X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/1218a8d1bb844245aeb5e78fca6832272e905ba4..cc994400b367ab7c6e1f136a0561bbb13d42896a:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index d57f1c1..5d10f61 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,15 +1,13 @@ ;---------------------------------------------------------------------------- ;---------------------- NEMESIS --------------------------------------------- -;---------------------------------------------------------------------------- +;----------------------------------------------- cool arcade-shoot-em-up-game ;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org -;Description : cool arcade-shoot-em-up-game -;Other games by author : Worm ;This source should only be used for learning practises, do not -;alter it, and certainly do not distribute an altered version!! +;alter it, and certainly never distribute an altered version!! -;&&& marks uncertainties or things to optimize +;TO DO: levels 11,12,13 | bosses 10-13 | look over &&& markings ;---------------------- nemesis.z80 start ----------------------------------- @@ -25,7 +23,6 @@ dispbuffer = $81FA ;= $C9FA ;virtual screen ;VIDEO_MEM = $FC00 ;tha big scareen -TEXT_MEM = _textShadow ;text buffer; C0F9-C1A0 (167/$A7 bytes) _clrWindow = $4a86 ;_clrLCD and _clrScrn _ex_ahl_bde = $45f3 ;exchange values between AHL and BDE @@ -33,63 +30,50 @@ _shracc = $4383 ;like _shlacc but just the opposite :P _dispahl = $4a33 ;display value in ahl <100000 (cheap TI) _asapvar = $d6fc ;our own variable name (likely "nemesis") -storepos = _asm_exec_ram+7000 ;120 OF 165 -storepos2 = _asm_exec_ram+7200 ;141 OF 167 9000 BYTES +storepos = _asm_exec_ram+7000 ;1024 bytes to store things ;---------------------- in-game vars ---------------------------------------- -just_fired = storepos ; +0 ;counts how long a blast lasts -menuitem = storepos ; +0 ;used to store menu location -hiscorepos = storepos ; +0 ;entering hiscore name - ; ;--------YOU -x = storepos+1 ; +1 ;your ship's position -y = x+1 ; +2 ;your y-pos -firex = y+1 ; +3 ;(1 byte) -firey = firex+1 ; +4 ;(1 byte) - ; ;--------LEVEL -eventleft = storepos+5 ; +5 ;nr. of enemies still to come -nextevent = eventleft+1 ; +6 ;time to next event -level_enemy = nextevent+1 ; +7 ;enemy type -level_info = level_enemy+1 ; +8 ;info (see below) -level_move = level_info+1 ; +9 ;= - ; ;--------OBJECTS -spacespace = storepos+19 ;+19 -groundinfo = spacespace+1 ;+20 -groundpos = groundinfo+1 ;+21 $10 -ceilingpos = groundpos+16 ;+37 $10 - ; ;--------STARS -stars1 = ceilingpos+16 ;+53 -stars2 = stars1+1 ;+54 -nrstars1 = 7 -starx1 = storepos+55 ;+55 -nrstars2 = 7 -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 = 9 ;infobytes per enemy +just_fired = storepos ; +0 ;counts how long a blast lasts +hiscorepos = storepos ; +0 ;entering hiscore name + +x = storepos+1 ; +1 ;your ship's position +y = x+1 ; +2 ;your y-pos +firex = y+1 ; +3 ;(1 byte) +firey = firex+1 ; +4 ;(1 byte) + +eventleft = firey+1 ; +5 ;nr. of enemies still to come +level_enemy = eventleft+1 ; +6 ;enemy type +level_info = level_enemy+1 ; +7 ;ceiling/ground (%00) present +spacespace = level_info+1 ; +8 +groundinfo = spacespace+1 ; +9 +stars1 = groundinfo+1 ; +10 ;slow stars byte (<< %1) +stars2 = stars1+1 ; +11 ;fast stars byte (<<< %1) +groundpos = stars2+1 ; +12 $10 +ceilingpos = groundpos+16 ; +28 $10 +nrstars1 = 10 +starx1 = ceilingpos+16 ; +44 ;20 +nrstars2 = 10 +starx2 = starx1+(nrstars1*2) ; +64 ;20 + +mm = 4 ;max. number of multiples +your_prevpos = starx2+(nrstars2*2) ; +84 ;14*mm+2 ;previous positions + + +enemies = storepos+200 ;+200 ;info about each enemy +enemysize = 10 ;infobytes per enemy nrenemies = 16 ;max. nr of enemies ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) -nrybuls = 64 ; +80\ -ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y) -nrebuls = 16 -lvlenemies = ebullets+(nrebuls*3) - -;^-----------------------------------<2 ;-141=$8D -;level_info: -; [0000:damage 0:diagfire 0:ground 0:ceiling 0:-] +nrybuls = 128 ;+360\ +ebullets = ybullets+(nrybuls*4) ;+872 ;30 bytes = 10(state,x,y) +nrebuls = 48 +lvlenemies = ebullets+(nrebuls*3) ;-1016 + ;enemies: -; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)] -; [ship type or explosion frame] [x] [y] [movetype] [movecounter] [firecounter] [firefreq] +; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 1X=normal)] +; [ship type or explosion frame] [x] [y] [movetype] [movecounter] +; [firecounter] [firefreq] [firetype] ;---------------------- introduction ---------------------------------------- @@ -99,7 +83,7 @@ lvlenemies = ebullets+(nrebuls*3) .dw Title ;pointer to description (all shells) .dw Icon ;pointer to YAS icon -Title: .db "Nemesis v0.98 by SHIAR",0 +Title: .db "Nemesis v0.99.820 by SHIAR",0 Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes .db %11100000 ; ███ @@ -109,7 +93,7 @@ Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes .db %00111110 ; █████ .db %01111000 ; ████ .db %11100000 ; ███ ;recommend 80x50 screen mode - .DB 0 ;clear stupid YAS-line + .db 0 ;YAS 0.92 compatibility ;---------------------- init ------------------------------------------------ @@ -128,23 +112,28 @@ init: cal BUSY_OFF ;turns the run-indicator off, obviously xor a ;ld a,0 res 2,(iy+13) ;don't scroll the screen cal _flushallmenus ;remove TI menus + ld hl,dispbuffer-20 + ld de,dispbuffer-20+1 + ld bc,150*16 + ld (hl),$FF + ldir 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 l,c ;ld hl,$D400 (user silent link routine space) ld d,a ld e,b ;ld de,$D401 dec a ;ld a,$D3 ld (hl),a - ldir + ldir ;fill $D400-D500 with $D3s (slink/user on) ld hl,int_handler ;new interrupt handler ld d,a ld e,a ;ld de,$D3D3 ld bc,int_end-int_handler - ldir + ldir ;load new handler at ($D3D3) inc a ;ld a,$D4 ld i,a im 2 @@ -192,11 +181,9 @@ dispmenu: ld hl,txt_menu2 cal _puts - xor a - ld (menuitem),a - menuloop: - ld a,(menuitem) + ld a,0 ;current menu item (0 or 1); 0 by default +menuitem =$-1 ld h,$01 add a,4 ld l,a @@ -215,47 +202,40 @@ menuloop: ld (_curRow),hl cal _putc - halt \ halt - - cal GET_KEY ;wait for keypress + cal getsomekeys ;read keys (z if enter/2nd pressed) + jr z,start_tha_freakin_game + cp K_EXIT + jr z,menuexit cp K_UP jr z,menuchange cp K_DOWN - jr z,menuchange - cp K_EXIT - jr z,menuexit - cp K_F1 - cal z,do_invert - cp K_SECOND - jr z,start_tha_freakin_game - cp K_ENTER jr nz,menuloop -start_tha_freakin_game: +menuchange: + ld hl,menuitem + ld a,(hl) + xor 1 ;0=1; 1=0 + ld (hl),a ;set new menu item + jr menuloop +start_tha_freakin_game: ld a,(menuitem) dec a cal nz,New_game ;NEW GAME jp samelevel ;CONTINUE: game_main_loop menuexit: - ld hl,0 - ld (your_score),hl - jp game_over - -menuchange: - ld a,(menuitem) - xor 1 - ld (menuitem),a - jr menuloop + ld hl,0 ;reset score + ld (your_score),hl ;(prevents hiscore while never played) + jp game_over ;and go to game over screen -do_invert: ;invert screen (b<>w); destr:b +do_invert: ;invert screen (b<>w) psh hl - ld b,a ;psh a + psh af ;can't destroy b ld hl,_invert ld a,$98 xor (hl) ;$2F (cpl) <-> $B7 (or a) ld (hl),a - ld a,b ;pop a + pop af pop hl ret @@ -273,9 +253,9 @@ game_main_loop: ;REPEATS FROM HERE EVERY FRAME Clear_screen: ld hl,dispbuffer ;move from (hl) = top left - ld (hl),$00 ;first pixel will be copied all over the screen + ld (hl),0 ;first pixel will be copied all over the screen ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen - ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) + ld bc,16*56-1 ;loop 896 times = (128/8) * (64-8 for scorebar) ldir ;all clear! ld a,0 ;current frame/turn 0-255 @@ -295,9 +275,9 @@ movestarsdone: cal DisplayStars ;use the same procedure to display back layer ld a,(level_info) ;level info - and %00000110 ;isolate ground&ceiling - jr z,game_stuff ;both non-present - and %00000010 ;bit representing the presence of any ceiling + rra ;ground present? (%1) + jr nc,game_stuff ;no, so both non-present + rra ;bit representing the presence of any ceiling cal nz,Handle_ceiling ;scroll the ceiling (if any) +check4collision cal Handle_ground ;scroll the ground and check if we're dead @@ -318,7 +298,9 @@ check_exitkey: jp z,game_over ; pressed, so be it check_morekey: ;another unused label... poor compiler bit 7,a ;test bit 7 = more-key = PAUSE + psh af cal z,Pause ;yes, go to pause + pop af check_firekey: bit 5,a ;test bit 5 = 2nd-key = FIRE @@ -326,14 +308,14 @@ check_firekey: psh hl ;push hl on stack (instead of cal Fire_bullet) jp z,Fire_bullet ;fire smtn (bulletstaillasermultiples+stuff..) pop hl ;no cal to Fire_bullet made, so pop stack - xor a ;no: - ld (just_fired),a ;reset just_fired + ld hl,just_fired ;no: + ld (hl),5 ;able to fire (five turns = laser duration) +laserdur =$-1 ;SMC laser duration check_selkey: ld a,%01011111 ;look at first column of keys (ALPHA to STO) - out (1),a ;gimme - nop \ nop ;what's taking you so long - in a,(1) ;at last... our precious keyzzz... + out (1),a + in a,(1) ;our precious keys bit 6,a ;'bout the GRAPH key... cal z,Teacher ;you didn't _press_ it, did you?!? @@ -353,12 +335,12 @@ _gamestuff1: cal Level_event ;insert enemies cal Display_Screen ;display all - ld b,1 -___: - halt ;delay - dnz ___ +delay: + halt ;delay and preserve batteries :) jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ +;------- weapon ------- + inc_weapdamage: ld a,0 weapincs =$-1 @@ -382,7 +364,41 @@ weapdaminc =$-1 weapdamage =$-1 add a,b ;a=total damage ld (curweapdamage),a ;safe the current damage - cal disp_charge + + +disp_charge: ;display charge bar + ld hl,(59*16)+VIDEO_MEM+3 + ld b,3 +chargebarclr: + dec hl + ld (hl),0 + dnz chargebarclr + + ld a,(weapincs) ;load bar size (0-80) + srl a ;half the size (0-40) + srl a ;again half that size (0-20 pixels) + ld c,a ;psh a + srl a ;/2 + srl a ;/4 + srl a ;/8: don't display last 3 bits of a (later) + jr z,nochargebar ;if a=0 then it would loop 256x so skip it + ld b,a ;loop b=a times +chargebar: ;starting at ($39*16)+VIDEO_MEM + ld (hl),%11111111 ;draw a piece of the bar + inc hl ;next position + dnz chargebar ;loop it b times +nochargebar: + ld a,c ;pop a + and %111 ;display last bits of chargebar + ret z ;if armor=0 then bit = %00000000 (don't disp) + ld b,a ;into B + xor a ;bit = %00000000 +chargebarbit: + scf ;set carry flag + rra ;rotates A right and sets bit 7 (c-flag) + dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100) +chargebarready: ; (an if B=3 then a=%11100000) + ld (hl),a ;draw this last byte ret ;--------------------------- ground ----------------------------------------- @@ -471,7 +487,7 @@ CheckGround: ;check for collision with the ground neg cp (hl) ret nc - ld b,5 + ld b,auch_ground jp damage_you ;--------------------------- ceiling ---------------------------------------- @@ -560,7 +576,7 @@ CheckCeiling: ;check for collision with the ground inc a cp (hl) ;compare with ceiling ret nc ;carry if ceiling is above you - ld b,5 + ld b,auch_ground jp damage_you ;otherwise you don't wanna be in that ship ;--------------------------- move stars ------------------------------------- @@ -577,10 +593,10 @@ DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# movestars2: ld ix,starx2 ld a,(stars2) - rlca + rlca ;move bits (star) left ld (stars2),a - ret nc - ld b,nrstars2 + ret nc ;if star didn't went from left to right bit + ld b,nrstars2 ;otherwise move all stars one byte left jr movestars_loop movestars1: @@ -601,7 +617,7 @@ movestars_loop: ld a,l and %00001111 - cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1 + cp (dispbuffer&15)-1 ;$C9FAand15-- = 9 jr nz,newstarok cal RandomY @@ -615,17 +631,35 @@ newstarok: ;--------------------------- pause ------------------------------------------ Pause: - psh af - ld hl,$0200 ;top left + ld hl,_txt_pause + ld (_penCol),hl + ld hl,txt_pause + cal _vputs ;display small font + ld hl,_txt_pressenter ;top centered ld (_curRow),hl ld hl,txt_pressenter ;"Enter to continue" cal _puts ;display message pause: - cal _getkey ;enter low-power mode and wait for key - cp kEnter ;keypressed = enter? - jr nz,pause ;no, wait some more - pop af - ret ;continue + cal getsomekeys ;GET_KEY w/ halts and checks for enter + ret z ;enter/second pressed: continue game + cp K_F1 ;F1 pressed? + cal z,do_invert ;if so then change invert screen (AF saved) + ld hl,CONTRAST ;contrast setting (0-31) + ld b,(hl) ;load contrast into b + cp K_UP ;+ key changes contrast up + jr nz,contr_not_up + inc b ;increase contrast + jr setcontrast ;set +contr_not_up: + cp K_DOWN ;- key + jr nz,pause ;nope: loop + dec b ;decrease contrast +setcontrast: + ld a,b + ld (hl),a + out (2),a ;and set it + cal releasekeys + jr pause ;and loop ;--------------------------- teacher ---------------------------------------- @@ -742,13 +776,11 @@ ok: ;we are in a,(1) ;come back in ld b,a ;psh a (keys) - xor %11111111 ;inverted a = 0 if arrow-key has been pressed - ld a,(your_multiples) - jr z,no_adv ;if so, leave the multiples where they are - or %100 ;set move bit - jr adv_ok -no_adv: and %11111011 ;reset move bit - + xor -1 ;inverted a: 0 if arrow-key has been pressed + ld a,(your_multiples) ;(btw: CPL doesn't set any flags) + res 7,a ;reset move bit (no flags changed) + jr z,adv_ok ;if so, leave the multiples where they are + set 7,a ;set move bit adv_ok: ld (your_multiples),a ld a,(timer) ;framecounter @@ -795,7 +827,7 @@ no_right: no_up: ld e,(hl) ;e=y ld ix,spr_ship01 ;normal ship sprite your_shipspr =$-2 - ld hl,your_inv ;invulnerable? + ld hl,your_shield ;shielded? ld a,(hl) ;load time in a or a ;is it 0? jr z,disp_ship ;yes so ship = normal (display \ continue) @@ -818,39 +850,46 @@ disp_ship: handle_multiples: ld a,(your_multiples) ;do you have multiples ld b,a ;save a for 2nd check - and %11 ;no? (last two bits = nr of multiples) + and %1111 ;no? (last four bits = nr of multiples) ret z ;then don't handle them either - - ld a,b ;restore a (your_multiples) - and %100 ;move the multiples??? (=move bit set?) + bit 7,b ;move the multiples??? (=move bit set?) jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x) - ld hl,your_locpos ;location to save this position - ld a,(hl) ;load a - inc a ;a=a+1 (next position) - and %00001111 ;if a>15 then a=a-16 - ld (hl),a ;save new a - add a,a ;a=a*2 - ld c,a ;bc=2a - ld b,0 - - ld hl,your_prevpos ;previous positions - add hl,bc ;16 turns ago - ld b,(hl) ;old x-pos - inc hl ;and - ld c,(hl) ;old y-pos - ld (mx),bc ;save multiple position in (mx) - ld (hl),d ;save current pos. for 16 turns into the future - dec hl ;yes... - ld (hl),e ;...both + psh de ;current position = needed later + ld hl,mm*14+1+your_prevpos ;previous positions + ld de,mm*14+3+your_prevpos ;move all positions one back + ld bc,mm*14+2 + lddr ;change 0-57 -> 2-59 (if mm=4 that is) + inc hl ;your_prevpos+0 + pop de + ld (hl),d ;x-pos + inc hl ;=current position + ld (hl),e ;y-pos mult_adv: - ld de,(mx) - ld a,d - ld d,e - ld e,a ;ex d,e - ld ix,spr_multiple ;sprite of the multiple - jp putsprite ;display it + + ld ix,spr_multiple ;normal sprite + ld hl,timer + bit 3,(hl) ;change sprites every 8 turns + jr z,disp_multiples + ld ix,spr_multiple2 ;second sprite +disp_multiples: + ld hl,your_prevpos+16 ;first pos. +dispmultiplesloop: + psh af + psh hl + ld d,(hl) ;load coords + inc hl + ld e,(hl) + psh ix + cal putsprite ;display + pop ix ;same sprite next time ;) + pop hl + ld de,14 + add hl,de ;next multiple + pop af ;counter + dec a + ret z ;return if all done + jr dispmultiplesloop ;loop ;----explode---- @@ -877,39 +916,36 @@ explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite ;----hit---- damage_you: ;damages you B points - ld a,(your_inv) ;shield left? + ld a,(your_shield) ;shield left? or a jr z,dothadamage ;no shield srl b ;shield: half the damage dothadamage: ld hl,time2invert xor a ;a=0 - cp (hl) ;no already inverted? + cp (hl) ;not already inverted? cal z,do_invert ;then invert screen - ld a,2 - ld (hl),a ;change back 2 frames from now + ld (hl),2 ;change back 2 frames from now ld hl,your_armor ;armor left 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 - jp disp_armor ;and display new value -no_armor: + jr nc,newarmor ;>=0hp left so don't explode ld a,%01 ;occ %xxxxxx01 = explode ld (your_occ),a ;too bad, you're dead meat - ret +newarmor: + ld (hl),a ;save decreased hp + jp disp_armor ;and display new value ;------------------------- place multiples ---------------------------------- Place_multiples: - ld (mx),de ;set last multiple-position ld hl,your_prevpos ;place all previous positions - ld b,16 ;all 16 of them + ld b,mm*7+1 ;all saved positions of them (14 per multiple) place_multiples: - ld (hl),d ;set prev-x to d + ld (hl),e ;set prev-x to d inc hl ;next - ld (hl),e ;set prev-y to e + ld (hl),d ;set prev-y to e inc hl ;next dnz place_multiples ;repeat ret @@ -934,15 +970,20 @@ select: jr nz,select2 ;no, carry on select1: ld (hl),a ;reset pickups - cal inc_armor - jp disp_icons ;display and return + cal inc_armor ;increase armor (like at end of level) + ld a,30 ;activate shield for 30*4=120 frames + ld (your_shield),a + jr disp_icons ;display and return select2: dec a ;is it 2? jr nz,select3 ;no, carry on - ld (hl),a ;reset pickups - inc a ;a=1 - ld (your_tail),a ;ready tail beam - jp disp_icons ;display 'n return + ld (hl),a ;reset (otherwise could be used to cheat) + ld a,(your_weapon) + cp maxweapon + jr nc,disp_icons ;no beam with laser + ld a,(your_extramode) ;indicates whether this is tailbeam/double + ld (your_extra),a ;ready extra beam + jr disp_icons ;display 'n return select3: dec a ;is it 3? jr nz,select4 ;no, carry on @@ -951,182 +992,293 @@ select3: ld a,(hl) inc a cp maxweapon - jp nc,disp_icons ;weapon maxed out + jr c,selected3 ;weapon OK + jr z,disp_icons ;weapon maxed out + xor a ;laser was selected: set to first weapon +selected3: ld (hl),a ;set new weapon cal loadweapon ;load it (damage and stuff) - jp disp_icons ;display n return + jr disp_icons ;display n return select4: dec a ;is it 4? jr nz,select5 ;no, carry on again ld (hl),a ;reset pickups + ld (your_extra),a ;no extra beams (tailbeam/up-double) ld hl,your_weapon ld a,(hl) - cp maxweapon ;upgrade from bullet + cp maxweapon ;upgrade from bullet? jr nc,upgradelaser ;nope, just upgrade ld a,maxweapon-1 ;yes, set laser #1 upgradelaser: inc a ;next laser cp maxlaser - jp nc,disp_icons ;laser maxed out + jr nc,disp_icons ;laser maxed out ld (hl),a cal loadweapon - jp disp_icons ;display + return + jr disp_icons ;display + return select5: dec a ;is it 5? jr nz,select6 ;no, carry on once more ld (hl),a ;reset pickups - inc a - ld (your_multiples),a + ld hl,your_multiples + ld a,(hl) ;multiples you already got + and %1111 ;reset movebit so (your_multiples)=real value + inc a ;one more + cp mm+1 + jr nc,enoughmultiples ;maxed out + ld (hl),a +enoughmultiples: ld de,(x) - cal Place_multiples - jp disp_icons ;display, return + dec a ;if this is your first multiple then... + cal z,Place_multiples ;reset multiples positions + jr disp_icons ;display, return select6: ld (hl),0 ;reset pickups - jp disp_icons ;display/return +; jr disp_icons -;------------------------- fire bullet -------------------------------------- +;--------------------------- show icon -------------------------------------- -Fire_bullet: - ld hl,just_fired - ld a,(hl) ;just_fired - cp 5 ;already pressed? - ret z ;return when already pressed (=5) +disp_icons: + psh bc \ psh de \ psh hl \ psh ix ;&&& - inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5) - ld a,(your_weapon) ;if you have bullets..... - cp maxweapon - jr nc,fireOK ;>weapons = laser - ld (hl),5 ;.....then can't fire next turn (go to 5 imm.) + 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 -fireOK: - ld hl,(x) ;yes: first fire from ship position (x) - ld a,(your_multiples) ;any multiples? - and %11 ;nope? - jr z,fireany ;then just fire somethin' - cal fireany ;and blast - ld hl,(mx) ;then, fire from multiple position (mx) - dec h ;one up (-2 height: keeps weapons centered) - ;blast again and -fireany: ;HL=(x,y) - ld (firex),hl ;set position to fire from - ld a,(your_weapon) - ld ix,weapondata+2-(256*3) - add a,a ;weap*2 - add a,a ; *4 - add a,a ; *8 - ld c,a - ld b,3 ;go to current weapon (bc=a), b=3 :P - add ix,bc + ld b,16*7 ;draw 16x (screen width) 7x (height) + xor a ;blank line mask + cal drawline ;clear scorebar -fire_weapon: ;b=3 - psh bc ;save counter - ld a,(ix) ;load this weapon - cp %11100000 ;%11110000=laser - cal z,fire_laser ;fire laser (will set a=0 when done) - or a ;<>0=bullet - cal nz,fire_ybullet - inc ix - inc ix - pop bc ;weapon counter (do 3 weapons) - dnz fire_weapon +disp_lives: + ld de,5 ;(0,5) + ld a,(your_lives) ;nr of lives + or a + jr z,displivesdone ;no lives + ld b,a +displivesloop: + psh bc + ld ix,spr_lship + cal safeputsprite ;put li'l ship + ld a,lshipsize+1 + add a,d + ld d,a ;x=x+5 + pop bc + dnz displivesloop ;one ship per life +displivesdone: + cal disp_armor ;display bar -fire_tail: - ld hl,your_tail - ld a,(hl) + ld ix,spr_icon01 ;torpedoIcon + ld de,$1901 ;icon #1 + cal putwidesprite ;display icon + + ld ix,spr_icon00 + ld a,(your_extra) + or a + jr z,no_tail + ld ix,spr_icon02a ;tailbeamIcon dec a - ret nz - ld a,(ix-2) ;last weapon fired - cp %11100000 ;issit laser - ret z ;then return - xor %11111 ;smart way of going left instead of right :P - jr fire_ybullet ;fire tail bullet and return + jr z,no_tail ;(your_extra)=1 = tailbeam + ld ix,spr_icon02b ;updoubleIcon +no_tail: + ld de,$2901 ;icon #2 + cal putwidesprite ;display -;-----fire LASER----- + ld ix,spr_icon00 + ld a,(your_weapon) ;ur weapon + cp maxweapon ;laser? + psh af ;a=(your_weapon); cf=bullets + jr nc,no_bullets ;=laser + ld hl,$3945 ;position to display bullet-type digit + pop af ;digit=(your_weapon) + psh af + inc a ;1 = weapon #1 (=0) + ld (_penCol),hl ;set location + add a,'0' ;make digit + cal _vputmap ;display char + ld ix,spr_icon03 ;bulletIcon +no_bullets: + ld de,$3901 ;icon #3 + cal putwidesprite ;display icon -fire_laser: - ld b,0 ;overflow counter - ld hl,firex - ld d,(hl) ;d = your x-pos - inc hl + ld ix,spr_icon00 ;emptyIcon + pop af ;ld a,(your_weapon) + ld b,a + jr c,no_laser ;popped carry + ld hl,$3955 ;position to display bullet-type digit + ld (_penCol),hl ;set location + ld a,b ;(your_weapon) ;load = faster than push + sub maxweapon-1 ;1 = laser #1 (=maxweapon) + add a,'0' ;make digit + cal _vputmap ;display char + ld ix,spr_icon04 ;laserIcon +no_laser: + ld de,$4901 ;icon #4 + cal putwidesprite - ld a,(hl) ;base y-coord (firey) - add a,(ix+1) ;at specified offset (most likely the middle) - ld e,a ;save laser-y in e - psh de ;save unmodified (x,y) - add a,a ;y*2 - add a,a ;y*4 - add a,a ;y*8 - rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) - add a,a ;y*16 (width of screen) - rl b ;b=b*2+overflow (if y>64 then bc=bc+512) - inc a ;8 pixels to right (a=even so no overflow) + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) + and %111 + jr z,no_multiples + ld ix,spr_icon05 +no_multiples: + ld de,$5901 ;icon #5 + cal putwidesprite - srl d ;X/2 - srl d ;X/4 - srl d ;X/8 - add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow) + ld ix,spr_dividerline + ld de,$6901 + cal putwidesprite - jr nc,_nolc ;jump if no carry = no overflow = a<=255 - inc b ;a>255 so increase bc by 256 -_nolc: ld c,a ;c = (Y*16+X/8) mod 256 - ld hl,dispbuffer ;save-location - add hl,bc ;bc = Y*16+X/8: hl=screen address - ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) - sub d ;minus x-start (d=X/8) - ld b,a -drawlaser: - ld (hl),%11111111 - inc hl ;Go to next byte - dnz drawlaser -handle_laser: - pop de ;de=(firex): x-pos unmodified + ld a,(your_pickup) ;pickups taken + add a,a ;picks*2 (sets z-flag) + jr z,iconsdone ;return if no pickups + add a,a ;picks*4 + add a,a ;picks*8 + add a,a ;picks*$10 + add a,$09 ;add 0ah + ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59) + ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) -check_laserhits: ;de = (x,y) - psh ix - ld b,nrenemies ;check all enemies - ld hl,enemies+1 ;enemy#1+occ/hp00 -laserhits: ;hits with normal enemies - psh hl - ld a,(hl) ;occ+hp00 - and %00000010 ;normal/moving occ.