- .include "asm86.h"
+ .include "asm86.h"
.include "ti86asm.inc"
.include "ti86abs.inc"
+
.org _asm_exec_ram
+
nop
jp Start
.dw $0000
.dw Title
-Title: .db "Nemesis v0.01 by Shiar",0
-Start: call _runindicoff
-
-TEXT_MEM = $c0f9
-temp1 = $c120
-StringPlace = $c180
-jpf1 = $c200
+Title: .db "Nemesis v0.3.719 by Shiar",0
+Start:
+ jr init
+just_fired = $c0f9 ;byte
+temp1 = $c100 ;word
;-------------------- init ----------------------------------------------------
init:
- set 0,(iy+3)
- ld (iy+13),0
+ call _runindicoff
;-------------------- main menu -----------------------------------------------
set_up_display:
call _clrLCD
- ld hl,in_game_text
- ld b,3
-l11: ld a,(hl)
- ld (_curCol),a
- inc hl
- ld a,(hl)
- ld (_curRow),a
- inc hl
- call _puts
- djnz l11
-
-;------------------------ in-game texts ---------------------------------------
+ ld hl,in_game_text
+ ld b,3
+l11: ld a,(hl)
+ ld (_curCol),a
+ inc hl
+ ld a,(hl)
+ ld (_curRow),a
+ inc hl
+ call _puts
+ djnz l11
in_game_text:
.db 16,0,"LIVES",0
str_question:
.db "-----",0
+;------------------------------------------------------------------------------
;-------------------------- game loop -----------------------------------------
+;------------------------------------------------------------------------------
game_main_loop:
- ld hl,timer
+ ld hl,timer ;update time
inc (hl)
+Clear_screen:
xor a
ld hl,GRAPH_MEM+(16*12)
ld b,a
-csl: ld (hl),a
+ ld a,(background)
+clearloop:
+ ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
- djnz csl
+ djnz clearloop
- call Level_event
- call Handle_Ship
- call Handle_enemies
- call Display_Screen
- call Misc_Keys
- jr game_main_loop
+check_exitkey:
+ ld a,%00111111 ;<exit> pressed?
+ out (1),a
+ nop
+ nop
+ in a,(1)
+ bit 6,a
+ jr z,quit ;yes: quit game
+
+game_stuff:
+ call Level_event ;insert enemies
+ call Handle_Ship ;move you
+ call Fire_bullet ;check for fire
+ call Handle_bullets ;move bullets
+ call Handle_enemies ;move enemies
+ call Enemy_fires ;check for enemy fire
+ call Enemy_bullets ;move bullets
+ call Enemies_hit ;check for collision with enemies
+
+ call Display_Screen ;display all
+ halt \ halt \ halt ;delay
+ jr game_main_loop ;loop
+
+quit: ret
;---------------------- display -----------------------------------------------
Display_Screen:
- ld a,64 ;Display Image
+ ld a,64 ;Display Image
ld hl,GRAPH_MEM+(16*12)
ld de,$fc00
-dsl: ld bc,12
+displayloop:
+ ld bc,12
ldir
inc de
inc de
inc de
inc de
dec a
- jr nz,dsl
+ jr nz,displayloop
- ld hl,$1007 ;Display Score
- ld (_curRow),hl
- ld hl,(score)
-; jp _D_HL_DECI
+; ld hl,$1007 ;Display Score
+; ld (_curRow),hl
