X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/68c5a64ac96152091939da019e24abc26e199388..1218a8d1bb844245aeb5e78fca6832272e905ba4:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index 9b62f3a..d57f1c1 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -2,21 +2,14 @@ ;---------------------- NEMESIS --------------------------------------------- ;---------------------------------------------------------------------------- -; Title : Nemesis -; Version : 0.97 -; Release Date : 25.VI.00 -; Filename : nemesis.86p (6kb) -; Author(s) : Shiar -; Email Address : shiar0@hotmail.com -; ICQ ; #43840958 -; Web Page : www.shiar.org -; Description : cool arcade-shoot-em-up-game -; Where to get this game : www.shiar.org | www.ticalc.org -; Other games by author : Worm - -; 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 +;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org + +;Description : cool arcade-shoot-em-up-game +;Other games by author : Worm +;This source should only be used for learning practises, do not +;alter it, and certainly do not distribute an altered version!! + +;&&& marks uncertainties or things to optimize ;---------------------- nemesis.z80 start ----------------------------------- @@ -30,16 +23,18 @@ #define psh push ; ^:D #define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero -;GRAPH_MEM = $C9FA ;display buffer -TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0 -_clrWindow = $4a86 ;a new procedure from AsmStudio86 inc. files -_ex_ahl_bde = $45f3 -_shracc = $4383 -_dispahl = $4a33 -_asapvar = $d6fc +dispbuffer = $81FA ;= $C9FA ;virtual screen +;VIDEO_MEM = $FC00 ;tha big scareen +TEXT_MEM = _textShadow ;text buffer; C0F9-C1A0 (167/$A7 bytes) + +_clrWindow = $4a86 ;_clrLCD and _clrScrn +_ex_ahl_bde = $45f3 ;exchange values between AHL and BDE +_shracc = $4383 ;like _shlacc but just the opposite :P +_dispahl = $4a33 ;display value in ahl <100000 (cheap TI) +_asapvar = $d6fc ;our own variable name (likely "nemesis") -storepos = _asm_exec_ram+6000 ;120 OF 165 -storepos2 = _asm_exec_ram+6200 ;141 OF 167 +storepos = _asm_exec_ram+7000 ;120 OF 165 +storepos2 = _asm_exec_ram+7200 ;141 OF 167 9000 BYTES ;---------------------- in-game vars ---------------------------------------- @@ -57,7 +52,6 @@ nextevent = eventleft+1 ; +6 ;time to next event level_enemy = nextevent+1 ; +7 ;enemy type level_info = level_enemy+1 ; +8 ;info (see below) level_move = level_info+1 ; +9 ;= -time2invert = level_move+1 ;+10 ;time until b<>w switch ; ;--------OBJECTS spacespace = storepos+19 ;+19 groundinfo = spacespace+1 ;+20 @@ -81,7 +75,7 @@ your_prevpos = your_locpos+1 ;+88 ;save previous positions (32d) ;^-----------------------------------<1 ;-120=$78 enemies = storepos2 ; +0 ;info about each enemy -enemysize = 8 ;infobytes per enemy +enemysize = 9 ;infobytes per enemy nrenemies = 16 ;max. nr of enemies ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) @@ -95,7 +89,7 @@ lvlenemies = ebullets+(nrebuls*3) ; [0000:damage 0:diagfire 0:ground 0:ceiling 0:-] ;enemies: ; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)] -; [ship type or explosion frame] [x] [y] [movecounter] [firecounter] [firefreq] +; [ship type or explosion frame] [x] [y] [movetype] [movecounter] [firecounter] [firefreq] ;---------------------- introduction ---------------------------------------- @@ -105,7 +99,7 @@ lvlenemies = ebullets+(nrebuls*3) .dw Title ;pointer to description (all shells) .dw Icon ;pointer to YAS icon -Title: .db "Nemesis v0.97 by SHIAR",0 +Title: .db "Nemesis v0.98 by SHIAR",0 Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes .db %11100000 ; ███ @@ -119,14 +113,14 @@ Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes ;---------------------- init ------------------------------------------------ -int_handler: - ex af,af' - in a,($03) - bit 3,a - jp z,$0039 - res 0,a - out ($03),a - jp $0039 +int_handler: ;new interrupt proc + ex af,af' ;just af only (no need for exx) + in a,($03) ;read bit 3 port 3 + bit 3,a ;is ON key pressed? + jp z,$0039 ;no: np, return + res 0,a ;yes: then we have a problem (freeze), so... + out ($03),a ;...mask the ON key interrupts! + jp $0039 ;all done, return int_end: init: cal BUSY_OFF ;turns the run-indicator off, obviously @@ -146,7 +140,7 @@ FixKeys: ;fixes some key problems like left+down bug dec a ;ld a,$D3 ld (hl),a ldir - ld hl,int_handler + ld hl,int_handler ;new interrupt handler ld d,a ld e,a ;ld de,$D3D3 ld bc,int_end-int_handler @@ -232,8 +226,11 @@ menuloop: jr z,menuexit cp K_F1 cal z,do_invert + cp K_SECOND + jr z,start_tha_freakin_game cp K_ENTER jr nz,menuloop +start_tha_freakin_game: ld a,(menuitem) dec a @@ -275,9 +272,9 @@ game_main_loop: ;REPEATS FROM HERE EVERY FRAME cal z,scoreInc ;do it Clear_screen: - ld hl,GRAPH_MEM ;move from (hl) = top left + ld hl,dispbuffer ;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 de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) ldir ;all clear! @@ -314,7 +311,7 @@ check_keys: ld a,%10111111 ;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! + in a,(1) ;gettem! check_exitkey: bit 6,a ;test bit 6 = exit-key = EXIT @@ -327,7 +324,7 @@ 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..) + jp z,Fire_bullet ;fire smtn (bulletstaillasermultiples+stuff..) pop hl ;no cal to Fire_bullet made, so pop stack xor a ;no: ld (just_fired),a ;reset just_fired @@ -352,7 +349,6 @@ _gamestuff1: cal Handle_bullets ;move your bullets + check for hits cal Enemy_bullets ;move enemy bullets - cal Handle_torp ;the same for your torpedo (assuming u have 1) cal Level_event ;insert enemies cal Display_Screen ;display all @@ -437,7 +433,7 @@ 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 + ld hl,dispbuffer+(56*16)-1 ;screen position psh hl groundloopright: @@ -526,7 +522,7 @@ 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 + ld hl,dispbuffer-17 ;screen position psh hl ceilingloopright: @@ -619,6 +615,7 @@ newstarok: ;--------------------------- pause ------------------------------------------ Pause: + psh af ld hl,$0200 ;top left ld (_curRow),hl ld hl,txt_pressenter ;"Enter to continue" @@ -627,16 +624,17 @@ pause: cal _getkey ;enter low-power mode and wait for key cp kEnter ;keypressed = enter? jr nz,pause ;no, wait some more + pop af ret ;continue ;--------------------------- teacher ---------------------------------------- Teacher: ld (iy+12),5 ;enable flashing cursor - cal _clrScrn - cal _homeup ;top left + cal _clrWindow ;top left ld hl,txt_teacher cal _puts ;display message + cal releasekeys teacherloop: cal _getkey ;enter low-power mode and wait for key @@ -646,6 +644,7 @@ teacherloop: jr nz,teacherloop ;no, wait some more ld (iy+12),0 ;disable cursor + cal releasekeys jp disp_icons ;+ret teacherans: @@ -665,8 +664,8 @@ quit: im 1 ;release keyfix procedure set 2,(iy+13) ;set back screen