;---------------------- NEMESIS -----------------------------------------------
;------------------------------------------------------------------------------
-; >>> NEMESIS <<< Version 0.94 BETA by SHIAR
-; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-; SHIAR *** shiar0@hotmail.com *** ICQ#43840958 *** come.to/shiar
-; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-; DESCRIPTION: Fast+cool arcade-game based on the old MSX-game
-; CALC: TI-86 only
-; FILES: 86P (3624) Z80 (62443)
-; BETA: I hope to release the full game around december 1999
-; ABOUT: This source should only be used for learning practises, do not
-; alter it, and certainly do not distribute an altered version!!
-; &&& marks uncertainties or things to optimize
-
-;---------------------- nemesis.z80 start -------------------------------------
-
- .include "asm86.h"
- .include "ti86asm.inc"
- .include "ti86abs.inc"
+; Title : Nemesis
+; Version : 0.96
+; Release Date : 30.X.99
+; Filename : nemesis.86p (5kb)
+; Author(s) : Shiar
+; Email Address : shiar0@hotmail.com
+; ICQ ; #43840958
+; Web Page : www.shiar.org
+; Description : cool arcade-shoot-em-up-game
+; Where to get this game : www.shiar.org | www.ticalc.org
+; Other games by author : Worm
+
+; 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 -----------------------------------
+
+#include "asm86.h"
+#include "ti86asm.inc" ;standard ti86 romcalls
+#include "ti86abs.inc" ;used to save hiscores and so
.org _asm_exec_ram
#define cal call ;just to make it harder for you to understand
#define psh push ; ^:D
-
-_dispahl = $4A33
-
-TEXT_MEM = $C0F9 ;-$C1A0 ;_textShadow ;167 bytes ($A7)
-DELC_LEN = $C012 ;-$C076 ;_undelBufLen ;100 bytes ($64)
-
-;---------------------- in-game vars ------------------------------------------
-
-just_fired = TEXT_MEM ;$C0F9 ;counts how long a blast lasts
-curline = TEXT_MEM ;$C0F9 ;used to display SFX
-menuitem = TEXT_MEM ;$C0F9
-temp1 = TEXT_MEM+1 ;$C0FA-C0FB ;(2 bytes)
-RanPos = TEXT_MEM+3 ;$C0FC ;used for making random values
-timer = TEXT_MEM+4 ;$C0FD ;frame counter
-
-x = TEXT_MEM+5 ;$C0FE ;your ship's position
-y = x+1 ;$C0FF ;your y-pos
-firex = TEXT_MEM+7 ;$C100 ;(1 byte)
-firey = firex+1 ;$C101 ;(1 byte)
-mx = TEXT_MEM+9 ;$C102 ;position of multiple#1
-my = mx+1 ;$C103 ;multiple y-pos
-
-bossx = $8001
-bossy = bossx+1
-bossmy = bossy+1
-
-level_enemy = TEXT_MEM+11 ;$C104 ;enemy type
-eventtime = TEXT_MEM+12 ;$C105 ;enemy frequency
-eventleft = TEXT_MEM+13 ;$C106 ;nr. of enemies still to come
-nextevent = TEXT_MEM+14 ;$C107 ;time to next event
-pickuptimer = TEXT_MEM+15 ;$C108 ;counts when to place a pickup
-level_occ = TEXT_MEM+16 ;$C109
-level_move = $8010
-level_fire = $8011
-
-spacespace = $8012
-groundinfo = spacespace+1 ;$8013
-groundpos = groundinfo+1 ;$8014 $10
-ceilingpos = groundpos+16 ;$8023 $10
-stars1 = ceilingpos+16 ;$8033
-stars2 = stars1+1 ;$8034
-
-nrybullets = 20
-ybullets = TEXT_MEM+17 ;$C10A ;60 bytes = 20(state,x,y)
-nrebullets = 10
-ebullets = ybullets+(nrybullets*3) ;30 bytes = 10(state,x,y)
-
-your_locpos = ebullets+(nrebullets*3) ;position in your_prevpos table
-your_prevpos = your_locpos+1 ;saves previous positions (32d)
-
+#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero
+
+TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0
+_clrWindow = $4a86 ;a new procedure from AsmStudio86 inc. files
+_ex_ahl_bde = $45f3
+_shracc = $4383
+_dispahl = $4a33
+_asapvar = $d6fc
+
+storepos = _asm_exec_ram+6000 ;120 OF 165
+storepos2 = _asm_exec_ram+6200 ;141 OF 167
+
+;---------------------- in-game vars ----------------------------------------
+
+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
+level_enemy = nextevent+1 ;+13 ;enemy type
+level_info = level_enemy+1 ;+14 ;info (see below)
+level_move = level_info+1 ;+15 ;=
+level_fire = level_move+1 ;+16
+ ; **
+ ;--------OBJECTS
+spacespace = storepos+19 ;+19
+groundinfo = spacespace+1 ;+20
+groundpos = groundinfo+1 ;+21 $10
+ceilingpos = groundpos+16 ;+37 $10
+ ; ^^ ;--------STARS
+stars1 = ceilingpos+16 ;+53
+stars2 = stars1+1 ;+54
nrstars1 = 7
-starx1 = your_prevpos+32 ;ends at C192
+starx1 = storepos+55 ;+55
nrstars2 = 7
-starx2 = starx1+(nrstars1*2) ;ends at C1A0
-
-nrenemies = 10
-enemies = DELC_LEN+1
-add2enemy = nrenemies*4
-enemiesxtra = enemies+add2enemy
-
+starx2 = starx1+(nrstars1*2) ;+69
+ ; ^^ ;--------MULTIPLES
+mx = starx2+(nrstars2*2) ;+83 ;position of multiple#1
+my = mx+1 ;+84 ;multiple y-pos
+m2x = my+1 ;+85
+m2y = m2x+1 ;+86
+your_locpos = m2y+1 ;+87 ;position in your_prevpos tabl
+your_prevpos = your_locpos+1 ;+88 ;save previous positions (32d)
+
+;^-----------------------------------<1 ;-120=$78
+
+enemies = storepos2 ; +0 ;info about each enemy
+enemysize = 7 ;infobytes per enemy
+nrenemies = 16 ;max. nr of enemies
+
+ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y)
+nrybuls = 32 ; +80\
+ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y)
+nrebuls = 16
+
+ybuls = ebullets+(nrebuls*3) ;+140
+maxbullets = 32
+
+;^-----------------------------------<2 ;-141=$8D
+;level_info:
+; [0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
;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] [move] [fire]
-;---------------------- 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 v0.94 by Shiar",0
+Title: .db "Nemesis v0.96 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:
- cal BUSY_OFF ;turns the run-indicator off, obviously
- cal CLEARLCD ;clean the screen
- xor a ;<ld a,0>: reset:
- ld (iy+13),a ;>system vars
- ld (DELC_LEN),a ;>buffer so we can use the space to store vars
-
- ld a,(CONTRAST) ;load current contrast level
- cp $1f ;if already at maximum...
- jr z,skipdarken ;...then skip level increase
- inc a ;otherwise increase contrast level
-skipdarken:
- out (2),a ;set it
+;---------------------- init ------------------------------------------------
+
+level_name: .db 8,"nemesis0"
+
+int_handler:
+ ex af,af'
+ in a,($03)
+ bit 3,a
+ jp z,$0039
+ res 0,a
+ out ($03),a
+ jp $0039
+int_end:
+
+init: cal BUSY_OFF ;turns the run-indicator off, obviously
+ cal _clrScrn ;clean the screen
+ xor a ;ld a,0
+ ld (iy+13),a ;don't affect TEXT_MEM and don't scroll screen
+ cal _flushallmenus ;remove TI menus
+ ld (_asapvar+1),a ;Asm( thinks it's the first time it runs Nems.
+
+FixKeys: ;fixes some key problems like left+down bug
+ im 1
+ ld a,$D4
+ ld bc,$0100
+ ld h,a
+ ld l,c ;ld hl,$D400
+ ld d,a
+ ld e,b ;ld de,$D401
+ dec a ;ld a,$D3
+ ld (hl),a
+ ldir
+ ld hl,int_handler
+ ld d,a
+ ld e,a ;ld de,$D3D3
+ ld bc,int_end-int_handler
+ ldir
+ inc a ;ld a,$D4
+ ld i,a
+ im 2
-;---------------------- 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 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
+ dnz underline ;repeat
set 3,(iy+5) ;set white on black
ld hl,$3320 ;near the bottom of the screen
ld (_curRow),hl
cal _putc
- halt \ halt \ halt \ halt
+ halt \ halt
cal GET_KEY ;wait for keypress
cp K_UP
jr z,menuchange
cp K_EXIT
jp z,game_over_nopop
+ ld hl,_invert
+ cp K_F1
+ cal z,undo_invert
+ cp K_F2
+ cal z,do_invert
cp K_ENTER
jr nz,menuloop
ld a,(menuitem)
dec a
- cal z,Story
- cal New_game ;prepare level
+ jr nz,startnewgame
+ cal samelevel
jr game_main_loop
menuchange:
ld (menuitem),a
jr menuloop
-;------------------------------------------------------------------------------
-;---------------------- game loop ---------------------------------------------
-;------------------------------------------------------------------------------
+do_invert:
+ ld (hl),$2F ;cpl
+ ret
+undo_invert
+ ld (hl),$B7 ;or a
+ ret
+
+startnewgame:
+ cal New_game
+
+;----------------------------------------------------------------------------
+;---------------------- game loop -------------------------------------------
+;----------------------------------------------------------------------------
game_main_loop: ;REPEATS FROM HERE EVERY FRAME
ld hl,timer ;update time
updaterandom:
ld hl,RanPos ;random counter
- ld a,r
- add a,(hl) ;random value
+ ld a,r ;add r register to randomize
+ add a,(hl) ;add previous random value
add a,b ;even more random by adding timer
-;.db $80+7 ;<add a,r>
ld (hl),a ;save even more random value back
Clear_screen:
ld a,(timer)
and %11
- jr z,movestarsdone
+ 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 far, far away
+ cal movestars2 ;move the distant stars
movestarsdone:
ld a,(stars1) ;star positions (the missing byte...)
