X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/7f06b198f64d0300897f8df9c0eb5308aa372985..86a45e83419f7f26a7eba8a8f76a9bb5ed957f5a:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index 9e8bcfa..413ab08 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,22 +1,16 @@ ;---------------------------------------------------------------------------- ;---------------------- NEMESIS --------------------------------------------- -;---------------------------------------------------------------------------- +;----------------------------------------------- cool arcade-shoot-em-up-game + +;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org + +;This source should only be used for learning practises, do not +;alter it, and certainly never distribute an altered version!! + +;&&& marks uncertainties or things to optimize -; Title : Nemesis -; Version : 0.97 -; Release Date : 25.VI.00 -; Filename : nemesis.86p (6kb) -; Author(s) : Shiar -; Email Address : shiar0@hotmail.com -; ICQ ; #43840958 -; Web Page : www.shiar.org -; Description : cool arcade-shoot-em-up-game -; Where to get this game : www.shiar.org | www.ticalc.org -; Other games by author : Worm - -; ABOUT: This source should only be used for learning practises, do not -; alter it, and certainly do not distribute an altered version!! -; NOTE: &&& marks uncertainties or things to optimize +;TO DO: +; up-double | torpedoes | levels 7-12 | jp m | better weapons ;---------------------- nemesis.z80 start ----------------------------------- @@ -30,21 +24,22 @@ #define psh push ; ^:D #define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero -;GRAPH_MEM = $C9FA ;display buffer -TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0 -_clrWindow = $4a86 ;a new procedure from AsmStudio86 inc. files -_ex_ahl_bde = $45f3 -_shracc = $4383 -_dispahl = $4a33 -_asapvar = $d6fc +dispbuffer = $81FA ;= $C9FA ;virtual screen +;VIDEO_MEM = $FC00 ;tha big scareen +TEXT_MEM = _textShadow ;text buffer; C0F9-C1A0 (167/$A7 bytes) -storepos = _asm_exec_ram+6000 ;120 OF 165 -storepos2 = _asm_exec_ram+6200 ;141 OF 167 +_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+7000 ;120 OF 165 +storepos2 = _asm_exec_ram+7200 ;141 OF 167 9000 BYTES ;---------------------- in-game vars ---------------------------------------- just_fired = storepos ; +0 ;counts how long a blast lasts -menuitem = storepos ; +0 ;used to store menu location hiscorepos = storepos ; +0 ;entering hiscore name ; ;--------YOU x = storepos+1 ; +1 ;your ship's position @@ -53,13 +48,10 @@ firex = y+1 ; +3 ;(1 byte) firey = firex+1 ; +4 ;(1 byte) ; ;--------LEVEL eventleft = storepos+5 ; +5 ;nr. of enemies still to come -nextevent = eventleft+1 ; +6 ;time to next event -level_enemy = nextevent+1 ; +7 ;enemy type +level_enemy = eventleft+1 ; +7 ;enemy type level_info = level_enemy+1 ; +8 ;info (see below) level_move = level_info+1 ; +9 ;= -level_fire = level_move+1 ;+10 - ; ;--------OBJECTS -spacespace = storepos+19 ;+19 +spacespace = level_move+1 ;+10 groundinfo = spacespace+1 ;+20 groundpos = groundinfo+1 ;+21 $10 ceilingpos = groundpos+16 ;+37 $10 @@ -71,31 +63,28 @@ starx1 = storepos+55 ;+55 nrstars2 = 7 starx2 = starx1+(nrstars1*2) ;+69 ; ;--------MULTIPLES -mx = starx2+(nrstars2*2) ;+83 ;position of multiple#1 -my = mx+1 ;+84 ;multiple y-pos -m2x = my+1 ;+85 -m2y = m2x+1 ;+86 -your_locpos = m2y+1 ;+87 ;position in your_prevpos tabl -your_prevpos = your_locpos+1 ;+88 ;save previous positions (32d) +your_prevpos = starx2+(nrstars2*2) ;+87 ;save previous positions (32d) +mm = 4 ;max. number of multiples ;^-----------------------------------<1 ;-120=$78 enemies = storepos2 ; +0 ;info about each enemy -enemysize = 7 ;infobytes per enemy +enemysize = 10 ;infobytes per enemy nrenemies = 16 ;max. nr of enemies ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) -nrybuls = 64 ; +80\ +nrybuls = 128 ; +80\ ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y) -nrebuls = 16 +nrebuls = 48 lvlenemies = ebullets+(nrebuls*3) ;^-----------------------------------<2 ;-141=$8D ;level_info: -; [0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire] +; [0000:damage 0:diagfire 0:ground 0:ceiling 0:-] ;enemies: ; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)] -; [ship type or explosion frame] [x] [y] [move] [fire] +; [ship type or explosion frame] [x] [y] [movetype] [movecounter] +; [firecounter] [firefreq] [firetype] ;---------------------- introduction ---------------------------------------- @@ -105,7 +94,7 @@ lvlenemies = ebullets+(nrebuls*3) .dw Title ;pointer to description (all shells) .dw Icon ;pointer to YAS icon -Title: .db "Nemesis v0.97 by SHIAR",0 +Title: .db "Nemesis v0.99.812 by SHIAR",0 Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes .db %11100000 ; ███ @@ -115,18 +104,18 @@ Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes .db %00111110 ; █████ .db %01111000 ; ████ .db %11100000 ; ███ ;recommend 80x50 screen mode - .DB 0 ;clear stupid YAS-line + .db 0 ;YAS 0.92 