+; ld hl,(score)
+; jp _D_HL_DECI
ret
;------------------------- handle ship ----------------------------------------
Handle_Ship:
- ld a,(your_status)
- bit 4,a
- jr nz,you_not_normal
- or a
- jr z,ok
- dec a
- ld (your_status),a
- ld hl,(lives)
- ld a,l
- or h
- jr nz,ok
- pop af
- ret
+ ld a,(your_occ)
+ or a
+ jr z,ok ;0 = normal stat
+
+; dec a
+; ld (your_status),a
+; ld hl,(lives)
+; ld a,l
+; or h
+; jr nz,ok
+; pop af
+; ret
+
ok:
- ld a,%01111110
- out (1),a
- ld hl,y
- in a,(1)
- rra
- ld b,a
-
- jr c,no_down
- ld a,(hl)
- inc a
- cp 73 ;y < 73
- jr z,no_down
- ld (hl),a
-no_down: dec hl
- rr b
- jr c,no_left
- ld a,(hl)
- dec a
- jr z,no_left ;x > 0
- ld (hl),a
-no_left: rr b
- jr c,no_right
- ld a,(hl)
- inc a
- cp 89 ;x < 89
- jr z,no_right
- ld (hl),a
-no_right:ld d,(hl)
- inc hl
- rr b
- jr c,no_up
- ld a,(hl)
- dec a
- cp 15 ;y > 15
- jr z,no_up
- ld (hl),a
-no_up:
- ld ix,spr_ship
+ ld a,%01111110
+ out (1),a
+ ld hl,y
+ in a,(1)
+ rra
+ ld b,a
+
+ jr c,no_down
+ ld a,(hl)
+ inc a
+ cp 73 ;y < 73
+ jr z,no_down
+ ld (hl),a
+no_down:
+ dec hl
+ rr b
+ jr c,no_left
+ ld a,(hl)
+ dec a
+ jr z,no_left ;x > 0
+ ld (hl),a
+no_left:
+ rr b
+ jr c,no_right
+ ld a,(hl)
+ inc a
+ cp 89 ;x < 89
+ jr z,no_right
+ ld (hl),a
+no_right:
+ ld d,(hl)
+ inc hl
+ rr b
+ jr c,no_up
+ ld a,(hl)
+ dec a
+ cp 15 ;y > 15
+ jr z,no_up
+ ld (hl),a
+no_up: ld ix,spr_ship
display_common:
- ld e,(hl)
- jp drw_spr
-
-you_not_normal:
-
- ld hl,(score)
- ld de,-6
- add hl,de
- ld a,255
- cp h
- jr nz,_ok_
- ld hl,0
-_ok_: ld (score),hl
- ld a,(your_status)
- dec a
- ld (your_status),a
- inc a
- and 14
- xor 14
- ld hl,x-1
+ ld e,(hl)
+ jp drw_spr
+
+;you_not_normal:
+; ld a,(your_status)
+; dec a
+; ld (your_status),a
+; inc a
+; and 14
+; xor 14
+; ld hl,x-1
explosion_stuff:
- rra
- add a,a
- add a,a
- add a,a
- ld c,a
- ld b,0
- ld ix,spr_explosion
- add ix,bc
- inc hl
- ld d,(hl)
- inc hl
- jr display_common
+ rra
+ add a,a
+ add a,a
+ add a,a
+ ld c,a
+ ld b,0
+ ld ix,spr_explosion
+ add ix,bc
+ inc hl
+ ld d,(hl)
+ inc hl
+ jr display_common
-;---------------------------- handle keys -------------------------------------
+damage_you:
+ or %10101010
+ ld (background),a
+ ret
-Misc_Keys:
- ld a,$BF
- out (1),a
- nop
- nop
- in a,(1)
- rla
- rla
- jr nc,e_exit
+;------------------------- fire bullet ----------------------------------------
- ld a,$FD
- out (1),a
- nop
- nop
- in a,(1)
- rra
- bit 5,a
- ret nz
-e_exit: pop af
+Fire_bullet:
+ ld a,%00111111
+ out (1),a
+ ld a,(your_occ)
+ or a
+ ret nz ;return if not normal stat
+ ld hl,just_fired
+ in a,(1)
+ bit 4,a
+ jr z,fire ;fire pressed?
