X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/6182b2a8db0e125b903be3ca44c3a8227fdf4f9f..34f7bc00468ab5305325e54704da6523012b6ac7:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index 35f36c9..feb535d 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,180 +1,922 @@ - .include "asm86.h" - .include "ti86asm.inc" +;------------------------------------------------------------------------------ +;---------------------- NEMESIS ----------------------------------------------- +;------------------------------------------------------------------------------ +; >>> NEMESIS <<< Version 0.96 BETA by SHIAR +; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +; Title : Nemesis +; Version : 0.96 +; Release Date : 30.X.99 +; Filename : nemesis.86p (4836) nemesis0.86p (888) +; Author(s) : Shiar +; Email Address : shiar0@hotmail.com +; ICQ ; #43840958 +; Web Page : come.to/shiar +; Description : cool arcade-shoot-em-up-game (release 12/99) +; Where to get this game : www.ticalc.org +; Other games by author : N/A + +; ABOUT: This source should only be used for learning practises, do not +; alter it, and certainly do not distribute an altered version!! +; NOTE: &&& marks uncertainties or things to optimize + +;---------------------- nemesis.z80 start ------------------------------------- + +#include "asm86.h" +#include "ti86asm.inc" ;standard ti86 romcalls +#include "ti86abs.inc" ;used to save hiscores and so .org _asm_exec_ram - nop - jp Start - .dw $0001 - .dw Title - .dw spr_ship -Title: .db "Nemesis v0.6.820 by Shiar",0 -Start: jr init - -just_fired = $c0f9 ;byte -temp1 = $c100 ;word +#define cal call ;just to make it harder for you to understand +#define psh push ; ^:D +#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero + +TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0 +_clrWindow = $4a86 ;a new procedure from AsmStudio86 inc. files +_ex_ahl_bde = $45f3 +_shracc = $4383 +_dispahl = $4a33 +_asapvar = $d6fc + +storepos = _asm_exec_ram+6000 ;120 OF 165 +storepos2 = _asm_exec_ram+6200 ;141 OF 167 +exlevel = _asm_exec_ram+6400 ;784+OF 2.7kb + +XLlevelsdata = exlevel+8 ;size: upto 1016 bytes +XLweapondata = exlevel+1024 ;size: always 64 byte +XLenemytable = exlevel+1088 ;size: always 16 byt +XLenemyinfos = exlevel+1104 ;size: always 64 by +XLsprenemies = exlevel+1168 ;size: like 128 b (upto 1kb) + +;---------------------- in-game vars ------------------------------------------ + +temp1 = storepos ;+0+1 ;temp (2 bytes) bullet + +just_fired = storepos+2 ; +2 ;counts how long a blast lasts +curline = storepos+2 ; +2 ;used to display SFX +menuitem = storepos+2 ; +2 ;used to store menu location +hiscorepos = storepos+2 ; +2 +RanPos = storepos+3 ; +3 ;used for making random values +timer = storepos+4 ; +4 ;frame counter + ;--------YOU +x = storepos+5 ; +5 ;your ship's position +y = x+1 ; +6 ;your y-pos +firex = y+1 ; +7 ;(1 byte) +firey = firex+1 ; +8 ;(1 byte) + ; ** + ;--------LEVEL +eventtime = storepos+10 ;+10 ;enemy frequency +eventleft = eventtime+1 ;+11 ;nr. of enemies still to come +nextevent = eventleft+1 ;+12 ;time to next event +level_enemy = nextevent+1 ;+13 ;enemy type +level_info = level_enemy+1 ;+14 ;info (see below) +level_move = level_info+1 ;+15 ;= +level_fire = level_move+1 ;+16 + ; ** + ;--------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 + +nrenemies = 10 ;max. nr of enemies +enemysize = 7 +enemies = storepos2 ; +0 ;info about each enemy (6byt) + +nrybuls = 10 +ybullets = enemies+(nrenemies*6) ;+80 ;60 bytes = 20(state,x,y) +nrebuls = 10 +ebullets = ybullets+(nrybuls*3) ;+110 ;30 bytes = 10(state,x,y) + +ybuls = ebullets+(nrebuls*3) ;+140 + +;^-----------------------------------<2 ;-141=$8D +;level_info: +; [0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire] +;enemies: +; [HP] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)] +; [ship type or explosion frame] [x] [y] [move] [fire] + +;---------------------- introduction ------------------------------------------ + + nop ;hello yas/ase/rascall/whathever + jp init ;here's the program, but first: a description + .dw $0001 ;description type 2 (description + YASicon) + .dw Title ;pointer to description (all shells) + .dw Icon ;pointer to YAS icon + +Title: .db "Nemesis v0.96 by Shiar",0 + +Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes + .db %11100000 ; ███ + .db %01111000 ; ████ + .db %00111110 ; █████ + .db %01111001 ; ████ █ + .db %00111110 ; █████ + .db %01111000 ; ████ + .db %11100000 ; ███ ;recommend 80x50 screen mode + .DB 0 ;clear stupid YAS-line ;---------------------- init -------------------------------------------------- -init: - call _runindicoff +level_name: .db 8,"nemesis0" + +StartFix: + im 1 + ld hl,$D400 + ld de,$D401 + ld bc,$0100 + ld (hl),$D3 + ldir + ld hl,int_handler + ld de,$D3D3 + ld bc,int_end-int_handler + ldir + ld a,$D4 + ld i,a + im 2 + ret + +int_handler: + ex af,af' + in a,($03) + bit 3,a + jp z,$0039 + res 0,a + out ($03),a + jp $0039 +int_end: + +init: cal BUSY_OFF ;turns the run-indicator off, obviously + cal _clrScrn ;clean the screen + +Loadlevel: + ld hl,level_name-1 ;find own variable + rst 20h ;cal _ABS_MOV10TOOP1 + rst 10h ;cal _FINDSYM + ret c ;not found? who cares... + + cal _ex_ahl_bde + cal _SET_ABS_SRC_ADDR + xor a + ld hl,exlevel + cal _SET_ABS_DEST_ADDR + ld hl,4+4 + cal _SET_MM_NUM_BYTES + cal _mm_ldir + + ld hl,(exlevel+4+2) + cal _SET_MM_NUM_BYTES + cal _mm_ldir + + xor a + ld hl,XLweapondata + cal _SET_ABS_DEST_ADDR + ld hl,272 + cal _SET_MM_NUM_BYTES + cal _mm_ldir ;save done (cal \ ret) + +setup: xor a ;: reset: + ld (iy+13),a ;don't affect TEXT_MEM and don't scroll screen + ld (_asapvar+1),a ;Asm( thinks it's the first time it runs Nems. + cal StartFix +setcontrast: + ld a,(CONTRAST) ;load current contrast level + cp $1f ;if already at maximum... + jr z,skipdarken ;...then skip level increase + inc a ;otherwise increase contrast level +skipdarken: + out (2),a ;set it ;---------------------- main menu --------------------------------------------- LogoPut: - ld hl,logo_nemesis ;from... - ld de,$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 + xor a ;white bitmask (a=0) + ld b,16 ;one line + ld hl,logo_nemesis ;from... + ld de,VIDEO_MEM+16 ;...to one line from top +AboveLogo: + ld (de),a ;clear/n byte + inc de ;next + dnz AboveLogo ;repeat for the first line + + ld bc,16*19 ;logo size + ldir ;display one line of logo + +; ld hl,GRAPH_MEM ;cleared line +; ld bc,16 ;size=one line +; ldir ;also clear one line below the logo + +; ld a,-1 ;first line is -1+1=0 +; ld b,21 ;with first 21 lines: +; cal DoSFX ;do special effect &&&skip + + ld hl,VIDEO_MEM+(16*$39)+4 ;$39 rows down, 4 cols right (4*8=$20) + ld b,8 ;draw 8x one byte = 8*8 = 64 pixels wide + ld a,%11111111 ;horizontal line mask +underline: + ld (hl),a ;draw one piece of the divider-line + inc hl ;move right (8 pixels = 1 byte) + dnz underline ;repeat + + set 3,(iy+5) ;set white on black + ld hl,$3320 ;near the bottom of the screen + ld (_penCol),hl + ld hl,txt_about ;display version and author (yes, that's me!) + cal _vputs ;useful procedure if you want to display somtn + res 3,(iy+5) ;return to default black on white + + ld hl,$3a1e ;below previous stuff 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 hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!! + cal _vputs ;VERY important, so display in small font ?:} + +dispmenu: + ld de,$0304 + ld (_curRow),de + ld hl,txt_menu1 + cal _puts + ld de,$0305 + ld (_curRow),de + ld hl,txt_menu2 + cal _puts + + xor a + ld (menuitem),a + +menuloop: + ld a,(menuitem) + ld h,$01 + add a,4 + ld l,a + + ld a,5 ld (_curRow),hl - ld hl,txt_2players ;display "TWO PLAYERS" - call _puts + cal _putc - call _getkey ;wait for keypress - call New_level ;prepare level + ld a,(menuitem) + ld h,$01 + sub 5 + neg + ld l,a + + ld a,32 + ld (_curRow),hl + cal _putc + + halt \ halt \ halt \ halt + + cal GET_KEY ;wait for keypress + cp K_UP + jr z,menuchange + cp K_DOWN + jr z,menuchange + cp K_EXIT + jp z,game_over_nopop + ld hl,_invert + cp K_F1 + cal z,undo_invert + cp K_F2 + cal z,do_invert + cp K_ENTER + jr nz,menuloop + + ld a,(menuitem) + dec a + jr nz,startnewgame + cal Continue_game + jr game_main_loop + +startnewgame: + cal New_game + jr game_main_loop + +menuchange: + ld a,(menuitem) + xor 1 + ld (menuitem),a + jr menuloop + +do_invert: + ld (hl),$EE + ret +undo_invert + ld (hl),$E6 + ret ;------------------------------------------------------------------------------ ;---------------------- game loop --------------------------------------------- ;------------------------------------------------------------------------------ -game_main_loop: +game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time - inc (hl) + inc (hl) ;increase by 1 + ld b,(hl) ;new time, save for rand# upd. (no flag change) + jr nz,updaterandom ;continue when new time <> 0 + ld hl,1 ;once every 256 frames, increase score by 1 + cal scoreInc ;do it + +updaterandom: + ld hl,RanPos ;random counter + ld a,r ;add r register to randomize + add a,(hl) ;add previous random value + add a,b ;even more random by adding timer + ld (hl),a ;save even more random value back Clear_screen: - xor a ;empty bitmask - ld hl,GRAPH_MEM ;screen location (top left) - ld b,$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 + 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! + + ld a,(timer) + and %11 + jr z,movestarsdone ;don't move stars once every 4 frames + + cal movestars1 ;move the stars on the FRONT layer + cal movestars2 ;move the distant stars + +movestarsdone: + ld a,(stars1) ;star positions (the missing byte...) + ld b,nrstars1 ;how many stars? now we know. + ld hl,starx1 ;points to the position of the stars + cal DisplayStars ;display front layer stars + + ld a,(stars2) ;weren't you paying attention five lines ago? + ld b,nrstars2 ;that many?! whow! + ld hl,starx2 ;and there they are + 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 + cal nz,Handle_ceiling ;scroll the ceiling (if any) + cal Handle_ground ;scroll the ground + +game_stuff: + ld a,(your_occ) ;are you 100% OK? + or a ;a=0?? + jr nz,_gamestuff1 ;then don't check for movements/fires/... + + ld a,(level_info) ;the same level info + and %00000110 ;isolate ground&ceiling again + jr z,check_keys ;no ceiling nor ground + and %00000010 ;this bit will tell us if there is a ceiling + cal nz,CheckCeiling ;if there is, check it + cal CheckGround ;check for collision with the ground + +check_keys: + cal GET_KEY + cp K_GRAPH + cal z,Teacher + + ld a,%00111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5) + out (1),a ;ask for them + nop \ nop ;delay 8 clocks + in a,(1) ;get zem! + +check_exitkey: + bit 6,a ;test bit 6 = exit-key = EXIT + jp z,game_over_nopop ; pressed, so be it +check_morekey: ;another unused label... poor compiler + bit 7,a ;test bit 7 = more-key = PAUSE + cal z,Pause ;yes, go to pause + +check_firekey: + bit 5,a ;test bit 5 = 2nd-key = FIRE + ld hl,check_selkey ;where to continue after executing Fire_bullet + psh hl ;push hl on stack (instead of cal Fire_bullet) + jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..) + pop hl ;no cal to Fire_bullet made, so pop stack + ld hl,just_fired ;no: + ld (hl),0 ;reset just_fired + +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... + ;old: now see this: + rla ;test bit7 so we know f ALPHA has been pressed + cal nc,select ;yeppy, select the currently selected upgrade + + cal Enemies_hit ;check for collision with enemies + +_gamestuff1: + cal Handle_Ship ;move you + cal Handle_bullets ;move your bullets + cal Handle_torp ;move your torpedo + + cal Handle_enemies ;move enemies + cal Enemy_bullets ;move enemy bullets + + cal Level_event ;insert enemies + cal Display_Screen ;display all + halt ;delay + + jp game_main_loop ;LOOP^^^^^^^^^^^^^ + +;--------------------------- ground ------------------------------------------- + +Handle_ground: + ld a,(timer) + and %111 ;once every 8 frames + jr nz,Display_ground ;otherwise skip the scroll + ld bc,15 ;scroll all 16 bytes minus one (teh new byte) + ld hl,groundpos+1 ;from.. + ld de,groundpos ;to (one byte to the left) + ldir ;LoaDIncreaseRepeat = scroll! + + ld a,(groundinfo) ;what kind of ground + dec a ;type 1: + jr z,ground_tunnel ;tunnel effect + jr ground_boring + +ground_tunnel: + ld a,(groundpos+14) + ld (groundpos+15),a + ld hl,spacespace + + ld a,(RanPos) + ld b,a + bit 1,a + jr z,ground_previous + bit 2,a + jr z,gtunneldown +gtunnelup: + ld a,(hl) + or a + jr z,ground_previous ;a>=0 (a=0 actually) + inc (hl) + ld a,(groundpos+15) + inc a + jr newground +gtunneldown: + ld a,(groundpos+15) + dec a + jr z,ground_previous + dec (hl) + jr newground + +ground_previous: + ld a,(groundpos+14) ;type 1 + jr newground +ground_boring: + ld a,(groundpos) ;type 0 +newground: + ld (groundpos+15),a ;save new byte on the right + ld a,(hl) + cp -25 + jr nc,Display_ground + ld a,b + and %1 + ld b,0 + jr nz,gtunnelup + +Display_ground: + ld b,16 ;screen width + ld de,groundpos-1 ;height of current byte (previous actually) + psh de ;use later + ld hl,GRAPH_MEM+(56*16)-1 ;screen position + psh hl + +groundloopright: + ld c,b ;push b for groundloopup + pop hl \ inc hl ;get screen position and go one right + pop de \ inc de ;get height info and set to the next byte + psh de \ psh hl ;save these for the next time + ld a,(de) ;height of current byte + ld b,a ;save in b + + ld de,16 ;to substract to go one line up + ld a,%11111111 ;bitmask black + or a +groundloopup: + ld (hl),a ;display black byte + sbc hl,de ;go up (sbc must be used for 16-bit sub) + dnz groundloopup ;and loop >groundpos< times + + ld b,c ;pop b used by groundloopup + dnz groundloopright ;loop right for entire screen (16x) + pop hl \ pop hl ;restore stack + ret + +CheckGround: ;check for collision with the ground + ld a,(x) + srl a + srl a + srl a + inc a + ld l,a + ld h,0 + ld de,groundpos + add hl,de + ld a,(y) + sub 57-7 + neg + cp (hl) + ret nc + ld b,5 + jp damage_you + +;--------------------------- ceiling ------------------------------------------ + +Handle_ceiling: + ld a,(timer) + and %111 ;once every 8 frames + jr nz,Display_ceiling ;otherwise skip the scroll + ld bc,15 ;scroll all 15 bytes (16th is new position) + ld hl,ceilingpos+1 ;from.. + ld de,ceilingpos ;to (one byte to the left) + ld a,(de) ;load byte on left (will be lost after scroll) + ldir ;LoaDIncreaseRepeat = scroll! + + ld a,(groundinfo) ;what kind of ceiling + dec a ;type 1: + jr z,ceiling_tunnel ;tunnel effect + jr ceiling_boring + +ceiling_tunnel: + ld a,(ceilingpos+14) + ld (ceilingpos+15),a + ld hl,spacespace + + ld a,(RanPos) + ld b,a + bit 4,a + jr z,ceiling_previous + bit 5,a + jr z,ctunnelup +ctunneldown: + ld a,(hl) + or a + jr z,ceiling_previous + inc (hl) + ld a,(ceilingpos+15) + inc a + jr newceiling +ctunnelup: + ld a,(ceilingpos+15) + dec a + jr z,ceiling_previous + dec (hl) + jr newceiling + +ceiling_previous: + ld a,(ceilingpos+14) ;type 1 + jr newceiling +ceiling_boring: + ld a,(ceilingpos) ;type 0 +newceiling: + ld (ceilingpos+15),a ;save the new byte + ld a,(hl) + cp -25 + jr nc,Display_ceiling + ld a,b + and %1 + ld b,0 + jr nz,ctunneldown + +Display_ceiling: + ld b,16 ;screen width + ld de,ceilingpos-1 ;height of current byte + psh de ;use later + ld hl,GRAPH_MEM-17 ;screen position + psh hl + +ceilingloopright: + ld c,b ;push b for groundloopup + pop hl \ inc hl ;get screen position and go one right + pop de \ inc de ;get height info and set to the next byte + psh de \ psh hl ;save these for the next time + ld a,(de) ;height of current byte + ld b,a ;save in b + + ld de,16 ;to substract to go one line up + ld a,%11111111 ;bitmask black + or a +ceilingloopdown: + ld (hl),a ;display black byte + add hl,de ;go down + dnz ceilingloopdown ;and loop >groundpos< times + + ld b,c ;pop b used by groundloopup + dnz ceilingloopright ;loop right for entire screen (16x) + pop hl \ pop hl ;restore stack + ret + +CheckCeiling: ;check for collision with the ground + ld a,(x) ;your x + srl a ;x/2 + srl a ;x/4 + srl a ;x/8 (current ceiling-byte) + inc a ;correction + + ld l,a ;hl = a + ld h,0 ;" + ld de,ceilingpos ;first ceiling-byte + add hl,de ;current ceiling-byte + ld a,(y) ;your y-pos + inc a + cp (hl) ;compare with ceiling + ret nc ;carry if ceiling is above you + ld b,5 + jp damage_you ;otherwise you don't wanna be in that ship + +;--------------------------- move stars --------------------------------------- + +DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# + ld e,(hl) inc hl - ld (hl),a + ld d,(hl) + ld (de),a inc hl - djnz clearloop ;repeat 224x + dnz DisplayStars + ret ;let's comment this: returns + +movestars2: + ld ix,starx2 + ld a,(stars2) + rlca + ld (stars2),a + ret nc + ld b,nrstars2 + jr