X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/72e8c5a67a25675fef374504dcd68c541103bc85..HEAD:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index cb0f3eb..f0a5bb1 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,1189 +1,5388 @@ - .include "asm86.h" - .include "ti86asm.inc" - .include "ti86abs.inc" +;----------------------------------------------------------------------------- +;---------------------------- N E M E S I S -------------------------------- +;------------------------------------------------ cool arcade-shoot-em-up-game + +; --------- Version - 1.01.314 --------- +; --------- Release Date - 2002 March 14 --------- +; --------- Author(s) - Shiar --------- +; --------- Email Address - nemesis@shiar.org --------- +; --------- Web Page - www.shiar.org --------- +; --------- Description - cool shoot-em-up arcade --------- +; --------- Where to get this game - shiar.org --------- +; --------- Other games by author(s) - Wormy --------- + +; ---------------------------------------------------------------------- +; --- This source should only be used for learning practises, do not --- +; --- alter it, and certainly never distribute an altered version!! --- +; ---------------------------------------------------------------------- + +;---------------------- nemesis.z80 start ------------------------------------ + + #define TI86 ;TI83 + + #define cal call ;just to make it harder for you to understand + #define rcl call ;RemoteCaLl / RomCalL + #define rjp jp ;RomJumP + #define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero + #define psh push ; >:-> + +#ifdef TI83 ;----------------------------------------------------------------- +#include "ion.inc" ;standard TI-83 ROMcalls (Ion shell) + + #define halt or a + +scrwidth = 12 + +#define teacherkey ;compiled with teacher key: 92 bytes extra + +VIDEO_MEM = plotsscreen +dispbuffer = VIDEO_MEM ;virtual screen (MUST be mod$400=0!!) + +BUSY_OFF = _indicatorOff +_curRow = currow +_curCol = curcol +_penCol = pencol +;_clrLCD = _clrlcdf ;clears screen +_clrScrn = _clrscrf ;also clears TEXT_MEM +_clrWindow = _clrscrf +GET_KEY = $4014 ;_getcsc +CONTRAST = contrast +_dispahl = _disphl +UNPACK_HL = $4008 ;_divhlby10 +CP_HL_DE = _cphlde +Lpi = $C4 +Lneg = $1A +K_DOWN = 1 +K_LEFT = 2 +K_RIGHT = 3 +K_UP = 4 +K_ENTER = 9 +K_DEL = $20 +K_ALPHA = $30 ;48 +K_F1 = $35 ;Y= +K_SECOND = $36 ;54 +K_EXIT = $37 ;Mode +kEnter = 5 +kGrMenu = 44 + +storepos = saferam2 ;<1024 bytes needed to store things + + .org progstart + + ret + jr nc,init +Title: .db "Nemesis 83 TEST by SHIAR",0 +#endif ;---------------------------------------------------------------------- + + +#ifdef TI85 ;----------------------------------------------------------------- +#include "usgard.h" ;usgard shell + +scrwidth = 16 + +;#define clearbuffer ;clears the display buffer after usage +;#define fixkeys ;fixes left+down bug: 47 bytes extra size +;#define teacherkey ;compiled with teacher key: 92 bytes extra +;#define story ;storyline shown (w/ neat effect): 871 bytes +;#define shiscore ;save hiscore/savegame +;#define invertable + +dispbuffer = $8400 ;$C9FA ;virtual screen (MUST be mod$400=0!!) + ;8100-8C00 +;_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 = TEXT_MEM ;<1024 bytes needed to store things +saferam1 = DELC_MEM + + .org 0 +Title: .db "Nemesis 85 Alpha" ;Usgard description +; .db " - 4 Nunome",0 ;present + .db " by SHIAR",0 ;author +#endif ;---------------------------------------------------------------------- + + +#ifdef TI86 ;----------------------------------------------------------------- +#include "asm86.h" +#include "ti86asm.inc" ;standard ti86 romcalls +#include "ti86abs.inc" ;used to save hiscores and stuff + +scrwidth = 16 + +;#define clearbuffer ;clears the display buffer after usage +#define fixkeys ;fixes left+down bug: 47 bytes extra size +#define teacherkey ;compiled with teacher key: 92 bytes extra +;#define story ;storyline shown (w/ neat effect): 871 bytes +#define shiscore ;save hiscore/savegame +#define invertable + +dispbuffer = $8400 ;$C9FA ;virtual screen (MUST be mod$400=0!!) + ;8100-8C00 +_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 = $d6fc ;our own variable name (likely "nemesis") + +storepos = _asm_exec_ram+7800 ;<1024 bytes needed to store things + ;$F5C0..F9C0 (safe mem D748..FA6F) .org _asm_exec_ram - nop - jp Start - .dw $0001 - .dw Title - .dw spr_ship -Title: .db "Nemesis v0.5.725 by Shiar",0 -Start: - jr init + 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 v1.0.C21" ;Ashell/Rascall/YAS/any shell description +; .db " - 4 Nunome",0 ;present + .db " by SHIAR",0 ;author + +Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 7bytes + .db %11100000 ; ███ + .db %01111000 ; ████ + .db %00111110 ; █████ + .db %01111001 ; ████ █ + .db %00111110 ; █████ + .db %01111000 ; ████ + .db %11100000 ; ███ ;recommend 80x50 screen mode + .db 0 ;YAS 0.92 compatibility +#endif ;---------------------------------------------------------------------- + +;---------------------- in-game vars ----------------------------------------- + +just_fired = storepos ; +0 ;counts how long a blast lasts +#ifdef shiscore +hiscorepos = storepos ; +0 ;entering hiscore name +#endif + +x = storepos+1 ; +1 ;your ship's position +y = x+1 ; +2 ;your y-pos +firex = y+1 ; +3 ;(1 byte) +firey = firex+1 ; +4 ;(1 byte) + +eventleft = firey+1 ; +5 ;nr. of enemies still to come +level_enemy = eventleft+1 ; +6 ;enemy type +level_info = level_enemy+1 ; +7 ;ground (%0) present +spacespace = level_info+1 ; +8 +stars1 = spacespace+1 ; +9 ;slow stars byte (<< %1) +stars2 = stars1+1 ; +10 ;fast stars byte (<<< %1) +groundpos = stars2+1 ; +11 $10 +nrstars1 = 10 +starx1 = groundpos+16 ; +27 ;20 +nrstars2 = 10 +starx2 = starx1+(nrstars1*2) ; +47 ;20 + +mm = 4 ;max. number of multiples +your_prevpos = starx2+(nrstars2*2) ; +67 ;14*mm+2 ;previous positions + + +enemies = your_prevpos+(mm*14+4);+125 ;info about each enemy +enemysize = 11 ;infobytes per enemy +nrenemies = 16 ;max. nr of enemies + +#ifdef TI86 +ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) +#else +ybullets = saferam1 +#endif +nrybuls = 128 ;+301 +ebullets = ybullets+(nrybuls*4) ;+813 ;30 bytes = 10(state,x,y) +nrebuls = 48 +lvlenemies = ebullets+(nrebuls*3) ;-957 + +;enemies: +; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 1X=normal)] +; [ship sprite (DW!) or explosion frame] [x] [y] [movetype] +; [movecounter] [firecounter] [firefreq] [firetype] + +;---------------------------- save data -------------------------------------- + +;#ifdef shiscore +storehi_start: +hiscore .dw 0 ;default hiscore +hiname .db "by shiar",0,0 ; " " name +storehi_end: +;#endif + +invertmode: cpl ;/or a ;saves B<>W mode setting cpl + +storesave_start: ;--SAVED GAME-- defs: +your_ship .dw spr_ship03 ;your sprite (^invertmode^) sprs1 +level .db 4 ;level number 1 +levelp .dw level05 ;pointer to level data lev00 +pickuptimer .db 4 ;counts when to place a pickup 4 +your_score .dw 0 ;current score 0 +your_pickup .db 3 ;pickups already picked up 0 +your_occ .db 0 ;0=normal 1..16=exploding 0 +your_shield .db 0 ;invincibility left 0 +your_armor .db 24 ;HP left 24 +your_lives .db 3 ;lives left 3 +your_weapon .db 3 ;current weapon upgrade 0 +your_multiples .db 0 ;multiples present 0 +your_extra .db 0 ;extra beam present 0 +hardcore .db 0 ;hardcore mode if non-0 0 +storesave_end: + +time2invert: .db 0 ;time until b<>w switch (0 at startup) +;45+31=76 +;---------------------- init ------------------------------------------------- + +#ifdef fixkeys +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: ;(size 15 bytes) +#endif + +init: rcl BUSY_OFF ;turns the run-indicator off, obviously +#ifdef TI83 + ld (iy+13),0 + res 6,(iy+9) ;TI-83 uses statmem + set textwrite,(iy+20) ;write text to gbuf + rcl _clrLCD +#endif +#ifdef TI86 + res 2,(iy+13) ;don't scroll the screen + rcl _flushallmenus ;remove TI-86 menus + rcl _clrScrn ;clean the screen + ld hl,$8200 + ld c,10 +_clrmem: + ld b,0 +clrmem: ld (hl),-1 + inc hl + djnz clrmem + dec c + jr nz,_clrmem +#endif + +#ifdef fixkeys +FixKeys: ;fixes some key problems like left+down bug + im 1 + ld a,$D4 + ld bc,$0100 + ld h,a + ld l,c ;ld hl,$D400 (user silent link routine space) + ld d,a + ld e,b ;ld de,$D401 + dec a ;ld a,$D3 + ld (hl),a + ldir ;fill $D400-D500 with $D3s (slink/user on) + ld hl,int_handler ;new interrupt handler + ld d,a + ld e,a ;ld de,$D3D3 + ld bc,int_end-int_handler + ldir ;load new handler at ($D3D3) + inc a ;ld a,$D4 + ld i,a + im 2 +#endif + +;---------------------- main menu -------------------------------------------- + +LogoPut: + xor a ;white bitmask (a=0) + ld hl,logo_nemesis ;from... + ld de,VIDEO_MEM+scrwidth;...to one line from top +#ifdef TI86 + ld b,e ;ld b,16: one line +#else + ld b,scrwidth +#endif +AboveLogo: + ld (de),a ;clear/n byte + inc de ;next + dnz AboveLogo ;repeat for the first line + ld bc,scrwidth*19 ;logo size + ldir ;display one line of logo + + ld hl,scrwidth*$33+VIDEO_MEM ;$33 rows down + ld b,scrwidth*7 ;draw black 7 lines + 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 +#ifdef TI83 + cal fastCopy ;draw buffer on screen +#endif + + ld hl,_txt_email ;at the very bottom of tha screen + ld (_penCol),hl + ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!! + rcl _vputs ;VERY important, so display in small font ?:} + + set 3,(iy+5) ;set white on black + ld de,_txt_about ;near the bottom of the screen + ld (_penCol),de ;hl=txt_email++=txt_about + rcl _vputs ;display version + me + res 3,(iy+5) ;return to default black on white + +dispmenu: + ld de,$0304 + ld (_curRow),de + ld hl,txt_menu1 ;NEW GAME + rcl _puts + ld de,$0305 + ld (_curRow),de + ld hl,txt_menu2 ;CONTINUE GAME + rcl _puts + +menuloop: + ld a,0 ;current menu item (0 or 1); 0 by default +menuitem =$-1 + ld h,$01 ;selector (*) x-coord. = 1 + add a,4 + ld l,a ;y-coord. = sel menu item + 4 = 4/5 + ld (_curRow),hl ;set position + ld a,5 ;'*' + rcl _putmap ;mark selected menu item + + ld a,l ;y-pos 4/5 + xor 1 ;invert (4=5; 5=4) + ld (_curRow),a ;set new row position + ld a,32 ;' ' (empty, just remove any * present) + rcl _putc + + cal getsomekeys ;read keys (z if enter/2nd pressed) + ld hl,menuitem + jr z,start_tha_freakin_game + cp K_EXIT + jr z,menuexit ;exit goes to the g/o screen (first score=0) + cp K_UP + jr z,menuchange ;up changes selected menu item + cp K_DOWN ;down as well + jr nz,menuloop ;anything else just loops +menuchange: + ld a,(hl) ;(menuitem) + xor 1 ;0=1; 1=0 + ld (hl),a ;set new menu item + jr menuloop ;continue looping + +start_tha_freakin_game: + ld a,(hl) ;(menuitem) + dec a ;new game=0; so that gives -1 = NZ + jp nz,New_game ;NEW GAME + jp samelevel ;CONTINUE: game_main_loop + +menuexit: + ld hl,0 ;reset score + ld (your_score),hl ;(prevents hiscore while never played) + jp game_over ;and go to game over screen + +do_invert: ;invert screen (b<>w) + psh hl + psh af ;can't destroy b + ld hl,_invert + ld a,$98 + xor (hl) ;$2F (cpl) <-> $B7 (or a) + ld (hl),a + pop af + pop hl + ret -just_fired = $c0f9 ;byte -temp1 = $c100 ;word +#ifdef invertable +mode_invert: + ld hl,invertmode ;change invert mode (will be stored) + ld a,$98 + xor (hl) ;$2F (cpl) <-> $B7 (or a) + ld (hl),a + ld de,1 + psh de ;size + psh hl ;dest (invertmode) + ld hl,4+invertmode-_asm_exec_ram + psh hl ;src + jp storesmtn +#endif + +;----------------------------------------------------------------------------- +;---------------------- game loop -------------------------------------------- +;----------------------------------------------------------------------------- + +game_main_loop: ;REPEATS FROM HERE EVERY FRAME + ld hl,timer ;update time + inc (hl) ;increase by 1 -;---------------------- init -------------------------------------------------- +Clear_screen: + ld hl,dispbuffer ;move from (hl) = top left + ld (hl),0 ;first pixel will be copied all over the screen + ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen + ld bc,scrwidth*56-1 ;loop 896 times = (128/8) * (64-8 for scorebar) + ldir ;all clear! + + ld a,0 ;current frame/turn 0-255 +timer =$-1 + and %11 ;a=0 once every 4 turns + 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 + rra ;ground present? (%1) + jr nc,game_stuff ;no, continue game + cal Handle_ground ;scroll the ground and check if we're dead -init: - call _runindicoff +game_stuff: + cal Handle_Ship ;move you + ld a,(your_occ) ;are you 100% OK? + or a ;a=0?? + jr nz,_gamestuff1 ;then don't check for movements/fires/... -;---------------------- main menu --------------------------------------------- +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) ;gettem! -;---------------------- game setup -------------------------------------------- +check_exitkey: + bit 6,a ;test bit 6 = exit-key = EXIT + jp z,game_over ; pressed, so be it +check_morekey: ;another unused label... poor compiler + bit 7,a ;test bit 7 = more-key = PAUSE + psh af + cal z,Pause ;yes, go to pause + pop af + +check_firekey: + bit 5,a ;test bit 5 = 2nd-key = FIRE + 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 (bulletstaillasermultiples+stuff..) + pop hl ;no cal to Fire_bullet made, so pop stack + ld hl,just_fired ;no: + ld (hl),5 ;able to fire (five turns = laser duration) +laserdur =$-1 ;SMC laser duration + +check_selkey: + ld a,%01011111 ;look at first column of keys (ALPHA to STO) + out (1),a + in a,(1) ;our precious keys -play_game: - call Next_level +#ifdef teacherkey ;should we check for the teacherkey? + bit 6,a ;'bout the GRAPH key... + cal z,Teacher ;you didn't _press_ it, did you?!? +#endif -;------------------------------------------------------------------------------ -;---------------------- game loop --------------------------------------------- -;------------------------------------------------------------------------------ + rla ;test bit7 so we know f ALPHA has been pressed + cal nc,select ;yeppy, select the currently selected upgrade -game_main_loop: - ld hl,timer ;update time - inc (hl) + cal Enemies_hit ;check for collision with enemies + cal inc_weapdamage -Clear_screen: - xor a - ld hl,GRAPH_MEM+(16*12) - ld b,a -clearloop: - ld (hl),a - inc hl - ld (hl),a - inc hl - ld (hl),a - inc hl - djnz clearloop +_gamestuff1: + cal Handle_enemies ;move enemies -check_exitkey: - ld a,%00111111 ; pressed? - out (1),a - nop - nop - in a,(1) - bit 6,a - jr z,quit ;yes: quit game + cal Handle_bullets ;move your bullets + check for hits + cal Enemy_bullets ;move enemy bullets -game_stuff: - call Level_event ;insert enemies - call Handle_Ship ;move you - call Fire_bullet ;check for fire - call Handle_enemies ;move enemies - call Handle_bullets ;move your bullets - call Enemy_bullets ;move enemy bullets - call Enemies_hit ;check for collision with enemies + cal Level_event ;insert enemies + cal Display_Screen ;display all + +#ifdef TI86 +delay: + halt ;delay and preserve batteries :) +#else ;halt doesn't work on TI-83 + ld b,0 +delay: + xor 1 + and 1 + jr z,delay + dnz delay +#endif + jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +;------- weapon ------- + +inc_weapdamage: + ld a,0 +weapincs =$-1 + inc a + cp 97 ;max. 96 times (=96/16=6 increases) + ret nc ;return if already maxed + ld (weapincs),a ;save new incs - call Display_Screen ;display all - halt \ halt \ halt ;delay - jr game_main_loop ;loop + and %11110000 ;clear last 4 bits so no cf when rotating + ;btw: AND resets cf + rra ;rotate acting as shift (srl a) but just 1B + rra + rra + rra ;increase once just every 16 turns + ld b,a ;times to increase +incthedamage: + add a,1 ;increase damage for one increase +weapdaminc =$-1 + dnz incthedamage ;a=total increase damage + ld b,1 ;minimal damage +weapdamage =$-1 + add a,b ;a=total damage + ld (curweapdamage),a ;safe the current damage + + +disp_charge: ;display charge bar +#ifdef TI86 + ld hl,(58*scrwidth)+VIDEO_MEM+3 + ld b,3 ;bar width 3 +#else + ld hl,(58*scrwidth)+VIDEO_MEM+2 + ld b,2 ;bar width 1.5 +#endif +chargebarclr: + dec hl + ld (hl),0 ;clear (previous) bar + dnz chargebarclr + + ld a,(weapincs) ;load bar size (0-80) + srl a ;half the size (0-40) + srl a ;again half that size (0-20 pixels) +#ifdef TI83 + srl a ;and again if 83 (smaller screen) +#endif + ld c,a ;psh a + srl a ;/2 + srl a ;/4 + srl a ;/8: don't display last 3 bits of a (later) + jr z,nochargebar ;if a=0 then it would loop 256x so skip it + ld b,a ;loop b=a times +chargebar: ;starting at ($39*16)+VIDEO_MEM + ld (hl),%11111111 ;draw a piece of the bar + inc hl ;next position + dnz chargebar ;loop it b times +nochargebar: + ld a,c ;pop a + and %111 ;display last bits of chargebar + ret z ;if armor=0 then bit = %00000000 (don't disp) + ld b,a ;into B + xor a ;bit = %00000000 +chargebarbit: + scf ;set carry flag + rra ;rotates A right and sets bit 7 (c-flag) + dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100) +chargebarready: ; (an if B=3 then a=%11100000) + ld (hl),a ;draw this last byte + ret -quit: ret +spr_bossA2: ;the following 51 bytes also function as the + .db 8,51 ; sprite for boss A2 (the fullscreen asteroid) -;---------------------- display ----------------------------------------------- +;--------------------------- ground ------------------------------------------ -Display_Screen: - ld a,64 ;Display Image - ld hl,GRAPH_MEM+(16*12) - ld de,$fc00 -displayloop: - ld bc,12 - ldir - inc de - inc de - inc de - inc de - dec a - jr nz,displayloop +Handle_ground: + ld a,(timer) + and %111 ;once every 8 frames + jr nz,Display_ground ;otherwise skip the scroll + ld bc,scrwidth-1 ;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,(groundpos+14) ;last ground on right + ld d,a ;as default ground + ld hl,spacespace + ld bc,$500 ;range=0..4 + cal Random ;a=0..4 + dec a ;a=-1..3 + dec a ;a=-2..2 + ld b,a + add a,(hl) ;substract to spacesize + cp 128 + jr c,newground ;if nothing left then don't change + ld c,a + ld a,d ;current grond height + add a,b ;add offset (2 higher/lower) => new position + or a ;=0? + jr z,newground ;may not be 0 (=256) + cp -10 ;>246? + jr nc,newground ;and not be <0 + ld d,a + ld (hl),c +newground: + ld a,d + ld (groundpos+15),a ;save new byte on the right + +Display_ground: + ld b,scrwidth ;screen width + ld de,groundpos-1 ;height of current byte (previous actually) + psh de ;use later + ld hl,dispbuffer+(56*scrwidth)-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 hl,$1006 ;Display Score - ld (_curRow),hl - ld hl,(timer) + ld de,-scrwidth ;to substract to go one line up + ld a,%11111111 ;bitmask black +groundloopup: + ld (hl),a ;display black byte + add 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 + +CheckGround: ;check for collision with the ground + ld a,(x) + srl a + srl a + srl a + inc a + ld l,a ld h,0 - jp _D_HL_DECI - ret + ld de,groundpos + add hl,de + ld a,(y) + sub 57-7 + neg + cp (hl) + ret nc + ld b,auch_ground + jp damage_you + +;--------------------------- move stars -------------------------------------- -;------------------------- handle ship ---------------------------------------- +DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# + ld e,(hl) + inc hl + ld d,(hl) + ld (de),a + inc hl + dnz DisplayStars + ret ;let's comment this: returns + +movestars2: + ld ix,starx2 + ld a,(stars2) + rlca ;move bits (star) left + ld (stars2),a + ret nc ;if star didn't went from left to right bit + ld b,nrstars2 ;otherwise move all stars one byte left + jr movestars_loop + +movestars1: + ld ix,starx1 + ld a,(timer) + rra + ld a,(stars1) + ret c ;once every other turn... + rlca + ld (stars1),a + ret nc + ld b,nrstars1 + +movestars_loop: + ld h,(ix+1) + ld l,(ix) ;star (ix) pos in hl + dec hl ;one byte left (hl--) + + ld a,dispbuffer/256-1 ;screen high byte minus one (it may be equal) + cp h ;compare w/ star high byte + jr c,newstarok ;screen or a + cpl ;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 56x + + ld hl,time2invert + ld a,(hl) + or a ;(time2invert)=0: + jr z,noinvert ; do nothing + dec a ;otherwise decrease + cal z,do_invert ;if it became 0 then invert + ld (hl),a ;save new value +noinvert: + + ld hl,$396b ;Display Score + ld (_penCol),hl ;bottom right of screen + ld hl,(your_score) + +_D_HL_DECI: ;------- display 5-digit value ------- + ld de,savestr+4 ;savenr saves number string + ld b,5 ;five digits +ldhld: rcl 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 - cp 54 ;delay finished? - jp z,game_over ;yes = game over - ret ;don't display anything - -ok: - ld a,%01111110 - out (1),a - ld hl,y - in a,(1) - rra - ld b,a + cp 63+1 ;last explosion frame? + jp c,exploding_you ;not yet: display explosion + cp 64+16 ;delay finished? + ret nz ;no, don't display anything (&return) + pop hl ;restore stack (cuzzof call) + jp z,You_die ;yes = game over + +;----move---- +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 -1 ;inverted a: 0 if arrow-key has been pressed + ld a,(your_multiples) ;(btw: CPL doesn't set any flags) + res 7,a ;reset move bit (no flags changed) + jr z,adv_ok ;if so, leave the multiples where they are + set 7,a ;set move bit +adv_ok: ld (your_multiples),a + + ld a,(timer) ;framecounter + 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 - cp 73 ;y < 73 - jr z,no_down + add a,c + cp 50 ;56-6 = bottom of screen + 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) - dec a - jr z,no_left ;x > 0 + 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 - cp 89 ;x < 89 - jr z,no_right + add a,c + cp 122 ;128-6 = right side + jr nc,no_right ld (hl),a no_right: - ld d,(hl) + ld d,(hl) ;d=x inc hl rr b jr c,no_up ld a,(hl) + sub c ; doesn't affect carry-flag + jr c,no_up ;-1 = top of screen + ld (hl),a ;save new y + +no_up: ld e,(hl) ;e=y + ld ix,spr_ship01 ;normal ship sprite +your_shipspr =$-2 + ld hl,your_shield ;shielded? + ld a,(hl) ;load time in a + or a ;is it 0? + jr z,disp_ship ;yes so ship = normal (display \ continue) + + 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,disp_ship ;show normal ship +inv_flicker: + ld bc,spr_ship01i-spr_ship01 + add ix,bc ;display invulnerable ship +disp_ship: + cal safeputsprite ;display your ship; save de + +;----multiples---- + +handle_multiples: + ld a,(your_multiples) ;do you have multiples + ld b,a ;save a for 2nd check + and %1111 ;no? (last four bits = nr of multiples) + ret z ;then don't handle them either + bit 7,b ;move the multiples??? (=move bit set?) + jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x) + + psh de ;current position = needed later + ld hl,mm*14+1+your_prevpos ;previous positions + ld de,mm*14+3+your_prevpos ;move all positions one back + ld bc,mm*14+2 + lddr ;change 0-57 -> 2-59 (if mm=4 that is) + inc hl ;your_prevpos+0 + pop de + ld (hl),d ;x-pos + inc hl ;=current position + ld (hl),e ;y-pos + +mult_adv: + ld ix,spr_multiple ;normal sprite + ld hl,timer + bit 3,(hl) ;change sprites every 8 turns + jr z,disp_multiples + ld ix,spr_multiple2 ;second sprite +disp_multiples: + ld hl,your_prevpos+16 ;first pos. +dispmultiplesloop: + psh af + psh hl + ld d,(hl) ;load coords + inc hl + ld e,(hl) + psh ix + cal putsprite ;display + pop ix ;same sprite next time ;) + pop hl + ld de,14 + add hl,de ;next multiple + pop af ;counter dec a - cp 15 ;y > 15 - jr z,no_up - ld (hl),a -no_up: ld ix,spr_ship01 + ret z ;return if all done + jr dispmultiplesloop ;loop -display_common: - ld e,(hl) - jp drw_spr ;ret +;----explode---- exploding_you: srl a ;half the framerate - dec a ;first frame is 1>inc>srl>dec = 0 + srl a ;and half that framerate ld hl,x-1 + ld ix,spr_yexplosion ;base sprite -explosion_stuff: - rra - add a,a - add a,a +explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite + and %11111110 add a,a + add a,a ;frame*8 ld c,a - ld b,0 - ld ix,spr_explosion - add ix,bc - inc hl - ld d,(hl) - inc hl - jr display_common - -damage_you: - ld a,1 ;set to explode (1st frame) - ld (your_occ),a + ld b,0 ;bc=a + add ix,bc ;go to correct sprite (each spr. is 8 bytes) + inc hl ;@x + ld d,(hl) ;load xpos + inc hl ;@y + ld e,(hl) ;and y + jp putsprite ;and display it too + +;----hit---- + +damage_you: ;damages you B points + ld a,(your_occ) ;return if already dead (prevents exploding + or a ; twice, or stucking in exploding state) + ret nz ;0 = you're normal + + ld a,(hardcore) ;hardcore mode? + or a + jr z,damageok ;0 = no = don't modify +; sla b ;1 = yes = double tha damage (b shifted left) + .db $CB,$30 ;sll b ;damage=2b|1 (CB3r = unsupported SLL r) +damageok: + ld a,(your_shield) ;shield left? + or a + jr z,dothadamage ;no shield + srl b ;shield: half the damage +dothadamage: + ld hl,time2invert + xor a ;a=0 + cp (hl) ;not already inverted? + cal z,do_invert ;then invert screen + ld (hl),2 ;change back 2 frames from now + + ld hl,your_armor ;armor left + ld a,(hl) ;load hp in A + sub b ;decrease hp by B + jr nc,newarmor ;>=0hp left so don't explode + ld a,%01 ;occ %xxxxxx01 = explode + ld (your_occ),a ;too bad, you're dead meat +newarmor: + ld (hl),a ;save decreased hp + jp disp_armor ;and display new value + +;------------------------- place multiples ----------------------------------- + +Place_multiples: + ld hl,your_prevpos ;place all previous positions + ld b,mm*7+2 ;all saved positions of them (14 per multiple) +place_multiples: + ld (hl),e ;set prev-x to d + inc hl ;next + ld (hl),d ;set prev-y to e + inc hl ;next + dnz place_multiples ;repeat ret -;------------------------- fire bullet ---------------------------------------- +;------------------------- select upgrade ------------------------------------ -Fire_bullet: - ld a,%00111111 - out (1),a - ld a,(your_occ) +inc_armor: + ld a,(your_armor) ;load current armor + cp maxarmor-5 ;may not become >=maxarmor + jr c,doincarmor ;ok then just add 6 + ld a,maxarmor-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 de,your_weapon ;current weapon, required for most selections + 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) + + ld (hl),0 ;reset pickups + jr nz,selectlaser ;no, carry on again +selectbeam: + ld a,(de) ;(your_weapon) + inc a ;next + cp maxweapon + jr c,selectedbeam ;weapon OK + jr z,disp_icons ;weapon maxed out + xor a ;laser was selected: set to first weapon +selectedbeam: + ld (de),a ;set new weapon + cal loadweapon ;load it (damage and stuff) + jr disp_icons ;display n return +selectlaser: + dec a ;is it 2? + jr nz,selectextra ;no, carry on + ld (your_extra),a ;no extra beams (tailbeam/up-double) + ld a,(de) ;(your_weapon) + 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 + jr nc,disp_icons ;laser maxed out + ld (de),a + cal loadweapon + jr disp_icons ;display + return +selectextra: +; ld a,(de) ;(your_weapon) +; cp maxweapon+1 ;laser or beams? +; jr c,selectXbeam ;if beamweap then no multiples but extra beam + ld hl,your_multiples + ld a,(hl) ;multiples you already got + and %1111 ;reset movebit so (your_multiples)=real value + inc a ;one more + cp mm+1 + jr nc,enoughmultiples ;maxed out + ld (hl),a +enoughmultiples: + ld de,(x) + dec a ;if this is your first multiple then... + cal z,Place_multiples ;reset multiples positions +; jr disp_icons ;display, return +;selectXbeam: +; ld a,1 ;updouble +; ld (your_extra),a ;ready extra beam +; jr disp_icons ;display 'n return + +;--------------------------- show icon --------------------------------------- + +disp_icons: ;destroyes: abcdehlix +#ifdef TI86 ;-------86 + + ld a,VIDEO_MEM/$400 ;directly on screen + ld (PutWhere),a ;place icons at normal screen + ld hl,VIDEO_MEM+(scrwidth*56);56 rows down = eight rows from bottom + ld b,scrwidth ;draw 16x (screen width) + ld a,%11111111 ;horizontal line mask + cal drawline ;draw divider-line + + ld b,scrwidth*7 ;draw 16x (screen width) 7x (height) + xor a ;blank line mask + cal drawline ;clear scorebar + +disp_lives: + ld de,$003C ;(0,4) + ld a,(your_lives) ;nr of lives or a - ret nz ;return if not normal stat - ld hl,just_fired - in a,(1) - bit 4,a - jr z,fire ;fire pressed? - ld (hl),0 ;not fired + jr z,displivesdone ;no lives + ld b,a +displivesloop: + psh bc + ld ix,spr_lship + cal safeputsprite ;put li'l ship + ld a,lshipsize+1 + add a,d + ld d,a ;x=x+5 + pop bc + dnz displivesloop ;one ship per life +displivesdone: + cal disp_armor ;display bar + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_weapon) ;ur weapon + cp maxweapon ;bullets? + psh af ;a=(your_weapon); cf=bullets + jr nc,no_bullets ;=laser + ld hl,$3945 ;position to display bullet-type digit + inc a ;1 = weapon #1 (=0) + ld (_penCol),hl ;set location + add a,'0' ;make digit + rcl _vputmap ;display char + ld ix,spr_icon04 ;bulletIcon +no_bullets: + ld de,$3939 ;icon #2 + cal putwidesprite ;(beamweap) + + ld ix,spr_icon00 + pop af ;ld a,(your_weapon) \ cp maxweapon + jr c,no_laser ;popped carry + ld hl,$3955 ;position to display laser-type digit + ld (_penCol),hl ;set location + sub maxweapon-1 ;1 = laser #1 (=maxweapon) + add a,'0' ;make digit + rcl _vputmap ;display char + ld ix,spr_icon03 ;laserIcon +no_laser: + ld de,$4939 ;icon #1 + cal putwidesprite ;display icon (laser) + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) ;number of multiples + and %111 ;<8 + jr z,no_multiples ;none (empty) + ld ix,spr_icon05 ;multiples-icon +no_multiples: ;no multiples + ld de,$5939 ;icon #3 + cal putwidesprite + + ld ix,spr_dividerline + ld de,$6939 + 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,$29 ;add 29h + ld d,a ;y-pos = picks * $10 + $29 (3a,4a,5a) + ld e,$39 ;x-pos = bottom (3a39,4a39,5a39) + + ld ix,spr_icon + cal putwidesprite +iconsdone: + ld a,dispbuffer/$400 ;normal game-screen + ld (PutWhere),a ;set sprite-position to normal screen + jp disp_charge ;display weapon charge bar + +#else ;-------------83 + + ld hl,VIDEO_MEM+(scrwidth*56);56 rows down = eight rows from bottom + ld b,scrwidth ;draw 12x (screen width) + ld a,%11111111 ;horizontal line mask + cal drawline ;draw divider-line + + ld b,scrwidth*7 ;draw 12x (screen width) 7x (height) + xor a ;blank line mask + cal drawline ;clear scorebar + +disp_lives: + ld de,$003C ;(0,4) + ld a,(your_lives) ;nr of lives + or a + jr z,displivesdone ;no lives + ld b,a +displivesloop: + psh bc + ld ix,spr_lship + cal safeputsprite ;put li'l ship + ld a,lshipsize+1 + add a,d + ld d,a ;x=x+5 + pop bc + dnz displivesloop ;one ship per life +displivesdone: + cal disp_armor ;display bar + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_weapon) ;ur weapon + cp maxweapon ;bullets? + psh af ;a=(your_weapon); cf=bullets + jr nc,no_bullets ;=laser + ld hl,$3935 ;position to display bullet-type digit + inc a ;1 = weapon #1 (=0) + ld (_penCol),hl ;set location + add a,'0' ;make digit + rcl _vputmap ;display char + ld ix,spr_icon04 ;bulletIcon +no_bullets: + ld de,$2F39 ;icon #2 + cal putwidesprite ;(beamweap) + + ld ix,spr_icon00 + pop af ;ld a,(your_weapon) \ cp maxweapon + jr c,no_laser ;popped carry + ld hl,$393F ;position to display laser-type digit + ld (_penCol),hl ;set location + sub maxweapon-1 ;1 = laser #1 (=maxweapon) + add a,'0' ;make digit + rcl _vputmap ;display char + ld ix,spr_icon03 ;laserIcon +no_laser: + ld de,$3939 ;icon #1 + cal putwidesprite ;display icon (laser) + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) ;number of multiples + and %111 ;<8 + jr z,no_multiples ;none (empty) + ld ix,spr_icon05 ;multiples-icon +no_multiples: ;no multiples + ld de,$4339 ;icon #3 + cal putwidesprite + + ld ix,spr_dividerline + ld de,$4D39 + cal putwidesprite + + ld a,(your_pickup) ;pickups taken + add a,a ;picks*2 (sets z-flag) + ld e,a ;save 2*picks + jr z,iconsdone ;return if no pickups + add a,a ;picks*4 + add a,a ;picks*8 + add a,e ;picks*10 (8+2=10) + add a,$26 ;add 26h + ld d,a ;y-pos = picks * 10 + $29 (3a,45,4e) + ld e,$39 ;x-pos = bottom (3a39,4539,4e39) + + ld ix,spr_icon + cal putwidesprite +iconsdone: + jp disp_charge ;display weapon charge bar + +#endif ;------------^^ + +drawline: + ld (hl),a ;draw one piece of the divider-line + inc hl ;move right (8 pixels = 1 byte) + dnz drawline ;repeat (16bytes * 8pixels =128= screen width) ret -fire: ld a,(hl) - or a ;can't fire when 1 - ret nz - ld (hl),1 ;just fired - ld hl,ybullets - ld de,3 - ld b,10 +disp_armor: + ld de,scrwidth ;line size +#ifdef TI86 + ld hl,VIDEO_MEM+(58*scrwidth)+6 +#else + ld hl,VIDEO_MEM+(58*scrwidth)+5 +#endif + ld a,(your_armor) ;load your armor (weapons = laser + ld (hl),1 ;bullet may last one turn (just fire 1 bullet) +fireOK: + ld a,(your_weapon) ;weapon nr. + ld ix,weapondata+2 + add a,a ;weap*2 + add a,a ; *4 + add a,a ; *8 + ld c,a + ld b,0 ;go to current weapon (bc=a) + add ix,bc ;ix=weapon ptr + + ld a,(your_multiples) ;any multiples? + and %1111 ;nr. of multiples + cal nz,fire_multiples ;if >0 then fire them too + ld hl,(x) ;fire from ship position (x) +fireany: ;HL=(x,y) + ld (firex),hl ;set position to fire from + ld b,3 ;or use the proc at fireOK with ld ix,weapondata+2-(256*3) +fire_weapon: + psh bc ;save counter + ld a,(ix) ;load this weapon + ld c,a ;save bulletType in c + and %11100000 ;%111?????