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
+ and %00000010 ;bit representing the presence of any ceiling
cal nz,Handle_ceiling ;scroll the ceiling (if any)
cal Handle_ground ;scroll the ground
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
+ ld a,(level_info) ;the same level info
+ and %00000110 ;isolate ground&ceiling again
jr z,check_keys ;no ceiling nor ground
- and %00100000 ;this bit will tell us if there is a ceiling
+ and %00000010 ;this bit will tell us if there is a ceiling
cal nz,CheckCeiling ;if there is, check it
cal CheckGround ;check for collision with the ground
check_keys:
- ld a,%00111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
+ 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!
-check_exitkey: ;why give it a label? i dunno, i'm just crazy
+check_exitkey:
bit 6,a ;test bit 6 = exit-key = EXIT
jp z,game_over_nopop ;<exit> pressed, so be it
-check_morekey: ;again, another unused label... poor compiler
+check_morekey: ;another unused label... poor compiler
bit 7,a ;test bit 7 = more-key = PAUSE
cal z,Pause ;yes, go to pause
psh hl ;push hl on stack (instead of cal Fire_bullet)
jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..)
pop hl ;no cal to Fire_bullet made, so pop stack
- ld hl,just_fired ;no:
- ld (hl),0 ;reset just_fired
+ 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 gimme
+ 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_enemies ;move enemies
cal Enemy_bullets ;move enemy bullets
-; ld a,(level_occ)
-; or a
-; jr nz,bosslevel ;levelocc<>0 so no
-
cal Level_event ;insert enemies
- jr _gamestuff2
-bosslevel:
- cal Handle_boss
-_gamestuff2:
cal Display_Screen ;display all
halt ;delay
- jp game_main_loop ;LOOP
+ jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+inc_weapdamage:
+ ld a,0
+weapincs =$-1
+ inc a
+ cp 31
+ ret nc ;return if increased 16 times or more already
+ ld (weapincs),a
+
+ ld b,1
+weapdamage =$-1
+ add a,b
+
+ ld (curweapdamage),a
+ ret
-;--------------------------- ground -------------------------------------------
+;--------------------------- ground -----------------------------------------
Handle_ground:
ld a,(timer)
ld bc,15 ;scroll all 16 bytes minus one (teh new byte)
ld hl,groundpos+1 ;from..
ld de,groundpos ;to (one byte to the left)
-; ld a,(de) ;load byte on left (will be lost after scroll)
ldir ;LoaDIncreaseRepeat = scroll!
ld a,(groundinfo) ;what kind of ground
jr ground_boring
ground_tunnel:
- ld a,(groundpos+14)
- ld (groundpos+15),a
- ld hl,spacespace
-
- ld a,(RanPos)
- ld b,a
- bit 1,a
- jr z,ground_previous
- bit 2,a
- jr z,gtunneldown
+ ld a,(groundpos+14)
+ ld (groundpos+15),a
+ ld hl,spacespace
+
+ ld a,(RanPos)
+ ld b,a
+ bit 1,a
+ jr z,ground_previous
+ bit 2,a
+ jr z,gtunneldown
gtunnelup:
- ld a,(hl)
- or a
- jr z,ground_previous ;a>=0 (a=0 actually, because a<0 = a>0)
- inc (hl)
- ld a,(groundpos+15)
- inc a
- jr newground
+ ld a,(hl)
+ 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
+ ld a,(groundpos+15)
+ dec a
+ jr z,ground_previous
+ dec (hl)
+ jr newground
ground_previous:
ld a,(groundpos+14) ;type 1
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
neg
cp (hl)
ret nc
+ ld b,5
jp damage_you
-;--------------------------- ceiling ------------------------------------------
+;--------------------------- ceiling ----------------------------------------
Handle_ceiling:
ld a,(timer)
jr ceiling_boring
ceiling_tunnel:
- ld a,(ceilingpos+14)
- ld (ceilingpos+15),a
- ld hl,spacespace
-
- ld a,(RanPos)
- ld b,a
- bit 4,a
- jr z,ceiling_previous
- bit 5,a
- jr z,ctunnelup
+ ld a,(ceilingpos+14)
+ ld (ceilingpos+15),a
+ ld hl,spacespace
+
+ ld a,(RanPos)
+ ld b,a
+ bit 4,a
+ jr z,ceiling_previous
+ bit 5,a
+ jr z,ctunnelup
ctunneldown:
- ld a,(hl)
- or a
- jr z,ceiling_previous
- inc (hl)
- ld a,(ceilingpos+15)
- inc a
- jr newceiling
+ ld a,(hl)
+ or a
+ jr z,ceiling_previous
+ inc (hl)
+ ld a,(ceilingpos+15)
+ inc a
+ jr newceiling
ctunnelup:
- ld a,(ceilingpos+15)
- dec a
- jr z,ceiling_previous
- dec (hl)
- jr newceiling
+ ld a,(ceilingpos+15)
+ dec a
+ jr z,ceiling_previous
+ dec (hl)
+ jr newceiling
ceiling_previous:
ld a,(ceilingpos+14) ;type 1
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
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
- ld de,16
- add hl,de
+ cal Random5016
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:
ld hl,$0200 ;top left
jr nz,pause ;no, wait some more
ret ;continue
-;--------------------------- exit ---------------------------------------------
+;--------------------------- teacher ----------------------------------------
+
+Teacher:
+ ld (iy+12),5 ;enable flashing cursor
+ cal _clrScrn
+ cal _homeup ;top left
+ ld hl,txt_teacher
+ cal _puts ;display message
+
+teacherloop:
+ cal _getkey ;enter low-power mode and wait for key
+ cp kEnter ;enter pressed?
+ jr z,teacherans
+ cp kGrMenu ;keypressed = graph?
+ jr nz,teacherloop ;no, wait some more
+
+ ld (iy+12),0 ;disable cursor
+ jp disp_icons ;+ret
+
+teacherans:
+ ld a,' '
+ cal _putc
+
+ ld hl,$0701
+ ld (_curRow),hl
+ ld hl,txt_teacherans
+ cal _puts
+ jr teacherloop
+
+
+;--------------------------- exit -------------------------------------------
quit:
- cal CLEARLCD ;clears screen
- cal _homeup ;set cursor to top-left
- ld a,(CONTRAST) ;load original contrast level
- out (2),a ;and set it back
- ld (iy+13),6 ;restore system-flags
- ret ;quit Nemesis :(
+ im 1 ;release keyfix procedure
+ ld (iy+13),3 ;use textshadow (TEXT_MEM) and scrolling
+
+ ld hl,GRAPH_MEM ;graph-screen location
+ ld de,GRAPH_MEM+1
+ ld (hl),0
+ ld bc,1024-1 ;do it 1024 times = entire screen
+ ldir
+
+ jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the
+ ;_clrScrn) AND also executes _homeup and ret
-;--------------------------- display ------------------------------------------
+;--------------------------- display ----------------------------------------
Display_Screen:
ld hl,GRAPH_MEM ;from storage (top left)
ld b,16 ;display width = 16 bytes (16*8bits=256pixels)
displaytloop:
ld a,(hl) ;copy byte from (hl)
-; xor $ff ; } ;invert byte (white<=>black) &&&&
+_invert:
+ 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
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
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
+ 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)
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
or a ;is it 0?
jr z,handle_multiples ;yes so ship = normal (display \ continue)
- ld b,a ;save inv-time
ld a,(timer) ;load frame nr.
- and %00000011 ;a=0 once every four frames
+ and %00000111 ;a=0 once every four frames
jr nz,not_time ;a<>0 = not time to update counter
dec (hl) ;decrease inv-time left
not_time:
- and %00000010 ;a switches 0<->1 every 2 frames
- jr z,no_flicker ;don't show normal sprite anyway
- ld a,b ;pop inv-time
- and %11110000 ;inv-time <16 ticks left?