compatibility ;---------------------- init ------------------------------------------------ -int_handler: - ex af,af' - in a,($03) - bit 3,a - jp z,$0039 - res 0,a - out ($03),a - jp $0039 +int_handler: ;new interrupt proc + ex af,af' ;just af only (no need for exx) + in a,($03) ;read bit 3 port 3 + bit 3,a ;is ON key pressed? + jp z,$0039 ;no: np, return + res 0,a ;yes: then we have a problem (freeze), so... + out ($03),a ;...mask the ON key interrupts! + jp $0039 ;all done, return int_end: init: cal BUSY_OFF ;turns the run-indicator off, obviously @@ -140,17 +129,17 @@ FixKeys: ;fixes some key problems like left+down bug ld a,$D4 ld bc,$0100 ld h,a - ld l,c ;ld hl,$D400 + 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 - ld hl,int_handler + 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 + ldir ;load new handler at ($D3D3) inc a ;ld a,$D4 ld i,a im 2 @@ -198,11 +187,9 @@ dispmenu: ld hl,txt_menu2 cal _puts - xor a - ld (menuitem),a - menuloop: - ld a,(menuitem) + ld a,0 ;current menu item (0 or 1); 0 by default +menuitem =$-1 ld h,$01 add a,4 ld l,a @@ -221,44 +208,50 @@ menuloop: ld (_curRow),hl cal _putc - halt \ halt - - cal GET_KEY ;wait for keypress + cal getsomekeys ;read keys (z if enter/2nd pressed) + jr z,start_tha_freakin_game + cp K_EXIT + jr z,menuexit cp K_UP jr z,menuchange cp K_DOWN - jr z,menuchange - cp K_EXIT - jr z,menuexit - ld hl,_invert - cp K_F1 - cal z,undo_invert - cp K_F2 - cal z,do_invert - cp K_ENTER jr nz,menuloop +menuchange: + ld hl,menuitem + ld a,(hl) + xor 1 ;0=1; 1=0 + ld (hl),a ;set new menu item + jr menuloop +start_tha_freakin_game: ld a,(menuitem) dec a - cal nz,New_game - jp samelevel ;game_main_loop + cal nz,New_game ;NEW GAME + jp samelevel ;CONTINUE: game_main_loop menuexit: - ld hl,0 - ld (your_score),hl - jp game_over - -menuchange: - ld a,(menuitem) - xor 1 - ld (menuitem),a - jr menuloop + 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: - ld (hl),$2F ;cpl +do_invert: ;invert screen (b<>w) + psh hl + psh af ;can't destroy b + ld hl,_invert + ld a,$98 + xor (hl) ;$2F (cpl) <-> $B7 (or a) + ld (hl),a + pop af + pop hl ret -undo_invert - ld (hl),$B7 ;or a + +getsomekeys: + halt + halt + cal GET_KEY + cp K_SECOND + ret z + cp K_ENTER ret ;---------------------------------------------------------------------------- @@ -268,14 +261,15 @@ undo_invert game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time inc (hl) ;increase by 1 - jr nz,Clear_screen ;continue when new time <> 0 - ld hl,1 ;once every 256 frames, increase score by 1 - cal scoreInc ;do it + ld a,(hl) + and %11111 + ld hl,1 ;once every 32 frames, increase score by 1 + cal z,scoreInc ;do it Clear_screen: - ld hl,GRAPH_MEM ;move from (hl) = top left + ld hl,dispbuffer ;move from (hl) = top left ld (hl),$00 ;first pixel will be copied all over the screen - ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen + ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) ldir ;all clear! @@ -312,29 +306,31 @@ check_keys: ld a,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5) out (1),a ;ask for them nop \ nop ;delay 8 clocks - in a,(1) ;get zem! + in a,(1) ;gettem! check_exitkey: bit 6,a ;test bit 6 = exit-key = EXIT jp z,game_over ; pressed, so be it check_morekey: ;another unused label... poor compiler bit 7,a ;test bit 7 = more-key = PAUSE + psh af cal z,Pause ;yes, go to pause + pop af check_firekey: bit 5,a ;test bit 5 = 2nd-key = FIRE ld hl,check_selkey ;where to continue after executing Fire_bullet psh hl ;push hl on stack (instead of cal Fire_bullet) - jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..) + jp z,Fire_bullet ;fire smtn (bulletstaillasermultiples+stuff..) pop hl ;no cal to Fire_bullet made, so pop stack - xor a ;no: - ld (just_fired),a ;reset just_fired + ld hl,just_fired ;no: + ld (hl),5 ;able to fire (five turns = laser duration) +laserdur =$-1 ;SMC laser duration check_selkey: ld a,%01011111 ;look at first column of keys (ALPHA to STO) - out (1),a ;gimme - nop \ nop ;what's taking you so long - in a,(1) ;at last... our precious keyzzz... + out (1),a + in a,(1) ;our precious keys bit 6,a ;'bout the GRAPH key... cal z,Teacher ;you didn't _press_ it, did you?!? @@ -350,14 +346,16 @@ _gamestuff1: cal Handle_bullets ;move your bullets + check for hits cal Enemy_bullets ;move enemy bullets - cal Handle_torp ;the same for your torpedo (assuming u have 1) cal Level_event ;insert enemies cal Display_Screen ;display all - halt ;delay +delay: + halt ;delay and preserve batteries :) jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ +;------- weapon ------- + inc_weapdamage: ld a,0 weapincs =$-1 @@ -381,7 +379,41 @@ weapdaminc =$-1 weapdamage =$-1 add a,b ;a=total damage ld (curweapdamage),a ;safe the current damage - cal disp_charge + + +disp_charge: ;display charge bar + ld hl,(59*16)+VIDEO_MEM+3 + ld b,3 +chargebarclr: + dec hl + ld (hl),0 + 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) + 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 ;--------------------------- ground ----------------------------------------- @@ -400,31 +432,30 @@ Handle_ground: jr z,ground_tunnel ;tunnel effect ground_boring: ld a,(groundpos) ;type 0 + jr newground+1 ground_tunnel: ld a,(groundpos+14) ld d,a ld hl,spacespace - - ld bc,$201 ;range=1..3 - cal Random ;a=1-3 - dec a - jr z,newground ;same if a=1 - dec a - jr z,gtunneldown ;down if a=2 -gtunnelup: ;up if a=3 - ld a,(hl) + 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) ;add to spacesize (so +2..