X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/360b8ba326a96e75e72b2dee8992072578565ec3..613feec1771f7aa5e3069cbdb8b52c77c7c20ac7:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index 79042be..6fd51d9 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,228 +1,715 @@ - .include "asm86.h" + .include "asm86.h" .include "ti86asm.inc" - .include "ti86abs.inc" + .include "ram86.inc" + .org _asm_exec_ram - nop - jp Start - .dw $0000 - .dw Title -Title: .db "Nemesis v0.1.718 by Shiar",0 -Start: - jr init -;-------------------- init ---------------------------------------------------- +TEXT_MEM = _textShadow +DELC_LEN = _undelBufLen ;$64 bytes long + + nop + jp init + .dw $0001 ;description type 2 (= +YASicon) + .dw Title ;pointer to description + .dw spr_ship ;pointer to YAS icon + +Title: .db "Nemesis v0.92.98 by Shiar",0 + +just_fired = TEXT_MEM ;byte +temp1 = TEXT_MEM+1 ;word +RanPos = TEXT_MEM+3 ;byte +firex = TEXT_MEM+4 ;byte +firey = firex+1 ;byte +mx = TEXT_MEM+6 ;byte +my = mx+1 ;byte +your_locpos = TEXT_MEM+8 ;byte +your_prevpos = TEXT_MEM+9 ;16 words + +nrybullets = 20 +ybullets = your_prevpos+32 ;20 x (state,x,y) +nrebullets = 10 +ebullets = ybullets+(nrybullets*3) ;10 x (state,x,y) + +nrenemies = 10 +enemies = DELC_LEN + ; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) + ; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) +add2enemy = nrenemies*4 +enemiesxtra = enemies+add2enemy + ; $11 (move) $11 (fire) + +;---------------------- 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 + call _runindicoff ;turn the run-indicator off, obviously + call _clrLCD ;clean the screen + ld (iy+13),0 + xor a + ld (DELC_LEN),a + + ld a,(CONTRAST) ;load current contrast level + cp $1f ;if already at maximum... + jr z,skipdarken ;...then skip level increase + inc a ;otherwise increase contrast level +skipdarken: + out (2),a ;set it + +;---------------------- main menu --------------------------------------------- + +LogoPut: + ld hl,logo_nemesis ;from... + ld de,VIDEO_MEM+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_game ;prepare level ;------------------------------------------------------------------------------ -;-------------------------- game loop ----------------------------------------- +;---------------------- game loop --------------------------------------------- ;------------------------------------------------------------------------------ game_main_loop: ld hl,timer ;update time - inc (hl) + inc (hl) ;increase by 1 + ld b,(hl) ;new time + + ld hl,RanPos ;random counter + ld a,(hl) ;random value + add a,b ;even more random by adding timer + ld (hl),a ;save even more random value back Clear_screen: - xor a - ld hl,GRAPH_MEM+(16*12) - ld b,a -clearloop: - ld (hl),a - inc hl - ld (hl),a - inc hl - ld (hl),a - inc hl - djnz clearloop + ld hl,GRAPH_MEM ;move from (hl) = top left + ld (hl),$00 ;first pixel will be copied all over the screen + ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen + ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) + ldir ;clear! check_exitkey: - ld a,%00111111 ; pressed? - out (1),a - nop - nop - in a,(1) - bit 6,a - jr z,quit ;yes: quit game + call GET_KEY + cp K_EXIT + jr z,quit + cp K_MORE + call z,Pause +; ld a,%00111111 ; pressed? +; out (1),a +; nop \ nop +; in a,(1) +; bit 6,a ;test bit 6 = +; jr z,quit ;yes: quit game game_stuff: call Level_event ;insert enemies call Handle_Ship ;move you call Handle_enemies ;move enemies + + call Fire_bullet ;check for fire + call Handle_bullets ;move your bullets + call Handle_torp ;move your torpedo + 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 +;--------------------------- pause -------------------------------------------- + +Pause: + ld hl,$0200 ;top left + ld (_curRow),hl + ld hl,txt_pressenter ;"Enter to continue" + call _puts ;display message +pause: + call _getkey ;enter low-power mode and wait for key + cp kEnter ;keypressed = enter? + jr nz,pause ;no, wait some more + ret ;continue + +;--------------------------- exit --------------------------------------------- -;---------------------- display ----------------------------------------------- +quit: + ld a,(CONTRAST) ;load original contrast level + out (2),a ;and set it back + ld (iy+13),6 + ret ;quit Nemesis :( + +;--------------------------- display ------------------------------------------ Display_Screen: - ld a,64 ;Display Image - ld hl,GRAPH_MEM+(16*12) - ld de,$fc00 + ld hl,GRAPH_MEM ;from storage (top left) + ld de,VIDEO_MEM ;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,$396b ;Display Score + ld (_penCol),hl ;bottom right of screen + ld hl,(timer) + ld h,0 + +_D_HL_DECI: ;------- display 5-digit value ------- + 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 + + ld hl,savestr + call _vputs ;display string ret +savestr: + .db "SHIAR",0 + ;------------------------- handle ship ---------------------------------------- Handle_Ship: - ld a,(your_status) -; bit 4,a -; jr nz,you_not_normal + ld a,(your_occ) or a - jr z,ok -; dec a -; ld (your_status),a -; ld hl,(lives) -; ld a,l -; or h -; jr nz,ok -; pop af -; ret + jr z,ok ;0 = normal stat + + inc a ;next (explosion)frame + ld (your_occ),a ;save + + cp 34 ;last explosion frame? + jp c,exploding_you ;not yet: display explosion + cp 40 ;delay finished? + jp z,You_die ;yes = game over + ret ;don't display anything ok: ld a,%01111110 out (1),a - ld hl,y + ld hl,y ;instead of nop\nop do something usefull in a,(1) - rra - ld b,a + rra ;rotate right (put last bit in c) + ld b,a ;we need a jr c,no_down ld a,(hl) - inc a - cp 73 ;y < 73 + cp 49 ;55-6 = bottom of screen jr z,no_down + inc a ld (hl),a no_down: dec hl - rr b + rr b ;because we now use b, it's rr instead of rra 