_multiples)
- and %100 ;move the multiples???
- jr z,mult_adv ;nope, just let them (saves (y) in y, (x) in x)
+ and %100 ;move the multiples??? (=move bit set?)
+ jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x)
ld hl,your_locpos ;location to save this position
ld a,(hl) ;load a
- inc a ;a=a+1
+ inc a ;a=a+1 (next position)
and %00001111 ;if a>15 then a=a-16
ld (hl),a ;save new a
add a,a ;a=a*2
ld hl,your_prevpos ;previous positions
add hl,bc ;16 turns ago
- ld d,(hl) ;old x-pos
+ ld b,(hl) ;old x-pos
inc hl ;and
- ld e,(hl) ;old y-pos
- ld (mx),de ;save multiple position in (mx)
-
- ld a,(y) ;load new y-pos
- ld (hl),a ;save it for 16 turns in the future
- dec hl ;and
- ld a,(x) ;load new x-pos
- ld (hl),a ;save that too
+ ld c,(hl) ;old y-pos
+ ld (mx),bc ;save multiple position in (mx)
+ ld (hl),d ;save current pos. for 16 turns into the future
+ dec hl ;yes...
+ ld (hl),e ;...both
mult_adv:
- ld de,(mx)
+ ld de,(mx)
+ ld a,d
+ ld d,e
+ ld e,a ;ex d,e
ld ix,spr_multiple ;sprite of the multiple
jp putsprite ;display it + <ret>
+;----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_inv) ;shield left?
or a
- ret nz ;return if inv>0
+ jr z,dothadamage ;no shield
+ srl b ;shield: half the damage
+dothadamage:
+ ld hl,time2invert
+ xor a ;a=0
+ cp (hl) ;no already inverted?
+ cal z,do_invert ;then invert screen
+ ld a,2
+ ld (hl),a ;change back 2 frames from now
+
ld hl,your_armor ;armor left
- ld a,(hl) ;check
- dec a ;is it 0?
- jp m,no_armor ;yes, 0hp left so explode
+ ld a,(hl) ;load hp in A
+ sub b ;decrease hp by B
+ jp m,no_armor ;<0hp left so explode
ld (hl),a ;no, so save decreased hp
- cal disp_armor ;and display new value
-
- ld a,(your_pickup) ;how many pickups do you have?
- dec a ;is the armor-icon selected
- ret nz ;return if not
- psh hl
- ld hl,VIDEO_MEM+(16*56)
- ld (PutWhere),hl
- ld ix,spr_icon ;if so, highlight armorIcon again
- ld de,$1901 ;position
- cal putwidesprite ;display icon
- ld hl,GRAPH_MEM
- ld (PutWhere),hl
- pop hl
- ret ;and return
+ jp disp_armor ;and display new value
no_armor:
ld a,%01 ;occ %xxxxxx01 = explode
- ld (your_occ),a ;set to explode
+ ld (your_occ),a ;too bad, you're dead meat
ret
-;------------------------- place multiples ------------------------------------
+;------------------------- place multiples ----------------------------------
Place_multiples:
ld (mx),de ;set last multiple-position
inc hl ;next
ld (hl),e ;set prev-y to e
inc hl ;next
- djnz place_multiples ;repeat
+ dnz place_multiples ;repeat
ret
-;------------------------- select upgrade -------------------------------------
+;------------------------- select upgrade -----------------------------------
+
+inc_armor:
+ ld a,(your_armor) ;load current armor
+ cp 25-6 ;may not become >=25
+ jr c,doincarmor ;ok then just add 6
+ ld a,24-6 ;set to maximum (6 will be added below)
+doincarmor:
+ add a,6 ;add 6 to armor
+ ld (your_armor),a ;change armor
+ ret
select:
ld hl,your_pickup ;select pickups
ld a,(hl) ;load pickups taken so far
dec a ;is it 1?
+ ret m ;return if it's 0 (no pickups)
jr nz,select2 ;no, carry on
- ld (hl),a ;reset pickups (a=0)
- ld hl,your_armor ;change armor
- inc (hl) ;increase HPs by one
+select1:
+ ld (hl),a ;reset pickups
+ cal inc_armor
jp disp_icons ;display and return
select2:
dec a ;is it 2?
jr nz,select3 ;no, carry on
ld (hl),a ;reset pickups
inc a ;a=1
- ld (torp_occ),a ;ready torpedoes
+ ld (your_tail),a ;ready tail beam
jp disp_icons ;display 'n return
select3:
dec a ;is it 3?
ld hl,your_weapon
ld a,(hl)
inc a
- cp 10
- jp nc,disp_icons ;>=10
- ld (hl),a
-
- add a,a ;weap*2
- add a,a ; *4
- add a,a ; *8
- ld c,a
- ld b,0
- ld hl,weapons-7
- add hl,bc
- ld a,(hl)
- ld (ybuls),a
-
+ cp maxweapon
+ jp nc,disp_icons ;weapon maxed out
+ ld (hl),a ;set new weapon
+ cal loadweapon ;load it (damage and stuff)
jp disp_icons ;display n return
select4:
dec a ;is it 4?
jr nz,select5 ;no, carry on again
ld (hl),a ;reset pickups
- inc a ;a=1
- ld (your_weapon),a ;ready laser
+ ld hl,your_weapon
+ ld a,(hl)
+ cp maxweapon ;upgrade from bullet
+ jr nc,upgradelaser ;nope, just upgrade
+ ld a,maxweapon-1 ;yes, set laser #1
+upgradelaser:
+ inc a ;next laser
+ cp maxlaser
+ jp nc,disp_icons ;laser maxed out
+ ld (hl),a
+ cal loadweapon
jp disp_icons ;display + return
select5:
dec a ;is it 5?
ld (hl),0 ;reset pickups
jp disp_icons ;display/return
-;------------------------- fire bullet ----------------------------------------
+;------------------------- fire bullet --------------------------------------
Fire_bullet:
- ld hl,RanPos ;random
- inc (hl) ;update random counter
-
ld hl,just_fired
ld a,(hl) ;just_fired
cp 5 ;already pressed?
ret z ;return when already pressed (=5)
+
inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5)
ld a,(your_weapon) ;if you have bullets.....
- dec a ;(1=laser)
- jr z,fireOK
+ cp maxweapon
+ jr nc,fireOK ;>weapons = laser
ld (hl),5 ;.....then can't fire next turn (go to 5 imm.)
fireOK:
ld hl,(x) ;yes: first fire from ship position (x)
- ld (firex),hl ;set firepos
ld a,(your_multiples) ;any multiples?
and %11 ;nope?
jr z,fireany ;then just fire somethin'
cal fireany ;and blast
- ld hl,(my) ;then, fire from multiple position (mx)
- ld a,(mx) ;<ex h,l>
- ld h,a ; ^^^^^^
- ld (firex),hl ;set firepos
+ ld hl,(mx) ;then, fire from multiple position (mx)
+ dec h ;one up (-2 height: keeps weapons centered)
;blast again and <ret>
-fireany:
- cal fire_torp ;&&&
-
- ld a,(your_weapon) ;do you have laser?
- dec a ;1=yes
- jr z,fire_laser
-
- ld ix,weapons-6
+fireany: ;HL=(x,y)
+ ld (firex),hl ;set position to fire from
+ ld a,(your_weapon)
+ ld ix,weapondata+2-(256*3)
add a,a ;weap*2
add a,a ; *4
add a,a ; *8
ld c,a
- ld b,0
+ ld b,3 ;go to current weapon (bc=a), b=3 :P
add ix,bc
- ld c,(ix)
- cal fire_ybullet
- inc ix
- inc ix
- ld c,(ix)
- xor a
- cp c
+fire_weapon: ;b=3
+ psh bc ;save counter
+ ld a,(ix) ;load this weapon
+ cp %11100000 ;%11110000=laser
+ cal z,fire_laser ;fire laser (will set a=0 when done)
+ or a ;<>0=bullet
cal nz,fire_ybullet
inc ix
inc ix
- ld c,(ix)
- xor a
- cp c
- jr nz,fire_ybullet
- ret
-
-fire_torp:
- ld de,(firex)
- ld hl,torp_occ ;torpedo...
- ld a,(hl) ;load torpInfo
- dec a ;do you have (unused) torpedoes?
- ret nz ;nope (a must be 1)
- ld (hl),2 ;yes; use torpedo
- ld (torp_pos),de ;save torpedo position (in de)
- ret
-
+ pop bc ;weapon counter (do 3 weapons)
+ dnz fire_weapon
-fire_laser: ;yes, fire that laser instead
- ld a,(firex) ;a = your x-pos
- ld d,a
+fire_tail:
+ ld hl,your_tail
+ ld a,(hl)
+ dec a
+ ret nz
+ ld a,(ix-2) ;last weapon fired
+ cp %11100000 ;issit laser
+ ret z ;then return
+ xor %11111 ;smart way of going left instead of right :P
+ jr fire_ybullet ;fire tail bullet and return
+
+;-----fire LASER-----
+
+fire_laser:
+ ld b,0 ;overflow counter
+ ld hl,firex
+ ld d,(hl) ;d = your x-pos
+ inc hl
- ld hl,GRAPH_MEM ;save-location
- ld a,(firey) ;y-coord
- add a,3 ;at middle of your ship (y+3)
+ 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
srl d ;X/4
srl d ;X/8
add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow)
+
jr nc,_nolc ;jump if no carry = no overflow = a<=255
inc b ;a>255 so increase bc by 256
_nolc: ld c,a ;c = (Y*16+X/8) mod 256
- add hl,bc ;bc = Y*16+X/8
-
+ ld 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
- djnz drawlaser
-
- ld a,(just_fired) ;fired for how long
- cp 4 ;if 4th turn
- ret nz ;then do damage, otherwise quit
-
+ dnz drawlaser
handle_laser:
- ld a,(firex)
- ld d,a ;d was divided, so reload the laser-x
+ pop de ;de=(firex): x-pos unmodified
check_laserhits: ;de = (x,y)
- ld b,nrenemies
- ld hl,enemies
-
-laserhits: ;Hits with normal enemies
+ 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)
- and %00000010
+ 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
jp m,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
- add a,5 ;add enemy height
- jp p,enemy_lashit ;a-e>0 = 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
- inc hl ;go to next enemy
- inc hl
- inc hl
- inc hl
- djnz laserhits ;check all enemies
+ 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 ;a=0 otherwise weird things might happen :P
+ ld (weapincs),a ;reset damage
+ pop ix
ret
-enemy_lashit:
- cal enemy_hit
- jr nolashit
+;-----fire BULLETs-----
-fire_ybullet:
- ld hl,ybullets
- ld de,3
- ld a,(ybuls)
- ld b,a
+fire_ybullet: ;fire bullet type=C dam=(curweapdamage) at (firex/y)
+ ld c,a ;save bulletType in c
+ ld hl,ybullets ;check for unused bullet
+ ld de,4
+ ld b,nrybuls
find_ybullet:
ld a,(hl)
or a
jr z,found_ybullet ;0 = no bullet here
add hl,de
- djnz find_ybullet ;look next bullet
- ret
+ dnz find_ybullet ;look next bullet
+ ret ;none found, return don't fire
found_ybullet:
ld (hl),c ;use the bullet and set correct bullet-type
+ inc hl ;@damage
+ ld (hl),1 ;set bullet damage
+curweapdamage =$-1
ld a,(firex) ;your x-pos
add a,5 ;place bullet in front of you
inc hl ;go to bullet-x
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
-;------------------------ handle bullets --------------------------------------
+;------------------------ handle bullets ------------------------------------
bullet_left:
- ld a,125
- sub b
-
- cp (hl) ;off screen? (x>128-5)
- jr c,remove_bullet
- ld a,(hl) ;a = X
- add a,b ;move 2 2 the right
+ 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 ;d = X
- inc hl ;to y-pos
+ inc hl ;@y-pos
ld a,c
- cal _shracc
+ cal _shracc ;%11110000->1111
+ srl a ;%1110->111
dec a
- jr z,bullet_noymove
+ jr z,bullet_noymove ;1=straight forward
dec a
- jr z,bullet_up
+ jr z,bullet_up ;2=up
dec a
- jr z,bullet_halfup
+ jr z,bullet_halfup ;3=1/2up
dec a
- jr z,bullet_down
+ jr z,bullet_down ;4=down
-bullet_halfdown:
+bullet_halfdown: ;5=1/2down
ld a,(timer)
and 1
jr z,bullet_noymove
ret
remove_bullet:
- dec hl
+ pop hl ;cal bullet_left
+ pop hl ;enemy+type
ld (hl),0 ;dump this bullet!
