version 0.96 (beta): external levels, armor bar, continue
[nemesis.git] / nemesis0.z80
index ca96ca6462408c55f7fad08f6e1611728be40fe5..93816e97e39f5d10b59ae7d4326ab2804fa6b39b 100644 (file)
-;---------------------------- enemy data --------------------------------------
-
-sprites:
-       .db $00
-       .db (spr_enemy01-spr_enemy00)/2
-       .db (spr_enemy02-spr_enemy00)/2
-       .db (spr_enemy03-spr_enemy00)/2
-       .db (spr_enemy04-spr_enemy00)/2
-       .db (spr_enemy05-spr_enemy00)/2
-       .db (spr_enemy06-spr_enemy00)/2
-       .db (spr_enemy07-spr_enemy00)/2
-       .db (spr_boss01 -spr_enemy00)/2
-       .db (spr_boss02 -spr_enemy00)/2
-       .db (spr_enemy08-spr_enemy00)/2
+;header:----------------------------------------------------------------------
+
+       .db $c9,0                       ;ret \ nop = nemesis-header
+       .dw lend-lstart                 ;levelsdata-size = 134h = 308d < 505d
+
+;XLlevelsdata:----------------------------------------------------------------
+
+;format:[enemy nr] [enemy frequency] [next lvl] [level_info] [level_move]
+;      [level_fire] [tunnel size] [groundtype] [16_ground] [16_ceiling]
+;      [stars1] [stars2]
+
+lstart:
+       .db 0
+       .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
+       .db $ff
+
+       .db $15,$07,$08                 ;fireFreq; moveType; enemyType
+level01:                               ;efrequency must be odd if halfluring!
+       .db $01,$1b,$2f,%00010001,0,255,0,0 ;0f>>2f             ; 7
+       .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                     ;16
+       .db 1,1                                                 ; 2
+       .db $10,$07,$09                                         ; 3
+
+       .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 $10,$07,$09                                         ; 3
+level02:                                                       ;44
+       .db $02,$13,$4b,%00100101,0,064,0,0
+       .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+       .db $0E,$07,$09
 
-spr_enemy00:
-       .db 7,5                         ;pickup
-       .db %11111110                   ; ███████
-       .db %11111110                   ; ███████
-       .db %11000110                   ; ██   ██
-       .db %11111110                   ; ███████
-       .db %11111110                   ; ███████
        .db 0
+       .db $01,01,"Blablabla...",0,1
+       .db $01,34,"this storyline sux",0,0,1,39
+       .DB $FF
+
+       .db $0E,$07,$09
+level03:
+       .db $03,$2d,$3f,%00000110,0,255,-9,1
+       .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20
+       .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18
+       .db -1,-1
+
+       .db $0D,$07,$08
+level04:
+       .db $04,$11,$41,%00000001,0,057,0,0
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+       .db $0C,$07,$09
+level05:
+       .db $05,$11,$45,%00000101,%10,031,-7,1
+       .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2
+       .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+       .db $0B,$07,$08
+level06:
+       .db $06,$19,$3a,%00000111,0,255,-4,1
+       .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
+       .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+
+       .db $08,$07,$09
+level07:
+       .db $07,$09,$ff,%00000001,0,043,0,0
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+       .db 1,1
+lend:
+
+;XLweapondata:----------------------------------------------------------------
+
+;format:[unused] [ybuls(max.bullets)] [0000:direction 0000:speed] [offset]
+
+       .db 0,3,%00000010,2,%00000000,0,%00000000,0     ;single fire
+       .db 0,3,%00000011,2,%00000000,0,%00000000,0     ;fast single fire
+       .db 0,6,%00000010,0,%00000010,5,%00000000,0     ;double fire
+       .db 0,9,%00010010,2,%00110010,2,%01000010,2     ;triple fire
+       .db 0,10,%00010011,2,%00110011,2,%01000011,2    ;triple fire
+       .db 0,10,%00010011,2,%00110011,2,%01000100,2    ;triple fire
+       .db 0,10,%00010100,2,%00110100,2,%01000101,2    ;triple fire
+       .db 0,10,%00010100,2,%00110100,2,%01000101,2    ;triple fire
+
+;XLenemytable:----------------------------------------------------------------
+
+       .db $00                         ;00
+       .db (spr_enemy01-spr_enemy00)/2 ;01
+       .db (spr_enemy02-spr_enemy00)/2 ;02
+       .db (spr_enemy03-spr_enemy00)/2 ;03
+       .db (spr_enemy04-spr_enemy00)/2 ;04
+       .db (spr_enemy05-spr_enemy00)/2 ;05
+       .db (spr_enemy06-spr_enemy00)/2 ;06
+       .db (spr_enemy07-spr_enemy00)/2 ;07
+       .db (spr_boss01 -spr_enemy00)/2 ;08
+       .db (spr_boss02 -spr_enemy00)/2 ;09
+       .db (spr_enemy08-spr_enemy00)/2 ;0A
+       .db (spr_enemy00-spr_enemy00)/2 ;0B
+       .db (spr_enemy00-spr_enemy00)/2 ;0C
+       .db (spr_enemy00-spr_enemy00)/2 ;0D
+       .db (spr_enemy00-spr_enemy00)/2 ;0E
+       .db (spr_enemy00-spr_enemy00)/2 ;0F
+
+;XLenemyinfos:----------------------------------------------------------------
+
+;format: [000000:HP 00:occ] [type] [appearance(ypos)] [unused]
+
+       .db %00000010,1,1,0     ;#1     HP:1    app:random
+       .db %00000010,2,3,0     ;#2     HP:1    app:halflure
+       .db %00001111,3,2,0     ;#3     HP:1    app:lure
+
+       .db %00000110,4,2,0     ;#4     HP:2    app:lure
+       .db %00000111,5,3,0     ;#5     HP:2    app:random      moving
+       .db %00001011,6,2,0     ;#6     HP:3    app:lure        moving
+
+       .db %00011011,7,3,0     ;#7     HP:7    app:halflure    moving
+
+       .db %00110011,8,1,0     ;boss1
+       .db %00111011,9,3,0     ;boss2
+
+       .db %00000000,0,0,0
+       .db %00000000,0,0,0
+       .db %00000000,0,0,0
+       .db %00000000,0,0,0
+       .db %00000000,0,0,0
+       .db %00000000,0,0,0
+       .db %00000000,0,0,0
+
+;XLsprenemies:----------------------------------------------------------------
+
+spr_enemy00:
+       .db 8,8                         ;pickup
+       .db %00011000                   ;    ██
+       .db %00011000                   ;    ██
+       .db %00011000                   ;    ██
+       .db %11111111                   ; ████████
+       .db %11111111                   ; ████████
+       .db %00011000                   ;    ██
+       .db %00011000                   ;    ██
+       .db %00011000                   ;    ██
 