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 + rr b jr c,no_right ld a,(hl) - inc a - cp 89 ;x < 89 + cp 121 ;127-6 = right side jr z,no_right + inc a ld (hl),a no_right: - ld d,(hl) + ld d,(hl) inc hl rr b jr c,no_up ld a,(hl) - dec a - cp 15 ;y > 15 - jr z,no_up - ld (hl),a -no_up: ld ix,spr_ship + sub 1 ; doesn't affect carry-flag + jr c,no_up ;-1 = top of screen + ld (hl),a ;save new y + +no_up: ld e,(hl) + ld ix,spr_ship01 ;ship sprite + ld hl,your_inv ;invulnerable? + ld a,(hl) ;load time in a + or a ;is it 0? + jr z,handle_multiples ;yes so ship = normal (display \ continue) + + ld b,a ;save inv-time + ld a,(timer) ;load frame nr. + and %00000011 ;a=0 once every four frames + jr nz,not_time ;a<>0 = not time to update counter + dec (hl) ;decrease inv-time left +not_time: + and %00000010 ;a switches 0<->1 every 2 frames + jr z,no_flicker ;don't show normal sprite anyway + ld a,b ;pop inv-time + and %11110000 ;inv-time <16 ticks left? + jr z,handle_multiples ;yes: display normal sprite and continue + +no_flicker: + ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix) + +handle_multiples: + call putsprite ;display your ship + + ld a,(your_multiples) ;do you have multiples + or a ;no? + ret z ;then don't handle them either + + ld hl,your_locpos ;location to save this position + ld a,(hl) ;load a + inc a ;a=a+1 + and %00001111 ;if a>15 then a=a-16 + ld (hl),a ;save new a + add a,a ;a=a*2 + ld c,a ;de=a + ld b,0 + + ld hl,your_prevpos ;previous positions + add hl,bc ;16 turns ago + ld d,(hl) ;old x-pos + inc hl ;and + ld e,(hl) ;old y-pos + ld (mx),de ;save multiple position in (mx) + + ld a,(y) ;load new y-pos + ld (hl),a ;save it for 16 turns in the future + dec hl ;and + ld a,(x) ;load new x-pos + ld (hl),a ;save that too -display_common: + ld ix,spr_multiple ;sprite of the multiple + jp putsprite ;display it + + +exploding_you: + srl a ;half the framerate + dec a ;first frame is 1>inc>srl>dec = 0 + ld hl,x-1 + +explosion_stuff: + rra + add a,a + add a,a + add a,a + ld c,a + ld b,0 + ld ix,spr_explosion + add ix,bc + inc hl + ld d,(hl) + inc hl ld e,(hl) - jp drw_spr - -;you_not_normal: -; ld hl,(score) -; ld de,-6 -; add hl,de -; ld a,255 -; cp h -; jr nz,_ok_ -; ld hl,0 -;_ok_: ld (score),hl -; ld a,(your_status) -; dec a -; ld (your_status),a -; inc a -; and 14 -; xor 14 -; ld hl,x-1 - -;explosion_stuff: -; rra -; add a,a -; add a,a -; add a,a -; ld c,a -; ld b,0 -; ld ix,spr_explosion -; add ix,bc -; inc hl -; ld d,(hl) -; inc hl -; jr display_common + jp putsprite + +damage_you: + ld a,(your_inv) ;invulnerability left? + or a + ret nz ;return if inv>0 + ld hl,your_armor ;armor left + ld a,(hl) ;check + dec a ;is it 0? + jp m,no_armor ;yes, 0hp left so explode + ld (hl),a ;no, so save decreased hp + call disp_armor ;and display new value + ret ;and return +no_armor: + ld a,%01 ;occ %xxxxxx01 = explode + ld (your_occ),a ;set to explode + ret + +;------------------------- fire bullet ---------------------------------------- + +Fire_bullet: + ld a,(your_occ) ;are you 100% OK? + or a ;a=0?? + ret nz ;return if not normal stat + + ld a,%00111111 ;function keys (F1-F5) + out (1),a ;ask for them + nop \ nop ;delay 8 clocks + in a,(1) ;get zem! + bit 4,a ;test bit 4 = F1-key + jr z,fire ;fire pressed? + ld hl,just_fired + ld (hl),0 ;no: reset just_fired + bit 3,a ;test bit 3 = F2-key + ret nz ;return if not + +select: + ld hl,your_pickup ;select pickups + ld a,(hl) ;load pickups taken so far + dec a ;is it 1? + jr nz,select2 ;no, carry on + ld (hl),a ;reset pickups (a=0) + ld hl,your_armor ;change armor + inc (hl) ;increase HPs by one + jp 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 (torp_occ),a ;ready torpedoes + jp disp_icons ;display 'n return +select3: + dec a ;is it 3? + jr nz,select4 ;no, carry on + ld (hl),a ;reset pickups + jp disp_icons ;display n return +select4: + dec a ;is it 4? + jr nz,select5 ;no, carry on again + ld (hl),a ;reset pickups + inc a ;a=1 + ld (your_laser),a ;ready laser + jp 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 + jp disp_icons ;display, return +select6: + ld (hl),0 ;reset pickups + jp disp_icons ;display/return + +fire: ld hl,RanPos ;random + inc (hl) ;update random counter + + ld hl,just_fired + ld a,(hl) ;just_fired + cp 5 ;already pressed? + ret z ;return when already pressed (=5) + inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5) + ld a,(your_laser) ;if you have bullets..... + or a ;(0=no laser) + jr nz,fireOK + ld (hl),5 ;.....then can't fire next turn (go to 5 imm.) + +fireOK: + ld hl,(x) ;yes: first fire from ship position (x) + ld (firex),hl ;set firepos + ld a,(your_multiples) ;any multiples? + dec a ;nope? + jr nz,fireany ;then just fire somethin' + call fireany ;and blast + ld hl,(my) ;then, fire from multiple position (mx) + ld a,(mx) ; + ld h,a ; ^^^^^^ + ld (firex),hl ;set firepos + ;blast again and +fireany: + ld a,(your_laser) ;do you have laser? + dec a ;1=yes + jr nz,fire_ybullet ;no, just fire a bullet + +fire_laser: ;yes, fire that laser instead + ld a,(firex) ;a = your x-pos + ld d,a + + ld hl,GRAPH_MEM ;save-location + ld a,(firey) ;y-coord + add a,3 ;at middle of your ship (y+3) + ld e,a ;save laser-y in e + 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 + add hl,bc ;bc = Y*16+X/8 + + ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) + sub d ;minus x-start (d=X/8) + ld b,a + ld c,0 +drawlaser: + ld (hl),%11111111 + inc hl ;Go to next byte + djnz drawlaser + +handle_laser: + ld a,(firex) + ld d,a ;d was divided, so reload the laser-x + +check_laserhits: ;de = (x,y) + ld ix,nolashit + ld b,nrenemies + ld hl,enemies + +laserhits: ;Hits with normal enemies + push hl + + ld a,(hl) + and %00000010 + 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 + + 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 + jp z,enemy_hit ;a-e=0 = laser on top line of enemy = hit + jr nc,nolashit ;a-e>0 = enemy above laser = no hit + add a,5 ;add enemy height + jp p,enemy_hit ;a-e>0 = hit + +nolashit: + pop hl + inc hl ;go to next enemy + inc hl + inc hl + inc hl + djnz laserhits ;check all enemies + + ld a,d ; + ld d,e + ld e,a + jr fire_torp ;fire torpedoes as well + +fire_ybullet: + ld hl,ybullets + ld de,3 + ld b,nrybullets +find_ybullet: + ld a,(hl) + or a + jr z,found_ybullet ;0 = no bullet here + add hl,de + djnz find_ybullet ;look next bullet + ret + +found_ybullet: + ld (hl),1 ;use bullet + ld a,(firex) ;your x-pos + add a,5 ;place bullet in front of you + inc hl ;go to bullet-x + ld (hl),a ;set x + ld e,a ;save torp-x in e + + ld a,(firey) ;your y-pos + add a,2 ;place bullet at the middle of your ship + inc hl ;go to bullet-y + ld (hl),a ;set y + add a,3 ;place torpedo at bottom of ship + ld d,a ;save torp-y in d + +fire_torp: + ld hl,torp_occ ;torpedo... + ld a,(hl) ;load torpInfo + dec a ;do you have (unused) torpedoes? + ret nz ;nope (a must be 1) + ld (hl),2 ;yes; use torpedo + ld (torp_pos),de ;save torpedo position (in de) + ret + +;------------------------ handle bullets -------------------------------------- + +remove_bullet: + dec hl + ld (hl),0 ;dump this bullet! + ret + +Handle_bullets: + ld hl,ybullets + ld b,nrybullets +scan_bullets: + push bc + push hl + ld (temp1),hl + ld a,(hl) + inc hl + dec a ;type 1? + call z,bullet_2left ;yes: 2left + pop hl + pop bc + ld de,3 + add hl,de ;3 x + djnz scan_bullets ;next bullet (loop) + ret + +bullet_2left: + ld a,(hl) ;d = X + cp 122 ;off screen? (x>128-5) + jr nc,remove_bullet + add a,2 ;move 2 2 the right + ld (hl),a ;save new pos. + ld d,a + + inc hl ;to y-pos + ld e,(hl) ;e = Y + + ld ix,spr_bullet01 + push de + call putsprite ;display bullet + pop de + +check_bullethits: ;INPUT: de=X,Y + ld b,nrenemies + ld hl,enemies + ld ix,nohit + +hit_enemies: ;Hits with normal enemies + push hl + + ld a,(hl) + and %00000010 + jr z,nohit ;no hit when enemy_occ <> 2/3 + + inc hl ;enemy type + ld a,(hl) + or a ;enemy #0 = pickup + jr z,nohit ;yes: don't destroy + + inc hl + ld a,(hl) ;check x + sub d + add a,5 + jp m,nohit + cp 8 + jr nc,nohit + + inc hl + ld a,(hl) ;check y + sub e + add a,5 + jp m,nohit + cp 10 + jr nc,nohit + + push hl + ld hl,(temp1) + ld (hl),$00 ;remove bullet + pop hl + +enemy_hit: + dec hl + dec hl + dec hl + ld a,(hl) ;occ + ld c,a ;push occ + and %11111100 ;occ/4 = HP left ; jump + ld (hl),%01 ;set to explode + + ld a,(pickuptimer) ;counts enemies destroyed + dec a ;enough destroyed for a pickup? + jr nz,pickupdone ;otherwise just explode + ld (hl),%00000110 ;change it into a pickup (with 2 HP) + ld a,18 ;reset enemies counter (18 hits = next) +pickupdone: + ld (pickuptimer),a ;save new enemiescounter value + inc hl + ld (hl),$00 ;explosionFrame 0 + jp (ix) + +hpleft: + ld a,c ;pop occ + sub %00000100 ;decrease HP by one + ld (hl),a ;save + jp (ix) + +nohit: + pop hl + inc hl + inc hl + inc hl + inc hl + djnz hit_enemies ;check next enemy + ret + +;--------------------------- handle torpedo ----------------------------------- + +Handle_torp: + ld a,(torp_occ) + sub 2 + ret m ;return if occ=0/1 + + ld hl,torp_pos ;x-position + ld a,(hl) ;load in a + inc a ;move right + cp 125 ;right edge reached + jr nc,remove_torp ;remove if x>125 + ld (hl),a ;save new x + ld d,a + + inc hl ;y-position + ld a,(hl) + inc a ;move down + cp 56 ;bottom reached + jr nc,remove_torp ;remove if y>40 + ld (hl),a ;save new y + ld e,a + + ld ix,spr_bullett1 + push de + call putsprite ;display torpedo + pop de + jp check_bullethits ;check for hits with enemies + +remove_torp: + ld a,1 + ld (torp_occ),a + ret ;--------------------------- level events ------------------------------------- Level_event: - ld a,(nextevent) - dec a - ld (nextevent),a - or a - ret nz + ld hl,nextevent ;time to next event + ld (hl),1 ;set move-counter to 1 + inc hl ;hl to + ld (hl),1 ;set time-to-fire to 1 frame (fires directly) + ret ;return + +Random: + ld a,(RanPos) ;a handy random-var. + ld hl,x ;add your x-coord for randomness + adc a,(hl) + ld hl,y ;add your y-coord for randomness + adc a,(hl) + ld (RanPos),a ;save altered random-var + ret ;RanPos also in #a + +;--------------------------- enemy fires -------------------------------------- + +Enemy_fires: ;de = x,y + push de + dec d + dec d ;d = x-2 + inc e ;e = y+1 + + ld b,nrebullets + ld hl,ebullets +find_ebullet: ld a,(hl) - ld (de),a ;type - inc de - - ld a,$5a - ld (de),a ;x - inc de + or a + jr z,found_ebullet ;0 = not used + inc hl \ inc hl \ inc hl + djnz find_ebullet ;look next bullet + ret - inc hl ;+2 - ld a,(hl) - ld (de),a ;y +found_ebullet: + ld (hl),1 ;use bullet &&& + inc hl + ld (hl),d ;set x-pos + inc hl + ld (hl),e ;set y-pos + pop de + ret - inc hl ;+0 - ld a,(hl) - cp $ff - jp z,Next_level - ld (nextevent),a +;----------------------------- enemy bullets ---------------------------------- - inc hl ;+1 - ld (curevent),hl +Enemy_bullets: + ld hl,ebullets + ld b,nrebullets +handle_bullet: + push bc + push hl + ld a,(hl) ;load bulletType in a + or a ;is it 0? + jr nz,enemy_bullet ;no: handle bullet +next_bullet: + pop hl ;do not move the + pop bc + inc hl \ inc hl \ inc hl + djnz handle_bullet ret +enemy_bullet: + ld b,a ;save type + inc hl ;bullet x + ld a,(hl) ;check if it has reached the left side of scrn + and %11111110 ;it is <2 (0 or 1)? + jr z,remove_ebullet ;yes, remove bullet + dec (hl) ;move one left + dec (hl) ;and another one + ld d,(hl) ;d=x + inc hl ;@y + + ld a,b ;restore type + dec a ;type 1? + jr z,ebullet_common ;normal bullet + +ebullet_down: + ld a,(timer) + rra + jr c,ebullet_common + inc (hl) + +ebullet_common: + ld e,(hl) ;e=y + ld ix,spr_bullete1 ;display enemy bullet + call putsprite + +ebullet_hits: + ld a,(your_occ) + or a + jr nz,next_bullet ;0 = you're normal + + pop hl + push hl + inc hl ;check x + ld a,(x) + sub (hl) + add a,6 + jp m,next_bullet + cp 9 + jr nc,next_bullet + + inc hl ;check y + ld a,(y) + sub (hl) + add a,6 + jp m,next_bullet + cp 9 + jr nc,next_bullet + + call damage_you ;HIT!! +remove_ebullet: + pop hl ;hl could be destroyed by damage_you + ld (hl),0 ;bullet > unused + jr next_bullet+1 ;next bullet (SKIP THE = one byte) + ;--------------------------- handle enemies ----------------------------------- Handle_enemies: ld hl,enemies + ld b,nrenemies ;handle all enemies handle_enemy: + push bc push hl ld a,(hl) - cp 1 - jr nz,next_enemy + and %00000011 + jr z,next_enemy ;occ "no enemy" 0 + dec a + jr z,exploding_enemy ;occ "exploding" 1 + ld b,a ;b=2 if moving, otherwise b=1 +normal_enemy: ;occ "normal" 2 or "moving" 3 inc hl - ld c,(hl) ;type + push hl + + ld e,(hl) ;e = enemy type + ld c,e ;c = e + ld d,0 ;de = e + ld hl,sprites ;hl = @sprites offset-table + add hl,de ;points to offset of current enemy offset + ld e,(hl) ;de = @enemy offset + + ld ix,spr_enemy00 ;first enemy sprite + add ix,de ;add offset for current enemy + pop hl + inc hl - ld d,(hl) ;x + ld a,(hl) ;x + dec a ;move left + jr c,remove_enemy ;off screen + jr z,remove_enemy ;" + ld d,a + inc hl ld e,(hl) ;y + ld a,b ;moving state was stored in b earlier + dec a ;is it 1? + call nz,moving_enemy ;2 = moving enemy + + dec hl ;@x + ld (hl),d ;store new x + +check_enemyfire: + ld a,c ;a = enemy type + or a ;type 0? (pickup) + jr z,firing_done ;pickups don't fire + + ld bc,add2enemy+1-2 ;offset of + add hl,bc ;go there (@hl) + dec (hl) ;decrease counter till next blast + ld a,(hl) ;load new counter + or a ;has it reached zero? + jr nz,firing_done ;finished if not + + add a,64 ;re-set counter for next blast + ld (hl),a ;save + call Enemy_fires ;fires bullet + +firing_done: + push de ;save registers for firing-use + call putsprite ;display sprite @ix + pop de ;restore (destroyed by putsprite) - ld a,d - or a - jr z,next_enemy - dec a - ld d,a - jr z,remove_enemy +next_enemy: + pop hl + ld bc,$0004 + add hl,bc + pop bc + djnz handle_enemy + ret - ld (hl),e - dec hl - ld (hl),d - ld ix,spr_enemy01 - ld b,$00 - add ix,bc - call drw_spr +remove_enemy: + pop hl + ld (hl),$0000 ;bye bye enemy + push hl jr next_enemy -remove_enemy: - dec hl - dec hl - dec hl - ld (hl),$0000 +exploding_enemy: + inc hl + push hl + ld a,(hl) + call explosion_stuff ;display explosion + pop hl -next_enemy: - pop hl - inc hl - inc hl - inc hl - inc hl ld a,(hl) - cp $ff - jr nz,handle_enemy + cp 15 + jr z,remove_enemy ;remove when at last frame + inc a + ld (hl),a ;next frame + jr next_enemy - ret +;--------------------------- moving enemies ----------------------------------- + +moving_enemy: +movetype_updown: + ld bc,add2enemy + add hl,bc + + ld a,(hl) + dec a + jr nz,move_updated + add a,128 +move_updated: + ld (hl),a + + or a ;reset carry flag + sbc hl,bc + and %00100000 + jr z,movedown + +moveup: + ld a,(hl) ;load y-position + dec a ;decrease y-pos (=move up) + ret m ;don't move off the screen (y<0) + ld (hl),a ;save new y-pos + ret ;finish +movedown: + ld a,(hl) ;load current y + inc a ;increase y-pos + cp 55 ;compare with bottom + ret nc ;return if it has passed that line (>40) + ld (hl),a ;otherwise save new position + ret ;and return ;--------------------------- check collision ---------------------------------- Enemies_hit: + ld a,(your_occ) + or a ;0 = you're normal + ret nz + ld de,(x) ;e = X, d = Y - ld hl,enemies-4 -check_next: - inc hl - inc hl - inc hl + ld hl,enemies + ld b,nrenemies ;check all 20 enemies +check_collision: + push hl + ld a,(hl) + and %00000010 + jr z,check_next ;2 or 3 = ok inc hl - ld a,(hl) - cp $ff - ret z ;-1 = no more enemies - push hl - cp 1 - jr nz,nocrash ;1 = enemy +collide_enemy: +; push hl +; push bc +; ld hl,enemy00 ;enemy 1 specs +; add a,a ;a=type*2 +; add a,a ;a=type*4 +; ld c,a ;c=type +; ld b,0 ;bc = 4 * enemy nr. +; add hl,bc ;hl = enemy specs +; ld a,(hl) ;load size byte +; pop bc +; pop hl +; ld c,a ;save size in c - inc hl inc hl ld a,(hl) ;check x match - sub e + sub e ;enemy position minus yours 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 + sub d ;same as with x-check 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 + +take_pickup: + ld a,(hl) ;load enemy type + or a + jr nz,collide ;enemy when <>0 + + push hl + ld hl,your_pickup ;your pickups + ld a,(hl) ;current + inc a ;go to next + cp 6 ;pickups >=6 + jr c,not_maxpickup + ld a,1 ;yes: reset to pickup 1 +not_maxpickup: + ld (hl),a ;save new + call disp_icons ;display altered pickupicons + pop hl + + dec hl ;to enemy occ + xor a ;set to 0 = gone + ld (hl),a ;remove + jr check_next ;all done, next.. + +collide: + xor a + ld (hl),a ;explosionFrame 0 dec hl - ld (hl),2 ;set to explode + 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 + +;--------------------------- show icon ---------------------------------------- + +disp_icons: + ld hl,VIDEO_MEM+(16*57);57 rows down = seven rows from bottom + ld b,16*7 ;draw 16x (screen width) 7x (height) +cleanline: + ld a,%00000000 ;blank line mask + ld (hl),a ;draw one piece of the divider-line + inc hl ;move right (8 pixels = 1 byte) + djnz cleanline ;repeat (16bytes * 7rows * 8pixels) + + ld hl,VIDEO_MEM+(56*16) + ld (PutWhere),hl + + call disp_lives + + ld ix,spr_icon01 ;armorIcon + ld de,$1a01 ;icon #1 + call putwidesprite ;display icon + call disp_armor ;display value + + ld ix,spr_icon00 + ld a,(torp_occ) + or a + jr z,no_torp + ld