+ ld (hl),0 ;not fired
+ ret
+
+fire: ld a,(hl)
+ or a ;can't fire when 1
+ ret nz
+ ld (hl),1 ;just fired
+
+ ld hl,ybullets
+ ld de,3
+ ld b,10
+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
+
+found_ybullet:
+ ld (hl),1 ;use bullet
+ inc hl
+ ld a,(x)
+ add a,5
+ ld (hl),a ;set x
+ ld a,(y)
+ add a,2
+ inc hl
+ ld (hl),a ;set y
+ ret
+
+;------------------------ handle bullets --------------------------------------
+
+remove_bullet:
+ dec hl
+ ld (hl),0 ;dump this bullet!
+ ret
+
+Handle_bullets:
+ ld hl,ybullets
+ ld b,10
+scan_bullets:
+ push bc
+ push hl
+ ld (temp1),hl
+ ld a,(hl)
+ inc hl
+ dec a
+ call z,bullet_type1
+ pop hl
+ pop bc
+ ld de,3
+ add hl,de
+ djnz scan_bullets
+ ret
+
+bullet_type1:
+ ld a,(hl) ;d = X
+ inc a ;move right
+ cp $5a ;off screen?
+ jr z,remove_bullet
+ inc a ;move right
+ cp $5a ;off screen?
+ jr z,remove_bullet
+ ld (hl),a ;save new pos.
+ ld d,a
+ inc hl
+ ld e,(hl) ;e = Y
+ ld ix,spr_bullet01
+ push de
+ call drw_spr ;display bullet
+ pop de
+ ld b,20
+ ld hl,enemies
+
+hit_enemies: ;Hits with normal enemies
+ push hl
+
+ ld a,(hl)
+ and %00000001
+ jr z,nohit ;no hit when enemy_occ <> 1
+
+ inc hl
+ inc hl
+ ld a,(hl) ;check x
+ sub d
+ add a,5
+ jp m,nohit
+ cp 8
+ jr nc,nohit
+
+ inc hl
+ ld a,(hl) ;check y
+ sub e
+ add a,5
+ jp m,nohit
+ cp 10
+ jr nc,nohit
+
+ xor a
+ push hl
+ ld hl,(temp1)
+ ld (hl),a ;remove bullet
+ pop hl
+
+ dec hl
+ dec hl
+ dec hl
+ ld a,(hl) ;occ
+ srl a
+ srl a ;occ/4 = HP left
+ jr nz,hpleft
+ ld (hl),2 ;set to explode
+ inc hl
+ ld (hl),a ;explosionFrame 0
+ pop hl
+ ret
+
+hpleft:
+ dec a
+ add a,a
+ add a,a
+ inc a ;HP*4+1 = occ 1
+ ld (hl),a ;save
+ pop hl
+ ret
+
+nohit: pop hl
+ inc hl
+ inc hl
+ inc hl
+ inc hl
+ djnz hit_enemies ;check next enemy
ret
;--------------------------- level events -------------------------------------
do_event:
ld hl,(curevent)
- inc hl
-
- ld de,enemies
- dec de
- dec de
-search_noenemy:
+ ld de,enemies-4
+chk_noenemy:
+ inc de
+ inc de
inc de
inc de
ld a,(de)
- cp $ff
- jr nz,search_noenemy
+ or a
+ jr nz,chk_noenemy
+
+ inc de
+ ld a,(hl)
+ ld (de),a ;type
+ ld hl,enemy01
+ ld c,a
+ ld b,0
+ add hl,bc
+ add hl,bc
+ add hl,bc ;hl = enemy specs
+ dec de
+ ld a,(hl) ;load hitpoints
+ or 1 ;set type 1 (normal) enemy
+ ld (de),a ;occ
+ inc de
+ inc de
ld a,$5a
- ld (de),a
+ ld (de),a ;x
inc de
+
+ ld hl,(curevent)
+ inc hl
ld a,(hl)
- ld (de),a
+ ld (de),a ;y
+
+ inc hl ;+0
+ ld a,(hl)
+ cp $ff
+ jp z,Next_level
+ ld (nextevent),a
inc hl
ld (curevent),hl
+ ret
+
+;--------------------------- enemy fires --------------------------------------
+
+Enemy_fires:
+ ld a,r
+ and %01111111