- jr z,handle_multiples ;yes: display normal sprite and continue
-
-no_flicker:
- ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix)
+ and %00000100 ;a switches 0<->1 every 2 frames
+ jr z,handle_multiples ;show normal ship
+inv_flicker:
+ ld ix,spr_ship01i ;don't display ship
handle_multiples:
cal putsprite ;display your ship
ld e,(hl)
jp putsprite
-damage_you:
+damage_you: ;damages you B points
ld a,(your_inv) ;invulnerability left?
or a
ret nz ;return if inv>0
ld hl,your_armor ;armor left
- ld a,(hl) ;check
- dec a ;is it 0?
- jp m,no_armor ;yes, 0hp left so explode
+ ld 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 de \ psh ix ;&&& just2Bsave
+ 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 ix \ pop de
ret ;and return
+
no_armor:
ld a,%01 ;occ %xxxxxx01 = explode
ld (your_occ),a ;set to explode
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 -----------------------------------
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 a,(your_armor) ;load current armor
+ cp 25-6 ;may not become >=25
+ jr c,select1_ ;ok then just add 6
+ ld a,25-6 ;set to maximum (6 will be added below)
+select1_:
+ add a,6 ;add 6 to armor
+ ld (your_armor),a ;change armor
+ xor a ;ld a,0
+ ld (your_pickup),a ;reset pickups
jp disp_icons ;display and return
select2:
dec a ;is it 2?
dec a ;is it 3?
jr nz,select4 ;no, carry on
ld (hl),a ;reset pickups
+ ld hl,your_weapon
+ ld a,(hl)
+ inc a
+ cp maxnrweapons
+ 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_laser),a ;ready laser
+ ld (your_weapon),a ;ready laser
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_laser) ;if you have bullets.....
- or a ;(0=no laser)
- jr nz,fireOK
+ ld a,(your_weapon) ;if you have bullets.....
+ dec a ;(1=laser)
+ jr z,fireOK
ld (hl),5 ;.....then can't fire next turn (go to 5 imm.)
fireOK:
ld (firex),hl ;set firepos
;blast again and <ret>
fireany:
- ld a,(your_laser) ;do you have laser?
+ cal fire_torp ;&&&
+
+ ld a,(your_weapon) ;do you have laser?
dec a ;1=yes
- jr nz,fire_ybullet ;no, just fire a bullet
+ jr z,fire_laser
+
+ ld ix,weapondata-6
+ add a,a ;weap*2
+ add a,a ; *4
+ add a,a ; *8
+ ld c,a
+ ld b,0
+ add ix,bc
+
+ ld c,(ix)
+ cal fire_ybullet
+ inc ix
+ inc ix
+ ld c,(ix)
+ xor a
+ cp c
+ cal nz,fire_ybullet
+ inc ix
+ inc ix
+ ld c,(ix)
+ xor a
+ cp c
+ cal 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
+
fire_laser: ;yes, fire that laser instead
ld a,(firex) ;a = your x-pos
inc b ;a>255 so increase bc by 256
_nolc: ld c,a ;c = (Y*16+X/8) mod 256
add hl,bc ;bc = Y*16+X/8
-
+
ld a,15 ;128/8=16=screen width ** minus one (inc a ^^)
sub d ;minus x-start (d=X/8)
ld b,a
drawlaser:
ld (hl),%11111111
inc hl ;Go to next byte
- djnz drawlaser
+ dnz drawlaser
+
+; ld a,(just_fired) ;fired for how long
+; cp 4 ;if 4th turn
+; ret nz ;then do damage, otherwise quit
handle_laser:
ld a,(firex)
ld d,a ;d was divided, so reload the laser-x
check_laserhits: ;de = (x,y)
- ld ix,nolashit
ld b,nrenemies
- ld hl,enemies
+ ld hl,enemies+1
laserhits: ;Hits with normal enemies
psh hl
inc hl
ld a,(hl) ;check y
sub e
- jp z,enemy_hit ;a-e=0 = laser on top line of enemy = hit
+ 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_hit ;a-e>0 = hit
+ jp p,enemy_lashit ;a-e>0 = hit
nolashit:
pop hl
- inc hl ;go to next enemy
- inc hl
- inc hl
- inc hl
- djnz laserhits ;check all enemies
+ ld a,b ;psh bc
+ ld bc,enemysize
+ add hl,bc ;go to next enemy
+ ld b,a ;pop bc
+ dnz laserhits ;check all enemies
+ ret
- ld a,d ;<ex d,e>
- ld d,e
- ld e,a
- jr fire_torp ;fire torpedoes as well
+enemy_lashit: ;&&&before nolashit
+ ld a,1 ;damage
+ cal enemy_hit
+ jr nolashit
fire_ybullet:
ld hl,ybullets
- ld de,3
- ld b,nrybullets
+ ld de,4
+ ld b,maxbullets
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
+ pop hl ;don't try to fire any other bullets
+ ret ;so ret twice
found_ybullet:
- ld (hl),1 ;use bullet
+ ld (hl),c ;use the bullet and set correct bullet-type
+ inc hl ;@damage
+ ld (hl),1 ;set bullet damage
+curweapdamage =$-1
ld a,(firex) ;your x-pos
add a,5 ;place bullet in front of you
inc hl ;go to bullet-x
ld (hl),a ;set x
- ld e,a ;save torp-x in e
ld a,(firey) ;your y-pos
- add a,2 ;place bullet at the middle of your ship
+ add a,(ix+1) ;place bullet at the middle of your ship
inc hl ;go to bullet-y
ld (hl),a ;set y
- add a,3 ;place torpedo at bottom of ship
- ld d,a ;save torp-y in d
-fire_torp:
- ld hl,torp_occ ;torpedo...
- ld a,(hl) ;load torpInfo
- dec a ;do you have (unused) torpedoes?
- ret nz ;nope (a must be 1)
- ld (hl),2 ;yes; use torpedo
- ld (torp_pos),de ;save torpedo position (in de)
+ xor a
+ ld (weapincs),a ;reset damage
ret
-;------------------------ handle bullets --------------------------------------
+;------------------------ handle bullets ------------------------------------
+
+bullet_left:
+ ld a,124
+ sub b
+
+ cp (hl) ;off screen? (x>128-5)
+ jr c,remove_bullet
+ ld a,(hl) ;a = X
+ add a,b ;move b to the right
+ ld (hl),a ;save new pos.
+ ld d,a ;d = X
+
+ inc hl ;@y-pos
+ ld a,c
+ cal _shracc
+ dec a
+ jr z,bullet_noymove
+ dec a
+ jr z,bullet_up
+ dec a
+ jr z,bullet_halfup
+ dec a
+ jr z,bullet_down
+
+bullet_halfdown:
+ ld a,(timer)
+ and 1
+ jr z,bullet_noymove
+bullet_down:
+ ld a,(hl)
+ inc a
+ cp 55
+ jr z,bullet_noymove
+ ld (hl),a
+bullet_halfup:
+ ld a,(timer)
+ and 1
+ jr z,bullet_noymove
+bullet_up:
+ ld a,(hl)
+ dec a
+ jr z,bullet_noymove
+ ld (hl),a
+bullet_noymove:
+ ld e,(hl) ;e = Y
+ ret
remove_bullet:
- dec hl
+ pop hl ;cal bullet_left
+ pop hl ;enemy+type
ld (hl),0 ;dump this bullet!
- ret
+ jr next_ybullet+1 ;+1:skip pop hl at next_ybullet
Handle_bullets:
ld hl,ybullets
- ld b,nrybullets
+ ld b,maxbullets
scan_bullets:
- psh bc
- psh hl
- ld (temp1),hl
- ld a,(hl)
- inc hl
- dec a ;type 1?
- cal z,bullet_2left ;yes: 2left
- pop hl
- pop bc
- ld de,3
- add hl,de ;3 x <inc hl>
- djnz scan_bullets ;next bullet (loop)
- ret
+ psh bc ;bullet counter
+ psh hl ;save enemy+type
+ ld (temp1),hl ;needed for check_bullethits
+ ld a,(hl) ;@bulletType
+ inc hl ;@damage
+ inc hl ;@x
-bullet_2left:
- ld a,(hl) ;d = X
- cp 122 ;off screen? (x>128-5)
- jr nc,remove_bullet
- add a,2 ;move 2 2 the right
- ld (hl),a ;save new pos.