ix,spr_icon02 ;torpedoIcon +no_torp: + ld de,$2a01 ;icon #2 + call putwidesprite ;display + + ld ix,spr_icon00 ; + ld de,$3a01 ;icon #3 + call putwidesprite + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_laser) + or a + jr z,no_laser + ld ix,spr_icon04 ;laserIcon +no_laser: + ld de,$4a01 ;icon #4 + call putwidesprite + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) + or a + jr z,no_multiples + ld ix,spr_icon05 +no_multiples: + ld de,$5a01 ;icon #5 + call putwidesprite + + ld a,(your_pickup) ;pickups taken + add a,a ;picks*2 + ret z ;return if no pickups + add a,a ;picks*4 + add a,a ;picks*8 + add a,a ;picks*$10 + add a,$0a ;add 0ah + ld d,a ;y-pos = picks * $10 + $0a (1a,2a,3a,4a,5a) + ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) + + ld ix,spr_icon + call putwidesprite + ret + +disp_armor: + ld hl,$3926 ;Display Armor left + ld (_penCol),hl ;place @ armorIcon + ld a,(your_armor) ;load armor left + add a,'0' ;make digit + call _vputmap ;display char + ret + +disp_lives: + ld hl,$3900 ;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 + ret + +;--------------------------- game over / new game / death --------------------- + +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 + + pop hl ;=ret (game_over was called from a procedure) + ret ;quit to TI-OS or shell + +New_game: + xor a ;score 0 + ld (score),a ;reset score + inc a ;level #1 + ld (level),a ;reset level nr + ld hl,level01 ;set level pointer to level#1 + ld (levelp),hl ;reset level pointer + ld hl,lives ;starting lives + ld (hl),4 ;3 lives (will be decreased @ You_die) + +You_die: + ld hl,lives + dec (hl) ;decrease lives + ld a,(hl) ;load lives left + inc a ;if lives=0ffh then a=0 + jr z,game_over ;if so, game's over + + xor a ;a=0 + ld (your_armor),a ;no armor + ld (torp_occ),a ;no torpedoes + ld (your_laser),a ;no laser + ld (your_pickup),a ;reset pickups + ld (your_multiples),a ;no multiples + jr nonext_level ;--------------------------- next level --------------------------------------- Next_level: - ld hl,Leveldata+1 - ld (curevent),hl - ret + ld hl,level ;level number + inc (hl) ;increase it + ld hl,(levelp) ;level pointer + inc hl + inc hl + inc hl ;update to point to next level + ld (levelp),hl ;save + +nonext_level: + ld a,80 + ld (nextevent),a ;time to first enemy appearance + + ld hl,(levelp) ;level pointer + 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 + ld hl,your_occ ;hl = your_occ + ld (hl),a ;reset your ship (not exploding) + inc hl ;hl = your_inv + ld (hl),50 ;set 50 frames invulnerable + ld hl,x ;begin position x=... + ld (hl),a ;...=a=0=left + inc hl ;y=... + ld (hl),24 ;...=24=middle + + ld a,(torp_occ) + and %00000001 ;remove torpedoes + ld (torp_occ),a + + xor a ;reset previous positions + ld hl,your_prevpos ;place all previous positions + ld b,16 ;all 16 of them +place_multiples: + ld (hl),a ;set prev-x to 0 + inc hl ;next + ld (hl),24 ;set prev-y to 24 + inc hl ;next + djnz place_multiples ;repeat + + ld hl,ybullets ;clear your/enemy bullets + ld (hl),a ;clear first byte + ld de,ybullets+1 ;and copy this byte to the next byte + ld bc,(nrybullets+nrebullets)*3-1 ;bc times (all bullets) + ldir + + ld hl,enemies ;and remove all enemies as well + ld (hl),a ;clear first byte + ld de,enemies+1 ;point to the next + ld bc,add2enemy+nrenemies*2 ;clear enemy-info + enemiesxtra + ldir + +;--------------------------- setup game --------------------------------------- + +game_setup: + call _clrLCD ;clear screen + ld a,%10111011 + ld hl,VIDEO_MEM ;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 + + call _clrLCD ;clear screen + call disp_icons ;display bottom icons + + ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom + ld b,16 ;draw 16x (screen width) +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 ;--------------------------- putsprite ---------------------------------------- +;--------------------------- de =(X,Y) ---------------------------------------- offsets_table: - .db 128,64,32,16,8,4,2,1 -drw_spr: - ld a,d - and 7 - ld hl,offsets_table - ld c,a - ld b,0 - add hl,bc - ld a,(hl) - ld (_smc1+1),a - - ld (_smc1+1),a - ld hl,GRAPH_MEM - ld a,e - add a,a - add a,e - add a,a - rl b - add a,a - rl b - srl d - srl d - srl d - add a,d - jr nc,_n1 - inc b -_n1: ld c,a - add hl,bc + .db 128,64,32,%10000,%01000,%00100,%00010,%00001 +putsprite: + 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 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 + 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) + 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 ld d,(ix) ld b,(ix+1) @@ -410,220 +1405,638 @@ _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 +;--------------------------- putbigsprite ------------------------------------- + +putwidesprite: + ld a,d + and 7 + ld hl,offsets_table + ld c,a + ld b,0 + add hl,bc + ld a,(hl) + ld (wsmc1+1),a + ld (wsmc2+1),a + ld hl,(PutWhere) + + ld a,e + add a,a + add a,a + add a,a + + rl b + add a,a + rl b + srl d + srl d + srl d + add a,d + jr nc,n1 + inc b +n1: ld c,a + add hl,bc + + ld d,(ix) + ld b,(ix+1) +woloop: push bc ;Save # of rows + push hl ;Save screen address + ld b,d ;Load width + ld c,(ix+2) ;Load one line of image + inc ix +wsmc1: ld a,1 ;Load pixel mask +wiloop: sla c ;Test leftmost pixel + jr nc,wnoplot ;See if a plot is needed + ld e,a ;OR pixel with screen + or (hl) + ld (hl),a + ld a,e +wnoplot: + rrca + jr nc,wnotedge ;Test if edge of byte reached + inc hl ;Go to next byte +wnotedge: +wsmc2: cp 1 + jr z,wover_1 + + djnz wiloop + pop hl ;Restore address + ld bc,16 ;Go to next line + add hl,bc + pop bc ;Restore data + djnz woloop + ret +wover_1: + ld c,(ix+2) + inc ix + djnz wiloop + dec ix + pop hl + ld bc,16 + add hl,bc + pop