X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/18d1f1fa9504854fd39bdf0b13ea98ba001c91b8..6182b2a8db0e125b903be3ca44c3a8227fdf4f9f:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index b735b9c..35f36c9 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,66 +1,56 @@ .include "asm86.h" .include "ti86asm.inc" - .include "ti86abs.inc" .org _asm_exec_ram nop jp Start - .dw $0000 + .dw $0001 .dw Title -Title: .db "Nemesis v0.3.719 by Shiar",0 -Start: - jr init + .dw spr_ship +Title: .db "Nemesis v0.6.820 by Shiar",0 +Start: jr init just_fired = $c0f9 ;byte temp1 = $c100 ;word -;-------------------- init ---------------------------------------------------- +;---------------------- init -------------------------------------------------- init: call _runindicoff -;-------------------- main menu ----------------------------------------------- - - jp play_game - -;-------------------- exit ---------------------------------------------------- - -exit_game: - ret - -;----------------------- game setup ------------------------------------------- - -play_game: - ld hl,stored_data_start - ld bc,variables_end-stored_data_start-1 - -;---------------------- display setup ---------------------------------------- - -set_up_display: - call _clrLCD - - ld hl,in_game_text - ld b,3 -l11: ld a,(hl) - ld (_curCol),a - inc hl - ld a,(hl) - ld (_curRow),a - inc hl +;---------------------- main menu --------------------------------------------- + +LogoPut: + ld hl,logo_nemesis ;from... + ld de,$FC00+16 ;...to one line from top + ld a,19 ;19 rows +LogoLoop: + ld bc,16 ;set screen width + ldir ;display one line + dec a ;decrease line-counter + jr nz,LogoLoop ;repeat when counter is not yet zero + +menutext: + ld hl,$1608 ;just below logo + ld (_penCol),hl + ld hl,txt_about ;display "by Shiar (ICQ#43840958)" + call _vputs + + ld hl,$0705 ;located one row above bottom + ld (_curRow),hl ;go there + ld hl,txt_1player ;display "ONE PLAYER" + call _puts + ld hl,$0706 ;below oneplayer text + ld (_curRow),hl + ld hl,txt_2players ;display "TWO PLAYERS" call _puts - djnz l11 - -in_game_text: - .db 16,0,"LIVES",0 - .db 16,3,"LEVEL",0 - .db 16,6,"SCORE",0 -str_question: - .db "-----",0 + call _getkey ;wait for keypress + call New_level ;prepare level ;------------------------------------------------------------------------------ -;-------------------------- game loop ----------------------------------------- +;---------------------- game loop --------------------------------------------- ;------------------------------------------------------------------------------ game_main_loop: @@ -68,24 +58,24 @@ game_main_loop: inc (hl) Clear_screen: - xor a - ld hl,GRAPH_MEM+(16*12) - ld b,a - ld a,(background) + xor a ;empty bitmask + ld hl,GRAPH_MEM ;screen location (top left) + ld b,$E0 ;loop 0E0h = 224 times = 256-32 for score-bar) clearloop: + ld (hl),a ;clear four times (total = 224*4 = 896 bytes) + inc hl ld (hl),a inc hl ld (hl),a inc hl ld (hl),a inc hl - djnz clearloop + djnz clearloop ;repeat 224x check_exitkey: ld a,%00111111 ; pressed? out (1),a - nop - nop + nop \ nop in a,(1) bit 6,a jr z,quit ;yes: quit game @@ -94,14 +84,13 @@ game_stuff: call Level_event ;insert enemies call Handle_Ship ;move you call Fire_bullet ;check for fire - call Handle_bullets ;move bullets call Handle_enemies ;move enemies - call Enemy_fires ;check for enemy fire - call Enemy_bullets ;move bullets + call Handle_bullets ;move your bullets + call Enemy_bullets ;move enemy bullets call Enemies_hit ;check for collision with enemies call Display_Screen ;display all - halt \ halt \ halt ;delay + halt \ halt ;delay jr game_main_loop ;loop quit: ret @@ -109,23 +98,20 @@ quit: ret ;---------------------- display ----------------------------------------------- Display_Screen: - ld a,64 ;Display Image - ld hl,GRAPH_MEM+(16*12) - ld de,$fc00 + ld hl,GRAPH_MEM ;from storage (top left) + ld de,$fc00 ;to screen (top left) + ld a,56 ;display height = 64 bytes (minus 8 for bar) displayloop: - ld bc,12 - ldir - inc de - inc de - inc de - inc de - dec a - jr nz,displayloop - -; ld hl,$1007 ;Display Score -; ld (_curRow),hl -; ld hl,(score) -; jp _D_HL_DECI + ld bc,16 ;display width = 16 bytes (16*8bits=256pixels) + ldir ;16x de >> hl + dec a ;next line + jr nz,displayloop ;loop 64x + + ld hl,$3a6b ;Display Score + ld (_penCol),hl + ld hl,(timer) + ld h,0 + jp _D_HL_DECI ret ;------------------------- handle ship ---------------------------------------- @@ -135,27 +121,28 @@ Handle_Ship: or a jr z,ok ;0 = normal stat -; dec a -; ld (your_status),a -; ld hl,(lives) -; ld a,l -; or h -; jr nz,ok -; pop af -; ret + inc a ;next (explosion)frame + ld (your_occ),a ;save + + cp 34 ;last explosion frame? + jr c,exploding_you ;not yet: display explosion + cp 40 ;delay finished? + jp z,game_over ;yes = game over + ret ;don't display anything ok: ld a,%01111110 out (1),a - ld hl,y + nop \ nop in a,(1) + ld hl,y rra ld b,a jr c,no_down ld a,(hl) inc a - cp 73 ;y < 73 + cp 50 ;56-6 = bottom of screen jr z,no_down ld (hl),a no_down: @@ -163,15 +150,15 @@ no_down: rr b jr c,no_left ld a,(hl) - dec a - jr z,no_left ;x > 0 + sub 1 ; doesn't affect c-flag + jr c,no_left ;-1 = left side ld (hl),a no_left: rr b jr c,no_right ld a,(hl) inc a - cp 89 ;x < 89 + cp 122 ;128-6 = right side jr z,no_right ld (hl),a no_right: @@ -180,24 +167,19 @@ no_right: rr b jr c,no_up ld a,(hl) - dec a - cp 15 ;y > 15 - jr z,no_up + sub 1 ; doesn't affect carry-flag + jr c,no_up ;-1 = top of screen ld (hl),a -no_up: ld ix,spr_ship +no_up: ld ix,spr_ship01 display_common: ld e,(hl) - jp drw_spr + jp drw_spr ;ret -;you_not_normal: -; ld a,(your_status) -; dec a -; ld (your_status),a -; inc a -; and 14 -; xor 14 -; ld hl,x-1 +exploding_you: + srl a ;half the framerate + dec a ;first frame is 1>inc>srl>dec = 0 + ld hl,x-1 explosion_stuff: rra @@ -214,8 +196,8 @@ explosion_stuff: jr display_common damage_you: - or %10101010 - ld (background),a + ld a,1 ;set to explode (1st frame) + ld (your_occ),a ret ;------------------------- fire bullet ---------------------------------------- @@ -289,10 +271,10 @@ scan_bullets: bullet_type1: ld a,(hl) ;d = X inc a ;move right - cp $5a ;off screen? + cp 121 ;off screen? (x=127-5-1) jr z,remove_bullet inc a ;move right - cp $5a ;off screen? + cp 121 ;off screen? jr z,remove_bullet ld (hl),a ;save new pos. ld d,a @@ -302,15 +284,15 @@ bullet_type1: push de call drw_spr ;display bullet pop de - ld b,20 + ld b,nrenemies ld hl,enemies hit_enemies: ;Hits with normal enemies push hl ld a,(hl) - and %00000001 - jr z,nohit ;no hit when enemy_occ <> 1 + and %00000010 + jr z,nohit ;no hit when enemy_occ <> 2/3 inc hl inc hl @@ -339,20 +321,20 @@ hit_enemies: ;Hits with normal enemies dec hl dec hl ld a,(hl) ;occ - srl a - srl a ;occ/4 = HP left - jr nz,hpleft - ld (hl),2 ;set to explode + ld b,a ;push occ + and %11111100 ;occ/4 = HP left ; jump + ld (hl),%01 ;set to explode inc hl + ld b,(hl) ;save enemy type ld (hl),a ;explosionFrame 0 + pop hl ret hpleft: - dec a - add a,a - add a,a - inc a ;HP*4+1 = occ 1 + ld a,b ;pop occ + sub %00000100 ;decrease HP by one ld (hl),a ;save pop hl ret @@ -368,14 +350,27 @@ nohit: pop hl ;--------------------------- level events ------------------------------------- Level_event: - ld a,(nextevent) - dec a - ld (nextevent),a - or a - ret nz + ld hl,nextevent ;time to next event unused jr