- ld d,a
+ or a
+ jp z,next_ybullet ;bulletType=0 >> no bullet
- inc hl ;to y-pos
- ld e,(hl) ;e = Y
+ ld c,a ;c=type
+ and %1111
+ ld b,a ;b=0000type
+ cal bullet_left ;move bullet left
- ld ix,spr_bullet01
- psh de
+display_bullet:
+ psh de ;save de =position
+ dec hl ;@x
+ dec hl ;@damage
+ ld a,(hl) ;bullet damage=size
+ ld hl,XLbullettable ;pointer to first bullet
+ srl a
+ srl a ;per 4
+ inc a ;must be at least 1
+nextbulletlook:
+ inc hl ;next bullet sprite pointer
+ dec a ;for each 4 points of damage
+ jr nz,nextbulletlook
+ ld d,a ;ld d,0
+ ld a,(hl) ;load pointer offset
+ ld e,a ;convert to 16bit
+ ld ix,spr_bullet01 ;first sprite
+ add ix,de ;add offset (go to correct sprite)
+ pop de ;saved position
+ psh de ;but will be altered so save again
cal putsprite ;display bullet
pop de
-check_bullethits: ;INPUT: de=X,Y
+ cal check_bullethits
+
+next_ybullet:
+ pop hl ;restore enemy+type
+ inc hl
+ inc hl
+ inc hl
+ 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: ;INPUT: de=X,Y; (temp1)=bullet
ld b,nrenemies
- ld hl,enemies
- ld ix,nohit
+ 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
+
inc hl
ld a,(hl) ;check x
sub d
+ sub 5
+ jp p,nohit
add a,5
+ add a,(ix)
jp m,nohit
- cp 8
- jr nc,nohit
inc hl
ld a,(hl) ;check y
sub e
- add a,5
+ sub 3
+ jp p,nohit
+ add a,3
+ add a,(ix+1)
jp m,nohit
- cp 10
- jr nc,nohit
psh hl
- ld hl,(temp1)
- ld (hl),$00 ;remove bullet
+ ld hl,0 ;@bulletType
+temp1 =$-2
+ ld (hl),0 ;remove bullet
+ inc hl ;@damage
+ ld a,(hl) ;set damage
+ pop hl ;enemy+y
+ cal enemy_hit
+nohit:
pop hl
+ ld bc,enemysize
+ add hl,bc
+ pop bc
+ dnz hit_enemies ;check next enemy
+ ret
-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
- jp (ix)
-
-hpleft:
- ld a,c ;pop occ
- sub %00000100 ;decrease HP by one
- ld (hl),a ;save
- jp (ix)
-
-nohit:
- pop hl
- inc hl
- inc hl
- inc hl
- inc hl
- djnz hit_enemies ;check next enemy
- ret
+ jp scoreInc ;+ret
-;--------------------------- handle torpedo -----------------------------------
+;--------------------------- handle torpedo ---------------------------------
Handle_torp:
ld a,(torp_occ)
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 0?
jp z,Next_level ;yes: level finished
dec a ;has it reached 1?
- jr nz,do_event ;nope: wait for enemies to leave
+ jr z,standby_event ;yes: wait until no enemies present/left
+ dec a ;has it reached 2?
+ jr z,place_boss ;yep: place the BigBossTM!
+ dec a ;has it reached 3?
+ jr nz,do_event ;nope: >3 = place an enemy
inc hl ;nextevent located behind eventleft
ld (hl),123 ;set delay
ret ;don't place any more enemies
+place_boss:
+ ld hl,(levelp) ;the leveldata (including the boss)
+ dec hl ;points to leveldata\boss\enemynr
+ ld a,(hl) ;load it
+ ld (level_enemy),a ;set new enemy (boss)
+ dec hl ;points to level\boss\movement
+ ld a,(hl) ;load
+ ld (level_move),a ;set boss movement
+ dec hl ;@level\boss\firefreq
+ ld a,(hl) ;load in a
+ ld (level_fire),a ;set firefrequency
+ jp do_event ;+ret
+
+standby_event:
+ ld b,nrenemies
+ ld hl,enemies+1-enemysize
+ ld de,enemysize
+chk_enemyleft:
+ add hl,de
+ ld a,(hl)
+ or a ;0 = no enemy present
+ jr nz,enemyleft
+ dnz chk_enemyleft
+ ret
+enemyleft:
+ ld hl,eventleft
+ inc (hl)
+ ret
+
+
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
+ 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:
ld a,(level_enemy) ;enemy type to place (lvl)
- ld hl,enemy00 ;enemy 1 specs
+ ld hl,XLenemyinfos-4 ;enemy "0" specs (1 before enemy #1)
add a,a ;a=type*2
add a,a ;a=type*4
ld c,a ;c=type
- ld b,0 ;bc = enemy nr.
+ ld b,0 ;bc = enemy nr.&&&XX
add hl,bc ;hl = enemy specs
ld a,(hl) ;load hitpoints+occ of this enemy class
- ld (de),a ;occ
+ ld (de),a ;save occ
+
+ inc hl ;next enemyInfo byte
+ dec de ;goto hp
+ ld a,(hl) ;load hp64
+ ld (de),a ;save hp64
+ inc de ;next byte (or previous): occ again
inc hl ;next enemyInfo byte
inc de ;next byte of current enemy
- ld a,(hl) ;load movement+type of this enemy class
- ld (de),a ;enemy type
+ ld a,(hl) ;load enemy class (nr)
+ ld (de),a ;save enemy type
inc de ;set x-pos
- ld a,122 ;appear at right edge of screen (128-6)
- ld (de),a ;= x-position
+ 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 (save)
inc de ;set y-pos
inc hl ;where to place??
jr ypos_OK
random_enemy:
- cal Random ;make a (in a) random value 0-255
- cp 51 ;y may not be more than 51
- jr c,ypos_OK ;OK if a<51
- and %00111111 ;a = 0..63
- sub 13 ;a = -13..50
- jr c,random_enemy ;not OK if a<0
+ ld b,e ;b will be added to random-value
+ cal Random50 ;make a (in a) random value 0-51
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>
+ inc de ;set move
+ ld a,1 ;movecounter = 1
+ ld (de),a ;&&&(hl),1 better?
- 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 ;set fire
+ ld a,(level_info)
+ and %00000001 ;bit meaning directfire
+ jr nz,ffireOK ;(a=time-to-fire) = 1 frame (fires directly)
+ ld a,(level_fire) ;set ttf to normal nr of frames
+ffireOK:ld (de),a ;save fire
ret ;return
-Random:
- ld a,(RanPos) ;a handy random-var.
- ld hl,x ;add your x-coord for randomness
- adc a,(hl)
- ld hl,y ;add your y-coord for randomness
- adc a,(hl)
- ld (RanPos),a ;save altered random-var
- ret ;RanPos also in #a
-
-;--------------------------- enemy fires --------------------------------------
+;--------------------------- enemy fires ------------------------------------
Enemy_fires: ;de = x,y
dec d
dec d ;d = x-2
inc e ;e = y+1
- ld b,nrebullets
+ ld b,nrebuls
ld hl,ebullets
find_ebullet:
ld a,(hl)
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
- ld b,nrebullets
+ ld b,nrebuls
handle_bullet:
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)?
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:
normal_enemy: ;occ "normal" 2 or "moving" 3
inc hl
- psh hl
-
- ld e,(hl) ;e = enemy type
- ld c,e ;c = e
- ld d,0 ;de = e
- ld hl,sprites ;hl = @sprites offset-table
- add hl,de ;points to offset of current enemy offset
- ld e,(hl) ;de = @enemy offset
-
- ld ix,spr_enemy00 ;first enemy sprite
- add ix,de ;add offset for current enemy
- pop hl
+ ld c,(hl) ;c = enemy type = de
+ cal find_sprite
inc hl
ld a,(hl) ;x
dec a ;is it 1?