- pop hl ;&&&
- jr next_ybullet
+ jr next_ybullet+1 ;+1:skip pop hl at next_ybullet
-Handle_bullets: ;&&&>>
+Handle_bullets:
ld hl,ybullets
- ld a,(ybuls)
- ld b,a
+ ld b,nrybuls
scan_bullets:
- psh bc
- psh hl
+ psh bc ;bullet counter
+ psh hl ;save enemy+type
ld (temp1),hl ;needed for check_bullethits
- ld a,(hl)
- inc hl
+ ld a,(hl) ;@bulletType
+ inc hl ;@damage
+ inc hl ;@x
or a
jp z,next_ybullet ;bulletType=0 >> no bullet
-
- ld c,a
- and %1111
- ld b,a
cal bullet_left ;move bullet left
display_bullet:
- ld ix,spr_bullet01
- psh de
- cal putsprite ;display bullet
- pop de
+ psh de ;save de =position
+ dec hl ;@x
+ dec hl ;@damage
+ ld a,(hl) ;bullet damage=size
+ ld hl,bullettable ;pointer to first bullet
+ srl a
+ srl a ;per 4
+ ld d,0
+ ld e,a ;->16bit (de=a)
+ add hl,de ;point to correct bullet offset
+ ld a,(hl) ;load bullet offset
+ ld e,a ;convert to 16bit (d=0)
+ ld ix,spr_bullet01 ;first sprite
+ add ix,de ;add offset (go to correct sprite)
+ pop de ;saved position
+
+ 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
- pop bc
+ pop hl ;restore enemy+type
inc hl
inc hl
inc hl
- djnz scan_bullets ;next bullet (loop)
+ inc hl ;skip type,dam,x,y: next enemy+type
+ pop bc ;b=counter
+ dnz scan_bullets ;next bullet (loop)
ret
-;--------------------------- check bullethits --------------------------------
+;--------------------------- 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
+ psh bc ;enemy counter
psh hl
ld a,(hl)
or a ;enemy #0 = pickup
jr z,nohit ;yes: don't destroy
- psh de
- cal find_sprite
- pop de
+ cal find_sprite ;set ix to the sprite of this enemy
- inc hl
+ inc hl ;@x
ld a,(hl) ;check x
- sub d
- sub 5
- jp p,nohit
- add a,5
- add a,(ix)
- jp m,nohit
+ sub d ;minus bullet x-position
+ ld b,a ;psh a
+ sub 5 ;minus bullet x-size
+bulletxsize =$-1
+ jp p,nohit ;miss
+ ld a,b ;pop a
+ add a,(ix) ;add enemy width
+ jp m,nohit ;miss
- inc hl
+ inc hl ;@y
ld a,(hl) ;check y
- sub e
- sub 3
- jp p,nohit
- add a,3
- add a,(ix+1)
- jp m,nohit
-
+ sub e ;minus bullet y-position
+ ld b,a ;psh a
+ sub 3 ;substract bullet height
+bulletysize =$-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,(temp1)
- ld (hl),$00 ;remove bullet
- pop hl
-
+ ld hl,0 ;@bulletType
+temp1 =$-2
+ ld (hl),0 ;remove bullet
+ inc hl ;@damage
+ ld a,(hl) ;set damage
+ pop hl ;enemy+y
cal enemy_hit
-
nohit:
pop hl
- inc hl
- inc hl
- inc hl
- inc hl
- djnz hit_enemies ;check next enemy
+ ld bc,enemysize
+ add hl,bc
+ pop bc
+ dnz hit_enemies ;check next enemy
ret
-enemy_hit:
- dec hl
- dec hl
- dec hl
- ld a,(hl) ;occ
- ld c,a ;psh occ
- and %11111100 ;occ/4 = HP left ;<srl a\srl a
- jr nz,hpleft ;not zero -> jump
- ld (hl),%01 ;set to explode
+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,(pickuptimer) ;counts enemies destroyed
dec a ;enough destroyed for a pickup?
jr nz,pickupdone ;otherwise just explode
- ld (hl),%00000110 ;change it into a pickup (with 2 HP)
+ ld (hl),%110 ;change it into a pickup (with 2 HP)
ld a,18 ;reset enemies counter (18 hits = next)
pickupdone:
ld (pickuptimer),a ;save new enemiescounter value
ld (hl),$00 ;explosionFrame 0
ld hl,1 ;increase score by one
- cal scoreInc
- ret
-
-hpleft:
- ld a,c ;pop occ
- sub %00000100 ;decrease HP by one
- ld (hl),a ;save
- ret
-
-;--------------------------- handle torpedo ----------------------------------
-
-Handle_torp:
- ld a,(torp_occ)
- sub 2
- ret m ;return if occ=0/1
-
- ld hl,torp_pos ;x-position
- ld a,(hl) ;load in a
- inc a ;move right
- cp 125 ;right edge reached
- jr nc,remove_torp ;remove if x>125
- ld (hl),a ;save new x
- ld d,a
+ jp scoreInc ;+ret
- inc hl ;y-position
- ld a,(hl)
- inc a ;move down
- cp 56 ;bottom reached
- jr nc,remove_torp ;remove if y>40
- ld (hl),a ;save new y
- ld e,a
-
- ld ix,spr_bullett1
- psh de
- cal putsprite ;display torpedo
- pop de
- jp check_bullethits ;check for hits with enemies
-
-remove_torp:
- ld a,1
- ld (torp_occ),a
- ret
-
-;--------------------------- level events -------------------------------------
+;--------------------------- level events -----------------------------------
Level_event:
ld hl,nextevent ;time to next event <ld a,(nextevent)
or a ;has it reached zero?
ret nz ;nope: get outta here!
- ld a,(eventtime) ;enemy frequency (lvl)
+ ld bc,0 ;enemy frequency (lvl)
+eventtime =$-2
+ cal Random
ld (nextevent),a ;set time to next event
ld hl,eventleft
dec (hl) ;update enemy-counter
ld (hl),123 ;set delay
ret ;don't place any more enemies
-place_boss: ;&&&
- ld hl,(levelp)
- dec hl
- ld a,(hl)
- ld (level_enemy),a ;set new enemy (boss)
- dec hl
- ld a,(hl)
- ld (level_move),a ;set boss movement (very slow)
- dec hl
- ld a,(hl)
- ld (level_fire),a ;set rapid fire
- cal do_event
- ret
-
standby_event:
ld b,nrenemies
- ld de,enemies-4
+ ld hl,enemies+1-enemysize
+ ld de,enemysize
chk_enemyleft:
- inc de
- inc de
- inc de
- inc de
- ld a,(de)
+ add hl,de
+ ld a,(hl)
or a ;0 = no enemy present
jr nz,enemyleft
- djnz chk_enemyleft
+ dnz chk_enemyleft
ret
enemyleft:
+ ld hl,eventleft
inc (hl)
ret
+place_boss:
+ ld a,1
+ ld (nrlvlenemies),a ;just one enemy: the BOSS
+ ld hl,(levelp) ;the leveldata (including the boss)
+ dec hl ;points to leveldata\boss\enemynr
+ ld a,(hl) ;load it
+ ld (lvlenemies),a ;set new enemy (boss)
+
do_event:
- ld de,enemies-4
+ ld hl,enemies+1-enemysize
+ ld bc,enemysize
+ xor a ;a=0
chk_noenemy:
- inc de
- inc de
- inc de
- inc de
- ld a,(de)
- or a ;0 = no enemy present
- jr nz,chk_noenemy
-
-place_enemy:
- ld a,(level_enemy) ;enemy type to place (lvl)
- ld hl,enemy00 ;enemy 1 specs
- add a,a ;a=type*2
- add a,a ;a=type*4
- ld c,a ;c=type
- ld b,0 ;bc = enemy nr.
- add hl,bc ;hl = enemy specs
- ld a,(hl) ;load hitpoints+occ of this enemy class
- ld (de),a ;occ
-
- inc hl ;next enemyInfo byte
- inc de ;next byte of current enemy
- ld a,(hl) ;load enemy class (nr)
- ld (de),a ;enemy type
-
- inc de ;set x-pos
- psh de
- cal find_sprite
- pop de
- ld a,128 ;appear at right edge of screen
- sub (ix) ;minus the width of this enemy (not offscreen)
- ld (de),a ;= x-position
-
- inc de ;set y-pos
- inc hl ;where to place??
+ add hl,bc
+ cp (hl) ;(hl) = 0 ??
+ jr nz,chk_noenemy ;jump if enemy present (non-0)
+ ex de,hl ;de=hl=usable enemy
+
+place_enemy: ;de = enemy+1
+ 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
+ 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?
lure_enemy: ;2nd possibility: luring enemy
ld a,(y) ;place at same y-pos as YOUR ship
jr ypos_OK
-
random_enemy:
- ld b,e ;b will be added to random-value
- cal Random50 ;make a (in a) random value 0-51
-
+ 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 a,(level_move)
- and %00010000
- jr z,ffiredelayed
- ld a,1 ;set time-to-fire to 1 frame (fires directly)
- jr ffireOK
-ffiredelayed:
- ld a,(level_fire) ;set "ttf" to normal nr of frames
-ffireOK:
- ld (hl),a
- inc hl ;hl to <xtra info: bullettype>
- ld (hl),1 ;type 1
- inc hl ;hl to <xtra info: bullettype>
- ld a,(RanPos)
- and %01111111
- ld (hl),a ;type 1
+ inc de ;@movecounter
+ ldi ;set move-type
+ ld a,1 ;movecounter = 1
+ ld (de),a ;set
+ inc de ;@firecounter
+ ldi ;set time-to-1st-fire
+ ldi ;set firefreq
ret ;return
-;--------------------------- enemy fires --------------------------------------
+;--------------------------- enemy fires ------------------------------------
Enemy_fires: ;de = x,y
dec d
or a
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 b,%1100
- ld a,(level_move)
- and %10000000
+ ld a,(level_info)
+ and %00001000
jr z,bulletok
ld a,(y)
ld b,%1000
bulletok:
-; ld a,c ;load bullet type
-; add a,a ;type*2 %..Btype.