next_bullet @@ -540,7 +497,7 @@ remove_ebullet: Handle_enemies: ld hl,enemies - ld b,20 + ld b,nrenemies ;handle all enemies handle_enemy: push bc @@ -549,44 +506,82 @@ handle_enemy: ld a,(hl) and %00000011 jr z,next_enemy ;occ "no enemy" 0 - and %00000001 - jr z,exploding_enemy ;occ "exploding" 2 + dec a + jr z,exploding_enemy ;occ "exploding" 1 + ld b,1 + dec a + jr z,normal_enemy ;occ "normal" 2 + +moving_enemy: ;occ "moving" 3 + ld b,0 -normal_enemy: ;occ "normal" 1 +normal_enemy: inc hl - ld a,(hl) ;type - add a,a - add a,a - add a,a - ld c,a ;type*8 = offset + push hl + + ld e,(hl) ;e = enemy type + ld d,0 ;de = e + ld hl,sprites ;hl = @sprites offset-table + add hl,de ;points to offset of current enemy offset + ld e,(hl) ;de = @enemy offset + + ld ix,spr_enemy01 ;first enemy sprite + add ix,de ;add offset for current enemy + pop hl + inc hl - ld d,(hl) ;x + ld a,(hl) ;x + dec a ;move left + jp m,remove_enemy ;off screen + jr z,remove_enemy ;" + ld d,a + inc hl ld e,(hl) ;y - - ld a,d - or a - jr z,next_enemy + ld a,b ;%xxx00001=moving -0=normal dec a - ld d,a - jr z,remove_enemy - - ld (hl),e - dec hl - ld (hl),d - ld ix,spr_enemy01 - ld b,$00 - add ix,bc - call drw_spr - jr next_enemy + jr z,ymove_done ;skip y-move + +; srl a +; ld b,a ;b = %0xxx0000 (move stat) + ld a,(timer) + and %00010000 ;switches 0<>1 every 16 turns +; add a,b ;a = new move stat +; add a,a +; ld b,a ;b = %xxx00000 (new move stat*2) + +; dec hl \ dec hl +; ld a,(hl) ;type +; and %00011111 ;reset move-type +; add a,b ;set new move-type +; ld (hl),a +; inc hl \ inc hl ;@y + +; and %00100000 + jr z,movedown +moveup: dec (hl) ;decrease y-pos + jr ymove_done +movedown: + inc (hl) ;increase y-pos + +ymove_done: + dec hl ;@x + ld (hl),d ;store new x + + push de ;save registers + call drw_spr ;display sprite @ix + pop de ;restore (destroyed by drw_spr) + + ld a,$ff ;fire frequency + call Random ;random value < a + dec a ;fire if 1 + call z,Enemy_fires ;fires bullet + jr next_enemy ;finished remove_enemy: - dec hl - dec hl -enemy_gone: - dec hl + pop hl ld (hl),$0000 ;bye bye enemy - + push hl next_enemy: pop hl ld bc,$0004 @@ -604,7 +599,7 @@ exploding_enemy: ld a,(hl) cp 15 - jr z,enemy_gone ;remove when at last frame + jr z,remove_enemy ;remove when at last frame inc a ld (hl),a ;next frame jr next_enemy @@ -613,88 +608,245 @@ exploding_enemy: Enemies_hit: ld a,(your_occ) - or a + or a ;0 = you're normal ret nz ld de,(x) ;e = X, d = Y - ld hl,enemies-4 -check_next: - ld bc,$0004 - add hl,bc - - ld a,(hl) - cp $ff - ret z ;-1 = no more enemies + ld hl,enemies + ld b,nrenemies ;check all 20 enemies +check_collision: push hl - cp 1 - jr nz,nocrash ;1 = enemy + ld a,(hl) + and %00000010 + jr z,check_next ;2 or 3 = ok inc hl inc hl ld a,(hl) ;check x match sub e add a,6 - jp m,nocrash + jp m,check_next cp 12 - jr nc,nocrash + jr nc,check_next inc hl ld a,(hl) ;check y match sub d add a,6 - jp m,nocrash + jp m,check_next cp 12 - jr nc,nocrash + jr nc,check_next dec hl dec hl - ld (hl),0 ;explosionFrame 0 + xor a + ld (hl),a ;explosionFrame 0 dec hl - ld (hl),2 ;set to explode - call damage_you + inc a + ld (hl),a ;set to explode + call damage_you ;auch! -nocrash: +check_next: pop hl - jr check_next + inc hl + inc hl + inc hl + inc hl + djnz check_collision + ret + +;--------------------------- game over ---------------------------------------- + +game_over: + call _clrLCD ;clear screen + ld hl,$0603 + ld (_curRow),hl ;center + ld hl,txt_gameover + call _puts ;display "GAME OVER" + + ld b,$20 +wait2: halt \ halt + djnz wait2 ;delay + call _getkey ;wait for keypress + +;--------------------------- new game ----------------------------------------- + +New_level: + xor a ;a=0 + ld hl,x ;begin position x=... + ld (hl),a ;...