cal nz,moving_enemy ;2 = moving enemy
+ ld (hl),e
dec hl ;@x
ld (hl),d ;store new x
ld a,c ;a = enemy type
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 ;go to <y>
+ inc hl ;go to <move>
+ inc hl ;go to <fire>
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 ;next byte = bullettype &&&
psh de ;save registers for firing-use
cal Enemy_fires ;fires bullet
pop de ;restore (destroyed by Enemy_fires)
firing_done:
- cal putsprite ;display sprite @ix
+ 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
ld (hl),a ;next frame
jr next_enemy
-;--------------------------- moving enemies -----------------------------------
+;--------------------------- moving enemies ---------------------------------
moving_enemy:
ld a,(level_move)
- and %1111
- jr z,movetype_updown
+ and a
+ jr z,movetype_updown ;type 0
dec a
- jr z,movetype_vslow
+ jr z,movetype_vslow ;1
dec a
- jr z,movetype_fast
+ jr z,movetype_fast ;2
dec a
- jr z,movetype_vfast
-
-movetype_smart:
- ld bc,add2enemy
- add hl,bc
+ jr z,movetype_vfast ;3
+ dec a
+ jr z,movetype_smart ;4
+ dec a
+ jr z,movetype_lure ;5
+ dec a
+ jr z,movetype_slowlure ;6
+ dec a
+ jr z,movetype_stoplure ;7
+; dec a
+; jr z,movetype_fulllure ;8
+movetype_fulllure:
+ inc d
ld a,(timer)
- and %1111
- ld a,(hl)
- jr nz,smartupdate
- inc a
-smartupdate:
+ and 1
+ ret z
+ cal movetype_lure
+ ld a,(x)
+ cp d
+ jr c,lure_left
+lure_right:
+ inc d
+ ret
+lure_left:
+ dec d
+ ret
+
+movetype_stoplure:
+ inc d
+ jr movetype_slowlure
+
+movetype_slowlure:
+ ld a,(timer)
+ and 1
+ ret z
+
+movetype_lure:
+ ld a,(y)
+ cp e
+ jr c,lure_up
+lure_down:
+ inc e
+ ret
+lure_up:
+ dec e
+ ret
+
+movetype_smart:
+ inc hl ;hl =@ <move>
+ ld a,(timer)
+ and %1111 ; |
+ ld a,(hl) ;&&& \|/
+ jr nz,smartupdate
+ inc a
+smartupdate:
ld (hl),a
or a ;reset carry flag
- sbc hl,bc
+ dec hl ;reset hl to <y>
and %11111100
jr z,movetype_fast
dec d ;move left
ret nz ;finished
pop hl ;restore stack (no ret used)
- jr remove_enemy ;remove this enemy (off screen)
+ 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) ;load current y-position
+ ld a,(hl);&&&ld a,e ;load current y-position
jr z,movedown
moveup: dec a ;decrease y-pos (=move up)
ret m ;don't move off the screen (y<0)
- ld (hl),a ;save new y-pos
+ dec e ;save new y-pos
ret ;finish
movedown:
inc a ;increase y-pos
cp 55 ;compare with bottom
ret nc ;return if it has passed that line (>40)
- ld (hl),a ;otherwise save new position
+ inc e ;otherwise save new position
ret ;and return
-;--------------------------- check collision ----------------------------------
+;--------------------------- check collision --------------------------------
Enemies_hit:
- ld de,(x) ;e = X, d = Y
- ld hl,enemies
+ ld hl,(x) ;e = X, d = Y
+ ld de,$0707 ;add 7 to both d and e
+ add hl,de
+ ld d,h
+ ld e,l ;e = X+7, d = Y+7
+
+ ld hl,enemies+1
ld b,nrenemies ;check all 20 enemies
check_collision:
psh hl
jr z,check_next ;2 or 3 = ok
inc hl
-collide_enemy:
-; psh hl
-; psh bc
-; ld hl,enemy00 ;enemy 1 specs
-; add a,a ;a=type*2
-; add a,a ;a=type*4
-; ld c,a ;c=type
-; ld b,0 ;bc = 4 * enemy nr.
-; add hl,bc ;hl = enemy specs
-; ld a,(hl) ;load size byte
-; pop bc
-; pop hl
-; ld c,a ;save size in c
+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
+ sub e ;enemy position minus yours minus 7
+ jp p,check_next
add a,6
+ add a,(ix)
jp m,check_next
- cp 12
- jr nc,check_next
inc hl
ld a,(hl) ;check y match
sub d ;same as with x-check
+ jp p,check_next
add a,6
+ add a,(ix+1)
jp m,check_next
- cp 12
- jr nc,check_next
dec hl
dec hl
take_pickup:
- ld a,(hl) ;load enemy type
-
psh hl ;we need hl
ld hl,2 ;increase score by 2
cal scoreInc
pop hl ;we're done
+ ld a,(hl) ;load enemy type
or a
jr nz,collide ;enemy when <>0
ld (hl),a ;remove
jr check_next ;all done, next..
+destroy_enemy:
+ ld (hl),%01 ;set to explode
+ inc hl
+ ld (hl),0 ;explosionFrame 0
+ jr collide_done
+
collide:
- xor a
- ld (hl),a ;explosionFrame 0
dec hl
- inc a
- ld (hl),a ;set to explode
- cal damage_you ;auch!
+ ld a,(hl)
+ and %11111100
+ jr z,destroy_enemy
+ ld a,(hl)
+ sub %00000100
+ ld (hl),a
+collide_done:
+ ld b,4 ;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
pop hl
ret
-Story:
- ld hl,story01-1
- cal storyPage
- cal storyPage
- cal storyPage
- ret
+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
-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
+ ld bc,5 ;story ends
+ add hl,bc ;set hl to beginning of the level
+ ld (levelp),hl ;set the level-pointer
+ ret ;and return
-;--------------------------- SFX ---------------------------------------------
+;--------------------------- SFX --------------------------------------------
CDoSFX:
ld hl,VIDEO_MEM
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
+ dnz SFXdisp ;repeat until whole screen is displayed
ld b,8
SFXdelay:
halt
- djnz SFXdelay
+ dnz SFXdelay
- pop bc
- djnz SFXframe
+ pop bc
+ dnz SFXframe
ret
-;--------------------------- handle boss -------------------------------------
-
-Handle_boss:
- ld hl,GRAPH_MEM
- ld (PutWhere),hl
- ld ix,spr_boss01
- ld hl,bossx
- ld d,(hl)
- inc hl
- ld e,(hl)
- jp putwidesprite
-
-;--------------------------- update score ------------------------------------
+;--------------------------- show icon --------------------------------------
-scoreInc:
- psh bc
- ld bc,(score)
- add hl,bc
- ld (score),hl
- pop bc
+drawline:
+ ld (hl),a ;draw one piece of the divider-line
+ inc hl ;move right (8 pixels = 1 byte)
+ dnz drawline ;repeat (16bytes * 8pixels =128= screen width)
ret
-;--------------------------- show icon ----------------------------------------
-
disp_icons:
- ld hl,VIDEO_MEM+(16*57);57 rows down = seven rows from bottom
+ psh bc \ psh de \ psh hl \ psh ix ;&&&
+
+ ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom
+ ld (PutWhere),hl ;place icons at bottom of normal screen
+ ld b,16 ;draw 16x (screen width)
+ ld a,%11111111 ;horizontal line mask
+ cal drawline ;draw divider-line
+
ld b,16*7 ;draw 16x (screen width) 7x (height)
xor a ;blank line mask
-cleanline:
- ld (hl),a ;draw one piece of the divider-line
- inc hl ;move right (8 pixels = 1 byte)
- djnz cleanline ;repeat (16bytes * 7rows * 8pixels)
-
- ld hl,VIDEO_MEM+(56*16)
- ld (PutWhere),hl
+ cal drawline ;clear scorebar
cal disp_lives
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 de,$2901 ;icon #2
cal putwidesprite ;display
- ld ix,spr_icon03 ;emptyIcon
+ ld ix,spr_icon03 ;bulletIcon
ld de,$3901 ;icon #3
- cal putwidesprite
+ cal putwidesprite ;display icon
+ ld hl,$3945 ;position to display bullet-type digit
+ ld a,(your_weapon) ;digit
+ dec a ;minus one (1=laser)
+ ld (_penCol),hl ;set location
+ add a,'0' ;make digit
+ cal _vputmap ;display char
ld ix,spr_icon00 ;emptyIcon
- ld a,(your_laser)
- or a
- jr z,no_laser
+ ld a,(your_weapon)
+ dec a
+ jr nz,no_laser
ld ix,spr_icon04 ;laserIcon
no_laser:
ld de,$4901 ;icon #4
ld de,$5901 ;icon #5
cal putwidesprite
- ld ix,spr_icon03
+ ld ix,spr_dividerline
ld de,$6901
cal putwidesprite
ld a,(your_pickup) ;pickups taken
add a,a ;picks*2 (sets z-flag)
- ret z ;return if no pickups
+ jr z,iconsdone ;return if no pickups
add a,a ;picks*4
add a,a ;picks*8
add a,a ;picks*$10
ld ix,spr_icon
cal putwidesprite
+iconsdone:
+ ld hl,GRAPH_MEM ;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 (_penCol),hl ;place @ armorIcon
- ld a,(your_armor) ;load armor left
- add a,'0' ;make digit
- cal _vputmap ;display char
+ ld hl,(57*16)+VIDEO_MEM+3
+ ld b,3
+armorbarclr:
+ dec hl
+ ld (hl),0
+ dnz armorbarclr
+
+ ld a,(your_armor) ;load your armor
+ ld c,a ;psh a
+ srl a ;/2
+ srl a ;/4
+ srl a ;/8: don't display last 2 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
+ 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
ret
disp_lives:
- ld hl,$3900 ;display Lives
+ ld hl,$3A00 ;display Lives
ld (_penCol),hl ;bottom left
ld hl,savestr+2
ld (hl),'L'
add a,'0' ;make digit
ld (hl),a
dec hl \ dec hl
- cal _vputs ;display on screen
+ jp _vputs ;display on screen +ret
+
+;--------------------------- proc -------------------------------------------
+
+Random5016:
+ cal Random50 ; a = 0..50
+ inc a ; 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 ;hl = 1..51 * 16 (left side at random y)
+ dec hl ;hl = 1..51 * 16 (" at right side of screen)
+ ld de,GRAPH_MEM
+ add hl,de ;position on screen
+ 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)
+ add hl,bc
+ ld (score),hl
+ pop bc
ret
-;--------------------------- proc ---------------------------------------------
+find_sprite: ;destroyed: de ix
+ psh hl
+ ld e,(hl) ;e = enemy type
+ ld d,0 ;de = e
+ ld hl,XLenemytable ;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,XLsprenemies ;first enemy sprite
+ add ix,de ;add offset for current enemy
+ add ix,de ;twice (offset stored as offset/2)
+ pop hl
+ ret
BLACKLCD:
ld hl,VIDEO_MEM ;screen location (top left)
ld de,VIDEO_MEM+1
ld (hl),%11111111
- ld bc,1024 ;loop 1024 times = entire screen
+ ld bc,1024-1 ;do it 1024 times = entire screen
ldir
set 3,(iy+5) ;set white on black
ret
-;--------------------------- game over / new game / death ---------------------
+waitnokeypressed:
+ halt \ halt
+ cal GET_KEY
+ or a
+ jr nz,waitnokeypressed
+ ret
+
+Decompress: ;hl=source(compressed) de=dest(decompressed)
+ ld a,(hl)
+ bit 7,a
+ jr z,compressed
+ inc hl
+ and %01111111
+ 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
+
+;--------------------------- 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 $12,7,"nemesis"
+ .db 7,"nemesis"
save_hi:
- ld hl,own_name ;find own variable
- xor a
- cal _ABS_MOV10TOOP1
- cal _FINDSYM
+ ld hl,own_name-1 ;find own variable
+ rst 20h ;cal _ABS_MOV10TOOP1
+ rst 10h ;cal _FINDSYM
ret c ;not found? who cares...