movestars_loop + +movestars1: + ld ix,starx1 + ld a,(timer) + rra + ld a,(stars1) + ret c + rlca + ld (stars1),a + ret nc + ld b,nrstars1 + +movestars_loop: + ld h,(ix+1) + ld l,(ix) + dec hl -check_exitkey: - ld a,%00111111 ; pressed? - out (1),a - nop \ nop - in a,(1) - bit 6,a - jr z,quit ;yes: quit game + ld a,l + and %00001111 + cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1 + jr nz,newstarok + cal Random5016 -game_stuff: - call Level_event ;insert enemies - call Handle_Ship ;move you - call Fire_bullet ;check for fire - call Handle_enemies ;move enemies - call Handle_bullets ;move your bullets - call Enemy_bullets ;move enemy bullets - call Enemies_hit ;check for collision with enemies +newstarok: + ld (ix),l + ld (ix+1),h + inc ix \ inc ix + dnz movestars_loop + ret ;for stupid people, here's another comment... - call Display_Screen ;display all - halt \ halt ;delay - jr game_main_loop ;loop +;--------------------------- pause -------------------------------------------- -quit: ret +Pause: + ld hl,$0200 ;top left + 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 + ret ;continue + +;--------------------------- teacher ------------------------------------------ + +Teacher: + ld (iy+12),5 ;enable flashing cursor + cal _clrScrn + cal _homeup ;top left + ld hl,txt_teacher + cal _puts ;display message + +teacherloop: + cal _getkey ;enter low-power mode and wait for key + cp kEnter ;enter pressed? + jr z,teacherans + cp kGrMenu ;keypressed = graph? + jr nz,teacherloop ;no, wait some more + + ld (iy+12),0 ;disable cursor + jp disp_icons ;+ret + +teacherans: + ld a,' ' + cal _putc + + ld hl,$0701 + ld (_curRow),hl + ld hl,txt_teacherans + cal _puts + jr teacherloop -;---------------------- display ----------------------------------------------- + +;--------------------------- exit --------------------------------------------- + +quit: + im 1 + ld a,(CONTRAST) ;load original contrast level + out (2),a ;and set it back + ld (iy+13),3 ;use textshadow (TEXT_MEM) and scrolling + + ld hl,GRAPH_MEM ;graph-screen location + ld de,GRAPH_MEM+1 + ld (hl),0 + ld bc,1024-1 ;do it 1024 times = entire screen + ldir + + jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the + ;_clrScrn) AND also executes _homeup and ret +; cal _clrScrn +; jp _homeup +;--------------------------- display ------------------------------------------ Display_Screen: ld hl,GRAPH_MEM ;from storage (top left) - ld de,$fc00 ;to screen (top left) - ld a,56 ;display height = 64 bytes (minus 8 for bar) + ld de,VIDEO_MEM ;to screen (top left) + ld c,56 ;display height = 64 bytes (minus 8 for bar) displayloop: - ld bc,16 ;display width = 16 bytes (16*8bits=256pixels) - ldir ;16x de >> hl - dec a ;next line + ld b,16 ;display width = 16 bytes (16*8bits=256pixels) +displaytloop: + ld a,(hl) ;copy byte from (hl) +_invert: + xor $ff ; } ;invert byte (white<=>black) + ld (de),a ;to (de) + inc hl \ inc de ;next byte + dnz displaytloop ;16x hl >> de + dec c ;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 + ld hl,$396b ;Display Score + ld (_penCol),hl ;bottom right of screen + ld hl,(score) + +_D_HL_DECI: ;------- display 5-digit value ------- + ld de,savestr+4 ;savenr saves number string + ld b,5 ;five digits +ldhld: cal UNPACK_HL ;one digit of hl + add a,'0' ;make number + ld (de),a ;save into savenr + dec de ;point to next digit + dnz ldhld ;repeat for all digits + + ld hl,savestr ;we (the program) saved the value righthere + jp _vputs ;the only thing left to do is to display it + +savestr: ;@here the score will be stored + .db "00000",0 ;don't worry, it's just temporary ;------------------------- handle ship ---------------------------------------- Handle_Ship: - ld a,(your_occ) - or a - jr z,ok ;0 = normal stat + ld a,(your_occ) ;are + or a ;you + jr z,ok ;ok? - inc a ;next (explosion)frame + inc a ;no! next (explosion)frame ld (your_occ),a ;save cp 34 ;last explosion frame? - jr c,exploding_you ;not yet: display explosion + jp c,exploding_you ;not yet: display explosion cp 40 ;delay finished? - jp z,game_over ;yes = game over + jp z,You_die ;yes = game over ret ;don't display anything -ok: - ld a,%01111110 - out (1),a - nop \ nop - in a,(1) - ld hl,y - rra - ld b,a +ok: ;we are + ld a,%01111110 ;get arrow keys + out (1),a ;it's cold outside + ld hl,y ;instead of nop\nop do something usefull + 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 + +adv_ok: ld (your_multiples),a + + ld a,(timer) ;framecounter + and %1 ;switches 0<>1 each frame + inc a ;a = 1 or 2 (1.5 avg) + ld c,a ;c = your_speed + + ld a,b ;pop a (keys) + rra ;rotate right (put last bit in c) + ld b,a ;we need a later jr c,no_down ld a,(hl) - inc a + add a,c cp 50 ;56-6 = bottom of screen - jr z,no_down + jr nc,no_down 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) - sub 1 ; doesn't affect c-flag + sub c ; 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 + add a,c cp 122 ;128-6 = right side - jr z,no_right + jr nc,no_right ld (hl),a no_right: - ld d,(hl) + ld d,(hl) inc hl rr b jr c,no_up ld a,(hl) - sub 1 ; doesn't affect carry-flag + sub c ; doesn't affect carry-flag jr c,no_up ;-1 = top of screen - ld (hl),a -no_up: ld ix,spr_ship01 + 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 a,(timer) ;load frame nr. + and %00000111 ;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 %00000100 ;a switches 0<->1 every 2 frames + jr z,handle_multiples ;show normal ship +inv_flicker: + ld ix,spr_ship01i ;don't display ship + +handle_multiples: + cal putsprite ;display your ship + + 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) + ret z ;then don't handle them either -display_common: - ld e,(hl) - jp drw_spr ;ret + ld hl,y + ld a,b ;restore a (your_multiples) + and %100 ;move the multiples??? + 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 + 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 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 + +mult_adv: + ld de,(mx) + ld ix,spr_multiple ;sprite of the multiple + jp putsprite ;display it + exploding_you: srl a ;half the framerate @@ -193,158 +935,509 @@ explosion_stuff: inc hl ld d,(hl) inc hl - jr display_common + ld e,(hl) + jp putsprite -damage_you: - ld a,1 ;set to explode (1st frame) - ld (your_occ),a +damage_you: ;damages you B points + ld a,(your_inv) ;invulnerability left? + or a + ret nz ;return if inv>0 + 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 + cal disp_armor ;and display new value + + ld a,(your_pickup) ;how many pickups do you have? + dec a ;is the armor-icon selected + ret nz ;return if not + + psh de \ psh ix ;&&& just2Bsave + ld hl,VIDEO_MEM+(16*56) + ld (PutWhere),hl + ld ix,spr_icon ;if so, highlight armorIcon again + ld de,$1901 ;position + cal putwidesprite ;display icon + ld hl,GRAPH_MEM + ld (PutWhere),hl + pop ix \ pop de + ret ;and return + +no_armor: + ld a,%01 ;occ %xxxxxx01 = explode + ld (your_occ),a ;set to explode + ret + +;------------------------- 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 +place_multiples: + ld (hl),d ;set prev-x to d + inc hl ;next + ld (hl),e ;set prev-y to e + inc hl ;next + dnz place_multiples ;repeat ret +;------------------------- select upgrade ------------------------------------- + +select: + ld hl,your_pickup ;select pickups + ld a,(hl) ;load pickups taken so far + dec a ;is it 1? + ret m ;return if it's 0 (no pickups) + jr nz,select2 ;no, carry on +select1: + ld a,(your_armor) ;load current armor + cp 24 ;is it >=24 + ret nc ;then return (armor may not be 25 or more) + xor a + ld (your_pickup),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 + ld hl,your_weapon + ld a,(hl) + inc a + cp 10 + jp nc,disp_icons ;>=10 + ld (hl),a + + add a,a ;weap*2 + add a,a ; *4 + add a,a ; *8 + ld c,a + ld b,0 + ld hl,XLweapondata-7 + add hl,bc + ld a,(hl) + ld (ybuls),a + + 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_weapon),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 + ld de,(x) + cal Place_multiples + jp disp_icons ;display, return +select6: + ld (hl),0 ;reset pickups + jp disp_icons ;display/return + ;------------------------- fire bullet ---------------------------------------- Fire_bullet: - ld a,%00111111 - out (1),a - ld a,(your_occ) - or a - ret nz ;return if not normal stat + ld hl,RanPos ;random + inc (hl) ;update random counter + +; ld a,(laserlasts) +; ld b,5 ld hl,just_fired - in a,(1) - bit 4,a - jr z,fire ;fire pressed? - ld (hl),0 ;not 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_weapon) ;if you have bullets..... + dec a ;(1=laser) + jr z,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? + and %11 ;nope? + jr z,fireany ;then just fire somethin' + cal 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: + cal fire_torp ;&&& + + ld a,(your_weapon) ;do you have laser? + dec a ;1=yes + jr z,fire_laser + + ld ix,XLweapondata-6 + add a,a ;weap*2 + add a,a ; *4 + add a,a ; *8 + ld c,a + ld b,0 + add ix,bc + + ld c,(ix) + cal fire_ybullet + inc ix + inc ix + ld c,(ix) + xor a + cp c + cal nz,fire_ybullet + inc ix + inc ix + ld c,(ix) + xor a + cp c + jr nz,fire_ybullet + ret + +fire_torp: + ld de,(firex) + 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 + + +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 +drawlaser: + ld (hl),%11111111 + inc hl ;Go to next byte + dnz drawlaser + +; ld a,(just_fired) ;fired for how long +; cp 4 ;if 4th turn +; ret nz ;then do damage, otherwise quit + +handle_laser: + ld a,(firex) + ld d,a ;d was divided, so reload the laser-x + +check_laserhits: ;de = (x,y) + ld b,nrenemies + ld hl,enemies+1 + +laserhits: ;Hits with normal enemies + psh 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 + 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 + add a,5 ;add enemy height + jp p,enemy_lashit ;a-e>0 = hit + +nolashit: + pop hl + 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 ret -fire: ld a,(hl) - or a ;can't fire when 1 - ret nz - ld (hl),1 ;just fired +enemy_lashit: + cal enemy_hit + jr nolashit +fire_ybullet: ld hl,ybullets ld de,3 - ld b,10 + ld a,(ybuls) + ld b,a find_ybullet: ld a,(hl) or a jr z,found_ybullet ;0 = no bullet here add hl,de - djnz find_ybullet ;look next bullet + dnz find_ybullet ;look next bullet ret found_ybullet: - ld (hl),1 ;use bullet - inc hl - ld a,(x) - add a,5 + ld (hl),c ;use the bullet and set correct bullet-type + 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 a,(y) - add a,2 - inc hl + + ld a,(firey) ;your y-pos + add a,(ix+1) ;place bullet at the middle of your ship + inc hl ;go to bullet-y ld (hl),a ;set y ret ;------------------------ handle bullets -------------------------------------- +bullet_left: + ld a,124 + sub b + + cp (hl) ;off screen? (x>128-5) + jr c,remove_bullet + ld a,(hl) ;a = X + add a,b ;move b to the right + ld (hl),a ;save new pos. + ld d,a ;d = X + + inc hl ;to y-pos + ld a,c + cal _shracc + dec a + jr z,bullet_noymove + dec a + jr z,bullet_up + dec a + jr z,bullet_halfup + dec a + jr z,bullet_down + +bullet_halfdown: + ld a,(timer) + and 1 + jr z,bullet_noymove +bullet_down: + ld a,(hl) + inc a + cp 55 + jr z,bullet_noymove + ld (hl),a +bullet_halfup: + ld a,(timer) + and 1 + jr z,bullet_noymove +bullet_up: + ld a,(hl) + dec a + jr z,bullet_noymove + ld (hl),a +bullet_noymove: + ld e,(hl) ;e = Y + ret + remove_bullet: dec hl ld (hl),0 ;dump this bullet! - ret + pop hl + jr next_ybullet Handle_bullets: ld hl,ybullets - ld b,10 + ld a,(ybuls) + ld b,a scan_bullets: - push bc - push hl - ld (temp1),hl + psh bc + psh hl + ld (temp1),hl ;needed for check_bullethits ld a,(hl) inc hl - dec a - call z,bullet_type1 + + or a + jp z,next_ybullet ;bulletType=0 >> no bullet + + ld c,a + and %1111 + ld b,a + cal bullet_left ;move bullet left + +display_bullet: + ld ix,spr_bullet01 + psh de + cal putsprite ;display bullet + pop de + + cal check_bullethits + +next_ybullet: pop hl pop bc - ld de,3 - add hl,de - djnz scan_bullets + inc hl + inc hl + inc hl + dnz scan_bullets ;next bullet (loop) ret -bullet_type1: - ld a,(hl) ;d = X - inc a ;move right - cp 121 ;off screen? (x=127-5-1) - jr z,remove_bullet - inc a ;move right - cp 121 ;off screen? - jr z,remove_bullet - ld (hl),a ;save new pos. - ld d,a - inc hl - ld e,(hl) ;e = Y - ld ix,spr_bullet01 - push de - call drw_spr ;display bullet - pop de +;--------------------------- check bullethits -------------------------------- + +check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet ld b,nrenemies - ld hl,enemies + ld hl,enemies+1 hit_enemies: ;Hits with normal enemies - push hl + psh hl ld a,(hl) and %00000010 jr z,nohit ;no hit when enemy_occ <> 2/3 - inc hl + inc hl ;enemy type + ld a,(hl) + or a ;enemy #0 = pickup + jr z,nohit ;yes: don't destroy + + psh de + cal find_sprite + pop de + inc hl ld a,(hl) ;check x sub d + sub 5 + jp p,nohit add a,5 + add a,(ix) jp m,nohit - cp 8 - jr nc,nohit inc hl ld a,(hl) ;check y sub e - add a,5 + sub 3 + jp p,nohit + add a,3 + add a,(ix+1) jp m,nohit - cp 10 - jr nc,nohit - xor a - push hl + psh hl ld hl,(temp1) - ld (hl),a ;remove bullet + ld (hl),$00 ;remove bullet + pop hl + + cal enemy_hit + +nohit: pop hl + ld a,b ;psh bc + ld bc,enemysize + add hl,bc + ld b,a ;pop bc + dnz hit_enemies ;check next enemy + ret +enemy_hit: dec hl dec hl dec hl ld a,(hl) ;occ - ld b,a ;push occ + ld c,a ;psh 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 b,(hl) ;save enemy type - ld (hl),a ;explosionFrame 0 + ld (hl),$00 ;explosionFrame 0 - pop hl - ret + ld hl,1 ;increase score by one + jp scoreInc ;+ret hpleft: - ld a,b ;pop occ + ld a,c ;pop occ sub %00000100 ;decrease HP by one ld (hl),a ;save - pop hl ret -nohit: pop hl - inc hl - inc hl - inc hl - inc hl - djnz hit_enemies ;check next enemy +;--------------------------- 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 + psh de + cal 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 ------------------------------------- @@ -365,44 +1458,120 @@ Level_event: or a ;has it reached 0? jp z,Next_level ;yes: level finished dec a ;has it reached 1? - jr nz,do_event ;nope: wait for enemies to leave + jr z,standby_event ;yes: wait until no enemies present/left + dec a ;has it reached 2? + jr z,place_boss ;yep: place the BigBossTM! + dec a ;has it reached 3? + jr nz,do_event ;nope: >3 = place an enemy inc hl ;nextevent located behind eventleft - ld (hl),109 ;set delay + ld (hl),123 ;set delay ret ;don't place any more enemies -do_event: - ld de,enemies-4 -chk_noenemy: - inc de - inc de - inc de - inc de - ld a,(de) +place_boss: + ld hl,(levelp) ;the leveldata (including the boss) + dec hl ;points to leveldata\boss\enemynr + ld a,(hl) ;load it + ld (level_enemy),a ;set new enemy (boss) + dec hl ;points to level\boss\movement + ld a,(hl) ;load + ld (level_move),a ;set boss movement + dec hl ;@level\boss\firefreq + ld a,(hl) ;load in a + ld (level_fire),a ;set firefrequency + jp do_event ;+ret + +standby_event: + ld b,nrenemies + ld hl,enemies+1-enemysize + ld de,enemysize +chk_enemyleft: + add hl,de + ld a,(hl) or a ;0 = no enemy present - jr nz,chk_noenemy + jr nz,enemyleft + dnz chk_enemyleft + ret +enemyleft: + ld hl,eventleft + inc (hl) + ret - ld a,(eventenemy) ;enemy type to place (lvl) - ld hl,enemy01 ;enemy 1 specs - ld c,a - ld b,0 ;bc = enemy nr. - add hl,bc ;add 2*bc + +do_event: + ld hl,enemies+1-enemysize + ld bc,enemysize + xor a ;a=0 +chk_noenemy: + add hl,bc + cp (hl) ;(hl) = 0 ?? + jr nz,chk_noenemy ;jump if enemy present (non-0) + + ld d,h + ld e,l + +place_enemy: + ld a,(level_enemy) ;enemy type to place (lvl) + ld hl,XLenemyinfos-4 ;enemy "0" specs (1 before enemy #1) + add a,a ;a=type*2 + add a,a ;a=type*4 + ld c,a ;c=type + ld b,0 ;bc = enemy nr.