=a=0=left + inc hl ;y=... + ld (hl),24 ;...=24=middle + ld (level),a ;reset level nr + ld (score),a ;reset score + ld hl,level01-3 ;set level pointer to level#1 + ld (levelp),hl ;reset level pointer ;--------------------------- next level --------------------------------------- Next_level: - ld hl,Leveldata+1 - ld (curevent),hl + ld hl,level + inc (hl) ;increase level nr. + ld a,80 + ld (nextevent),a ;time to first enemy appearance + + ld hl,(levelp) ;level pointer + inc hl + inc hl + inc hl ;update to point to next level + ld (levelp),hl ;save + + ld a,(hl) ;load new level-enemy type + ld (eventenemy),a ;set level-enemy + inc hl + ld a,(hl) ;load new appearance-time + ld (eventtime),a ;set + inc hl + ld a,(hl) ;load nr of enemies in this level + ld (eventleft),a ;set nr of events left + + xor a + ld (timer),a ;reset time + +;--------------------------- setup game --------------------------------------- + +game_setup: + call _clrLCD ;clear screen + ld a,%10111011 + ld hl,$fc00 ;screen location (top left) + ld b,0 ;b = 0 (loop 0-1 = 0FFh = 256 times) +clearloop2: + inc a + ld (hl),a ;clear four times (total = 256*4 = 1024 bytes) + inc hl + ld (hl),a + inc hl + xor $ff + ld (hl),a + inc hl + ld (hl),a + inc hl + xor $ff + djnz clearloop2 ;repeat 256x + + ld hl,$0703 + ld (_curRow),hl ;center + ld hl,txt_level + call _puts ;display "LEVEL " + + ld a,(level) + ld l,a + ld h,$00 + + call UNPACK_HL + add a,'0' + ld b,a + call UNPACK_HL + add a,'0' + call _putc ;display second digit + ld a,b + call _putmap ;display first digit + + ld hl,$0904 + ld (_curRow),hl ;display lives left below level nr + ld hl,txt_lives ;bar text: "Lx0"... + ld a,(lives) ;lives left + add a,'0' ;make value + ld (txt_lives+3),a ;add to text + call _puts ;display the string + + ld b,$20 +wait: halt \ halt + djnz wait ;delay + call _getkey ;wait for keypress + + ld ix,spr_icon00 ;display icons + ld de,$1802 ;bottom left + call drw_spr + ld ix,spr_icon00 ;display icons + ld de,$2002 ;bottom left + call drw_spr + ld ix,spr_icon00 ;display icons + ld de,$2802 ;bottom left + call drw_spr + ld ix,spr_icon00 ;display icons + ld de,$3002 ;bottom left + call drw_spr + ld ix,spr_icon00 ;display icons + ld de,$3802 ;bottom left + call drw_spr + + ld hl,GRAPH_MEM ;from storage (top left) + ld de,$fc00+(56*16) ;to screen (top left) + ld a,8 ;display height = 64 bytes (minus 8 for bar) +displayloop3: + ld bc,16 ;display width = 16 bytes (16*8bits=256pixels) + ldir ;16x de >> hl + dec a ;next line + jr nz,displayloop3 ;loop 8x + + ld hl,$3a00 ;display Lives + ld (_penCol),hl ;bottom left + ld hl,savestr+2 + ld (hl),'L' + inc hl + ld (hl),'x' + inc hl + + ld a,(lives) ;nr of lives in a + add a,'0' ;make digit + ld (hl),a + dec hl \ dec hl + call _vputs ;display on screen + + ld hl,$fc00+(16*57) ;56 rows down = eight rows from bottom + ld b,15 ;draw 16x (screen width) +drawline: + ld a,%11111111 ;horizontal line mask + ld (hl),a ;draw one piece of the divider-line + inc hl ;move right (8 pixels = 1 byte) + djnz drawline ;repeat (16bytes * 8pixels =128= screen width) + + ;ret +;--------------------------- exit --------------------------------------------- + +exit_game: ret ;--------------------------- putsprite ---------------------------------------- +;--------------------------- de =(X,Y) ---------------------------------------- offsets_table: - .db 128,64,32,16,8,4,2,1 + .db 128,64,32,16,%1000,%0100,%0010,%0001 drw_spr: - ld a,d - and 7 - ld hl,offsets_table - ld c,a - ld b,0 - add hl,bc - ld a,(hl) + ld a,d ;a = X + and %00000111 ;a = X mod 8 = bit nr. to mask + ld hl,offsets_table ;pixel mask table + ld c,a ;bit nr. + ld b,0 ;word + add hl,bc ;add to table + ld a,(hl) ;a = pixel mask + ld (_smc1+1),a ;alter pixel mask ld (_smc1+1),a - ld (_smc1+1),a - ld hl,GRAPH_MEM - ld a,e - add a,a - add a,e - add a,a + ld hl,GRAPH_MEM ;save-location + ld a,e ;y-coord + add a,a ;y*2 + add a,a ;y*4 + add a,a ;y*8 + ;b=0 rl b - add a,a + add a,a ;y*16 (width of screen) rl b - srl d - srl d - srl d - add a,d - jr nc,_n1 - inc b -_n1: ld c,a - add hl,bc + srl d ;d/2 + srl d ;d/4 + srl d ;d/8 (8 bits in byte) ** c is set when overflow + add a,d ;a = (Y*16+X/8) mod 256 + jr nc,_n1 ;jump if no carry = no overflow = a<=255 + inc b ;a>255 so increase bc by 256 +_n1: ld c,a ;c = (Y*16+X/8) mod 256 + add hl,bc ;bc = Y*16+X/8 + ;optimize tip: reverse hl <-> bc (??) ld d,(ix) ld b,(ix+1) @@ -710,249 +862,378 @@ _iloop: sla c ;Test leftmost pixel or (hl) ld (hl),a ld a,e -_noplot: rrca +_noplot:rrca jr nc,_notedge ;Test if edge of byte reached inc hl ;Go to next byte -_notedge:djnz _iloop +_notedge: + djnz _iloop pop hl ;Restore address - ld bc,12 ;Go to next line + ld bc,16 ;Go to next line add hl,bc pop bc ;Restore data djnz _oloop ret +;---------------------- random ------------------------------------------------ + +Random: ; Creates a random number 0 <= x < A + push bc + push de + push hl + ld b,a + ld a,r + add a,a + ld hl,0 + ld d,0 + ld e,a +RMul: + add hl,de + djnz RMul + ld a,h + pop hl + pop de + pop bc + ret +;---------------------- display 5digit number --------------------------------- _D_HL_DECI: - push bc - ld de,up_data+4 - ld b,5 -ldhld: call UNPACK_HL - add a,'0' - ld (de),a - dec de - djnz ldhld - ld hl,up_data - ld b,4 -lis: ld a,(hl) - cp '0' - jr nz,dis - ld (hl),' ' - inc hl - djnz lis -dis: ld hl,up_data - call _puts - pop bc - ret - -up_data: .db "PAD98",0 + push bc ;save bc + ld de,savestr+4 ;savenr saves number string + ld b,5 ;five digits +ldhld: call UNPACK_HL ;one digit of hl + add a,'0' ;make number + ld (de),a ;save into savenr + dec de ;point to next digit + djnz ldhld ;repeat for all digits +dis: ld hl,savestr + call _vputs + pop bc + ret +savestr: + .db "PAD98",0 +;------------------------------------------------------------------------------ ;------------------------------- sprites -------------------------------------- +;------------------------------------------------------------------------------ spr_ship: - .db 7,7 ;your ship: - .db %01110000 ; ███ + .db 9,1 ;ship icon + .db %11100000 ; ███ + .db %11111000 ; █████ + .db %00111110 ; █████ + .db %11111001 ; █████ █ + .db %11111001 ; █████ █ + .db %11111001 ; █████ █ + .db %00111110 ; █████ + .db %11111000 ; █████ + .db %11100000 ; ███ + +spr_ship01: + .db 7,7 ;ship alpha class + .db %01111000 ; ████ .db %11100000 ; ███ .db %11111100 ; ██████ .db %11110010 ; ████ █ .db %11111100 ; ██████ .db %11100000 ; ███ - .db %01110000 ; ███ + .db %01111000 ; ████ +spr_ship02: + .db 7,7 ;ship beta class + .db %11000000 ; ██ + .db %11110000 ; ████ + .db %01111100 ; █████ + .db %01110010 ; ███ █ + .db %01111100 ; █████ + .db %11110000 ; ████ + .db %11000000 ; ██ spr_bullet01: .db 5,3 ;your bullets - .db %00110000 ; ░▒▓██ - .db %11111000 ; ░▒▓█████ - .db %00110000 ; ░▒▓██ + .db %00110000 ; ░▒▓█▒ + .db %11111000 ; ░▒▓████▒ + .db %00110000 ; ░▒▓█▒ spr_bullet02: .db 5,3 ;your bullets - .db %11110000 ; ░▒▓████ - .db %11111000 ; ░▒▓█████ - .db %11110000 ; ░▒▓████ + .db %11110000 ; ░▒▓███▒ + .db %11111000 ; ░▒▓████▒ + .db %11110000 ; ░▒▓███▒ spr_bullet11: .db 3,3 ;enemy bullets - .db %01000000 ; █▓▒░ - .db %11100000 ; ███▓▒░ - .db %01000000 ; █▓▒░ + .db %01000000 ; ▒▓▒░ + .db %11100000 ; ▒██▓▒░ + .db %01000000 ; ▒▓▒░ -spr_enemy01: - .db 6,6 ;enemy type one - .db %00111100 ; ████ - .db %01110000 ; ███ - .db %11110000 ; ████ - .db %11110000 ; ████ - .db %01110000 ; ███ - .db %00111100 ; ████ -spr_enemy02: - .db 6,6 ;enemy type two - .db %01111100 ; █████ - .db %11110000 ; ████ - .db %10111000 ; █ ███ - .db %10111000 ; █ ███ - .db %11110000 ; ████ - .db %01111100 ; █████ -spr_enemy03: - .db 6,6 ;enemy type three - .db %00111000 ; ███ - .db %01111100 ; █████ - .db %11111000 ; █████ - .db %11111000 ; █████ - .db %01111100 ; █████ - .db %00111000 ; ███ -spr_enemy03: - .db 6,6 ;enemy type three - .db %00111000 ; ███ - .db %01111100 ; ██ - .db %11111000 ; █████ - .db %11111000 ; █████ - .db %01111100 ; █████ - .db %00111000 ; ███ +;---------------------------------------- explosion ------------------------------------------- spr_explosion: .db 8,6 ;1 .db %00000000 - .db %00011100 - .db %00111110 - .db %01010110 - .db %00111000 + .db %00011100 ; ███ + .db %00111110 ; █████ + .db %01010110 ; █ █ ██ + .db %00111000 ; ███ .db %00000000 .db 8,6 ;2 - .db %00110000 - .db %01001110 - .db %10111110 - .db %01001111 - .db %00111000 - .db %00011010 + .db %00110000 ; ██ + .db %01001110 ; █ ▒███ + .db %10111110 ; █ █████ + .db %01001111 ; █ ▒████ + .db %00111000 ; ███ + .db %00011010 ; ██ █ .db 8,6 ;3 - .db %11110011 - .db %01001110 - .db %10110101 - .db %01000101 - .db %00111110 - .db %11011010 + .db %10110011 ; █ ██ ██ + .db %01001110 ; █ ███ + .db %10110101 ; █ ██▒█▒█ + .db %01000101 ; █ ▒█▒█ + .db %00111110 ; █████ + .db %11011010 ; ██ ██ █ .db 8,6 ;4 - .db %11110010 - .db %01001110 - .db %10110101 - .db %01000101 - .db %00111110 - .db %01011010 + .db %00101010 ; ▒ █▒█ █▒ + .db %01000110 ; █ ▒██ + .db %10110101 ; █ ██ █ █ + .db %01100110 ; ██ ██▒ + .db %00111100 ; ████▒ + .db %01011001 ; ▒█ ██ ▒█ .db 8,6 ;5 - .db %01000001 - .db %00100110 - .db %00010101 - .db %01000100 - .db %00010010 - .db %10011010 + .db %01000001 ; █▒ ▒ ▒█ + .db %00100101 ; ▒█ █▒█ + .db %00010100 ; ▒ ▒█ █ ▒ + .db %01000100 ; █▒ █ + .db %00010010 ; ▒█▒▒█ + .db %10011010 ; █▒ ██ █▒ .db 8,6 ;6 - .db %01000100 - .db %00100000 - .db %00000001 - .db %01000100 - .db %00100010 - .db %10001000 + .db %01000100 ; █ █ ▒ + .db %00100000 ; ▒█ ▒ ▒ + .db %00000001 ; ▒ ▒ █ + .db %01000100 ; █ █ + .db %00100010 ; █▒ █ + .db %01001000 ; ▒█ ▒█ ▒ .db 8,6 ;7 - .db %00001000 - .db %11000010 - .db %00000000 - .db %00100000 - .db %00000001 - .db %00110000 + .db %00001000 ; ▒ █▒ + .db %11000010 ; ██ ▒ █ + .db %00000000 ; ▒ + .db %00100000 ; ▒█ ▒ + .db %00000001 ; ▒ ▒█ + .db %00110000 ; ▒██▒ .db 8,6 ;8 - .db %00000100 - .db %00000000 - .db %01000000 - .db %00000000 - .db %00000001 - .db %00100100 - -;---------------------------- enemy types ------------------------------------- - -enemy01: .db %00000000,$ff,$ff ;$hits $fire frequency -enemy02: .db %00000100,$ff,$ff -enemy03: .db %00001000,$ff,$ff - -;---------------------------- level data -------------------------------------- - -Leveldata: - .db $01,$01,$40 ;$time (ff=end) $type $y-pos - .db $10,$00,$30 - .db $10,$02,$20 - .db $40,$01,$10 - .db $01,$00,$44 - .db $15,$01,$31 - .db $04,$02,$38 - .db $05,$00,$40 - .db $03,$00,$2f - .db $04,$00,$3a - .db $12,$00,$10 - .db $10,$00,$18 - .db $0e,$00,$20 - .db $0c,$00,$28 - .db $0a,$00,$30 - .db $08,$00,$38 - .db $06,$00,$40 - .db $04,$00,$48 - .db $2a,$00,$20 - .db $ff,$ff,$ff + .db %00000100 ; ▒█ + .db %00000000 ; ▒▒ ▒ + .db %01000000 ; █ + .db %00000000 ; ▒ + .db %00000010 ; █▒ + .db %00100100 ; █▒ █ + +;--------------------------------------- bar ----------------------------------- + +spr_icon00: + .db 8,7 + .db %10101010 ; █ █ █ █ + .db %11010101 ; ██ █ █ █ + .db %10101010 ; █ █ █ █ + .db %11010101 ; ██ █ █ █ + .db %10101010 ; █ █ █ █ + .db %11010101 ; ██ █ █ █ + .db %10101010 ; █ █ █ █ +spr_icon01: + .db 8,7 + .db %10000000 ; █....... + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ +spr_icon02: + .db 8,7 + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ ;---------------------------- texts ------------------------------------------- -title_message: - .db "* * NEMESIS * *",0 +txt_about: .db "v0.6.820 ","by Shiar " + .db "(ICQ#43840958)",0 +txt_1player: .db "1 PLAYER",0 +txt_2players: .db "2 PLAYERS",0 +txt_level: .db "LEVEL ",0 +txt_gameover: .db "GAME OVER!",0 +txt_lives: .db "Lx0?",0 ;---------------------------- save data --------------------------------------- stored_data_start: -level .dw $0000 ;level number -background .db %00000001 ;level background -timer .dw $0000 -curevent .dw Leveldata+1 ;next event -nextevent .db (Leveldata) ;time to next event +timer .db $00 ;frame counter +level .db $00 ;level number +levelp .dw level01 ;pointer to level data + +eventenemy .db $02 ;enemy type +eventtime .db $15 ;enemy frequency +eventleft .db $00 ;nr. of enemies still to come +nextevent .db $50 ;time to next event score .dw $0000 -your_occ .db $00 ;0=normal 1=exploding 2=gone +your_occ .db $00 ;0=normal 1..16=exploding lives .dw $0003 ;unused x .db $16 ;x-pos y .db $46 ;think about it.. hp .db $00 ;hitpoints left -your_status .db $00,$00 ;unused ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y) ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y) +nrenemies = 20 enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 -; 0011 2233 >> 0=occupation (and %00000011: 0=no enemy 1=normal 2=exploding) -; 1=frame/ship 2=x 3=y -variables_end: + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + +; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) +; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) -stored_data_end: +;---------------------------- enemy data -------------------------------------- +sprites: + .db $00 + .db spr_enemy02-spr_enemy01 + .db spr_enemy03-spr_enemy01 + .db spr_enemy04-spr_enemy01 + +spr_enemy01: + .db 6,6 ;enemy type one + .db %00111100 ; ████ + .db %01110000 ; ███ + .db %11110000 ; ████ + .db %11110000 ; ████ + .db %01110000 ; ███ + .db %00111100 ; ████ +spr_enemy02: + .db 8,7 ;enemy type two + .db %00111111 ; █████ + .db %01111000 ; ████ + .db %11111100 ; ██████ + .db %11111110 ; ███████ + .db %11111100 ; ██████ + .db %01111000 ; ████ + .db %00111111 ; █████ +spr_enemy03: + .db 6,6 ;enemy type three + .db %01111100 ; █████ + .db %11110000 ; ████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %11110000 ; ████ + .db %01111100 ; █████ +spr_enemy04: + .db 6,6 ;enemy type four + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_enemy05: + .db 7,6 ;enemy type four + .db %00011110 ; ████ + .db %01111110 ; ██████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111110 ; ██████ + .db %00011110 ; ████ + +enemy01: ;HP:1 move:- fire:- + .db %00000010,%00000000 ;first two enemy bytes +enemy02: ;HP:1 move:1 fire:1.5% + .db %00000010,%00000001 +enemy03: ;HP:2 move:- fire:3% + .db %00000110,%00000010 +enemy04: ;HP:5 move:- fire:6% + .db %00010010,%00000011 +enemy05: ;HP:10 move:- fire:25% + .db %00100111,%00000100 + +;----------------------------- level info ------------------------------------- + +level01: + .db $00,$15,$30 ;enemy nr ; enemy frequency ; next lvl +level02: + .db $01,$11,$4c +level03: + .db $02,$19,$40 +level04: + .db $03,$0f,$50 +level05: + .db $04,$2e,$3e + +;----------------------------- logo ------------------------------------------- + +logo_nemesis: +.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000 +.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000 +.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000 +.