bc + djnz woloop + ret - -_D_HL_DECI: - push bc - ld de,up_data+4 - ld b,5 -ldhld: call UNPACK_HL - add a,'0' - ld (de),a - dec de - djnz ldhld - ld hl,up_data - ld b,4 -lis: ld a,(hl) - cp '0' - jr nz,dis - ld (hl),' ' - inc hl - djnz lis -dis: ld hl,up_data - call _puts - pop bc - ret - -up_data: .db "PAD98",0 - - - +;------------------------------------------------------------------------------ ;------------------------------- sprites -------------------------------------- +;------------------------------------------------------------------------------ spr_ship: - .db 7,7 - .db %11111000 - .db %11000000 - .db %11111100 - .db %11111110 - .db %11111100 - .db %11000000 - .db %11111000 + .db 9,1 ;ship icon + .db %11100000 ; ███ + .db %01111000 ; ████ + .db %00111110 ; █████ + .db %01111001 ; ████ █ + .db %01111001 ; ████ █ + .db %01111001 ; ████ █ + .db %00111110 ; █████ + .db %01111000 ; ████ + .db %11100000 ; ███ + +spr_ship01: + .db 7,7 ;ship alpha class + .db %01111000 ; ████ + .db %11100000 ; ███ + .db %11111100 ; ██████ + .db %11110010 ; ████ █ + .db %11111100 ; ██████ + .db %11100000 ; ███ + .db %01111000 ; ████ +spr_ship01i: + .db 7,7 ;ship alpha class + .db %01010000 ; █ █ + .db %10100000 ; █ █ + .db %01010100 ; █ █ █ + .db %10100010 ; █ █ █ + .db %01010100 ; █ █ █ + .db %10100000 ; █ █ + .db %01010000 ; █ █ + +spr_ship02: + .db 7,7 ;ship beta class + .db %11100000 ; ███ + .db %11110000 ; ████ + .db %01111100 ; █████ + .db %01110010 ; ███ █ + .db %01111100 ; █████ + .db %11110000 ; ████ + .db %11100000 ; ███ +spr_ship02i: + .db 7,7 ;ship beta class + .db %01000000 ; █ + .db %10100000 ; █ █ + .db %01010100 ; █ █ █ + .db %00100010 ; █ █ + .db %01010100 ; █ █ █ + .db %10100000 ; █ █ + .db %01000000 ; █ + +spr_multiple: + .db 6,4 ;multiples + .db %01111000 ; ████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111000 ; ████ spr_bullet01: - .db 5,3 - .db %11110000 - .db %11111000 - .db %11110000 - + .db 5,3 ;your bullets + .db %00110000 ; ░▒▓█▒ + .db %11111000 ; ░▒▓████▒ + .db %00110000 ; ░▒▓█▒ spr_bullet02: - .db 3,3 - .db %01000000 - .db %11100000 - .db %01000000 - -spr_enemy01: - .db 6,6 - .db %00111100 - .db %01110000 - .db %11110000 - .db %11110000 - .db %01110000 - .db %00111100 -spr_enemy02: - .db 6,6 - .db %01111100 - .db %11110000 - .db %10111000 - .db %10111000 - .db %11110000 - .db %01111100 + .db 5,3 + .db %11110000 ; ░▒▓███▒ + .db %11111000 ; ░▒▓████▒ + .db %11110000 ; ░▒▓███▒ +spr_bullett1: + .db 4,3 ;▒▒▒ + .db %11100000 ;▒███ + .db %11110000 ; ████ + .db %01110000 ; ███ + +spr_bullete1: + .db 4,3 ;enemy bullets + .db %01100000 ; ▒█▓▒░ + .db %11110000 ; ▒███▓▒░ + .db %01100000 ; ▒█▓▒░ + +;---------------------------------------- explosion ------------------------------------------- spr_explosion: - .db 8,6 - .db %00000000 - .db %00011100 - .db %00111110 - .db %01010110 - .db %00111000 + .db 8,6 ;1 .db %00000000 - - .db 8,6 - .db %00110000 - .db %01001110 - .db %10111110 - .db %01001111 - .db %00111000 - .db %00011010 - - .db 8,6 - .db %11110011 - .db %01001110 - .db %10110101 - .db %01000101 - .db %00111110 - .db %11011010 - - .db 8,6 - .db %11110010 - .db %01001110 - .db %10110101 - .db %01000101 - .db %00111110 - .db %01011010 - - .db 8,6 - .db %01000001 - .db %00100110 - .db %00010101 - .db %01000100 - .db %00010010 - .db %10011010 - - .db 8,6 - .db %01000100 - .db %00100000 - .db %00000001 - .db %01000100 - .db %00100010 - .db %10001000 - - .db 8,6 - .db %00001000 - .db %11000010 + .db %00011100 ; ███ + .db %00111110 ; █████ + .db %01010110 ; █ █ ██ + .db %00111000 ; ███ .db %00000000 - .db %00100000 - .db %00000001 - .db %00110000 - .db 8,6 - .db %00000100 - .db %00000000 - .db %01000000 - .db %00000000 - .db %00000001 - .db %00100100 + .db 8,6 ;2 + .db %00110000 ; ██ + .db %01001110 ; █ ▒███ + .db %10111110 ; █ █████ + .db %01001111 ; █ ▒████ + .db %00111000 ; ███ + .db %00011010 ; ██ █ + + .db 8,6 ;3 + .db %10110000 ; █ ██ + .db %01001110 ; █ ███ + .db %10110101 ; █ ██▒█▒█ + .db %01000101 ; █ ▒█▒█ + .db %00111110 ; █████ + .db %01011010 ; █ ██ █ + + .db 8,6 ;4 + .db %00101010 ; ▒ █▒█ █ + .db %01000110 ; █ ▒██ + .db %10110101 ; █ ██ █ █ + .db %01100110 ; ██ ██▒ + .db %00111100 ; ████▒ + .db %01011001 ; █ ██ ▒█ + + .db 8,6 ;5 + .db %01000000 ; █▒ ▒ ▒ + .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 %01001000 ; ▒█ ▒█ ▒ + + .db 8,6 ;7 + .db %00001000 ; ▒ █▒ + .db %11000010 ; ██ ▒ █ + .db %00000000 ; ▒ + .db %00100000 ; ▒█ ▒ + .db %00000001 ; ▒ ▒█ + .db %00110000 ; ▒██▒ + + .db 8,6 ;8 + .db %00000100 ; ▒█ + .db %00000000 ; ▒▒ ▒ + .db %01000000 ; █ + .db %00000000 ; ▒ + .db %00000010 ; █▒ + .db %00100100 ; █▒ █ + +;--------------------------------------- bar ----------------------------------- + +spr_icon: + .db 16,7 ;unused .......:.......: + .db %11111111,%11111111 ; ████████████████ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11111111,%11111111 ; ████████████████ +spr_icon00: + .db 16,7 ;unused .......:.......: + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ +spr_icon01: + .db 16,7 ;armor ; .......:.......: + .db %10001111,%10000000 ; █ █████ + .db %10010000,%01000000 ; █ █ █ ▒▒▒ + .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒ + .db %10100111,%10100000 ; █ █ ████ █ ▒▒▒ + .