-2) + cp 10 + jr c,newground ;>=0 then don't change + ld c,a + ld a,d + add a,b ;new position or a - jr z,newground ;a>=0 (a=0 actually) - inc (hl) - inc d - jr newground -gtunneldown: - ld a,1 - cp d - jr z,newground - dec d - dec (hl) + jr z,newground ;may not be 0 (=256) + cp -10 + jr nc,newground ;and not be <0 (>246) +diffground: + ld d,a + ld (hl),c newground: ld a,d ld (groundpos+15),a ;save new byte on the right @@ -433,7 +464,7 @@ Display_ground: ld b,16 ;screen width ld de,groundpos-1 ;height of current byte (previous actually) psh de ;use later - ld hl,GRAPH_MEM+(56*16)-1 ;screen position + ld hl,dispbuffer+(56*16)-1 ;screen position psh hl groundloopright: @@ -471,7 +502,7 @@ CheckGround: ;check for collision with the ground neg cp (hl) ret nc - ld b,5 + ld b,auch_ground jp damage_you ;--------------------------- ceiling ---------------------------------------- @@ -522,7 +553,7 @@ Display_ceiling: ld b,16 ;screen width ld de,ceilingpos-1 ;height of current byte psh de ;use later - ld hl,GRAPH_MEM-17 ;screen position + ld hl,dispbuffer-17 ;screen position psh hl ceilingloopright: @@ -560,7 +591,7 @@ CheckCeiling: ;check for collision with the ground inc a cp (hl) ;compare with ceiling ret nc ;carry if ceiling is above you - ld b,5 + ld b,auch_ground jp damage_you ;otherwise you don't wanna be in that ship ;--------------------------- move stars ------------------------------------- @@ -577,10 +608,10 @@ DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# movestars2: ld ix,starx2 ld a,(stars2) - rlca + rlca ;move bits (star) left ld (stars2),a - ret nc - ld b,nrstars2 + 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: @@ -601,7 +632,7 @@ movestars_loop: ld a,l and %00001111 - cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1 + cp (dispbuffer&15)-1 ;$C9FAand15-- = 9 jr nz,newstarok cal RandomY @@ -615,24 +646,44 @@ newstarok: ;--------------------------- pause ------------------------------------------ Pause: - ld hl,$0200 ;top left + ld hl,_txt_pause + ld (_penCol),hl + ld hl,txt_pause + cal _vputs ;display small font + ld hl,_txt_pressenter ;top centered ld (_curRow),hl ld hl,txt_pressenter ;"Enter to continue" cal _puts ;display message pause: - cal _getkey ;enter low-power mode and wait for key - cp kEnter ;keypressed = enter? - jr nz,pause ;no, wait some more - ret ;continue + cal getsomekeys ;GET_KEY w/ halts and checks for enter + ret z ;enter/second pressed: continue game + cp K_F1 ;F1 pressed? + cal z,do_invert ;if so then change invert screen (AF saved) + ld hl,CONTRAST ;contrast setting (0-31) + ld b,(hl) ;load contrast into b + cp K_UP ;+ key changes contrast up + jr nz,contr_not_up + inc b ;increase contrast + jr setcontrast ;set +contr_not_up: + cp K_DOWN ;- key + jr nz,pause ;nope: loop + dec b ;decrease contrast +setcontrast: + ld a,b + ld (hl),a + out (2),a ;and set it + cal releasekeys + jr pause ;and loop ;--------------------------- teacher ---------------------------------------- Teacher: ld (iy+12),5 ;enable flashing cursor - cal _clrScrn - cal _homeup ;top left + cal _clrWindow ;top left ld hl,txt_teacher cal _puts ;display message + cal releasekeys teacherloop: cal _getkey ;enter low-power mode and wait for key @@ -642,6 +693,7 @@ teacherloop: jr nz,teacherloop ;no, wait some more ld (iy+12),0 ;disable cursor + cal releasekeys jp disp_icons ;+ret teacherans: @@ -661,8 +713,8 @@ quit: im 1 ;release keyfix procedure set 2,(iy+13) ;set back screen scrolling xor a ld (_asapvar+1),a ;next Asm( run will reload the program - ld hl,GRAPH_MEM ;graph-screen location - ld de,GRAPH_MEM+1 + ld hl,dispbuffer ;graph-screen location + ld de,dispbuffer+1 ld (hl),a ld bc,1024-1 ;do it 1024 times = entire screen ldir @@ -672,20 +724,29 @@ quit: im 1 ;release keyfix procedure ;--------------------------- display ---------------------------------------- Display_Screen: - ld hl,GRAPH_MEM ;from buffer (top left) + ld hl,dispbuffer ;from buffer (top left) ld de,VIDEO_MEM ;to real screen (top left) ld c,56 ;display height = 64 bytes (minus 8 for bar) displayloop: ld b,16 ;display width = 16 bytes (16*8bits=256pixels) displaytloop: ld a,(hl) ;copy byte from (hl) -_invert: - cpl ;xor $ff: invert byte (white<=>black) +_invert: ;SMC: cpl <-> 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 64x + 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,$396b ;Display Score ld (_penCol),hl ;bottom right of screen @@ -716,9 +777,9 @@ Handle_Ship: inc a ;no! next (explosion)frame ld (your_occ),a ;save - cp 34 ;last explosion frame? + cp 64+1 ;last explosion frame? (1-16=1st;49-64=4th) jp c,exploding_you ;not yet: display explosion - cp 40 ;delay finished? + cp 64+16 ;delay finished? jp z,You_die ;yes = game over ret ;don't display anything @@ -730,13 +791,11 @@ ok: ;we are in a,(1) ;come back in ld b,a ;psh a (keys) - xor %11111111 ;inverted a = 0 if arrow-key has been pressed - ld a,(your_multiples) - jr z,no_adv ;if so, leave the multiples where they are - or %100 ;set move bit - jr adv_ok -no_adv: and %11111011 ;reset move bit - + xor -1 ;inverted a: 0 if arrow-key has been pressed + ld a,(your_multiples) ;(btw: CPL doesn't set any flags) + res 7,a ;reset move bit (no flags changed) + jr z,adv_ok ;if so, leave the multiples where they are + set 7,a ;set move bit adv_ok: ld (your_multiples),a ld a,(timer) ;framecounter @@ -782,6 +841,7 @@ no_right: no_up: ld e,(hl) ;e=y ld ix,spr_ship01 ;normal ship sprite +your_shipspr =$-2 ld hl,your_inv ;invulnerable? ld a,(hl) ;load time in a or a ;is it 0? @@ -795,65 +855,72 @@ not_time: and %00000100 ;a switches 0<->1 every 2 frames jr z,disp_ship ;show normal ship inv_flicker: - ld ix,spr_ship01i ;display invulnerable ship + ld bc,spr_ship01i-spr_ship01 + add ix,bc ;display invulnerable ship disp_ship: - psh de ;save your position for multiples - cal putsprite ;display your ship - pop de + 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 %11 ;no? (last two bits = nr of multiples) + and %1111 ;no? (last four bits = nr of multiples) ret z ;then don't handle them either - - ld a,b ;restore a (your_multiples) - and %100 ;move the multiples??? (=move bit set?) + bit 7,b ;move the multiples??? (=move bit set?) jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x) - ld hl,your_locpos ;location to save this position - ld a,(hl) ;load a - inc a ;a=a+1 (next position) - and %00001111 ;if a>15 then a=a-16 - ld (hl),a ;save new a - add a,a ;a=a*2 - ld c,a ;bc=2a - ld b,0 - - ld hl,your_prevpos ;previous positions - add hl,bc ;16 turns ago - ld b,(hl) ;old x-pos - inc hl ;and - ld c,(hl) ;old y-pos - ld (mx),bc ;save multiple position in (mx) - ld (hl),d ;save current pos. for 16 turns into the future - dec hl ;yes... - ld (hl),e ;...both + 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 de,(mx) - ld a,d - ld d,e - ld e,a ;ex d,e - ld ix,spr_multiple ;sprite of the multiple - jp putsprite ;display it + + 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 + ret z ;return if all done + jr dispmultiplesloop ;loop ;----explode---- exploding_you: srl a ;half the framerate - dec a ;first frame is 1>inc>srl>dec = 0 + srl a ;half that framerate + srl a ;and half again that framerate ld hl,x-1 + ld ix,spr_yexplosion ;base sprite -explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- +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 ;bc=a - ld ix,spr_explosion ;base sprite add ix,bc ;go to correct sprite (each spr. is 8 bytes) inc hl ld d,(hl) ;load xpos @@ -864,36 +931,52 @@ explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ;----hit---- damage_you: ;damages you B points - ld a,(your_inv) ;invulnerability left? + ld a,(your_inv) ;shield left? or a - ret nz ;return if inv>0 + 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 - jp m,no_armor ;<0hp left so explode - ld (hl),a ;no, so save decreased hp - jp disp_armor ;and display new value -no_armor: + 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 - ret +newarmor: + ld (hl),a ;save decreased hp + jp disp_armor ;and display new value ;------------------------- place multiples ---------------------------------- Place_multiples: - ld (mx),de ;set last multiple-position ld hl,your_prevpos ;place all previous positions - ld b,16 ;all 16 of them + ld b,mm*7+2 ;all saved positions of them (14 per multiple) place_multiples: - ld (hl),d ;set prev-x to d + ld (hl),e ;set prev-x to d inc hl ;next - ld (hl),e ;set prev-y to e + ld (hl),d ;set prev-y to e inc hl ;next dnz place_multiples ;repeat ret ;------------------------- select upgrade ----------------------------------- +inc_armor: + ld a,(your_armor) ;load current armor + cp 25-6 ;may not become >=25 + jr c,doincarmor ;ok then just add 6 + ld a,24-6 ;set to maximum (6 will be added below) +doincarmor: + add a,6 ;add 6 to armor + ld (your_armor),a ;change armor + ret + select: ld hl,your_pickup ;select pickups ld a,(hl) ;load pickups taken so far @@ -901,23 +984,16 @@ select: ret m ;return if it's 0 (no pickups) jr nz,select2 ;no, carry on select1: - ld a,(your_armor) ;load current armor - cp 25-6 ;may not become >=25 - jr c,select1_ ;ok then just add 6 - ld a,25-6 ;set to maximum (6 will be added below) -select1_: - add a,6 ;add 6 to armor - ld (your_armor),a ;change armor - xor a ;ld a,0 - ld (your_pickup),a ;reset pickups - jp disp_icons ;display and return + ld (hl),a ;reset pickups + cal inc_armor + jr disp_icons ;display and return select2: dec a ;is it 2? jr nz,select3 ;no, carry on ld (hl),a ;reset pickups inc a ;a=1 - ld (torp_occ),a ;ready torpedoes - jp disp_icons ;display 'n return + ld (your_tail),a ;ready tail beam + jr disp_icons ;display 'n return select3: dec a ;is it 3? jr nz,select4 ;no, carry on @@ -925,173 +1001,289 @@ select3: ld hl,your_weapon ld a,(hl) inc a - cp maxnrweapons - jp nc,disp_icons ;weapon maxed out + cp maxweapon + jr nc,disp_icons ;weapon maxed out ld (hl),a ;set new weapon cal loadweapon ;load it (damage and stuff) - jp disp_icons ;display n return + jr disp_icons ;display n return select4: dec a ;is it 4? jr nz,select5 ;no, carry on again ld (hl),a ;reset pickups - inc a ;a=1 - ld (your_weapon),a ;ready laser - jp disp_icons ;display + return + ld hl,your_weapon + ld a,(hl) + cp maxweapon ;upgrade from bullet + jr nc,upgradelaser ;nope, just upgrade + ld a,maxweapon-1 ;yes, set laser #1 +upgradelaser: + inc a ;next laser + cp maxlaser + jr nc,disp_icons ;laser maxed out + ld (hl),a + cal loadweapon + jr disp_icons ;display + return select5: dec a ;is it 5? jr nz,select6 ;no, carry on once more ld (hl),a ;reset pickups - inc a - ld (your_multiples),a + ld 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) - cal Place_multiples - jp disp_icons ;display, return + dec a ;if this is your first multiple then... + cal z,Place_multiples ;reset multiples positions + jr disp_icons ;display, return select6: ld (hl),0 ;reset pickups - jp disp_icons ;display/return +; jr disp_icons -;------------------------- fire bullet -------------------------------------- +;--------------------------- show icon -------------------------------------- -Fire_bullet: - ld hl,just_fired - ld a,(hl) ;just_fired - cp 5 ;already pressed? - ret z ;return when already pressed (=5) +disp_icons: + psh bc \ psh de \ psh hl \ psh ix ;&&& - inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5) - ld a,(your_weapon) ;if you have bullets..... - dec a ;(1=laser) - jr z,fireOK - ld (hl),5 ;.....then can't fire next turn (go to 5 imm.) + ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom + ld (PutWhere),hl ;place icons at bottom of normal screen + ld b,16 ;draw 16x (screen width) + ld a,%11111111 ;horizontal line mask + cal drawline ;draw divider-line -fireOK: - ld hl,(x) ;yes: first fire from ship position (x) - ld a,(your_multiples) ;any multiples? - and %11 ;nope? - jr z,fireany ;then just fire somethin' - cal fireany ;and blast - ld hl,(mx) ;then, fire from multiple position (mx) - dec h ;one up (-2 height: keeps weapons centered) - ;blast again and -fireany: ;HL=(x,y) - ld (firex),hl ;set position to fire from - cal fire_torp ;&&& + ld b,16*7 ;draw 16x (screen width) 7x (height) + xor a ;blank line mask + cal drawline ;clear scorebar - ld a,(your_weapon) ;do you have laser? - ld ix,weapondata-6-(256*3) - add a,a ;weap*2 - add a,a ; *4 - add a,a ; *8 - ld c,a - ld b,3 ;go to current weapon (bc=a) - add ix,bc +disp_lives: + ld de,5 ;(0,5) + 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 -fire_weapon: ;b=3 - psh bc ;save counter - ld a,(ix) ;load this weapon - cp %11110000 ;%11110000=laser - cal z,fire_laser ;fire laser (will set a=0 when done) - or a ;<>0=bullet - cal nz,fire_ybullet - inc ix - inc ix - pop bc ;weapon counter (do 3 weapons) - dnz fire_weapon - ret + ld ix,spr_icon01 ;torpedoIcon + ld de,$1901 ;icon #1 + cal putwidesprite ;display icon -;-----fire LASER----- + ld ix,spr_icon00 + ld a,(your_weapon) ;ur weapon + cp maxweapon ;laser? + psh af ;(your_weapon) + jr nc,no_tail ;if laser (nc) then tail ain't fired + ld a,(your_tail) + or a + jr z,no_tail + ld ix,spr_icon02 ;tailbeamIcon +no_tail: + ld de,$2901 ;icon #2 + cal putwidesprite ;display -fire_laser: - ld b,0 ;overflow counter - ld hl,firex - ld d,(hl) ;d = your x-pos - inc hl + ld ix,spr_icon00 + pop af ;a=(your_weapon); cf=bullets + psh af + jr nc,no_bullets ;=laser + ld hl,$3945 ;position to display bullet-type digit + pop af ;digit=(your_weapon) + psh af + inc a ;1 = weapon #1 (=0) + ld (_penCol),hl ;set location + add a,'0' ;make digit + cal _vputmap ;display char + ld ix,spr_icon03 ;bulletIcon +no_bullets: + ld de,$3901 ;icon #3 + cal putwidesprite ;display icon - 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 - add a,a ;y*4 - add a,a ;y*8 - rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) - add a,a ;y*16 (width of screen) - rl b ;b=b*2+overflow (if y>64 then bc=bc+512) - inc a ;8 pixels to right (a=even so no overflow) + ld ix,spr_icon00 ;emptyIcon + pop af ;ld a,(your_weapon) + ld b,a + jr c,no_laser ;popped carry + ld hl,$3955 ;position to display bullet-type digit + ld (_penCol),hl ;set location + ld a,b ;(your_weapon) ;load = faster than push + sub maxweapon-1 ;1 = laser #1 (=maxweapon) + add a,'0' ;make digit + cal _vputmap ;display char + ld ix,spr_icon04 ;laserIcon +no_laser: + ld de,$4901 ;icon #4 + cal putwidesprite - 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) + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) + and %111 + jr z,no_multiples + ld ix,spr_icon05 +no_multiples: + ld de,$5901 ;icon #5 + cal putwidesprite - jr nc,_nolc ;jump if no carry = no overflow = a<=255 - inc b ;a>255 so increase bc by 256 -_nolc: ld c,a ;c = (Y*16+X/8) mod 256 - ld hl,GRAPH_MEM ;save-location - add hl,bc ;bc = Y*16+X/8: hl=screen address - ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) - sub d ;minus x-start (d=X/8) - ld b,a -drawlaser: - ld (hl),%11111111 - inc hl ;Go to next byte - dnz drawlaser -handle_laser: - pop de ;de=(firex): x-pos unmodified + ld ix,spr_dividerline + ld de,$6901 + cal putwidesprite -check_laserhits: ;de = (x,y) - 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 %00000010 ;normal/moving occ.