scrolling xor a ld (_asapvar+1),a ;next Asm( run will reload the program - ld hl,GRAPH_MEM ;graph-screen location - ld de,GRAPH_MEM+1 + ld hl,dispbuffer ;graph-screen location + ld de,dispbuffer+1 ld (hl),a ld bc,1024-1 ;do it 1024 times = entire screen ldir @@ -676,7 +675,7 @@ quit: im 1 ;release keyfix procedure ;--------------------------- display ---------------------------------------- Display_Screen: - ld hl,GRAPH_MEM ;from buffer (top left) + ld hl,dispbuffer ;from buffer (top left) ld de,VIDEO_MEM ;to real screen (top left) ld c,56 ;display height = 64 bytes (minus 8 for bar) displayloop: @@ -917,6 +916,16 @@ place_multiples: ;------------------------- select upgrade ----------------------------------- +inc_armor: + ld a,(your_armor) ;load current armor + cp 25-6 ;may not become >=25 + jr c,doincarmor ;ok then just add 6 + ld a,24-6 ;set to maximum (6 will be added below) +doincarmor: + add a,6 ;add 6 to armor + ld (your_armor),a ;change armor + ret + select: ld hl,your_pickup ;select pickups ld a,(hl) ;load pickups taken so far @@ -924,22 +933,15 @@ select: ret m ;return if it's 0 (no pickups) jr nz,select2 ;no, carry on select1: - ld a,(your_armor) ;load current armor - cp 25-6 ;may not become >=25 - jr c,select1_ ;ok then just add 6 - ld a,25-6 ;set to maximum (6 will be added below) -select1_: - add a,6 ;add 6 to armor - ld (your_armor),a ;change armor - xor a ;ld a,0 - ld (your_pickup),a ;reset pickups + ld (hl),a ;reset pickups + cal inc_armor 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 + ld (your_tail),a ;ready tail beam jp disp_icons ;display 'n return select3: dec a ;is it 3? @@ -948,7 +950,7 @@ select3: ld hl,your_weapon ld a,(hl) inc a - cp maxnrweapons + cp maxweapon jp nc,disp_icons ;weapon maxed out ld (hl),a ;set new weapon cal loadweapon ;load it (damage and stuff) @@ -957,8 +959,17 @@ 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 + ld hl,your_weapon + ld a,(hl) + cp maxweapon ;upgrade from bullet + jr nc,upgradelaser ;nope, just upgrade + ld a,maxweapon-1 ;yes, set laser #1 +upgradelaser: + inc a ;next laser + cp maxlaser + jp nc,disp_icons ;laser maxed out + ld (hl),a + cal loadweapon jp disp_icons ;display + return select5: dec a ;is it 5? @@ -983,8 +994,8 @@ Fire_bullet: 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 + cp maxweapon + jr nc,fireOK ;>weapons = laser ld (hl),5 ;.....then can't fire next turn (go to 5 imm.) fireOK: @@ -998,21 +1009,19 @@ fireOK: ;blast again and fireany: ;HL=(x,y) ld (firex),hl ;set position to fire from - cal fire_torp ;&&& - - ld a,(your_weapon) ;do you have laser? - ld ix,weapondata-6-(256*3) + ld a,(your_weapon) + ld ix,weapondata+2-(256*3) add a,a ;weap*2 add a,a ; *4 add a,a ; *8 ld c,a - ld b,3 ;go to current weapon (bc=a) + ld b,3 ;go to current weapon (bc=a), b=3 :P add ix,bc fire_weapon: ;b=3 psh bc ;save counter ld a,(ix) ;load this weapon - cp %11110000 ;%11110000=laser + cp %11100000 ;%11110000=laser cal z,fire_laser ;fire laser (will set a=0 when done) or a ;<>0=bullet cal nz,fire_ybullet @@ -1020,7 +1029,17 @@ fire_weapon: ;b=3 inc ix pop bc ;weapon counter (do 3 weapons) dnz fire_weapon - ret + +fire_tail: + ld hl,your_tail + ld a,(hl) + dec a + ret nz + ld a,(ix-2) ;last weapon fired + cp %11100000 ;issit laser + ret z ;then return + xor %11111 ;smart way of going left instead of right :P + jr fire_ybullet ;fire tail bullet and return ;-----fire LASER----- @@ -1050,7 +1069,7 @@ fire_laser: jr nc,_nolc ;jump if no carry = no overflow = a<=255 inc b ;a>255 so increase bc by 256 _nolc: ld c,a ;c = (Y*16+X/8) mod 256 - ld hl,GRAPH_MEM ;save-location + ld hl,dispbuffer ;save-location add hl,bc ;bc = Y*16+X/8: hl=screen address ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) sub d ;minus x-start (d=X/8) @@ -1063,6 +1082,7 @@ handle_laser: pop de ;de=(firex): x-pos unmodified check_laserhits: ;de = (x,y) + psh ix ld b,nrenemies ;check all enemies ld hl,enemies+1 ;enemy#1+occ/hp00 laserhits: ;hits with normal enemies @@ -1074,6 +1094,8 @@ laserhits: ;hits with normal enemies ld a,(hl) or a ;enemy #0 = pickup jr z,nolashit ;yes: don't destroy + + cal find_sprite ;ix=sprite to enemy (hl) inc hl ld a,(hl) ;check x sub d @@ -1083,7 +1105,8 @@ laserhits: ;hits with normal enemies 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&&& + dec a ;minus one + add a,(ix+1) ;add enemy height (according to sprite @ix) jp m,nolashit ;a-e>0 = hit enemy_lashit: ld a,(curweapdamage) ;damage @@ -1097,23 +1120,12 @@ nolashit: dnz laserhits ;check all enemies xor a ;a=0 otherwise weird things might happen :P ld (weapincs),a ;reset damage - ret - -;-----misc----- - -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) + pop ix ret ;-----fire BULLETs----- -fire_ybullet: +fire_ybullet: ;fire bullet type=C dam=(curweapdamage) at (firex/y) ld c,a ;save bulletType in c ld hl,ybullets ;check for unused bullet ld de,4 @@ -1149,30 +1161,29 @@ curweapdamage =$-1 bullet_left: ld c,a ;c=type - and %1111 - ld b,a ;b=0000type - - ld a,128 - cp (hl) ;off screen? (x>=128) - jr c,remove_bullet - ld a,(hl) ;a = X - add a,b ;move b to the right + and %11111 ;pixels to move + add a,(hl) ;a = X + (hl) to the right + sub 16 ;and 16 to the left (so -16..+15) + jr c,remove_bullet ;remove if x<0 + cp 128 + jr nc,remove_bullet ;or x>=128 ld (hl),a ;save new pos. ld d,a ;d = X inc hl ;@y-pos ld a,c - cal _shracc + cal _shracc ;%11110000->1111 + srl a ;%1110->111 dec a - jr z,bullet_noymove + jr z,bullet_noymove ;1=straight forward dec a - jr z,bullet_up + jr z,bullet_up ;2=up dec a - jr z,bullet_halfup + jr z,bullet_halfup ;3=1/2up dec a - jr z,bullet_down + jr z,bullet_down ;4=down -bullet_halfdown: +bullet_halfdown: ;5=1/2down ld a,(timer) and 1 jr z,bullet_noymove @@ -1345,38 +1356,6 @@ pickupdone: ld hl,1 ;increase score by one jp scoreInc ;+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 - cal safeputsprite ;display torpedo - jp check_bullethits ;check for hits with enemies - -remove_torp: - ld a,1 - ld (torp_occ),a - ret - ;--------------------------- level events ----------------------------------- Level_event: @@ -1406,18 +1385,6 @@ eventtime =$-2 ld (hl),123 ;set delay ret ;don't place any more enemies -place_boss: - ld a,1 - ld (nrlvlenemies),a ;just one enemy: the BOSS - ld hl,(levelp) ;the leveldata (including the boss) - dec hl ;points to leveldata\boss\enemynr - ld a,(hl) ;load it - ld (lvlenemies),a ;set new enemy (boss) - dec hl ;points to level\boss\movement - ld a,(hl) ;load - ld (level_move),a ;set boss movement - jp do_event ;+ret - standby_event: ld b,nrenemies ld hl,enemies+1-enemysize @@ -1435,6 +1402,14 @@ enemyleft: ret +place_boss: + ld a,1 + ld (nrlvlenemies),a ;just one enemy: the BOSS + ld hl,(levelp) ;the leveldata (including the boss) + dec hl ;points to leveldata\boss\enemynr + ld a,(hl) ;load it + ld (lvlenemies),a ;set new enemy (boss) + do_event: ld hl,enemies+1-enemysize ld bc,enemysize @@ -1446,7 +1421,7 @@ chk_noenemy: ex de,hl ;de=hl=usable enemy place_enemy: ;de = enemy+1 - ld bc,0 ;0..0 + ld bc,0 ;0..nrlvlenemies nrlvlenemies =$-1 ;=nr of enemies minus 1 cal Random ;random enemy b..b+c = 0..nrenemies-1 ld b,0 @@ -1459,12 +1434,11 @@ nrlvlenemies =$-1 ;=nr of enemies minus 1 dec de ;goto hp64 (before occ) ldi ;set hp64 ldi ;set hitpoints+occ of enemy class - ldi ;set enemy class (nr) - - ld a,128 ;appear at right edge of screen - ld (de),a ;= x-position (save) - inc de ;@y-pos + ld a,(hl) ;save sprite-offset/2 (ldi decs bc so in a) + ldi ;set sprite + ldi ;set x-position + ld c,a ;c=sprite ld a,(hl) ;load placeInfo inc hl dec a ;is it 1? @@ -1480,16 +1454,22 @@ lure_enemy: ;2nd possibility: luring enemy ld a,(y) ;place at same y-pos as YOUR ship jr ypos_OK random_enemy: - ld bc,256*51 ;range=0..51 - cal Random + ld b,0 ;bc = enemy sprite offset / 2 + ld ix,spr_enemy00 ;first enemy sprite + add ix,bc ;add offset for current enemy + add ix,bc ;twice (offset stored as offset/2) + ld a,64-8 ;=57=screen height (8 is scorebar) + sub (ix+1) ;minus sprite height=bottom + ld c,b ;range=0 to... + ld b,a ;...57-y + cal Random ;random value on screen ypos_OK: ;random value successfully created ld (de),a ;save y-position inc de ;@movecounter - + ldi ;set move-type ld a,1 ;movecounter = 1 ld (de),a ;set inc de ;@firecounter - ldi ;set time-to-1st-fire ldi ;set firefreq ret ;return @@ -1659,30 +1639,38 @@ handle_enemy: 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 +normal_enemy: inc hl ld c,(hl) ;c = enemy type = de cal find_sprite inc hl - ld a,(hl) ;x - dec a ;move left - ld d,a - bit 7,d ;x<0 - jr z,enemy_onscreen - cp -7 ;x<=-8 - jr c,remove_enemy ;=off screen -enemy_onscreen: + ld d,(hl) ;x inc hl ld e,(hl) ;y - 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 + inc hl ;@movetype + cal moving_enemy + dec hl + + ld a,e ;new y value + cp 57 + jr c,enemyonscreenY ;=on screen + cp -20 ;moved off at top + ld e,0 ;reset to top + jr nc,enemyonscreenY + ld e,57 ;otherwise reset to bottom +enemyonscreenY: + ld (hl),e ;store new y dec hl ;@x + + ld a,d ;new x value + cp 128 ;x<128 + jr c,enemyonscreenX ;=on screen + cp -7 ;x<=-8 + jr c,remove_enemy ;=off screen +enemyonscreenX: ld (hl),d ;store new x ld a,c ;a = enemy type or a ;type 0? (pickup) @@ -1696,6 +1684,7 @@ enemy_onscreen: check_enemyfire: inc hl ;@y + inc hl ;@movetype inc hl ;@movecount inc hl ;@firecount dec (hl) ;decrease counter till next blast @@ -1741,59 +1730,68 @@ exploding_enemy: ;--------------------------- moving enemies --------------------------------- moving_enemy: - ld a,(level_move) + ld a,(hl) ;how does this enemy move? + bit 7,a ;direction indicator + jr nz,moveright +moveleft: + dec d + jr moveXdone +moveright: + inc d +moveXdone: + res 7,a ;01111111=movetype: and a - jr z,movetype_updown ;type 0 + ret z ;0 = don't move + dec a + jr z,movetype_updown ;1 = 0 >< up / down + dec a + jr z,movetype_vslow ;2 = .75 >> dec a - jr z,movetype_vslow ;1 + jr z,movetype_slow ;3 = .5 >> dec a - jr z,movetype_fast ;2 + jr z,movetype_fast ;4 = .5 << dec a - jr z,movetype_vfast ;3 + jr z,movetype_vfast ;5 = 1 << dec a - jr z,movetype_smart ;4 + jr z,movetype_smart ;6 dec a - jr z,movetype_lure ;5 + jr z,movetype_lure ;7 = 1 >> move y towards you dec a - jr z,movetype_slowlure ;6 + jr z,movetype_slowlure ;8 = 1 >> lure 1/2 speed dec a - jr z,movetype_stoplure ;7 +; jr z,movetype_stoplure ;9 = 1 >> slowlure; stop at x=99 ; dec a -; jr z,movetype_fulllure ;8 +; jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed movetype_fulllure: - inc d ld a,(timer) and 1 ret z cal movetype_lure ld a,(x) cp d - jr c,lure_left + ret c ;move left (already did) lure_right: - inc d - ret -lure_left: - dec d + inc d ;already moved left, so move right +moverightonce: + inc d ;twice (=+1) ret -movetype_stoplure: - ld a,100 - cp d - jr c,movetype_slowlure - inc d ;x<100: full stop - jr movetype_slowlure - movetype_slowlure: ld a,(timer) - and 1 - ret z - + and 1 ;half the time + jr z,moverightonce ;dont move at all (compensate move left +ret) movetype_lure: + ld a,104 + cp d + jr c,dothelurethingy + inc d ;x<106: full stop +dothelurethingy: ld a,(y) cp e - jr c,lure_up -lure_down: + ret z ;don't move if equal + jr c,lure_up ;below you then move up +lure_down: ;above then move down inc e ret lure_up: @@ -1815,6 +1813,10 @@ smartupdate: and %11111100 jr z,movetype_fast +movetype_slow: + ld a,(timer) + and %1 + ret z movetype_vslow: ld a,(timer) and %11 @@ -1972,7 +1974,7 @@ storyLine: psh hl ld hl,VIDEO_MEM ;copy text - ld de,GRAPH_MEM ;to GRAPH_MEM + ld de,dispbuffer ;to GRAPH_MEM ld bc,1024 ;entire screen ldir cal _clrLCD @@ -1996,7 +1998,7 @@ dostory: inc a ;set z-flag if a = $ff jr nz,dostory ;otherwise loop - ld bc,3+1 ;story ends + ld bc,2+1 ;story ends add hl,bc ;set hl to beginning of the level ld (levelp),hl ;set the level-pointer ret ;and return @@ -2027,7 +2029,7 @@ curline =$-1 add hl,de ;go to ymin ex de,hl ;put into de again - ld hl,GRAPH_MEM + ld hl,dispbuffer add hl,bc ;hl->logo sub 64 ;a=a-64 @@ -2098,21 +2100,26 @@ displivesdone: cal disp_armor ;display bar ld ix,spr_icon00 - ld a,(torp_occ) + ld a,(your_weapon) ;ur weapon + cp maxweapon ;laser? + psh af ;(your_weapon) + jr nc,no_tail ;if laser (nc) then tail ain't fired + ld a,(your_tail) or a - jr z,no_torp - ld ix,spr_icon02 ;torpedoIcon -no_torp: + jr z,no_tail + ld ix,spr_icon02 ;tailbeamIcon +no_tail: ld de,$2901 ;icon #2 cal putwidesprite ;display ld ix,spr_icon00 - ld a,(your_weapon) ;ur weapon - dec a ;1=laser - jr z,no_bullets + pop af ;a=(your_weapon); cf=bullets + psh af + jr nc,no_bullets ;=laser ld hl,$3945 ;position to display bullet-type digit - ld a,(your_weapon) ;digit - dec a ;minus one (1=laser) + pop af ;digit=(your_weapon) + psh af + inc a ;1 = weapon #1 (=0) ld (_penCol),hl ;set location add a,'0' ;make digit cal _vputmap ;display char @@ -2122,9 +2129,15 @@ no_bullets: cal putwidesprite ;display icon ld ix,spr_icon00 ;emptyIcon - ld a,(your_weapon) - dec a - jr nz,no_laser + pop af ;ld a,(your_weapon) + ld b,a + jr c,no_laser ;popped carry + ld hl,$3955 ;position to display bullet-type digit + ld (_penCol),hl ;set location + ld a,b ;(your_weapon) ;load = faster than push + sub maxweapon-1 ;1 = laser #1 (=maxweapon) + add a,'0' ;make digit + cal _vputmap ;display char ld ix,spr_icon04 ;laserIcon no_laser: ld de,$4901 ;icon #4 @@ -2156,7 +2169,7 @@ no_multiples: ld ix,spr_icon cal putwidesprite iconsdone: - ld hl,GRAPH_MEM ;normal game-screen + ld hl,dispbuffer ;normal game-screen ld (PutWhere),hl ;set sprite-position to normal screen pop ix \ pop hl \ pop de \ pop bc @@ -2174,7 +2187,7 @@ armorbarclr: sbc hl,de dnz armorbarclr - ld a,(your_armor) ;load your armor + ld