-; add a,a ;type*4 %.Btype..
-; add a,a ;type*8 %Btype...
- ;add bullet direction %BtypeDir
- ld (hl),b ;set bullet direction
+ ld a,(level_info)
+ and %11110000
+ or b
+ ld (hl),a ;set bullet direction
inc hl
ld (hl),d ;set x-pos
inc hl
ld (hl),e ;set y-pos
ret
-;----------------------------- enemy bullets ----------------------------------
+;----------------------------- enemy bullets --------------------------------
Enemy_bullets:
ld hl,ebullets
psh bc
psh hl
ld a,(hl) ;load bulletType in a
- or a ;is it 0?
- jr nz,enemy_bullet ;no: handle bullet
+ and %1111 ;select direction-bits
+ jr nz,enemy_bullet ;non-0: handle bullet
next_bullet:
pop hl ;do not move the <pop hl>
pop bc
inc hl \ inc hl \ inc hl
- djnz handle_bullet
+ dnz handle_bullet
ret
enemy_bullet:
- ld b,a ;save type
+ ld b,a ;save type&%1111
inc hl ;bullet x
ld a,(hl) ;check if it has reached the left side of scrn
- and %11111110 ;it is <2 (0 or 1)?
- jr z,remove_ebullet ;yes, remove bullet
+ bit 7,a ;x<0?
+ jr nz,remove_ebullet ;yes, remove bullet
dec (hl) ;move one left
dec (hl) ;and another one
ld d,(hl) ;d=x
inc hl ;@y
ld a,b ;restore type
- cp %1100 ;&&& use <bit ?,a>
+ cp %1100 ;is it a normal bullet? (cp = faster than bit)
jr z,ebullet_common ;type %1100: normal bullet
- and %111
+ and %111 ;isolate important bits
jr z,ebullet_down ;type %1000: moving down
dec a
jr z,ebullet_up ;type %1001: moving up
cp 9
jr nc,next_bullet
+ pop hl ;points to bullettype again
+ psh hl ;and save it again (ivm call to damage_you)
+ ld a,(hl) ;load bullettype
+ cal _shracc ;isolate damage-bits (%1111???? -> %00001111)
+ ld b,a ;set damage-amount
cal damage_you ;HIT!!
remove_ebullet:
pop hl ;hl could be destroyed by damage_you
ld (hl),0 ;bullet > unused
jr next_bullet+1 ;next bullet (SKIP THE <POP HL> = one byte)
-;--------------------------- handle enemies -----------------------------------
+;--------------------------- handle enemies ---------------------------------
Handle_enemies:
- ld hl,enemies
+ ld hl,enemies+1
ld b,nrenemies ;handle all enemies
handle_enemy:
jr z,next_enemy ;occ "no enemy" 0
dec a
jr z,exploding_enemy ;occ "exploding" 1
- ld b,a ;b=2 if moving, otherwise b=1
-normal_enemy: ;occ "normal" 2 or "moving" 3
+normal_enemy:
inc hl
ld c,(hl) ;c = enemy type = de
cal find_sprite
inc hl
- ld a,(hl) ;x
- dec a ;move left
- 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?
- cal nz,moving_enemy ;2 = moving enemy
- ld (hl),e
+ inc hl ;@movetype
+ cal moving_enemy
+ dec hl
+
+ ld a,e ;new y value
+ cp 57
+ jr c,enemyonscreenY ;=on screen
+ cp -20 ;moved off at top
+ ld e,0 ;reset to top
+ jr nc,enemyonscreenY
+ ld e,57 ;otherwise reset to bottom
+enemyonscreenY:
+ ld (hl),e ;store new y
dec hl ;@x
+
+ ld a,d ;new x value
+ cp 128 ;x<128
+ jr c,enemyonscreenX ;=on screen
+ cp -7 ;x<=-8
+ jr c,remove_enemy ;=off screen
+enemyonscreenX:
ld (hl),d ;store new x
ld a,c ;a = enemy type
or a ;type 0? (pickup)
jr firing_done ;continue
check_enemyfire:
- ld bc,add2enemy+1-2 ;offset of <xtra enemy info: fire>
- add hl,bc ;go there (@hl)
+ inc hl ;@y
+ inc hl ;@movetype
+ inc hl ;@movecount
+ inc hl ;@firecount
dec (hl) ;decrease counter till next blast
- ld a,(hl) ;load new counter
+ ld a,(hl) ;&&&doesn't seem efficient to me
or a ;has it reached zero?
jr nz,firing_done ;finished if not
- ld a,(level_fire) ;re-set counter for next blast
- ld (hl),a ;save time to fire
- inc hl ;next byte = bullettype
- ld c,(hl) ;c = bullet type
+ inc hl ;@firefreq
+ ld a,(hl)
+ dec hl
+ ld (hl),a ;reset counter for next blast
psh de ;save registers for firing-use
cal Enemy_fires ;fires bullet
pop de ;restore (destroyed by Enemy_fires)
firing_done:
- cal putwidesprite ;display sprite @ix
+ 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
remove_enemy:
pop hl
ld (hl),$0000 ;bye bye enemy
- psh hl
- jr next_enemy
+ jr next_enemy+1 ;continue AFTER pop hl (already done)
exploding_enemy:
inc hl
- psh hl
- ld a,(hl)
- cal explosion_stuff ;display explosion
- pop hl
-
ld a,(hl)
- cp 15
+ cp 16
jr z,remove_enemy ;remove when at last frame
inc a
ld (hl),a ;next frame
+ dec a ;1-16 -> 0-15
+ ld ix,spr_explosion ;base sprite
+ cal explosion_stuff ;display explosion
jr next_enemy
-;--------------------------- moving enemies -----------------------------------
+;--------------------------- moving enemies ---------------------------------
moving_enemy:
- ld a,(level_move)
- and %1111
- jr z,movetype_updown ;type 0
+ ld a,(hl) ;how does this enemy move?
+ bit 7,a ;direction indicator
+ jr nz,moveright
+moveleft:
+ dec d
+ jr moveXdone
+moveright:
+ inc d
+moveXdone:
+ res 7,a ;01111111=movetype:
+ and a
+ ret z ;0 = don't move
+ dec a
+ jr z,movetype_updown ;1 = 0 >< up / down
dec a
- jr z,movetype_vslow ;1
+ jr z,movetype_vslow ;2 = .75 >>
dec a
- jr z,movetype_fast ;2
+ jr z,movetype_slow ;3 = .5 >>
dec a
- jr z,movetype_vfast ;3
+ jr z,movetype_fast ;4 = .5 <<
dec a
- jr z,movetype_smart ;4
+ jr z,movetype_vfast ;5 = 1 <<
dec a
- jr z,movetype_lure ;5
+ jr z,movetype_smart ;6
dec a
- jr z,movetype_slowlure ;6
+ jr z,movetype_lure ;7 = 1 >> move y towards you
dec a
- jr z,movetype_stoplure ;7
+ jr z,movetype_slowlure ;8 = 1 >> lure 1/2 speed
+ dec a
+; jr z,movetype_stoplure ;9 = 1 >> slowlure; stop at x=99
; dec a
-; jr z,movetype_fulllure ;8
+; jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed
movetype_fulllure:
- inc d
ld a,(timer)
and 1
ret z
cal movetype_lure
ld a,(x)
cp d
- jr c,lure_left
+ ret c ;move left (already did)
lure_right:
- inc d
+ inc d ;already moved left, so move right
+moverightonce:
+ inc d ;twice (=+1)
ret
-lure_left:
- dec d
- ret
-
-movetype_stoplure:
- inc d
- jr movetype_slowlure
movetype_slowlure:
ld a,(timer)
- and 1
- ret z
-
+ and 1 ;half the time
+ jr z,moverightonce ;dont move at all (compensate move left +ret)
movetype_lure:
+ ld a,104
+ cp d
+ jr c,dothelurethingy
+ inc d ;x<106: full stop
+dothelurethingy:
ld a,(y)
cp e
- jr c,lure_up
-lure_down:
+ ret z ;don't move if equal
+ jr c,lure_up ;below you then move up
+lure_down: ;above then move down
inc e
ret
lure_up:
ret
movetype_smart:
- ld bc,add2enemy
- add hl,bc
-
+ inc hl ;hl =@ <move>
ld a,(timer)
- and %1111
- ld a,(hl)
+ and %1111 ; |
+ ld a,(hl) ;&&& \|/
jr nz,smartupdate
inc a
smartupdate:
ld (hl),a
or a ;reset carry flag
- sbc hl,bc
+ dec hl ;reset hl to <y>
and %11111100
jr z,movetype_fast
+movetype_slow:
+ ld a,(timer)
+ and %1
+ ret z
movetype_vslow:
ld a,(timer)
and %11
jp remove_enemy ;remove this enemy (off screen)
movetype_updown:
- ld bc,add2enemy
- add hl,bc
-
+ inc hl ;@ <move>
ld a,(hl)
dec a
jr nz,move_updated
ld (hl),a
or a ;reset carry flag
- sbc hl,bc
+ dec hl ;@ <y>
and %00100000
ld a,(hl);&&&ld a,e ;load current y-position
jr z,movedown
inc e ;otherwise save new position
ret ;and return
-;--------------------------- check collision ----------------------------------
+;--------------------------- check collision --------------------------------
Enemies_hit:
ld hl,(x) ;e = X, d = Y
ld d,h
ld e,l ;e = X+7, d = Y+7
- ld hl,enemies
+ ld hl,enemies+1
ld b,nrenemies ;check all 20 enemies
check_collision:
psh hl
inc hl
collide_enemy: ;&&& include in Handle_enemy proc
- psh de
cal find_sprite
- pop de
inc hl
ld a,(hl) ;check x match
sub e ;enemy position minus yours minus 7
jp p,check_next
add a,6
- add a,(ix)
+ add a,(ix) ;enemy width
jp m,check_next
inc hl
sub d ;same as with x-check
jp p,check_next
add a,6
- add a,(ix+1)
+ add a,(ix+1) ;enemy height
jp m,check_next
dec hl
dec hl
and %11111100
jr z,destroy_enemy
ld a,(hl)
- sub %00000100
+ sub collidedamage
ld (hl),a
collide_done:
+ ld b,collidedamage ;damage
cal damage_you
check_next:
pop hl
- inc hl
- inc hl
- inc hl
- inc hl
- djnz check_collision
+ ld a,b ;psh bc
+ ld bc,enemysize
+ add hl,bc
+ ld b,a ;pop bc
+ dnz check_collision
ret
-;--------------------------- story -------------------------------------------
+;--------------------------- story ------------------------------------------
storyPage:
psh hl
jr z,storyLine
psh hl
- ld hl,VIDEO_MEM
- ld de,GRAPH_MEM
- ld bc,1024