=%1x - jr z,nolashit ;no hit when enemy_occ <> 2/3 - inc hl ;enemy type - ld a,(hl) - or a ;enemy #0 = pickup - jr z,nolashit ;yes: don't destroy - inc hl - ld a,(hl) ;check x - sub d - jp m,nolashit ;no hit when enemy is left of you - inc hl - ld a,(hl) ;check y - sub e - jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit - jr nc,nolashit ;a-e>0 = enemy above laser = no hit - add a,5 ;add enemy height&&& - jp m,nolashit ;a-e>0 = hit -enemy_lashit: - ld a,(curweapdamage) ;damage - cal enemy_hit ;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 ;a=0 otherwise weird things might happen :P - ld (weapincs),a ;reset damage + ld a,(your_pickup) ;pickups taken + add a,a ;picks*2 (sets z-flag) + jr z,iconsdone ;return if no pickups + add a,a ;picks*4 + add a,a ;picks*8 + add a,a ;picks*$10 + add a,$09 ;add 0ah + ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59) + ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) + + ld ix,spr_icon + cal putwidesprite +iconsdone: + ld hl,dispbuffer ;normal game-screen + ld (PutWhere),hl ;set sprite-position to normal screen + + pop ix \ pop hl \ pop de \ pop bc + ret + +disp_armor: + ld de,16 ;line size + ld hl,(57*16)+VIDEO_MEM+3 + ld b,3 +armorbarclr: + dec hl + ld (hl),0 + add hl,de + ld (hl),0 + sbc hl,de + dnz armorbarclr + + ld a,(your_armor) ;load your armor (<25) + 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,noarmorbar ;if a=0 then it would loop 256x so skip it + ld b,a ;loop b=a times +armorbar: ;starting at ($39*16)+VIDEO_MEM + ld (hl),%11111111 ;draw a piece of the bar + add hl,de ;one down (resets carry) + ld (hl),%11111111 ;same piece + sbc hl,de ;up again + inc hl ;next position + dnz armorbar ;loop it b times + +noarmorbar: + ld a,c ;pop a + and %111 ;display last bits of armor + ret z ;if armor=0 then bit = %00000000 (don't disp) + ld b,a ;into B + xor a ;bit = %00000000 +armorbarbit: + scf ;set carry flag + rra ;rotates A right and sets bit 7 (c-flag) + dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100) +armorbarready: ; (an if B=3 then a=%11100000) + ld (hl),a ;draw this last byte + add hl,de + ld (hl),a ;and just below + ret + +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 -;-----misc----- +;------------------------- fire bullet -------------------------------------- -fire_torp: - ld de,(firex) - ld hl,torp_occ ;torpedo... - ld a,(hl) ;load torpInfo - dec a ;do you have (unused) torpedoes? - ret nz ;nope (a must be 1) - ld (hl),2 ;yes; use torpedo - ld (torp_pos),de ;save torpedo position (in de) +fire_multiple: + psh af + psh ix ;save ix for next fire + cal fireany ;fire from multiple position + pop ix ;saving ix is much faster than recalculating + pop af ;number of multiples + dec a ;one just displayed + pop hl ;ret + ret z ;ret2 if none left + jp (hl) ;real ret + +fire_multiples: + ld hl,(your_prevpos+16);then, fire from multiple position + cal fire_multiple + ld hl,(your_prevpos+30) + cal fire_multiple + ld hl,(your_prevpos+44) + cal fire_multiple + ld hl,(your_prevpos+58) + cal fire_multiple ;no JP: that messes up the stack ret -;-----fire BULLETs----- +Fire_bullet: + ld hl,just_fired ;=for how long you may hold fire (2nd) + ld a,(hl) ;a = time left + dec a ;decrease timer + ret z ;may not fire when (just_fired) became 0 + ld (hl),a ;save new decreased value + + ld a,(your_weapon) ;if you have bullets..... + cp maxweapon + jr nc,fireOK ;>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 -fire_ybullet: + 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 hl,your_tail + ld a,(hl) + dec a + ret nz + ld a,(ix-2) ;last weapon fired + cp %11100000 ;issit laser + ret z ;then return + xor %11111 ;smart way of going left instead of right :P + ;fire tail bullet +;-----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 @@ -1101,8 +1293,7 @@ find_ybullet: jr z,found_ybullet ;0 = no bullet here add hl,de dnz find_ybullet ;look next bullet - pop hl ;don't try to fire any other bullets - ret ;so ret twice + ret ;none found, return don't fire found_ybullet: ld (hl),c ;use the bullet and set correct bullet-type @@ -1123,35 +1314,120 @@ curweapdamage =$-1 ld (weapincs),a ;reset damage ret -;------------------------ handle bullets ------------------------------------ +;-----fire LASER----- + +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 + add a,a ;y*4 + add a,a ;y*8 + rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) + add a,a ;y*16 (width of screen) + rl b ;b=b*2+overflow (if y>64 then bc=bc+512) + inc a ;8 pixels to right (a=even so no overflow) + + srl d ;X/2 + srl d ;X/4 + srl d ;X/8 + add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow) + + jr nc,_nolc ;jump if no carry = no overflow = a<=255 + inc b ;a>255 so increase bc by 256 +_nolc: ld c,a ;c = (Y*16+X/8) mod 256 + ld hl,dispbuffer ;save-location + add hl,bc ;bc = Y*16+X/8: hl=screen address + ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) + sub d ;minus x-start (d=X/8) + 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 %00000010 ;normal/moving occ.