=%1x - jr z,nolashit ;no hit when enemy_occ <> 2/3 - inc hl ;enemy type - ld a,(hl) - or a ;enemy #0 = pickup - jr z,nolashit ;yes: don't destroy + ld ix,spr_icon + cal putwidesprite +iconsdone: + ld hl,dispbuffer ;normal game-screen + ld (PutWhere),hl ;set sprite-position to normal screen - cal find_sprite ;ix=sprite to enemy (hl) - inc hl - ld a,(hl) ;check x - sub d - jp m,nolashit ;no hit when enemy is left of you - inc hl - ld a,(hl) ;check y - sub e - jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit - jr nc,nolashit ;a-e>0 = enemy above laser = no hit - dec a ;minus one - add a,(ix+1) ;add enemy height (according to sprite @ix) - jp m,nolashit ;a-e>0 = hit -enemy_lashit: - ld a,(curweapdamage) ;damage - cal enemy_hit ;hl=enemy+y -nolashit: - pop hl ;enemy+1 - ld a,b ;psh bc - ld bc,enemysize - add hl,bc ;go to next enemy - ld b,a ;pop bc - dnz laserhits ;check all enemies - xor a ;a=0 otherwise weird things might happen :P - ld (weapincs),a ;reset damage - pop ix + pop ix \ pop hl \ pop de \ pop bc ret +disp_armor: + ld de,16 ;line size + ld hl,(57*16)+VIDEO_MEM+3 + ld b,3 +armorbarclr: + dec hl + ld (hl),0 + add hl,de + ld (hl),0 + sbc hl,de + dnz armorbarclr + + ld a,(your_armor) ;load your armor (<25) + ld c,a ;psh a + srl a ;/2 + srl a ;/4 + srl a ;/8: don't display last 3 bits of a (later) + jr z,noarmorbar ;if a=0 then it would loop 256x so skip it + ld b,a ;loop b=a times +armorbar: ;starting at ($39*16)+VIDEO_MEM + ld (hl),%11111111 ;draw a piece of the bar + add hl,de ;one down (resets carry) + ld (hl),%11111111 ;same piece + sbc hl,de ;up again + inc hl ;next position + dnz armorbar ;loop it b times + +noarmorbar: + ld a,c ;pop a + and %111 ;display last bits of armor + ret z ;if armor=0 then bit = %00000000 (don't disp) + ld b,a ;into B + xor a ;bit = %00000000 +armorbarbit: + scf ;set carry flag + rra ;rotates A right and sets bit 7 (c-flag) + dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100) +armorbarready: ; (an if B=3 then a=%11100000) + ld (hl),a ;draw this last byte + add hl,de + ld (hl),a ;and just below + ret + +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 + +;------------------------- fire bullet -------------------------------------- + +fire_multiple: + psh af + psh ix ;save ix for next fire + cal fireany ;fire from multiple position + pop ix ;saving ix is much faster than recalculating + pop af ;number of multiples + dec a ;one just displayed + pop hl ;ret + ret z ;ret2 if none left + jp (hl) ;real ret + +fire_multiples: + ld hl,(your_prevpos+16);then, fire from multiple position + cal fire_multiple + ld hl,(your_prevpos+30) + cal fire_multiple + ld hl,(your_prevpos+44) + cal fire_multiple + ld hl,(your_prevpos+58) + cal fire_multiple ;no JP: that messes up the stack + ret + +Fire_bullet: + ld hl,just_fired ;=for how long you may hold fire (2nd) + ld a,(hl) ;a = time left + dec a ;decrease timer + ret z ;may not fire when (just_fired) became 0 + ld (hl),a ;save new decreased value + + ld a,(your_weapon) ;if you have bullets..... + cp maxweapon + jr nc,fireOK ;>weapons = laser + ld (hl),1 ;bullet may last one turn (just fire 1 bullet) +fireOK: + ld a,(your_weapon) ;weapon nr. + ld ix,weapondata+2 + add a,a ;weap*2 + add a,a ; *4 + add a,a ; *8 + ld c,a + ld b,0 ;go to current weapon (bc=a) + add ix,bc ;ix=weapon ptr + + ld a,(your_multiples) ;any multiples? + and %1111 ;nr. of multiples + cal nz,fire_multiples ;if >0 then fire them too + ld hl,(x) ;fire from ship position (x) +fireany: ;HL=(x,y) + ld (firex),hl ;set position to fire from + ld b,3 ;or use the proc at fireOK with ld ix,weapondata+2-(256*3) +fire_weapon: + psh bc ;save counter + ld a,(ix) ;load this weapon + ld c,a ;save bulletType in c + and %11100000 ;%111?????=laser + cp %11100000 ;is it? + cal z,fire_laser ;fire laser (will set c=0 when done) + xor a ;<>0=bullet + cp c ;c<>0? + cal nz,fire_ybullet ;then fire bullet + inc ix ;otherwise fire next weapon + inc ix + pop bc ;weapon counter (do 3 weapons) + dnz fire_weapon + +fire_tail: + ld ix,extrabulletpos-1 ;extra bullet's position + ld hl,your_extra ;data + ld a,(hl) + or a + ret z + ld c,tailbeam ;tailbeam weapon data + dec a ;(your_extra)=1 + jr z,fire_ybullet ;=tail + ld c,doublebeam ;up double data + ;(your_extra)=2 =double ;-----fire BULLETs----- fire_ybullet: ;fire bullet type=C dam=(curweapdamage) at (firex/y) - ld c,a ;save bulletType in c ld hl,ybullets ;check for unused bullet ld de,4 ld b,nrybuls @@ -1157,9 +1309,111 @@ curweapdamage =$-1 ld (weapincs),a ;reset damage ret +;-----fire LASER----- + +fire_laser: + ld b,0 ;overflow counter + ld hl,firex + ld d,(hl) ;d = your x-pos + inc hl + + ld a,(hl) ;base y-coord (firey) + add a,(ix+1) ;at specified offset (most likely the middle) + ld e,a ;save laser-y in e + psh de ;save unmodified (x,y) + add a,a ;y*2 + add a,a ;y*4 + add a,a ;y*8 + rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) + add a,a ;y*16 (width of screen) + rl b ;b=b*2+overflow (if y>64 then bc=bc+512) + inc a ;8 pixels to right (a=even so no overflow) + + srl d ;X/2 + srl d ;X/4 + srl d ;X/8 + add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow) + + jr nc,_nolc ;jump if no carry = no overflow = a<=255 + inc b ;a>255 so increase bc by 256 +_nolc: ld c,a ;c = (Y*16+X/8) mod 256 + ld hl,dispbuffer ;save-location + add hl,bc ;bc = Y*16+X/8: hl=screen address + ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) + sub d ;minus x-start (d=X/8) + ld b,a +drawlaser: + ld (hl),%11111111 + inc hl ;Go to next byte + dnz drawlaser +handle_laser: + pop de ;de=(firex): x-pos unmodified + +check_laserhits: ;de = (x,y) + psh ix + ld b,nrenemies ;check all enemies + ld hl,enemies+1 ;enemy#1+occ/hp00 +laserhits: ;hits with normal enemies + psh hl + ld a,(hl) ;occ+hp00 + and %00000010 ;normal/moving occ.=%1x + jr z,nolashit ;no hit when enemy_occ <> 2/3 + inc hl ;enemy type + ld a,(hl) + or a ;enemy #0 = pickup + jr z,nolashit ;yes: don't destroy + + cal find_sprite ;ix=sprite to enemy (hl) + inc hl + ld a,(hl) ;check x + sub d + jr c,nolashit ;no hit when enemy is left of you + inc hl + ld a,(hl) ;check y + sub e + jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit + jr nc,nolashit ;a-e>0 = enemy above laser = no hit + dec a ;minus one + add a,(ix+1) ;add enemy height (according to sprite @ix) + jp m,nolashit ;a-e>0 = hit +enemy_lashit: + ld a,(curweapdamage) ;damage + cal enemy_hit ;hl=enemy+y +nolashit: + pop hl ;enemy+1 + ld a,b ;psh bc + ld bc,enemysize + add hl,bc ;go to next enemy + ld b,a ;pop bc + dnz laserhits ;check all enemies + xor a + ld (weapincs),a ;reset damage + pop ix + ld c,a ;c=0 + ret + ;------------------------ handle bullets ------------------------------------ -bullet_left: +remove_bullet: + pop hl ;enemy+type + ld (hl),0 ;dump this bullet! + jr next_ybullet+1 ;+1:skip pop hl at next_ybullet + +Handle_bullets: + ld hl,ybullets + ld b,nrybuls +scan_bullets: + ld a,(hl) ;@bulletType + or a ;bulletType=0 >> no bullet + jp z,next_ybullet+2 ;skip pops (+2); jP for speed + + psh bc ;bullet counter + psh hl ;save enemy+type + ld (temp1),hl ;needed for check_bullethits + inc hl ;@damage + inc hl ;@x + +move_bullet: ld c,a ;c=type and %11111 ;pixels to move add a,(hl) ;a = X + (hl) to the right @@ -1172,7 +1426,8 @@ bullet_left: inc hl ;@y-pos ld a,c - cal _shracc ;%11110000->1111 + cal _shracc ;%11100000->1110 +;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster srl a ;%1110->111 dec a jr z,bullet_noymove ;1=straight forward @@ -1182,11 +1437,10 @@ bullet_left: jr z,bullet_halfup ;3=1/2up dec a jr z,bullet_down ;4=down - bullet_halfdown: ;5=1/2down ld a,(timer) - and 1 - jr z,bullet_noymove + rra ;carry once every other turn + jr c,bullet_noymove bullet_down: ld a,(hl) inc a @@ -1195,8 +1449,8 @@ bullet_down: ld (hl),a bullet_halfup: ld a,(timer) - and 1 - jr z,bullet_noymove + rra ;CF every other turn + jr c,bullet_noymove bullet_up: ld a,(hl) dec a @@ -1204,45 +1458,21 @@ bullet_up: ld (hl),a bullet_noymove: ld e,(hl) ;e = Y - ret - -remove_bullet: - pop hl ;cal bullet_left - pop hl ;enemy+type - ld (hl),0 ;dump this bullet! - jr next_ybullet+1 ;+1:skip pop hl at next_ybullet - -Handle_bullets: - ld hl,ybullets - ld b,nrybuls -scan_bullets: - 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 - - or a - jp z,next_ybullet ;bulletType=0 >> no bullet - cal bullet_left ;move bullet left display_bullet: - psh de ;save de =position dec hl ;@x dec hl ;@damage ld a,(hl) ;bullet damage=size ld hl,bullettable ;pointer to first bullet srl a srl a ;per 4 - ld d,0 - ld e,a ;->16bit (de=a) - add hl,de ;point to correct bullet offset + ld b,0 + ld c,a ;->16bit (de=a) + add hl,bc ;point to correct bullet offset ld a,(hl) ;load bullet offset - ld e,a ;convert to 16bit (d=0) + ld c,a ;convert to 16bit (d=0) ld ix,spr_bullet01 ;first sprite - add ix,de ;add offset (go to correct sprite) - pop de ;saved position + add ix,bc ;add offset (go to correct sprite) ld a,(ix) ;bullet x-size ld (bulletxsize),a ;used at check_bullethits @@ -1255,11 +1485,9 @@ display_bullet: 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 + ld de,4 + add hl,de dnz scan_bullets ;next bullet (loop) ret @@ -1343,15 +1571,18 @@ enemy_hit: ;*in:a=damage;hl=enemy+y inc hl ;goto occ again ld (hl),%01 ;set to explode + ld a,(pickuptimer) ;counts enemies destroyed dec a ;enough destroyed for a pickup? + psh af ;save flags and a=0 jr nz,pickupdone ;otherwise just explode - ld (hl),%110 ;change it into a pickup (with 2 HP) - ld a,18 ;reset enemies counter (18 hits = next) + ld a,pickupfreq ;reset enemies counter pickupdone: ld (pickuptimer),a ;save new enemiescounter value - inc hl - ld (hl),$00 ;explosionFrame 0 + inc hl ;@type + ld (hl),0 ;explosionFrame 0 or enemy #0=pickup + pop af + cal z,place_enemy ;place pickup (enemy#=0=a cuz ZF) ld hl,1 ;increase score by one jp scoreInc ;+ret @@ -1359,11 +1590,11 @@ pickupdone: ;--------------------------- level events ----------------------------------- Level_event: - ld hl,nextevent ;time to next event 3 = place an enemy + jr nz,place_ranenemy ;nope: >3 = place an enemy inc hl ;nextevent located behind eventleft - ld (hl),123 ;set delay + ld (hl),193 ;set delay ret ;don't place any more enemies standby_event: ld b,nrenemies ld hl,enemies+1-enemysize ld de,enemysize + xor a chk_enemyleft: add hl,de - ld a,(hl) - or a ;0 = no enemy present + cp (hl) ;0 = no enemy present jr nz,enemyleft dnz chk_enemyleft ret @@ -1402,33 +1633,33 @@ enemyleft: ret +place_ranenemy: + ld bc,0 ;0..nrlvlenemies +nrlvlenemies =$-1 ;=nr of enemies minus 1 + cal Random ;random enemy b..b+c = 0..nrenemies-1 + ld b,0 + ld c,a ;bc=a + ld hl,lvlenemies + add hl,bc ;go to a random enemy + ld a,(hl) ;load enemy nr of this mysterious random enemy + jr place_enemy + place_boss: - ld a,1 - ld (nrlvlenemies),a ;just one enemy: the BOSS ld hl,(levelp) ;the leveldata (including the boss) dec hl ;points to leveldata\boss\enemynr - ld a,(hl) ;load it - ld (lvlenemies),a ;set new enemy (boss) + ld a,(hl) ;load enemy# of boss -do_event: +place_enemy: ;places enemy #=a + psh af ld hl,enemies+1-enemysize ld bc,enemysize xor a ;a=0 -chk_noenemy: - add hl,bc +chk_noenemy: ;find an unused (no) enemy + add hl,bc ;check next enemy cp (hl) ;(hl) = 0 ?? jr nz,chk_noenemy ;jump if enemy present (non-0) - ex de,hl ;de=hl=usable enemy - -place_enemy: ;de = enemy+1 - ld bc,0 ;0..nrlvlenemies -nrlvlenemies =$-1 ;=nr of enemies minus 1 - cal Random ;random enemy b..b+c = 0..nrenemies-1 - ld b,0 - ld c,a ;bc=a - ld hl,lvlenemies - add hl,bc ;go to a random enemy - ld a,(hl) ;load enemy nr of this mysterious random enemy + ex de,hl ;de=hl=usable enemy +1 + pop af ;enemy# to place cal findenemyspecs ;hl = enemy #a specs dec de ;goto hp64 (before occ) @@ -1448,8 +1679,8 @@ nrlvlenemies =$-1 ;=nr of enemies minus 1 ;otherwise? halflure_enemy: ;yes (of course it is): pick one (50% lure) ld a,(timer) ;look at frame-number - and %00000001 ;make random if odd frame nr. - jr nz,random_enemy ;1st possibility: random enemy + rra ;make random if odd frame nr. + jr nc,random_enemy ;1st possibility: random enemy lure_enemy: ;2nd possibility: luring enemy ld a,(y) ;place at same y-pos as YOUR ship jr ypos_OK @@ -1472,53 +1703,73 @@ ypos_OK: ;random value successfully created inc de ;@firecounter ldi ;set time-to-1st-fire ldi ;set firefreq + ldi ; " firetype ret ;return ;--------------------------- enemy fires ------------------------------------ -Enemy_fires: ;de = x,y +Enemy_fires: ;de = x,y; c = type + ld hl,ebullets ;first bullet to check + ld b,nrebuls dec d dec d ;d = x-2 inc e ;e = y+1 - - ld b,nrebuls - ld hl,ebullets +enemy_fires_again: ;same but hl = first bullet possibly free + xor a find_ebullet: - ld a,(hl) - or a + cp (hl) jr z,found_ebullet ;0 = not used inc hl \ inc hl \ inc hl dnz find_ebullet ;look next bullet ret found_ebullet: - ld b,%1100 - ld a,(level_info) - and %00001000 - jr z,bulletok + ld a,c + sub 6 + jr c,bulletok ;type #0-5 = done (normal/diag) + or a + jr z,bulletaiming ;type #6 = aiming = type#2..5 + dec a + jr z,bullettriple ;type #7 = triple + +bulletdouble: + dec e ;one up + ld c,1 ;type #1 + cal bulletok ;fire bullet + inc hl ;next bullet position + inc e + inc e ;two px down + jr enemy_fires_again ;find and fire another bullet + +bullettriple: + ld c,1 ;type #1 = normal + cal bulletok ;fire + inc hl ;next bullet + ld c,4 ;type #4 = down 50% + cal enemy_fires_again + inc hl + ld c,5 ;type #5 = up 50% + jr enemy_fires_again +bulletaiming: ld a,(y) sub e add a,10 jp p,bulletnotup - ld b,%1011 ;yourY-bulY = negative (=bullet below you) + ld c,5 ;yourY-bulY = negative (=bullet below you) add a,10 jp p,bulletnotup - ld b,%1001 ;yourY-bulY = even more negative (going up) - + ld c,3 ;yourY-bulY = even more negative (going up) bulletnotup: sub 20 - jp m,bulletok - ld b,%1010 ;bullet going down + jr c,bulletok + ld c,4 ;bullet going down (=jp m) sub 10 - jp m,bulletok ;even more going down - ld b,%1000 + jr c,bulletok ;even more going down + ld c,2 bulletok: - ld a,(level_info) - and %11110000 - or b - ld (hl),a ;set bullet direction + ld (hl),c ;set bullet direction inc hl ld (hl),d ;set x-pos inc hl @@ -1528,101 +1779,92 @@ bulletok: ;----------------------------- enemy bullets -------------------------------- Enemy_bullets: - ld hl,ebullets - ld b,nrebuls + ld hl,ebullets ;hl=bullet pointer + ld b,nrebuls ;number of bullets (or _possible_ bullets) handle_bullet: psh bc psh hl ld a,(hl) ;load bulletType in a - and %1111 ;select direction-bits - jr nz,enemy_bullet ;non-0: handle bullet -next_bullet: - pop hl ;do not move the - pop bc - inc hl \ inc hl \ inc hl - dnz handle_bullet + or a ;bullet present? + cal nz,enemy_bullet ;non-0: handle bullet + pop hl ;enemy_bullet could've added one or two to hl + pop bc ;bullet counter + inc hl \ inc hl \ inc hl ;next bullet (3 bytes per bullet) + dnz handle_bullet ;loop for each and every bullet ret enemy_bullet: - ld b,a ;save type&%1111 - inc hl ;bullet x - ld a,(hl) ;check if it has reached the left side of scrn - bit 7,a ;x<0? + inc hl ;@x + ld d,(hl) ;check if it has reached the left side of scrn + bit 7,d ;x<0? jr nz,remove_ebullet ;yes, remove bullet - dec (hl) ;move one left - dec (hl) ;and another one - ld d,(hl) ;d=x - inc hl ;@y + dec d ;move one pixel left + dec d ;and another one (that makes 2) + ld (hl),d ;save new x-coordinate in (HL) and D + inc hl ;@y (BTW: x >= -2) + ld e,(hl) ;e=y - ld a,b ;restore type - cp %1100 ;is it a normal bullet? (cp = faster than bit) - jr z,ebullet_common ;type %1100: normal bullet - and %111 ;isolate important bits - jr z,ebullet_down ;type %1000: moving down dec a - jr z,ebullet_up ;type %1001: moving up - ld b,a + jr z,ebullet_common ;type 1: normal bullet + dec a + jr z,ebullet_down ;type 2: moving down + dec a + jr z,ebullet_up ;type 3: moving up - ld a,(timer) - rra - jr c,ebullet_common + ld b,a ;save bulletType + ld a,(timer) ;load timer + rra ;half speed (CF set every other turn) + jr c,ebullet_common ;if bit then normal bullet - ld a,b - dec a - jr z,ebullet_down ;type %1010: moving down 50% - ;type %1011: moving up 50% + dec b + jr z,ebullet_down ;type 4: moving down 50% + ;type 5: moving up 50% ebullet_up: - ld a,(hl) - dec a - jp m,ebullet_common - ld (hl),a + dec e ;move up + jp m,ebullet_common ;ybottom? + jr z,ebullet_common ;then keep it there + ld (hl),e ;otherwise save new y ebullet_common: - ld e,(hl) ;e=y ld ix,spr_bullete1 ;display enemy bullet + psh hl cal putsprite + pop hl ;we'll need it again ebullet_hits: ld a,(your_occ) or a - jr nz,next_bullet ;0 = you're normal + ret nz ;0 = you're normal - pop hl - psh hl - inc hl ;check x - ld a,(x) + ld a,(y) ;check y collision sub (hl) add a,6 - jp m,next_bullet + ret m cp 9 - jr nc,next_bullet + ret nc - inc hl ;check y - ld a,(y) + dec hl ;check x + ld a,(x) sub (hl) add a,6 - jp m,next_bullet + ret m cp 9 - jr nc,next_bullet + ret nc - 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 + ld b,auch_bullet ;set damage-amount + psh hl cal damage_you ;HIT!! + pop hl ;save hl to remove the bullet remove_ebullet: - pop hl ;hl could be destroyed by damage_you + dec hl ;points to bullettype again ld (hl),0 ;bullet > unused - jr next_bullet+1 ;next bullet (SKIP THE = one byte) + ret ;--------------------------- handle enemies --------------------------------- @@ -1666,7 +1908,7 @@ enemyonscreenY: dec hl ;@x ld a,d ;new x value - cp 128 ;x<128 + cp 129 ;x<=128 jr c,enemyonscreenX ;=on screen cp -7 ;x<=-8 jr c,remove_enemy ;=off screen @@ -1675,26 +1917,22 @@ enemyonscreenX: ld a,c ;a = enemy type or a ;type 0? (pickup) jr nz,check_enemyfire ;no, a normal enemy; let em fire - ld a,(timer) ;load time - and %1 ;move left once every 2 turns - jr z,firing_done ;don't move now - inc d ;increase x-position (don't move this turn) - inc (hl) ;and save it jr firing_done ;continue check_enemyfire: - inc hl ;@y - inc hl ;@movetype - inc hl ;@movecount - inc hl ;@firecount - dec (hl) ;decrease counter till next blast - ld a,(hl) ;&&&doesn't seem efficient to me - or a ;has it reached zero? - jr nz,firing_done ;finished if not + ld bc,4 ;4x inc hl + add hl,bc ;@firecount + ld a,(hl) ;counter till next blast + dec a ;decrease it + ld (hl),a ;save new value + jr nz,firing_done ;finished if not reached 0 yet inc hl ;@firefreq - ld a,(hl) + ld a,(hl) ;=time 'til next blast + inc hl ;@firetype + ld c,(hl) ;in c dec hl + dec hl ;@firecount again ld (hl),a ;reset counter for next blast psh de ;save registers for firing-use cal Enemy_fires ;fires bullet @@ -1710,16 +1948,16 @@ next_enemy: dnz handle_enemy ret -remove_enemy: - pop hl - ld (hl),$0000 ;bye bye enemy - jr next_enemy+1 ;continue AFTER pop hl (already done) - exploding_enemy: inc hl ld a,(hl) cp 16 - jr z,remove_enemy ;remove when at last frame + jr nz,keep_enemy ;remove when at last frame +remove_enemy: + pop hl + ld (hl),$0000 ;bye bye enemy + jr next_enemy+1 ;continue AFTER pop hl (already done) +keep_enemy: inc a ld (hl),a ;next frame dec a ;1-16 -> 0-15 @@ -1730,82 +1968,81 @@ exploding_enemy: ;--------------------------- moving enemies --------------------------------- moving_enemy: + dec d ;move left once ld a,(hl) ;how does this enemy move? - bit 7,a ;direction indicator - jr nz,moveright -moveleft: - dec d - jr moveXdone -moveright: - inc d -moveXdone: - res 7,a ;01111111=movetype: and a - ret z ;0 = don't move - dec a - jr z,movetype_updown ;1 = 0 >< up / down - dec a - jr z,movetype_vslow ;2 = .75 >> - dec a - jr z,movetype_slow ;3 = .5 >> - dec a - jr z,movetype_fast ;4 = .5 << - dec a - jr z,movetype_vfast ;5 = 1 << - dec a - jr z,movetype_smart ;6 - dec a - jr z,movetype_lure ;7 = 1 >> move y towards you - dec a - jr z,movetype_slowlure ;8 = 1 >> lure 1/2 speed - dec a -; jr z,movetype_stoplure ;9 = 1 >> slowlure; stop at x=99 -; dec a -; jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed + ret z ;0 = (1<) + ld b,a + ld a,(timer) + dec b + jr z,movetype_updown ;1 = (1<) up / down + dec b + jr z,movetype_vslow ;2 = (.25<) + dec b + jr z,movetype_slow ;3 = (.5 <) + dec b + jr z,movetype_lslow ;4 = (.75<) + dec b + jr z,movetype_fast ;5 = (1.5<) + dec b + jr z,movetype_vfast ;6 = (2 <) + dec b + jr z,movetype_slowlure ;7 = (1<) move y towards you 50% + + inc d ;speed 0 + dec b + jr z,movetype_lure ;8 = (0) move y towards you + dec b + jr z,movetype_slowlure ;9 = (0) lure 1/2 speed + dec b + jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed + dec b + jr z,movetype_right ;11 = (.5>) + dec b + jr z,movetype_fright ;12 = (1>) + +movetype_right: + rra + ret c ;speed 0 50% +movetype_fright: + inc d ;move right one px + ret movetype_fulllure: - ld a,(timer) - and 1 - ret z + rra + ret c ;50% speed cal movetype_lure ld a,(x) cp d - ret c ;move left (already did) + jr c,movetype_vfast ;moves left (again) lure_right: - inc d ;already moved left, so move right -moverightonce: - inc d ;twice (=+1) + inc d ;move right ret movetype_slowlure: - ld a,(timer) - and 1 ;half the time - jr z,moverightonce ;dont move at all (compensate move left +ret) + rra ;half the time + ret c movetype_lure: - ld a,104 + ld a,110 cp d - jr c,dothelurethingy - inc d ;x<106: full stop + jr nc,dothelurethingy + dec d ;x>109: move left dothelurethingy: ld a,(y) cp e - ret z ;don't move if equal + ret z ;don't move vertically if equal jr c,lure_up ;below you then move up lure_down: ;above then move down inc e ret -lure_up: - dec e +lure_up:dec e ret movetype_smart: - inc hl ;hl =@ - ld a,(timer) - and %1111 ; | - ld a,(hl) ;&&& \|/ - jr nz,smartupdate + inc hl ;@movecount + ld a,(hl) inc a -smartupdate: + and %1111 ld (hl),a or a ;reset carry flag @@ -1813,42 +2050,39 @@ smartupdate: and %11111100 jr z,movetype_fast +movetype_lslow: + and %11 + ret nz + inc d ;don't move 25% of the time + ret movetype_slow: - ld a,(timer) - and %1 - ret z + rra + ret c + inc d ;don't move 50% + ret movetype_vslow: - ld a,(timer) and %11 ret z - inc d + inc d ;don't move 75% ret movetype_fast: - ld a,(timer) - and %1 - ret z + rra + ret c ;once every other turn movetype_vfast: - dec d ;move left - ret nz ;finished - pop hl ;restore stack (no ret used) - jp remove_enemy ;remove this enemy (off screen) + dec d ;move left twice + ret movetype_updown: - inc hl ;@ + inc hl ;@movecount ld a,(hl) dec a - jr nz,move_updated - add a,128 -move_updated: - ld (hl),a - - or a ;reset carry flag - dec hl ;@ - and %00100000 - ld a,(hl);&&&ld a,e ;load current y-position + and 127 ;range 0..127 + ld (hl),a ;store new movecounter + dec hl ;reset hl to @movetype + and %00100000 ;ZF changes once every 64 turns + 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) dec e ;save new y-pos @@ -1866,22 +2100,22 @@ Enemies_hit: 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 + ex de,hl ;e = X+7, d = Y+7 ld hl,enemies+1 ld b,nrenemies ;check all 20 enemies check_collision: - psh hl + psh bc ;counter + psh hl ;pointer ld a,(hl) - and %00000010 - jr z,check_next ;2 or 3 = ok - inc hl + and %00000010 ;enemy status + jr z,check_next ;2 or 3 = ok, otherwise: next enemy + inc hl ;enemy# collide_enemy: ;&&& include in Handle_enemy proc cal find_sprite - inc hl + inc hl ;@x ld a,(hl) ;check x match sub e ;enemy position minus yours minus 7 jp p,check_next @@ -1892,7 +2126,7 @@ collide_enemy: ;&&& include in Handle_enemy proc inc hl ld a,(hl) ;check y match sub d ;same as with x-check - jp p,check_next + jr nc,check_next ;(=jp p) add a,6 add a,(ix+1) ;enemy height jp m,check_next @@ -1926,118 +2160,99 @@ not_maxpickup: 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: dec hl ld a,(hl) - and %11111100 - jr z,destroy_enemy - ld a,(hl) - sub collidedamage + sub auch_ecollide ld (hl),a -collide_done: - ld b,collidedamage ;damage + jr nc,enemydamaged ;enemy still ok (HP>=0) + ld (hl),%01 ;set to explode + inc hl + ld (hl),0 ;explosionFrame 0 +enemydamaged: ;damage to enemy delivered + ld b,auch_collide ;your damage cal damage_you check_next: pop hl - ld a,b ;psh bc ld bc,enemysize add hl,bc - ld b,a ;pop bc + pop bc dnz check_collision ret ;--------------------------- story ------------------------------------------ -storyPage: - psh hl - cal _clrLCD +storyPage: + psh hl ;hl will be destroyed by _clrLCD + cal _clrLCD ;clear screen pop hl + ld a,(hl) + ld (curline),a ;begin line for special effect storyLine: + ld d,(hl) ;vertical position of text inc hl - ld e,(hl) - inc hl - ld d,(hl) - ld (_penCol),de + ld e,(hl) ;horizontal text-position + ld (_penCol),de ;set position inc hl - cal _vputs + cal _vputs ;display text - ld a,(hl) - dec a - jr z,storyLine + ld a,(hl) ;load next byte + inc hl + or a ;0 means more text + jr z,storyLine ;loop if there is + psh af psh hl ld hl,VIDEO_MEM ;copy text ld de,dispbuffer ;to GRAPH_MEM ld bc,1024 ;entire screen ldir - cal _clrLCD + cal _clrLCD ;clear VIDEO_MEM pop hl - - inc hl - ld a,(hl) - inc hl - ld b,(hl) + pop bc ;last byte (<>0) is lines to SFX psh hl - cal DoSFX - cal _getkey + cal DoSFX ;do special effects + cal getsomekeys ;wait for a key pop hl ret dostory: cal storyPage ;do some story - inc hl ;look at next hl - ld a,(hl) ;load in a - dec hl ;restory hl + ld a,(hl) ;load next byte in a inc a ;set z-flag if a = $ff jr nz,dostory ;otherwise loop - - ld bc,2+1 ;story ends - add hl,bc ;set hl to beginning of the level + inc hl + inc hl ;set hl to beginning of the level ld (levelp),hl ;set the level-pointer ret ;and return ;--------------------------- SFX -------------------------------------------- -DoSFX: ;in:a=beginLine;b=nrOfLines - ld (curline),a -SFXframe: +DoSFX: ;in:(curline)=beginLine;b=nrOfLines +SFXloop: psh bc ld a,0 ;get line number curline =$-1 inc a ;go to the next line ld (curline),a ;update - ld l,a ld h,0 ;hl=a add hl,hl add hl,hl add hl,hl add hl,hl ;*16 (a pixels down=a*16) + sub 64 ;a=a-64 + neg ;a=64-a (lines from bottom) ld b,h ;save hl for later ld c,l - ld de,VIDEO_MEM ;where to put sfx add hl,de ;go to ymin ex de,hl ;put into de again - - ld hl,dispbuffer - add hl,bc ;hl->logo - - sub 64 ;a=a-64 - neg ;a=64-a (lines from bottom) - -; ld c,a ;c=a=(curline) -; ld a,64 -; sub c ;lines from bottom + ld hl,dispbuffer ;source of original + add hl,bc ;hl->source SFXdisp: ;display this frame on screen ld bc,16 ;one line (=16 bytes, you'd know by now) @@ -2053,204 +2268,7 @@ SFXdelay: dnz SFXdelay ;8x pop bc ;counter - dnz SFXframe - ret - -;--------------------------- show icon -------------------------------------- - -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 - -disp_icons: - psh bc \ psh de \ psh hl \ psh ix ;&&& - - ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom - ld (PutWhere),hl ;place icons at bottom of normal screen - ld b,16 ;draw 16x (screen width) - 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 - cal drawline ;clear scorebar - -disp_lives: - ld de,5 ;(0,5) - ld a,(your_lives) ;nr of lives - or a - jr z,displivesdone ;no lives - ld b,a -displivesloop: - psh bc - ld ix,spr_lship - cal safeputsprite ;put li'l ship - ld a,lshipsize+1 - add a,d - ld d,a ;x=x+5 - pop bc - dnz displivesloop ;one ship per life -displivesdone: - - ld ix,spr_icon01 ;armorIcon - ld de,$1901 ;icon #1 - cal putwidesprite ;display icon - cal disp_armor ;display bar - - ld ix,spr_icon00 - ld a,(your_weapon) ;ur weapon - cp maxweapon ;laser? - psh af ;(your_weapon) - jr nc,no_tail ;if laser (nc) then tail ain't fired - ld a,(your_tail) - or a - jr z,no_tail - ld ix,spr_icon02 ;tailbeamIcon -no_tail: - ld de,$2901 ;icon #2 - cal putwidesprite ;display - - ld ix,spr_icon00 - pop af ;a=(your_weapon); cf=bullets - psh af - jr nc,no_bullets ;=laser - ld hl,$3945 ;position to display bullet-type digit - pop af ;digit=(your_weapon) - psh af - inc a ;1 = weapon #1 (=0) - ld (_penCol),hl ;set location - add a,'0' ;make digit - cal _vputmap ;display char - ld ix,spr_icon03 ;bulletIcon -no_bullets: - ld de,$3901 ;icon #3 - cal putwidesprite ;display icon - - ld ix,spr_icon00 ;emptyIcon - pop af ;ld a,(your_weapon) - ld b,a - jr c,no_laser ;popped carry - ld hl,$3955 ;position to display bullet-type digit - ld (_penCol),hl ;set location - ld a,b ;(your_weapon) ;load = faster than push - sub maxweapon-1 ;1 = laser #1 (=maxweapon) - add a,'0' ;make digit - cal _vputmap ;display char - ld ix,spr_icon04 ;laserIcon -no_laser: - ld de,$4901 ;icon #4 - cal putwidesprite - - ld ix,spr_icon00 ;emptyIcon - ld a,(your_multiples) - and %11 - jr z,no_multiples - ld ix,spr_icon05 -no_multiples: - ld de,$5901 ;icon #5 - cal putwidesprite - - ld ix,spr_dividerline - ld de,$6901 - cal putwidesprite - - ld a,(your_pickup) ;pickups taken - add a,a ;picks*2 (sets z-flag) - jr z,iconsdone ;return if no pickups - add a,a ;picks*4 - add a,a ;picks*8 - add a,a ;picks*$10 - add a,$09 ;add 0ah - ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59) - ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) - - ld ix,spr_icon - cal putwidesprite -iconsdone: - ld hl,dispbuffer ;normal game-screen - ld (PutWhere),hl ;set sprite-position to normal screen - - pop ix \ pop hl \ pop de \ pop bc - ret - -disp_armor: - ld de,16 ;line size - ld hl,(57*16)+VIDEO_MEM+3 - ld b,3 -armorbarclr: - dec hl - ld (hl),0 - add hl,de - ld (hl),0 - sbc hl,de - dnz armorbarclr - - ld a,(your_armor) ;load your armor (<25) - ld c,a ;psh a - srl a ;/2 - srl a ;/4 - srl a ;/8: don't display last 3 bits of a (later) - jr z,noarmorbar ;if a=0 then it would loop 256x so skip it - ld b,a ;loop b=a times -armorbar: ;starting at ($39*16)+VIDEO_MEM - ld (hl),%11111111 ;draw a piece of the bar - add hl,de ;one down (resets carry) - ld (hl),%11111111 ;same piece - sbc hl,de ;up again - inc hl ;next position - dnz armorbar ;loop it b times - -noarmorbar: - ld a,c ;pop a - and %111 ;display last bits of armor - ret z ;if armor=0 then bit = %00000000 (don't disp) - ld b,a ;into B - xor a ;bit = %00000000 -armorbarbit: - scf ;set carry flag - rra ;rotates A right and sets bit 7 (c-flag) - dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100) -armorbarready: ; (an if B=3 then a=%11100000) - ld (hl),a ;draw this last byte - add hl,de - ld (hl),a ;and just below - ret - -disp_charge: - ld hl,(59*16)+VIDEO_MEM+3 - ld b,3 -chargebarclr: - dec hl - ld (hl),0 - dnz chargebarclr - - ld a,(weapincs) ;load bar size (0-80) - srl a ;half the size (0-40) - srl a ;again half that size (0-20 pixels) - ld c,a ;psh a - srl a ;/2 - srl a ;/4 - srl a ;/8: don't display last 3 bits of a (later) - jr z,nochargebar ;if a=0 then it would loop 256x so skip it - ld b,a ;loop b=a times -chargebar: ;starting at ($39*16)+VIDEO_MEM - ld (hl),%11111111 ;draw a piece of the bar - inc hl ;next position - dnz chargebar ;loop it b times -nochargebar: - ld a,c ;pop a - and %111 ;display last bits of chargebar - ret z ;if armor=0 then bit = %00000000 (don't disp) - ld b,a ;into B - xor a ;bit = %00000000 -chargebarbit: - scf ;set carry flag - rra ;rotates A right and sets bit 7 (c-flag) - dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100) -chargebarready: ; (an if B=3 then a=%11100000) - ld (hl),a ;draw this last byte + dnz SFXloop ret ;--------------------------- proc ------------------------------------------- @@ -2319,6 +2337,17 @@ BLACKLCD: set 3,(iy+5) ;set white on black ret +getsomekeys: + halt ;wait a li'l while and save batteries :P + halt + cal GET_KEY ;input keys + or a + jr z,getsomekeys ;wait if none + cp K_SECOND ;2nd pressed? + ret z ;then return with zf set + cp K_ENTER ;enter pressed + ret ;then return with zf set, otherwise zf reset + releasekeys: halt ld a,%10000000 ;all key-masks @@ -2326,17 +2355,18 @@ releasekeys: in a,(1) inc a ;cp %11111111 (no keys pressed) jr nz,releasekeys ;keep waitin - cal GET_KEY ;clear buffer - ret + jp GET_KEY ;clear buffer findenemyspecs: ;enemy #a specs in (hl); in:b=0; out:ac=? - ld hl,enemyspecs-8 ;enemy "0" specs (1 before enemy #1) + ld hl,enemyspecs ;enemy "0" specs + ld c,a ;b=0; bc=c=a=type + add hl,bc ;hl = enm#0 + type*1 add a,a ;a=type*2 - add a,a ;a=type*4 - add a,a ;a=type*8 - ld c,a ;b=0; c=bc=type*8 - add hl,bc ;hl = enemy specs - ret + add a,a ;a=type*4 (max.type<64) + ld c,a ;bc=type*8 + add hl,bc ;hl = enm#0 + type*5 + add hl,bc ;hl = enm#0 + type*9 + ret ;hl = enemy specs ;--------------------------- game over / new game / death ------------------- chartable: @@ -2411,15 +2441,13 @@ enter_name_loop: ld hl,_curCol dec (hl) nokeypressed: - halt \ halt - cal GET_KEY + cal getsomekeys + jr z,nomore or a jr z,nokeypressed cp K_DEL jr z,backup - cp K_ENTER - jr z,nomore cp K_EXIT jr z,nomore @@ -2500,7 +2528,7 @@ restore_line: add hl,de dnz restore_line - cal _getkey ;wait for keypress + cal getsomekeys ;wait for keypress jp quit ;restore some things and return to TI-OS/shell invship: ;procedure used in New_game @@ -2546,18 +2574,12 @@ selectship: psh bc cal invship selectshiploop: - halt - cal GET_KEY - or a - jr z,selectshiploop + cal getsomekeys pop bc + jr z,startthenewgame ;enter/2nd psh bc cal invship pop bc - cp K_SECOND - jr z,startthenewgame - cp K_ENTER - jr z,startthenewgame cp K_DOWN jr nz,selnotdown inc b @@ -2575,20 +2597,24 @@ startthenewgame: ld hl,spr_ship01-(spr_ship02-spr_ship01) ld de,spr_ship02-spr_ship01 inc b ;your ship #0-3++ + ld a,b ;ship #1-4 searchyourship: add hl,de ;next ship dnz searchyourship ld (your_ship),hl + and 1 ;gives: 1,0,1,0 for the ships + inc a ;1 or 2 + ld (your_extramode),a ;sets tail beam or up double (1 or 2) xor a ;ld a,0 ld (your_score),a ;reset score ld (your_score+1),a ;reset score (0) - ld (your_tail),a ;no tail beam + ld (your_extra),a ;no extra beam 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,level00 ;set level pointer to level#1 + ld hl,levelstart ;set level pointer to level#1 ld (levelp),hl ;reset level pointer ld a,4 ld (your_lives),a ;3 lives (4 will be decreased @ You_die) @@ -2605,16 +2631,32 @@ You_die: ;stack must be +1 jp z,game_over ;and game's over jr samelevel +gamedone: + cal dostory ;display end (hl=(levelp)) + ld hl,250 + cal scoreInc ;game complete bonus: 250 + jp game_over ;game over (+hiscore) + ;--------------------------- next level ------------------------------------- Next_level: ;stack must be +1 pop hl cal inc_armor ;increase armor - ld hl,level ;level number - ld a,(hl) - inc a - ld (hl),a + + ld hl,(levelp) ;level pointer + ld b,0 ;advance one level + ld c,(hl) + add hl,bc ;passed the enemies + ld c,10 + add hl,bc ;update to point to next level + ld (levelp),hl ;save + + ld a,(level) ;level number + inc a ;next level # + cp endlevel+1 ;last level done? + jr nc,gamedone ;yes: display end story and quit + ld (level),a add a,a add a,a @@ -2624,14 +2666,6 @@ Next_level: ;stack must be +1 add hl,bc ;plus 20 cal scoreInc ;update score - ld hl,(levelp) ;level pointer - ld b,0 ;advance one level - ld c,(hl) - add hl,bc ;passed the enemies - ld c,1+7+32+3 - add hl,bc ;update to point to next level - ld (levelp),hl ;save - samelevel: ld hl,(your_ship) ld (your_shipspr),hl @@ -2640,9 +2674,11 @@ samelevel: ld (nextevent),a ;time to first enemy appearance ld hl,(levelp) ;level pointer - xor a + dec hl ;byte before level (boss byte) + xor a ;if it's zero it means here's a story cp (hl) - cal z,dostory + inc hl ;begin of level + cal z,dostory ;do the story and set (levelp) to real level ld a,(hl) ;number of (different) enemies in this level inc hl @@ -2660,16 +2696,15 @@ samelevel: ld a,(hl) ;load nr of enemies in this level ld (eventleft),a ;set nr of events left inc hl - ld a,(hl) - ld (level_info),a ; - inc hl - ld a,(hl) ;movement of enemies in this level - ld (level_move),a ;do it - - inc hl - ld de,spacespace - ld c,17+17+2 ;b=0 - ldir + ld de,level_info + ld c,5 ;5xLDI: loads (level_info) (spacespace) + ldir ; (groundinfo) (stars1) (stars2) + ld a,1 + ld b,32 ;fill (groundpos) and (ceilingpos) +fillground: + ld (de),a + inc de + dnz fillground ld ix,starx1 ld b,nrstars1 @@ -2682,9 +2717,9 @@ samelevel: ld (timer),a ;reset time ld hl,your_occ ;hl = your_occ ld (hl),a ;reset your ship (not exploding) - inc hl ;hl = your_inv - ld (hl),25 ;set 25*4=100 frames invulnerable - ld de,$1800 + inc hl ;hl = your_shield + ld (hl),25 ;set 25*4=100 frames shielded + ld de,$1820 ld (x),de ;begin position (x,y) cal Place_multiples ;place all multiple-positions at that (0,24) @@ -2732,8 +2767,8 @@ game_setup: cal _vputs res 3,(iy+5) ;set white on black - cal _getkey ;wait for keypress - cp kF1 + cal getsomekeys ;wait for keypress + cp K_F1 cal z,save_lvl cal _clrLCD ;clear screen @@ -2769,6 +2804,10 @@ loadweapon: inc hl ld a,(hl) ld (weapdaminc),a ;damage increase + inc hl + ld a,(hl) + and %00011111 ;laser duration + ld (laserdur),a ret ;---------------------------------------------------------------------------- @@ -2942,23 +2981,23 @@ spr_ship01i: .db %11000010 ;██ █ spr_ship02: - .db 7,7 ;ship beta class - .db %11100000 ;███ - .db %11111000 ;█████ - .db %01111100 ; █████ - .db %01110010 ; ███ █ - .db %01111100 ; █████ - .db %11111000 ;█████ - .db %11100000 ;███ + .db 7,7 ;XC1701II ship + .db %11110000 ;████ + .db %10001100 ;█ ██ + .db %11110010 ;████ █ + .db %01011110 ; █ ████ + .db %11110010 ;████ █ + .db %10001100 ;█ ██ + .db %11110000 ;████ spr_ship02i: - .db 8,7 - .db %11100010 ;███ █ - .db %11111001 ;█████ █ - .db %01111101 ; █████ █ - .db %01110011 ; ███ ██ - .db %01111101 ; █████ █ - .db %11111001 ;█████ █ - .db %11100010 ;███ █ + .db 7,7 + .db %11110000 ;████ + .db %10011100 ;█ ███ + .db %11111110 ;███████ + .db %01011110 ; █ ████ + .db %11111110 ;███████ + .db %10011100 ;█ ███ + .db %11110000 ;████ spr_ship03: .db 7,7 ;ship gamma class @@ -2998,13 +3037,47 @@ spr_ship04i: .db %11110001 ; ████ █ .db %11000010 ; ██ █ +spr_ship05: + .db 7,7 ;ship beta class + .db %11100000 ;███ + .db %11111000 ;█████ + .db %01111100 ; █████ + .db %01110010 ; ███ █ + .db %01111100 ; █████ + .db %11111000 ;█████ + .db %11100000 ;███ +spr_ship05i: + .db 8,7 + .db %11100010 ;███ █ + .db %11111001 ;█████ █ + .db %01111101 ; █████ █ + .db %01110011 ; ███ ██ + .db %01111101 ; █████ █ + .db %11111001 ;█████ █ + .db %11100010 ;███ █ + +auch_bullet = 1 ;damage to you when hit by an enemy bullet +auch_ground = 5 ;the same when you hit the ground/ceiling +auch_collide = 3 ;when you hit an enemy +auch_ecollide = 2*4 ;damage to both the enemy that hit you (skip bit 0/1) + spr_multiple: - .db 6,5 ;multiples - .db %01111000 ; ████ - .db %11001100 ; ██ ██ - .db %10000100 ; █ █ - .db %11001100 ; ██ ██ - .db %01111000 ; ████ + .db 6,6 ;multiples + .db %00000000 ; + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %01111100 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_multiple2: + .db 7,7 ;multiples + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111110 ;███████ + .db %11111110 ;███████ + .db %11111110 ;███████ + .db %01111100 ; █████ + .db %00111000 ; ███ ;-------------------------------- explosions -------------------------------- @@ -3108,6 +3181,24 @@ spr_yexplosion: ;--------------------------------- bullets ---------------------------------- +bullettable: + .db (spr_bullet01-spr_bullet01) ;0 + .db (spr_bullet02-spr_bullet01) ;4 + .db (spr_bullet03-spr_bullet01) ;8 + .db (spr_bullet04-spr_bullet01) ;12 + .db (spr_bullet05-spr_bullet01) ;16 + .db (spr_bullet06-spr_bullet01) ;20 + .db (spr_bullet07-spr_bullet01) ;24 + .db (spr_bullet08-spr_bullet01) ;28 + .db (spr_bullet09-spr_bullet01) ;32 + .db (spr_bullet10-spr_bullet01) ;36 + .db (spr_bullet11-spr_bullet01) ;40 + .db (spr_bullet12-spr_bullet01) ;44 + .db (spr_bullet13-spr_bullet01) ;48 + .db (spr_bullet13-spr_bullet01) ;52 + .db (spr_bullet13-spr_bullet01) ;56 + .db (spr_bullet13-spr_bullet01) ;60 + spr_bullet01: .db 2,1 .db %11000000 ;▒██ @@ -3119,9 +3210,9 @@ spr_bullet03: .db %11000000 ;▒██ .db %11000000 ;▒██ spr_bullet04: - .db 3,2 - .db %11100000 ;▒███ - .db %11100000 ;▒███ + .db 4,2 + .db %10110000 ;▒█▒██ + .db %10110000 ;▒█▒██ spr_bullet05: .db 4,3 .db %01100000 ; ▒██ @@ -3178,6 +3269,7 @@ spr_bullet13: .db %01111111 ; ▒███████ .db %11111110 ;▒███████ .db %00111100 ; ▒████ + spr_bullett1: .db 4,3 ;▒▒▒ .db %11100000 ;▒███ @@ -3190,46 +3282,37 @@ spr_bullete1: .db %11110000 ;████▒ .db %01100000 ; ██▒ -bullettable: - .db (spr_bullet01-spr_bullet01) ;0 - .db (spr_bullet02-spr_bullet01) ;4 - .db (spr_bullet03-spr_bullet01) ;8 - .db (spr_bullet04-spr_bullet01) ;12 - .db (spr_bullet05-spr_bullet01) ;16 - .db (spr_bullet06-spr_bullet01) ;20 - .db (spr_bullet07-spr_bullet01) ;24 - .db (spr_bullet08-spr_bullet01) ;28 - .db (spr_bullet09-spr_bullet01) ;32 - .db (spr_bullet10-spr_bullet01) ;36 - .db (spr_bullet11-spr_bullet01) ;40 - .db (spr_bullet12-spr_bullet01) ;44 - .db (spr_bullet13-spr_bullet01) ;48 - .db (spr_bullet13-spr_bullet01) ;52 - .db (spr_bullet13-spr_bullet01) ;56 - .db (spr_bullet13-spr_bullet01) ;60 - ;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset] ;damage = min.damage + dam.inc*incs (0<=incs<=6) ;speed in pixels/frame (>=%10010=forward; <=%01110=backwards) -;direction: 0=straight forward; 1=up; 2=1/2up; 3=down; 4=1/2down +;direction: 001=straight forward; 010=up; 011=1/2up; 100=down; 101=1/2down +; 111=laser (speed=duration 00010-00000) -maxnrweapons = 8+1 weapondata: - .db 1,1,%00000000,0,%00000000,0,%00010010,3 ;1 single fire - .db 4,1,%00000000,0,%00000000,0,%00010011,3 ;2 fast single - .db 1,1,%00000000,0,%00010010,0,%00010010,6 ;3 double - .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple - .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5 - .db 5,3,%01110011,2,%10010100,2,%00110011,2 ;6 - .db 7,4,%01110100,2,%10010100,2,%00110100,2 ;7 - .db 12,5,%01110110,2,%10010110,2,%00110110,2 ;8 -maxweapon = 8 - .db 1,1,%00000000,0,%00000000,0,%11100000,3 ;1 single laser - .db 1,1,%00000000,0,%11100000,0,%11100000,6 ;2 double laser - .db 1,1,%11100000,0,%11100000,6,%11100000,3 ;3 triple laser -maxlaser = 11 - -collidedamage = 4 + .db 1,1,%00110010,3,%00000000,0,%00000000,0 ;1 single beam + .db 3,1,%00110011,3,%00000000,0,%00000000,0 ;2 fast single + .db 1,1,%00110010,0,%00110010,6,%00000000,0 ;3 double + .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple + .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5 + .db 6,2,%01110011,2,%10010100,2,%00110011,2 ;6 + .db 8,3,%01110100,2,%10010100,2,%00110100,2 ;7 + .db 12,3,%01110110,2,%10010110,2,%00110110,2 ;8 + .db 16,4,%01110110,2,%10010110,2,%00110110,2 ;9 +maxweapon = 9 + .db 1,1,%11100100,3,%00000000,0,%00000000,0 ;1 single laser + .db 2,3,%11100011,3,%00000000,0,%00000000,0 ;2 short + .db 1,2,%11100100,3,%11100000,4,%00000000,0 ;3 fat + .db 1,2,%11100101,0,%11100000,6,%00000000,0 ;4 double + .db 3,4,%11100011,3,%00000000,0,%00000000,0 ;5 short + .db 1,2,%11100100,3,%11100000,6,%11100000,0 ;6 triple + .db 1,3,%11101010,3,%11100000,6,%11100000,0 ;7 triple long + .db 2,4,%11100101,2,%11100000,4,%00000000,0 ;8 double + .db 2,1,%11101011,3,%11100000,2,%11100000,4 ;9 big fat long +maxlaser = 18 +tailbeam = %00101101 ;180 degrees +doublebeam = %01010010 ;45 degrees +extrabulletpos: + .db 3 ;tail/double yposition ;------------------------------------ bar ----------------------------------- @@ -3275,58 +3358,54 @@ spr_icon00: .db %01010101 .db %10101010 spr_icon01: - .db 16,7 ;armor ;.......:.......: - .db %10000111 ;█ ███████ ▒ - .db %10011000 ;█ ██ ██ ▒ - .db %10110011 ;█ ██ ████ ██ ▒ - .db %10110000 ;█ ██ ████ ██ ▒ - .db %10110011 ;█ ██ ████ ██ ▒ - .db %10011000 ;█ ██ ██ ▒ - .db %10000111 ;█ ███████ ▒ + .db 16,7 ;shield .......:.......: + .db %10001111 ;█ ███████ █ ▒ + .db %10011001 ;█ ██ █████ █ ▒ + .db %10111100 ;█ ████ ████ █ ▒ + .db %10111000 ;█ ███ █ ██ █ ▒ + .db %10111100 ;█ ████ ████ █ ▒ + .db %10011001 ;█ ██ █████ █ ▒ + .db %10001111 ;█ ███████ █ ▒ .db 7 - .db %11110000 - .db %00001100 - .db %11000110 - .db %11100110 - .db %11000110 - .db %00001100 - .db %11110000 -spr_icon02: + .db %11100100 + .db %11110010 + .db %01111010 + .db %10011010 + .db %01111010 + .db %11110010 + .db %11100100 +spr_icon02a: .db 16,7 ;tailbeam.......:.......: .db %10000000 ;█ ▒ .db %10000011 ;█ ██ ▒ .db %10000001 ;█ ███ ▒ - .db %10111011 ;█ ███ ██████ ██▒ + .db %10111011 ;█ ███ ███ ██ ██▒ .db %10000001 ;█ ███ ▒ .db %10000011 ;█ ██ ▒ .db %10000000 ;█ ▒ - .db 7 + .db 5 .db %00000000 .db %00000000 .db %11000000 - .db %11110011 + .db %10110011 .db %11000000 - .db %00000000 - .db %00000000 spr_icon02b: - .db 16,7 ;torpedo .......:.......: - .db %10111000 ;█ ███ █ █ █▒ - .db %10011100 ;█ ███ █ █ █▒ - .db %10111000 ;█ ███ █ █ █ ▒ - .db %10000000 ;█ ███ █ █ ▒ - .db %11100001 ;███ ████ █ █▒ - .db %10011000 ;█ ██ ████ █ █▒ - .db %11100110 ;███ ██ ██ █ ▒ - .db 7 - .db %00010101 - .db %00010101 - .db %01001010 - .db %11101010 - .db %11100101 - .db %11110101 - .db %00110010 + .db 16,7 ;updouble.......:.......: + .db %10000000 ;█ ██ ▒ + .db %10000000 ;█ ██ ▒ + .db %10110000 ;█ ██ ██ ▒ + .db %10011100 ;█ ███ ▒ + .db %10111011 ;█ ███ ██ ████ ▒ + .db %10011100 ;█ ███ ▒ + .db %10110000 ;█ ██ ▒ + .db 5 + .db %00011000 + .db %00110000 + .db %01100000 + .db %00000000 + .db %00011110 spr_icon03: - .db 