a,(your_armor) ;load your armor (<25) ld c,a ;psh a srl a ;/2 srl a ;/4 @@ -2272,7 +2285,7 @@ RandomY: ;HL = random Y 0..50 right side ((1..51)*16-1) add hl,hl add hl,hl ;hl = 1..51 * 16 (left side at random y) dec hl ;hl = 0..50 * 16 (" at right side of screen) - ld de,GRAPH_MEM + ld de,dispbuffer add hl,de ;position on screen pop bc ret @@ -2339,7 +2352,6 @@ save_hi: ld hl,_asapvar ;find own variable rst 20h ;cal _ABS_MOV10TOOP1 rst 10h ;cal _FINDSYM - ret c ;not found? who cares... xor a ld hl,4+storehi_start-_asm_exec_ram @@ -2358,7 +2370,6 @@ save_lvl: ld hl,_asapvar ;find own variable rst 20h ;cal _ABS_MOV10TOOP1 rst 10h ;cal _FINDSYM - ret c ;not found? who cares... xor a ld hl,4+storesave_start-_asm_exec_ram @@ -2492,12 +2503,86 @@ restore_line: cal _getkey ;wait for keypress jp quit ;restore some things and return to TI-OS/shell +invship: ;procedure used in New_game + psh af + inc b + ld de,$C0 + ld hl,VIDEO_MEM+$30-$C0;begin pos +invshipinit: + add hl,de + dnz invshipinit + ld b,$B0 ;12 lines down +invshiploop: + ld a,(hl) + cpl ;invert byte + ld (hl),a + inc hl + dnz invshiploop ;loop + pop af + ret + New_game: ;stack must be +1 (so change the jp in cal :) + cal _clrLCD + ld hl,VIDEO_MEM + ld (PutWhere),hl ;will be reset after displaying iconbar + ld ix,spr_ship01 ;first ship: sprite + ld de,$0105 ;position + ld b,4 ;number of ships to display +dispshipsloop: + psh bc ;counter + psh de ;position + cal putwidesprite ;display + pop de + ld bc,spr_ship01i-spr_ship01+2 + add ix,bc ;go to next ship + ld a,12 ;below the previous one + add a,e + ld e,a + pop bc + dnz dispshipsloop ;loop + + ld b,0 ;menu pos. +selectship: + psh bc + cal invship +selectshiploop: + halt + cal GET_KEY + or a + jr z,selectshiploop + pop bc + psh bc + cal invship + pop bc + cp K_SECOND + jr z,startthenewgame + cp K_ENTER + jr z,startthenewgame + cp K_DOWN + jr nz,selnotdown + inc b +selnotdown: + cp K_UP + jr nz,selnotup + dec b +selnotup: + ld a,b + and %11 + ld b,a + jr selectship + +startthenewgame: + ld hl,spr_ship01-(spr_ship02-spr_ship01) + ld de,spr_ship02-spr_ship01 + inc b ;your ship #0-3++ +searchyourship: + add hl,de ;next ship + dnz searchyourship + ld (your_ship),hl xor a ;ld a,0 - ld (time2invert),a ;keep the screen as it is ld (your_score),a ;reset score ld (your_score+1),a ;reset score (0) - ld (torp_occ),a ;no torpedoes + ld (your_tail),a ;no tail beam ld (your_weapon),a ;no laser ld (your_pickup),a ;reset pickups ld (your_multiples),a ;no multiples @@ -2505,8 +2590,6 @@ New_game: ;stack must be +1 (so change the jp in cal :) ld (level),a ;reset level nr (#1) ld hl,level00 ;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 @@ -2526,14 +2609,8 @@ You_die: ;stack must be +1 Next_level: ;stack must be +1 pop hl - ld a,(your_armor) ;load current armor - cp 25-8 ;may not become >=25 - jr c,addok ;ok then just add 8 - ld a,25-8 ;set to maximum (8 will be added below) -addok: - add a,8 ;add 8 to armor - ld (your_armor),a ;change armor + cal inc_armor ;increase armor ld hl,level ;level number ld a,(hl) inc a @@ -2551,7 +2628,7 @@ addok: ld b,0 ;advance one level ld c,(hl) add hl,bc ;passed the enemies - ld c,1+7+32+4 + ld c,1+7+32+3 add hl,bc ;update to point to next level ld (levelp),hl ;save @@ -2611,14 +2688,7 @@ samelevel: ld (x),de ;begin position (x,y) cal Place_multiples ;place all multiple-positions at that (0,24) - 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 a,(your_weapon) - cal loadweapon + cal loadweapon ;load (your_weapon) ld hl,enemies ;remove all enemies and bullets ld (hl),0 ;clear first byte @@ -2692,7 +2762,7 @@ loadweapon: add a,a ; *8 ld c,a ld b,0 - ld hl,weapondata-16 + ld hl,weapondata add hl,bc ld a,(hl) ld (weapdamage),a ;damage of bullets @@ -2790,6 +2860,7 @@ CSdone: ret ;--------------------------- putbigsprite ----------------------------------- putwidesprite: +;destr: abcdehl+ix (ix=behind sprite; hl:a=right below sprite; b=0; d=width) ld a,(ix) ;width cp 9 jr c,putsprite ;width<=8: just draw the sprite @@ -2801,11 +2872,12 @@ putwidesprite: psh de cal _putsprite ;otherwise draw one column (8 pixels wide) pop de - inc ix + inc ix ;no x-size to load ld a,8 ;next add a,d ;8 pixels right ld d,a pop bc ;then draw the remaining pixels (c=width-8) + ld c,b jr _putsprite safeputsprite: ;cal putsprite with de intact @@ -2841,7 +2913,7 @@ findpixel: xor a FPbit =$+1 set 0,a - ld de,GRAPH_MEM ;screen base position (where x+y=0) + ld de,dispbuffer ;screen base position (where x+y=0) PutWhere =$-2 add hl,de ret @@ -2852,40 +2924,40 @@ PutWhere =$-2 spr_ship01: .db 7,7 ;ship alpha class - .db %01111000 ; ████ - .db %11100000 ;███ - .db %01111100 ; █████ - .db %11110010 ;████ █ - .db %01111100 ; █████ - .db %11100000 ;███ - .db %01111000 ; ████ + .db %11000000 ;██ + .db %11110000 ;████ + .db %01111110 ; ██████ + .db %11101000 ;███ █ + .db %01111110 ; ██████ + .db %11110000 ;████ + .db %11000000 ;██ spr_ship01i: .db 8,7 - .db %01111010 ; ████ █ - .db %11100001 ;███ █ - .db %01111101 ; █████ █ - .db %11110011 ;████ ██ - .db %01111101 ; █████ █ - .db %11100001 ;███ █ - .db %01111010 ; ████ █ + .db %11000010 ;██ █ + .db %11110001 ;████ █ + .db %01111111 ; ███████ + .db %11101001 ;███ █ █ + .db %01111111 ; ███████ + .db %11110001 ;████ █ + .db %11000010 ;██ █ spr_ship02: .db 7,7 ;ship beta class .db %11100000 ;███ - .db %11110000 ;████ + .db %11111000 ;█████ .db %01111100 ; █████ .db %01110010 ; ███ █ .db %01111100 ; █████ - .db %11110000 ;████ + .db %11111000 ;█████ .db %11100000 ;███ spr_ship02i: .db 8,7 .db %11100010 ;███ █ - .db %11110001 ;████ █ + .db %11111001 ;█████ █ .db %01111101 ; █████ █ .db %01110011 ; ███ ██ .db %01111101 ; █████ █ - .db %11110001 ;████ █ + .db %11111001 ;█████ █ .db %11100010 ;███ █ spr_ship03: @@ -2934,7 +3006,7 @@ spr_multiple: .db %11001100 ; ██ ██ .db %01111000 ; ████ -;-------------------------------- explosion --------------------------------- +;-------------------------------- explosions -------------------------------- spr_explosion: .db 8,6 ;1 @@ -3136,40 +3208,47 @@ bullettable: .db (spr_bullet13-spr_bullet01) ;56 .db (spr_bullet13-spr_bullet01) ;60 -;format:[min.damage] [dam.inc] [0000:direction 0000:speed] [offset] +;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset] ;damage = min.damage + dam.inc*incs (0<=incs<=6) +;speed in pixels/frame (>=%10010=forward; <=%01110=backwards) +;direction: 0=straight forward; 1=up; 2=1/2up; 3=down; 4=1/2down + maxnrweapons = 8+1 weapondata: - .db 1,1,%11110000,0,%11110000,6,%00000000,0 ;LASER - .db 1,1,%00000010,3,%00000000,0,%00000000,0 ;single fire - .db 3,1,%00000011,3,%00000000,0,%00000000,0 ;fast single - .db 1,1,%00000010,0,%00000010,6,%00000000,0 ;double - .db 1,1,%00010010,2,%00110010,2,%01000010,2 ;triple - .db 3,2,%00010011,2,%00110011,2,%01000011,2 - .db 5,3,%00010011,2,%00110011,2,%01000100,2 - .db 7,4,%00010100,2,%00110100,2,%01000100,2 - .db 12,5,%00010110,2,%00110110,2,%01000110,2 + .db 1,1,%00000000,0,%00000000,0,%00010010,3 ;1 single fire + .db 4,1,%00000000,0,%00000000,0,%00010011,3 ;2 fast single + .db 1,1,%00000000,0,%00010010,0,%00010010,6 ;3 double + .