+ cp 19
+ ret p
+
+ add a,a
+ add a,a
+ ld c,a
+ ld b,0 ;bc = a*4
+ ld hl,enemies
+ add hl,bc ;hl = enemy
ld a,(hl)
- ld (nextevent),a
+ or a
+ ret z ;return if no enemy
+ dec a
+ dec a
+ ret z ;or exploding enemy
+ inc hl
+ inc hl
+ ld c,(hl) ;enemy x-pos
+ dec c
+ dec c ;c = x-2
+ inc hl
+ ld a,(hl) ;y-pos
+ add a,5
+ ld e,a ;e = y+5
+
+ ld b,10
+ 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
+ ret
+
+found_ebullet:
+ ld (hl),1 ;use bullet
+ inc hl
+ ld (hl),c ;set x-pos
+ inc hl
+ ld (hl),e ;set y-pos
+ ret
+
+;----------------------------- enemy bullets ----------------------------------
+
+Enemy_bullets:
+ ld hl,ebullets
+ ld b,10
+handle_bullet:
+ push bc
+ push hl
+ ld a,(hl)
+ or a
+ jr nz,enemy_bullet
+next_bullet:
+ pop hl
+ pop bc
+ inc hl
+ inc hl
+ inc hl
+ djnz handle_bullet
ret
+
+enemy_bullet:
+ inc hl
+ ld a,(hl) ;bullet x
+ dec a
+ jp m,remove_ebullet ;off screen?
+ jr z,remove_ebullet ;"
+ dec a ;move left
+ ld (hl),a
+ ld d,a ;d=x
+ inc hl
+ ld e,(hl) ;e=y
+ ld ix,spr_bullet11 ;display enemy bullet
+ call drw_spr
+
+ ld a,(your_occ)
+ or a
+ jr nz,next_bullet ;0 = you're normal
+
+ pop hl
+ push hl
+ inc hl ;check x
+ ld a,(x)
+ sub (hl)
+ add a,6
+ jp m,next_bullet
+ cp 9
+ jr nc,next_bullet
+
+ inc hl ;check y
+ ld a,(y)
+ sub (hl)
+ add a,6
+ jp m,next_bullet
+ cp 9
+ jr nc,next_bullet
+
+ call damage_you ;HIT!!
+
+remove_ebullet:
+ dec hl
+ dec hl
+ ld (hl),0 ;bullet > unused
+ jr next_bullet
+
;--------------------------- handle enemies -----------------------------------
Handle_enemies:
ld hl,enemies
+ ld b,20
handle_enemy:
+ push bc
push hl
- ld d,(hl)
+
+ ld a,(hl)
+ and %00000011
+ jr z,next_enemy ;occ "no enemy" 0
+ and %00000001
+ jr z,exploding_enemy ;occ "exploding" 2
+
+normal_enemy: ;occ "normal" 1
inc hl
- ld e,(hl)
+ ld a,(hl) ;type
+ add a,a
+ add a,a
+ add a,a
+ ld c,a ;type*8 = offset
+ inc hl
+ ld d,(hl) ;x
+ inc hl
+ ld e,(hl) ;y
ld a,d
or a
dec hl
ld (hl),d
ld ix,spr_enemy01
+ ld b,$00
+ add ix,bc
call drw_spr
jr next_enemy
remove_enemy:
dec hl
- ld (hl),$0000
+ dec hl
+enemy_gone:
+ dec hl
+ ld (hl),$0000 ;bye bye enemy
next_enemy:
pop hl
- inc hl
- inc hl
+ ld bc,$0004
+ add hl,bc
+ pop bc
+ djnz handle_enemy
+ ret
+
+exploding_enemy:
+ inc hl
+ push hl
+ ld a,(hl)
+ call explosion_stuff ;display explosion
+ pop hl
+
+ ld a,(hl)
+ cp 15
+ jr z,enemy_gone ;remove when at last frame
+ inc a
+ ld (hl),a ;next frame
+ jr next_enemy
+
+;--------------------------- check collision ----------------------------------
+
+Enemies_hit:
+ ld a,(your_occ)
+ or a
+ ret nz
+
+ ld de,(x) ;e = X, d = Y
+ ld hl,enemies-4
+check_next:
+ ld bc,$0004
+ add hl,bc
+
ld a,(hl)