+ ld hl,VIDEO_MEM ;copy text
+ ld de,dispbuffer ;to GRAPH_MEM
+ ld bc,1024 ;entire screen
ldir
cal _clrLCD
pop hl
pop hl
ret
-Story:
- ld hl,story01-1
- cal storyPage
- cal storyPage
- cal storyPage
- ret
-
-story01:
- .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06
- .db $1b,$1d,"storyline coming soon..." ,0,0,$1d,$06
- .db $09,$19,"the Nemesis saga continues",0,1
- .db $2e,$21,"with NEMESIS 86" ,0,1
- .db $52,$36,"by Shiar" ,0,0,$19,$23
+dostory:
+ cal storyPage ;do some story
+ inc hl ;look at next hl
+ ld a,(hl) ;load in a
+ dec hl ;restory hl
+ inc a ;set z-flag if a = $ff
+ jr nz,dostory ;otherwise loop
-;--------------------------- SFX ---------------------------------------------
+ ld bc,2+1 ;story ends
+ add hl,bc ;set hl to beginning of the level
+ ld (levelp),hl ;set the level-pointer
+ ret ;and return
-CDoSFX:
- ld hl,VIDEO_MEM
- ld de,GRAPH_MEM
- ld bc,1024
- ldir
- ld b,64
- ld a,-1
+;--------------------------- SFX --------------------------------------------
-DoSFX: ;ins: a=beginLine b=nrOfLines
+DoSFX: ;in:a=beginLine;b=nrOfLines
ld (curline),a
SFXframe:
psh bc
- ld a,(curline) ;get line number
+ ld a,0 ;get line number
+curline =$-1
inc a ;go to the next line
ld (curline),a ;update
ld l,a
- ld h,0
- add hl,hl
+ ld h,0 ;hl=a
add hl,hl
add hl,hl
add hl,hl
+ add hl,hl ;*16 (a pixels down=a*16)
ld b,h ;save hl for later
ld c,l
- ld de,VIDEO_MEM
+ ld de,VIDEO_MEM ;where to put sfx
add hl,de ;go to ymin
- ld d,h
- ld e,l
+ ex de,hl ;put into de again
- ld hl,GRAPH_MEM
+ ld hl,dispbuffer
add hl,bc ;hl->logo
- ld a,(curline) ;Calculate how many lines to draw
- ld c,a
- ld a,64
- sub c
- ld b,a
+ sub 64 ;a=a-64
+ neg ;a=64-a (lines from bottom)
+
+; ld c,a ;c=a=(curline)
+; ld a,64
+; sub c ;lines from bottom
SFXdisp: ;display this frame on screen
- ld a,b ;psh b (a will not be used)
ld bc,16 ;one line (=16 bytes, you'd know by now)
ldir ;display (copy actually)
ld bc,-16 ;go up one line (not on screen)
add hl,bc ;so the same line will be displayed
- ld b,a ;pop b
- djnz SFXdisp ;repeat until whole screen is displayed
+ dec a ;counter
+ jr nz,SFXdisp ;repeat until whole screen is displayed
ld b,8
SFXdelay:
- halt
- djnz SFXdelay
+ halt ;delay
+ dnz SFXdelay ;8x
- pop bc
- djnz SFXframe
+ pop bc ;counter
+ dnz SFXframe
ret
-;--------------------------- show icon ----------------------------------------
+;--------------------------- show icon --------------------------------------
drawline:
ld (hl),a ;draw one piece of the divider-line
inc hl ;move right (8 pixels = 1 byte)
- djnz drawline ;repeat (16bytes * 8pixels =128= screen width)
+ dnz drawline ;repeat (16bytes * 8pixels =128= screen width)
ret
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)
xor a ;blank line mask
cal drawline ;clear scorebar
- cal disp_lives
+disp_lives:
+ ld de,5 ;(0,5)
+ ld a,(your_lives) ;nr of lives
+ or a
+ jr z,displivesdone ;no lives
+ ld b,a
+displivesloop:
+ psh bc
+ ld ix,spr_lship
+ cal safeputsprite ;put li'l ship
+ ld a,lshipsize+1
+ add a,d
+ ld d,a ;x=x+5
+ pop bc
+ dnz displivesloop ;one ship per life
+displivesdone:
ld ix,spr_icon01 ;armorIcon
ld de,$1901 ;icon #1
cal putwidesprite ;display icon
- cal disp_armor ;display value
+ cal disp_armor ;display bar
ld ix,spr_icon00
- ld a,(torp_occ)
+ ld a,(your_weapon) ;ur weapon
+ cp maxweapon ;laser?
+ psh af ;(your_weapon)
+ jr nc,no_tail ;if laser (nc) then tail ain't fired
+ ld a,(your_tail)
or a
- jr z,no_torp
- ld ix,spr_icon02 ;torpedoIcon
-no_torp:
+ jr z,no_tail
+ ld ix,spr_icon02 ;tailbeamIcon
+no_tail:
ld de,$2901 ;icon #2
cal putwidesprite ;display
+ ld ix,spr_icon00
+ pop af ;a=(your_weapon); cf=bullets
+ psh af
+ 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 hl,$3945 ;position to display bullet-type digit
- ld a,(your_weapon) ;digit
- dec a ;minus one (1=laser)
- cal _disp_armor ;display digit
ld ix,spr_icon00 ;emptyIcon
- ld a,(your_weapon)
- dec a
- jr nz,no_laser
+ pop af ;ld a,(your_weapon)
+ ld b,a
+ jr c,no_laser ;popped carry
+ ld hl,$3955 ;position to display bullet-type digit
+ ld (_penCol),hl ;set location
+ ld a,b ;(your_weapon) ;load = faster than push
+ sub maxweapon-1 ;1 = laser #1 (=maxweapon)
+ add a,'0' ;make digit
+ cal _vputmap ;display char
ld ix,spr_icon04 ;laserIcon
no_laser:
ld de,$4901 ;icon #4
ld ix,spr_icon
cal putwidesprite
iconsdone:
- ld hl,GRAPH_MEM ;normal game-screen
+ ld hl,dispbuffer ;normal game-screen
ld (PutWhere),hl ;set sprite-position to normal screen
+
+ pop ix \ pop hl \ pop de \ pop bc
ret
disp_armor:
- ld hl,$3925 ;Display Armor left
- ld a,(your_armor) ;load armor left
-_disp_armor:
- ld (_penCol),hl ;place @ armorIcon
- add a,'0' ;make digit
- cal _vputmap ;display char
+ 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
-disp_lives:
- ld hl,$3900 ;display Lives
- ld (_penCol),hl ;bottom left
- ld hl,savestr+2
- ld (hl),'L'
- inc hl
- ld (hl),'x'
- inc hl
-
- ld a,(your_lives) ;nr of lives in a
- add a,'0' ;make digit
- ld (hl),a
- dec hl \ dec hl
- cal _vputs ;display on screen
+disp_charge:
+ ld hl,(59*16)+VIDEO_MEM+3
+ ld b,3
+chargebarclr:
+ dec hl
+ ld (hl),0
+ dnz chargebarclr
+
+ ld a,(weapincs) ;load bar size (0-80)
+ srl a ;half the size (0-40)
+ srl a ;again half that size (0-20 pixels)
+ ld c,a ;psh a
+ srl a ;/2
+ srl a ;/4
+ srl a ;/8: don't display last 3 bits of a (later)
+ jr z,nochargebar ;if a=0 then it would loop 256x so skip it
+ ld b,a ;loop b=a times
+chargebar: ;starting at ($39*16)+VIDEO_MEM
+ ld (hl),%11111111 ;draw a piece of the bar
+ inc hl ;next position
+ dnz chargebar ;loop it b times
+nochargebar:
+ ld a,c ;pop a
+ and %111 ;display last bits of chargebar
+ ret z ;if armor=0 then bit = %00000000 (don't disp)
+ ld b,a ;into B
+ xor a ;bit = %00000000
+chargebarbit:
+ scf ;set carry flag
+ rra ;rotates A right and sets bit 7 (c-flag)
+ dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100)
+chargebarready: ; (an if B=3 then a=%11100000)
+ ld (hl),a ;draw this last byte
ret
-;--------------------------- proc ---------------------------------------------
+;--------------------------- 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
-Random5016:
- cal Random50 ; a = 0..50
- inc a ; a = 1..51
+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 ;hl = 1..51 * 2
- add hl,hl ;hl = 1..51 * 4
- add hl,hl ;hl = 1..51 * 8
+ add hl,hl
+ add hl,hl
+ add hl,hl
add hl,hl ;hl = 1..51 * 16 (left side at random y)
- dec hl ;hl = 1..51 * 16 (" at right side of screen)
- ld de,GRAPH_MEM
+ dec hl ;hl = 0..50 * 16 (" at right side of screen)
+ ld de,dispbuffer
add hl,de ;position on screen
+ pop bc
ret
-Random50:
- cal Random
- cp 51 ;y may not be more than 50
- ret c ;OK if a<51
- and %00111111 ;a = 0..63
- sub 13 ;a = -13..50
- ret nc ;OK if a>=0
- add a,13+(50-12) ;a = -13..-1 >=> 0..12 >=> 39..50
- ret
-
-Random:
- ld a,(RanPos) ;a handy random-var.
- ld hl,x ;add your x-coord for randomness
- adc a,(hl)
- inc hl ;add your y-coord for randomness
- adc a,(hl)
- ld (RanPos),a ;save altered random-var
- ret ;RanPos also in #a
-
scoreInc:
psh bc
- ld bc,(score)
+ ld bc,(your_score)
add hl,bc
- ld (score),hl
+ ld (your_score),hl
pop bc
ret
-find_sprite: ;destroyed: de ix
+find_sprite: ;in:hl=enemy+type | out:ix=sprite to enemy
+ psh de
psh hl
- ld e,(hl) ;e = enemy type
+ ld e,(hl) ;e = enemy offset/2
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 d,0
-
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:
set 3,(iy+5) ;set white on black
ret
-waitnokeypressed:
- halt \ halt
- cal GET_KEY
- or a
- jr nz,waitnokeypressed
+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
+ cal GET_KEY ;clear buffer
ret
-Decompress:
- ld a,(hl)
- bit 7,a
- jr z,Compressed
- inc hl
- and 01111111b
- ld b,0
- ld c,a
- ldir
- jr Decompress
-Compressed:
- psh af
- or %11111100
- ld b,a
- inc hl
- ld c,(hl)
- inc hl
- pop af
- and %01111100
- rrca
- rrca
- or a
- ret z
- psh hl
- ld h,d
- ld l,e
- add hl,bc
- inc a
- inc a
- ld b,0
- ld c,a
- ldir
- pop hl
- jr Decompress
+findenemyspecs: ;enemy #a specs in (hl); in:b=0; out:ac=?