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple + .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5 + .db 5,3,%01110011,2,%10010100,2,%00110011,2 ;6 + .db 7,4,%01110100,2,%10010100,2,%00110100,2 ;7 + .db 12,5,%01110110,2,%10010110,2,%00110110,2 ;8 +maxweapon = 8 + .db 1,1,%00000000,0,%00000000,0,%11100000,3 ;1 single laser + .db 1,1,%00000000,0,%11100000,0,%11100000,6 ;2 double laser + .db 1,1,%11100000,0,%11100000,6,%11100000,3 ;3 triple laser +maxlaser = 11 collidedamage = 4 ;------------------------------------ bar ----------------------------------- spr_lship: - .db 5,3 - .db %11100000 - .db %01111000 - .db %11100000 -lshipsize = 5 + .db 5,3 ;li'l ship indicating lives left + .db %11100000 ;███ + .db %01111000 ; ████ + .db %11100000 ;███ +lshipsize = 5 ;space between two ship icons spr_icon: - .db 16,7 ;selected .......:.......: - .db %11111111 ; ████████████████ - .db %11000000 ; ██ █ - .db %11000000 ; ██ █ - .db %11000000 ; ██ █ - .db %11000000 ; ██ █ - .db %11000000 ; ██ █ - .db %11111111 ; ████████████████ + .db 16,7 ;selected.......:.......: + .db %11111111 ;████████████████ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11111111 ;████████████████ .db 7 .db %11111111 .db %00000001 @@ -3179,14 +3258,14 @@ spr_icon: .db %00000001 .db %11111111 spr_icon00: - .db 16,7 ;unused .......:.......: - .db %10101010 ; █ █ █ █ █ █ █ █ - .db %11010101 ; ██ █ █ █ █ █ █ █ - .db %10101010 ; █ █ █ █ █ █ █ █ - .db %11010101 ; ██ █ █ █ █ █ █ █ - .db %10101010 ; █ █ █ █ █ █ █ █ - .db %11010101 ; ██ █ █ █ █ █ █ █ - .db %10101010 ; █ █ █ █ █ █ █ █ + .db 16,7 ;unused .......:.......: + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ .db 7 .db %10101010 .db %01010101 @@ -3196,14 +3275,14 @@ spr_icon00: .db %01010101 .db %10101010 spr_icon01: - .db 16,7 ;armor ; .......:.......: - .db %10000111 ; █ ███████ - .db %10011000 ; █ ██ ██ - .db %10110011 ; █ ██ ████ ██ - .db %10110000 ; █ ██ ████ ██ - .db %10110011 ; █ ██ ████ ██ - .db %10011000 ; █ ██ ██ - .db %10000111 ; █ ███████ + .db 16,7 ;armor ;.......:.......: + .db %10000111 ;█ ███████ ▒ + .db %10011000 ;█ ██ ██ ▒ + .db %10110011 ;█ ██ ████ ██ ▒ + .db %10110000 ;█ ██ ████ ██ ▒ + .db %10110011 ;█ ██ ████ ██ ▒ + .db %10011000 ;█ ██ ██ ▒ + .db %10000111 ;█ ███████ ▒ .db 7 .db %11110000 .db %00001100 @@ -3213,14 +3292,31 @@ spr_icon01: .db %00001100 .db %11110000 spr_icon02: - .db 16,7 ;torpedo .......:.......: - .db %10111000 ; █ ███ █ █ █ - .db %10011100 ; █ ███ █ █ █ - .db %10111000 ; █ ███ █ █ █ - .db %10000000 ; █ ███ █ █ - .db %11100001 ; ███ ████ █ █ - .db %10011000 ; █ ██ ████ █ █ - .db %11100110 ; ███ ██ ██ █ + .db 16,7 ;tailbeam.......:.......: + .db %10000000 ;█ ▒ + .db %10000011 ;█ ██ ▒ + .db %10000001 ;█ ███ ▒ + .db %10111011 ;█ ███ ██████ ██▒ + .db %10000001 ;█ ███ ▒ + .db %10000011 ;█ ██ ▒ + .db %10000000 ;█ ▒ + .db 7 + .db %00000000 + .db %00000000 + .db %11000000 + .db %11110011 + .db %11000000 + .db %00000000 + .db %00000000 +spr_icon02b: + .db 16,7 ;torpedo .......:.......: + .db %10111000 ;█ ███ █ █ █▒ + .db %10011100 ;█ ███ █ █ █▒ + .db %10111000 ;█ ███ █ █ █ ▒ + .db %10000000 ;█ ███ █ █ ▒ + .db %11100001 ;███ ████ █ █▒ + .db %10011000 ;█ ██ ████ █ █▒ + .db %11100110 ;███ ██ ██ █ ▒ .db 7 .db %00010101 .db %00010101 @@ -3230,14 +3326,14 @@ spr_icon02: .db %11110101 .db %00110010 spr_icon03: - .db 16,7 ;bullets .......:.......: - .db %10000000 ; █ ██ - .db %10000011 ; █ █████ ▒▒▒ - .db %10011000 ; █ ██ ██ ▒▒▒ - .db %11111100 ; ██████ ▒▒▒ - .db %10011000 ; █ ██ ██ ▒▒▒ - .db %10000011 ; █ █████ ▒▒▒ - .db %10000000 ; █ ██ + .db 16,7 ;bullets .......:.......: + .db %10000000 ;█ ██ ▒ + .db %10000011 ;█ █████ ▒▒▒ ▒ + .db %10011000 ;█ ██ ██ ▒▒▒ ▒ + .db %11111100 ;██████ ▒▒▒ ▒ + .db %10011000 ;█ ██ ██ ▒▒▒ ▒ + .db %10000011 ;█ █████ ▒▒▒ ▒ + .db %10000000 ;█ ██ ▒ .db 7 .db %11000000 .db %11100000 @@ -3247,31 +3343,31 @@ spr_icon03: .db %11100000 .db %11000000 spr_icon04: - .db 16,7 ;laser .......:.......: - .db %10000000 ; █ - .db %10110010 ; █ ██ █ █ - .db %10111011 ; █ ███ ██ - .db %10011101 ; █ ███ █████████ - .db %10111011 ; █ ███ ██ - .db %10110010 ; █ ██ █ █ - .db %10000000 ; █ + .db 16,7 ;laser .......:.......: + .db %10000000 ;█ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %11110111 ;████ ███████▒▒▒█▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %10000000 ;█ ▒ .db 7 .db %00000000 - .db %10000000 + .db %00000000 .db %00000000 .db %11111111 .db %00000000 - .db %10000000 + .db %00000000 .db %00000000 spr_icon05: - .db 16,7 ;multiple .......:.......: - .db %10000011 ; █ ███ - .db %10000001 ; █ ████ ██ - .db %10000001 ; █ ████ - .db %10000011 ; █ ███ - .db %10011000 ; █ ██ - .db %10111100 ; █ ████ ██ ██ - .db %10011000 ; █ ██ + .db 16,7 ;multiple.......:.......: + .db %10000011 ;█ ███ ▒ + .db %10000001 ;█ ████ ██ ▒ + .db %10000001 ;█ ████ ▒ + .db %10000011 ;█ ███ ▒ + .db %10011000 ;█ ██ ▒ + .db %10111100 ;█ ████ ██ ██▒ + .db %10011000 ;█ ██ ▒ .db 7 .db %10000000 .db %11100110 @@ -3289,8 +3385,8 @@ spr_dividerline: txt_email: .db "www.shiar.org ",127 ;title screen .db " shiar0@hotmail.com",0 _txt_email = $3A01 ;$3A1E=just email -txt_about: .db " v0.97.625 ",127," by Shiar",0 ;right behind txt_email -_txt_about = $331F +txt_about: .db "v0.98.77 ",127," by Shiar",0 ;right behind txt_email +_txt_about = $3321 txt_menu1: .db "NEW GAME",0 txt_menu2: .db "CONTINUE",0 @@ -3303,36 +3399,43 @@ txt_score: .db "Score",0 txt_hiscore: .db "Hiscore",0 txt_pressenter: .db "Enter to continue",0 ;pause -txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0 ;boss -txt_teacherans: .db Lneg,"14.2063168184",0 +txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher +txt_teacherans: .db Lneg,"14.6549373495",0 ;---------------------------- save data ------------------------------------- storehi_start: -hiscore .dw $0000 -hiname .db "Shiar.97",0 +hiscore .dw 0 ;default hiscore +hiname .db "shiar.98",0 ; " " name storehi_end: -storesave_start: -level .db $01 ;level number -levelp .dw level01 ;pointer to level data -pickuptimer .db $04 ;counts when to place a pickup -your_ship .dw spr_ship04 ;your sprite -your_score .dw $0000 ;current score - -your_pickup .db $04 -your_occ .db $00 ;0=normal 1..16=exploding -your_inv .db $00 ;invincibility left -your_armor .db $0a ;HP left -your_lives .db $03 ; - -your_weapon .db $02 ;weapon: 0=no, 1=laser, 2+=bullet n+1 -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_start: ;--SAVED GAME-- defs: +level .db 1 ;level number 1 +levelp .dw level01 ;pointer to level data l01 +pickuptimer .db 4 ;counts when to place a pickup 4 +your_ship .dw