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒ + .db %10010000,%01000000 ; █ █ █ ▒▒▒ + .db %10001111,%10000000 ; █ █████ +spr_icon02: + .db 16,7 ;torpedo .......:.......: + .db %10111000,%00010101 ; █ ███ █ █ █ + .db %10011100,%00010101 ; █ ███ █ █ █ + .db %10111000,%01001010 ; █ ███ █ █ █ + .db %10000000,%11101010 ; █ ███ █ █ + .db %11100001,%11100101 ; ███ ████ █ █ + .db %10011000,%11110101 ; █ ██ ████ █ █ + .db %11100110,%00110010 ; ███ ██ ██ █ +spr_icon03: + .db 16,7 ; .......:.......: + .db %10000000,%01010100 ; █ + .db %10011110,%00101010 ; █ + .db %10111000,%00010101 ; █ + .db %10111111,%10101010 ; █ + .db %10111111,%00010101 ; █ + .db %10111000,%00101010 ; █ + .db %10011110,%01010100 ; █ +spr_icon04: + .db 16,7 ;laser .......:.......: + .db %10000000,%00000000 ; █ + .db %10110010,%10000000 ; █ ██ █ █ + .db %10111011,%00000000 ; █ ███ ██ + .db %10011101,%11111111 ; █ ███ █████████ + .db %10111011,%00000000 ; █ ███ ██ + .db %10110010,%10000000 ; █ ██ █ █ + .db %10000000,%00000000 ; █ +spr_icon05: + .db 16,7 ;multiple .......:.......: + .db %10000011,%10000000 ; █ ███ + .db %10000001,%11100111 ; █ ████ ███ + .db %10000001,%11100000 ; █ ████ + .db %10000011,%10000000 ; █ ███ + .db %10011000,%00000000 ; █ ██ + .db %10111100,%01110000 ; █ ████ ███ + .db %10011000,%00000000 ; █ ██ + +;---------------------------- texts ------------------------------------------- + +txt_about: .db "v0.92.98 ","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 +txt_pressenter: .db "Enter to continue",0 + +;---------------------------- save data --------------------------------------- -;---------------------------- level data ------------------------------------- -Leveldata: - .db $10,$00,$40 ;$time (ff=end) $type $y-pos - .db $10,$08,$30 - .db $10,$08,$20 - .db $40,$00,$10 - .db $ff,$ff,$ff - -;---------------------------- texts ------------------------------------------ +stored_data_start: -title_message: - .db "* * NEMESIS * *",0 +PutWhere .dw GRAPH_MEM ;where to put the wide sprites -;---------------------------- save data -------------------------------------- +timer .db $00 ;frame counter +level .db $00 ;level number +levelp .dw level01 ;pointer to level data -stored_data_start: +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 +pickuptimer .db $4 -curevent .dw Leveldata+1 ;next event -nextevent .db (Leveldata) ;time to next event score .dw $0000 -lives .dw $0003 -level .dw $0000 -x .db $16 -y .db $46 -shield .db $00 -ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 -ebuls .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 -enemies .dw $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,$0000,$ffff,$ffff -; 0011 2233 >> 0=occupation (0=no enemy 1=normal 2=exploding) -; 1=frame/ship 2=x 3=y - -boss_status .db 00 -boss_pwr .db 00 -boss_x .db 00 -boss_y .db 00 -boss_2bytes .dw 0000 - -timer .dw $0000 -your_status .db $00 - .db $00 -warped_status .db $00 - -variables_end: - -stored_data_end: +your_pickup .db $00 +your_occ .db $00 ;0=normal 1..16=exploding +your_inv .db $50 ;invincibility left +your_armor .db $13 ;HP left +lives .db $04 ; +x .db $16 ;x-pos +y .db $46 ;think about it.. +hp .db $00 ;hitpoints left + +your_laser .db $01 ;laser avail: 0=no, 1=yes +your_multiples .db $00 ;multiples present +torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt +torp_pos .dw $0000 ;torpedo position (x,y) + +;---------------------------- enemy data -------------------------------------- + +sprites: + .db $00 + .db spr_enemy01-spr_enemy00 + .db spr_enemy02-spr_enemy00 + .db spr_enemy03-spr_enemy00 + .db spr_enemy04-spr_enemy00 + .db spr_enemy05-spr_enemy00 + .db spr_enemy06-spr_enemy00 + .db spr_enemy07-spr_enemy00 + +spr_enemy00: + .db 7,5 ;pickup + .db %11111110 ; ███████ + .db %10011010 ; █ ██ █ + .db %11111110 ; ███████ + .db %10011010 ; █ ██ █ + .db %11111110 ; ███████ +spr_enemy01: + .db 6,6 ;enemy type one + .db %00111100 ; ████ + .db %01110000 ; ███ + .db %11110000 ; ████ + .db %11110000 ; ████ + .db %01110000 ; ███ + .db %00111100 ; ████ +spr_enemy02: + .db 8,6 ;enemy type two + .db %00111111 ; █████ + .db %01111000 ; ████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111000 ; ████ + .db %00111111 ; █████ +spr_enemy03: + .db 6,6 ;enemy type three + .db %01111100 ; █████ + .db %11110000 ; ████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %11110000 ; ████ + .db %01111100 ; █████ +spr_enemy04: + .db 6,6 ;enemy type four + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_enemy05: + .db 7,6 ;enemy type four + .db %00011110 ; ████ + .db %01111110 ; ██████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111110 ; ██████ + .db %00011110 ; ████ +spr_enemy06: + .db 7,6 ;enemy type four + .db %00011100 ; ███ + .db %01111110 ; ██████ + .db %10111000 ; █ ███ + .db %10111000 ; █ ███ + .db %01111110 ; ██████ + .db %00011100 ; ███ +spr_enemy07: + .db 8,6 ;enemy type four + .db %00011110 ; ████ + .db %01111111 ; ███████ +enemy00:.db %10011100 ; █ ███ + .db %10011100 ; █ ███ + .db %01111111 ; ███████ + .db %00011110 ; ████ + + ;enemyInfo: %000000:HP %10:occ $00:type $00:app $00:unused +enemy01: ;#1 HP:1 app:random + .db %00000010,1,1,0 +enemy02: ;#2 HP:1 app:halflure + .db %00000010,2,3,0 +enemy03: ;#3 HP:1 app:random moving + .db %00000011,3,1,0 +enemy04: ;#4 HP:2 app:lure + .db %00000110,4,2,0 +enemy05: ;#5 HP:2 app:random moving + .db %00000111,5,1,0 +enemy06: ;#6 HP:2 app:lure moving + .db %00000111,6,2,0 +enemy07: ;#7 HP:4 app:halflure moving + .db %00001111,7,3,0 + +;----------------------------- level info ------------------------------------- + +level01: + .db $01,$1b,$2f ;enemy nr ; enemy frequency ; next lvl +level02: ;frequency must be odd if halfluring! + .db $02,$11,$4b +level03: + .db $03,$1d,$3f +level04: + .db $04,$0d,$4f +level05: + .db $05,$25,$3d +level06: + .db $06,$23,$39 +level07: + .db $07,$1f,$f9 + +;----------------------------- 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 · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.92.98 +;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · · 7.IX.99 +;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only +;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2935 bytes on calc +;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR +;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958 +;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar0@hotmail.com +;Homepage · · · · · · · · · · · · · · · · · · coming soon (www.wish.net/~shiar) -;NEMESIS'86 by Shiar +;Notes: +; <*> This game is not yet finished (BETA) and there may still be some bugs. +; <*> Source will be released when the game has been finished. +; <*> Have fun, and have even more fun with the completed version of NEMESIS! +;----------------------------- version history -------------------------------- -; 0.01.717 -- 17.VII.99 -- size 984 +;0.01.717 -- 17.VII.99 -- size 909 ; -; + movement of ship over whole screen +; + used "Galaxian"-game engine (drawings, movement, enemy-routines) +; + movement of ship over 3/4 screen (96 pixels; 32 pixels for score) ; + enemies moving from right to left, appearing right at specified times ; -; 0.1.718 -- 18.VII.99 -- size 907 +; 0.1.718 -- 18.VII.99 -- size 832 ; -; * 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 +; - alot of unused code removed ; + different types of enemies (just look different) ; + collision detection!! enemy ships disappear when you hit them +; +; 0.2.718 -- 18.VII.99 -- size 1078 +; +; + ability to fire bullets (F1). Enemies disappear on impact +; * enemies explode instead of disappearing +; +; 0.3.719 -- 19.VII.99 -- size 1326 +; +; * bullets appear correctly (not INSIDE your ship) +; + some enemies can take multiple hits (differs per class) +; + all enemies fire bullets at random +; + if you're hit by bullet/enemy, you'll lose one hitpoint +; +; 0.4.720 -- 20.VII.99 -- size 1406 +; +; # 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 1703 +; +; * 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 2077 +; +; * 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#) +; +; 0.6.825 -- 25.IIX.99 -- size 2085 +; +; # pointer to fifth ship corrected (ships in level 5 weren't displayed) +; # calc doesn't crash anymore when game is continued after game over!! +; + lives are decreased when ship is destroyed +; # last eight pixels of divider line are shown correctly now +; +; 0.7.92 -- 02.IX .99 -- size 2303 +; +; + contrast is increased one level at startup (and restored on exit) +; + invulnerable for a sec when you enter the game (inv-pickup later) +; + when in invulnerable-mode, your ship look different! +; + at the beginning you get three *hitpoints* so you can be hit 3 times +; * bottomline icons are now 16 pixels wide and 7 pixels high! +; + hitpoint icon added: displays nr. of hps left next to a nice picture +; * maximum invulnerability-time is increased (can last upto 1024 frames) +; + when invulnerable-mode has nearly expired, your ship flashes! +; * again a lot of optimizations esp. in size ('bout 100 bytes) +; + pickups! 10% chance a destroyed enemy changes into an armor-pickup +; # code optimization caused some bullets to reappear as "fake" bullets +; * pickups can't be destroyed by bullets (they pass right through it) +; +; 0.8.93 -- 03.IX .99 -- size 2433 +; +; + enemies move individually, not all at the same time!! Looks very nice +; # titlescreen background is cleared (looked weird in Rascall and TI-OS) +; + enemies fire at a ### rate instead of firing at will (too random) +; # moving enemies don't move off the screen top/bottom (they wait there) +; + seven playable levels going easy to hard (including moving enemies) +; # xtraInfo data wasn't reset when a moving enemy entered the game +; * longer delay when level is completed (NextLevel screen came too soon) +; +; 0.9.94 -- 04.IX .99 -- size 2693 +; +; # pickups no longer fire bullets like normal enemies +; + s added so the game runs slower and looks better +; + TORPEDOES!!! Bullets that fire downwards! Just like in Nemesis +; * a pickup selects the next icon on bottom bar instead of increasing hp +; + an icon can be taken by pressing F2. second icon selects torpedoes +; + first icon increases armor, icon 3 and 4 are unused for now +; * selecting an unused icon (3+4) resets pickups like icon 1 and 2 +; * when you're destroyed, you loose one life instead of going game over +; you also loose all upgrades and pickups, but remain in the same level +; * random is more randomized, no more "tricks" to fool the randomizer +; # after game over the game is terminated instead of continuing+crashing +; - no more armor to start with. you'll have to collect them on your own +; * of course optimizations and a few tiny bug fixes (not important) +; * increased the size of the enemy bullets so they're better to see +; +; 0.91.95 -- 05.IX .99 -- size 2797 +; +; + LASERS!!!!! four pickups and you fire laserbeams instead of bullets +; * multiple enemies can be hit at once, very usefull when firing lasers +; + MULTIPLE!! like the (shadow-)multiple from MSX-Nemesis. for 5 pickups +; you get an multiple following you, firing bullets and lasers like you +; * most data (enemy positions) stored at TEXT_MEM and DELC_LEN positions +; instead of in program, saving A LOT of bytes in program-size +; - at release of 0.91 bullets didn't work, laser is used instead +; +; 0.92.98 -- 08.IX .99 -- size 2831 +; +; + all bullets and enemies are removed at the start of a level +; # you can fire bullets again (no more laser at startup) +; * game delay is increased (one halt more) so it runs slower +; * pickups aren't given at random, but appear every x enemies destroyed +; # solved a minor bug in invulnerability flashing display +; * clearScreen procedure improved (faster and smaller) +; # fifth icon couldn't be selected (so no multiples selectable). fixed +; * laserbeam lasts 5 turns (laser wasnt good enough compared to bullets) +; + added - removed * changed # bug fixed