cp $ff
- jr nz,handle_enemy
+ ret z ;-1 = no more enemies
+ push hl
+ cp 1
+ jr nz,nocrash ;1 = enemy
+
+ inc hl
+ inc hl
+ ld a,(hl) ;check x match
+ sub e
+ add a,6
+ jp m,nocrash
+ cp 12
+ jr nc,nocrash
+
+ inc hl
+ ld a,(hl) ;check y match
+ sub d
+ add a,6
+ jp m,nocrash
+ cp 12
+ jr nc,nocrash
+
+ dec hl
+ dec hl
+ ld (hl),0 ;explosionFrame 0
+ dec hl
+ ld (hl),2 ;set to explode
+ call damage_you
+
+nocrash:
+ pop hl
+ jr check_next
+
+;--------------------------- next level ---------------------------------------
+Next_level:
+ ld hl,Leveldata+1
+ ld (curevent),hl
ret
;--------------------------- putsprite ----------------------------------------
offsets_table:
- .db 128,64,32,16,8,4,2,1
-drw_spr: ld a,d
- and 7
- ld hl,offsets_table
- ld c,a
- ld b,0
- add hl,bc
- ld a,(hl)
- ld (_smc1+1),a
-
- ld (_smc1+1),a
- ld hl,GRAPH_MEM
- ld a,e
- add a,a
- add a,e
- 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
+ .db 128,64,32,16,8,4,2,1
+drw_spr:
+ ld a,d
+ and 7
+ ld hl,offsets_table
+ ld c,a
+ ld b,0
+ add hl,bc
+ ld a,(hl)
+ ld (_smc1+1),a
+
+ ld (_smc1+1),a
+ ld hl,GRAPH_MEM
+ ld a,e
+ add a,a
+ add a,e
+ 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)
-_oloop: push bc ;Save # of rows
- push hl ;Save screen address
- ld b,d ;Load width
- ld c,(ix+2) ;Load one line of image
- inc ix
-_smc1 ld a,1 ;Load pixel mask
-_iloop: sla c ;Test leftmost pixel
- jr nc,_noplot ;See if a plot is needed
- ld e,a ;OR pixel with screen
- or (hl)
- ld (hl),a
- ld a,e
+ ld d,(ix)
+ ld b,(ix+1)
+_oloop: push bc ;Save # of rows
+ push hl ;Save screen address
+ ld b,d ;Load width
+ ld c,(ix+2) ;Load one line of image
+ inc ix
+_smc1: ld a,1 ;Load pixel mask
+_iloop: sla c ;Test leftmost pixel
+ jr nc,_noplot ;See if a plot is needed
+ ld e,a ;OR pixel with screen
+ or (hl)
+ ld (hl),a
+ ld a,e
_noplot: rrca
- jr nc,_notedge ;Test if edge of byte reached
- inc hl ;Go to next byte
-_notedge:djnz _iloop
- pop hl ;Restore address
- ld bc,12 ;Go to next line
- add hl,bc
- pop bc ;Restore data
- djnz _oloop
- ret
+ jr nc,_notedge ;Test if edge of byte reached
+ inc hl ;Go to next byte
+_notedge:djnz _iloop
+ pop hl ;Restore address
+ ld bc,12 ;Go to next line
+ add hl,bc
+ pop bc ;Restore data
+ djnz _oloop
+ ret
-;drw_sprw:
- ld a,d
- and 7
- ld hl,offsets_table
- ld c,a
- ld b,0
- add hl,bc
- ld a,(hl)
-
- ld (wsmc1+1),a
- ld (wsmc2+1),a
- ld hl,GRAPH_MEM
-
- ld a,e
- add a,a
- add a,e
- add a,a
- rl b
- add a,a
- rl b
- srl d
- srl d
- srl d
- add a,d
- jr nc,n1
- inc b
-n1: ld c,a
- add hl,bc
-
- ld d,(ix)
- ld b,(ix+1)
-woloop: push bc ;Save # of rows
- push hl ;Save screen address
- ld b,d ;Load width