 spr_enemy01:
        .db 6,6                         ;enemy type one
@@ -109,90 +239,12 @@ spr_enemy08:
        .db 8,6         ;enemy type eight
        .db %00011110   ;    ████
        .db %01111111   ;  ███████
-enemy00:.db %10011100  ; █  ███
+       .db %10011100   ; █  ███
        .db %10011100   ; █  ███
        .db %01111111   ;  ███████
        .db %00011110   ;    ████
 
-       ;enemyInfo:     %000000:HP %10:occ $00:type $00:app $00:unused
-enemy01:                       ;#1     HP:1    app:random
-       .db %00000010,1,1,0
-enemy02:                       ;#2     HP:1    app:halflure
-       .db %00000010,2,3,0
-enemy03:                       ;#3     HP:1    app:lure
-       .db %00001111,3,2,0
-
-enemy04:                       ;#4     HP:2    app:lure
-       .db %00000110,4,2,0
-enemy05:                       ;#5     HP:2    app:random      moving
-       .db %00000111,5,3,0
-enemy06:                       ;#6     HP:3    app:lure        moving
-       .db %00001011,6,2,0
-
-enemy07:                       ;#7     HP:7    app:halflure    moving
-       .db %00011011,7,3,0
-
-boss01:
-       .db %00110011,8,1,0
-boss02:
-       .db %00111011,9,3,0
-
-;----------------------------- level info -------------------------------------
-
-       ;format: enemy nr; enemy frequency; next lvl; level_move; level_fire
-       ;tunnel size; groundtype; 17_ground; 17_ceiling; stars1; stars2
-
-       .db $15,$07,$08                 ;fireFreq; moveType; enemyType
-level01:                               ;efrequency must be odd if halfluring!
-       .db $01,$1b,$2f,%00010000,255,0,0 ;0f>>2f
-       .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 $10,$07,$09
-level02:
-       .db $02,$13,$4b,%01010000,064,0,0
-       .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1
-       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
-       .db 1,1
-       .db $0E,$07,$09
-level03:
-       .db $03,$2d,$3f,%01100000,255,-9,1
-       .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20
-       .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18
-       .db -1,-1
-
-       .db $0D,$07,$08
-level04:
-       .db $04,$11,$41,%00010000,057,0,0
-       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
-       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
-       .db 1,1
-       .db $0C,$07,$09
-level05:
-       .db $05,$11,$45,%01010010,031,-7,1
-       .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2
-       .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1
-       .db 1,1
-       .db $0B,$07,$08
-level06:
-       .db $06,$19,$3a,%01110000,255,-4,1
-       .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
-       .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
-       .db 1,1
-
-       .db $08,$07,$09
-level07:
-       .db $07,$09,$ff,%00010000,043,0,0
-       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
-       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
-       .db 1,1
-
-weapons:
- .db 0,3,%00000010,2,%00000000,0,%00000000,0   ;single fire
- .db 0,3,%00000011,2,%00000000,0,%00000000,0   ;fast single fire
- .db 0,6,%00000010,0,%00000010,5,%00000000,0   ;double fire
- .db 0,9,%00010010,2,%00110010,2,%01000010,2   ;triple fire
- .db 0,10,%00010011,2,%00110011,2,%01000011,2  ;triple fire
- .db 0,10,%00010011,2,%00110011,2,%01000100,2  ;triple fire
- .db 0,10,%00010100,2,%00110100,2,%01000101,2  ;triple fire
+;-----------------------------------------------------------------------------
 
+       .end
+.end
\ No newline at end of file