+ ld hl,enemyspecs-8 ;enemy "0" specs (1 before enemy #1)
+ add a,a ;a=type*2
+ add a,a ;a=type*4
+ add a,a ;a=type*8
+ ld c,a ;b=0; c=bc=type*8
+ add hl,bc ;hl = enemy specs
+ ret
-;--------------------------- game over / new game / death ---------------------
+;--------------------------- game over / new game / death -------------------
chartable:
- .db 0,"!<>^",0,0,0,0
- .db 0,"xtoje0",0 ;enter..clear
- .db " wsnid9",0 ;(-)..custom
- .db "zvrmhc8",0 ;dot..del
- .db "yuqlgb7x" ;0..xvar
- .db 0,"-pkfa6'" ;on..alpha
- .db "54321.",0,0 ;F5..more
-
-own_name:
- .db 7,"nemesis"
+ .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,own_name-1 ;find own variable
+ ld hl,_asapvar ;find own variable
rst 20h ;cal _ABS_MOV10TOOP1
rst 10h ;cal _FINDSYM
- ret c ;not found? who cares...
xor a
- ld hl,4+stored_data_start-_asm_exec_ram
+ 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,stored_data_start
+ ld hl,storehi_start
cal _SET_ABS_SRC_ADDR
- ld hl,stored_data_end-stored_data_start
+ ld hl,storehi_end-storehi_start
cal _SET_MM_NUM_BYTES
- jp _mm_ldir ;save done (cal \ ret)
+ cal _mm_ldir ;save done (cal \ ret)
+ jp _RAM_PAGE_1
-game_over:
- pop hl ;=ret (game_over was called from a procedure)
-game_over_nopop:
+save_lvl:
+ ld hl,_asapvar ;find own variable
+ rst 20h ;cal _ABS_MOV10TOOP1
+ rst 10h ;cal _FINDSYM
+
+ 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
- cal waitnokeypressed
ld hl,$0603
ld (_curRow),hl ;center
ld hl,txt_gameover
cal _puts ;display "GAME OVER"
+ cal releasekeys ;wait for all keys to be released
ld hl,$0007
ld (_curRow),hl
- ld de,(score)
+ ld de,(your_score)
ld hl,(hiscore)
cal CP_HL_DE
jr nc,no_hiscore
ld (ix),a
cal _putc
inc ix
- cal waitnokeypressed
+ cal releasekeys
jr enter_name_loop
backup:
xor a ;clear a (Ahl will be displayed)
ld hl,$1006 ;bottom-1 right
ld (_curRow),hl ;set
- ld hl,(score) ;your score
+ ld hl,(your_score) ;your score
cal _dispahl ;display it (a=0)
ld hl,$314b ;bottom-1 right before score ^^
restore_line:
set 1,(hl)
add hl,de
- djnz restore_line
+ dnz restore_line
cal _getkey ;wait for keypress
jp quit ;restore some things and return to TI-OS/shell
-New_game:
- xor a ;score 0
- ld (score),a ;reset score
- ld (score+1),a ;reset score
- ld (torp_occ),a ;no torpedoes
+invship: ;procedure used in New_game
+ psh af
+ inc b
+ ld de,$C0
+ ld hl,VIDEO_MEM+$30-$C0;begin pos
+invshipinit:
+ add hl,de
+ dnz invshipinit
+ ld b,$B0 ;12 lines down
+invshiploop:
+ ld a,(hl)
+ cpl ;invert byte
+ ld (hl),a
+ inc hl
+ dnz invshiploop ;loop
+ pop af
+ ret
+
+New_game: ;stack must be +1 (so change the jp in cal :)
+ cal _clrLCD
+ ld hl,VIDEO_MEM
+ ld (PutWhere),hl ;will be reset after displaying iconbar
+ ld ix,spr_ship01 ;first ship: sprite
+ ld de,$0105 ;position
+ ld b,4 ;number of ships to display
+dispshipsloop:
+ psh bc ;counter
+ psh de ;position
+ cal putwidesprite ;display
+ pop de
+ ld bc,spr_ship01i-spr_ship01+2
+ add ix,bc ;go to next ship
+ ld a,12 ;below the previous one
+ add a,e
+ ld e,a
+ pop bc
+ dnz dispshipsloop ;loop
+
+ ld b,0 ;menu pos.
+selectship:
+ psh bc
+ cal invship
+selectshiploop:
+ halt
+ cal GET_KEY
+ or a
+ jr z,selectshiploop
+ pop bc
+ psh bc
+ cal invship
+ pop bc
+ cp K_SECOND
+ jr z,startthenewgame
+ cp K_ENTER
+ jr z,startthenewgame
+ cp K_DOWN
+ jr nz,selnotdown
+ inc b
+selnotdown:
+ cp K_UP
+ jr nz,selnotup
+ dec b
+selnotup:
+ ld a,b
+ and %11
+ ld b,a
+ jr selectship
+
+startthenewgame:
+ ld hl,spr_ship01-(spr_ship02-spr_ship01)
+ ld de,spr_ship02-spr_ship01
+ inc b ;your ship #0-3++
+searchyourship:
+ add hl,de ;next ship
+ dnz searchyourship
+ ld (your_ship),hl
+ xor a ;ld a,0
+ ld (your_score),a ;reset score
+ ld (your_score+1),a ;reset score (0)
+ ld (your_tail),a ;no tail beam
ld (your_weapon),a ;no laser
ld (your_pickup),a ;reset pickups
ld (your_multiples),a ;no multiples
- inc a ;level #1
- ld (level),a ;reset level nr
- ld hl,level01 ;set level pointer to level#1
+ inc a ;ld a,1
+ ld (level),a ;reset level nr (#1)
+ ld hl,level00 ;set level pointer to level#1
ld (levelp),hl ;reset level pointer
- inc a ;ld a,2
- ld (your_weapon),a ;default weapon
ld a,4
ld (your_lives),a ;3 lives (4 will be decreased @ You_die)
ld (pickuptimer),a ;next pickup after 4 enemies destroyed
- inc a ;ld a,5
- ld (your_armor),a
- ld a,(weapons+1) ;max number of bullets (varies per weap.class)
- ld (ybuls),a
-
-You_die:
- ld hl,your_lives
- dec (hl) ;decrease lives
- ld a,(hl) ;load lives left
- inc a ;if lives=0ffh then a=0
- jp z,game_over ;if so, game's over
- jr nonext_level
-
-;--------------------------- next level ---------------------------------------
-
-Next_level:
+
+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
+
+;--------------------------- next level -------------------------------------
+
+Next_level: ;stack must be +1
+ pop hl
+
+ cal inc_armor ;increase armor
ld hl,level ;level number
ld a,(hl)
inc a
ld (hl),a
- ld hl,(levelp) ;level pointer
- ld bc,5+32+4+3 ;advance one level
- add hl,bc ;update to point to next level
- ld (levelp),hl ;save
-
+ add a,a
+ add a,a
ld h,0 ;increase score....
- ld l,a ;by level number
+ ld l,a ;by level number * 4
ld bc,20
add hl,bc ;plus 20
cal scoreInc ;update score
-nonext_level:
+ ld hl,(levelp) ;level pointer
+ ld b,0 ;advance one level
+ ld c,(hl)
+ add hl,bc ;passed the enemies
+ ld c,1+7+32+3
+ add hl,bc ;update to point to next level
+ ld (levelp),hl ;save
+
+samelevel:
+ ld hl,(your_ship)
+ ld (your_shipspr),hl
+
ld a,80
ld (nextevent),a ;time to first enemy appearance
ld hl,(levelp) ;level pointer
- ld a,(hl) ;load new level-enemy type
- ld (level_enemy),a ;set level-enemy
+ xor a
+ cp (hl)
+ cal z,dostory
+
+ 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 a,(hl)
+ ld (level_info),a ;
+ inc hl
ld a,(hl) ;movement of enemies in this level
ld (level_move),a ;do it
- inc hl
- ld a,(hl) ;how frequent the enemies fire a bullet
- ld (level_fire),a ;consider it done
inc hl
ld de,spacespace
- ld bc,17+17+2
+ ld c,17+17+2 ;b=0
ldir
ld ix,starx1
ld b,nrstars1
cal placestars
- ld hl,RanPos
- inc (hl)
ld ix,starx2
ld b,nrstars2
cal placestars
ld (hl),a ;reset your ship (not exploding)
inc hl ;hl = your_inv
ld (hl),25 ;set 25*4=100 frames invulnerable
- ld hl,x ;begin position x=...
- ld (hl),a ;...=a=0=left
- inc hl ;y=...
- ld a,24 ;...=24=middle
- ld (hl),a ;your y
-
- ld a,(torp_occ)
- or a ;no torpedoes?
- jr z,torpsclear ;then just continue (=0)
- ld a,1 ;if so, set to "ready to fire" (=1)
-torpsclear:
+ ld de,$1800
+ ld (x),de ;begin position (x,y)
+ cal Place_multiples ;place all multiple-positions at that (0,24)
- ld de,$0018 ;x=0, y=24 (like you..)
-; cal Place_multiples ;place all multiple-positions at (0,24)
+ cal loadweapon ;load (your_weapon)
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,(add2enemy*2)+((nrybuls+nrebuls)*3)-1
- ldir ;clear enemy-info + enemiesxtra + all bullets
+ ld bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1
+ ldir ;clear enemies + bullets (y/e)
-;--------------------------- setup game ---------------------------------------
+;--------------------------- setup game -------------------------------------
game_setup:
- cal BLACKLCD
- ld hl,$0703
- ld (_curRow),hl ;center
+ cal BLACKLCD ;white on black
ld hl,txt_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
-
- cal UNPACK_HL
- add a,'0'
- ld b,a
- cal UNPACK_HL
- add a,'0'
+ 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
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 de,$0904
+ ld (_curRow),de ;display lives left below level nr
+ cal _puts
ld a,(your_lives) ;lives left
- add a,'0' ;make value
- ld (txt_lives+3),a ;add to text
- cal _puts ;display the string
- res 3,(iy+5) ;set white on black
+ 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 _getkey ;wait for keypress
+ cp kF1
+ cal z,save_lvl
- cal CLEARLCD ;clear screen
- cal disp_icons ;display bottom icons
- ret
+ cal _clrLCD ;clear screen
+ cal disp_icons ;display bottom icons +ret
+ jp game_main_loop
placestars:
- cal Random5016 ;a = (0..50)*16 = random y-pos
+ 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
- add hl,de ;add to random y => random pos anywhere
+ or a
+ sbc hl,de ;substract from random y => random pos anywhere
ld (ix),l ;save x-pos (l)
ld (ix+1),h ;save y-pos (h)
inc ix \ inc ix ;next star
- djnz placestars ;repeat for all stars
+ dnz placestars ;repeat for all stars
ret
-;--------------------------- putsprite ----------------------------------------
-;--------------------------- de =(X,Y) ----------------------------------------
-
-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: psh bc ;Save # of rows
- psh hl ;Save screen address
- ld b,d ;Load width
- ld c,(ix+2) ;Load one line of image
- inc ix
-_smc1: ld a,1 ;Load pixel mask
-_iloop: sla c ;Test leftmost pixel
- jr nc,_noplot ;See if a plot is needed
- ld e,a ;OR pixel with screen
- 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
+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
- pop bc ;Restore data
- djnz _oloop
+ ld a,(hl)
+ ld (weapdamage),a ;damage of bullets
+ inc hl
+ ld a,(hl)
+ ld (weapdaminc),a ;damage increase
ret
-;--------------------------- putbigsprite -------------------------------------
+;----------------------------------------------------------------------------
+;--------------------------- putsprite --------------------------------------
+;----------------------------------------------------------------------------
+;in: de=(x,y); ix=sprite
+;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=?