- ld a,b ;save the stored section
- ld h,d
- ld l,e
- ld b,0
- ld de,4+stored_data_start-_asm_exec_ram
- add hl,de
+ xor a
+ ld hl,4+storehi_start-_asm_exec_ram
+ add hl,de ;hl=pointer to data in original prog
adc a,b
cal _SET_ABS_DEST_ADDR
- ld a,0
- ld hl,stored_data_start
+ xor a
+ 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
- cal _mm_ldir
- ret ;save done
+ cal _mm_ldir ;save done (cal \ ret)
+ jp _RAM_PAGE_1
+
+save_lvl:
+ ld hl,own_name-1 ;find own variable
+ rst 20h ;cal _ABS_MOV10TOOP1
+ rst 10h ;cal _FINDSYM
+ ret c ;not found? who cares...
+
+ 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:
pop hl ;=ret (game_over was called from a procedure)
game_over_nopop:
cal BLACKLCD ;clear screen
+ cal waitnokeypressed
ld hl,$0603
ld (_curRow),hl ;center
ld hl,txt_gameover
cal _puts ;display "GAME OVER"
- xor a ;clear a (AHL will be displayed)
+ ld hl,$0007
+ ld (_curRow),hl
+
+ ld de,(score)
+ ld hl,(hiscore)
+ cal CP_HL_DE
+ jr nc,no_hiscore
+ ld (hiscore),de
+
+ask_hiname:
+ ld ix,hiname
+ ld a,9
+ ld (hiscorepos),a
+enter_name_loop:
+ ld a,'_'
+ cal _putc
+ ld hl,_curCol
+ dec (hl)
+nokeypressed:
+ halt \ halt
+ cal GET_KEY
+ or a
+ jr z,nokeypressed
+
+ cp K_DEL
+ jr z,backup
+ cp K_ENTER
+ jr z,nomore
+ cp K_EXIT
+ jr z,nomore
+
+ ld hl,hiscorepos
+ ld b,(hl)
+ dec b
+ jr z,nokeypressed
+ ld (hl),b
+
+ ld hl,chartable
+ ld e,a
+ ld d,0
+ add hl,de
+ ld a,(hl)
+ or a
+ jr z,nokeypressed
+
+ ld (ix),a
+ cal _putc
+ inc ix
+ cal waitnokeypressed
+ jr enter_name_loop
+
+backup:
+ ld hl,hiscorepos
+ ld a,(hl)
+ cp 9
+ jr nc,nokeypressed
+ inc (hl)
+
+ dec ix
+ ld (ix),' '
+ ld a,32
+ cal _putc
+ ld hl,_curCol
+ dec (hl)
+ dec (hl)
+ jr enter_name_loop
+
+nomore:
+ ld a,' '
+ cal _putc
+ ld (ix),0
+ cal save_hi
+ jr hiscoredone
+
+no_hiscore:
+ ld hl,hiname
+ cal _puts
+
+hiscoredone:
+ xor a ;clear a (Ahl will be displayed)
ld hl,$1006 ;bottom-1 right
ld (_curRow),hl ;set
ld hl,(score) ;your score
cal _dispahl ;display it (a=0)
+
ld hl,$314b ;bottom-1 right before score ^^
ld (_penCol),hl ;set
ld hl,txt_score ;"Score"
cal _vputs ;display (small)
res 3,(iy+5)
- ld de,(score)
- ld hl,(hiscore)
- cal CP_HL_DE
- jr nc,no_hiscore
- ld (hiscore),de
-
-no_hiscore:
- cal save_hi
+ ld b,16
+ ld de,16
+ ld hl,VIDEO_MEM+(49*16)-1
+restore_line:
+ set 1,(hl)
+ add hl,de
+ dnz restore_line
- ld b,$20
-wait2: halt \ halt
- djnz wait2 ;delay
cal _getkey ;wait for keypress
jp quit ;restore some things and return to TI-OS/shell
New_game:
- xor a ;score 0
+ xor a ;ld a,0
ld (score),a ;reset score
- ld (score+1),a ;reset score
- inc a ;level #1
- ld (level),a ;reset level nr
- ld hl,level01 ;set level pointer to level#1
+ ld (score+1),a ;reset score (0)
+ ld (torp_occ),a ;no torpedoes
+ ld (your_weapon),a ;no laser
+ ld (your_pickup),a ;reset pickups
+ ld (your_multiples),a ;no multiples
+ inc a ;ld a,1
+ ld (level),a ;reset level nr (#1)
+ ld hl,XLlevelsdata ;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
You_die:
- ld hl,your_lives
- dec (hl) ;decrease lives
- ld a,(hl) ;load lives left
- inc a ;if lives=0ffh then a=0
- jp z,game_over ;if so, game's over
-
- xor a ;a=0
-; ld (your_armor),a ;no armor
- ld (torp_occ),a ;no torpedoes
- ld (your_laser),a ;no laser
- ld (your_pickup),a ;reset pickups
- ld (your_multiples),a ;no multiples
- ld a,5 ;&&& betatest; remove when released!
- ld (your_armor),a
- jr nonext_level
+ 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
+ jp c,game_over
+ jr samelevel
-;--------------------------- next level ---------------------------------------
+;--------------------------- next level -------------------------------------
Next_level:
+ ld a,(your_armor) ;load current armor
+ cp 25-8 ;may not become >=25
+ jr c,addok ;ok then just add 8
+ ld a,25-8 ;set to maximum (8 will be added below)
+addok:
+ add a,8 ;add 8 to armor
+ ld (your_armor),a ;change armor
+
ld hl,level ;level number
ld a,(hl)
inc a
ld (hl),a
- ld hl,(levelp) ;level pointer
- ld bc,5+32+4 ;advance four bytes (=one level)
- add hl,bc ;update to point to next level
- ld (levelp),hl ;save
-
+ 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 bc,5+32+4+4 ;advance one level
+ add hl,bc ;update to point to next level
+ ld (levelp),hl ;save
+
+samelevel:
ld a,80
ld (nextevent),a ;time to first enemy appearance
ld hl,(levelp) ;level pointer
+ xor a
+ cp (hl)
+ cal z,dostory
+
ld a,(hl) ;load new level-enemy type
ld (level_enemy),a ;set level-enemy
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
inc hl
ld de,spacespace
- ld bc,36
+ ld bc,17+17+2
ldir
-; xor a
-; ld (level_occ),a ;no boss (yet)
-
ld ix,starx1
ld b,nrstars1
cal placestars
ld hl,your_occ ;hl = your_occ
ld (hl),a ;reset your ship (not exploding)
inc hl ;hl = your_inv
- ld (hl),50 ;set 50 frames invulnerable
+ ld (hl),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 (bossy),a ;and y of boss
- ld a,80
- ld (bossx),a
ld a,(torp_occ)
or a ;no torpedoes?
torpsclear:
ld de,$0018 ;x=0, y=24 (like you..)