=laser + cp %11100000 ;is it? + cal z,fire_laser ;fire laser (will set c=0 when done) + xor a ;<>0=bullet + cp c ;c<>0? + cal nz,fire_ybullet ;then fire bullet + inc ix ;otherwise fire next weapon + inc ix + pop bc ;weapon counter (do 3 weapons) + dnz fire_weapon + +fire_tail: + ld ix,extrabulletpos-1 ;extra bullet's position + ld hl,your_extra ;data + ld a,(hl) + or a + ret z +; ld c,tailbeam ;tailbeam weapon data +; dec a ;(your_extra)=1 +; jr z,fire_ybullet ;=tail + ld c,doublebeam ;up double data + ;(your_extra)=2 =double +;-----fire BULLETs----- + +fire_ybullet: ;fire bullet type=C dam=(curweapdamage) at (firex/y) + ld hl,ybullets ;check for unused bullet + ld de,4 + ld b,nrybuls find_ybullet: ld a,(hl) or a jr z,found_ybullet ;0 = no bullet here add hl,de - djnz find_ybullet ;look next bullet - ret + dnz find_ybullet ;look next bullet + ret ;none found, return don't fire 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 + inc hl ;@damage + ld (hl),1 ;set bullet damage +curweapdamage =$-1 + 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 + + xor a + ld (weapincs),a ;reset damage ret -;------------------------ handle bullets -------------------------------------- +;-----fire LASER----- -remove_bullet: - dec hl - ld (hl),0 ;dump this bullet! +fire_laser: + ld b,0 ;overflow counter + ld hl,firex + ld d,(hl) ;d = your x-pos + inc hl + + ld a,(hl) ;base y-coord (firey) + add a,(ix+1) ;at specified offset (most likely the middle) + ld e,a ;save laser-y in e + psh de ;save unmodified (x,y) + add a,a ;y*2 +#ifdef TI86 + add a,a ;y*4 (86) +#else + add a,e ;y*3 (83) +#endif + add a,a ;y*8 (86) | y*6 (83) + rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) + add a,a ;width of screen (y*16 (86) | y*12 (83)) + rl b ;b=b*2+overflow (if y>64 then bc=bc+512) + inc a ;8 pixels to right (a=even so no overflow) + + srl d ;X/2 + srl d ;X/4 + srl d ;X/8 + add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow) + + jr nc,_nolc ;jump if no carry = no overflow = a<=255 + inc b ;a>255 so increase bc by 256 +_nolc: ld c,a ;c = (Y*16+X/8) mod 256 + ld hl,dispbuffer ;save-location + add hl,bc ;bc = Y*16+X/8: hl=screen address + ld a,scrwidth-1 ;128/8=16=screen width ** minus one (inc a ^^) + sub d ;minus x-start (d=X/8) + jr z,handle_laser ;if size=0=256x (right edge) then skip display + ld b,a +drawlaser: + ld (hl),%11111111 + inc hl ;Go to next byte + dnz drawlaser +handle_laser: + pop de ;de=(firex): x-pos unmodified + +check_laserhits: ;de = (x,y) + psh ix + ld b,nrenemies ;check all enemies + ld hl,enemies+1 ;enemy#1+occ/hp00 +laserhits: ;hits with normal enemies + psh hl + ld a,(hl) ;occ+hp00 + and %11 ;normal enemy occ = %11 + cp %11 + jr nz,nolashit ;no hit when enemy_occ <> 11 + + inc hl ;@type + cal find_sprite ;ix=sprite to enemy (hl) + inc hl ;@x + ld a,(hl) ;check x + sub d + jr c,nolashit ;no hit when enemy is left of you + inc hl ;@y + ld a,(hl) ;check y + sub e + jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit + jr nc,nolashit ;a-e>0 = enemy above laser = no hit + dec a ;minus one + add a,(ix+1) ;add enemy height (according to sprite @ix) + jp m,nolashit ;a-e>0 = hit +enemy_lashit: + psh hl ;pointer to enemy destroyed by putsprite + psh bc ;safe enemy counter + psh de ; and Ur position (used for further compares) + dec e ;adjust y-position + dec e + dec e ;hit sprite centered at e (height=6) + dec hl ;@x + ld d,(hl) ;x-position of hit (enemy's x-pos) + ld ix,spr_lashit ;laserHit sprite + cal putsprite ;display this frame only unlike bullethit ani + pop de ;restore regs + pop bc + pop hl + ld a,(curweapdamage) ;damage + cal enemy_hit ;inflict (hl=enemy+y) +nolashit: + pop hl ;enemy+1 + ld a,b ;psh bc + ld bc,enemysize + add hl,bc ;go to next enemy + ld b,a ;pop bc + dnz laserhits ;check all enemies + xor a + ld (weapincs),a ;reset damage + pop ix + ld c,a ;c=0 ret +;------------------------ handle bullets ------------------------------------- + Handle_bullets: ld hl,ybullets - ld b,10 + ld b,nrybuls scan_bullets: - push bc - push hl - ld (temp1),hl + ld a,(hl) ;@bulletType + or a ;bulletType=0 >> no bullet + jp z,next_ybullet+2 ;skip pops (+2); jP for speed + + psh bc ;bullet counter + psh hl ;save enemy+type + ld (temp1),hl ;needed for check_bullethits + inc hl ;@damage + ld c,(hl) ;damage + dec c ;c=damage-1 + jp m,bullethitbullet ;damage<=0 (=no bullet) + inc hl ;@x + +;move_bullet + ld c,a ;c=type + 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 8*scrwidth + 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 +#ifdef TI86 + rcl _shracc ;%11100000->1110 +;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster +#else + srl a \ srl a \ srl a \ srl a ;83 doesn't have a shracc call +#endif + srl a ;%1110->111 + dec a + jr z,bullet_noymove ;1=straight forward + dec a + jr z,bullet_up ;2=up + dec a + jr z,bullet_halfup ;3=1/2up + dec a + jr z,bullet_down ;4=down +bullet_halfdown: ;5=1/2down + ld a,(timer) + rra ;carry once every other turn + jr c,bullet_noymove +bullet_down: + ld a,(hl) + inc a + cp 55 + jr z,bullet_noymove + ld (hl),a +bullet_halfup: + ld a,(timer) + rra ;CF every other turn + jr c,bullet_noymove +bullet_up: ld a,(hl) - inc hl dec a - call z,bullet_type1 - pop hl - pop bc - ld de,3 + jr z,bullet_noymove + ld (hl),a +bullet_noymove: + ld e,(hl) ;e = Y + +display_bullet: + dec hl ;@x + dec hl ;@damage + ld a,(hl) ;bullet damage=size + ld hl,bullettable ;pointer to first bullet + srl a + srl a ;per 4 + ld b,0 + ld c,a ;->16bit (de=a) + add hl,bc ;point to correct bullet offset + ld a,(hl) ;load bullet offset + ld c,a ;convert to 16bit (d=0) + ld ix,spr_bullet01 ;first sprite + add ix,bc ;add offset (go to correct sprite) + + ld a,(ix) ;bullet x-size + ld (bulletxsize),a ;used at check_bullethits + ld a,(ix+1) ;bullet y-size... + ld (bulletysize),a ;...too + + cal safeputsprite ;display bullet; DE used for check_bullethits + + cal check_bullethits + +next_ybullet: + pop hl ;restore enemy+type + pop bc ;b=counter + ld de,4 add hl,de - djnz scan_bullets + dnz scan_bullets ;next bullet (loop) ret -bullet_type1: - ld a,(hl) ;d = X - inc a ;move right - cp $5a ;off screen? - jr z,remove_bullet - inc a ;move right - cp $5a ;off screen? - jr z,remove_bullet - ld (hl),a ;save new pos. - ld d,a - inc hl - ld e,(hl) ;e = Y - ld ix,spr_bullet01 - push de - call drw_spr ;display bullet - pop de +remove_bullet: + pop hl ;enemy+type + ld (hl),0 ;dump this bullet! + jr next_ybullet+1 ;+1:skip pop hl at next_ybullet + +bullethitbullet: ;"bullet" just displaying a bullet hit + inc c ;restore damage (to -5..0) + jp z,remove_bullet ;if it's 0 remove it + inc c ;increase to next frame + ld (hl),c ;save new + ld a,c + neg ;make positive value (frame nr. 0..4) + add a,a ;*2 + ld e,a + add a,a ;*4 + add a,e ;*6 + ld e,a + ld d,0 ;de=a + ld ix,spr_hit ;first hit sprite + add ix,de ;add frame nr*8 (goto correct sprite) + inc hl ;@x + ld d,(hl) + inc hl ;@y + ld e,(hl) ;load position into de + cal putsprite ;display hit-sprite + jr next_ybullet ;handle the other bullets + +;--------------------------- check bullethits -------------------------------- + +check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet ld b,nrenemies - ld hl,enemies + ld hl,enemies+1 hit_enemies: ;Hits with normal enemies - push hl + psh bc ;enemy counter + psh hl ld a,(hl) - and %00000010 - jr z,nohit ;no hit when enemy_occ <> 2/3 + and %11 + cp %11 + jr nz,nohit ;no hit when enemy_occ <> %11 - inc hl - inc hl - ld a,(hl) ;check x - sub d - add a,5 - jp m,nohit - cp 8 - jr nc,nohit + inc hl ;enemy type + cal find_sprite ;set ix to the sprite of this enemy - inc hl + inc hl ;@x + ld a,(hl) ;check x + sub d ;minus bullet x-position + ld b,a ;psh a + sub 5 ;minus bullet x-size +bulletxsize =$-1 + jp p,nohit ;miss + ld a,b ;pop a + add a,(ix) ;add enemy width + jp m,nohit ;miss + + inc hl ;@y ld a,(hl) ;check y - sub e - add a,5 - jp m,nohit - cp 10 - jr nc,nohit - - xor a - push hl - ld hl,(temp1) - ld (hl),a ;remove bullet - pop hl - - dec hl - dec hl - dec hl - ld a,(hl) ;occ - ld b,a ;push occ - srl a - srl a ;occ/4 = HP left - jr nz,hpleft - ld (hl),$01 ;set to explode - inc hl - ld (hl),a ;explosionFrame 0 - pop hl - ret - -hpleft: - ld a,b ;pop occ - sub %00000100 ;decrease HP by one - ld (hl),a ;save + sub e ;minus bullet y-position + ld b,a ;psh a + sub 3 ;substract bullet height +bulletysize =$-1 + jp p,nohit ;nope, missed it + ld a,b ;pop a + add a,(ix+1) ;add enemy height + dec a ;minus one + jp m,nohit ;missed after all + + ;---bullet hits enemy (auch-time!)--- + psh hl + ld hl,0 ;@bulletType +temp1 =$-2 + inc hl ;@damage + ld a,(hl) ;damage to inflict on enemy + ld (hl),-(hitsprites+1);make this bullet exploding (damage = -5) + pop hl ;enemy+y + cal enemy_hit +nohit: pop hl + ld bc,enemysize + add hl,bc + pop bc + dnz hit_enemies ;check next enemy ret -nohit: pop hl - inc hl - inc hl - inc hl - inc hl - djnz hit_enemies ;check next enemy - ret +enemy_hit: ;*in:a=damage;hl=enemy+y + add a,a ;a=damage to inflict + add a,a ;first 2 bits used for occ. + ld b,a -;--------------------------- level events ------------------------------------- + dec hl ;@x + dec hl ;@sprite+1 + dec hl ;@sprite + dec hl ;@hp00 (occ) + ld a,(hl) ;load hp00 + sub b ;decrease HP (if <0xx then c is set) + ld (hl),a ;save (no flag-changes) + dec hl ;@hp64; no change in c + ld a,(hl) ;load; no c-change + sbc a,0 ;if cf then decrease a + ld (hl),a ;save back the new value + ret nc ;if a>=0 then return, otherwise explode + + inc hl ;goto occ again + ld (hl),%01 ;set to explode + + ld a,(pickuptimer) ;counts enemies destroyed + dec a ;enough destroyed for a pickup? + psh af ;save flags and a=0 + jr nz,pickupdone ;otherwise just explode + ld a,pickupfreq ;reset enemies counter +pickupdone: + ld (pickuptimer),a ;save new enemiescounter value + inc hl ;@sprite (=explosionFrame) + ld (hl),0 ;explosionFrame 0 or enemy #0=pickup + pop af + cal z,place_enemy ;place pickup (enemy#=0=a cuz ZF) + + ld hl,1 ;increase score by one + jp scoreInc ;+ret + +;--------------------------- level events ------------------------------------ Level_event: - ld a,(nextevent) - dec a - ld (nextevent),a - or a - ret nz + ld a,0 ;time to next event +nextevent =$-1 + dec a ;decrease counter + ld (nextevent),a ;store new value + ret nz ;hasn't reached zero yet: get outta here! + + ld bc,0 ;enemy frequency (lvl) +eventtime =$-2 + cal Random + ld (nextevent),a ;set time to next event + ld hl,eventleft + dec (hl) ;update enemy-counter + + ld a,(hl) ;look at counter + or a ;has it reached 0? + jp z,Next_level ;yes: level finished + dec a ;has it reached 1? + jr z,standby_event ;yes: wait until no enemies present/left + dec a ;has it reached 2? + jr z,place_boss ;yep: place the BigBossTM! + dec a ;has it reached 3? + jr nz,place_ranenemy ;nope: >3 = place an enemy + inc hl ;nextevent located behind eventleft + ld (hl),193 ;3: set delay for next boss to appear + ret ;don't place any more enemies + +standby_event: + ld b,nrenemies + ld hl,enemies+1-enemysize + ld de,enemysize + xor a +chk_enemyleft: + add hl,de ;go to next enemy + cp (hl) ;0 = no enemy present + jr nz,enemyleft ;if enemy present (<>0) then quit checking + dnz chk_enemyleft ;loop for all enemies + ld hl,nextevent ;time 'til next event + ld (hl),157 ;next time to check is in 157 turns/frames + ld a,(your_weapon) + cp maxweapon ;you have bullets? + jr nc,placebigupgrade ;if not just place the big upgrade + ld a,(level) + rra ;if level&1=0 (even levels) + ret nc ;then dont place a pickup (=50%) +placebigupgrade + ld a,1 ;no enemies left: place upgrade pickup + jr place_enemy ;place enemy #1(=a) = big pickup +enemyleft: + ld hl,eventleft + inc (hl) + ret -do_event: - ld hl,(curevent) - ld de,enemies-4 -chk_noenemy: - inc de - inc de - inc de - inc de - ld a,(de) - or a ;0 = no enemy present - jr nz,chk_noenemy - ld a,(hl) ;type - ld hl,enemy01 - ld c,a +place_ranenemy: + ld hl,1 ;increase score by 1 + cal scoreInc + ld bc,0 ;0..nrlvlenemies +nrlvlenemies =$-1 ;=nr of enemies minus 1 + cal Random ;random enemy b..b+c = 0..nrenemies-1 ld b,0 - add hl,bc - add hl,bc - add hl,bc ;hl = enemy specs - ld a,(hl) ;load hitpoints+occ of this enemy class - ld (de),a ;occ - - inc hl - inc de - ld a,(hl) ;load movement+type of this enemy class - ld (de),a ;type - - inc de - ld a,$5a ;appear at right edge of screen - ld (de),a ;x - inc de - - ld hl,(curevent) + ld c,a ;bc=a + ld hl,lvlenemies + add hl,bc ;go to a random enemy + ld a,(hl) ;load enemy nr of this mysterious random enemy + jr place_enemy + +place_boss: + ld hl,(levelp) ;the leveldata (including the boss) + dec hl ;points to leveldata\boss\enemynr + ld a,(hl) ;load enemy# of boss + +place_enemy: ;places enemy #=a (out:achl=?;b=0;de=@enemy+11) + psh af + ld hl,enemies+1-enemysize + ld bc,enemysize + xor a ;a=0 +chk_noenemy: ;find an unused (no) enemy + add hl,bc ;check next enemy + cp (hl) ;(hl) = 0 ?? + jr nz,chk_noenemy ;jump if enemy present (non-0) + ex de,hl ;de=hl=usable enemy +1 + pop af ;enemy# to place + cal findenemyspecs ;hl = enemy #a specs + + dec de ;goto hp64 (before occ) + ldi ;set hp64 + ldi ;set hitpoints+occ of enemy class + ld c,(hl) + ldi ;set sprite + ld b,(hl) ;bc=@enemy_sprite + inc bc ;@sprite-height + ld a,(bc) + ld b,a ;b = sprite-height + ldi ;set sprite + 1 + ldi ;set x-position + + ld a,(hl) ;load placeInfo inc hl - ld a,(hl) - ld (de),a ;y - - inc hl ;@ next event - ld a,(hl) - cp $ff ;255 = end marker - jp z,Next_level - ld (nextevent),a ;else time to next event - - inc hl - ld (curevent),hl ;update pointer - - or a ;no delay - jr z,do_event - ret ;no more events for now - -;--------------------------- enemy fires -------------------------------------- - -Enemy_fires: ;de = x,y + inc a ;is it -1? + jr z,random_enemy ;yes: create random value <51 in a + inc a ;is it -2? + jr z,lure_enemy ;yes: create a 100% luring enemy + inc a ;is it -3? + jr z,lure_enemy ;yes: pick one (50% lure) + inc a ;is it -4? + jr z,ground_enemy ;yes: place @ current ground position + ;otherwise? +yset_enemy: ;set 0+3..$FC+3 as y-position + ld (de),a + jr ypos_OK +ground_enemy: + ld a,(groundpos+15) ;ground height + neg ;negative (high ground, low y-pos) + add a,50 ;at the bottom + ld (de),a ;is turret's position + jr ypos_OK +halflure_enemy: + ld a,(timer) ;look at frame-number + rra ;make random if odd frame nr. + rra ;...well make that frame/2 + jr nc,random_enemy ;1st possibility: random enemy +lure_enemy: ;2nd possibility: luring enemy + ld a,(y) ;place at same y-pos as YOUR ship + jr ypos_OK +random_enemy: + ld a,64-8 ;=57=screen height (8 is scorebar) + sub b ;minus sprite height=bottom + ld c,0 ;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 + ldi ; " firetype + ret ;return + +;--------------------------- enemy fires ------------------------------------- + +Enemy_fires: ;de = x,y; c = type; ix = enemy_sprite + ld hl,ebullets ;first bullet to check + ld b,nrebuls dec d - dec d ;d = x-2 - inc e ;e = y+1 + dec d ;d = x of firing enemy minus 2 - ld b,10 - ld hl,ebullets + ld a,(ix+1) ;the height of the enemy firing this bullet + srl a ;halved + add a,e ;added to his y-position + ld e,a ;into e + dec e ;minus one (bullet height) + +enemy_fires_again: ;same but hl = first bullet possibly free + xor a find_ebullet: - ld a,(hl) - or a + cp (hl) jr z,found_ebullet ;0 = not used - inc hl - inc hl - inc hl - 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 - inc hl + ld a,c + sub 6 + jp c,bulletok ;type #0-5 = done (normal/diag) + or a + jp z,bulletaiming ;type #6 = aiming = type#2..5 + dec a + jr z,bullettriple ;type #7 = triple + dec a + jr z,bulletdouble ;type #8 = double + dec a + jr z,bulletwide5 ;type #9 = wide 5x + dec a + jr z,bulletdquad ;type #10 = double-quad + dec a + jr z,bulletran ;type #11 = random + dec a + jr z,firesenemies ;type #12 = mine + Dquad + dec a + jr z,basefiresenemies ;type #13 = enemies + 10 + dec a + jr z,randomfire ;type #14 = random @full height + dec a + jr z,bulletwide3 ;type #15 = wide triple + dec a + jr z,bulletfullfire ;type #16 = straight 5x + +randomfire: + ld c,0 + ld b,62 + cal Random ;a=0..62 + ld e,a + ld (hl),1 + jp _bulletok + +basefiresenemies: ;type #13 = base + ld bc,$3A00 + cal Random + ld e,a + cal random14 + ld c,a + cal bulletok ;find and fire bullet + + ld a,boss2enemy ;otherwise place enemy #[boss2enemy] + jp place_enemy + +firesenemies: ;type #12 = mine / Dquad + ld a,(timer) + rra ;if odd turn (50% chance) + jr c,bulletdquad ;then fire 6x + ld a,boss1enemy ;otherwise place enemy #[boss1enemy] + jp place_enemy + +bulletran: ;type #11 = fires bullets 1-5 at random + cal random14 + ld (hl),a ;set type a=1..5 + jr _bulletok + +bulletdquad: ;type #10 = double-quad + cal bulletwide5 ;fire type #1 to 5 +addedgebullets: + inc hl + ld a,e + sub 7 + ld e,a ;offset 7 up + ld c,1 ;type #1 = normal + cal enemy_fires_again + inc hl + ld a,e + add a,14 + ld e,a ;offset 14 down (7 total) +_enemy_fires_again: + jr enemy_fires_again + +bulletwide5: ;type #9 = wide 5x (fires 4 dirs + 1 straight) + cal bullettriple ;fire type #1, 4 and 5 + inc hl ;next bullet + ld c,2 ;type #2 = down + cal enemy_fires_again + inc hl + ld c,3 ;type #3 = up + jr _enemy_fires_again + +bulletfullfire: ;type #16 = straight 5 bullets + cal bullettriple ;fire 3 bullets at center (offset -2,+0,+2) + inc e \ inc e ;restore base (Y)position + jr addedgebullets ;fire 2 more bullets (at offsets -7 and +7) + +bullettriple: ;type #7 = triple + cal bulletdouble+1 ;fire double weapon (offset +0,+2) + dec e \ dec e ;two px back up + dec e \ dec e ;and another two up (offset -2) + inc hl ;next bullet position + ld c,1 ;type #1 = normal + jr _enemy_fires_again ;find and fire another bullet + +bulletdouble: ;type #8 = double + dec e ;one up (1st bullet not centered:offset -1,+1) + ld c,1 ;type #1 = straight + cal bulletok ;fire bullet + inc hl ;next bullet position + inc e + inc e ;two px down + jr _enemy_fires_again ;find and fire another bullet + +bulletwide3: ;type #15 = spread (3 bullets) + ld (hl),1 ;type #1 = normal + cal _bulletok ;fire + inc hl ;next bullet + ld c,4 ;type #4 = down 50% + cal enemy_fires_again + inc hl + ld c,5 ;type #5 = up 50% + jr _enemy_fires_again + +bulletaiming: ;type #6 = aiming = type#2..5 + ld a,(y) + sub e ;a = yourY-bulY = pixels bullet is above you + add a,10 + jp p,bulletnotup ;jump when 10 pixels below you or higher + ld (hl),5 ;go slightly down + add a,10 ;10 to 20 pixels below you + jp p,_bulletok ;yes: all done. + ld (hl),3 ;otherwise move down even more + jr _bulletok +bulletnotup: + ld (hl),1 ;normal bullet... + sub 20 ;...when... + jp m,_bulletok ;...10 pixels below you to 20 pixels above + ld (hl),4 ;bullet going slightly up... + sub 10 ;...when... + jr c,_bulletok ;...20 to 30 pixels above you + ld c,2 ;else (more than 30 pixels) move up more + +bulletok: + ld (hl),c ;set bullet direction +_bulletok: + inc hl ld (hl),d ;set x-pos inc hl + ld a,58-5 ;bottom + cp e ;bullet-y... + jr nc,bulletonscreen ;= -2) ld e,(hl) ;e=y - ld ix,spr_bullet11 ;display enemy bullet - call drw_spr + dec a + jr z,ebullet_common ;type 1: normal bullet + dec a + jr z,ebullet_down ;type 2: moving down + dec a + jr z,ebullet_up ;type 3: moving up + + ld b,a ;save bulletType + ld a,(timer) ;load timer + rra ;half speed (CF set every other turn) + jr c,ebullet_common ;if bit then normal bullet + + dec b + jr z,ebullet_down ;type 4: moving down 50% + ;type 5: moving up 50% +ebullet_up: + dec e ;move up + jp m,ebullet_common ;y=bottom? + jr nc,ebullet_common ;then keep it there + ld (hl),e ;otherwise save new y + +ebullet_common: + ld ix,spr_bullete1 ;display enemy bullet + psh hl + cal putsprite + pop hl ;we'll need it again + +ebullet_hits: ld a,(your_occ) or a - jr nz,next_bullet ;0 = you're normal + ret nz ;0 = you're normal - pop hl - push hl - inc hl ;check x - ld a,(x) + ld a,(y) ;check y collision sub (hl) add a,6 - jp m,next_bullet + ret m cp 9 - jr nc,next_bullet + ret nc - inc hl ;check y - ld a,(y) + dec hl ;check x + ld a,(x) sub (hl) add a,6 - jp m,next_bullet + ret m cp 9 - jr nc,next_bullet + ret nc - call damage_you ;HIT!! + ld b,auch_bullet ;set damage-amount + psh hl + cal damage_you ;HIT!! + pop hl ;save hl to remove the bullet remove_ebullet: - dec hl - ld (hl),0 ;bullet > unused - jr next_bullet + dec hl ;points to bullettype again + ld (hl),0 ;bullet > unused + ret -;--------------------------- handle enemies ----------------------------------- +;--------------------------- handle enemies ---------------------------------- Handle_enemies: - ld hl,enemies - ld b,nrenemies ;loop 20x + 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 + and %11 + jr z,next_enemy ;occ "no enemy" 00 dec a - jr z,normal_enemy ;occ "normal" 2 - -moving_enemy: ;occ "moving" 3 - ld b,0 + jr z,exploding_enemy ;occ "exploding" 01 normal_enemy: - inc hl - ld a,(hl) ;type - and %11100000 ;move-type - add a,b ;add move bit from occ - ld b,a ;save in b - ld a,(hl) ;type - add a,a - add a,a - add a,a - ld c,a ;type*8 = offset + ld c,a ;c = occ-1 = %10 (normal) or %01 (pickup) + inc hl ;@sprite + cal find_sprite - inc hl - ld a,(hl) ;x - dec a ;move left - jp m,remove_enemy ;off screen - jr z,remove_enemy ;" - ld d,a - - inc hl + inc hl ;@x + ld d,(hl) ;x + inc hl ;@y ld e,(hl) ;y - ld a,b ;%xxx00001=moving -0=normal - dec a - jr z,ymove_done ;skip y-move -; srl a -; ld b,a ;b = %0xxx0000 (move stat) - ld a,(timer) - and %00010000 ;switches 0<>1 every 16 turns -; add a,b ;a = new move stat -; add a,a -; ld b,a ;b = %xxx00000 (new move stat*2) - -; dec hl \ dec hl -; ld a,(hl) ;type -; and %00011111 ;reset move-type -; add a,b ;set new move-type -; ld (hl),a -; inc hl \ inc hl ;@y - -; and %00100000 - jr z,movedown -moveup: dec (hl) ;decrease y-pos - jr ymove_done -movedown: - inc (hl) ;increase y-pos + inc hl ;@movetype + cal moving_enemy + dec hl -ymove_done: + 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 129 ;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 ix,spr_enemy01 - ld b,$00 - add ix,bc - -; push hl ;save registers - push de - call drw_spr ;display - pop de ;restore (destroyed by drw_spr) -; pop hl - -; dec hl -; ld b,(hl) ;type -; and %00011111 ;enemy class -; ld hl,enemy01 ;all enemies' specs -; inc b ;next enemy's specs -; ld c,$00 -; add hl,bc -; add hl,bc -; add hl,bc ;go there -; dec hl ;last byte of this enemy's specs - - ld a,$ff ;fire frequency - call Random ;random value < a - dec a ;fire if 1 - call z,Enemy_fires ;fires bullet - jr next_enemy + dec c ;is this a pickup? (c=%01 so ZF=1) + jr nz,check_enemyfire ;no, a normal enemy; let em fire + jr firing_done ;continue + +check_enemyfire: + ld bc,4 ;4x inc hl + add hl,bc ;@firecount + ld a,(hl) ;counter till next blast + dec a ;decrease it + ld (hl),a ;save new value + jr nz,firing_done ;finished if not reached 0 yet + + inc hl ;@firefreq + ld a,(hl) ;=time 'til next blast + inc hl ;@firetype + ld c,(hl) ;in c + dec hl + dec hl ;@firecount again + ld (hl),a ;reset counter for next blast + psh de ;save registers for firing-use + cal Enemy_fires ;fires bullet + pop de ;restore (destroyed by Enemy_fires) +firing_done: + cal putwidesprite ;display sprite @ix -remove_enemy: - pop hl - ld (hl),$0000 ;bye bye enemy - push hl next_enemy: pop hl - ld bc,$0004 + ld bc,enemysize add hl,bc pop bc - djnz handle_enemy + dnz handle_enemy ret exploding_enemy: - inc hl - push hl - ld a,(hl) - call explosion_stuff ;display explosion - pop hl - + inc hl ld a,(hl) - cp 15 - jr z,remove_enemy ;remove when at last frame + cp 16 + jr nz,keep_enemy ;remove when at last frame +remove_enemy: + pop hl + ld (hl),$0000 ;bye bye enemy + jr next_enemy+1 ;continue AFTER pop hl (already done) +keep_enemy: inc a ld (hl),a ;next frame + dec a ;1-16 -> 0-15 + ld ix,spr_explosion ;base sprite + inc hl ;@x + cal explosion_stuff ;display explosion jr next_enemy -;--------------------------- check collision ---------------------------------- +;--------------------------- moving enemies ---------------------------------- -Enemies_hit: - ld a,(your_occ) - or a ;0 = you're normal +moving_enemy: + dec d ;move left once + ld a,(hl) ;how does this enemy move? + and a + ret z ;0 = (1<) + ld b,a + ld a,(timer) + dec b + jp z,movetype_updown ;1 = (1<) up / down + dec b + jr z,movetype_vslow ;2 = (.25<) + dec b + jr z,movetype_slow ;3 = (.5 <) + dec b + jr z,movetype_lslow ;4 = (.75<) + dec b + jr z,movetype_mfast ;5 = (1.25<) + dec b + jr z,movetype_fast ;6 = (1.5<) + dec b + jr z,movetype_vfast ;7 = (2 <) + dec b + jr z,movetype_xfast ;8 = (3 <) + dec b + jr z,movetype_slowlure ;9 = (1<) move y towards you 50% + + inc d ;speed 0 + dec b + jr z,movetype_lure ;10 = (0) move y towards you + dec b + jr z,movetype_slowlure ;11 = (0) lure 1/2 speed + dec b + jr z,movetype_fulllure ;12 = x+y towards you 1/2 speed + dec b + jr z,movetype_right ;13 = (.5>) + dec b + jr z,movetype_fright ;14 = (1>) + dec b + jr z,movetype_right ;15 = (0) + dec b + ret z ;16 = + +movetype_lboss: + ld a,104 + cp d + jr c,dothemovethingy + inc d ;x<110: move right +dothemovethingy: + jr movetype_updown ;move up and down and up and down and... + +movetype_right: + rra + ret c ;speed 0 50% +movetype_fright: + inc d ;move right one px + ret + +movetype_fulllure: + rra + ret c ;50% speed + cal movetype_lure + ld a,(x) + cp d + jr c,movetype_vfast ;moves left (again) +lure_right: + inc d ;move right + ret + +movetype_slowlure: + rra ;half the time + ret c +movetype_lure: + ld a,110 + cp d + jr nc,dothelurethingy + dec d ;x>109: move left +dothelurethingy: + ld a,(y) + cp e + ret z ;don't move vertically if equal + jr c,lure_up ;below you then move up +lure_down: ;above then move down + inc e + ret +lure_up:dec e + ret + +movetype_smart: + inc hl ;@movecount + ld a,(hl) + inc a + and %1111 + ld (hl),a + + or a ;reset carry flag + dec hl ;reset hl to + and %11111100 + jr z,movetype_fast + +movetype_lslow: + and %11 ret nz + inc d ;don't move 25% of the time + ret +movetype_slow: + rra + ret c + inc d ;don't move 50% + ret +movetype_vslow: + and %11 + ret z + inc d ;don't move 75% + ret + +movetype_mfast: + rra + ret c ;50% chance (makes it 25% total) +movetype_fast: + rra + ret c ;once every other turn +movetype_vfast: + dec d ;move left twice + ret +movetype_xfast: + dec d ;woowoo, now that's fast! + dec d ;move left trice! + ret + +movetype_updown: + inc hl ;@movecount + ld a,(hl) + dec a + and 127 ;range 0..127 + ld (hl),a ;store new movecounter + dec hl ;reset hl to @movetype + and %00100000 ;ZF changes once every 64 turns + ld a,e ;load current y-position + jr z,movedown +moveup: dec a ;decrease y-pos (=move up) + ret m ;don't move off the screen (y<0) + dec e ;save new y-pos + ret ;finish +movedown: + 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 --------------------------------- - ld de,(x) ;e = X, d = Y - ld hl,enemies +Enemies_hit: + ld hl,(x) ;e = X, d = Y + ld de,$0707 ;add 7 to both d and e + add hl,de + ex de,hl ;e = X+7, d = Y+7 + + ld hl,enemies+1 ld b,nrenemies ;check all 20 enemies check_collision: - push hl + psh bc ;counter + psh hl ;pointer ld a,(hl) - and %00000010 - jr z,check_next ;2/3 = ok + and %10 ;enemy status (%11=normal; %10=pickup) + jr z,check_next ;2 or 3 = ok, otherwise: next enemy + inc hl ;@sprite - inc hl - inc hl +collide_enemy: ;&&& include in Handle_enemy proc + cal find_sprite + + inc hl ;@x ld a,(hl) ;check x match - sub e + sub e ;enemy position minus yours minus 7 + jp p,check_next add a,6 + add a,(ix) ;enemy width jp m,check_next - cp 12 - jr nc,check_next - inc hl + inc hl ;@y ld a,(hl) ;check y match - sub d + sub d ;same as with x-check + jr nc,check_next ;(=jp p) add a,6 + add a,(ix+1) ;enemy height jp m,check_next - cp 12 - jr nc,check_next - - 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! + dec hl ;@x + dec hl ;@sprite+1 + dec hl ;@sprite + dec hl ;@occ + +take_pickup: + ld a,(hl) ;load enemy occ + rra ;if occ = %10 (can't be %00) then pickup + jr c,collide ;otherwise normal enemy so you collide + ld (hl),0 ;remove + rra ;skip this bit (=%1) + rra ;this bit specifies the pickup ID (big/small) + jr nc,armorpickup ;%0 = pickup increases armor and shield + ;%1 = pickup selects (next) upgrade + ld hl,your_pickup ;your pickups + ld a,(hl) ;current + inc a ;go to next + cp 4 ;pickups >=4? + jr c,not_maxpickup + psh hl ;too much pickups + ld hl,250 + cal scoreInc ;increase score by 250 + pop hl + ld a,1 ;and reset to pickup #1 +not_maxpickup: + ld (hl),a ;save new + psh de + cal disp_icons ;display altered pickupicons + pop de ;ld de,$0707 + jr check_next ;all done, next.. + +armorpickup: + cal inc_armor ;increase armor (like at end of level) + ld a,30 ;activate shield for 30*4=120 frames + ld (your_shield),a + cal disp_icons ;display status bar (new armor value) + jr check_next + +collide: + ld a,(hl) + sub auch_ecollide + ld (hl),a + jr nc,enemydamaged ;enemy still ok (HP>=0) + ld (hl),%01 ;set to explode + inc hl + ld (hl),0 ;explosionFrame 0 +enemydamaged: ;damage to enemy delivered + ld b,auch_collide ;your damage + cal damage_you check_next: - pop hl + pop hl ;current enemy base (unaltered) + ld bc,enemysize ;bytes per enemy + add hl,bc ;pointer to next enemy + pop bc ;restore counter + dnz check_collision ;loop for all enemies + ret + +;--------------------------- story ------------------------------------------- + +dostory: +#ifdef story + cal storyPage ;do some story + ld a,(hl) ;load next byte in a + inc a ;set z-flag if a = $ff + jr nz,dostory ;otherwise loop inc hl + inc hl ;set hl to beginning of the level + ld (levelp),hl ;set the level-pointer + ret ;and return + +storyPage: + psh hl ;hl will be destroyed by _clrLCD + rcl _clrLCD ;clear screen + pop hl + ld a,(hl) + ld (curline),a ;begin line for special effect +storyLine: + ld d,(hl) ;vertical position of text inc hl + ld e,(hl) ;horizontal text-position + ld (_penCol),de ;set position inc hl + rcl _vputs ;display text + + ld a,(hl) ;load next byte inc hl - djnz check_collision + or a ;0 means more text + jr z,storyLine ;loop if there is + + psh af + psh hl + ld hl,VIDEO_MEM ;copy text + ld de,dispbuffer ;to GRAPH_MEM + ld bc,1024 ;entire screen + ldir + rcl _clrLCD ;clear VIDEO_MEM + pop hl + pop bc ;last byte (<>0) is lines to SFX + psh hl + cal DoSFX ;do special effects + cal getsomekeys ;wait for a key + pop hl ret -;--------------------------- next level --------------------------------------- - -Next_level: - ld hl,Leveldata+1 ;reset level data - ld (curevent),hl +DoSFX: psh bc ;in:(curline)=beginLine;b=nrOfLines - call _clrLCD ;clear screen - ld hl,$0703 - ld (_curRow),hl ;center - ld hl,txt_level - call _puts ;display "LEVEL " - - ld a,(level) - inc a ;increase level nr. - ld (level),a + ld a,0 ;get line number +curline =$-1 + inc a ;go to the next line + ld (curline),a ;update ld l,a - ld h,$00 - - call UNPACK_HL - add a,'0' - ld b,a - call UNPACK_HL - add a,'0' - call _putc ;display second digit - ld a,b - call _putc ;display first digit + ld h,0 ;hl=a + add hl,hl + add hl,hl + add hl,hl + add hl,hl ;*16 (a pixels down=a*16) + sub 64 ;a=a-64 + neg ;a=64-a (lines from bottom) + + ld b,h ;save hl for later + ld c,l + ld de,VIDEO_MEM ;where to put sfx + add hl,de ;go to ymin + ex de,hl ;put into de again + ld hl,dispbuffer ;source of original + add hl,bc ;hl->source + +sfxlaserdisp: ;display this frame on screen + 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 + dec a ;counter + jr nz,sfxlaserdisp ;repeat until whole screen is displayed + + ld b,11 ;11x 1/200sec = ~20 frames/s +sfxlaserdelay: + halt ;delay + dnz sfxlaserdelay ;8x + + pop bc ;counter + dnz DoSFX + ret +#else + rcl _clrWindow + ld hl,welldone + rcl _puts + jp getsomekeys ;wait for a key +welldone: + .db "-CONGRATULATIONS!-",0 +#endif + +;--------------------------- proc -------------------------------------------- + +random14: ;random 1..1+4 + ld c,1 + ld b,4 +; cal Random +Random: ;a=c=b + jr nc,randomloop ;then add again + add a,c ;a!",0,0,0,0 ;down,L,R,up + .db 0,"xtoje0",0 ;enter..clear + .db " wsnid9",0 ;(-)..custom + .db "zvrmhc8",0 ;dot..del + .db "yuqlgb7#" ;0..xvar + .db $D9,"-pkfa6'" ;on..alpha + .db "54321",$D0,0,'*' ;F5..F1,2nd,exit,more + +save_lvl: + ld hl,storesave_end-storesave_start + psh hl ;size + ld hl,storesave_start + psh hl ;dest + ld hl,4+storesave_start-_asm_exec_ram + psh hl ;src + jr storesmtn + +save_hi: + ld hl,storehi_end-storehi_start + psh hl ;size + ld hl,storehi_start + psh hl ;destination + ld hl,4+storehi_start-_asm_exec_ram + psh hl ;source + +storesmtn: ;stores data [stack=src; stack+1=dest; stack+2=size] + ld hl,_asapvar ;find own variable + rst 20h ;cal _ABS_MOV10TOOP1 + rst 10h ;cal _FINDSYM + + xor a ;bde=pointer to begin of real program + pop hl ;data offset + add hl,de ;hl=pointer to data in real prog + adc a,b ;if hl overflow also increase a + rcl _SET_ABS_DEST_ADDR ;destination = real program = ahl + xor a ;RAM page #0 + pop hl ;data position in normal program ($D748+) + rcl _SET_ABS_SRC_ADDR ;set as source (ahl) + pop hl ;size + rcl _SET_MM_NUM_BYTES ;set + rcl _mm_ldir ;copy data to real program + jp _RAM_PAGE_1 ;and finally: reset ram page +#endif + +game_over: ;stack=+0 + cal BLACKLCD ;clear screen +#ifdef TI86 + ld hl,$0603 ;centered on 86 +#else + ld hl,$0403 ;centered on 83 (smaller screen) +#endif ld (_curRow),hl ;center ld hl,txt_gameover - call _puts ;display "GAME OVER" + rcl _puts ;display "GAME OVER" + cal releasekeys ;wait for all keys to be released + + ld hl,$0007 + ld (_curRow),hl +#ifdef shiscore + ld de,(your_score) ;current score + ld hl,(hiscore) ;hiscore + rcl CP_HL_DE ;de<=hl means no hiscore (or same) + jr nc,no_hiscore ;skip the new hiscore part + ld (hiscore),de ;otherwise save current score as new hiscore + +ask_hiname: ;and ask for new hiscore name + ld ix,hiname ;where to store the hiscore name + ld a,9 ;max. length <9 + ld (hiscorepos),a ;current char (counts backwards 9-1) +enter_name_loop: + ld a,'_' ;cursor appearance + rcl _putmap ;display (do not advance cursorpos) +nokeypressed: + cal getsomekeys ;wait for any key + jr z,nomore ;if [enter] or [2nd] pressed we're all done + + ld hl,hiscorepos ;string position + cp K_DEL ;[DEL] functions as "backspace" + jr z,backup ;delete previous char if pressed + cp K_EXIT ;exit also ends name + jr z,nomore + + ld b,(hl) ;(hiscorepos) + dec b ;next position (counts backwards) + jr z,nokeypressed ;if it's 1 (became 0) then don't add no more + ld (hl),b ;otherwise save new string position + + ld hl,chartable-1 ;chars to add for each key + ld e,a + ld d,0 ;de = key pressed + add hl,de ;add so we know which char to add for this key + ld a,(hl) ;load in a + or a ;if it's 0 then + jr z,nokeypressed ;don't add anything afterall + + ld (ix),a ;save new char + rcl _putc ;and also display on screen + inc ix ;goto next char + cal releasekeys ;wait for the key to be released + jr enter_name_loop ;and continue the loop + +backup: ;backspace + ld a,(hl) ;(hiscorepos) + cp 9 ;9 means begin (0 total chars) + jr nc,nokeypressed ;nothing to remove so continue loop + inc (hl) ;otherwise pos one back + + dec ix ;and string to previous char as well + ld a,32 ;remove cursor + rcl _putmap ;by replacing it by ' ' + ld hl,_curCol + dec (hl) ;cursor one back + jr enter_name_loop ;continue name loop + +nomore: ;name's done + ld a,' ' ;remove cursor + rcl _putc ;(or actually replace with ' ') + ld (ix),0 ;end of string marker (zero-terminated) + cal save_hi ;store hiscore with name in real program + jr hiscoredone ;continue with game over screen +#endif +no_hiscore: ;no new hiscore + ld hl,hiname ;just display old name + rcl _puts + +hiscoredone: + xor a ;clear a (Ahl will be displayed) + ld hl,$1006 ;bottom-1 right + ld (_curRow),hl ;set + ld hl,(your_score) ;your score + rcl _dispahl ;display it (a=0) + +#ifdef TI86 + ld hl,$314b ;bottom-1 right before score ^^ +#else + ld hl,$312b +#endif + ld (_penCol),hl ;set + ld hl,txt_score ;"Score" + rcl _vputs ;display (small) + + ld hl,$1007 ;bottom right + ld (_curRow),hl ;set + ld hl,(hiscore) ;hi-score + rcl _dispahl ;display +#ifdef TI86 + ld hl,$3946 ;bottom right before hiscore ^^ +#else + ld hl,$3926 +#endif + ld (_penCol),hl ;set + ld hl,txt_hiscore ;"Hiscore" + rcl _vputs ;display (small) + res 3,(iy+5) + + ld b,scrwidth + ld de,scrwidth + ld hl,VIDEO_MEM+(49*scrwidth)-1 +restore_line: + set 1,(hl) + add hl,de + dnz restore_line + + cal getsomekeys ;wait for keypress + jp quit ;restore some things and return to TI-OS/shell - ld b,$20 -wait2: halt \ halt - djnz wait2 ;delay - call _getkey ;wait for keypress - jr game_setup ;prepare display and vars +invship: ;procedure used in New_game + psh af + inc b + ld de,12*scrwidth + ld hl,scrwidth*(3-12)+VIDEO_MEM;begin pos +invshipinit: + add hl,de + dnz invshipinit + ld b,12*scrwidth ;12 lines down +invshiploop: + ld a,(hl) + cpl ;invert byte + ld (hl),a + inc hl + dnz invshiploop ;loop + pop af ret -;---------------------- setup game -------------------------------------------- +New_game: ;start a new game (SP=+0) + rcl _clrLCD +#ifdef TI86 + ld a,VIDEO_MEM/$400 + ld (PutWhere),a ;will be reset after displaying iconbar +#endif + 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 + ld h,e +#ifdef TI86 + ld l,40 ;x=40 +#else + ld l,30 +#endif + ld (_penCol),hl ;small cursor position + psh ix ;ix destroyed by _vputmap + ld hl,txt_difhardcore ;hardcore ships text + ld a,b ;ship displaying (4 to 1) + dec a ;minus 1 (3..0) + psh af + and %10 ;gives 1,1,0,0 (for ships 0,0,1,1) + jr z,dispdifficulty ;0 indicates hardcore difficulty ship + ld hl,txt_difnormal ;normal difficulty ships text +dispdifficulty: + rcl _vputs ;display difficulty +#ifdef TI86 + ld a,95 +#else + ld a,70 +#endif + ld (_penCol),a ;set x=95 + pop af ;ship nr (backwards 3..0) + ld hl,txt_shpbeam ;updouble for ships 1 + and %1 ;gives 0,1,0,1 (for ships 0,1,0,1) + jr nz,dispsbeam + ld hl,txt_shplaser ;tailbeam for ships 0 +dispsbeam: + rcl _vputs ;display special beam type + pop ix + pop de + psh de ;peek de + cal putwidesprite ;display ship + pop de -game_setup: - call _clrLCD - ld hl,$1005 - ld (_curRow),hl - ld hl,txt_score ;display "SCORE" - call _puts ;display texts + 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 +#ifdef TI83 + cal fastCopy +#endif + cal getsomekeys + pop bc + jr z,startthenewgame ;enter/2nd + cp K_EXIT + jp z,menuexit ;go game over when exit was pressed + psh bc + cal invship ;display selection bar on current ship + pop bc + cp K_DOWN ;down pressed? + jr nz,selnotdown + inc b ;move selection down +selnotdown: + cp K_UP ;up pressed? + jr nz,selnotup + dec b ;move selection up +selnotup: + ld a,b ;new selection + and %11 ;must be 0..3 + ld b,a ;in b again + jr selectship ;loop + +startthenewgame: + ld hl,spr_ship01-(spr_ship02-spr_ship01) + ld de,spr_ship02-spr_ship01 + psh bc ;save b (ship#) + inc b ;your ship #0-3++ + ld a,b ;ship #1-4 +searchyourship: + add hl,de ;next ship + dnz searchyourship + ld (your_ship),hl + and 1 ;gives: 1,0,1,0 for the ships + xor 1 ;well, make it 0,1,0,1 :) + jr z,whichship ;ships 0 have bullets + ld a,maxweapon ;ships 1 have lasers (0,8,0,8) +whichship: + ld (your_weapon),a ;set bullet#1 or laser#1 depending on ship + pop af ;ship# 0..3 + and %10 ;ships give 0,0,1,1 + ld (hardcore),a ;hardcore mode set for ships 3 and 4 + xor a ;ld a,0 + ld (your_score),a ;reset score + ld (your_score+1),a ;reset score (0) + ld (your_extra),a ;no extra beam + 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,levelstart ;set level pointer to level#1 + ld (levelp),hl ;reset level pointer + ld a,4 + ld (your_lives),a ;3 lives (4 will be decreased @ You_die) + ld (pickuptimer),a ;next pickup after 4 enemies destroyed + +You_die: ;stack must be +1 + ld a,24 + ld (your_armor),a ;24 HPs/shields + ld a,(your_lives) ;load lives left + dec a ;decrease lives + ld (your_lives),a ;if lives=0ffh GO + inc a ;if -1 then zf set now + jp z,game_over ;and game's over + jr samelevel + +;--------------------------- next level -------------------------------------- + +Next_level: ;stack must be +1 + pop hl + + cal inc_armor ;increase armor + + ld hl,(levelp) ;level pointer + ld b,0 ;advance one level + ld c,(hl) + add hl,bc ;passed the enemies + ld c,9 + add hl,bc ;update to point to next level + ld (levelp),hl ;save + + ld a,(level) ;level number + inc a ;next level # + cp endlevel+1 ;last level done? + jr c,gamenotdone ;no: continue game +gamedone: ;yes: + cal dostory ;display end (hl=(levelp)) + ld hl,500 + cal scoreInc ;game complete bonus: 500 + jp game_over ;game over (+hiscore) +gamenotdone: + ld (level),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 + +samelevel: + ld hl,invertmode + ld de,_invert ;sets B<>W mode + ldi ;ld (_invert),(invertmode) + ld de,your_shipspr ;sets your ship's sprite + ldi ;ld (your_shipspr),(your_ship) + ldi ;and second byte (heh it's a word) + + ld a,80 + ld (nextevent),a ;time to first enemy appearance + + ld hl,(levelp) ;level pointer +#ifdef story + dec hl ;byte before level (boss byte) + xor a ;if it's zero it means here's a story + cp (hl) + inc hl ;begin of level + cal z,dostory ;do the story and set (levelp) to real level +#endif + + ld a,(hl) ;number of (different) enemies in this level + inc hl + ld c,a + ld (nrlvlenemies),a ;set nr of enemies-1 + ld b,0 ;bc=c so we can use ldir + ld de,lvlenemies ;table of enemies + ldir ;load enemies to table + ld a,(hl) ;load new appearance-time + ld (eventtime),a + inc hl + ld a,(hl) + ld (eventtime+1),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 de,level_info + ld c,4 ;5xLDI: loads (level_info) (spacespace) + ldir ; (stars1) (stars2) + ld a,1 + ld b,16 ;fill (groundpos) +fillground: + ld (de),a + inc de + dnz fillground + + ld ix,starx1 + ld b,nrstars1 + cal placestars + ld ix,starx2 + ld b,nrstars2 + cal placestars xor a - ld (timer),a ;reset time - ld (level),a ;level 1 - ld hl,Leveldata+1 - ld (curevent),hl ;reset level - ld hl,(Leveldata) - ld (nextevent),hl - ;ret -;---------------------- exit -------------------------------------------------- - -exit_game: - ret + ld (timer),a ;reset time + ld hl,your_occ ;hl = your_occ + ld (hl),a ;reset your ship (not exploding) + inc hl ;hl = your_shield + ld (hl),25 ;set 25*4=100 frames shielded + ld de,$1820 + ld (x),de ;begin position (x,y) + cal Place_multiples ;place all multiple-positions at that (0,24) -;--------------------------- putsprite ---------------------------------------- + cal loadweapon ;load (your_weapon) -offsets_table: - .db 128,64,32,16,8,4,2,1 -drw_spr: - ld a,d - and 7 - ld hl,offsets_table + xor a + ld hl,enemies ;remove all enemies and bullets + ld (hl),a ;clear first byte + ld de,enemies+1 ;copy this to the next byte +#ifdef TI86 ;on '86 everything's located here + ld bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1 +#else ;on '83 it's a little harder... + ld bc,(nrenemies*enemysize)-1 + ldir ;just clear the enemies + ld hl,ybullets ;now remove all the bullets (different loc.) + ld (hl),a ;clear 1st byte + ld de,ybullets+1 ;copy2next + ld bc,(nrybuls*4)+(nrebuls*3)-1 +#endif + ldir ;clear enemies + ybullets + ebullets + +;--------------------------- setup game -------------------------------------- + +game_setup: + cal BLACKLCD ;white on black + ld hl,txt_level + ld de,$0703 + ld (_curRow),de ;center + rcl _puts ;display "LEVEL " + + ld a,(level) ;current level + ld l,a + ld h,0 ;in hl + rcl UNPACK_HL ;create first digit + add a,'0' ;0-9 + ld b,a ;into b + rcl UNPACK_HL ;second digit + add a,'0' ;0-9 + rcl _putc ;display second digit + ld a,b + rcl _putmap ;display first digit + + ld hl,txt_lives ;bar text: "Lx0"... + ld de,$0904 + ld (_curRow),de ;display lives left below level nr + rcl _puts + ld a,(your_lives) ;lives left + add a,'0' ;make value 0='0' + rcl _putc + + cal releasekeys ;wait for user to release all keys + ld hl,txt_savekey ;"Press [F1] to save" + ld de,$3A46 ;bottom-right + ld (_penCol),de + rcl _vputs + + res 3,(iy+5) ;set white on black + cal getsomekeys ;wait for keypress +#ifdef shiscore + cp K_F1 + cal z,save_lvl +#endif + + rcl _clrLCD ;clear screen + cal disp_icons ;display bottom icons +ret + jp game_main_loop + +placestars: + cal RandomY ;a = random y-pos 1..bottom + 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 + or a + sbc hl,de ;substract from rand 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 + +loadweapon: + 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,weapondata add hl,bc ld a,(hl) - ld (_smc1+1),a + ld (weapdamage),a ;damage of bullets + inc hl + ld a,(hl) + ld (weapdaminc),a ;damage increase + inc hl + ld a,(hl) + and %00011111 ;laser duration + ld (laserdur),a + ret - ld (_smc1+1),a - ld hl,GRAPH_MEM - ld a,e - add a,a - add a,e - add a,a - rl b - add a,a - rl b - srl d - srl d - srl d - add a,d - jr nc,_n1 - inc b -_n1: ld c,a - add hl,bc - - ld d,(ix) - ld b,(ix+1) -_oloop: push bc ;Save # of rows - push hl ;Save screen address - ld b,d ;Load width - ld c,(ix+2) ;Load one line of image - inc ix -_smc1: ld a,1 ;Load pixel mask -_iloop: sla c ;Test leftmost pixel - jr nc,_noplot ;See if a plot is needed - ld e,a ;OR pixel with screen +;--misc-- +#ifdef TI83 +_clrLCD: + rcl _clrlcdf + ld hl,dispbuffer ;move from (hl) = top left + ld (hl),0 ;first pixel will be copied all over the screen + ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen + ld bc,scrwidth*64-1 ;loop 896 times = (128/8) * (64-8 for scorebar) + ldir ;all clear! + ret +#endif + +;----------------------------------------------------------------------------- +;--------------------------- putsprite --------------------------------------- +;----------------------------------------------------------------------------- +;in: de=(x,y); ix=sprite +;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=? + +#ifdef TI86 +putsprite: + ld c,(ix) ;save width +_putsprite: ;putsprite with custom width + ld a,d ;a=X + bit 7,d ;check sign bit of X + jr z,CSpositive ;X>=0 + + neg ;a=|X| + cp (ix) ;off screen? + ret nc ;X<=-width: don't draw at all + ld b,a ;b=|X|mod 8=1..7=bits to draw + ld a,%11111111 ;all bits set (draw everything) +CSclipleft: + srl a ;remove first bit in a for each b + dnz CSclipleft ;b=1: a=%01111111 + ;b=2: a=%00111111 + ;b=3: a=%00011111 + ;b=4: a=%00001111 + ;b=5: a=%00000111 + ;b=6: a=%00000011 + ;b=7: a=%00000001 + res 7,d ;X+128 (right side of screen) + dec e ;Y-- + jr CSdisplay ;done clipping + +CSpositive: + sub 129-8 ;minus (screen width - byte width) + ld b,a + ld a,%11111111 ;clipmask + jr c,CSdisplay ;x+width<128 then entire sprite is on screen + inc b ;b = number of pixels off screen +CSclipright: + add a,a ;remove last bit in a for each b + dnz CSclipright ;b=1: a=%11111110 + ;b=2: a=%11111100 + ;b=3: a=%11111000 + ;b=4: a=%11110000 + ;b=5: a=%11100000 + ;b=6: a=%11000000 + ;b=7: a=%10000000 + ;b>7: a=%00000000 = off screen + +CSdisplay: ;display the sprite ix at (d,e) masked + ld (CSclipmask),a ;set mask + cal findpixel ;convert de to screen location hl:a + ld (CSbitmask),a + + ld d,c ;width + ld b,(ix+1) ;height +CSyloop: + psh bc ;save rows to go + psh hl ;screen + ld b,d ;width + ld a,(ix+2) ;load image line + and 255 ;mask +CSclipmask =$-1 + ld c,a ;c=image + inc ix ;next +CSbitmask =$+1 + ld a,1 ;saved bitmask +CSxloop: + sla c ;test leftmost pixel + jr nc,CSnodraw ;don't draw if it's 0 + ld e,a ;psh af: save bitmask or (hl) - ld (hl),a - ld a,e -_noplot: rrca - jr nc,_notedge ;Test if edge of byte reached - inc hl ;Go to next byte -_notedge:djnz _iloop - pop hl ;Restore address - ld bc,12 ;Go to next line - add hl,bc - pop bc ;Restore data - djnz _oloop + ld (hl),a ;OR pixel with screen + ld a,e ;pop af +CSnodraw: + rrca ;next bit + jr nc,CSbitdrawn ;carry set if bit "jumped" + inc hl ;next byte +CSbitdrawn: + dnz CSxloop + pop hl ;screen at x-offset=0 + ld bc,16 + add hl,bc ;next line + pop bc ;rows counter + dnz CSyloop +CSdone: ret +#endif + +#ifdef TI83 +putsprite: + ld c,(ix) ;save width +_putsprite: ;putsprite with custom width + ld a,d ;a=X + bit 7,d ;check sign bit of X + jr z,CSpositive ;X>=0 + + neg ;a=|X| + cp (ix) ;off screen? + ret nc ;X<=-width: don't draw at all + ld b,a ;b=|X|mod 8=1..7=bits to draw + psh bc + ld a,%11111111 ;all bits set (draw everything) +CSclipleft: + srl a ;remove first bit in a for each b + dnz CSclipleft ;b=1: a=%01111111 + ;b=2: a=%00111111 + ;b=3: a=%00011111 + ;b=4: a=%00001111 + ;b=5: a=%00000111 + ;b=6: a=%00000011 + ;b=7: a=%00000001 + pop bc + psh af + ld a,96 + sub b + ld d,a + pop af + dec e ;Y-- + jr CSdisplay ;done clipping + +CSpositive: + sub 97-8 ;minus (screen width - byte width) + ld b,a + ld a,%11111111 ;clipmask + jr c,CSdisplay ;x+width<128 then entire sprite is on screen + inc b ;b = number of pixels off screen +CSclipright: + add a,a ;remove last bit in a for each b + dnz CSclipright ;b=1: a=%11111110 + ;b=2: a=%11111100 + ;b=3: a=%11111000 + ;b=4: a=%11110000 + ;b=5: a=%11100000 + ;b=6: a=%11000000 + ;b=7: a=%10000000 + ;b>7: a=%00000000 = off screen + +CSdisplay: ;display the sprite ix at (d,e) masked + ld (CSclipmask),a ;set mask + cal findpixel ;convert de to screen location hl:a + ld (CSbitmask),a + + ld d,c ;width + ld b,(ix+1) ;height +CSyloop: + psh bc ;save rows to go + psh hl ;screen + ld b,d ;width + ld a,(ix+2) ;load image line + and 255 ;mask +CSclipmask =$-1 + ld c,a ;c=image + inc ix ;next +CSbitmask =$+1 + ld a,1 ;saved bitmask +CSxloop: + sla c ;test leftmost pixel + jr nc,CSnodraw ;don't draw if it's 0 + ld e,a ;psh af: save bitmask + or (hl) + ld (hl),a ;OR pixel with screen + ld a,e ;pop af +CSnodraw: + rrca ;next bit + jr nc,CSbitdrawn ;carry set if bit "jumped" + inc hl ;next byte +CSbitdrawn: + dnz CSxloop + pop hl ;screen at x-offset=0 + ld bc,12 + add hl,bc ;next line + pop bc ;rows counter + dnz CSyloop +CSdone: ret +#endif + +;--------------------------- 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 + + ld a,(ix) + sub 8 ;width>8 + psh af + ld c,8 + psh de + cal _putsprite ;otherwise draw one column (8 pixels wide) + pop de + 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 + psh de + cal putsprite + pop de ret -;---------------------- random ------------------------------------------------ - -Random: ; Creates a random number 0 <= x < A - push bc - push de - push hl - ld b,a - ld a,r - add a,a - ld hl,0 - ld d,0 - ld e,a -RMul: - add hl,de - djnz RMul - ld a,h - pop hl - pop de - pop bc - ret - -;------------------------ - -_D_HL_DECI: - push bc - ld de,up_data+4 - ld b,5 -ldhld: call UNPACK_HL - add a,'0' - ld (de),a - dec de - djnz ldhld - ld hl,up_data - ld b,4 -lis: ld a,(hl) - cp '0' - jr nz,dis - ld (hl),' ' - inc hl - djnz lis -dis: ld hl,up_data - call _puts - pop bc - ret - -up_data: .db "PAD98",0 - - - -;------------------------------- sprites -------------------------------------- - -spr_ship: - .db 9,1 ;ship icon - .db %11100000 ; ███ - .db %11111000 ; █████ - .db %00111110 ; █████ - .db %11111001 ; █████ █ - .db %11111101 ; ██████ █ - .db %11111001 ; █████ █ - .db %00111110 ; █████ - .db %11111000 ; █████ - .db %11100000 ; ███ +;------------------------------- findpixel ----------------------------------- +;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de -spr_ship01: - .db 7,7 ;ship alpha class - .db %01110000 ; ███ - .db %11100000 ; ███ - .db %11111100 ; ██████ - .db %11110010 ; ████ █ - .db %11111100 ; ██████ - .db %11100000 ; ███ - .db %01110000 ; ███ -spr_ship02: - .db 7,7 ;ship beta class +#ifdef TI86 +findpixel: + ld a,e ;a=e=Y + add a,a + add a,a ;add a,a is 7 cycles faster than add hl,hl + ld h,dispbuffer/$400 ;switch to hl (Y<64) & set base to dispbuffer +PutWhere =$-1 ;screen base position/$400 (where x+y=0) + ld l,a ;hl=4*Y + ld a,d ;a=d=X + rra ;RRA: carry flag must be reset! + add hl,hl ;that's what the adds are for :P + rra + add hl,hl ;hl=16*Y + rra ;a=X/8 + or l + ld l,a ;hl=hl+a + ld a,d + and 7 ;a=X\8 + cpl + rlca + rlca + rlca + ld (FPbit),a + xor a +FPbit =$+1 + set 0,a + ret +#endif + +#ifdef TI83 +findpixel: + psh bc + psh de + ld a,d + cal ionGetPixel + pop de + pop bc + ret +#endif + +;----------------------------------------------------------------------------- +;------------------------------- sprites ------------------------------------- +;----------------------------------------------------------------------------- + +spr_ship01: ;(normal; up double) + .db 7,7 ;ship alpha class (vic viper) + .db %11000000 ;██ + .db %11110000 ;████ + .db %01111110 ; ██████ + .db %11101000 ;███ █ + .db %01111110 ; ██████ + .db %11110000 ;████ + .db %11000000 ;██ +spr_ship01i: + .db 8,7 + .db %11001010 ;██ █ █ + .db %11110101 ;████ █ █ + .db %01111110 ; ██████ + .db %11101001 ;███ █ █ + .db %01111110 ; ██████ + .db %11110101 ;████ █ █ + .db %11001010 ;██ █ █ + +spr_ship02: ;(normal; tail beam) + .db 7,7 ;ship gamma