+
+putsprite:
+ 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 ;OR pixel with screen
+ ld a,e ;pop af
+CSnodraw:
+ rrca ;next bit
+ jr nc,CSbitdrawn ;carry set if bit "jumped"
+ inc hl ;next byte
+CSbitdrawn:
+ dnz CSxloop
+ pop hl ;screen at x-offset=0
+ ld bc,16
+ add hl,bc ;next line
+ pop bc ;rows counter
+ dnz CSyloop
+CSdone: ret
+
+;--------------------------- putbigsprite -----------------------------------
putwidesprite:
- ld a,d
- and 7
- ld hl,offsets_table
- ld c,a
- ld b,0
- add hl,bc
- ld a,(hl)
- ld (wsmc1+1),a
- ld (wsmc2+1),a
- ld hl,(PutWhere)
-
- ld a,e
- add a,a
- add a,a
- add a,a
-
- rl b
- add a,a
- rl b
- srl d
- srl d
- srl d
- add a,d
- jr nc,n1
- inc b
-n1: ld c,a
- add hl,bc
-
- ld d,(ix)
- ld b,(ix+1)
-woloop: psh bc ;Save # of rows
- psh hl ;Save screen address
- ld b,d ;Load width
- ld c,(ix+2) ;Load one line of image
- inc ix
-wsmc1: ld a,1 ;Load pixel mask
-wiloop: sla c ;Test leftmost pixel
- jr nc,wnoplot ;See if a plot is needed
- ld e,a ;OR pixel with screen
- or (hl)
- ld (hl),a
- ld a,e
-wnoplot:
- rrca
- jr nc,wnotedge ;Test if edge of byte reached
- inc hl ;Go to next byte
-wnotedge:
-wsmc2: cp 1
- jr z,wover_1
-
- djnz wiloop
- pop hl ;Restore address
- ld bc,16 ;Go to next line
- add hl,bc
- pop bc ;Restore data
- djnz woloop
+;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
-wover_1:
- ld c,(ix+2)
- inc ix
- djnz wiloop
- dec ix
- pop hl
- ld bc,16
- add hl,bc
- pop bc
- djnz woloop
+
+;------------------------------- findpixel ----------------------------------
+;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de
+
+findpixel:
+ ld a,e ;a=e=Y
+ add a,a
+ add a,a ;add a,a is 7 cycles faster than add hl,hl
+ ld h,0 ;switch to hl now (Y<64)
+ ld l,a ;hl=4*Y
+ ld a,d ;a=d=X
+ rra ;RRA: carry flag must be reset!
+ add hl,hl ;that's what the adds are for :P
+ rra
+ add hl,hl ;hl=16*Y
+ rra ;a=X/8
+ or l
+ ld l,a ;hl=hl+a
+ ld a,d
+ and 7 ;a=X\8
+ cpl
+ rlca
+ rlca
+ rlca
+ ld (FPbit),a
+ xor a
+FPbit =$+1
+ set 0,a
+ ld de,dispbuffer ;screen base position (where x+y=0)
+PutWhere =$-2
+ add hl,de
ret
-;------------------------------------------------------------------------------
-;------------------------------- sprites --------------------------------------
-;------------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+;------------------------------- sprites ------------------------------------
+;----------------------------------------------------------------------------
spr_ship01:
.db 7,7 ;ship alpha class
- .db %01111000 ; ████
- .db %11100000 ; ███
- .db %01111100 ; █████
- .db %11110010 ; ████ █
- .db %01111100 ; █████
- .db %11100000 ; ███
- .db %01111000 ; ████
+ .db %11000000 ;██
+ .db %11110000 ;████
+ .db %01111110 ; ██████
+ .db %11101000 ;███ █
+ .db %01111110 ; ██████
+ .db %11110000 ;████
+ .db %11000000 ;██
spr_ship01i:
- .db 7,7 ;ship alpha class
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
-
- .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 %11100000 ; ███
-; .db %11110000 ; ████
-; .db %01111100 ; █████
-; .db %01110010 ; ███ █
-; .db %01111100 ; █████
-; .db %11110000 ; ████
-; .db %11100000 ; ███
+ .db 7,7 ;ship beta class
+ .db %11100000 ;███
+ .db %11111000 ;█████
+ .db %01111100 ; █████
+ .db %01110010 ; ███ █
+ .db %01111100 ; █████
+ .db %11111000 ;█████
+ .db %11100000 ;███
spr_ship02i:
-; .db 7,7 ;ship beta class
-; .db %01000000 ; █
-; .db %10100000 ; █ █
-; .db %01010100 ; █ █ █
-; .db %00100010 ; █ █
-; .db %01010100 ; █ █ █
-; .db %10100000 ; █ █
-; .db %01000000 ; █
-
-spr_multiple:
- .db 6,4 ;multiples
- .db %01111000 ; ████
+ .db 8,7
+ .db %11100010 ;███ █
+ .db %11111001 ;█████ █
+ .db %01111101 ; █████ █
+ .db %01110011 ; ███ ██
+ .db %01111101 ; █████ █
+ .db %11111001 ;█████ █
+ .db %11100010 ;███ █
+
+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 %11111100 ; ██████
+ .db %01100010 ; ██ █
.db %11111100 ; ██████
- .db %01111000 ; ████
-
-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_bullett1:
- .db 4,3 ;▒▒▒
- .db %11100000 ;▒███
.db %11110000 ; ████
- .db %01110000 ; ███
+ .db %11000000 ; ██
+spr_ship04i:
+ .db 8,7
+ .db %11000010 ; ██ █
+ .db %11110001 ; ████ █
+ .db %11111101 ; ██████ █
+ .db %01100011 ; ██ ██
+ .db %11111101 ; ██████ █
+ .db %11110001 ; ████ █
+ .db %11000010 ; ██ █
-spr_bullete1:
- .db 4,3 ;enemy bullets
- .db %01100000 ; ▒█▓▒░
- .db %11110000 ; ▒███▓▒░
- .db %01100000 ; ▒█▓▒░
+spr_multiple:
+ .db 6,5 ;multiples
+ .db %01111000 ; ████
+ .db %11001100 ; ██ ██
+ .db %10000100 ; █ █
+ .db %11001100 ; ██ ██
+ .db %01111000 ; ████
-;---------------------------------------- explosion -------------------------------------------
+;-------------------------------- explosions --------------------------------
spr_explosion:
.db 8,6 ;1
.db %00100100 ; █▒ █
spr_yexplosion:
- .db 8,6 ;8
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
-
-;--------------------------------------- bar -----------------------------------
-
-spr_iconhalf:
- .db 16,7 ;selected .......:
- .db %11111111 ; ████████
- .db %00000001 ; █
- .db %00000001 ; █
- .db %00000001 ; █
- .db %00000001 ; █
- .db %00000001 ; █
- .db %11111111 ; ████████
+ .db 8,5 ;1
+ .db %00000000
+ .db %00101100 ; █ ██
+ .db %00011110 ; ████
+ .db %00110100 ; ██ █
+ .db %00011000 ; ██
+ .db %00000000
+
+ .db 8,5 ;2
+ .db %00111000 ; ███
+ .db %01011100 ; █ ███
+ .db %10010111 ;█ █ ███
+ .db %01000110 ; █ ██
+ .db %00111000 ; ███
+ .db %00000000
+
+ .db 8,6 ;3
+ .db %00111100 ; ████
+ .db %01001111 ; █ ████
+ .db %10100011 ;█ █ ██
+ .db %11000110 ;██ ██
+ .db %01110101 ; ███ █ █
+ .db %00111000 ; ███
+
+ .db 8,6 ;4
+ .db %00110110 ; ██ ██
+ .db %00000101 ; █ █
+ .db %11000001 ;██ █
+ .db %01100001 ; ██ █
+ .db %11000010 ;██ █
+ .db %01010001 ; █ █ █
+
+;--------------------------------- bullets ----------------------------------
+
+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 3,2
+ .db %11100000 ;▒███
+ .db %11100000 ;▒███
+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 ; ███
+
+spr_bullete1:
+ .db 4,3 ;enemy bullets
+ .db %01100000 ; ██▒
+ .db %11110000 ;████▒
+ .db %01100000 ; ██▒
+
+bullettable:
+ .db (spr_bullet01-spr_bullet01) ;0
+ .db (spr_bullet02-spr_bullet01) ;4
+ .db (spr_bullet03-spr_bullet01) ;8
+ .db (spr_bullet04-spr_bullet01) ;12
+ .db (spr_bullet05-spr_bullet01) ;16
+ .db (spr_bullet06-spr_bullet01) ;20
+ .db (spr_bullet07-spr_bullet01) ;24
+ .db (spr_bullet08-spr_bullet01) ;28
+ .db (spr_bullet09-spr_bullet01) ;32
+ .db (spr_bullet10-spr_bullet01) ;36
+ .db (spr_bullet11-spr_bullet01) ;40
+ .db (spr_bullet12-spr_bullet01) ;44
+ .db (spr_bullet13-spr_bullet01) ;48
+ .db (spr_bullet13-spr_bullet01) ;52
+ .db (spr_bullet13-spr_bullet01) ;56
+ .db (spr_bullet13-spr_bullet01) ;60
+
+;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset]
+;damage = min.damage + dam.inc*incs (0<=incs<=6)
+;speed in pixels/frame (>=%10010=forward; <=%01110=backwards)
+;direction: 0=straight forward; 1=up; 2=1/2up; 3=down; 4=1/2down
+
+maxnrweapons = 8+1
+weapondata:
+ .db 1,1,%00000000,0,%00000000,0,%00010010,3 ;1 single fire
+ .db 4,1,%00000000,0,%00000000,0,%00010011,3 ;2 fast single
+ .db 1,1,%00000000,0,%00010010,0,%00010010,6 ;3 double
+ .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple
+ .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5
+ .db 5,3,%01110011,2,%10010100,2,%00110011,2 ;6
+ .db 7,4,%01110100,2,%10010100,2,%00110100,2 ;7
+ .db 12,5,%01110110,2,%10010110,2,%00110110,2 ;8
+maxweapon = 8
+ .db 1,1,%00000000,0,%00000000,0,%11100000,3 ;1 single laser