- ld c,(ix+2) ;Load one line of image
- inc ix
-wsmc1 ld a,1 ;Load pixel mask
-wiloop: sla c ;Test leftmost pixel
- jr nc,wnoplot ;See if a plot is needed
- ld e,a ;OR pixel with screen
- or (hl)
- ld (hl),a
- ld a,e
-wnoplot: rrca
- jr nc,wnotedge ;Test if edge of byte reached
- inc hl ;Go to next byte
-wnotedge
-wsmc2: cp 1
- jr z,wover_1
-
- djnz wiloop
- pop hl ;Restore address
- ld bc,12 ;Go to next line
- add hl,bc
- pop bc ;Restore data
- djnz woloop
- ret
-wover_1: ld c,(ix+2)
- inc ix
- djnz wiloop
- dec ix
- pop hl
- ld bc,12
- add hl,bc
- pop bc
- djnz woloop
- ret
-HL_Decimal:
- ld (_penCol),de ;set display position
- ld de,StringPlace+4 ;end of location to store string
- ld b,5 ;digits
-ConvLoop:
- call UNPACK_HL ;value to string
- add a,'0'
- ld (de),a ;store char
- dec de
- djnz ConvLoop ;loop
- ld hl,StringPlace ;display stored chars
- call _vputs
- ret
+_D_HL_DECI:
+ push bc
+ ld de,up_data+4
+ ld b,5
+ldhld: call UNPACK_HL
+ add a,'0'
+ ld (de),a
+ dec de
+ djnz ldhld
+ ld hl,up_data
+ ld b,4
+lis: ld a,(hl)
+ cp '0'
+ jr nz,dis
+ ld (hl),' '
+ inc hl
+ djnz lis
+dis: ld hl,up_data
+ call _puts
+ pop bc
+ ret
+up_data: .db "PAD98",0
;------------------------------- sprites --------------------------------------
spr_ship:
- .db 7,7
- .db %11111000
- .db %11000000
- .db %11111100
- .db %11111110
- .db %11111100
- .db %11000000
- .db %11111000
+ .db 7,7 ;your ship:
+ .db %01110000 ; ███
+ .db %11100000 ; ███
+ .db %11111100 ; ██████
+ .db %11110010 ; ████ █
+ .db %11111100 ; ██████
+ .db %11100000 ; ███
+ .db %01110000 ; ███
spr_bullet01:
- .db 3,5
- .db %01000000
- .db %11100000
- .db %11100000
- .db %11100000
- .db %11100000
-
+ .db 5,3 ;your bullets
+ .db %00110000 ; ░▒▓██
+ .db %11111000 ; ░▒▓█████
+ .db %00110000 ; ░▒▓██
spr_bullet02:
- .db 3,3
- .db %01000000
- .db %11100000
- .db %01000000
+ .db 5,3 ;your bullets
+ .db %11110000 ; ░▒▓████
+ .db %11111000 ; ░▒▓█████
+ .db %11110000 ; ░▒▓████
+
+spr_bullet11:
+ .db 3,3 ;enemy bullets
+ .db %01000000 ; █▓▒░
+ .db %11100000 ; ███▓▒░
+ .db %01000000 ; █▓▒░
spr_enemy01:
- .db 6,6
- .db %00111100
- .db %01110000
- .db %11110000
- .db %11110000
- .db %01110000
- .db %00111100
+ .db 6,6 ;enemy type one
+ .db %00111100 ; ████
+ .db %01110000 ; ███
+ .db %11110000 ; ████
+ .db %11110000 ; ████
+ .db %01110000 ; ███
+ .db %00111100 ; ████
+spr_enemy02:
+ .db 6,6 ;enemy type two
+ .db %01111100 ; █████
+ .db %11110000 ; ████
+ .db %10111000 ; █ ███
+ .db %10111000 ; █ ███
+ .db %11110000 ; ████
+ .db %01111100 ; █████
+spr_enemy03:
+ .db 6,6 ;enemy type three
+ .db %00111000 ; ███
+ .db %01111100 ; █████
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %01111100 ; █████