- cal Place_multiples ;place all multiple-positions at (0,24)
-
- ld hl,ybullets ;clear your/enemy bullets
- ld (hl),a ;clear first byte
- ld de,ybullets+1 ;and copy this byte to the next byte
- ld bc,(nrybullets+nrebullets)*3-1 ;bc times (all bullets)
- ldir
+; cal Place_multiples ;place all multiple-positions at (0,24)
- ld hl,enemies ;and remove all enemies as well
- ld (hl),a ;clear first byte
- ld de,enemies+1 ;point to the next
- ld bc,add2enemy+nrenemies*2 ;clear enemy-info + enemiesxtra
- ldir
+ ld hl,enemies ;remove all enemies and bullets
+ ld (hl),0 ;clear first byte
+ ld de,enemies+1 ;copy this to the next byte
+ ld bc,(nrenemies*enemysize)+((nrybuls+nrebuls)*3)-1
+ ldir ;clear enemies + bullets (y/e)
-;--------------------------- setup game ---------------------------------------
+;--------------------------- setup game -------------------------------------
game_setup:
cal BLACKLCD
cal _puts ;display the string
res 3,(iy+5) ;set white on black
- ld b,$20
-wait: halt \ halt
- djnz wait ;delay
cal _getkey ;wait for keypress
+ cp kF1
+ cal z,save_lvl
- cal CLEARLCD ;clear screen
- cal disp_icons ;display bottom icons
-
- ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom
- ld b,16 ;draw 16x (screen width)
- ld a,%11111111 ;horizontal line mask
-drawline:
- ld (hl),a ;draw one piece of the divider-line
- inc hl ;move right (8 pixels = 1 byte)
- djnz drawline ;repeat (16bytes * 8pixels =128= screen width)
- ret
-
+ cal _clrLCD ;clear screen
+ jp disp_icons ;display bottom icons +ret
placestars:
- add a,b
- rlca \ rlca
- ld hl,(RanPos)
- add a,(hl)
- xor %00100100
- rlca
- ld (hl),a
-
- ld h,0 ; l = 0
- ld l,a ;hl = 0..255
- add hl,hl ;hl = 0..510
- ld c,a ;hl = 0..765
-
- ld a,r ;a = 0..255
- rra ;a = 0..127
+ cal Random5016 ;a = (0..50)*16 = random y-pos
+ ld a,b ;a = b = star nr. = 1..7
+ add a,a ;a = 2b = 2..14
ld d,0
- ld e,a
- add hl,de
- ld e,c
- add hl,de
+ ld e,a ;de = a = 2-14
+ add hl,de ;add to random y => random pos anywhere
- ld de,GRAPH_MEM
- add hl,de
+ ld (ix),l ;save x-pos (l)
+ ld (ix+1),h ;save y-pos (h)
+ inc ix \ inc ix ;next star
+ dnz placestars ;repeat for all stars
+ ret
- ld (ix),l
- ld (ix+1),h
- inc ix \ inc ix
- djnz placestars
+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-16
+ add hl,bc
+ ld a,(hl)
+ ld (weapdamage),a ;damage of bullets
+ inc hl
+ ld a,(hl)
+; ld (weapdaminc),a ;damage increase
ret
-;--------------------------- putsprite ----------------------------------------
-;--------------------------- de =(X,Y) ----------------------------------------
+;--------------------------- putsprite --------------------------------------
+;--------------------------- de =(X,Y) --------------------------------------
offsets_table:
- .db 128,64,32,%10000,%01000,%00100,%00010,%00001
+ .db $80,$40,$20,$10,8,4,2,1
putsprite:
ld a,d ;a = X
and %00000111 ;a = X mod 8 = bit nr. to mask
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
jr nc,_notedge ;Test if edge of byte reached
inc hl ;Go to next byte
_notedge:
- djnz _iloop
+ dnz _iloop
pop hl ;Restore address
ld bc,16 ;Go to next line
add hl,bc
pop bc ;Restore data
- djnz _oloop
- ret
+ dnz _oloop
+ ret ;<jp>s are used instead of <jr> = faster
-;--------------------------- putbigsprite -------------------------------------
+;--------------------------- 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
+ 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
+ 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
+wsmc2: cp 1
+ jr z,wover_1
+
+ dnz wiloop
+ pop hl ;Restore address
+ ld bc,16 ;Go to next line
+ add hl,bc
+ pop bc ;Restore data
+ dnz woloop
ret
wover_1:
- ld c,(ix+2)
- inc ix
- djnz wiloop
- dec ix
- pop hl
- ld bc,16
- add hl,bc
- pop bc
- djnz woloop
+ ld c,(ix+2)
+ inc ix
+ dnz wiloop
+ dec ix
+ pop hl
+ ld bc,16
+ add hl,bc
+ pop bc
+ dnz woloop
ret
-;------------------------------------------------------------------------------
-;------------------------------- sprites --------------------------------------
-;------------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+;------------------------------- sprites ------------------------------------
+;----------------------------------------------------------------------------
spr_ship01:
.db 7,7 ;ship alpha class
.db %01111000 ; ████
.db %11100000 ; ███
- .db %11111100 ; ██████
+ .db %01111100 ; █████
.db %11110010 ; ████ █
- .db %11111100 ; ██████
+ .db %01111100 ; █████
.db %11100000 ; ███
.db %01111000 ; ████
spr_ship01i:
.db %11111100 ; ██████
.db %01111000 ; ████
+;--------------------------------- bullets ----------------------------------
+
spr_bullet01:
- .db 5,3 ;your bullets
- .db %00110000 ; ░▒▓█▒
- .db %11111000 ; ░▒▓████▒
- .db %00110000 ; ░▒▓█▒
+ .db 5,3 ;dam=0-3
+ .db %00110000 ; ▒██
+ .db %01001000 ; ▒█ ▒█
+ .db %00110000 ; ▒██
spr_bullet02:
+ .db 5,3 ;dam=4-7
+ .db %00110000 ; ▒██
+ .db %01101000 ; ▒██▒█
+ .db %00110000 ; ▒██
+spr_bullet03:
+ .db 5,3 ;dam=8-11
+ .db %00110000 ; ▒██
+ .db %11101000 ;▒███▒█
+ .db %00110000 ; ▒██
+spr_bullet04:
+ .db 5,3 ;dam=8-11
+ .db %00110000 ; ▒██
+ .db %11111000 ;▒█████
+ .db %00110000 ; ▒██
+spr_bullet05:
+ .db 5,3 ;dam=8-11
+ .db %01110000 ; ▒███
+ .db %11111000 ;▒█████
+ .db %01110000 ; ▒███
+spr_bullet06:
.db 5,3
- .db %11110000 ; ░▒▓███▒
- .db %11111000 ; ░▒▓████▒
- .db %11110000 ; ░▒▓███▒
+ .db %11110000 ;▒████
+ .db %11111000 ;▒█████
+ .db %11110000 ;▒████
spr_bullett1:
.db 4,3 ;▒▒▒
.db %11100000 ;▒███
.db %11110000 ; ▒███▓▒░
.db %01100000 ; ▒█▓▒░
-;---------------------------------------- explosion -------------------------------------------
+;-------------------------------- explosion ---------------------------------
-spr_explosion:
+spr_explosion:
.db 8,6 ;1
.db %00000000
.db %00011100 ; ███
.db %00000010 ; █▒
.db %00100100 ; █▒ █
-;--------------------------------------- bar -----------------------------------
-
+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 ; ████████
spr_icon:
.db 16,7 ;selected .......:.......:
.db %11111111,%11111111 ; ████████████████
.db %10101010,%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 %10000111,%11110000 ; █ ███████
+ .db %10011000,%00001100 ; █ ██ ██
+ .db %10110011,%11000110 ; █ ██ ████ ██
+ .db %10110000,%11110110 ; █ ██ ████ ██
+ .db %10110011,%11000110 ; █ ██ ████ ██
+ .db %10011000,%00001100 ; █ ██ ██
+ .db %10000111,%11110000 ; █ ███████
spr_icon02:
.db 16,7 ;torpedo .......:.......:
.db %10111000,%00010101 ; █ ███ █ █ █
.db %10011000,%11110101 ; █ ██ ████ █ █
.db %11100110,%00110010 ; ███ ██ ██ █
spr_icon03:
- .db 8,7 ;empty .......:
- .db %10000000 ;00000000 ; █
- .db %10000000 ;00000000 ; █
- .db %10000000 ;00000000 ; █
- .db %10000000 ;00000000 ; █
- .db %10000000 ;00000000 ; █
- .db %10000000 ;00000000 ; █
- .db %10000000 ;00000000 ; █
+ .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 ; █ ██
spr_icon04:
.db 16,7 ;laser .......:.......:
.db %10000000,%00000000 ; █
.db %10011000,%00000000 ; █ ██
.db %10111100,%11000011 ; █ ████ ██ ██
.db %10011000,%00000000 ; █ ██
-
-;---------------------------- texts -------------------------------------------
-
-txt_about: .db " v0.94.A08",127,"by Shiar",0
+spr_dividerline:
+ .db 8,7
+ .db 128,128,128,128,128,128,128 ;128 = %10000000
+
+;-------------------------- weapondata --------------------------------------
+
+;format:[unused] [ybuls(max.bullets)] [0000:direction 0000:speed] [offset]
+maxnrweapons = 8+1
+weapondata:
+ .db 2,1,%00000010,2,%00000000,0,%00000000,0 ;single fire
+ .db 2,1,%00000011,2,%00000000,0,%00000000,0 ;fast single
+ .db 16,2,%00000010,0,%00000010,5,%00000000,0 ;double
+ .db 16,1,%00010010,2,%00110010,2,%01000010,2 ;triple
+ .db 16,1,%00010011,2,%00110011,2,%01000011,2
+ .db 16,1,%00010011,2,%00110011,2,%01000100,2
+ .db 16,1,%00010100,2,%00110100,2,%01000101,2
+ .db 16,1,%00010100,2,%00110100,2,%01000101,2
+
+;---------------------------- texts -----------------------------------------
+
+txt_about: .db " v0.96.A30",127,"by Shiar",0
txt_email: .db "shiar0@hotmail.com",0
-txt_menu1: .db "CONTINUE",0
-txt_menu2: .db "NEW GAME",0
+txt_menu1: .db "NEW GAME",0
+txt_menu2: .db "CONTINUE",0
txt_level: .db "LEVEL ",0
txt_gameover: .db "GAME OVER!",0
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 ---------------------------------------