&&&XX add hl,bc ;hl = enemy specs ld a,(hl) ;load hitpoints+occ of this enemy class - ld (de),a ;occ + ld (de),a ;save occ - inc hl - inc de - ld a,(hl) ;load movement+type of this enemy class - ld (de),a ;enemy type - - inc de ;_________ - ld a,122 ;appear at right edge of screen (128-6) - ld (de),a ;= x-position - inc de ;_________ - ld a,51 ;random number <51 - call Random ;create! - ld (de),a ;= y-position - ret + dec de ;goto hp + xor a + ld (de),a ;save hp64 + inc de ;next byte (or previous): occ again + + inc hl ;next enemyInfo byte + inc de ;next byte of current enemy + ld a,(hl) ;load enemy class (nr) + ld (de),a ;save enemy type + + inc de ;set x-pos + psh de + cal find_sprite + pop de + ld a,128 ;appear at right edge of screen + sub (ix) ;minus the width of this enemy (not offscreen) + ld (de),a ;= x-position (save) + + inc de ;set y-pos + inc hl ;where to place?? + ld a,(hl) ;load placeInfo + dec a ;is it 1? + jr z,random_enemy ;yes: create random value <51 in a + dec a ;is it 2? + jr z,lure_enemy ;yes: create a 100% luring enemy + ;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 +lure_enemy: ;2nd possibility: luring enemy + ld a,(y) ;place at same y-pos as YOUR ship + jr ypos_OK + +random_enemy: + ld b,e ;b will be added to random-value + cal Random50 ;make a (in a) random value 0-51 + +ypos_OK: ;random value successfully created + ld (de),a ;save y-position + + inc de ;set move + ld a,1 ;movecounter = 1 + ld (de),a ;&&&(hl),1 better? + + inc de ;set fire + ld a,(level_info) + and %00000001 ;bit meaning directfire + jr nz,ffireOK ;(a=time-to-fire) = 1 frame (fires directly) + ld a,(level_fire) ;set ttf to normal nr of frames +ffireOK:ld (de),a ;save fire + ret ;return ;--------------------------- enemy fires -------------------------------------- @@ -411,66 +1580,122 @@ Enemy_fires: ;de = x,y dec d ;d = x-2 inc e ;e = y+1 - ld b,10 + ld b,nrebuls ld hl,ebullets find_ebullet: ld a,(hl) or a jr z,found_ebullet ;0 = not used - inc hl - inc hl - inc hl - djnz find_ebullet ;look next bullet + inc hl \ inc hl \ inc hl + dnz find_ebullet ;look next bullet ret found_ebullet: - ld (hl),1 ;use bullet + ld b,%1100 + ld a,(level_info) + and %00001000 + jr z,bulletok + + ld a,(y) + sub e + add a,10 + jp p,bulletnotup + ld b,%1011 ;yourY-bulY = negative (=bullet below you) + add a,10 + jp p,bulletnotup + ld b,%1001 ;yourY-bulY = even more negative (going up) + +bulletnotup: + sub 20 + jp m,bulletok + ld b,%1010 ;bullet going down + sub 10 + jp m,bulletok ;even more going down + ld b,%1000 + +bulletok: + ld a,(level_info) + and %11110000 + or b + ld (hl),a ;set bullet direction inc hl ld (hl),d ;set x-pos inc hl ld (hl),e ;set y-pos - ret + ret ;----------------------------- enemy bullets ---------------------------------- Enemy_bullets: ld hl,ebullets - ld b,10 + ld b,nrebuls handle_bullet: - push bc - push hl - ld a,(hl) - or a - jr nz,enemy_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 + pop hl ;do not move the pop bc - inc hl - inc hl - inc hl - djnz handle_bullet + inc hl \ inc hl \ inc hl + dnz handle_bullet ret enemy_bullet: - inc hl - ld a,(hl) ;bullet x + ld b,a ;save type&%1111 + 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 + 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 - jp m,remove_ebullet ;off screen? - jr z,remove_ebullet ;" - dec a ;move left + jr z,ebullet_up ;type %1001: moving up + ld b,a + + ld a,(timer) + rra + jr c,ebullet_common + + ld a,b + dec a + jr z,ebullet_down ;type %1010: moving down 50% + ;type %1011: moving up 50% +ebullet_up: + ld a,(hl) + dec a + jp m,ebullet_common ld (hl),a - ld d,a ;d=x - inc hl + jr ebullet_common + +ebullet_down: + ld a,(hl) + inc a + cp 55 + jr z,ebullet_common + ld (hl),a + +ebullet_common: ld e,(hl) ;e=y - ld ix,spr_bullet11 ;display enemy bullet - call drw_spr + ld ix,spr_bullete1 ;display enemy bullet + cal putsprite +ebullet_hits: ld a,(your_occ) or a jr nz,next_bullet ;0 = you're normal pop hl - push hl + psh hl inc hl ;check x ld a,(x) sub (hl) @@ -487,338 +1712,1043 @@ enemy_bullet: cp 9 jr nc,next_bullet - call damage_you ;HIT!! + 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 + cal damage_you ;HIT!! remove_ebullet: - dec hl - ld (hl),0 ;bullet > unused - jr next_bullet + 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 hl,enemies+1 ld b,nrenemies ;handle all enemies handle_enemy: - push bc - push hl + psh bc + psh hl ld a,(hl) and %00000011 jr z,next_enemy ;occ "no enemy" 0 dec a jr z,exploding_enemy ;occ "exploding" 1 - ld b,1 - dec a - jr z,normal_enemy ;occ "normal" 2 + ld b,a ;b=2 if moving, otherwise b=1 -moving_enemy: ;occ "moving" 3 - ld b,0 - -normal_enemy: +normal_enemy: ;occ "normal" 2 or "moving" 3 inc hl - 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 + ld c,(hl) ;c = enemy type = de + cal find_sprite inc hl ld a,(hl) ;x dec a ;move left - jp m,remove_enemy ;off screen + jr c,remove_enemy ;off screen jr z,remove_enemy ;" ld d,a inc hl ld e,(hl) ;y - ld a,b ;%xxx00001=moving -0=normal + ld a,b ;moving state was stored in b earlier + dec a ;is it 1? + cal nz,moving_enemy ;2 = moving enemy + + ld (hl),e + dec hl ;@x + ld (hl),d ;store new x + 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 ;go to + inc hl ;go to + inc hl ;go to + 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 a,(level_fire) ;re-set counter for next blast + ld (hl),a ;save time to fire + inc hl ;next byte = bullettype &&& + psh de ;save registers for firing-use + cal Enemy_fires ;fires bullet + pop de ;restore (destroyed by Enemy_fires) +firing_done: + cal putwidesprite ;display sprite @ix + +next_enemy: + pop hl + ld bc,enemysize + add hl,bc + pop bc + 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 + psh hl + ld a,(hl) + cal explosion_stuff ;display explosion + pop hl + + ld a,(hl) + cp 15 + jr z,remove_enemy ;remove when at last frame + inc a + ld (hl),a ;next frame + jr next_enemy + +;--------------------------- moving enemies ----------------------------------- + +moving_enemy: + ld a,(level_move) + and a + jr z,movetype_updown ;type 0 dec a - jr z,ymove_done ;skip y-move + jr z,movetype_vslow ;1 + dec a + jr z,movetype_fast ;2 + dec a + jr z,movetype_vfast ;3 + dec a + jr z,movetype_smart ;4 + dec a + jr z,movetype_lure ;5 + dec a + jr z,movetype_slowlure ;6 + dec a + jr z,movetype_stoplure ;7 +; dec a +; jr z,movetype_fulllure ;8 -; srl a -; ld b,a ;b = %0xxx0000 (move stat) +movetype_fulllure: + inc d 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 + and 1 + ret z + cal movetype_lure + ld a,(x) + cp d + jr c,lure_left +lure_right: + inc d + ret +lure_left: + dec d + ret + +movetype_stoplure: + inc d + jr movetype_slowlure + +movetype_slowlure: + ld a,(timer) + and 1 + ret z + +movetype_lure: + ld a,(y) + cp e + jr c,lure_up +lure_down: + inc e + ret +lure_up: + dec e + ret + +movetype_smart: + inc hl ;hl =@ + ld a,(timer) + and %1111 ; | + ld a,(hl) ;&&& \|/ + jr nz,smartupdate + inc a +smartupdate: + ld (hl),a + + or a ;reset carry flag + dec hl ;reset hl to + and %11111100 + jr z,movetype_fast + +movetype_vslow: + ld a,(timer) + and %11 + ret z + inc d + ret + +movetype_fast: + ld a,(timer) + and %1 + ret z +movetype_vfast: + dec d ;move left + ret nz ;finished + pop hl ;restore stack (no ret used) + jp remove_enemy ;remove this enemy (off screen) + +movetype_updown: + inc hl ;@ + 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 jr z,movedown -moveup: dec (hl) ;decrease y-pos - jr ymove_done + +moveup: dec a ;decrease y-pos (=move up) + ret m ;don't move off the screen (y<0) + dec e ;save new y-pos + ret ;finish movedown: - inc (hl) ;increase y-pos + inc a ;increase y-pos + cp 55 ;compare with bottom + ret nc ;return if it has passed that line (>40) + inc e ;otherwise save new position + ret ;and return + +;--------------------------- check collision ---------------------------------- + +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 + + ld hl,enemies+1 + ld b,nrenemies ;check all 20 enemies +check_collision: + psh hl + ld a,(hl) + and %00000010 + jr z,check_next ;2 or 3 = ok + inc hl + +collide_enemy: ;&&& include in Handle_enemy proc + psh de + cal find_sprite + pop de + + inc hl + ld a,(hl) ;check x match + sub e ;enemy position minus yours minus 7 + jp p,check_next + add a,6 + add a,(ix) + jp m,check_next + + inc hl + ld a,(hl) ;check y match + sub d ;same as with x-check + jp p,check_next + add a,6 + add a,(ix+1) + jp m,check_next + dec hl + dec hl + +take_pickup: + psh hl ;we need hl + ld hl,2 ;increase score by 2 + cal scoreInc + pop hl ;we're done + + ld a,(hl) ;load enemy type + or a + jr nz,collide ;enemy when <>0 + + psh 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 + cal 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.. + +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 %00000100 + ld (hl),a +collide_done: + ld b,4 ;damage + cal damage_you + +check_next: + pop hl + ld a,b ;psh bc + ld bc,enemysize + add hl,bc + ld b,a ;pop bc + dnz check_collision + ret + +;--------------------------- story ------------------------------------------- + +storyPage: + psh hl + cal _clrLCD + pop hl +storyLine: + inc hl + ld e,(hl) + inc hl + ld d,(hl) + ld (_penCol),de + inc hl + cal _vputs + + ld a,(hl) + dec a + jr z,storyLine + + psh hl + ld hl,VIDEO_MEM + ld de,GRAPH_MEM + ld bc,1024 + ldir + cal _clrLCD + pop hl + + inc hl + ld a,(hl) + inc hl + ld b,(hl) + psh hl + cal DoSFX + cal _getkey + 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 + inc a ;set z-flag if a = $ff + jr nz,dostory ;otherwise loop + + ld bc,5 ;story ends + add hl,bc ;set hl to beginning of the level + ld (levelp),hl ;set the level-pointer + ret ;and return + +;--------------------------- SFX --------------------------------------------- + +CDoSFX: + ld hl,VIDEO_MEM + ld de,GRAPH_MEM + ld bc,1024 + ldir + ld b,64 + ld a,-1 + +DoSFX: ;ins: a=beginLine b=nrOfLines + ld (curline),a +SFXframe: + psh bc + + ld a,(curline) ;get line number + inc a ;go to the next line + ld (curline),a ;update + + ld l,a + ld h,0 + add hl,hl + add hl,hl + add hl,hl + add hl,hl + + ld b,h ;save hl for later + ld c,l + + ld de,VIDEO_MEM + add hl,de ;go to ymin + ld d,h + ld e,l + + ld hl,GRAPH_MEM + add hl,bc ;hl->logo + + ld a,(curline) ;Calculate how many lines to draw + ld c,a + ld a,64 + sub c + ld b,a + +SFXdisp: ;display this frame on screen + ld a,b ;psh b (a will not be used) + ld bc,16 ;one line (=16 bytes, you'd know by now) + ldir ;display (copy actually) + ld bc,-16 ;go up one line (not on screen) + add hl,bc ;so the same line will be displayed + ld b,a ;pop b + dnz SFXdisp ;repeat until whole screen is displayed + + ld b,8 +SFXdelay: + halt + dnz SFXdelay + + pop bc + 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 + + cal disp_lives + + 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,(torp_occ) + or a + jr z,no_torp + ld ix,spr_icon02 ;torpedoIcon +no_torp: + ld de,$2901 ;icon #2 + cal putwidesprite ;display + + ld ix,spr_icon03 ;bulletIcon + ld de,$3901 ;icon #3 + cal putwidesprite ;display icon + ld hl,$3945 ;position to display bullet-type digit + ld a,(your_weapon) ;digit + dec a ;minus one (1=laser) + ld (_penCol),hl ;set location + add a,'0' ;make digit + cal _vputmap ;display char + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_weapon) + dec a + jr nz,no_laser + 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,GRAPH_MEM ;normal game-screen + ld (PutWhere),hl ;set sprite-position to normal screen + + pop ix \ pop hl \ pop de \ pop bc + ret + +disp_armor: + ld hl,(57*16)+VIDEO_MEM+3 + ld b,3 +armorbarclr: + dec hl + ld (hl),0 + dnz armorbarclr + + ld a,(your_armor) ;load your armor + ld c,a ;psh a + srl a ;/2 + srl a ;/4 + srl a ;/8: don't display last 2 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 + 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 + ret + +disp_lives: + ld hl,$3A00 ;display Lives + ld (_penCol),hl ;bottom left + ld hl,savestr+2 + ld (hl),'L' + inc hl + ld (hl),'x' + inc hl + + ld a,(your_lives) ;nr of lives in a + add a,'0' ;make digit + ld (hl),a + dec hl \ dec hl + jp _vputs ;display on screen +ret -ymove_done: - dec hl ;@x - ld (hl),d ;store new x +;--------------------------- proc --------------------------------------------- - push de ;save registers - call drw_spr ;display sprite @ix - pop de ;restore (destroyed by drw_spr) +Random5016: + cal Random50 ; a = 0..50 + inc a ; a = 1..51 + ld h,0 + ld l,a ;hl = 1..51 + add hl,hl ;hl = 1..51 * 2 + add hl,hl ;hl = 1..51 * 4 + add hl,hl ;hl = 1..51 * 8 + add hl,hl ;hl = 1..51 * 16 (left side at random y) + dec hl ;hl = 1..51 * 16 (" at right side of screen) + ld de,GRAPH_MEM + add hl,de ;position on screen + ret - ld a,$ff ;fire frequency - call Random ;random value < a - dec a ;fire if 1 - call z,Enemy_fires ;fires bullet - jr next_enemy ;finished +Random50: + cal Random + cp 51 ;y may not be more than 50 + ret c ;OK if a<51 + and %00111111 ;a = 0..63 + sub 13 ;a = -13..50 + ret nc ;OK if a>=0 + add a,13+(50-12) ;a = -13..-1 >=> 0..12 >=> 39..50 + ret -remove_enemy: - pop hl - ld (hl),$0000 ;bye bye enemy - push hl -next_enemy: - pop hl - ld bc,$0004 +Random: + ld a,(RanPos) ;a handy random-var. + ld hl,x ;add your x-coord for randomness + adc a,(hl) + inc hl ;add your y-coord for randomness + adc a,(hl) + ld (RanPos),a ;save altered random-var + ret ;RanPos also in #a + +scoreInc: + psh bc + ld bc,(score) add hl,bc + ld (score),hl pop bc - djnz handle_enemy ret -exploding_enemy: - inc hl - push hl - ld a,(hl) - call explosion_stuff ;display explosion - pop hl +find_sprite: ;destroyed: de ix + psh hl + ld e,(hl) ;e = enemy type + ld d,0 ;de = e + ld hl,XLenemytable ;hl = @sprites offset-table + add hl,de ;points to offset of current enemy offset + ld e,(hl) ;de = @enemy offset + ld d,0 - ld a,(hl) - cp 15 - jr z,remove_enemy ;remove when at last frame - inc a - ld (hl),a ;next frame - jr next_enemy + ld ix,XLsprenemies ;first enemy sprite + add ix,de ;add offset for current enemy + add ix,de ;twice (offset stored as offset/2) + pop hl + ret -;--------------------------- check collision ---------------------------------- +BLACKLCD: + ld hl,VIDEO_MEM ;screen location (top left) + ld de,VIDEO_MEM+1 + ld (hl),%11111111 + ld bc,1024-1 ;do it 1024 times = entire screen + ldir + set 3,(iy+5) ;set white on black + ret -Enemies_hit: - ld a,(your_occ) - or a ;0 = you're normal - ret nz +waitnokeypressed: + halt \ halt + cal GET_KEY + or a + jr nz,waitnokeypressed + ret - ld de,(x) ;e = X, d = Y - ld hl,enemies - ld b,nrenemies ;check all 20 enemies -check_collision: - push hl +Decompress: ;hl=source(compressed) de=dest(decompressed) ld a,(hl) - and %00000010 - jr z,check_next ;2 or 3 = ok - + bit 7,a + jr z,compressed inc hl + and %01111111 + ld b,0 + ld c,a + ldir + jr Decompress +compressed: + psh af + or %11111100 + ld b,a inc hl - ld a,(hl) ;check x match - sub e - add a,6 - jp m,check_next - cp 12 - jr nc,check_next - + ld c,(hl) inc hl - ld a,(hl) ;check y match - sub d - add a,6 - jp m,check_next - cp 12 - jr nc,check_next + pop af + and %01111100 + rrca + rrca + or a + ret z + psh hl + ld h,d + ld l,e + add hl,bc + inc a + inc a + ld b,0 + ld c,a + ldir + pop hl + jr Decompress + +;--------------------------- game over / new game / death --------------------- +chartable: + .db 0,"!<>^",0,0,0,0 + .db 0,"xtoje0",0 ;enter..clear + .db " wsnid9",0 ;(-)..custom + .db "zvrmhc8",0 ;dot..del + .db "yuqlgb7x" ;0..xvar + .db 0,"-pkfa6'" ;on..alpha + .db "54321.",0,0 ;F5..more + +own_name: + .db 7,"nemesis" + +save_hi: + ld hl,own_name-1 ;find own variable + rst 20h ;cal _ABS_MOV10TOOP1 + rst 10h ;cal _FINDSYM + ret c ;not found? who cares... - dec hl - dec hl xor a - ld (hl),a ;explosionFrame 0 - dec hl - inc a - ld (hl),a ;set to explode - call damage_you ;auch! + ld hl,4+storehi_start-_asm_exec_ram + add hl,de ;hl=pointer to data in original prog + adc a,b + cal _SET_ABS_DEST_ADDR + xor a + ld hl,storehi_start + cal _SET_ABS_SRC_ADDR + ld hl,storehi_end-storehi_start + cal _SET_MM_NUM_BYTES + jp _mm_ldir ;save done (cal \ ret) + +save_lvl: + ld hl,own_name-1 ;find own variable + rst 20h ;cal _ABS_MOV10TOOP1 + rst 10h ;cal _FINDSYM + ret c ;not found? who cares... -check_next: - pop hl - inc hl - inc hl - inc hl - inc hl - djnz check_collision + xor a + ld hl,4+storesave_start-_asm_exec_ram + add hl,de ;hl=pointer to data in original prog + adc a,b + cal _SET_ABS_DEST_ADDR + xor a + ld hl,storesave_start + cal _SET_ABS_SRC_ADDR + ld hl,storesave_end-storesave_start + cal _SET_MM_NUM_BYTES + jp _mm_ldir ;save done (cal \ ret) ret -;--------------------------- game over ---------------------------------------- - game_over: - call _clrLCD ;clear screen + pop hl ;=ret (game_over was called from a procedure) +game_over_nopop: + cal BLACKLCD ;clear screen + cal waitnokeypressed ld hl,$0603 ld (_curRow),hl ;center ld hl,txt_gameover - call _puts ;display "GAME OVER" + cal _puts ;display "GAME OVER" + + ld hl,$0007 + ld (_curRow),hl - ld b,$20 -wait2: halt \ halt - djnz wait2 ;delay - call _getkey ;wait for keypress + ld de,(score) + ld hl,(hiscore) + cal CP_HL_DE + jr nc,no_hiscore + ld (hiscore),de + +ask_hiname: + ld ix,hiname + ld a,9 + ld (hiscorepos),a +enter_name_loop: + ld a,'_' + cal _putc + ld hl,_curCol + dec (hl) +nokeypressed: + halt \ halt + cal GET_KEY + or a + jr z,nokeypressed + + cp K_DEL + jr z,backup + cp K_ENTER + jr z,nomore + cp K_EXIT + jr z,nomore + + ld hl,hiscorepos + ld b,(hl) + dec b + jr z,nokeypressed + ld (hl),b + + ld hl,chartable + ld e,a + ld d,0 + add hl,de + ld a,(hl) + or a + jr z,nokeypressed -;--------------------------- new game ----------------------------------------- + ld (ix),a + cal _putc + inc ix + cal waitnokeypressed + jr enter_name_loop -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 +backup: + ld hl,hiscorepos + ld a,(hl) + cp 9 + jr nc,nokeypressed + inc (hl) + + dec ix + ld (ix),' ' + ld a,32 + cal _putc + ld hl,_curCol + dec (hl) + dec (hl) + jr enter_name_loop + +nomore: + ld a,' ' + cal _putc + ld (ix),0 + cal save_hi + jr hiscoredone + +no_hiscore: + ld hl,hiname + cal _puts + +hiscoredone: + xor a ;clear a (Ahl will be displayed) + ld hl,$1006 ;bottom-1 right + ld (_curRow),hl ;set + ld hl,(score) ;your score + cal _dispahl ;display it (a=0) + + ld hl,$314b ;bottom-1 right before score ^^ + ld (_penCol),hl ;set + ld hl,txt_score ;"Score" + cal _vputs ;display (small) + + ld hl,$1007 ;bottom right + ld (_curRow),hl ;set + ld hl,(hiscore) ;hi-score + cal _dispahl ;display + ld hl,$3946 ;bottom right before hiscore ^^ + ld (_penCol),hl ;set + ld hl,txt_hiscore ;"Hiscore" + cal _vputs ;display (small) + res 3,(iy+5) + + ld b,16 + ld de,16 + ld hl,VIDEO_MEM+(49*16)-1 +restore_line: + set 1,(hl) + add hl,de + dnz restore_line + + cal _getkey ;wait for keypress + jp quit ;restore some things and return to TI-OS/shell + +Continue_game: + jr nonext_level + +New_game: + xor a ;ld a,0 ld (score),a ;reset score - ld hl,level01-3 ;set level pointer to level#1 + ld (score+1),a ;reset score (0) + ld (torp_occ),a ;no torpedoes + 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,XLlevelsdata ;set level pointer to level#1 ld (levelp),hl ;reset level pointer + inc a ;ld a,2 + ld (your_weapon),a ;default weapon + ld a,4 + ld (your_lives),a ;3 lives (4 will be decreased @ You_die) + ld (pickuptimer),a ;next pickup after 4 enemies destroyed + + xor a + cp (hl) + cal z,dostory + +You_die: + ld a,12 + ld (your_armor),a ;5 HPs/shields + ld hl,your_lives + dec (hl) ;decrease lives + ld a,(hl) ;load lives left + inc a ;if lives=0ffh then a=0 + jp z,game_over ;if so, game's over + jr nonext_level ;--------------------------- next level --------------------------------------- Next_level: - ld hl,level - inc (hl) ;increase level nr. - ld a,80 - ld (nextevent),a ;time to first enemy appearance + ld hl,level ;level number + ld a,(hl) + inc a + ld (hl),a + + add a,a + add a,a + ld h,0 ;increase score.... + ld l,a ;by level number * 4 + ld bc,20 + add hl,bc ;plus 20 + cal scoreInc ;update score ld hl,(levelp) ;level pointer - inc hl - inc hl - inc hl ;update to point to next level + ld bc,5+32+4+4 ;advance one level + add hl,bc ;update to point to next level ld (levelp),hl ;save + xor a + cp (hl) + cal z,dostory + +nonext_level: + ld a,(your_weapon) + add a,a ;weap*2 + add a,a ; *4 + add a,a ; *8 + ld c,a + ld b,0 + ld hl,XLweapondata-7 + add hl,bc + ld a,(hl) + ld (ybuls),a ;max number of bullets (varies per weap.class) + + 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 + ld (level_enemy),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 + 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 a,(hl) ;how frequent the enemies fire a bullet + ld (level_fire),a ;consider it done + + inc hl + ld de,spacespace + ld bc,17+17+2 + ldir + + ld ix,starx1 + ld b,nrstars1 + cal placestars + ld hl,RanPos + inc (hl) + ld ix,starx2 + ld b,nrstars2 + cal placestars 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),25 ;set 25*4=100 frames invulnerable + ld hl,x ;begin position x=... + ld (hl),a ;...=a=0=left + inc hl ;y=... + ld a,24 ;...=24=middle + ld (hl),a ;your y + + ld a,(torp_occ) + or a ;no torpedoes? + jr z,torpsclear ;then just continue (=0) + ld a,1 ;if so, set to "ready to fire" (=1) +torpsclear: + + ld de,$0018 ;x=0, y=24 (like you..) +; cal Place_multiples ;place all multiple-positions at (0,24) + + ld hl,enemies ;remove all enemies and bullets + ld (hl),0 ;clear first byte + ld de,enemies+1 ;copy this to the next byte + ld bc,(nrenemies*enemysize)+((nrybuls+nrebuls)*3)-1 + ldir ;clear enemies + bullets (y/e) ;--------------------------- setup game --------------------------------------- game_setup: - call _clrLCD ;clear screen - ld a,%10111011 - ld hl,$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 - + cal BLACKLCD ld hl,$0703 ld (_curRow),hl ;center ld hl,txt_level - call _puts ;display "LEVEL " + cal _puts ;display "LEVEL " ld a,(level) ld l,a ld h,$00 - call UNPACK_HL + cal UNPACK_HL add a,'0' ld b,a - call UNPACK_HL + cal UNPACK_HL add a,'0' - call _putc ;display second digit + cal _putc ;display second digit ld a,b - call _putmap ;display first digit + cal _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 + ld a,(your_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: + cal _puts ;display the string + res 3,(iy+5) ;set white on black + + cal _getkey ;wait for keypress + cp kF1 + cal z,save_lvl + + cal _clrLCD ;clear screen + jp disp_icons ;display bottom icons +ret + +placestars: + cal Random5016 ;a = (0..50)*16 = random y-pos + ld a,b ;a = b = star nr. = 1..7 + add a,a ;a = 2b = 2..14 + ld d,0 + ld e,a ;de = a = 2-14 + add hl,de ;add to random y => random pos anywhere + + ld (ix),l ;save x-pos (l) + ld (ix+1),h ;save y-pos (h) + inc ix \ inc ix ;next star + dnz placestars ;repeat for all stars ret ;--------------------------- putsprite ---------------------------------------- ;--------------------------- de =(X,Y) ---------------------------------------- offsets_table: - .db 128,64,32,16,%1000,%0100,%0010,%0001 -drw_spr: + .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 @@ -827,128 +2757,178 @@ drw_spr: add hl,bc ;add to table ld a,(hl) ;a = pixel mask ld (_smc1+1),a ;alter pixel mask - ld (_smc1+1),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 + rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) add a,a ;y*16 (width of screen) - rl b + 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 + jp 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) -_oloop: push bc ;Save # of rows - push hl ;Save screen address +_oloop: psh bc ;Save # of rows + psh hl ;Save screen address ld b,d ;Load width ld c,(ix+2) ;Load one line of image inc ix _smc1: ld a,1 ;Load pixel mask _iloop: sla c ;Test leftmost pixel - jr nc,_noplot ;See if a plot is needed + jp nc,_noplot ;See if a plot is needed ld e,a ;OR pixel with screen or (hl) ld (hl),a ld a,e _noplot:rrca - jr nc,_notedge ;Test if edge of byte reached + jp nc,_notedge ;Test if edge of byte reached inc hl ;Go to next byte _notedge: - djnz _iloop + dnz _iloop pop hl ;Restore address ld bc,16 ;Go to next line add hl,bc pop bc ;Restore data - djnz _oloop - ret + dnz _oloop + ret ;s are used instead of = faster -;---------------------- 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 +;--------------------------- putbigsprite ------------------------------------- -;---------------------- display 5digit number --------------------------------- - -_D_HL_DECI: - 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 +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 -savestr: - .db "PAD98",0 + 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: psh bc ;Save # of rows + psh 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 + dnz wiloop + pop hl ;Restore address + ld bc,16 ;Go to next line + add hl,bc + pop bc ;Restore data + dnz woloop + ret +wover_1: + ld c,(ix+2) + inc ix + dnz wiloop + dec ix + pop hl + ld bc,16 + add hl,bc + pop bc + dnz woloop + ret ;------------------------------------------------------------------------------ ;------------------------------- sprites -------------------------------------- ;------------------------------------------------------------------------------ -spr_ship: - .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 %01111100 ; █████ .db %11110010 ; ████ █ - .db %11111100 ; ██████ + .db %01111100 ; █████ .db %11100000 ; ███ .db %01111000 ; ████ +spr_ship01i: + .db 7,7 ;ship alpha class + .db %00000000 ; + .db %00000000 ; + .db %00000000 ; + .db %00000000 ; + .db %00000000 ; + .db %00000000 ; + .db %00000000 ; + + .db %01010000 ; █ █ + .db %10100000 ; █ █ + .db %01010100 ; █ █ █ + .db %10100010 ; █ █ █ + .db %01010100 ; █ █ █ + .db %10100000 ; █ █ + .db %01010000 ; █ █ + spr_ship02: - .db 7,7 ;ship beta class - .db %11000000 ; ██ - .db %11110000 ; ████ - .db %01111100 ; █████ - .db %01110010 ; ███ █ - .db %01111100 ; █████ - .db %11110000 ; ████ - .db %11000000 ; ██ +; .