version 0.95: bosses, bullet upgrades, hiscore name
[nemesis.git] / nemesis0.z80
diff --git a/nemesis0.z80 b/nemesis0.z80
new file mode 100644 (file)
index 0000000..ca96ca6
--- /dev/null
@@ -0,0 +1,198 @@
+;---------------------------- 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
+
+spr_enemy00:
+       .db 7,5                         ;pickup
+       .db %11111110                   ; ███████
+       .db %11111110                   ; ███████
+       .db %11000110                   ; ██   ██
+       .db %11111110                   ; ███████
+       .db %11111110                   ; ███████
+       .db 0
+
+spr_enemy01:
+       .db 6,6                         ;enemy type one
+       .db %00111100                   ;   ████
+       .db %01110000                   ;  ███
+       .db %11110000                   ; ████
+       .db %11110000                   ; ████
+       .db %01110000                   ;  ███
+       .db %00111100                   ;   ████
+spr_enemy02:
+       .db 8,6                         ;enemy type two
+       .db %00111111                   ;    █████
+       .db %01111000                   ;  ████
+       .db %11111100                   ; ██████
+       .db %11111100                   ; ██████
+       .db %01111000                   ;  ████
+       .db %00111111                   ;    █████
+spr_enemy03:
+       .db 6,6                         ;enemy type three
+       .db %01111100                   ;  █████
+       .db %11110000                   ; ████
+       .db %11111000                   ; █████
+       .db %11111000                   ; █████
+       .db %11110000                   ; ████
+       .db %01111100                   ;  █████
+spr_enemy04:
+       .db 6,6                         ;enemy type four
+       .db %00111000                   ;   ███
+       .db %01111100                   ;  █████
+       .db %11111000                   ; █████
+       .db %11111000                   ; █████
+       .db %01111100                   ;  █████
+       .db %00111000                   ;   ███
+spr_enemy05:
+       .db 7,6                         ;enemy type five
+       .db %00011110                   ;    ████
+       .db %01111110                   ;  ██████
+       .db %11111100                   ; ██████
+       .db %11111100                   ; ██████
+       .db %01111110                   ;  ██████
+       .db %00011110                   ;    ████
+spr_enemy06:
+       .db 7,6                         ;enemy type six
+       .db %00011100                   ;    ███
+       .db %01111110                   ;  ██████
+       .db %10111000                   ; █ ███
+       .db %10111000                   ; █ ███
+       .db %01111110                   ;  ██████
+       .db %00011100                   ;    ███
+spr_enemy07:
+       .db 8,6                         ;enemy type seven
+       .db %00011110                   ;    ████
+       .db %01111111                   ;  ███████
+       .db %10011100                   ; █  ███
+       .db %10011100                   ; █  ███
+       .db %01111111                   ;  ███████
+       .db %00011110                   ;    ████
+
+spr_boss01:
+       .db 16,10                       ;boss type one
+       .db %00000001,%11111111         ;        █████████
+       .db %00001111,%11111110         ;     ███████████
+       .db %00111111,%11110000         ;   ██████████
+       .db %01011111,%10000000         ;  █ ██████
+       .db %10011111,%01000000         ; █  █████ █
+       .db %10011111,%01000000         ; █  █████ █
+       .db %01011111,%10000000         ;  █ ██████
+       .db %00111111,%11110000         ;   ██████████
+       .db %00001111,%11111110         ;     ███████████
+       .db %00000001,%11111111         ;        █████████
+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 %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
+