+ .db %00111000 ; ███
+spr_enemy03:
+ .db 6,6 ;enemy type three
+ .db %00111000 ; ███
+ .db %01111100 ; ██
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %01111100 ; █████
+ .db %00111000 ; ███
spr_explosion:
- .db 8,6
- .db %00000000
- .db %00011100
- .DB %00111110
- .DB %01010110
- .DB %00111000
- .DB %00000000
- .db 8,6
- .db %00110000
- .db %01001110
- .DB %10111110
- .DB %01001111
- .DB %00111000
- .DB %00011010
- .db 8,6
- .db %11110011
- .db %01001110
- .DB %10110101
- .DB %01000101
- .DB %00111110
- .DB %11011010
- .db 8,6
- .db %11110011
- .db %01001110
- .DB %10110101
- .DB %01000101
- .DB %00111110
- .DB %11011010
- .db 8,6
- .db %01000001
- .db %00100110
- .DB %00010101
- .DB %01000100
- .DB %00010010
- .DB %10011010
- .db 8,6
- .db %01000010
- .db %00100000
- .DB %00000001
- .DB %01000100
- .DB %00100010
- .DB %10001010
- .db 8,6
- .db %00001000
- .db %11000010
- .DB %00000000
- .db %00100000
- .db %00000001
- .db %00110000
- .db 8,6
- .db %00000100
- .DB %00000000
- .DB %01000000
- .DB %00000000
- .db %00000001
- .db %00100100
-
-;---------------------------- level data -------------------------------------
-Leveldata:
- .db $90,$40
- .db $90,$30
- .db $90,$20
- .db $90,$10
- .db $00,$00
+ .db 8,6 ;1
+ .db %00000000
+ .db %00011100
+ .db %00111110
+ .db %01010110
+ .db %00111000
+ .db %00000000
+
+ .db 8,6 ;2
+ .db %00110000
+ .db %01001110
+ .db %10111110
+ .db %01001111
+ .db %00111000
+ .db %00011010
+
+ .db 8,6 ;3
+ .db %11110011
+ .db %01001110
+ .db %10110101
+ .db %01000101
+ .db %00111110
+ .db %11011010
+
+ .db 8,6 ;4
+ .db %11110010
+ .db %01001110
+ .db %10110101
+ .db %01000101
+ .db %00111110
+ .db %01011010
+
+ .db 8,6 ;5
+ .db %01000001
+ .db %00100110
+ .db %00010101
+ .db %01000100
+ .db %00010010
+ .db %10011010
+
+ .db 8,6 ;6
+ .db %01000100
+ .db %00100000
+ .db %00000001
+ .db %01000100
+ .db %00100010
+ .db %10001000
+
+ .db 8,6 ;7
+ .db %00001000
+ .db %11000010
+ .db %00000000
+ .db %00100000
+ .db %00000001
+ .db %00110000
+
+ .db 8,6 ;8
+ .db %00000100
+ .db %00000000
+ .db %01000000
+ .db %00000000
+ .db %00000001
+ .db %00100100
+
+;---------------------------- enemy types -------------------------------------
+
+enemy01: .db %00000000,$ff,$ff ;$hits $fire frequency
+enemy02: .db %00000100,$ff,$ff
+enemy03: .db %00001000,$ff,$ff
-;---------------------------- texts ------------------------------------------
+;---------------------------- level data --------------------------------------
+
+Leveldata:
+ .db $01,$01,$40 ;$time (ff=end) $type $y-pos
+ .db $10,$00,$30
+ .db $10,$02,$20
+ .db $40,$01,$10
+ .db $01,$00,$44