16,7 ;bullets .......:.......: + .db 11,7 ;bullets .......:.......: .db %10000000 ;█ ██ ▒ .db %10000011 ;█ █████ ▒▒▒ ▒ .db %10011000 ;█ ██ ██ ▒▒▒ ▒ @@ -3351,14 +3430,11 @@ spr_icon04: .db %11101100 ;███ ██ ▒▒▒ ▒ .db %10001010 ;█ █ █ ▒▒▒ ▒ .db %10000000 ;█ ▒ - .db 7 + .db 4 .db %00000000 .db %00000000 .db %00000000 .db %11111111 - .db %00000000 - .db %00000000 - .db %00000000 spr_icon05: .db 16,7 ;multiple.......:.......: .db %10000011 ;█ ███ ▒ @@ -3368,14 +3444,13 @@ spr_icon05: .db %10011000 ;█ ██ ▒ .db %10111100 ;█ ████ ██ ██▒ .db %10011000 ;█ ██ ▒ - .db 7 + .db 6 .db %10000000 .db %11100110 .db %11100000 .db %10000000 .db %00000000 .db %11000011 - .db %00000000 spr_dividerline: .db 8,7 .db 128,128,128,128,128,128,128 ;128 = %10000000 @@ -3384,9 +3459,9 @@ spr_dividerline: txt_email: .db "www.shiar.org ",127 ;title screen .db " shiar0@hotmail.com",0 -_txt_email = $3A01 ;$3A1E=just email -txt_about: .db "v0.98.77 ",127," by Shiar",0 ;right behind txt_email -_txt_about = $3321 +_txt_email = $3A01 ;$3A1E=just email +txt_about: .db "v0.99.820 ",127," by Shiar",0 ;right behind txt_email +_txt_about = $3321 txt_menu1: .db "NEW GAME",0 txt_menu2: .db "CONTINUE",0 @@ -3398,7 +3473,11 @@ txt_gameover: .db "GAME OVER!",0 ;game over screen txt_score: .db "Score",0 txt_hiscore: .db "Hiscore",0 +txt_pause: .db " ",6,"/",7," ",$1C,"contrast; " + .db "F1",$1C,"B",$CF,5,"W Mode",0 +_txt_pause = $020B txt_pressenter: .db "Enter to continue",0 ;pause +_txt_pressenter = $0201 txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher txt_teacherans: .db Lneg,"14.6549373495",0 @@ -3406,23 +3485,24 @@ txt_teacherans: .db Lneg,"14.6549373495",0 storehi_start: hiscore .dw 0 ;default hiscore -hiname .db "shiar.98",0 ; " " name +hiname .db "shiar.99",0 ; " " name storehi_end: storesave_start: ;--SAVED GAME-- defs: -level .db 1 ;level number 1 -levelp .dw level01 ;pointer to level data l01 +level .db 10 ;level number 1 +levelp .dw level09 ;pointer to level data lev00 pickuptimer .db 4 ;counts when to place a pickup 4 your_ship .dw spr_ship01 ;your sprite sprs1 +your_extramode .db 1 ;you have tail or double 1 your_score .dw 0 ;current score 0 -your_pickup .db 0 ;pickups already picked up 0 +your_pickup .db 3 ;pickups already picked up 0 your_occ .db 0 ;0=normal 1..16=exploding 0 -your_inv .db 0 ;invincibility left 0 +your_shield .db 0 ;invincibility left 0 your_armor .db 12 ;HP left 12 your_lives .db 3 ;lives left 3 -your_weapon .db 0 ;current weapon upgrade 0 +your_weapon .db 3 ;current weapon upgrade 0 your_multiples .db 0 ;multiples present 0 -your_tail .db 0 ;tail beam present 0 +your_extra .db 0 ;extra beam present 0 storesave_end: time2invert: .db 0 ;time until b<>w switch (0 at startup) @@ -3431,249 +3511,173 @@ time2invert: .db 0 ;time until b<>w switch (0 at startup) ;format:boss: [moveType] [enemyType] ; @level: [nr.dif.enemies]x [enemy nr] -; [min. enemy frequency] [enemy frequency max.inc] [next lvl] -; [level_info: 0000:damage 0:diagfire 0:ground 0:ceiling 0:?] -; [level_move] [tunnel size] [groundtype] -; [16_ground] [16_ceiling] [stars1] [stars2] +; [min. enemy frequency] [enemy frequency max.inc] +; [next lvl (=nrenemies+4)] [level_info: 1:ceiling 1:ground] +; [tunnel size] [groundtype] [stars1] [stars2] ;efrequency must be odd if halfluring! -level00: - .db 0 ;story identifier - .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06 - .db $1b,$1d,"STORYLINE COMING SOON" ,0,0,$1d,$06 - .db $09,$19,"STORYLINE COMING SOON" ,0,1 - .db $2e,$21,"**** NEMESIS 86" ,0,1 - .db $52,$36,"by Shiar" ,0,0,$19,$23 - .db $ff ;story end - - .db 20 ;boss for level01 -level01: ;intro-like, just a few enemies to begin with - .db 2,6,8 - .db 26,70,20,%00010000,0,0,0 - .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - - .db 21 -level02: ;first wave of enemies; easeey - .db 3,6,7,8 - .db 20,60,60,%00100000,0,0,0 - .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - - .db 22 -level03: ;some more enemies - .db 4,7,8,9,10 - .db 17,40,75,%00110000,0,0,0 - .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - - .db 0,0 ;storyline ID - .db 1,1,"Long-Range scanners are ", - .db "showing",0,1 - .db 1,8,"lots of enemy vessels on ", - .db "an intercept",0,1 - .db 1,15,"course.",0,1 - .db 1,24,"I'm changing course to a", - .db " nearby ",0,1 - .db 1,31,"asteroid belt and try to",0,1 - .db 1,38,"lose them inthere.",0,0 - .db 1,38+5,$FF - - .db 23 -level04: ;light asteroid belt - .db 3,1,2,4 - .db 12,24,80,%00111000 - .db 2,0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - - .db 24 -level05: ;inside asteroid belt - .db 5,1,2,3,4,5 - .db 6,10,180,%01011000 - .db 2,0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - - .db 25 -level02a: - .db 3,4,5,6 - .db 30,1,40,%01000000 - .db 0,0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 + .db 0 ;storyline ID +levelstart: ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end] + .db 25,33,"Imperial ships have",0,0 + .db 31,9,"been sent to intercept you",0,31-25+6,-1 - .db 0 + .db 9 +level00:.db 5,2,4,2,1,1 + .db 28,73,13 + .db %00,0,0,1,1 - .db 0 - .db $01,01,"And the storyline conti", - .db "nues.....",0,1 - .db $01,09,"You decide to fly close", - .db " to the",0,1 - .db $01,15,"surface of a nearby pl", - .db "anet =)",0,0,1,20 - .db $FF - - .db 26 -level03b: - .db 1,$02 - .db $13,40,$4b,%00100100,0,-5,1 - .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - - .db 0 + .db 30 ;boss for level01 +level01:.db 2,2,4 ;enemies + .db 26,70,20 + .db %00,0,0,1,1 + + .db 31 +level02:.db 3,2,3,4 + .db 20,60,60 + .db %00,0,0,1,1 + + .db 32 +level03:.db 4,3,4,5,6 + .db 17,40,75 + .db %00,0,0,1,1 .db 0 - .db $01,01,"Blablabla...",0,1 - .db $01,34,"this storyline sux",0,0,1,39 - .db $FF - - .db 27 -level03a: - .db 1,$03 - .db $2d,$3f,%00010110,0,-9,1 - .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20 - .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18 - .db -1,-1 ;=%11111111=line - - .db $07,$08 -level04b: - .db 1,$04 - .db $11,$41,%00100001,0,0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - .db $07,$09 -level05a: - .db 1,$05 - .db $11,$45,%00100101,%10,-7,1 - .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2 - .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - .db $07,$08 -level06c: - .db 1,$06 - .db $19,$3a,%00100111,0,-4,1 - .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 - .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - - .db $07,$09 -level07: - .db 1,$07 - .db $09,$ff,%00100001,0,0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 + .db 1,1,"Long-Range scanners are ", + .db "showing",0,0 + .db 8,1,"lots of enemy vessels ", + .db "advancing fast.",0,8-1+6 + .db 24,1,"I'm changing course to a", + .db " nearby ",0,0 + .db 31,1,"asteroid belt and try to",0,0 + .db 38,1,"lose them inthere.",0,38-24+6,-1 + +;---- approaching asteroid belt + .db 33 +level04:.db 5,7,7,8,10,11 + .db 17,27,70 + .db %00,0,0,1,1 + +;---- light asteroid belt + .db 34 +level05:.db 7,9,10,8,10,11,11,13 + .db 12,24,80 + .db %00,0,0,1,1 + +;---- inside asteroid belt + .db 35 +level06:.db 10,9,10,11,11,13,12,12,13,14,14 + .db 7,18,180 + .db %00,0,0,1,1 + + .db 36 +level07:.db 4,15,16,17,5 + .db 22,29,62 + .db %00,0,0,1,1 ;-1=%11111111=line + + .db 37 +level08:.db 5,15,16,17,18,18 + .db 20,38,57 + .db %00,0,0,1,1 + + .db 38 +level09:.db 3,18,19,20 + .db 19,63,57 + .db %00,0,0,1,1 + + .db 0,1,1,"That`s all folks...",0,0 + .db 20,50,"for now...",0,20-0+6,-1 + +endlevel = 10 + +pickupfreq = 18 ;------------------------------ enemies ------------------------------------- -;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)] -; [movetype] [time2fire] [firefreq] -;appearances: 1=random; 2=lure; 3=halflure -;case movetype: -; 1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure; -; 8=y-lure 1/2x; 9=8 stop at x=99; 10=x+y-lure 1/2x -enemyspecs: -;1-5=asteroids - .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,0,0,0 - .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,0,0,0 - .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,4,0,0 - .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,3,0,0 - .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,5,0,0 -;6-10=basic enemies - .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,0,10,0 ;weak - .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,3,6,50 ;slow - .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,0,1,0 - .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,0,19,39 - .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,4,1,0 ;fast -;11=jumping bug (up/down) - .db 0,%00001111,(spr_enemyN3-spr_enemy00)/2,128,2,1,87,5 - - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;12 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;13 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;14 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;15 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;16 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;17 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;18 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;19 -;20-22=first bosses - .db 1,%00101011,(spr_boss0_1-spr_enemy00)/2,127,1,8,20,12 ;20 - .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,127,1,8,15,10 ;21 - .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,127,3,9,10,9 ;22 -;23-24=asteroid bosses - .db 2,%00001011,(spr_boss0_3-spr_enemy00)/2,127,1,10,36,14 - .db 2,%00110011,(spr_boss0_3-spr_enemy00)/2,127,2,10,28,12 -;25-26=big bosses - .db 2,%00000111,(spr_boss0_4-spr_enemy00)/2,127,3,7,18,7 ;25=bigboss1 - .db 2,%01001011,(spr_boss0_5-spr_enemy00)/2,127,3,7,18,7 ;26=bigboss2 +;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)] +; [movetype] [time2fire] [firefreq] [firetype] +;appearances: 1=random; 2=lure; 3=halflure +;movetypes: 1=updown; 2=1/4x; 3=1/2x; 4=3/4x; 5=3/2x; 6=2x; 7=ylure50%; +; 7=ylure; 8=ylure50%; 9=x; 10=x+y-lure 50%; 11=-1/2x; 12=-1x +;firetypes: 1=normal; 6=aiming; 7=triple; 8=double + +enemyspecs: ;sprites use 418/512 bytes + .db 0,%00000111,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;pickup +;1-6=basic enemies , , , , , , , + .db 0,%00000110,(spr_enemyE0-spr_enemy00)/2,128,1,00,12, 0,1 ;intro + .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,00,10, 0,1 ;weak + .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,03, 6,50,1 ;slow + .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,00, 1, 0,1 + .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,00,19,39,8 ;heavy + .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,05, 1, 0,1 ;fast +;7-9=backwards enemies , , , , , , , + .db 0,%00011110,(spr_enemyB1-spr_enemy00)/2,000,3,11,19,92,1 + .db 0,%00101110,(spr_enemyB2-spr_enemy00)/2,000,1,12,11,45,1 + .db 0,%00110110,(spr_enemyB3-spr_enemy00)/2,000,1,11,10,41,8 ;small +;10-14=asteroid , , , , , , , + .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,04, 0, 0,1 + .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,00, 0, 0,1 + .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,05, 0, 0,1 + .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,03, 0, 0,1 ;slow+hard + .