class + .db %11111000 ;█████ + .db %01100000 ; ██ + .db %11111100 ;██████ + .db %11100110 ;███ ██ + .db %11111100 ;██████ + .db %01100000 ; ██ + .db %11111000 ;█████ +spr_ship02i: + .db 8,7 + .db %11111010 ;█████ █ + .db %01100001 ; ██ █ + .db %11111101 ;██████ █ + .db %11100111 ;███ ███ + .db %11111101 ;██████ █ + .db %01100001 ; ██ █ + .db %11111010 ;█████ █ + +spr_ship03: ;(hardcore; up double) + .db 7,7 ;ship gamma class + .db %11111000 ;█████ + .db %01100000 ; ██ + .db %11111100 ;██████ + .db %11100110 ;███ ██ + .db %11111100 ;██████ + .db %01100000 ; ██ + .db %11111000 ;█████ +spr_ship03i: + .db 8,7 + .db %11111010 ;█████ █ + .db %01100001 ; ██ █ + .db %11111101 ;██████ █ + .db %11100111 ;███ ███ + .db %11111101 ;██████ █ + .db %01100001 ; ██ █ + .db %11111010 ;█████ █ + + .db 7,7 ;ship delta class (lord british) .db %11000000 ; ██ .db %11110000 ; ████ - .db %01111100 ; █████ - .db %01110010 ; ███ █ - .db %01111100 ; █████ + .db %11111100 ; ██████ + .db %01100010 ; ██ █ + .db %11111100 ; ██████ .db %11110000 ; ████ .db %11000000 ; ██ +;spr_ship03i: + .db 8,7 + .db %11111100 ; ██████ + .db %11110010 ; ████ █ + .db %11111101 ; ██████ █ + .db %01100011 ; ██ ██ + .db %11111101 ; ██████ █ + .db %11110010 ; ████ █ + .db %11111100 ; ██████ -spr_bullet01: - .db 5,3 ;your bullets - .db %00110000 ; ░▒▓██ - .db %11111000 ; ░▒▓█████ - .db %00110000 ; ░▒▓██ -spr_bullet02: - .db 5,3 ;your bullets - .db %11110000 ; ░▒▓████ - .db %11111000 ; ░▒▓█████ - .db %11110000 ; ░▒▓████ - -spr_bullet11: - .db 3,3 ;enemy bullets - .db %01000000 ; █▓▒░ - .db %11100000 ; ███▓▒░ - .db %01000000 ; █▓▒░ - -spr_explosion: - .db 8,6 ;1 +spr_ship04: ;(hardcore; tail beam) + .db 7,7 ;XC1701II ship + .db %11110000 ;████ + .db %10001100 ;█ ██ + .db %11110010 ;████ █ + .db %01011110 ; █ ████ + .db %11110010 ;████ █ + .db %10001100 ;█ ██ + .db %11110000 ;████ +spr_ship04i: + .db 7,7 + .db %11110000 ;████ + .db %10011100 ;█ ███ + .db %11111110 ;███████ + .db %01011110 ; █ ████ + .db %11111110 ;███████ + .db %10011100 ;█ ███ + .db %11110000 ;████ + +auch_bullet = 1 ;damage to you when hit by an enemy bullet +auch_ground = 5 ;the same but when you hit the ground +auch_collide = 4 ;when you hit an enemy +auch_ecollide = 2*4 ;damage to the enemy that hit you (skip bit 0/1) + +spr_multiple: + .db 6,6 ;multiples + .db %00000000 ; + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %01111100 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_multiple2: +spr_lashit: + .db 7,7 ;multiples + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111110 ;███████ + .db %11111110 ;███████ + .db %11111110 ;███████ + .db %01111100 ; █████ + .db %00111000 ; ███ + +;-------------------------------- explosions --------------------------------- + +;spr_lashit: ;the same as spr_multiple2 +; .db 7,7 +; .db %00111000 ; ███ +; .db %01111100 ; █████ +; .db %11111110 ; ███████ +; .db %11111110 ;▒▒▒███████ +; .db %11111110 ; ███████ +; .db %01111100 ; █████ +; .db %00111000 ; ███ + +spr_hit: +hitsprites = 5 ;btw: sprites stored backwards + .db 5,4 ;5 + .db %10101000 ;█▒█ █ + .db %00001000 ;▒ ▒█ + .db %10000000 ;█ ▒ ▒ + .db %10101000 ;█▒█▒█ + + .db 5,4 ;4 + .db %01001000 ; █▒▒█ + .db %11010000 ;██ █▒ + .db %00101000 ;▒ █ █ + .db %11010000 ;██▒█ + + .db 5,4 ;3 + .db %00110000 ; ██ + .db %10011000 ;█ ██ + .db %10001000 ;█ ▒▒█ + .db %00110000 ; ▒██ + + .db 5,4 ;2 + .db %00100000 ;▒ █▒ + .db %00001000 ; ▒▒ █ + .db %10110000 ;█▒██ + .db %01000000 ;▒█ ▒ + + .db 4,4 ;1 + .db %10010000 ;█ █ + .db %01100000 ; ██ + .db %01100000 ; ██ + .db %10010000 ;█ █ + +spr_explosion: + .db 8,5 ;1 .db %00000000 - .db %00011100 ; ███ - .db %00111110 ; █████ - .db %01010110 ; █ █ ██ - .db %00111000 ; ███ + .db %00011100 ; ███ + .db %00111110 ; █████ + .db %01010110 ; █ █ ██ + .db %00111000 ; ███ .db %00000000 .db 8,6 ;2 - .db %00110000 ; ██ - .db %01001110 ; █ ▒███ - .db %10111110 ; █ █████ - .db %01001111 ; █ ▒████ - .db %00111000 ; ███ - .db %00011010 ; ██ █ + .db %00110000 ; ██ + .db %01001110 ; █ ▒███ + .db %10111110 ;█ █████ + .db %01001111 ; █ ▒████ + .db %00111000 ; ███ + .db %00011010 ; ██ █ .db 8,6 ;3 - .db %10110011 ; █ ██ ██ - .db %01001110 ; █ ███ - .db %10110101 ; █ ██▒█▒█ - .db %01000101 ; █ ▒█▒█ - .db %00111110 ; █████ - .db %11011010 ; ██ ██ █ + .db %10110000 ;█ ██ + .db %01001110 ; █ ███ + .db %10110101 ;█ ██▒█▒█ + .db %01000101 ; █ ▒█▒█ + .db %00111110 ; █████ + .db %01011010 ; █ ██ █ .db 8,6 ;4 - .db %00101010 ; ▒ █▒█ █▒ - .db %01000110 ; █ ▒██ - .db %10110101 ; █ ██ █ █ - .db %01100110 ; ██ ██▒ - .db %00111100 ; ████▒ - .db %01011001 ; ▒█ ██ ▒█ + .db %00101010 ;▒ █▒█ █ + .db %01000110 ; █ ▒██ + .db %10110101 ;█ ██ █ █ + .db %01100110 ; ██ ██▒ + .db %00111100 ; ████▒ + .db %01011001 ; █ ██ ▒█ .db 8,6 ;5 - .db %01000001 ; █▒ ▒ ▒█ - .db %00100101 ; ▒█ █▒█ - .db %00010100 ; ▒ ▒█ █ ▒ - .db %01000100 ; █▒ █ - .db %00010010 ; ▒█▒▒█ - .db %10011010 ; █▒ ██ █▒ + .db %01000000 ; █▒ ▒ ▒ + .db %00100101 ; ▒█ █▒█ + .db %00010100 ;▒ ▒█ █ ▒ + .db %01000100 ; █▒ █ + .db %00010010 ; ▒█▒▒█ + .db %10011010 ;█▒ ██ █▒ .db 8,6 ;6 - .db %01000100 ; █ █ ▒ - .db %00100000 ; ▒█ ▒ ▒ - .db %00000001 ; ▒ ▒ █ - .db %01000100 ; █ █ - .db %00100010 ; █▒ █ - .db %01001000 ; ▒█ ▒█ ▒ + .db %01000100 ; █ █ + .db %00100000 ; ▒█ ▒ ▒ + .db %00000001 ; ▒ ▒ █ + .db %01000100 ; █ █ + .db %00100010 ; █▒ █ + .db %01001000 ;▒█ ▒█ ▒ .db 8,6 ;7 - .db %00001000 ; ▒ █▒ - .db %11000010 ; ██ ▒ █ - .db %00000000 ; ▒ - .db %00100000 ; ▒█ ▒ - .db %00000001 ; ▒ ▒█ - .db %00110000 ; ▒██▒ + .db %00001000 ; ▒ █▒ + .db %11000010 ;██ ▒ █ + .db %00000000 ; ▒ + .db %00100000 ; ▒█ ▒ + .db %00000001 ; ▒ ▒█ + .db %00110000 ; ▒██▒ .db 8,6 ;8 - .db %00000100 ; ▒█ - .db %00000000 ; ▒▒ ▒ - .db %01000000 ; █ - .db %00000000 ; ▒ - .db %00000010 ; █▒ - .db %00100100 ; █▒ █ - -spr_icon01: - .db 5,4 - .db %00100000 ; █ - .db %10101000 ; █ █ █ - .db %11111000 ; █████ - .db %01110000 ; ███ -spr_icon02: - .db 5,4 - .db %00000000 ; ███ - .db %00000000 ; ██ ██ - .db %00000000 ; █ █ - .db %00000000 ; - -;---------------------------- texts ------------------------------------------- - -txt_title: .db "* * NEMESIS * *",0 -txt_level: .db "LEVEL ",0 -txt_gameover: .db "GAME OVER!",0 -txt_score: .db "SCORE",0 - -;---------------------------- save data --------------------------------------- - -stored_data_start: - -level .db $00 ;level number -timer .db $00 ;frame counter -curevent .dw Leveldata+1 ;next event -nextevent .db (Leveldata) ;time to next event - -score .dw $0000 + .db %00000100 ; ▒█ + .db %00000000 ;▒▒ ▒ + .db %01000000 ; █ + .db %00000000 ; ▒ + .db %00000010 ; █▒ + .db %00100100 ; █▒ █ + +spr_yexplosion: + .db 8,5 ;1 + .db %00000000 + .db %00101100 ; █ ██ + .db %00011110 ; ████ + .db %00110100 ; ██ █ + .db %00011000 ; ██ + .db %00000000 -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 + .db 8,5 ;2 + .db %00000000 + .db %00010100 ; █ █ + .db %00111010 ; ███ █ + .db %01110110 ; ███ ██ + .db %00011000 ; ██ + .db %00000000 -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) + .db 8,5 ;3 + .db %00000000 + .db %00101100 ; █ ██ + .db %01100110 ; ██ ██ + .db %01001011 ; █ █ ██ + .db %00111100 ; ████ + .db %00000000 -nrenemies = 32 -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 + .db 8,5 ;4 + .db %00111000 ; ███ + .db %01011100 ; █ ███ + .db %10010111 ;█ █ ███ + .db %01000110 ; █ ██ + .db %00111000 ; ███ + .db %00000000 - .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 + .db 8,6 ;5 + .db %00111100 ; ████ + .db %01001111 ; █ ████ + .db %10100011 ;█ █ ██ + .db %11000110 ;██ ██ + .db %01110101 ; ███ █ █ + .db %00111000 ; ███ -; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) -; %111 (move ptrn) 11111 (ship or explosion frame) %11111111 (x) %11111111 (y) + .db 8,6 ;6 + .db %00101110 ; █ ███ + .db %10000011 ;█ ██ + .db %01000101 ; █ █ █ + .db %10100011 ;█ █ ██ + .db %01000110 ; █ ██ + .db %00110000 ; ██ + .db 8,6 ;7 + .db %00110110 ; ██ ██ + .db %00000101 ; █ █ + .db %10001001 ;█ █ █ + .db %01100001 ; ██ █ + .db %11000010 ;██ █ + .db %01010001 ; █ █ █ -;---------------------------- enemy data -------------------------------------- + .db 8,6 ;8 + .db %00000110 ; ██ + .db %00100001 ; █ █ + .db %10000000 ;█ + .db %01000010 ; █ █ + .db %01000000 ; █ + .db %00010100 ; █ █ + +;--------------------------------- bullets ----------------------------------- + +bullettable: + .db (spr_bullet01-spr_bullet01) ;0 + .db (spr_bullet02-spr_bullet01) ;4 + .db (spr_bullet03-spr_bullet01) ;8 + .db (spr_bullet04-spr_bullet01) ;12 + .db (spr_bullet05-spr_bullet01) ;16 + .db (spr_bullet06-spr_bullet01) ;20 + .db (spr_bullet07-spr_bullet01) ;24 + .db (spr_bullet08-spr_bullet01) ;28 + .db (spr_bullet09-spr_bullet01) ;32 + .db (spr_bullet10-spr_bullet01) ;36 + .db (spr_bullet11-spr_bullet01) ;40 + .db (spr_bullet12-spr_bullet01) ;44 + .db (spr_bullet13-spr_bullet01) ;48 -spr_enemy01: - .db 6,6 ;enemy type one - .db %00111100 ; ████ - .db %01110000 ; ███ - .db %11110000 ; ████ +spr_bullet01: + .db 2,1 + .db %11000000 ;▒██ +spr_bullet02: + .db 4,1 + .db %11110000 ;▒████ +spr_bullet03: + .db 2,2 + .db %11000000 ;▒██ + .db %11000000 ;▒██ +spr_bullet04: + .db 4,2 + .db %10110000 ;▒█▒██ + .db %10110000 ;▒█▒██ +spr_bullet05: + .db 4,3 + .db %01100000 ; ▒██ + .db %11110000 ;▒████ + .db %01100000 ; ▒██ +spr_bullet06: + .db 5,3 + .db %00110000 ; ▒██ + .db %11111000 ;▒█████ + .db %00110000 ; ▒██ +spr_bullet07: + .db 5,3 + .db %01110000 ; ▒███ + .db %11111000 ;▒█████ + .db %01110000 ; ▒███ +spr_bullet08: + .db 5,3 + .db %11110000 ;▒████ + .db %11111000 ;▒█████ + .db %11110000 ;▒████ +spr_bullet09: + .db 5,4 + .db %00010000 ; ▒█ + .db %10111000 ;▒█▒███ + .db %01111000 ; ▒████ + .db %00010000 ; ▒█ +spr_bullet10: + .db 6,4 + .db %00111000 ; ▒███ + .db %01111100 ; ▒█████ + .db %11111100 ;▒██████ + .db %00110000 ; ▒██ +spr_bullet11: + .db 7,5 + .db %00011000 ; ▒██ + .db %11111100 ;▒██████ + .db %00111110 ; ▒█████ + .db %01111100 ; ▒█████ + .db %00011000 ; ▒██ +spr_bullet12: + .db 7,6 + .db %00110000 ; ▒██ + .db %11111100 ;▒██████ + .db %00111110 ; ▒█████ + .db %01111110 ; ▒██████ + .db %11111100 ;▒██████ + .db %00111000 ; ▒███ +spr_bullet13: + .db 8,8 + .db %00111100 ; ▒████ + .db %11111110 ;▒███████ + .db %01111111 ; ▒███████ + .db %00011111 ; ▒█████ + .db %01111111 ; ▒███████ + .db %11111110 ;▒███████ + .db %00111100 ; ▒████ + +spr_bullett1: + .db 4,3 ;▒▒▒ + .db %11100000 ;▒███ .db %11110000 ; ████ .db %01110000 ; ███ - .db %00111100 ; ████ -spr_enemy02: - .db 6,6 ;enemy type two - .db %00111000 ; ███ - .db %01100000 ; ██ - .db %11111100 ; ██████ - .db %11111100 ; ██████ - .db %01100000 ; ██ - .db %00111000 ; ███ -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 ; ███ - -enemy01: ;HP:1 move:- fire:- - .db %00000010,%00000000,%00000000 ;first two enemy bytes -enemy02: ;HP:1 move:1 fire:1.5% - .db %00000011,%00100001,%01111111 -enemy03: ;HP:2 move:- fire:3% - .db %00000110,%00000010,%00001111 -enemy04: ;HP:5 move:- fire:6% - .db %00010010,%00000011,%00000011 -enemy05: ;HP:10 move:- fire:25% - .db %00100111,%00000100,%00000011 - -;---------------------------- level data -------------------------------------- - -Leveldata: ;time,enemyclass,ypos - .db $0d,$00,$38 ;first wave (bottom) - .db $00,$00,$40 - .db $00,$00,$48 - .db $1e,$00,$10 ;second wave (top) - .db $00,$00,$18 - .db $00,$00,$20 - .db $1e,$00,$24 ;third wave (middle) - .db $00,$02,$2c - .db $00,$00,$34 - - .db $0d,$00,$10 ;top & bottom - .db $00,$00,$4a - .db $2a,$01,$2d ;middle: moving - .db $0c,$02,$2d ; 3HP - .db $0b,$02,$2d ; 3HP - .db $09,$00,$27 ;two 1HP behind him - .db $00,$00,$33 - .db $09,$02,$21 ;two 3HP behind them - .db $00,$02,$39 - .db $09,$02,$1b ;and two 3HP behind them - .db $00,$02,$3f - - .db $15,$03,$11 ;one vertical line of 8HPs - .db $00,$03,$19 - .db $00,$03,$21 - .db $00,$03,$29 - .db $00,$03,$31 - .db $00,$03,$39 - .db $00,$03,$41 - .db $00,$03,$49 - - .db $0c,$02,$11 ;one vertical line of 3HPs - .db $00,$02,$19 - .db $00,$02,$21 - .db $00,$02,$29 - .db $00,$02,$31 - .db $00,$02,$39 - .db $00,$02,$41 - .db $00,$02,$49 - - .db $0c,$00,$11 ;one vertical line of 1HPs - .db $00,$00,$19 - .db $00,$00,$21 - .db $00,$00,$29 - .db $00,$00,$31 - .db $00,$00,$39 - .db $00,$00,$41 - .db $00,$00,$49 - - - - - - - - .db $f1,$01,$40 - .db $10,$00,$30 - .db $10,$02,$20 - .db $40,$01,$10 - .db $01,$00,$44 - .db $15,$01,$31 - .db $04,$02,$38 - .db $05,$00,$40 - .db $03,$00,$2f - .db $04,$00,$3a - .db $12,$02,$10 - .db $10,$03,$18 - .db $0e,$03,$20 - .db $0c,$03,$28 - .db $0a,$02,$30 - .db $08,$02,$38 - .db $06,$01,$40 - .db $04,$00,$48 - .db $2a,$00,$20 - .db $ff,$ff,$ff - -;----------------------------- end -------------------------------------------- + +spr_bullete1: + .db 4,3 ;enemy bullets + .db %01100000 ; ██▒ + .db %11110000 ;████▒ + .db %01100000 ; ██▒ + +;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: 001=straight forward; 010=up; 011=1/2up; 100=down; 101=1/2down +; 111=laser (speed=duration 00010-00000) + +weapondata: ;max = 9x6; 15x5; 21x4; 27x3 + .db 2,1,%00110010,3,%00000000,0,%00000000,0 ;1 single (1x2+1) 2 + .db 3,1,%00110011,3,%00000000,0,%00000000,0 ;2 fast (1x3+1) 3 + .db 2,1,%00110010,0,%00110010,6,%00000000,0 ;3 double (2x2+1) 4 + .db 2,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple (3x2+1) 6 + .db 3,2,%00110011,2,%10010010,2,%01110010,2 ;5 (3x3+2) 9 + .db 4,2,%01110011,2,%10010011,2,%00110011,2 ;6 (3x4+2) 12 + .db 5,3,%01110100,2,%10010100,2,%00110100,2 ;7 (3x5+3) 15 + .db 7,4,%01110101,2,%10010101,2,%00110101,2 ;8 (3x7+4) 21 + .db 9,6,%01110110,2,%10010110,2,%00110110,2 ;9 (3x9+6) 27 +maxweapon = 9 + .db 1,1,%11100100,3,%00000000,0,%00000000,0 ;1 single (1x1x3) 3 + .db 2,3,%11100011,3,%00000000,0,%00000000,0 ;2 short (2x1x2) 4 + .db 1,2,%11100100,3,%11100000,4,%00000000,0 ;3 fat (1x2x3) 6 + .db 1,2,%11100101,0,%11100000,6,%00000000,0 ;4 double (1x2x4) 8 + .db 4,4,%11100011,3,%00000000,0,%00000000,0 ;5 short (4x1x2) 8 + .db 1,2,%11100100,3,%11100000,6,%11100000,0 ;6 triple (1x3x3) 9 + .db 1,3,%11101000,3,%11100000,6,%11100000,0 ;7 triple long(1x3x7) 21 + .db 2,5,%11100101,2,%11100000,4,%00000000,0 ;8 double (2x2x4) 32 + .db 1,9,%11101100,3,%11100000,2,%11100000,4 ;9 big fat lng(1x3xB) 33 +maxlaser = 18 +tailbeam = %00101101 ;180 degrees +doublebeam = %01010010 ;45 degrees +extrabulletpos: + .db 3 ;tail/double yposition + +;------------------------------------ bar ------------------------------------ + +#ifdef TI86 + +spr_lship: + .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 7 + .db %11111111 + .db %00000001 + .db %00000001 + .db %00000001 + .db %00000001 + .db %00000001 + .db %11111111 +spr_icon00: + .db 15,7 ;unused .......:.......: + .db %10000000 ;█ + .db %10111111 ;█ █████████████ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %10110101 ;█ ██ █ █ █ █ ██ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %10111111 ;█ █████████████ + .db %10000000 ;█ + .db 6 + .db %00000000 + .db %11111110 + .db %10101010 + .db %01010110 + .db %10101010 + .db %11111110 +;spr_icon01: +; .db 16,7 ;shield .......:.......: +; .db %10001111 ;█ ███████ █ ▒ +; .db %10011001 ;█ ██ █████ █ ▒ +; .db %10111100 ;█ ████ ████ █ ▒ +; .db %10111000 ;█ ███ █ ██ █ ▒ +; .db %10111100 ;█ ████ ████ █ ▒ +; .db %10011001 ;█ ██ █████ █ ▒ +; .db %10001111 ;█ ███████ █ ▒ +; .db 7 +; .db %11100100 +; .db %11110010 +; .db %01111010 +; .db %10011010 +; .db %01111010 +; .db %11110010 +; .db %11100100 +maxarmor = 63 ;maximum HPs you can get +;spr_icon02a: +; .db 16,6 ;tailbeam.......:.......: +; .db %10000000 ;█ ▒ +; .db %10000011 ;█ ██ ▒ +; .db %10000001 ;█ ███ ▒ +; .db %10111011 ;█ ███ ███ ██ ██▒ +; .db %10000001 ;█ ███ ▒ +; .db %10000011 ;█ ██ ▒ +; .db %10000000 ;█ ▒ +; .db 5 +; .db %00000000 +; .db %00000000 +; .db %11000000 +; .db %10110011 +; .db %11000000 +spr_icon02: + .db 16,7 ;updouble.......:.......: + .db %10000000 ;█ ██ ▒ + .db %10000000 ;█ ██ ▒ + .db %10110000 ;█ ██ ██ ▒ + .db %10011100 ;█ ███ ▒ + .db %10111011 ;█ ███ ██ ████ ▒ + .db %10011100 ;█ ███ ▒ + .db %10110000 ;█ ██ ▒ + .db 5 + .db %00011000 + .db %00110000 + .db %01100000 + .db %00000000 + .db %00011110 +spr_icon03: + .db 16,7 ;laser .......:.......: + .db %10000000 ;█ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %11110111 ;████ ███████▒▒▒█▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %10000000 ;█ ▒ + .db 4 + .db %00000000 + .db %00000000 + .db %00000000 + .db %11111111 +spr_icon04: + .db 11,7 ;bullets .......:.......: + .db %10000000 ;█ ██ ▒ + .db %10000011 ;█ █████ ▒▒▒ ▒ + .db %10011000 ;█ ██ ██ ▒▒▒ ▒ + .db %11111100 ;██████ ▒▒▒ ▒ + .db %10011000 ;█ ██ ██ ▒▒▒ ▒ + .db %10000011 ;█ █████ ▒▒▒ ▒ + .db %10000000 ;█ ██ ▒ + .db 7 + .db %11000000 + .db %11100000 + .db %11000000 + .db %00000000 + .db %11000000 + .db %11100000 + .db %11000000 +spr_icon05: + .db 16,7 ;multiple.......:.......: + .db %10000011 ;█ ███ ▒ + .db %10000001 ;█ ████ ██ ▒ + .db %10000001 ;█ ████ ▒ + .db %10000011 ;█ ███ ▒ + .db %10011000 ;█ ██ ▒ + .db %10111100 ;█ ████ ██ ██▒ + .db %10011000 ;█ ██ ▒ + .db 6 + .db %10000000 + .db %11100110 + .db %11100000 + .db %10000000 + .db %00000000 + .db %11000011 + +#endif +#ifdef TI83 + +spr_lship: + .db 3,3 ;li'l ship indicating lives left + .db %11000000 ;██ ▒▒ + .db %01100000 ; ██ ▒▒ + .db %11000000 ;██ ▒▒ +lshipsize = 3 ;space between two ship icons + +spr_icon: + .db 10,7 ;selected.......:.......: + .db %11111111 ;███████████ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11111111 ;███████████ + .db 7 + .db %11100000 + .db %00100000 + .db %00100000 + .db %00100000 + .db %00100000 + .db %00100000 + .db %11100000 +spr_icon00: + .db 9,7 ;unused .......:.......: + .db %10000000 ;█ + .db %10111111 ;█ ███████ + .db %10101010 ;█ █ █ █ █ + .db %10110101 ;█ ██ █ ██ + .db %10101010 ;█ █ █ █ █ + .db %10111111 ;█ ███████ + .db %10000000 ;█ + .db 6 + .db %00000000 + .db %10000000 + .db %10000000 + .db %10000000 + .db %10000000 + .db %10000000 +maxarmor = 63 ;maximum HPs you can get +spr_icon03: + .db 5,7 ;laser .......:.......: + .db %10000000 ;█ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10111000 ;█ ███ ▒▒▒ ▒ + .db %10000000 ;█ ▒ +spr_icon04: + .db 5,7 ;bullets .......:.......: + .db %10000000 ;█ ▒ + .db %10110000 ;█ ██ ▒▒▒ ▒ + .db %10101000 ;█ █ █ ▒▒▒ ▒ + .db %10110000 ;█ ██ ▒▒▒ ▒ + .db %10101000 ;█ █ █ ▒▒▒ ▒ + .db %10110000 ;█ ██ ▒▒▒ ▒ + .db %10000000 ;█ ▒ +spr_icon05: + .db 7,7 ;multiple.......:.......: + .db %10000000 ;█ ▒ + .db %10100010 ;█ █ █ ▒ + .db %10110110 ;█ ██ ██ ▒ + .db %10101010 ;█ █ █ █ ▒ + .db %10100010 ;█ █ █ ▒ + .db %10100010 ;█ █ █ ▒ + .db %10000000 ;█ ▒ + +#endif + +spr_dividerline: + .db 8,7 + .db 128,128,128,128,128,128,128 ;128 = %10000000 + +;---------------------------- texts ------------------------------------------ + +#ifdef TI83 +txt_email: .db 127," www.shiar.org ",127,0 ;title screen +_txt_email = $3A20 +txt_about: .db "v1.0.C21 ",127," by Shiar",0 ;right behind txt_email +_txt_about = $3311 +#endif +#ifdef TI86 +txt_email: .db "www.shiar.org ",127 ;title screen + .db " shiar0@hotmail.com",0 +_txt_email = $3A01 ;$3A1E=just email +txt_about: .db "v1.0.C21 ",127," by Shiar",0 ;right behind txt_email +_txt_about = $3321 +#endif + +txt_menu1: .db "NEW GAME",0 +txt_menu2: .db "CONTINUE",0 + +txt_difhardcore:.db "Hardcore!",0 +txt_difnormal: .db "Normal",0 +txt_shpbeam: .db "Beam",0 +txt_shplaser: .db "Laser",0 + +txt_level: .db "LEVEL ",0 ;new level screen +txt_lives: .db "Lx0",0 +txt_savekey: .db "Press [F1] to save",0 + +txt_gameover: .db "GAME OVER!",0 ;game over screen +txt_score: .db "Score",0 +txt_hiscore: .db "Hiscore",0 + +txt_pause: .db " ",6,"/",7," ",$1C,"contrast; " + .db "F1",$1C,"B",$CF,5,"W Mode",0 +_txt_pause = $020B +txt_pressenter: .db "Enter to continue",0 ;pause +_txt_pressenter = $0201 +#ifdef teacherkey +txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher +txt_teacherans: .db Lneg,"14.6549373495",0 +#endif + +;------------------------------ levels data ---------------------------------- + +;format:boss: [moveType] [enemyType] +; @level: [nr.dif.enemies]x [enemy nr] +; [min. enemy frequency] [enemy frequency max.inc] +; [next lvl (=nrenemies+4)] [level_info: 0000000 1:ground] +; [tunnel size] [groundtype] [stars1] [stars2] +;efrequency must be odd if halfluring! + +#ifdef story + .db 0 ;storyline ID +levelstart: ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end] + .db 28,35,"COSMIC YEAR 6718",0,28-28+6 + .db 10,8,"INTELLIGENCE REPORTS ", + .db "BACTERION",0,0 + .db 17,7,"FORCES ARE BUILDING A ", + .db "NEW VESSEL",0,0 + .db 33,32,"A POWERFUL VESSEL",0,0 + .db 40,15,"THAT COULD EASILY DESTROY", + .db " US",0,0 + .db 47,36,"ONCE COMPLETED",0,47-10+6 + + .db 22,1,"YOU HAVE TO GO INTO THE ", + .db "HEART OF THEIR",0,0 + .db 28,1,"SPACE AND DESTROY THE VESSEL", + .db " BEFORE",0,0 + .db 34,22,"IT BECOMES OPERATIONAL.",0,34-22+6 + .db 25,56,"GOOD",0,0 + .db 32,56,"LUCK",0,32-25+6 + .db -1 +#endif + .db 40 +#ifndef story +levelstart: +#endif +level00: ;intro + .db 5,3,5,3,2,2 + .db 28,73,13 + .db %0,0,1,1 + + .db 41 +level01:.db 2,3,5 + .db 26,70,20 + .db %0,0,1,1 + + .db 42 +level02:.db 3,3,4,5 + .db 20,60,60 + .db %0,0,1,1 + + .db 43 +level03:.db 4,4,5,6,7 + .db 17,40,75 + .db %0,0,1,1 +#ifdef story + .db 0 + .db 25,2,"LONG-RANGE SCANNERS ARE ", + .db "SHOWING",0,0 + .db 32,2,"LOTS OF ENEMY VESSELS ", + .db "APPROACHING",0,32-25+6 + .db 22,9,"I'M CHANGING COURSE TO A", + .db " NEARBY",0,0 + .db 28,4,"ASTEROID BELT AND TRY TO ", + .db "LOSE THEM",0,0 + .db 34,48,"INTHERE...",0,34-22+6 + .db -1 +#endif + .db 44 +level04: ;approaching asteroid belt + .db 5,8,8,9,11,12 + .db 17,27,70 + .db %0,0,1,1 + + .db 45 +level05: ;inside belt + .db 7,10,11,9,11,12,12,14 + .db 12,24,80 + .db %0,0,1,1 + + .db 46 +level06: ;(deep inside) + .db 10,10,11,12,12,14,13,13,14,15,15 + .db 7,18,180 + .db %0,0,1,1 +#ifdef story + .db 0 + .db 28,6,"APPROACHING BACTERION ", + .db "TERRATORY",0,6 + .db 25,10,"READING LOTS OF ENEMY ", + .db "VESSELS",0,0 + .db 32,24,"ON AN INTERCEPT COURSE",0,32-25+6 + .db -1 +#endif + .db 47 +level07:.db 4,16,17,18,6 + .db 22,29,62 + .db %0,0,1,1 ;-1=%11111111=line + + .db 48 +level08:.db 5,16,17,18,19,19 + .db 20,38,57 + .db %0,0,1,1 + + .db 49 +level09: ;lot of triples + .db 3,19,20,21 + .db 19,63,57 + .db %0,0,1,1 + + .db 50 +level10: ;likely no pickups here (hard) + .db 7,22,23,24,24,24,25,26 + .db 22,26,51 + .db %0,0,1,1 +#ifdef story + .db 0 + .db 24,18,"REACHED THEIR HOMEPLANET",0,0 + .db 33,18,"SCANNING FOR THE VESSEL...",0,33-24+6 + .db -1 +#endif + .db 50 +level11: ;planet level + .db 8,27,27,28,28,29,29,29,30 + .db 6,8,108 + .db %1,-7,-1,-1 + + .db 50 +level12: ;planet level 2 + .db 4,39,30,31,31 + .db 16,8,49 + .db %1,-10,1,1 +#ifdef story + .db 0 + .db 18,11,"ENEMY VESSEL STRAIGHT " + .db "AHEAD...",0,0 + .db 25,16,"IT SEEMS TO BE " + .db "OPERATIONAL!!",0,0 + .db 33,19,"WELL YOU'VE COME THIS " + .db "FAR;",0,0 + .db 39,8,"TRY TO DESTROY IT, OR DIE " + .db "TRYING....",0,39-18+6 + .db -1 +#endif + .db 51 +level13: ;endlevel + .db 1,26 + .db 5,20,18 + .db %0,0,1,1 +#ifdef story + .db 0 + .db 1,1,"Thats all folks...",0,0 + .db 20,50,"for now...",0,20-1+6 + .db -1 +#endif +endlevel = 13+1 + +pickupfreq = 19 + +;------------------------------ enemies -------------------------------------- + +;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)] +; [movetype] [time2fire] [firefreq] [firetype] +;occ: %00=no enemy; 01=exploding (sprite=frame); 10=pickup; 11=enemy +;appearances: 0+=ypos; -1=random; -2=lure; -3=halflure +;movetypes: 0=1x; 1=updown; 2=0.25x; 3=0.5x; 4=0.75x; 5=1.25x; 6=1.5x; +; 7=2x; 8=3x; 9=ylure50%; 10=ylure; 11=ylure50%; 12=x+y-lure 50%; +; 13=-1/2x; 14=-1x; 16=boss; 17=right+1 +;firetypes: 1=normal; 2=down; 3=up; 4=1/2down; 5=1/2up; 6=aiming(2-5); +; 7=triple; 8=double; 9=wide5; 10=wide7; 11=ran; 12=10+enemies +; 13=base; 14=ranY; 15=wide3; 16=5x + +enemyspecs: ;10 bytes/enemy | max.enemies <64 | sprites use <768 bytes +#ifdef TI86 +;0-1=pickups + .db 0,%00000010,spr_enemyP1&255,spr_enemyP1/256,128,-2,03, 0, 0,1 ;pickup + .db 0,%00000110,spr_enemyP2&255,spr_enemyP2/256,128,-2,03, 0, 0,1 ;bigpickup +;2-7=basic enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%00001011,spr_enemyE0&255,spr_enemyE0/256,128,-1,00,12, 0,1 ;intro + .db 0,%00100011,spr_enemyE1&255,spr_enemyE1/256,128,-1,00,10, 0,1 ;weak + .db 0,%01100011,spr_enemyE4&255,spr_enemyE4/256,128,-1,03, 6,50,1 ;slow + .db 0,%01001011,spr_enemyE2&255,spr_enemyE2/256,128,-1,00, 1, 0,1 + .db 0,%01011011,spr_enemyE3&255,spr_enemyE3/256,128,-3,00,19,39,8 ;heavy + .db 0,%01010011,spr_enemyE5&255,spr_enemyE5/256,128,-3,05, 1, 0,1 ;fast +;8-10=backwards enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%00111011,spr_enemyB1&255,spr_enemyB1/256,000,-3,13,19,92,1 + .db 0,%01011011,spr_enemyB2&255,spr_enemyB2/256,000,-1,14,11,45,1 + .db 0,%01101011,spr_enemyB3&255,spr_enemyB3/256,000,-1,13,10,41,8 ;small +;11-15=asteroid ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%01001011,spr_enemyA1&255,spr_enemyA1/256,128,-1,04, 0, 0,1 + .db 0,%01111011,spr_enemyA2&255,spr_enemyA2/256,128,-1,00, 0, 0,1 + .db 0,%10110011,spr_enemyA3&255,spr_enemyA3/256,128,-1,06, 0, 0,1 + .db 1,%00010011,spr_enemyA4&255,spr_enemyA4/256,128,-1,03, 0, 0,1 ;slow+hard + .db 0,%01111011,spr_enemyA4&255,spr_enemyA4/256,128,-1,07, 0, 0,1 +;16-21=improved enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%10010011,spr_enemyG1&255,spr_enemyG1/256,128,-3,00, 3,40,1 + .db 0,%10111011,spr_enemyG2&255,spr_enemyG2/256,128,-3,00, 1,36,1 + .db 0,%01100011,spr_enemyG5&255,spr_enemyG5/256,128,-1,01, 9,52,1 ;updown + .db 0,%11110011,spr_enemyG3&255,spr_enemyG3/256,128,-3,04, 7,99,15 ;3x + .db 1,%01101011,spr_enemyG4&255,spr_enemyG4/256,128,-2,01,17, 0,15 ;updown3x + .db 1,%00010011,spr_enemyG6&255,spr_enemyG6/256,128,-2,09,62,60,8 ;lure +;22-26=hi-speed ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00010011,spr_enemyS2&255,spr_enemyS2/256,128,-2,06, 3,32,8 ;fast + .db 0,%11111011,spr_enemyS1&255,spr_enemyS1/256,128,-3,09, 2,28,1 ;lure + .db 1,%00101011,spr_enemyS4&255,spr_enemyS4/256,128,-3,07, 0, 0,1 ;vfast+nofire + .db 1,%01110011,spr_enemyS3&255,spr_enemyS3/256,128,-1,09, 1,20,8 ;lure+ + .db 0,%11011011,spr_enemyS2&255,spr_enemyS2/256,128,-2,01, 3,7,11 ;updown+ran +;27-29=hyper ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00001011,spr_enemyN1&255,spr_enemyN1/256,128,-1,07, 0, 0,1 + .db 1,%00010111,spr_enemyN2&255,spr_enemyN2/256,128,-2,07, 0, 0,1 + .db 1,%00001111,spr_enemyN3&255,spr_enemyN3/256,128,-1,08, 0, 0,1 ;xfast +;30-31=turrets,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%10001111,spr_enemyT1&255,spr_enemyT1/256,128,-4,00, 1,15,3 ;turret L + .db 1,%11011011,spr_enemyT1&255,spr_enemyT1/256,128,-4,00, 1,16,5 ;turret l + + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 +;37-38=final boss' enemy,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,128,-3,01, 0, 0,1 ;moving + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,128,23,11, 0, 0,1 ;mid+lure +;39=misc ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db -1,%11111111,spr_enemyM2&255,spr_enemyM2/256,128,-2,08, 0, 0,1 ;bullet +boss1enemy = 37 +boss2enemy = 38 +;40-44=first bosses ,spr_ &255,spr_ /256, X, Y, d,WT,WF,W + .db 2,%01000111,spr_boss01&255,spr_boss01 /256,127,-1,11,35,48,15 ;triple + .db 2,%01010011,spr_boss02&255,spr_boss02 /256,127,-1,11,20,12,1 ;single + .db 2,%11011011,spr_boss03&255,spr_boss03 /256,127,-1,10,15, 8,8 ;double + .db 3,%00111111,spr_boss04&255,spr_boss04 /256,127,-3,12,10,11,1 ;Flure + .db 4,%01011011,spr_boss05&255,spr_boss05 /256,000,-2,17, 1,3,11 ;ranfire +;45-46=asteroid bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 5,%01101111,spr_bossA1&255,spr_bossA1 /256,127,-2,12,28,14,7 ;Flure + .db 20,%00011111,spr_bossA2&255,spr_bossA2 /256,119,00,16,31, 3,14 ;fullscreen +;47-51=big bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 4,%00010111,spr_boss07&255,spr_boss07 /256,127,-3,10,31, 8,16 ;5x + .db 6,%10001111,spr_boss08&255,spr_boss08 /256,127,-1,10,18, 8,9 ;quad + .db 3,%10111011,spr_boss06&255,spr_boss06 /256,127,-2,12, 1, 4,1 ;weak+rapidfire + .db 7,%11101011,spr_boss09&255,spr_boss09 /256,127,-1,10,21, 9,10 ;6x + .db 9,%11011011,spr_boss10&255,spr_boss10 /256,127,-1,10,12,11,12 ;enemies +#else +;0-1=pickups + .db 0,%00000010,spr_enemyP1&255,spr_enemyP1/256,96,-2,03, 0, 0,1 ;pickup + .db 0,%00000110,spr_enemyP2&255,spr_enemyP2/256,96,-2,03, 0, 0,1 ;bigpickup +;2-7=basic enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%00001011,spr_enemyE0&255,spr_enemyE0/256,96,-1,00,12, 0,1 ;intro + .db 0,%00100011,spr_enemyE1&255,spr_enemyE1/256,96,-1,00,10, 0,1 ;weak + .db 0,%01100011,spr_enemyE4&255,spr_enemyE4/256,96,-1,03, 6,50,1 ;slow + .db 0,%01001011,spr_enemyE2&255,spr_enemyE2/256,96,-1,00, 1, 0,1 + .db 0,%01011011,spr_enemyE3&255,spr_enemyE3/256,96,-3,00,19,39,8 ;heavy + .db 0,%01010011,spr_enemyE5&255,spr_enemyE5/256,96,-3,05, 1, 0,1 ;fast +;8-10=backwards enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%00111011,spr_enemyB1&255,spr_enemyB1/256,00,-3,13,19,92,1 + .db 0,%01011011,spr_enemyB2&255,spr_enemyB2/256,00,-1,14,11,45,1 + .db 0,%01101011,spr_enemyB3&255,spr_enemyB3/256,00,-1,13,10,41,8 ;small +;11-15=asteroid ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%01001011,spr_enemyA1&255,spr_enemyA1/256,96,-1,04, 0, 0,1 + .db 0,%01111011,spr_enemyA2&255,spr_enemyA2/256,96,-1,00, 0, 0,1 + .db 0,%10110011,spr_enemyA3&255,spr_enemyA3/256,96,-1,06, 0, 0,1 + .db 1,%00010011,spr_enemyA4&255,spr_enemyA4/256,96,-1,03, 0, 0,1 ;slow+hard + .db 0,%01111011,spr_enemyA4&255,spr_enemyA4/256,96,-1,07, 0, 0,1 +;16-21=improved enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%10010011,spr_enemyG1&255,spr_enemyG1/256,96,-3,00, 3,40,1 + .db 0,%10111011,spr_enemyG2&255,spr_enemyG2/256,96,-3,00, 1,36,1 + .db 0,%01100011,spr_enemyG5&255,spr_enemyG5/256,96,-1,01, 9,52,1 ;updown + .db 0,%11110011,spr_enemyG3&255,spr_enemyG3/256,96,-3,04, 7,99,15 ;3x + .db 1,%01101011,spr_enemyG4&255,spr_enemyG4/256,96,-2,01,17, 0,15 ;updown3x + .db 1,%00010011,spr_enemyG6&255,spr_enemyG6/256,96,-2,09,62,60,8 ;lure +;22-26=hi-speed ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00010011,spr_enemyS2&255,spr_enemyS2/256,96,-2,06, 3,32,8 ;fast + .db 0,%11111011,spr_enemyS1&255,spr_enemyS1/256,96,-3,09, 2,28,1 ;lure + .db 1,%00101011,spr_enemyS4&255,spr_enemyS4/256,96,-3,07, 0, 0,1 ;vfast+nofire + .db 1,%01110011,spr_enemyS3&255,spr_enemyS3/256,96,-1,09, 1,20,8 ;lure+ + .db 0,%11011011,spr_enemyS2&255,spr_enemyS2/256,96,-2,01, 3,7,11 ;updown+ran +;27-29=hyper ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00001011,spr_enemyN1&255,spr_enemyN1/256,96,-1,07, 0, 0,1 + .db 1,%00010111,spr_enemyN2&255,spr_enemyN2/256,96,-2,07, 0, 0,1 + .db 1,%00001111,spr_enemyN3&255,spr_enemyN3/256,96,-1,08, 0, 0,1 ;xfast +;30-31=turrets,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%10001111,spr_enemyT1&255,spr_enemyT1/256,96,-4,00, 1,15,3 ;turret L + .db 1,%11011011,spr_enemyT1&255,spr_enemyT1/256,96,-4,00, 1,16,5 ;turret l + + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 +;37-38=final boss' enemy,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,96,-3,01, 0, 0,1 ;moving + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,96,23,11, 0, 0,1 ;mid+lure +;39=misc ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db -1,%11111111,spr_enemyM2&255,spr_enemyM2/256,96,-2,08, 0, 0,1 ;bullet +boss1enemy = 37 +boss2enemy = 38 +;40-44=first bosses ,spr_ &255,spr_ /256, X, Y, d,WT,WF,W + .db 2,%01000111,spr_boss01&255,spr_boss01 /256,95,-1,11,35,48,15 ;triple + .db 2,%01010011,spr_boss02&255,spr_boss02 /256,95,-1,11,20,12,1 ;single + .db 2,%11011011,spr_boss03&255,spr_boss03 /256,95,-1,10,15, 8,8 ;double + .db 3,%00111111,spr_boss04&255,spr_boss04 /256,95,-3,12,10,11,1 ;Flure + .db 4,%01011011,spr_boss05&255,spr_boss05 /256,00,-2,17, 1,3,11 ;ranfire +;45-46=asteroid bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 5,%01101111,spr_bossA1&255,spr_bossA1 /256,95,-2,12,28,14,7 ;Flure + .db 20,%00011111,spr_bossA2&255,spr_bossA2 /256,87,00,16,31, 3,14 ;fullscreen +;47-51=big bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 4,%00010111,spr_boss07&255,spr_boss07 /256,95,-3,10,31, 8,16 ;5x + .db 6,%10001111,spr_boss08&255,spr_boss08 /256,95,-1,10,18, 8,9 ;quad + .db 3,%10111011,spr_boss06&255,spr_boss06 /256,95,-2,12, 1, 4,1 ;weak+rapidfire + .db 7,%11101011,spr_boss09&255,spr_boss09 /256,95,-1,10,21, 9,10 ;6x + .db 9,%11011011,spr_boss10&255,spr_boss10 /256,95,-1,10,12,11,12 ;enemies +#endif + +spr_enemy00: +spr_enemyP1: + .db 10,8 ;pickup + .db %00111111 ; ██████ + .db %01100001 ; ██ ██ + .db %10001100 ;█ ██ █ + .db %10111111 ;█ ██████ █ + .db %10111111 ;█ ██████ █ + .db %10001100 ;█ ██ █ + .db %01100001 ; ██ ██ + .db %00111111 ; ██████ + .db 7 + .db %00000000 + .db %10000000 + .db %01000000 + .db %01000000 + .db %01000000 + .db %01000000 + .db %10000000 +spr_enemyP2: + .db 11,9 ;big pickup + .db %00111111 ; ███████ + .db %01100000 ; ██ ██ + .db %10001110 ;█ ███ █ + .db %10111011 ;█ ███ ███ █ + .db %10100000 ;█ █ █ █ + .db %10111011 ;█ ███ ███ █ + .db %10001110 ;█ ███ █ + .db %01100000 ; ██ ██ + .db %00111111 ; ███████ + .db 9 + .db %10000000 + .db %11000000 + .db %00100000 + .db %10100000 + .db %10100000 + .db %10100000 + .db %00100000 + .db %11000000 + .db %10000000 + +spr_enemyE0: + .db 6,7 ;weak + .db %00011100 ; ███ + .db %00100100 ; █ █ + .db %01101000 ; ██ █ + .db %10110100 ;█ ██ █ + .db %01101000 ; ██ █ + .db %00100100 ; █ █ + .db %00011100 ; ███ +spr_enemyE1: + .db 6,7 ;weak + .db %00111100 ; ████ + .db %01000100 ; █ █ + .db %10111000 ;█ ███ + .db %11100000 ;███ + .db %10111000 ;█ ███ + .db %01000100 ; █ █ + .db %00111100 ; ████ +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 %01010000 ; █ █ + .db %11010000 ;██ █ + .db %11010000 ;██ █ + .db %01010000 ; █ █ + .db %00111100 ; ████ +spr_enemyE4: + .db 6,7 + .db %00011100 ; ███ + .db %01101000 ; ██ █ + .db %10011000 ;█ ██ + .db %01110000 ; ███ + .db %10011000 ;█ ██ + .db %01101000 ; ██ █ + .db %00011100 ; ███ +spr_enemyE5: + .db 6,6 ;speedy + .db %00010100 ; █ █ + .db %01111000 ; ████ + .db %10100000 ;█ █ + .db %10100000 ;█ █ + .db %01111000 ; ████ + .db %00010100 ; █ █ + +spr_enemyB1: + .db 6,6 ;solid backwards + .db %11110000 ;████ + .db %00101000 ; █ █ + .db %01010100 ; █ █ █ + .db %01010100 ; █ █ █ + .db %00101000 ; █ █ + .db %11110000 ;████ +spr_enemyB2: + .db 6,7 + .db %11110000 ;████ + .db %01001000 ; █ █ + .db %01110100 ; ███ █ + .db %00100100 ; █ █ + .db %01110100 ; ███ █ + .db %01001000 ; █ █ + .db %11110000 ;████ +spr_enemyB3: + .db 5,7 + .db %11100000 ;███ + .db %01010000 ; █ █ + .db %01111000 ; ████ + .db %01000000 ; █ + .db %01111000 ; ████ + .db %01010000 ; █ █ + .db %11100000 ;███ + +spr_enemyA1: + .db 7,6 ;asteroid one + .db %00011000 ; ██ + .db %01101100 ; ██ ██ + .db %10011110 ;█ ████ + .db %11111010 ;█████ █ + .db %10111100 ;█ ████ + .db %01110000 ; ███ +spr_enemyA2: + .db 8,7 ;asteroid two + .db %00111100 ; ████ + .db %01011010 ; █ ██ █ + .db %01101101 ; ██ ██ █ + .db %11111101 ;██████ █ + .db %11111111 ;████████ + .db %10110110 ;█ ██ ██ + .db %01100000 ; ██ +spr_enemyA3: + .db 8,8 ;asteroid three + .db %00011110 ; ████ + .db %01110011 ; ███ ██ + .db %01111101 ; █████ █ + .db %10110111 ;█ ██ ███ + .db %11111110 ;███████ + .db %11111101 ;██████ █ + .db %01010111 ; █ █ ███ + .db %00001110 ; ███ +spr_enemyA4: + .db 7,6 ;asteroid four + .db %01111000 ; ████ + .db %10110110 ;█ ██ ██ + .db %11111101 ;██████ █ + .db %01111011 ; ████ ██ + .db %01001110 ; █ ███ + .db %00110000 ; ██ + +spr_enemyG1: + .db 8,6 ;G-Type + .db %00011111 ; █████ + .db %01001000 ; █ █ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01001000 ; █ █ + .db %00011111 ; █████ +spr_enemyG2: + .db 8,6 ;smaller nacelles + .db %00010111 ; █ ███ + .db %01101100 ; ██ ██ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01101100 ; ██ ██ + .db %00010111 ; █ ███ +spr_enemyG3: + .db 8,6 ;shuttle + .db %00001111 ; ████ + .db %01110100 ; ███ █ + .db %10011100 ;█ ███ + .db %10011100 ;█ ███ + .db %01110100 ; ███ █ + .db %00001111 ; ████ +spr_enemyG4: + .db 8,6 ;G-Type solid + .db %00111101 ; ███ █ + .db %01111000 ; ████ + .db %11110100 ;████ █ + .db %11110100 ;████ █ + .db %01111000 ; ████ + .db %00111101 ; ███ █ +spr_enemyG5: + .db 6,6 + .db %01111100 ; █████ + .db %10110000 ;█ ██ + .db %10101000 ;█ █ █ + .db %10101000 ;█ █ █ + .db %10110000 ;█ ██ + .db %01111100 ; █████ +spr_enemyG6: + .db 8,5 ;shuttle + .db %00001111 ; ████ + .db %01110100 ; ███ █ + .db %10011010 ;█ ██ █ + .db %01110100 ; ███ █ + .db %00001111 ; ████ + +spr_enemyS1: + .db 6,6 ;solid + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +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_enemyS4: + .db 8,6 ;fast interceptor + .