+;---------------------------- save data -------------------------------------
PutWhere .dw GRAPH_MEM ;where to put the wide sprites
-level .db $00 ;level number
-levelp .dw $0000 ;pointer to level data
+laserlasts .db 5
-score .dw $0000
-
-stored_data_start:
+storehi_start:
hiscore .dw $0000
-stored_data_end:
+hiname .db "Shiar.97",0
+storehi_end:
+
+storesave_start:
+level .db $01 ;level number
+levelp .dw XLlevelsdata ;pointer to level data
+pickuptimer .db $04 ;counts when to place a pickup
+score .dw $0000
your_pickup .db $00
your_occ .db $00 ;0=normal 1..16=exploding
your_inv .db $00 ;invincibility left
-your_armor .db $00 ;HP left
-your_lives .db $00 ;
+your_armor .db $0a ;HP left
+your_lives .db $03 ;
-your_laser .db $00 ;laser avail: 0=no, 1=yes
+your_weapon .db $02 ;weapon: 0=no, 1=laser, 2+=bullet n+1
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)
+storesave_end:
+
+
+;XLlevelsdata:---------------------------------------------------------------
+XLlevelsdata:
+
+ .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
+
+;format:[enemy nr] [enemy frequency] [next lvl]
+; [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
+; [level_move] [level_fire] [tunnel size] [groundtype] [16_ground]
+; [16_ceiling] [stars1] [stars2]
+
+ .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
+
+ .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,%00010110,0,255,-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,%00100001,0,057,0,0
+ .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,%00100101,%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,%00100111,0,255,-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
-;---------------------------- enemy data --------------------------------------
+ .db $08,$07,$09
+level07:
+ .db $07,$09,$ff,%00100001,0,043,0,0
+ .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
-sprites:
- .db $00
- .db spr_enemy01-spr_enemy00
- .db spr_enemy02-spr_enemy00
- .db spr_enemy03-spr_enemy00
- .db spr_enemy04-spr_enemy00
- .db spr_enemy05-spr_enemy00
- .db spr_enemy06-spr_enemy00
- .db spr_enemy07-spr_enemy00
- .db spr_enemy08-spr_enemy00
+;XLenemytable:---------------------------------------------------------------
+XLbullettable:
+ .db (spr_bullet01-spr_bullet01) ;0
+ .db (spr_bullet01-spr_bullet01) ;4
+ .db (spr_bullet02-spr_bullet01) ;8
+ .db (spr_bullet02-spr_bullet01) ;12
+ .db (spr_bullet03-spr_bullet01) ;16
+ .db (spr_bullet03-spr_bullet01) ;20
+ .db (spr_bullet03-spr_bullet01) ;24
+ .db (spr_bullet04-spr_bullet01) ;28
+ .db (spr_bullet04-spr_bullet01) ;32
+ .db (spr_bullet04-spr_bullet01) ;36
+ .db (spr_bullet05-spr_bullet01) ;40
+ .db (spr_bullet05-spr_bullet01) ;44
+ .db (spr_bullet05-spr_bullet01) ;48
+ .db (spr_bullet06-spr_bullet01) ;52
+ .db (spr_bullet06-spr_bullet01) ;56
+ .db (spr_bullet06-spr_bullet01) ;60
+
+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:---------------------------------------------------------------
+XLenemyinfos:
+
+;format: [000000:HP 00:occ] [HP64] [appearance(ypos)] [unused]
+
+ .db %00100110,0,1,1 ;#1 HP:1 app:random
+ .db %00101010,0,2,3 ;#2 HP:1 app:halflure
+ .db %00001111,0,3,2 ;#3 HP:1 app:lure
+
+ .db %00000110,0,4,2 ;#4 HP:2 app:lure
+ .db %00000111,0,5,3 ;#5 HP:2 app:random moving
+ .db %00001011,0,6,2 ;#6 HP:3 app:lure moving
+
+ .db %00011011,0,7,3 ;#7 HP:7 app:halflure moving
+
+ .db %00110011,1,8,1 ;boss1
+ .db %00111011,0,9,3 ;boss2
+
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+
+;XLsprenemies:---------------------------------------------------------------
+XLsprenemies:
spr_enemy00:
- .db 7,5 ;pickup
- .db %11111110 ; ███████
- .db %11111110 ; ███████
- .db %11000110 ; ██ ██
- .db %11111110 ; ███████
- .db %11111110 ; ███████
+ .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
.db %00111100 ; ████
.db %10011100 ; █ ███
.db %01111111 ; ███████
.db %00011110 ; ████
+
spr_boss01:
.db 16,10 ;boss type one
.db %00000001,%11111111 ; █████████
.db %00111111,%11110000 ; ██████████
.db %00001111,%11111110 ; ███████████
.db %00000001,%11111111 ; █████████
+spr_boss02:
+ .db 16,10 ;boss type:one :
+ .db %11111110,%00000000 ; ███████
+ .db %00001111,%10001111 ; █████ ████
+ .db %00111111,%11100011 ; █████████ ██
+ .db %01001111,%11111110 ; █ ███████████
+ .db %10001101,%01111100 ; █ ██ █ █████
+ .db %10001101,%01111100 ; █ ██ █ █████
+ .db %01001111,%11111110 ; █ ███████████
+ .db %00111111,%11100011 ; █████████ ██
+ .db %00001111,%10001111 ; █████ ████
+ .db %11111110,%00000000 ; ███████
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
-
-;----------------------------- level info -------------------------------------
-
- ;format: enemy nr; enemy frequency; next lvl; level_move; level_fire
- ;tunnel size; groundtype; 17_ground; 17_ceiling; stars1; stars2
-level01: ;efrequency must be odd if halfluring!
- .db $01,$1b,$2f,%00010000,255,0,0
- .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1
-level02:
- .db $02,$13,$4b,%01010000,064,0,0
- .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1
- .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1
-level03:
- .db $03,$2d,$3f,%01100000,255,-9,1
- .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20
- .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18
- .db -1,-1
-
-level04:
- .db $04,$11,$41,%00010000,057,0,0
- .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1
-level05:
- .db $05,$11,$45,%01010010,031,-7,1
- .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2
- .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1
- .db 1,1
-level06:
- .db $06,$19,$3a,%01110000,255,-4,1
- .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
- .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1
-
-level07:
- .db $07,$09,$ff,%00010000,043,0,0
- .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1
-
-;----------------------------- logo -------------------------------------------
+;----------------------------------------------------------------------------
+;----------------------------- logo ------------------------------------------
+;----------------------------------------------------------------------------
logo_nemesis:
.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000
.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
-;------------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+;----------------------------------------------------------------------------
-;0.94.1008 -- 08.X.99 -- size 4531 (4456)
+; 0.95.A22 -- 22.X.99 -- size 5321
;
-; + 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
+; * 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! (I think)
;
+; 0.96.A31 -- 31.X.99 -- size 4836 + 888
;
-; + added - removed * changed # bug fixed
-
+; # if you were hit when armor-icon selected, prog did weird stuff
+; + armor-bar (shows armor as a black line left at bottom)
+; # bugs involving armor-bar changing armor to a wrong value
+; # YES!!! the saving-bugs were caused by mmldir: it reset all data
+; at mem $8000, so data is now stored at asmexecram+6000 instead!
+; * external levels. All leveldata is loaded from "nemesis0"-var
+; * some optimization (like cal\ret>jp + unused code removed/shortened)
+; * storyline is loaded from level-file (will be compressed later..)
+; + story can be _between_ levels, not only at the start of a new game
+; * "new game" and "continue" in main menu are swapped (new comes 1st)
+; * enemy bullets can do more than one damage: differs per level
+; * collision does 4 damage, ground does 5, you start with 12 armor
+; # running the level-file no longer crashes your calc but just returns
+; * you now move 1.5 pixels per frame! this way you can outrun enemies
+; * hellofajob but enemy-data is now stored at one location in 6 bytes,
+; instead of two 4-byte spaces 40 bytes apart! (cleaner code; faster)
+; * ground/ceiling/stars are continued when at boss (c00l level 3 boss)
+;
+; 0.97.622 -- 06.VI.99 -- size 5kb
+;
+; # 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)
+; + bullets "charge up" (more damage) when not firing
+; + more powerful bullets have different sprites (larger=more damage)
+;
+;
+; + added - removed * changed # bug fixed
\ No newline at end of file