+ .db 1,1,%00000000,0,%11100000,0,%11100000,6 ;2 double laser
+ .db 1,1,%11100000,0,%11100000,6,%11100000,3 ;3 triple laser
+maxlaser = 11
+
+collidedamage = 4
+
+;------------------------------------ bar -----------------------------------
+
+spr_lship:
+ .db 5,3 ;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,%11111111 ; ████████████████
- .db %11000000,%00000001 ; ██ █
- .db %11000000,%00000001 ; ██ █
- .db %11000000,%00000001 ; ██ █
- .db %11000000,%00000001 ; ██ █
- .db %11000000,%00000001 ; ██ █
- .db %11111111,%11111111 ; ████████████████
+ .db 16,7 ;selected.......:.......:
+ .db %11111111 ;████████████████
+ .db %11000000 ;██ █
+ .db %11000000 ;██ █
+ .db %11000000 ;██ █
+ .db %11000000 ;██ █
+ .db %11000000 ;██ █
+ .db %11111111 ;████████████████
+ .db 7
+ .db %11111111
+ .db %00000001
+ .db %00000001
+ .db %00000001
+ .db %00000001
+ .db %00000001
+ .db %11111111
spr_icon00:
- .db 16,7 ;unused .......:.......:
- .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
- .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
- .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
- .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
- .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
- .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
- .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
+ .db 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 ;armor ; .......:.......:
- .db %10001111,%10000000 ; █ █████
- .db %10010000,%01000000 ; █ █ █ ▒▒▒
- .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒
- .db %10100111,%10100000 ; █ █ ████ █ ▒▒▒
- .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒
- .db %10010000,%01000000 ; █ █ █ ▒▒▒
- .db %10001111,%10000000 ; █ █████
+ .db 16,7 ;armor ;.......:.......:
+ .db %10000111 ;█ ███████ ▒
+ .db %10011000 ;█ ██ ██ ▒
+ .db %10110011 ;█ ██ ████ ██ ▒
+ .db %10110000 ;█ ██ ████ ██ ▒
+ .db %10110011 ;█ ██ ████ ██ ▒
+ .db %10011000 ;█ ██ ██ ▒
+ .db %10000111 ;█ ███████ ▒
+ .db 7
+ .db %11110000
+ .db %00001100
+ .db %11000110
+ .db %11100110
+ .db %11000110
+ .db %00001100
+ .db %11110000
spr_icon02:
- .db 16,7 ;torpedo .......:.......:
- .db %10111000,%00010101 ; █ ███ █ █ █
- .db %10011100,%00010101 ; █ ███ █ █ █
- .db %10111000,%01001010 ; █ ███ █ █ █
- .db %10000000,%11101010 ; █ ███ █ █
- .db %11100001,%11100101 ; ███ ████ █ █
- .db %10011000,%11110101 ; █ ██ ████ █ █
- .db %11100110,%00110010 ; ███ ██ ██ █
+ .db 16,7 ;tailbeam.......:.......:
+ .db %10000000 ;█ ▒
+ .db %10000011 ;█ ██ ▒
+ .db %10000001 ;█ ███ ▒
+ .db %10111011 ;█ ███ ██████ ██▒
+ .db %10000001 ;█ ███ ▒
+ .db %10000011 ;█ ██ ▒
+ .db %10000000 ;█ ▒
+ .db 7
+ .db %00000000
+ .db %00000000
+ .db %11000000
+ .db %11110011
+ .db %11000000
+ .db %00000000
+ .db %00000000
+spr_icon02b:
+ .db 16,7 ;torpedo .......:.......:
+ .db %10111000 ;█ ███ █ █ █▒
+ .db %10011100 ;█ ███ █ █ █▒
+ .db %10111000 ;█ ███ █ █ █ ▒
+ .db %10000000 ;█ ███ █ █ ▒
+ .db %11100001 ;███ ████ █ █▒
+ .db %10011000 ;█ ██ ████ █ █▒
+ .db %11100110 ;███ ██ ██ █ ▒
+ .db 7
+ .db %00010101
+ .db %00010101
+ .db %01001010
+ .db %11101010
+ .db %11100101
+ .db %11110101
+ .db %00110010
spr_icon03:
- .db 16,7 ;bullets .......:.......:
- .db %10000000,%11000000 ; █ ██
- .db %10000011,%11100000 ; █ █████ ▒▒▒
- .db %10011000,%11000000 ; █ ██ ██ ▒▒▒
- .db %11111100,%00000000 ; ██████ ▒▒▒
- .db %10011000,%11000000 ; █ ██ ██ ▒▒▒
- .db %10000011,%11100000 ; █ █████ ▒▒▒
- .db %10000000,%11000000 ; █ ██
+ .db 16,7 ;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,%00000000 ; █
- .db %10110010,%10000000 ; █ ██ █ █
- .db %10111011,%00000000 ; █ ███ ██
- .db %10011101,%11111111 ; █ ███ █████████
- .db %10111011,%00000000 ; █ ███ ██
- .db %10110010,%10000000 ; █ ██ █ █
- .db %10000000,%00000000 ; █
+ .db 16,7 ;laser .......:.......:
+ .db %10000000 ;█ ▒
+ .db %10001010 ;█ █ █ ▒▒▒ ▒
+ .db %11101100 ;███ ██ ▒▒▒ ▒
+ .db %11110111 ;████ ███████▒▒▒█▒
+ .db %11101100 ;███ ██ ▒▒▒ ▒
+ .db %10001010 ;█ █ █ ▒▒▒ ▒
+ .db %10000000 ;█ ▒
+ .db 7
+ .db %00000000
+ .db %00000000
+ .db %00000000
+ .db %11111111
+ .db %00000000
+ .db %00000000
+ .db %00000000
spr_icon05:
- .db 16,7 ;multiple .......:.......:
- .db %10000011,%10000000 ; █ ███
- .db %10000001,%11100110 ; █ ████ ██
- .db %10000001,%11100000 ; █ ████
- .db %10000011,%10000000 ; █ ███
- .db %10011000,%00000000 ; █ ██
- .db %10111100,%11000011 ; █ ████ ██ ██
- .db %10011000,%00000000 ; █ ██
+ .db 16,7 ;multiple.......:.......:
+ .db %10000011 ;█ ███ ▒
+ .db %10000001 ;█ ████ ██ ▒
+ .db %10000001 ;█ ████ ▒
+ .db %10000011 ;█ ███ ▒
+ .db %10011000 ;█ ██ ▒
+ .db %10111100 ;█ ████ ██ ██▒
+ .db %10011000 ;█ ██ ▒
+ .db 7
+ .db %10000000
+ .db %11100110
+ .db %11100000
+ .db %10000000
+ .db %00000000
+ .db %11000011
+ .db %00000000
spr_dividerline:
.db 8,7
.db 128,128,128,128,128,128,128 ;128 = %10000000
-;---------------------------- texts -------------------------------------------
+;---------------------------- texts -----------------------------------------
+
+txt_email: .db "www.shiar.org ",127 ;title screen
+ .db " shiar0@hotmail.com",0
+_txt_email = $3A01 ;$3A1E=just email
+txt_about: .db "v0.98.77 ",127," by Shiar",0 ;right behind txt_email
+_txt_about = $3321
+txt_menu1: .db "NEW GAME",0
+txt_menu2: .db "CONTINUE",0
-txt_about: .db " v0.95.A22",127,"by Shiar",0
-txt_email: .db "shiar0@hotmail.com",0
-txt_menu1: .db "CONTINUE",0
-txt_menu2: .db "NEW GAME",0
+txt_level: .db "LEVEL ",0 ;new level screen
+txt_lives: .db "Lx0",0
+txt_savekey: .db "Press [F1] to save",0
-txt_level: .db "LEVEL ",0
-txt_gameover: .db "GAME OVER!",0
+txt_gameover: .db "GAME OVER!",0 ;game over screen
txt_score: .db "Score",0
txt_hiscore: .db "Hiscore",0
-txt_lives: .db "Lx0?",0
-
-txt_pressenter: .db "Enter to continue",0
-txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0
-txt_teacherans: .db Lneg,"14.2063168184",0
-
-;---------------------------- save data ---------------------------------------
-
-PutWhere .dw GRAPH_MEM ;where to put the wide sprites
-level .db $00 ;level number
-levelp .dw $0000 ;pointer to level data
-
-score .dw $0000
-
-stored_data_start:
-hiscore .dw $0000
-hiname .db "Shiar.95",0
-stored_data_end:
-your_pickup .db $00
-your_occ .db $00 ;0=normal 1..16=exploding
-your_inv .db $00 ;invincibility left
-your_armor .db $05 ;HP left
-your_lives .db $00 ;
-
-your_weapon .db $00 ;laser avail: 0=no, 1=yes
-your_multiples .db $00 ;multiples present
-torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt
-torp_pos .dw $0000 ;torpedo position (x,y)
-
-#include nemesis0.z80
+txt_pressenter: .db "Enter to continue",0 ;pause
+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.98",0 ; " " name
+storehi_end:
+
+storesave_start: ;--SAVED GAME-- defs:
+level .db 1 ;level number 1
+levelp .dw level01 ;pointer to level data l01
+pickuptimer .db 4 ;counts when to place a pickup 4
+your_ship .dw spr_ship01 ;your sprite sprs1
+your_score .dw 0 ;current score 0
+your_pickup .db 0 ;pickups already picked up 0
+your_occ .db 0 ;0=normal 1..16=exploding 0
+your_inv .db 0 ;invincibility left 0
+your_armor .db 12 ;HP left 12
+your_lives .db 3 ;lives left 3
+your_weapon .db 0 ;current weapon upgrade 0
+your_multiples .db 0 ;multiples present 0
+your_tail .db 0 ;tail beam present 0
+storesave_end:
+
+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]
+; [level_info: 0000:damage 0:diagfire 0:ground 0:ceiling 0:?]
+; [level_move] [tunnel size] [groundtype]
+; [16_ground] [16_ceiling] [stars1] [stars2]
+;efrequency must be odd if halfluring!