spr_ship01 ;your sprite sprs1 +your_score .dw 0 ;current score 0 +your_pickup .db 0 ;pickups already picked up 0 +your_occ .db 0 ;0=normal 1..16=exploding 0 +your_inv .db 0 ;invincibility left 0 +your_armor .db 12 ;HP left 12 +your_lives .db 3 ;lives left 3 +your_weapon .db 0 ;current weapon upgrade 0 +your_multiples .db 0 ;multiples present 0 +your_tail .db 0 ;tail beam present 0 storesave_end: -;XLlevelsdata:--------------------------------------------------------------- +time2invert: .db 0 ;time until b<>w switch (0 at startup) + +;------------------------------ levels data --------------------------------- + +;format:boss: [moveType] [enemyType] +; @level: [nr.dif.enemies]x [enemy nr] +; [min. enemy frequency] [enemy frequency max.inc] [next lvl] +; [level_info: 0000:damage 0:diagfire 0:ground 0:ceiling 0:?] +; [level_move] [tunnel size] [groundtype] +; [16_ground] [16_ceiling] [stars1] [stars2] +;efrequency must be odd if halfluring! level00: .db 0 ;story identifier @@ -3343,31 +3446,70 @@ level00: .db $52,$36,"by Shiar" ,0,0,$19,$23 .db $ff ;story end -;format:[nr.dif.enemies]x [enemy nr] -; [min. enemy frequency] [enemy frequency max.inc] [next lvl] -; [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire] -; [level_move] [tunnel size] [groundtype] -; [16_ground] [16_ceiling] [stars1] [stars2] + .db 20 ;boss for level01 +level01: ;intro-like, just a few enemies to begin with + .db 2,6,8 + .db 26,70,20,%00010000,0,0,0 + .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db 21 +level02: ;first wave of enemies; easeey + .db 3,6,7,8 + .db 20,60,60,%00100000,0,0,0 + .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db 22 +level03: ;some more enemies + .db 4,7,8,9,10 + .db 17,40,75,%00110000,0,0,0 + .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db 0,0 ;storyline ID + .db 1,1,"Long-Range scanners are ", + .db "showing",0,1 + .db 1,8,"lots of enemy vessels on ", + .db "an intercept",0,1 + .db 1,15,"course.",0,1 + .db 1,24,"I'm changing course to a", + .db " nearby ",0,1 + .db 1,31,"asteroid belt and try to",0,1 + .db 1,38,"lose them inthere.",0,0 + .db 1,38+5,$FF + + .db 23 +level04: ;light asteroid belt + .db 3,1,2,4 + .db 12,24,80,%00111000 + .db 2,0,0 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 - .db $07,$08 ;moveType; enemyType -level01: ;efrequency must be odd if halfluring! - .db 3,1,2,3 - .db 6,10,180,%00000000 + .db 24 +level05: ;inside asteroid belt + .db 5,1,2,3,4,5 + .db 6,10,180,%01011000 .db 2,0,0 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1 - .db $07,$08 ;moveType; enemyType -level02: ;efrequency must be odd if halfluring! + .db 25 +level02a: .db 3,4,5,6 - .db 30,1,40,%00010000 + .db 30,1,40,%01000000 .db 0,0,0 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1 - .db 0,0 + .db 0 .db 0 .db $01,01,"And the storyline conti", @@ -3378,22 +3520,22 @@ level02: ;efrequency must be odd if halfluring! .db "anet =)",0,0,1,20 .db $FF - .db $07,$09 -level03: + .db 26 +level03b: .db 1,$02 .db $13,40,$4b,%00100100,0,-5,1 .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1 - .db 0,0 + .db 0 .db 0 .db $01,01,"Blablabla...",0,1 .db $01,34,"this storyline sux",0,0,1,39 .db $FF - .db $07,$09 + .db 27 level03a: .db 1,$03 .db $2d,$3f,%00010110,0,-9,1 @@ -3402,21 +3544,21 @@ level03a: .db -1,-1 ;=%11111111=line .db $07,$08 -level04: +level04b: .db 1,$04 .db $11,$41,%00100001,0,0,0 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1 .db $07,$09 -level05: +level05a: .db 1,$05 .db $11,$45,%00100101,%10,-7,1 .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2 .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1 .db 1,1 .db $07,$08 -level06: +level06c: .db 1,$06 .db $19,$3a,%00100111,0,-4,1 .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 @@ -3433,140 +3575,335 @@ level07: ;------------------------------ enemies ------------------------------------- -;format: [HP64] [000000:HP 00:occ] [sprite] [appearance(ypos)] -; [time2fire] [firefreq] [0] [0] +;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)] +; [movetype] [time2fire] [firefreq] +;appearances: 1=random; 2=lure; 3=halflure +;case movetype: +; 1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure; +; 8=y-lure 1/2x; 9=8 stop at x=99; 10=x+y-lure 1/2x enemyspecs: - .db 0,%00100110,(spr_enemy01-spr_enemy00)/2,1,0,0,0,0 ;#1 - .db 0,%00111111,(spr_enemy02-spr_enemy00)/2,1,0,0,0,0 ;#2 - .db 0,%01011010,(spr_enemy03-spr_enemy00)/2,1,0,0,0,0 ;#2 - - .db 0,%00100110,(spr_enemy04-spr_enemy00)/2,1,1,46,0,0 ;#1 - .db 0,%00101010,(spr_enemy05-spr_enemy00)/2,3,39,13,0,0 ;#2 - .db 0,%00001111,(spr_enemy06-spr_enemy00)/2,2,87,5,0,0 ;#3 - - .db 0,%00000110,(spr_enemy04-spr_enemy00)/2,2,0,0,0,0 ;#4 - .db 0,%00000111,(spr_enemy05-spr_enemy00)/2,3,0,0,0,0 ;#5 - .db 0,%00001011,(spr_enemy06-spr_enemy00)/2,2,0,0,0,0 ;#6 - - .db 0,%00011011,(spr_enemy07-spr_enemy00)/2,3,0,0,0,0 ;#7 - - .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,1,15,10,0,0 ;boss1 - .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,3,10,8,0,0 ;boss2 - - .db 0,%00000000,0,0,0,0,0,0 - .db 0,%00000000,0,0,0,0,0,0 - .db 0,%00000000,0,0,0,0,0,0 - .db 0,%00000000,0,0,0,0,0,0 - .db 0,%00000000,0,0,0,0,0,0 - .db 0,%00000000,0,0,0,0,0,0 - .db 0,%00000000,0,0,0,0,0,0 +;1-5=asteroids + .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,0,0,0 + .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,0,0,0 + .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,4,0,0 + .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,3,0,0 + .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,5,0,0 +;6-10=basic enemies + .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,0,10,0 ;weak + .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,3,6,50 ;slow + .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,0,1,0 + .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,0,19,39 + .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,4,1,0 ;fast +;11=jumping bug (up/down) + .db 0,%00001111,(spr_enemyN3-spr_enemy00)/2,128,2,1,87,5 + + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;12 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;13 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;14 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;15 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;16 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;17 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;18 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;19 +;20-22=first bosses + .db 1,%00101011,(spr_boss0_1-spr_enemy00)/2,127,1,8,20,12 ;20 + .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,127,1,8,15,10 ;21 + .