+ .db $15,$01,$31
+ .db $04,$02,$38
+ .db $05,$00,$40
+ .db $03,$00,$2f
+ .db $04,$00,$3a
+ .db $12,$00,$10
+ .db $10,$00,$18
+ .db $0e,$00,$20
+ .db $0c,$00,$28
+ .db $0a,$00,$30
+ .db $08,$00,$38
+ .db $06,$00,$40
+ .db $04,$00,$48
+ .db $2a,$00,$20
+ .db $ff,$ff,$ff
+
+;---------------------------- texts -------------------------------------------
title_message:
- .db "G A L A X I A N",0
+ .db "* * NEMESIS * *",0
-;---------------------------- save data --------------------------------------
+;---------------------------- save data ---------------------------------------
stored_data_start:
-curevent .dw Leveldata ;next event
+level .dw $0000 ;level number
+background .db %00000001 ;level background
+timer .dw $0000
+curevent .dw Leveldata+1 ;next event
nextevent .db (Leveldata) ;time to next event
+
score .dw $0000
-lives .dw $0003
-level .dw $0003
-x .db $46
-y .db $46
-lasers .db $03
-ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-ebuls .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-enemies .dw $3335,$2323,$4040,$ffff,$ffff
- .dw $ffff,$ffff,$ffff,$ffff,$ffff
- .dw 0,0,0,0,0
- .dw 0,0,0,0,0
- .dw 0,0,0,0,0,0,0,0,0,0
- .dw 0,0,0,0,0,0,0,0,0,$ffff
-
-boss_status .db 00
-boss_pwr .db 00
-boss_x .db 00
-boss_y .db 00
-boss_2bytes .dw 0000
-timer .dw $0000
-your_status .db $00
- .db $00
-warped_status .db $00
+your_occ .db $00 ;0=normal 1=exploding 2=gone
+lives .dw $0003 ;unused
+x .db $16 ;x-pos
+y .db $46 ;think about it..
+hp .db $00 ;hitpoints left
+your_status .db $00,$00 ;unused
+
+ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
+ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
+
+enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+; 0011 2233 >> 0=occupation (and %00000011: 0=no enemy 1=normal 2=exploding)
+; 1=frame/ship 2=x 3=y
variables_end:
;
; + movement of ship over whole screen
; + enemies moving from right to left, appearing right at specified times
-
-
+;
+; 0.1.718 -- 18.VII.99 -- size 907
+;
+; * no crash when level restarts for the third time
+; * exit-procedure updated, unnecessary stuff/keychecks removed
+; * alot of unused code removed
+; + different types of enemies (just look different)
+; + collision detection!! enemy ships disappear when you hit them
+;
+; 0.2.718 -- 18.VII.99 -- size 1153
+;
+; + ability to fire bullets (F1). Enemies disappear on impact
+; * enemies explode instead of disappearing
+;
+; 0.3.719 -- 19.VII.99 -- size 1401
+;
+; * bullets appear correctly (not INSIDE your ship)
+; + some enemies can take multiple hits (differs per class)
+; + all enemies fire bullets at random
+; + if you're hit by bullet/enemy, you'll lose one hitpoint