+
+level00:
+ .db 0 ;story identifier
+ .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06
+ .db $1b,$1d,"STORYLINE COMING SOON" ,0,0,$1d,$06
+ .db $09,$19,"STORYLINE COMING SOON" ,0,1
+ .db $2e,$21,"**** NEMESIS 86" ,0,1
+ .db $52,$36,"by Shiar" ,0,0,$19,$23
+ .db $ff ;story end
+
+ .db 20 ;boss for level01
+level01: ;intro-like, just a few enemies to begin with
+ .db 2,6,8
+ .db 26,70,20,%00010000,0,0,0
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 21
+level02: ;first wave of enemies; easeey
+ .db 3,6,7,8
+ .db 20,60,60,%00100000,0,0,0
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 22
+level03: ;some more enemies
+ .db 4,7,8,9,10
+ .db 17,40,75,%00110000,0,0,0
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 0,0 ;storyline ID
+ .db 1,1,"Long-Range scanners are ",
+ .db "showing",0,1
+ .db 1,8,"lots of enemy vessels on ",
+ .db "an intercept",0,1
+ .db 1,15,"course.",0,1
+ .db 1,24,"I'm changing course to a",
+ .db " nearby ",0,1
+ .db 1,31,"asteroid belt and try to",0,1
+ .db 1,38,"lose them inthere.",0,0
+ .db 1,38+5,$FF
+
+ .db 23
+level04: ;light asteroid belt
+ .db 3,1,2,4
+ .db 12,24,80,%00111000
+ .db 2,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 24
+level05: ;inside asteroid belt
+ .db 5,1,2,3,4,5
+ .db 6,10,180,%01011000
+ .db 2,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 25
+level02a:
+ .db 3,4,5,6
+ .db 30,1,40,%01000000
+ .db 0,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 0
+
+ .db 0
+ .db $01,01,"And the storyline conti",
+ .db "nues.....",0,1
+ .db $01,09,"You decide to fly close",
+ .db " to the",0,1
+ .db $01,15,"surface of a nearby pl",
+ .db "anet =)",0,0,1,20
+ .db $FF
+
+ .db 26
+level03b:
+ .db 1,$02
+ .db $13,40,$4b,%00100100,0,-5,1
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db 0
+
+ .db 0
+ .db $01,01,"Blablabla...",0,1
+ .db $01,34,"this storyline sux",0,0,1,39
+ .db $FF
+
+ .db 27
+level03a:
+ .db 1,$03
+ .db $2d,$3f,%00010110,0,-9,1
+ .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20
+ .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18
+ .db -1,-1 ;=%11111111=line
+
+ .db $07,$08
+level04b:
+ .db 1,$04
+ .db $11,$41,%00100001,0,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+ .db $07,$09
+level05a:
+ .db 1,$05
+ .db $11,$45,%00100101,%10,-7,1
+ .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2
+ .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+ .db $07,$08
+level06c:
+ .db 1,$06
+ .db $19,$3a,%00100111,0,-4,1
+ .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
+ .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db $07,$09
+level07:
+ .db 1,$07
+ .db $09,$ff,%00100001,0,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+;------------------------------ enemies -------------------------------------
+
+;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)]
+; [movetype] [time2fire] [firefreq]
+;appearances: 1=random; 2=lure; 3=halflure
+;case movetype:
+; 1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure;
+; 8=y-lure 1/2x; 9=8 stop at x=99; 10=x+y-lure 1/2x
+enemyspecs:
+;1-5=asteroids
+ .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,0,0,0
+ .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,0,0,0
+ .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,4,0,0
+ .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,3,0,0
+ .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,5,0,0
+;6-10=basic enemies
+ .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,0,10,0 ;weak
+ .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,3,6,50 ;slow
+ .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,0,1,0
+ .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,0,19,39
+ .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,4,1,0 ;fast
+;11=jumping bug (up/down)
+ .db 0,%00001111,(spr_enemyN3-spr_enemy00)/2,128,2,1,87,5
+
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;12
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;13
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;14
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;15
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;16
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;17
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;18
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;19
+;20-22=first bosses
+ .db 1,%00101011,(spr_boss0_1-spr_enemy00)/2,127,1,8,20,12 ;20
+ .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,127,1,8,15,10 ;21
+ .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,127,3,9,10,9 ;22
+;23-24=asteroid bosses
+ .db 2,%00001011,(spr_boss0_3-spr_enemy00)/2,127,1,10,36,14
+ .db 2,%00110011,(spr_boss0_3-spr_enemy00)/2,127,2,10,28,12
+;25-26=big bosses
+ .db 2,%00000111,(spr_boss0_4-spr_enemy00)/2,127,3,7,18,7 ;25=bigboss1
+ .db 2,%01001011,(spr_boss0_5-spr_enemy00)/2,127,3,7,18,7 ;26=bigboss2
+
+spr_enemy00:
+ .db 16,8 ;pickup
+ .db %11111111 ; ████████████
+ .db %10000110 ; █ ██ █
+ .db %10000110 ; █ ██ █
+ .db %10111111 ; █ ████████ █
+ .db %10111111 ; █ ████████ █
+ .db %10000110 ; █ ██ █
+ .db %10000110 ; █ ██ █
+ .db %11111111 ; ████████████
+ .db 8
+ .db %11110000
+ .db %00010000
+ .db %00010000
+ .db %11010000
+ .db %11010000
+ .db %00010000
+ .db %00010000
+ .db %11110000
+ .db 0
+
+spr_enemyA1:
+ .db 7,6 ;asteroid one
+ .db %00011000 ; ██
+ .db %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_enemyE1:
+ .db 6,7 ;weak
+ .db %00111100 ; ████
+ .db %01000100 ; █ █
+ .db %10111000 ;█ ███
+ .db %11100000 ;███
+ .db %10111000 ;█ ███
+ .db %01000100 ; █ █
+ .db %00111100 ; ████
+ .db 0
+spr_enemyE2:
+ .db 6,6 ;weak
+ .db %00111100 ; ████
+ .db %01010000 ; █ █
+ .db %10100000 ;█ █
+ .db %10100000 ;█ █
+ .db %01010000 ; █ █
+ .db %00111100 ; ████
+spr_enemyE3:
+ .db 6,6 ;normal solid (Galaxian enemy)
+ .db %00111100 ; ████
+ .db %01110000 ; ███
+ .db %11110000 ;████
+ .db %11110000 ;████
+ .db %01110000 ; ███
+ .db %00111100 ; ████
+spr_enemyE4:
+ .db 6,7
+ .db %00011100 ; ███
+ .db %01101000 ; ██ █
+ .db %10011000 ;█ ██
+ .db %01110000 ; ███
+ .db %10011000 ;█ ██
+ .db %01101000 ; ██ █
+ .db %00011100 ; ███
+ .db 0
+spr_enemyE5:
+ .db 6,6 ;speedy
+ .db %00011100 ; ███
+ .db %01111000 ; ████
+ .db %11100000 ;███
+ .db %11100000 ;███
+ .db %01111000 ; ████
+ .db %00011100 ; ███
+
+spr_enemyG1:
+ .db 8,6 ;G-Type
+ .db %00111111 ; █████
+ .db %01001000 ; █ █
+ .db %10110100 ;█ ██ █
+ .db %10110100 ;█ ██ █
+ .db %01001000 ; █ █
+ .db %00111111 ; █████
+spr_enemyG2:
+ .db 8,6 ;smaller nacelles
+ .db %00000111 ; ███
+ .db %01101100 ; ██ ██
+ .db %10110100 ;█ ██ █
+ .db %10110100 ;█ ██ █
+ .db %01101100 ; ██ ██
+ .db %00000111 ; ███
+spr_enemyG3:
+ .db 8,6 ;shuttle
+ .db %00001111 ; ████
+ .db %01111100 ; █████
+ .db %10011100 ;█ ███
+ .db %10011100 ;█ ███
+ .db %01111100 ; █████
+ .db %00001111 ; ████
+spr_enemyG4:
+ .db 8,6 ;G-Type solid
+ .db %00111111 ; █████
+ .db %01111000 ; ████
+ .db %11111100 ;██████
+ .db %11111100 ;██████
+ .db %01111000 ; ████
+ .db %00111111 ; █████
+spr_enemyG5:
+ .db 6,6 ;G lost his head; large window ;)
+ .db %01111100 ; █████
+ .db %10110000 ;█ ██
+ .db %10111000 ;█ ███
+ .db %10111000 ;█ ███
+ .db %10110000 ;█ ██
+ .db %01111100 ; █████
+spr_enemyG6:
+ .db 7,6 ;small G-type
+ .db %00011110 ; ████
+ .db %01111000 ; ████
+ .db %11110000 ;████
+ .db %11110000 ;████
+ .db %01111000 ; ████
+ .db %00011110 ; ████
+
+spr_enemyS1:
+ .db 6,6 ;solid
+ .db %00111000 ; ███
+ .db %01111100 ; █████
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %01111100 ; █████
+ .db %00111000 ; ███
+spr_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_boss0_1:
+ .db 16,10 ;boss type one..:.......:
+ .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_boss0_2:
+ .db 16,10 ;boss type two..:.......:
+ .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 %01101100
+ .db %01101100
+ .db %10010110
+ .db %11100001
+ .db %10001111
+spr_boss0_3:
+ .db 16,11 ;bigasteroid one
+ .db %00011110 ; ████
+ .db %01110011 ; ███ ███
+ .db %01111111 ; ███████ █
+ .db %01111111 ; █████████
+ .db %11111110 ;███████ ███
+ .db %11111111 ;███████████
+ .db %11111111 ;████████████
+ .db %10111110 ;█ █████ ████
+ .db %01011111 ; █ ███████
+ .db %00110111 ; ██ ███
+ .db %00001110 ; ███
+ .db 9
+ .db %00000000
+ .db %10000000
+ .db %01000000
+ .db %11000000
+ .db %11100000
+ .db %11100000
+ .db %11110000
+ .db %11110000
+ .db %11000000
+ .db 0
+spr_boss0_4:
+ .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_boss0_5:
+ .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 ------------------------------------------
+;----------------------------------------------------------------------------
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
-;------------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+;----------------------------------------------------------------------------
-; 0.94.A08 -- 08.X.99 -- size 4531 (4456)
-;
-; + starfield background scrolling left (2 layers (front and back))
-; * enemies aim their bullets towards you: 5 different directions!
-; # removed some unintended <add a,a> instructions
-; * gamefield is now white on black instead of normal black on white!
-; + enemies can also move slowly, fast, very fast, or 1st fast then slow
-; # you can't fire when you're exploding
-; + GROUND scrolling at bottom. You die if you hit the ground (!!!)
-; (unlike the ground in version 0.925test there are NO bugs)
-; + ceiling scrolling at top, just like the ground
-; * ground and ceiling profile are different each level
-; * ground and/or ceiling can be non-present (speeding up cause skipped)
-; # no more BIG crash if enemies fire too much bullets ( >10)
-; + frequency of enemies firing bullets differs per level
-; * stars scroll at alternate speeds, different than any ship/pick (3/4)
-; + special effect displaying titlescreen (stole from Spaze Invaders'83)
-; * enemies can fire either directly on entering the level, or not
-; + "tunnel" (playfield) can narrow/grow at random (depending on level)
-; * minimum size of "tunnel" can be different per level
-; + menu at startup. select "NEW GAME" and "LOAD GAME" with up/down
-; - nemesis doesn't use the SpazeInvaders effect anymore (took too long)
-; + choosing new game will display a demo first (text will be displayed
-; with special effect [SI] saying the storyline will come soon)
-; * levels altered to be more challenging and different (seven levels)
-; # the usual bugs that come with new features removed (i think?)
-; * you get 5 shield-points at start and after death
-;
-; 0.95.A13 -- 13.X.99 -- size 4656
-;
-; + BOSSES! at the end of a level a huge enemy will appear
-; * bosses will move towards you, slowly. level=done when boss destroyed
-; + normal enemies can also try to ram your ship (like bosses do)
-; * when colliding with an enemy, his armor will decrease (if any)
-;
-; 0.95.A17 -- 17.X.99 -- size 4965
+; 0.98.77 -- 7.VII.00 -- size 6707
;
-; # fix: bullets at right side weren't removed on time (1pix too late)
-; * each level has it's own boss
-; + your bullets can have different speeds/directions
-; + third icon selects bullet-upgrade: single, faster, double, triple
-; * number of bullets varies per bullet-class (type 1 is max. 2 bullets)
-; * all temp. vars are stored in TEXT_MEM and TEXT_MEM2 (anti-crash:)
+; # 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)
;
-; 0.95.A18 -- 18.X.99 -- size 5052
-;
-; # vertical line next to score at game over screen removed (minor)
-; # some unintended pixels at icon bar now gone (joy, joy)
-; # number of bullets of a new weapon is loaded correctly
-; # cleans GRAPH_MEM (Graph-screen) and TEXT_MEM (calculate screen)!
-; # data not stored at TEXT_MEM2 but now at _asm_exec_ram+5100
-;
-; 0.95.A22 -- 22.X.99 -- size 5321
-;
-; * total size of enemy-sprites can now be 510 bytes (space = doubled!)
-; # bullets hit enemies correctly that aren't 6x6; even the 16x10 bosses!
-; * at g/o or nextlevel checks for keys released instead of waiting abit
-; + name stored with hiscore (max. 8 chars, Shiar.95 by default)
-; + when entering hi-name DEL goes back one char (with check 4 no chars)
-; # program is reloaded at start so some score-bugs solved! (_asapvar=0)
-; * at death, upgrades and pickups AREN'T removed! (just armor=0)
-; # bullet is not displayed after being removed anymore
-; # armor-icon stays hilighted when armor is decreased
-; * when stars move off screen, they are placed at a NEW y-pos!
-; * the starting x-positions of stars are not random, so the stars are
-; spread all over screen. y is still random and changes during game
-; * make_random functions smaller and used by different procs
-; # MAJOR BUG! a "random" value was placed somewhere in mem thus
-; creating bugs like unexplained loss of armor and stuff!
-;
-;
-; + added - removed * changed # bug fixed
-
+; + added - removed * changed # bug fixed
\ No newline at end of file