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,127,3,9,10,9 ;22 +;23-24=asteroid bosses + .db 2,%00001011,(spr_boss0_3-spr_enemy00)/2,127,1,10,36,14 + .db 2,%00110011,(spr_boss0_3-spr_enemy00)/2,127,2,10,28,12 +;25-26=big bosses + .db 2,%00000111,(spr_boss0_4-spr_enemy00)/2,127,3,7,18,7 ;25=bigboss1 + .db 2,%01001011,(spr_boss0_5-spr_enemy00)/2,127,3,7,18,7 ;26=bigboss2 spr_enemy00: - .db 8,8 ;pickup - .db %00011000 ; ██ - .db %00011000 ; ██ - .db %00011000 ; ██ - .db %11111111 ; ████████ - .db %11111111 ; ████████ - .db %00011000 ; ██ - .db %00011000 ; ██ - .db %00011000 ; ██ - -spr_enemy01: - .db 7,6 ;enemy type one + .db 16,8 ;pickup + .db %11111111 ; ████████████ + .db %10000110 ; █ ██ █ + .db %10000110 ; █ ██ █ + .db %10111111 ; █ ████████ █ + .db %10111111 ; █ ████████ █ + .db %10000110 ; █ ██ █ + .db %10000110 ; █ ██ █ + .db %11111111 ; ████████████ + .db 8 + .db %11110000 + .db %00010000 + .db %00010000 + .db %11010000 + .db %11010000 + .db %00010000 + .db %00010000 + .db %11110000 + .db 0 + +spr_enemyA1: + .db 7,6 ;asteroid one .db %00011000 ; ██ - .db %01111100 ; █████ - .db %11111110 ;███████ - .db %11111110 ;███████ - .db %11111100 ;██████ + .db %01101100 ; ██ ██ + .db %10011110 ;█ ████ + .db %11111010 ;█████ █ + .db %10111100 ;█ ████ .db %01110000 ; ███ -spr_enemy02: - .db 8,7 ;enemy type two +spr_enemyA2: + .db 8,7 ;asteroid two .db %00111100 ; ████ - .db %01111110 ; ██████ - .db %01111111 ; ███████ - .db %11111111 ;████████ + .db %01011010 ; █ ██ █ + .db %01101101 ; ██ ██ █ + .db %11111101 ;██████ █ .db %11111111 ;████████ - .db %11110110 ;████ ██ + .db %10110110 ;█ ██ ██ .db %01100000 ; ██ .db 0 -spr_enemy03: - .db 8,8 ;enemy type three +spr_enemyA3: + .db 8,8 ;asteroid three .db %00011110 ; ████ .db %01110011 ; ███ ██ .db %01111101 ; █████ █ - .db %11111111 ;████████ + .db %10110111 ;█ ██ ███ .db %11111110 ;███████ - .db %11111110 ;████████ - .db %01111110 ; ███████ - .db %00011100 ; ███ -spr_enemy04: - .db 6,6 ;enemy type one - .db %00111100 ; ████ - .db %01110000 ; ███ - .db %11110000 ; ████ - .db %11110000 ; ████ - .db %01110000 ; ███ - .db %00111100 ; ████ -spr_enemy05: - .db 8,6 ;enemy type two - .db %00111111 ; █████ - .db %01111000 ; ████ - .db %11111100 ; ██████ - .db %11111100 ; ██████ - .db %01111000 ; ████ - .db %00111111 ; █████ -spr_enemy06: - .db 6,6 ;enemy type three - .db %01111100 ; █████ - .db %11110000 ; ████ - .db %11111000 ; █████ - .db %11111000 ; █████ - .db %11110000 ; ████ - .db %01111100 ; █████ -spr_enemy06A: - .db 6,6 ;enemy type four + .db %11111101 ;██████ █ + .db %01010111 ; █ █ ███ + .db %00001110 ; ███ +spr_enemyA4: + .db 7,6 ;asteroid four + .db %01111000 ; ████ + .db %10110110 ;█ ██ ██ + .db %11111101 ;██████ █ + .db %01111011 ; ████ ██ + .db %01001110 ; █ ███ + .db %00110000 ; ██ + +spr_enemyE1: + .db 6,7 ;weak + .db %00111100 ; ████ + .db %01000100 ; █ █ + .db %10111000 ;█ ███ + .db %11100000 ;███ + .db %10111000 ;█ ███ + .db %01000100 ; █ █ + .db %00111100 ; ████ + .db 0 +spr_enemyE2: + .db 6,6 ;weak + .db %00111100 ; ████ + .db %01010000 ; █ █ + .db %10100000 ;█ █ + .db %10100000 ;█ █ + .db %01010000 ; █ █ + .db %00111100 ; ████ +spr_enemyE3: + .db 6,6 ;normal solid (Galaxian enemy) + .db %00111100 ; ████ + .db %01110000 ; ███ + .db %11110000 ;████ + .db %11110000 ;████ + .db %01110000 ; ███ + .db %00111100 ; ████ +spr_enemyE4: + .db 6,7 + .db %00011100 ; ███ + .db %01101000 ; ██ █ + .db %10011000 ;█ ██ + .db %01110000 ; ███ + .db %10011000 ;█ ██ + .db %01101000 ; ██ █ + .db %00011100 ; ███ + .db 0 +spr_enemyE5: + .db 6,6 ;speedy + .db %00011100 ; ███ + .db %01111000 ; ████ + .db %11100000 ;███ + .db %11100000 ;███ + .db %01111000 ; ████ + .db %00011100 ; ███ + +spr_enemyG1: + .db 8,6 ;G-Type + .db %00111111 ; █████ + .db %01001000 ; █ █ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01001000 ; █ █ + .db %00111111 ; █████ +spr_enemyG2: + .db 8,6 ;smaller nacelles + .db %00000111 ; ███ + .db %01101100 ; ██ ██ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01101100 ; ██ ██ + .db %00000111 ; ███ +spr_enemyG3: + .db 8,6 ;shuttle + .db %00001111 ; ████ + .db %01111100 ; █████ + .db %10011100 ;█ ███ + .db %10011100 ;█ ███ + .db %01111100 ; █████ + .db %00001111 ; ████ +spr_enemyG4: + .db 8,6 ;G-Type solid + .db %00111111 ; █████ + .db %01111000 ; ████ + .db %11111100 ;██████ + .db %11111100 ;██████ + .db %01111000 ; ████ + .db %00111111 ; █████ +spr_enemyG5: + .db 6,6 ;G lost his head; large window ;) + .db %01111100 ; █████ + .db %10110000 ;█ ██ + .db %10111000 ;█ ███ + .db %10111000 ;█ ███ + .db %10110000 ;█ ██ + .db %01111100 ; █████ +spr_enemyG6: + .db 7,6 ;small G-type + .db %00011110 ; ████ + .db %01111000 ; ████ + .db %11110000 ;████ + .db %11110000 ;████ + .db %01111000 ; ████ + .db %00011110 ; ████ + +spr_enemyS1: + .db 6,6 ;solid .db %00111000 ; ███ .db %01111100 ; █████ .db %11111000 ; █████ .db %11111000 ; █████ .db %01111100 ; █████ .db %00111000 ; ███ -spr_enemy07: - .db 7,6 ;enemy type five +spr_enemyS2: + .db 7,6 ;some attack vessel + .db %00011100 ; ███ + .db %01110010 ; ███ █ + .db %10101100 ; █ █ ██ + .db %10101100 ; █ █ ██ + .db %01110010 ; ███ █ + .db %00011100 ; ███ +spr_enemyS3: + .db 7,6 ;interceptor .db %00011110 ; ████ .db %01111110 ; ██████ .db %11111100 ; ██████ .db %11111100 ; ██████ .db %01111110 ; ██████ .db %00011110 ; ████ -spr_enemy08: - .db 7,6 ;enemy type six - .db %00011100 ; ███ - .db %01111110 ; ██████ - .db %10111000 ; █ ███ - .db %10111000 ; █ ███ - .db %01111110 ; ██████ - .db %00011100 ; ███ -spr_enemy09: - .db 8,6 ;enemy type seven - .db %00011110 ; ████ - .db %01111111 ; ███████ - .db %10011100 ; █ ███ - .db %10011100 ; █ ███ - .db %01111111 ; ███████ - .db %00011110 ; ████ -spr_enemy10: - .db 8,6 ;enemy type seven - .db %00011110 ; ████ - .db %01111111 ; ███████ - .db %10011100 ; █ ███ - .db %10011100 ; █ ███ - .db %01111111 ; ███████ - .db %00011110 ; ████ +spr_enemyS4: + .db 8,6 ;cheap intercept + .db %00011011 ; ██ ██ + .db %01110110 ; ███ ██ + .db %10111100 ; █ ████ + .db %10111100 ; █ ████ + .db %01110110 ; ███ ██ + .db %00011011 ; ██ ██ + +spr_enemyN1: + .db 8,7 ;some cool Nemesis-MSX enemy + .db %00111110 ; █████ + .db %11110001 ;████ █ + .db %00001110 ; ███ + .db %00010101 ; █ █ █ + .db %00001110 ; ███ + .db %11110001 ;████ █ + .db %00111110 ; █████ + .db 0 +spr_enemyN2: + .db 8,7 ; + .db %00111110 ; █████ + .db %00011101 ; ███ █ + .db %11111111 ;████ ███ + .db %01110110 ; ██ ███ + .db %11111111 ;████ ███ + .db %00011101 ; ███ █ + .db %00111110 ; █████ + .db 0 +spr_enemyN3: + .db 8,7 ;Nem3MSX jumper lvl#3 + .db %10111110 ;█ █████ + .db %01011101 ; █ ███ █ + .db %01111110 ; ██████ + .db %00010100 ; █ █ + .db %01111110 ; ██████ + .db %01011101 ; █ ███ █ + .db %10111110 ;█ █████ + .db 0 spr_boss0_1: - .db 16,19 ;boss type one : + .db 16,10 ;boss type one..:.......: + .db %00000001 ; ██████ ██ + .db %00001110 ; ███ █ ███ + .db %00110010 ; ██ █ ████ + .db %01001101 ; █ ██ ██ + .db %11101011 ;███ █ ██ █ + .db %11101011 ;███ █ ██ █ + .db %01001101 ; █ ██ ██ + .db %00110010 ; ██ █ ████ + .db %00001110 ; ███ █ ███ + .db %00000001 ; ██████ ██ + .db 10 + .db %11111011 + .db %00101110 + .db %11110000 + .db %10000000 + .db %01000000 + .db %01000000 + .db %10000000 + .db %11110000 + .db %00101110 + .db %11111011 + .db 0 +spr_boss0_2: + .db 16,10 ;boss type two..:.......: + .db %11111110 ;███████ + .db %00000011 ; ███ ████ + .db %00110101 ; ██ █ ████ █ + .db %01111010 ; ████ █ █ █ ██ + .db %10001101 ;█ ██ █ ██ ██ + .db %10001101 ;█ ██ █ ██ ██ + .db %01111010 ; ████ █ █ █ ██ + .db %00110101 ; ██ █ ████ █ + .db %00000011 ; ███ ████ + .db %11111110 ;███████ + .db 9 + .db %00000000 + .db %10001111 + .db %11100001 + .db %10010110 + .db %01101100 + .db %01101100 + .db %10010110 + .db %11100001 + .db %10001111 +spr_boss0_3: + .db 16,11 ;bigasteroid one + .db %00011110 ; ████ + .db %01110011 ; ███ ███ + .db %01111111 ; ███████ █ + .db %01111111 ; █████████ + .db %11111110 ;███████ ███ + .db %11111111 ;███████████ + .db %11111111 ;████████████ + .db %10111110 ;█ █████ ████ + .db %01011111 ; █ ███████ + .db %00110111 ; ██ ███ + .db %00001110 ; ███ + .db 9 + .db %00000000 + .db %10000000 + .db %01000000 + .db %11000000 + .db %11100000 + .db %11100000 + .db %11110000 + .db %11110000 + .db %11000000 + .db 0 +spr_boss0_4: + .db 16,18 ;bigboss one : .db %00000000 ; █ █ .db %00000111 ; ███ ███ .db %00000011 ; ████ █ @@ -3585,9 +3922,8 @@ spr_boss0_1: .db %00000001 ; ██ ██ .db %00000011 ; ████ █ .db %00000111 ; ███ ███ - .db %00000000 ; █ █ - .db 19 - .db %01010000 + .db 19 ; █ █ + .db %01010000 ;modelled after a Nemesis][MSX boss .db %01110000 .db %11010000 .db %10110000 @@ -3606,54 +3942,39 @@ spr_boss0_1: .db %11010000 .db %01110000 .db %01010000 - .db 0 -spr_boss0_2: - .db 16,10 ;boss type one : - .db %00000001 ; █████████ - .db %00001111 ; ███████████ - .db %00111111 ; ██████████ - .db %01011111 ; █ ██████ - .db %10011111 ; █ █████ █ - .db %10011111 ; █ █████ █ - .db %01011111 ; █ ██████ - .db %00111111 ; ██████████ - .db %00001111 ; ███████████ - .db %00000001 ; █████████ - .db 10 - .db %11111111 - .db %11111110 - .db %11110000 - .db %10000000 - .db %01000000 - .db %01000000 +spr_boss0_5: + .db 16,15 ;bigboss two : + .db %00001111 ; █████ + .db %00111110 ; █████ █████ + .db %01111101 ; █████ █ ███████ + .db %00000011 ; ██ + .db %00000100 ; █ █ + .db %00000011 ; █████ + .db %00011110 ; ████ ██ ████ + .db %11110011 ;████ ██ █ █ + .db %00011110 ; ████ ██ ████ + .db %00000011 ; █████ + .db %00000100 ; █ █ + .db %00000011 ; ██ + .db %01111101 ; █████ █ ███████ + .db %00111110 ; █████ █████ + .db %00001111 ; █████ + .db 15 ;modelled after a Nemesis][MSX boss .db %10000000 - .db %11110000 - .db %11111110 - .db %11111111 - .db 0 -spr_boss0_3: - .db 16,10 ;boss type:one : - .db %11111110 ; ███████ - .db %00001111 ; █████ ████ - .db %00111111 ; █████████ ██ - .db %01001111 ; █ ███████████ - .db %10001101 ; █ ██ █ █████ - .db %10001101 ; █ ██ █ █████ - .db %01001111 ; █ ███████████ - .db %00111111 ; █████████ ██ - .db %00001111 ; █████ ████ - .db %11111110 ; ███████ - .db 10 + .db %11111000 + .db %01111111 .db %00000000 - .db %10001111 - .db %11100011 - .db %11111110 - .db %01111100 - .db %01111100 - .db %11111110 - .db %11100011 - .db %10001111 + .db %10000000 + .db %11100000 + .db %11011110 + .db %01010000 + .db %11011110 + .db %11100000 + .db %10000000 .db %00000000 + .db %01111111 + .db %11111000 + .db %10000000 .db 0 ;---------------------------------------------------------------------------- @@ -3661,10 +3982,10 @@ spr_boss0_3: ;---------------------------------------------------------------------------- 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 %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111110 +.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11111100 +.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11111000 +.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11110000 .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 @@ -3691,7 +4012,7 @@ logo_nemesis: ;---------------------------------------------------------------------------- ;---------------------------------------------------------------------------- -; 0.97.625 -- 25.VI.00 -- size 5729 +; 0.98.77 -- 7.VII.00 -- size 6707 ; ; # bullets do damage in all levels ; * more armor at armor-upgrade and extra armor at end of a level @@ -3700,6 +4021,7 @@ logo_nemesis: ; * several optimizations (init.procs some bytes smaller) ; # enemies hit with hitpoints left disappeared (one pop too much...) ; + bullets "charge up" (more damage) when not firing +; - removed contrast changes ; + more powerful bullets have different sprites (larger=more damage) ; # multiples appear at your position (begin level/just selected) ; # when invulnerable multiples acted weird @@ -3734,13 +4056,33 @@ logo_nemesis: ; * armor bar is two pixels high (better visible) ; # bullet overflow fixed again (>63 bullets fired) ; # correct weapon loaded when continuing a saved game -; # game doesn't freeze when generating a random value <=1 +; # game freezed when generating a random value <=1 ; * you explode in a different way than the enemies ; + screen inverts for a brief time when you are hit! ; # stats-bar was messed up when ya got 0 lives left -; * new (big) boss; "asteroids" level #1 -; * score increased once every 32 frames (instead of 256) +; * two new (big) bosses modeled after a common MSX Nemesis2-boss +; * score increased once every 32 frames (instead of every 256) ; # ground fixed for new random routine (smaller routine; incs -2 to 2) -; +; + laser will upgrade as well when you reselect it +; * 2nd can be used in main menu (wow!) +; # altered variable storage space because of Nemesis grew beyond 6kb +; # fixed armor bar display when at maximum +; + a few new enemies (asteroids) and remade 1st 4 levels; new pickup +; - torpedo since it was kinda useless +; + second icon now selects TAIL BEAM: bullet going backwards +; # armor increase at the end of a level doesn't overflow armorbar +; + you can choose your own ship out of four vessel after NEW GAME! +; + enemies can appear at any x-position and move both left and right +; + move patterns given per enemy, not per level +; * new (faster) enemy-move system; 10 basic moves (x2 left+right) +; # enemies can _never_ move above or below visible screen +; * "randomY"-enemies are placed entirely on screen (height calced) +; # the major TI-OS crash bug WAS afterall caused by sprites drawn +; (partially) outside screen memory. temporarily fixed by setting +; virtual screen buffer to $8200 (enough mem there) +; + upto 29 cool enemy sprites and redone first five levels +; * improved enemy-move routine; smooth luring, five speeds+backwards +; # after pause weapon will not be fired +; # teacher key fixed (waits for GRAPH to be release before&after) ; ; + added - removed * changed # bug fixed \ No newline at end of file