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 ; █████ +spr_enemyN2: + .db 8,7 ; + .db %00111110 ; █████ + .db %00011101 ; ███ █ + .db %11111111 ;████ ███ + .db %01110110 ; ██ ███ + .db %11111111 ;████ ███ + .db %00011101 ; ███ █ + .db %00111110 ; █████ +spr_enemyN3: + .db 8,7 ;Nem3MSX jumper lvl#3 + .db %10111110 ;█ █████ + .db %01011101 ; █ ███ █ + .db %01111110 ; ██████ + .db %00010100 ; █ █ + .db %01111110 ; ██████ + .db %01011101 ; █ ███ █ + .db %10111110 ;█ █████ +spr_enemyN4: + .db 8,8 ;Stolen from XC1701II + .db %01111110 ; ██████ + .db %11110101 ;████ █ █ + .db %00011111 ; █████ + .db %00111101 ; ████ █ + .db %00111001 ; ███ █ + .db %00011111 ; █████ + .db %11110101 ;████ █ █ + .db %01111110 ; ██████ +spr_enemyN5: + .db 7,8 ;Stolen from XC1701II + .db %00111100 ; ████ + .db %01010010 ; █ █ █ + .db %11111110 ;███████ + .db %01001010 ; █ █ █ + .db %01011010 ; █ ██ █ + .db %11111110 ;███████ + .db %01010010 ; █ █ █ + .db %01111100 ; ████ + +spr_enemyT1: + .db 8,7 ;turret left + .db %11000000 ;██ + .db %01100000 ; ██ + .db %00110000 ; ██ + .db %01011100 ; █ ███ + .db %10110110 ;█ ██ ██ + .db %01011010 ; █ ██ █ + .db %11111111 ;████████ +spr_enemyT2: + .db 8,7 ;turret right + .db %00000011 ; ██ + .db %00000110 ; ██ + .db %00001100 ; ██ + .db %00111010 ; ███ █ + .db %01101101 ; ██ ██ █ + .db %01011010 ; █ ██ █ + .db %11111111 ;████████ + +spr_enemyM1: + .db 8,7 ;mine + .db %00111100 ; ████ + .db %01011010 ; █ ██ █ + .db %11111111 ;████████ + .db %01001010 ; █ █ █ + .db %11111111 ;████████ + .db %01011010 ; █ ██ █ + .db %00111100 ; ████ +spr_enemyM2: + .db 7,6 ;giant bullet + .db %00011000 ; ██▒ + .db %01111110 ; ██████▒ + .db %11111000 ;█████▒ + .db %11111100 ;██████▒ + .db %01111110 ; ██████▒ + .db %00111000 ; ███▒ + +spr_boss01: + .db 9,12 ;.......:.2.....: + .db %00000111 ; ████ + .db %00011100 ; ███ + .db %00101010 ; █ █ █ + .db %01011011 ; █ ██ ██ + .db %10100110 ;█ █ ██ █ + .db %11010101 ;██ █ █ █ + .db %11010101 ;██ █ █ █ + .db %10100110 ;█ █ ██ █ + .db %01011011 ; █ ██ ██ + .db %00101010 ; █ █ █ + .db %00011100 ; ███ + .db %00000111 ; ████ + .db 12 + .db %10000000 + .db %00000000 + .db %00000000 + .db %00000000 + .db %10000000 + .db %00000000 ;...what a waste of space... + .db %00000000 + .db %10000000 + .db %00000000 + .db %00000000 + .db %00000000 + .db %10000000 +spr_boss02: + .db 12,12 ;.......:....5..: + .db %00011110 ; ████ + .db %01100001 ; ██ ██ + .db %10110010 ;█ ██ █ ██ + .db %00000101 ; █ ██ █ + .db %00001010 ; █ █ ██ + .db %00011010 ; ██ █ █ █ + .db %00011010 ; ██ █ █ █ + .db %00001010 ; █ █ ██ + .db %00000101 ; █ ██ █ + .db %10110010 ;█ ██ █ ██ + .db %01100001 ; ██ ██ + .db %00011110 ; ████ + .db 11 + .db %00000000 + .db %10000000 + .db %01100000 + .db %10100000 + .db %01100000 + .db %10010000 + .db %10010000 + .db %01100000 + .db %10100000 + .db %01100000 + .db %10000000 +spr_boss03: + .db 16,10 ;.......:.......: + .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 +spr_boss04: + .db 16,10 ;.......:.......: + .db %00000000 ; █████ + .db %00000000 ; ███ █ + .db %00000111 ; ████ █████ + .db %00111101 ; ████ █ █ ████ + .db %01001010 ; █ █ █ ██ ███ █ + .db %10110110 ;█ ██ ██ ███ █ █ + .db %10110110 ;█ ██ ██ ███ █ █ + .db %01001010 ; █ █ █ ██ ███ █ + .db %00111101 ; ████ █ █ ████ + .db %00000111 ; ████ █████ + .db 12 ; ███ █ + .db %00011111 ; █████ + .db %11100001 + .db %10111110 + .db %01011110 + .db %11011101 + .db %11100101 + .db %11100101 + .db %11011101 + .db %01011110 + .db %10111110 + .db %11100001 + .db %00011111 +spr_boss05: + .db 16,10 ;.......:.......: + .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 %01101101 + .db %01101101 + .db %10010110 + .db %11100001 + .db %10001111 +spr_bossA1: + .db 12,11 ;AsteroidBoss 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 +spr_boss06: + .db 16,10 ;.......:.......: + .db %10111110 ;█ █████ ███ + .db %00000011 ; ███ ████ + .db %01110101 ; ███ █ ████ ██ █ + .db %11111101 ;██████ █ ███ █ + .db %00000110 ; ██ █ █ ██ █ + .db %00000110 ; ██ █ █ ██ █ + .db %11111101 ;██████ █ ███ █ + .db %01110101 ; ███ █ ████ ██ █ + .db %00000011 ; ███ ████ + .db %10111110 ;█ █████ ███ + .db 10 + .db %00111000 + .db %10001111 + .db %11101101 + .db %01110010 + .db %10101101 + .db %10101101 + .db %01110010 + .db %11101101 + .db %10001111 + .db %00111000 +spr_boss07: ;modelled after a Nemesis][MSX boss + .db 16,15 ;.......:.......: + .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 + .db %10000000 + .db %11111000 + .db %01111111 + .db %00000000 + .db %10000000 + .db %11100000 + .db %11011110 + .db %01010000 + .db %11011110 + .db %11100000 + .db %10000000 + .db %00000000 + .db %01111111 + .db %11111000 + .db %10000000 +spr_boss08: ;modelled after a Nemesis][MSX boss + .db 16,18 ;.......:.......: + .db %00000000 ; █ █ + .db %00000111 ; ███ ███ + .db %00000011 ; ████ █ + .db %00000001 ; ██ ██ + .db %00000011 ; ███ ██ + .db %00000000 ; █████ + .db %00010111 ; █ ██████████ + .db %00111111 ; ██████ ██ ██ + .db %11111000 ;█████ ██ █ ███ + .db %00001111 ; █████ ██ █ █ + .db %11111000 ;█████ ██ █ ███ + .db %00111111 ; ██████ ██ ██ + .db %00010111 ; █ ██████████ + .db %00000000 ; █████ + .db %00000011 ; ███ ██ + .db %00000001 ; ██ ██ + .db %00000011 ; ████ █ + .db %00000111 ; ███ ███ + .db 19 ; █ █ + .db %01010000 + .db %01110000 + .db %11010000 + .db %10110000 + .db %10110000 + .db %11111000 + .db %11111110 + .db %01101100 + .db %11010111 + .db %10110101 + .db %11010111 + .db %01101100 + .db %11111110 + .db %11111000 + .db %10110000 + .db %10110000 + .db %11010000 + .db %01110000 + .db %01010000 +spr_boss09: + .db 14,14 ;.......:......7: + .db %01100111 ; ██ ████ ██ + .db %11001011 ;██ █ ██ █ ██ + .db %10110000 ;█ ██ ██ █ + .db %10101111 ;█ █ ██████ █ █ + .db %01010000 ; █ ██ ██ █ + .db %01010011 ; █ █ ██ █ █ + .db %10100111 ;█ █ ████ ██ █ + .db %10100111 ;█ █ ████ ██ █ + .db %01010011 ; █ █ ██ █ █ + .db %01010000 ; █ ██ ██ █ + .db %10101111 ;█ █ ██████ █ █ + .db %10110000 ;█ ██ ██ █ + .db %11001001 ;██ █ ██ █ ██ + .db %01100111 ; ██ ████ ██ + .db 14 + .db %10011000 + .db %01001100 + .db %00110100 + .db %11010100 + .db %00101000 + .db %00010100 + .db %10110100 + .db %10110100 + .db %00010100 + .db %00101000 + .db %11010100 + .db %00110100 + .db %01001100 + .db %10011000 +spr_boss10: + .db 16,19 ;.......:.......: + .db %01111011 ; ████ ███ + .db %10000110 ;█ ██ █████ + .db %00000011 ; ███ █ + .db %00111011 ; ███ ██ ███ + .db %00000111 ; ███ ███ + .db %00001100 ; ██ ███ █ + .db %00110111 ; ██ █████ █ ██ + .db %01111011 ; ████ ██ █ ██ █ + .db %11100100 ;███ █ ██ ██ █ + .db %00000001 ; ██████ ██ █ + .db %11100100 ;███ █ ██ ██ █ + .db %01111011 ; ████ ██ █ ██ █ + .db %00110111 ; ██ █████ █ ██ + .db %00001100 ; ██ ███ █ + .db %00000111 ; ███ ██ + .db %00111011 ; ███ ██ ███ + .db %00000011 ; ███ █ + .db %10000110 ;█ ██ █████ + .db %01111011 ; ████ ███ + .db 19 + .db %10000000 + .db %11111000 + .db %10100000 + .db %00011100 + .db %01110000 + .db %11101000 + .db %11010110 + .db %00101101 + .db %11011001 + .db %11011001 + .db %11011001 + .db %00101101 + .db %11010110 + .db %11101000 + .db %01100000 + .db %00011100 + .db %10100000 + .db %11111000 + .db %10000000 +;spr_bossA2: ;in asm code + +;----------------------------------------------------------------------------- +;----------------------------- logo ------------------------------------------ +;----------------------------------------------------------------------------- + +logo_nemesis: +#ifdef TI83 +.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011 +.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011 +.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011 +.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000 +.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000 +.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +#endif +#ifdef TI86 +.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 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001 +#endif + +;----------------------------- end ------------------------------------------- .end .end +;----------------------------------------------------------------------------- +;----------------------------------------------------------------------------- +;----------------------------------------------------------------------------- - -;----------------------------- NEMESIS'86 by Shiar ---------------------------- - -;----------------------------- 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 -; -; # 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 -; -; 0.2.718 -- 18.VII.99 -- size 1153 +; 0.99.99 -- 9.IX.00 -- size 6936 ; -; + ability to fire bullets (F1). Enemies disappear on impact -; * enemies explode instead of disappearing +; + you can have upto FOUR multiples! (~20 pixels apart) +; * some optimizations: keycall, menu handling, port nops removed, +; more SMC, fire handling, fast bullet handling, enemy movement +; * better "backwards" enemies handling (and implemented in game) +; # when enemy changed into a pickup, movement is set to vslow +; * instead of turning into a pickup, enemies explode and a pickup +; appears at the right side of the screen (moves left slowly) +; # bullets do damage again (screenflash made damage become 0) +; + when destroyed by bullets, the armor bar will show 0HP left +; * all enemy bullets do the same damage in all levels +; * you now appear at (*32*,30) because enemies can come from left +; * improved bullet handling (faster, smaller, etc.) +; + multiples are animated like real Nemesis (grow-shrink-grow-shrink>) +; # fixed a bug that didn't select multiples when you were moving +; # enemy collision screwed up invert and some other weird stuff +; + in pause screen change contrast with up/down and B/W mode with F1 +; + lasers can have different durations (beams last longer) +; * some sign-flag checkings replaced by carry-flag (thus reducing size) +; # slow enemies (including pickups) didn't always appear (just 25-50%) +; + enemies can fire different kinds of bullets: aiming, double, triple +; * maximum number of bullets increased (48 for enemies, 128 for you) +; * beamweapon can be selected when you got laser (like vice versa) +; * selecting laser removes tailbeam or up-double +; # tail beam/up-double correctly centered +; # disappearing bullets (when enemies fired multiple bullets) fixed +; + bullets and lasers both upgradable upto level 9 +; # fixed end story (_vputs didn't recognize 0-end when "'" in string) +; # stars couldn't be altered anymore since recent levelformat changes +; * maximum different enemies increased from 28 to 63 +; * pickup sprite altered, small changes to some enemies +; + new moves implemented: 75% speed and lure-while-moving +; # fixed the enemy aiming bullets procedure +; * enemies fire their bullets centered too! (even the large bosses) +; * you may NOT have any multiples together with beams, just lasers +; + added new enemy guns: quad- and 6x-fire!! +; * sprite table length increased to 768 bytes (stored DIV3) +; + ships 3/4 select hardcore mode: score and damage are doubled +; + first icon not only increases armor, but also activates shield for +; some time (shield halves damage and absorbs bullets in normal mode) +; + ship selection screen also shows ship specs (hardcore/tailbeam/etc) +; * shield looks different for each ship +; * hiscore/savegame procedure optimized (several bytes smaller) +; + B<>W mode setting will be stored +; * enemy sprite pointers stored as words (thus increasing sprite table +; length from 768B to 65kB, and increasing sprite calculation speed) +; * hardcore mode does _more_ than doubled damage (bulletsdamage +1) +; * 10 bytes off by optimizing main menu a little +; * and optimizations to hiscore name handling saved another 17 bytes! +; * score increased by 1 per placed enemy, instead of time (otherwise +; you could just evade bosses for a long time for very high score) +; * findpixel optimized (or rather un-unoptimized: restored to original) +; # ground fixed again (and optimized for tunnel only) +; # prevents exploding more than once (not dieing while inside ground) +; * some unneccessary pushes removed +; + final boss also fires moving mines (just up/down-enemies) +; * on collision less damage to enemy, more to you (bosses too simple) +; * normal pickups will increase armor and shield directly (no [alpha]) +; + a large pickup'll appear at the end of a level which will select +; your next upgrade: beamweapon, laser, multiple/tailbeam/up-double +; + a small explosion is displayed when enemy's hit but not destroyed +; # _all_ multiples appear at your position at start of level +; # bug in selecting multiples fixed (recent bug) +; + getting passed 3rd upgrade (4 pickups) increases score by 250! +; - second icon integrated in 5th, first two icons removed (unused now) +; * the armor bar is now 5 pixels in height; very visible +; # if selecting upgrade or starting level, charge bar wasn't displayed ; -; 0.3.719 -- 19.VII.99 -- size 1401 +; 1.00.C21 -- 21.XII.00 -- size 6797 ; -; * 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 +; * armor-bar background, empty upgrades sprites changed +; + shows sprite when laser hits an enemy (his "shield"?) +; + exit-key also quits out of ship selection screen +; # fixed direct-quit on death bug (bug since recent optimization) +; * armor-bar background changed (more elegant and smaller code) +; # "flash" when end-boss spawns mine fixed +; + enemy's y start position can be specified per enemy +; + when bullets selected, upgrade icons won't appear half the time +; # remainder pixels in armor bar (appeared after heavy damage) removed +; + your ship's explosion is now also 8 frames (half enemy expl. speed) +; + does NOT display Done after running in TI-OS! (anti-teacher ;) +; * storyline completed (probably the crappiest story ever!) +; # only first byte of ship's sprite altered; now loads whole word +; - tail beam removed (up double only); odd ships now contain laser +; # fixed laserbeam display when firing at right edge +; # star relocation altered to work correctly w/ new screen location +; # halfluring wasn't 50% (more like 75%) since random enemy spawning +; * restored multiples for bullets (since it's unlikely you'll select 1) +; # fixed mem overlapping causing "weird stuff" when moving multiples +; # bullets fired below screen bottom are moved up onto screen +; + SOURCE ALSO TI-83 COMPATIBLE (still few bugs like hiscore, bullets) +; # upgrading beam weapon removed multiples +; # clipping at left side wrong in TI-83 version fixed ; -; 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 if 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 -; - ; + added - removed * changed # bug fixed + +;bullet handling: (255/enemy)+419+putsprite cycles per bullet \ No newline at end of file