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,06, 0, 0,1 +;15-20=improved enemies, , , , , , , + .db 0,%01001010,(spr_enemyG1-spr_enemy00)/2,128,3,00, 3,40,1 + .db 0,%01011110,(spr_enemyG2-spr_enemy00)/2,128,3,00, 1,36,1 + .db 0,%00110010,(spr_enemyG5-spr_enemy00)/2,128,1,01, 9,52,1 ;updown + .db 0,%01111010,(spr_enemyG3-spr_enemy00)/2,128,3,04, 7,99,7 ;3x + .db 0,%10110110,(spr_enemyG4-spr_enemy00)/2,128,2,01,17, 0,7 ;updown3x + .db 0,%10001011,(spr_enemyG6-spr_enemy00)/2,128,2,07,62,60,8 ;lure +;21-29=unused, , , , , , , , + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;21 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;22 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;23 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;24 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;25 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;26 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;27 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;28 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;29 +;30-33=first bosses , , , , , , , + .db 1,%00101011,(spr_boss2 -spr_enemy00)/2,127,1,09,20,12,1 ;small + .db 1,%00110011,(spr_boss1 -spr_enemy00)/2,127,1,09,15,11,8 ;normal + .db 1,%01001011,(spr_boss1 -spr_enemy00)/2,127,3,10,10,11,1 ;moving + .db 0,%11111111,(spr_boss3 -spr_enemy00)/2,127,2,10, 1, 4,1 ;weak+rapidfire +;34-35=asteroid bosses , , , , , , , + .db 2,%00001011,(spr_bossA1 -spr_enemy00)/2,127,1,10,36,14,6 + .db 2,%00110011,(spr_bossA1 -spr_enemy00)/2,127,2,10,28,12,6 +;36-38=big bosses , , , , , , , + .db 2,%00000011,(spr_bossB1 -spr_enemy00)/2,127,3,08,31, 8,7 + .db 2,%00100111,(spr_bossB2 -spr_enemy00)/2,127,3,08,13, 7,7 + .db 2,%00100111,(spr_bossB2 -spr_enemy00)/2,127,3,08,13, 7,7 spr_enemy00: - .db 16,8 ;pickup - .db %11111111 ; ████████████ - .db %10000110 ; █ ██ █ - .db %10000110 ; █ ██ █ - .db %10111111 ; █ ████████ █ - .db %10111111 ; █ ████████ █ - .db %10000110 ; █ ██ █ - .db %10000110 ; █ ██ █ - .db %11111111 ; ████████████ - .db 8 - .db %11110000 - .db %00010000 - .db %00010000 - .db %11010000 - .db %11010000 - .db %00010000 - .db %00010000 - .db %11110000 - .db 0 + .db 10,8 ;pickup + .db %00111111 ; ██████ + .db %01100001 ; ██ ██ + .db %10001100 ;█ ██ █ + .db %10111111 ;█ ██████ █ + .db %10111111 ;█ ██████ █ + .db %10001100 ;█ ██ █ + .db %01100001 ; ██ ██ + .db %00111111 ; ██████ + .db 7 + .db %00000000 + .db %10000000 + .db %01000000 + .db %01000000 + .db %01000000 + .db %01000000 + .db %10000000 -spr_enemyA1: - .db 7,6 ;asteroid one - .db %00011000 ; ██ - .db %01101100 ; ██ ██ - .db %10011110 ;█ ████ - .db %11111010 ;█████ █ - .db %10111100 ;█ ████ - .db %01110000 ; ███ -spr_enemyA2: - .db 8,7 ;asteroid two - .db %00111100 ; ████ - .db %01011010 ; █ ██ █ - .db %01101101 ; ██ ██ █ - .db %11111101 ;██████ █ - .db %11111111 ;████████ - .db %10110110 ;█ ██ ██ - .db %01100000 ; ██ +spr_enemyE0: + .db 6,7 ;weak + .db %00011100 ; ███ + .db %00100100 ; █ █ + .db %01101000 ; ██ █ + .db %10110100 ;█ ██ █ + .db %01101000 ; ██ █ + .db %00100100 ; █ █ + .db %00011100 ; ███ .db 0 -spr_enemyA3: - .db 8,8 ;asteroid three - .db %00011110 ; ████ - .db %01110011 ; ███ ██ - .db %01111101 ; █████ █ - .db %10110111 ;█ ██ ███ - .db %11111110 ;███████ - .db %11111101 ;██████ █ - .db %01010111 ; █ █ ███ - .db %00001110 ; ███ -spr_enemyA4: - .db 7,6 ;asteroid four - .db %01111000 ; ████ - .db %10110110 ;█ ██ ██ - .db %11111101 ;██████ █ - .db %01111011 ; ████ ██ - .db %01001110 ; █ ███ - .db %00110000 ; ██ - spr_enemyE1: .db 6,7 ;weak .db %00111100 ; ████ @@ -3695,10 +3699,10 @@ spr_enemyE2: spr_enemyE3: .db 6,6 ;normal solid (Galaxian enemy) .db %00111100 ; ████ - .db %01110000 ; ███ - .db %11110000 ;████ - .db %11110000 ;████ - .db %01110000 ; ███ + .db %01010000 ; █ █ + .db %11010000 ;██ █ + .db %11010000 ;██ █ + .db %01010000 ; █ █ .db %00111100 ; ████ spr_enemyE4: .db 6,7 @@ -3712,61 +3716,127 @@ spr_enemyE4: .db 0 spr_enemyE5: .db 6,6 ;speedy - .db %00011100 ; ███ + .db %00010100 ; █ █ .db %01111000 ; ████ + .db %10100000 ;█ █ + .db %10100000 ;█ █ + .db %01111000 ; ████ + .db %00010100 ; █ █ + +spr_enemyB1: + .db 6,6 ;solid backwards + .db %11110000 ;████ + .db %00101000 ; █ █ + .db %01010100 ; █ █ █ + .db %01010100 ; █ █ █ + .db %00101000 ; █ █ + .db %11110000 ;████ +spr_enemyB2: + .db 6,7 + .db %11110000 ;████ + .db %01001000 ; █ █ + .db %01110100 ; ███ █ + .db %00100100 ; █ █ + .db %01110100 ; ███ █ + .db %01001000 ; █ █ + .db %11110000 ;████ + .db 0 +spr_enemyB3: + .db 5,7 .db %11100000 ;███ + .db %01010000 ; █ █ + .db %01111000 ; ████ + .db %01000000 ; █ + .db %01111000 ; ████ + .db %01010000 ; █ █ .db %11100000 ;███ + .db 0 + +spr_enemyA1: + .db 7,6 ;asteroid one + .db %00011000 ; ██ + .db %01101100 ; ██ ██ + .db %10011110 ;█ ████ + .db %11111010 ;█████ █ + .db %10111100 ;█ ████ + .db %01110000 ; ███ +spr_enemyA2: + .db 8,7 ;asteroid two + .db %00111100 ; ████ + .db %01011010 ; █ ██ █ + .db %01101101 ; ██ ██ █ + .db %11111101 ;██████ █ + .db %11111111 ;████████ + .db %10110110 ;█ ██ ██ + .db %01100000 ; ██ + .db 0 +spr_enemyA3: + .db 8,8 ;asteroid three + .db %00011110 ; ████ + .db %01110011 ; ███ ██ + .db %01111101 ; █████ █ + .db %10110111 ;█ ██ ███ + .db %11111110 ;███████ + .db %11111101 ;██████ █ + .db %01010111 ; █ █ ███ + .db %00001110 ; ███ +spr_enemyA4: + .db 7,6 ;asteroid four .db %01111000 ; ████ - .db %00011100 ; ███ + .db %10110110 ;█ ██ ██ + .db %11111101 ;██████ █ + .db %01111011 ; ████ ██ + .db %01001110 ; █ ███ + .db %00110000 ; ██ spr_enemyG1: .db 8,6 ;G-Type - .db %00111111 ; █████ + .db %00011111 ; █████ .db %01001000 ; █ █ .db %10110100 ;█ ██ █ .db %10110100 ;█ ██ █ .db %01001000 ; █ █ - .db %00111111 ; █████ + .db %00011111 ; █████ spr_enemyG2: .db 8,6 ;smaller nacelles - .db %00000111 ; ███ + .db %00010111 ; █ ███ .db %01101100 ; ██ ██ .db %10110100 ;█ ██ █ .db %10110100 ;█ ██ █ .db %01101100 ; ██ ██ - .db %00000111 ; ███ + .db %00010111 ; █ ███ spr_enemyG3: .db 8,6 ;shuttle .db %00001111 ; ████ - .db %01111100 ; █████ + .db %01110100 ; ███ █ .db %10011100 ;█ ███ .db %10011100 ;█ ███ - .db %01111100 ; █████ + .db %01110100 ; ███ █ .db %00001111 ; ████ spr_enemyG4: .db 8,6 ;G-Type solid - .db %00111111 ; █████ + .db %00111101 ; ███ █ .db %01111000 ; ████ - .db %11111100 ;██████ - .db %11111100 ;██████ + .db %11110100 ;████ █ + .db %11110100 ;████ █ .db %01111000 ; ████ - .db %00111111 ; █████ + .db %00111101 ; ███ █ spr_enemyG5: - .db 6,6 ;G lost his head; large window ;) + .db 6,6 .db %01111100 ; █████ .db %10110000 ;█ ██ - .db %10111000 ;█ ███ - .db %10111000 ;█ ███ + .db %10101000 ;█ █ █ + .db %10101000 ;█ █ █ .db %10110000 ;█ ██ .db %01111100 ; █████ spr_enemyG6: - .db 7,6 ;small G-type - .db %00011110 ; ████ - .db %01111000 ; ████ - .db %11110000 ;████ - .db %11110000 ;████ - .db %01111000 ; ████ - .db %00011110 ; ████ + .db 8,5 ;shuttle + .db %00001111 ; ████ + .db %01110100 ; ███ █ + .db %10011010 ;█ ██ █ + .db %01110100 ; ███ █ + .db %00001111 ; ████ + .db 0 spr_enemyS1: .db 6,6 ;solid @@ -3831,9 +3901,29 @@ spr_enemyN3: .db %01011101 ; █ ███ █ .db %10111110 ;█ █████ .db 0 +spr_enemyN4: + .db 8,8 ;Stolen from XC1701II + .db %01111110 ; ██████ + .db %11110101 ;████ █ █ + .db %00011111 ; █████ + .db %00111101 ; ████ █ + .db %00111001 ; ███ █ + .db %00011111 ; █████ + .db %11110101 ;████ █ █ + .db %01111110 ; ██████ +spr_enemyN5: + .db 7,8 ;Stolen from XC1701II + .db %00111100 ; ████ + .db %01010010 ; █ █ █ + .db %11111110 ;███████ + .db %01001010 ; █ █ █ + .db %01011010 ; █ ██ █ + .db %11111110 ;███████ + .db %01010010 ; █ █ █ + .db %01111100 ; ████ -spr_boss0_1: - .db 16,10 ;boss type one..:.......: +spr_boss1: + .db 16,10 ;.......:.......: .db %00000001 ; ██████ ██ .db %00001110 ; ███ █ ███ .db %00110010 ; ██ █ ████ @@ -3856,14 +3946,40 @@ spr_boss0_1: .db %00101110 .db %11111011 .db 0 -spr_boss0_2: - .db 16,10 ;boss type two..:.......: +spr_boss2: + .db 12,12 ;.......:....5..: + .db %00011110 ; ████ + .db %01100001 ; ██ ██ + .db %10110010 ;█ ██ █ ██ + .db %00000101 ; █ ██ █ + .db %00001010 ; █ █ ██ + .db %00011010 ; ██ █ █ █ + .db %00011010 ; ██ █ █ █ + .db %00001010 ; █ █ ██ + .db %00000101 ; █ ██ █ + .db %10110010 ;█ ██ █ ██ + .db %01100001 ; ██ ██ + .db %00011110 ; ████ + .db 11 + .db %00000000 + .db %10000000 + .db %01100000 + .db %10100000 + .db %01100000 + .db %10010000 + .db %10010000 + .db %01100000 + .db %10100000 + .db %01100000 + .db %10000000 +spr_boss3: + .db 16,10 ;.......:.......: .db %11111110 ;███████ .db %00000011 ; ███ ████ .db %00110101 ; ██ █ ████ █ .db %01111010 ; ████ █ █ █ ██ - .db %10001101 ;█ ██ █ ██ ██ - .db %10001101 ;█ ██ █ ██ ██ + .db %10001101 ;█ ██ █ ██ ██ █ + .db %10001101 ;█ ██ █ ██ ██ █ .db %01111010 ; ████ █ █ █ ██ .db %00110101 ; ██ █ ████ █ .db %00000011 ; ███ ████ @@ -3873,13 +3989,13 @@ spr_boss0_2: .db %10001111 .db %11100001 .db %10010110 - .db %01101100 - .db %01101100 + .db %01101101 + .db %01101101 .db %10010110 .db %11100001 .db %10001111 -spr_boss0_3: - .db 16,11 ;bigasteroid one +spr_bossA1: + .db 16,11 ;AsteroidBoss one .db %00011110 ; ████ .db %01110011 ; ███ ███ .db %01111111 ; ███████ █ @@ -3902,8 +4018,8 @@ spr_boss0_3: .db %11110000 .db %11000000 .db 0 -spr_boss0_4: - .db 16,18 ;bigboss one : +spr_bossB1: + .db 16,18 ;BigBoss one : .db %00000000 ; █ █ .db %00000111 ; ███ ███ .db %00000011 ; ████ █ @@ -3942,8 +4058,8 @@ spr_boss0_4: .db %11010000 .db %01110000 .db %01010000 -spr_boss0_5: - .db 16,15 ;bigboss two : +spr_bossB2: + .db 16,15 ;BigBoss two : .db %00001111 ; █████ .db %00111110 ; █████ █████ .db %01111101 ; █████ █ ███████ @@ -4085,4 +4201,40 @@ logo_nemesis: ; # after pause weapon will not be fired ; # teacher key fixed (waits for GRAPH to be release before&after) ; -; + added - removed * changed # bug fixed \ No newline at end of file +; 0.99.820 -- 20.VIII.00 -- size 6500 +; +; + you can have upto FOUR multiples! (~20 pixels apart) +; * some optimizations: keycall, menu handling, port nops removed, +; more SMC, fire handling, fast bullet handling, enemy movement +; * better "backwards" enemies handling (and implemented in game) +; # when enemy changed into a pickup, movement is set to vslow +; * instead of turning into a pickup, enemies explode and a pickup +; appears at the right side of the screen (moves left slowly) +; # bullets do damage again (screenflash made damage become 0) +; + when destroyed by bullets, the armor bar will show 0HP left +; * all enemy bullets do the same damage in all levels +; * you now appear at (*32*,30) because enemies can come from left +; * improved bullet handling (faster, smaller, etc.) +; + multiples are animated like real Nemesis (grow-shrink-grow-shrink>) +; # fixed a bug that didn't select multiples when you were moving +; # enemy collision screwed up invert and some other weird stuff +; + in pause screen change contrast with up/down and B/W mode with F1 +; + lasers can have different durations (beams last longer) +; * some sign-flag checkings replaced by carry-flag (thus reducing size) +; # slow enemies (including pickups) didn't always appear (just 25-50%) +; + enemies can fire different kinds of bullets: aiming, double, triple +; * maximum number of bullets increased (48 for enemies, 128 for you) +; * beamweapon can be selected when you got laser (like vice versa) +; * selecting laser removes tailbeam or up-double +; # tail beam/up-double correctly centered +; # disappearing bullets (when enemies fired multiple bullets) fixed +; + bullets and lasers both upgradable upto level 9 +; # fixed end story (_vputs didn't recognize 0-end when "'" in string) +; # stars couldn't be altered anymore since recent levelformat changes +; * maximum different enemies increased from 28 to 63 +; * pickup sprite altered, small changes to some enemies +; + new moves implemented: 75% speed and lure-while-moving +; +; + added - removed * changed # bug fixed + +;bullet handling: (255/enemy)+419+putsprite cycles per bullet