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 ;your bullets @@ -956,20 +2936,25 @@ spr_bullet01: .db %11111000 ; ░▒▓████▒ .db %00110000 ; ░▒▓█▒ spr_bullet02: - .db 5,3 ;your bullets + .db 5,3 .db %11110000 ; ░▒▓███▒ .db %11111000 ; ░▒▓████▒ .db %11110000 ; ░▒▓███▒ +spr_bullett1: + .db 4,3 ;▒▒▒ + .db %11100000 ;▒███ + .db %11110000 ; ████ + .db %01110000 ; ███ -spr_bullet11: - .db 3,3 ;enemy bullets - .db %01000000 ; ▒▓▒░ - .db %11100000 ; ▒██▓▒░ - .db %01000000 ; ▒▓▒░ +spr_bullete1: + .db 4,3 ;enemy bullets + .db %01100000 ; ▒█▓▒░ + .db %11110000 ; ▒███▓▒░ + .db %01100000 ; ▒█▓▒░ ;---------------------------------------- explosion ------------------------------------------- -spr_explosion: +spr_explosion: .db 8,6 ;1 .db %00000000 .db %00011100 ; ███ @@ -987,23 +2972,23 @@ spr_explosion: .db %00011010 ; ██ █ .db 8,6 ;3 - .db %10110011 ; █ ██ ██ + .db %10110000 ; █ ██ .db %01001110 ; █ ███ .db %10110101 ; █ ██▒█▒█ .db %01000101 ; █ ▒█▒█ .db %00111110 ; █████ - .db %11011010 ; ██ ██ █ + .db %01011010 ; █ ██ █ .db 8,6 ;4 - .db %00101010 ; ▒ █▒█ █▒ + .db %00101010 ; ▒ █▒█ █ .db %01000110 ; █ ▒██ .db %10110101 ; █ ██ █ █ .db %01100110 ; ██ ██▒ .db %00111100 ; ████▒ - .db %01011001 ; ▒█ ██ ▒█ + .db %01011001 ; █ ██ ▒█ .db 8,6 ;5 - .db %01000001 ; █▒ ▒ ▒█ + .db %01000000 ; █▒ ▒ ▒ .db %00100101 ; ▒█ █▒█ .db %00010100 ; ▒ ▒█ █ ▒ .db %01000100 ; █▒ █ @@ -1011,7 +2996,7 @@ spr_explosion: .db %10011010 ; █▒ ██ █▒ .db 8,6 ;6 - .db %01000100 ; █ █ ▒ + .db %01000100 ; █ █ .db %00100000 ; ▒█ ▒ ▒ .db %00000001 ; ▒ ▒ █ .db %01000100 ; █ █ @@ -1034,157 +3019,137 @@ spr_explosion: .db %00000010 ; █▒ .db %00100100 ; █▒ █ +spr_yexplosion: + .db 8,6 ;8 + .db %00000000 ; + .db %00000000 ; + .db %00000000 ; + .db %00000000 ; + .db %00000000 ; + .db %00000000 ; + ;--------------------------------------- bar ----------------------------------- +spr_iconhalf: + .db 16,7 ;selected .......: + .db %11111111 ; ████████ + .db %00000001 ; █ + .db %00000001 ; █ + .db %00000001 ; █ + .db %00000001 ; █ + .db %00000001 ; █ + .db %11111111 ; ████████ +spr_icon: + .db 16,7 ;selected .......:.......: + .db %11111111,%11111111 ; ████████████████ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11111111,%11111111 ; ████████████████ spr_icon00: - .db 8,7 - .db %10101010 ; █ █ █ █ - .db %11010101 ; ██ █ █ █ - .db %10101010 ; █ █ █ █ - .db %11010101 ; ██ █ █ █ - .db %10101010 ; █ █ █ █ - .db %11010101 ; ██ █ █ █ - .db %10101010 ; █ █ █ █ + .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 8,7 - .db %10000000 ; █....... - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ + .db 16,7 ;armor ; .......:.......: + .db %10000111,%11110000 ; █ ███████ + .db %10011000,%00001100 ; █ ██ ██ + .db %10110011,%11000110 ; █ ██ ████ ██ + .db %10110000,%11110110 ; █ ██ ████ ██ + .db %10110011,%11000110 ; █ ██ ████ ██ + .db %10011000,%00001100 ; █ ██ ██ + .db %10000111,%11110000 ; █ ███████ 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 ;bullets .......:.......: + .db %10000000,%11000000 ; █ ██ + .db %10000011,%11100000 ; █ █████ ▒▒▒ + .db %10011000,%11000000 ; █ ██ ██ ▒▒▒ + .db %11111100,%00000000 ; ██████ ▒▒▒ + .db %10011000,%11000000 ; █ ██ ██ ▒▒▒ + .db %10000011,%11100000 ; █ █████ ▒▒▒ + .db %10000000,%11000000 ; █ ██ +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,%11100110 ; █ ████ ██ + .db %10000001,%11100000 ; █ ████ + .db %10000011,%10000000 ; █ ███ + .db %10011000,%00000000 ; █ ██ + .db %10111100,%11000011 ; █ ████ ██ ██ + .db %10011000,%00000000 ; █ ██ +spr_dividerline: .db 8,7 - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ + .db 128,128,128,128,128,128,128 ;128 = %10000000 ;---------------------------- texts ------------------------------------------- -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_about: .db " v0.96.A30",127,"by Shiar",0 +txt_email: .db "shiar0@hotmail.com",0 +txt_menu1: .db "NEW GAME",0 +txt_menu2: .db "CONTINUE",0 + txt_level: .db "LEVEL ",0 txt_gameover: .db "GAME OVER!",0 +txt_score: .db "Score",0 +txt_hiscore: .db "Hiscore",0 txt_lives: .db "Lx0?",0 -;---------------------------- save data --------------------------------------- +txt_pressenter: .db "Enter to continue",0 +txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0 +txt_teacherans: .db Lneg,"14.2063168184",0 -stored_data_start: +;---------------------------- save data --------------------------------------- -timer .db $00 ;frame counter -level .db $00 ;level number -levelp .dw level01 ;pointer to level data +PutWhere .dw GRAPH_MEM ;where to put the wide sprites +laserlasts .db 5 -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 +storehi_start: +hiscore .dw $0000 +hiname .db "Shiar.96",0 +storehi_end: +storesave_start: +level .db $01 ;level number +levelp .dw XLlevelsdata+4 ;pointer to level data +pickuptimer .db $04 ;counts when to place a pickup score .dw $0000 +your_pickup .db $00 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 - -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,$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) - -;---------------------------- 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 +your_inv .db $00 ;invincibility left +your_armor .db $0a ;HP left +your_lives .db $03 ; + +your_weapon .db $02 ;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) +storesave_end: ;----------------------------- logo ------------------------------------------- @@ -1214,87 +3179,47 @@ logo_nemesis: .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) -;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 -; -; + movement of ship over whole screen -; + enemies moving from right to left, appearing right at specified times -; -; 0.1.718 -- 18.VII.99 -- size 907 +; 0.95.A22 -- 22.X.99 -- size 5321 ; -; # no crash when level restarts for the third time -; * exit-procedure updated, unnecessary stuff/keychecks removed -; * alot of unused code removed -; + different types of enemies (just look different) -; + collision detection!! enemy ships disappear when you hit them +; * total size of enemy-sprites can now be 510 bytes (space = doubled!) +; # bullets hit enemies correctly that aren't 6x6; even the 16x10 bosses! +; * at g/o or nextlevel checks for keys released instead of waiting abit +; + name stored with hiscore (max. 8 chars, Shiar.95 by default) +; + when entering hi-name DEL goes back one char (with check 4 no chars) +; # program is reloaded at start so some score-bugs solved! (_asapvar=0) +; * at death, upgrades and pickups AREN'T removed! (just armor=0) +; # bullet is not displayed after being removed anymore +; # armor-icon stays hilighted when armor is decreased +; * when stars move off screen, they are placed at a NEW y-pos! +; * the starting x-positions of stars are not random, so the stars are +; spread all over screen. y is still random and changes during game +; * make_random functions smaller and used by different procs +; # MAJOR BUG! a "random" value was placed somewhere in mem thus +; creating bugs like unexplained loss of armor and stuff! (I think) ; -; 0.2.718 -- 18.VII.99 -- size 1153 +; 0.96.A31 -- 31.X.99 -- size 4836 + 888 ; -; + ability to fire bullets (F1). Enemies disappear on impact -; * enemies explode instead of disappearing +; # if you were hit when armor-icon selected, prog did weird stuff +; + armor-bar (shows armor as a black line left at bottom) +; # bugs involving armor-bar changing armor to a wrong value +; # YES!!! the saving-bugs were caused by mmldir: it reset all data +; at mem $8000, so data is now stored at asmexecram+6000 instead! +; * external levels. All leveldata is loaded from "nemesis0"-var +; * some optimization (like cal\ret>jp + unused code removed/shortened) +; * storyline is loaded from level-file (will be compressed later..) +; + story can be _between_ levels, not only at the start of a new game +; * "new game" and "continue" in main menu are swapped (new comes 1st) +; * enemy bullets can do more than one damage: differs per level +; * collision does 4 damage, ground does 5, you start with 12 armor +; # running the level-file no longer crashes your calc but just returns +; * you now move 1.5 pixels per frame! this way you can outrun enemies +; * hellofajob but enemy-data is now stored at one location in 6 bytes, +; instead of two 4-byte spaces 40 bytes apart! (cleaner code; faster) +; * ground/ceiling/stars are continued when at boss (c00l level 3 boss) ; -; 0.3.719 -- 19.VII.99 -- size 1401 ; -; * bullets appear correctly (not INSIDE your ship) -; + some enemies can take multiple hits (differs per class) -; + all enemies fire bullets at random -; + if you're hit by bullet/enemy, you'll lose one hitpoint -; -; 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 +