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000 +.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001 + +;----------------------------- end -------------------------------------------- .end +.end +;----------------------------- NEMESIS'86 by Shiar ---------------------------- +;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS +;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.6.820 +;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · 20.IIX.99 +;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only +;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2077 bytes on calc +;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR +;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958 +;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar@wishmail.net +;Homepage · · · · · · · · · · · · · · · · · · coming soon (www.wish.net/~shiar) -;NEMESIS'86 by Shiar +;Beta: yes · · still to come: lives, armor, powerups, more levels, enemies... +;Sound: no · · · · · · · · · · · · don't know if i'll make sounds... we'll see +;Fun: yes · · · · · although not yet finished, the game is playable: 5 levels +;Bugs: yes crashes after death; press at GameOver-screen. Send me more +;Source: no · · · · · · · · not yet, will be released when Nemesis is finished +;----------------------------- version history -------------------------------- ;0.01.717 -- 17.VII.99 -- size 984 ; @@ -961,7 +1242,7 @@ stored_data_end: ; ; 0.1.718 -- 18.VII.99 -- size 907 ; -; * no crash when level restarts for the third time +; # no crash when level restarts for the third time ; * exit-procedure updated, unnecessary stuff/keychecks removed ; * alot of unused code removed ; + different types of enemies (just look different) @@ -978,5 +1259,42 @@ stored_data_end: ; + some enemies can take multiple hits (differs per class) ; + all enemies fire bullets at random ; + if you're hit by bullet/enemy, you'll lose one hitpoint - - +; +; 0.4.720 -- 20.VII.99 -- size 1481 +; +; # collision detection fixed and optimized (much faster now!) +; + shell-icon added (YAS type) +; * code optimizations, some data "compression" +; * explosion looks better, and some vars removed/smaller +; # enemies are removed when at left side (instead of becoming invisible) +; + displays level number before each level begins +; +; 0.5.725 -- 25.VII.99 -- size 1778 +; +; * waits a sec at level display (in case of accidental keypress) +; * moving enemies (move up&down) +; # bullets removed correctly so they can be used again later +; * first level made +; # enemy weaponfire is fired from correct positions +; + your ship explodes on impact with ships/bullets +; * game over screen will be displayed just *after* your ship's gone +; + frame counter onscreen +; +; 0.6.820 -- 20.IIX.99 -- size 2152 (2077 on calc) +; +; * play field increased to full screen instead of 3/4 +; + bottom eight lines used for score (etc) display +; - no more solid levels, enemies are placed at random +; + enemies appear every x turns (depends on level) +; # fixed bullets so they don't disappear at 3/4 of the screen +; * A LOT of optimizations both in speed and size!! +; + enemy type, frequency, and number specified per level +; + bottom score bar displays score, lives and icons (to be used later) +; * smarter enemy handling (so enemies have different sizes) +; + bottom bar divided from playing field by a horizontal line +; + five levels (and five enemies) made +; # game vars reset at start and game over +; + NEMESIS LOGO displayed at startup!! (also, program grew 350bytes ): +; + version/credits string displayed below logo: v0.6.820 by shiar (ICQ#) + +; + added - removed * changed # bug fixed