=%1x + jr z,nolashit ;no hit when enemy_occ <> 2/3 + inc hl ;enemy type + ld a,(hl) + or a ;enemy #0 = pickup + jr z,nolashit ;yes: don't destroy + + cal find_sprite ;ix=sprite to enemy (hl) + inc hl + ld a,(hl) ;check x + sub d + jr c,nolashit ;no hit when enemy is left of you + inc hl + ld a,(hl) ;check y + sub e + jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit + jr nc,nolashit ;a-e>0 = enemy above laser = no hit + dec a ;minus one + add a,(ix+1) ;add enemy height (according to sprite @ix) + jp m,nolashit ;a-e>0 = hit +enemy_lashit: + ld a,(curweapdamage) ;damage + cal enemy_hit ;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 -bullet_left: - ld a,124 - sub b +;------------------------ handle bullets ------------------------------------ - cp (hl) ;off screen? (x>128-5) - jr c,remove_bullet - ld a,(hl) ;a = X - add a,b ;move b to the right +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 128 + jr nc,remove_bullet ;or x>=128 ld (hl),a ;save new pos. ld d,a ;d = X inc hl ;@y-pos ld a,c - cal _shracc + cal _shracc ;%11110000->1111 +;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster + srl a ;%1110->111 dec a - jr z,bullet_noymove + jr z,bullet_noymove ;1=straight forward dec a - jr z,bullet_up + jr z,bullet_up ;2=up dec a - jr z,bullet_halfup + jr z,bullet_halfup ;3=1/2up dec a - jr z,bullet_down + jr z,bullet_down ;4=down -bullet_halfdown: +bullet_halfdown: ;5=1/2down ld a,(timer) - and 1 - jr z,bullet_noymove + rra ;carry once every other turn + jr c,bullet_noymove bullet_down: ld a,(hl) inc a @@ -1160,8 +1436,8 @@ bullet_down: ld (hl),a bullet_halfup: ld a,(timer) - and 1 - jr z,bullet_noymove + rra ;CF every other turn + jr c,bullet_noymove bullet_up: ld a,(hl) dec a @@ -1172,7 +1448,7 @@ bullet_noymove: ret remove_bullet: - pop hl ;cal bullet_left + pop hl ;cal move_bullet pop hl ;enemy+type ld (hl),0 ;dump this bullet! jr next_ybullet+1 ;+1:skip pop hl at next_ybullet @@ -1181,56 +1457,48 @@ Handle_bullets: ld hl,ybullets ld b,nrybuls scan_bullets: + 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 - ld a,(hl) ;@bulletType inc hl ;@damage inc hl ;@x - - or a - jp z,next_ybullet ;bulletType=0 >> no bullet - - ld c,a ;c=type - and %1111 - ld b,a ;b=0000type - cal bullet_left ;move bullet left + cal move_bullet ;move bullet display_bullet: - psh de ;save de =position dec hl ;@x dec hl ;@damage ld a,(hl) ;bullet damage=size - ld hl,XLbullettable ;pointer to first bullet + ld hl,bullettable ;pointer to first bullet srl a srl a ;per 4 - ld d,0 - ld e,a ;->16bit (de=a) - add hl,de ;point to correct bullet offset + ld b,0 + ld c,a ;->16bit (de=a) + add hl,bc ;point to correct bullet offset ld a,(hl) ;load bullet offset - ld e,a ;convert to 16bit (d=0) + ld c,a ;convert to 16bit (d=0) ld ix,spr_bullet01 ;first sprite - add ix,de ;add offset (go to correct sprite) - pop de ;saved position + 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 - psh de ;but will be altered so save again - cal putsprite ;display bullet - pop de ;position (used for check_bullethits) + cal safeputsprite ;display bullet; DE used for check_bullethits cal check_bullethits next_ybullet: pop hl ;restore enemy+type - inc hl + pop bc ;b=counter + inc hl ;&&&add hl = faster inc hl inc hl inc hl ;skip type,dam,x,y: next enemy+type - pop bc ;b=counter dnz scan_bullets ;next bullet (loop) ret @@ -1275,6 +1543,7 @@ 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!)--- @@ -1313,64 +1582,34 @@ enemy_hit: ;*in:a=damage;hl=enemy+y 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 (hl),%110 ;change it into a pickup (with 2 HP) ld a,18 ;reset enemies counter (18 hits = next) pickupdone: ld (pickuptimer),a ;save new enemiescounter value - inc hl - ld (hl),$00 ;explosionFrame 0 + inc hl ;@type + 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 -;--------------------------- handle torpedo --------------------------------- - -Handle_torp: - ld a,(torp_occ) - sub 2 - ret m ;return if occ=0/1 - - ld hl,torp_pos ;x-position - ld a,(hl) ;load in a - inc a ;move right - cp 125 ;right edge reached - jr nc,remove_torp ;remove if x>125 - ld (hl),a ;save new x - ld d,a - - inc hl ;y-position - ld a,(hl) - inc a ;move down - cp 56 ;bottom reached - jr nc,remove_torp ;remove if y>40 - ld (hl),a ;save new y - ld e,a - - ld ix,spr_bullett1 - psh de - cal putsprite ;display torpedo - pop de - jp check_bullethits ;check for hits with enemies - -remove_torp: - ld a,1 - ld (torp_occ),a - ret - ;--------------------------- level events ----------------------------------- Level_event: - ld hl,nextevent ;time to next event 3 = place an enemy + jr nz,place_ranenemy ;nope: >3 = place an enemy inc hl ;nextevent located behind eventleft ld (hl),123 ;set delay ret ;don't place any more enemies -place_boss: - ld a,1 - ld (nrlvlenemies),a ;just one enemy: the BOSS - ld hl,(levelp) ;the leveldata (including the boss) - dec hl ;points to leveldata\boss\enemynr - ld a,(hl) ;load it - ld (lvlenemies),a ;set new enemy (boss) - dec hl ;points to level\boss\movement - ld a,(hl) ;load - ld (level_move),a ;set boss movement - dec hl ;@level\boss\firefreq - ld a,(hl) ;load in a - ld (level_fire),a ;set firefrequency - jp do_event ;+ret - standby_event: ld b,nrenemies ld hl,enemies+1-enemysize ld de,enemysize + xor a chk_enemyleft: add hl,de - ld a,(hl) - or a ;0 = no enemy present + cp (hl) ;0 = no enemy present jr nz,enemyleft dnz chk_enemyleft ret @@ -1420,18 +1644,8 @@ enemyleft: ret -do_event: - ld hl,enemies+1-enemysize - ld bc,enemysize - xor a ;a=0 -chk_noenemy: - add hl,bc - cp (hl) ;(hl) = 0 ?? - jr nz,chk_noenemy ;jump if enemy present (non-0) - ex de,hl ;de=hl=usable enemy - -place_enemy: - ld bc,0 ;0..0 +place_ranenemy: + 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 @@ -1439,34 +1653,36 @@ nrlvlenemies =$-1 ;=nr of enemies minus 1 ld hl,lvlenemies add hl,bc ;go to a random enemy ld a,(hl) ;load enemy nr of this mysterious random enemy - ld hl,XLenemyinfos-4 ;enemy "0" specs (1 before enemy #1) - add a,a ;a=type*2 - add a,a ;a=type*4 - ld c,a ;b=0; c=bc=type - add hl,bc ;hl = enemy specs - ld a,(hl) ;load hitpoints+occ of this enemy class - ld (de),a ;save occ - - inc hl ;next enemyInfo byte - dec de ;goto hp - ld a,(hl) ;load hp64 - ld (de),a ;save hp64 - inc de ;next byte (or previous): occ again - - inc hl ;next enemyInfo byte - inc de ;next byte of current enemy - ld a,(hl) ;load enemy class (nr) - ld (de),a ;save enemy type + jr place_enemy - inc de ;set x-pos - cal find_sprite - ld a,128 ;appear at right edge of screen - sub (ix) ;minus the width of this enemy (not offscreen) - ld (de),a ;= x-position (save) +place_boss: + ld hl,(levelp) ;the leveldata (including the boss) + dec hl ;points to leveldata\boss\enemynr + ld a,(hl) ;load enemy# of boss - inc de ;set y-pos - inc hl ;where to place?? +place_enemy: ;places enemy #=a + psh af + ld hl,enemies+1-enemysize + ld bc,enemysize + xor a ;a=0 +chk_noenemy: ;find an unused (no) enemy + add hl,bc ;check next enemy + cp (hl) ;(hl) = 0 ?? + jr nz,chk_noenemy ;jump if enemy present (non-0) + ex de,hl ;de=hl=usable enemy +1 + pop af ;enemy# to place + cal findenemyspecs ;hl = enemy #a specs + + dec de ;goto hp64 (before occ) + ldi ;set hp64 + ldi ;set hitpoints+occ of enemy class + ld a,(hl) ;save sprite-offset/2 (ldi decs bc so in a) + ldi ;set sprite + ldi ;set x-position + + ld c,a ;c=sprite ld a,(hl) ;load placeInfo + inc hl dec a ;is it 1? jr z,random_enemy ;yes: create random value <51 in a dec a ;is it 2? @@ -1474,74 +1690,97 @@ nrlvlenemies =$-1 ;=nr of enemies minus 1 ;otherwise? halflure_enemy: ;yes (of course it is): pick one (50% lure) ld a,(timer) ;look at frame-number - and %00000001 ;make random if odd frame nr. - jr nz,random_enemy ;1st possibility: random enemy + rra ;make random if odd frame nr. + 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 bc,256*51 ;range=0..51 - cal Random + ld b,0 ;bc = enemy sprite offset / 2 + ld ix,spr_enemy00 ;first enemy sprite + add ix,bc ;add offset for current enemy + add ix,bc ;twice (offset stored as offset/2) + ld a,64-8 ;=57=screen height (8 is scorebar) + sub (ix+1) ;minus sprite height=bottom + ld c,b ;range=0 to... + ld b,a ;...57-y + cal Random ;random value on screen ypos_OK: ;random value successfully created ld (de),a ;save y-position - - inc de ;set move + inc de ;@movecounter + ldi ;set move-type ld a,1 ;movecounter = 1 - ld (de),a ;&&&(hl),1 better? - - inc de ;set fire - ld a,(level_info) - and %00000001 ;bit meaning directfire - jr nz,ffireOK ;(a=time-to-fire) = 1 frame (fires directly) - ld a,(level_fire) ;set ttf to normal nr of frames -ffireOK:ld (de),a ;save fire + 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 +Enemy_fires: ;de = x,y; c = type + ld hl,ebullets ;first bullet to check + ld b,nrebuls dec d dec d ;d = x-2 inc e ;e = y+1 - - ld b,nrebuls - ld hl,ebullets +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 dnz find_ebullet ;look next bullet ret found_ebullet: - ld b,%1100 - ld a,(level_info) - and %00001000 - jr z,bulletok + ld a,c + sub 6 + jr c,bulletok ;type #0-5 = done (normal/diag) + or a + jr z,bulletaiming ;type #6 = aiming = type#2..5 + dec a + jr z,bullettriple ;type #7 = triple + +bulletdouble: + dec e ;one up + ld c,1 ;type #1 + cal enemy_fires_again ;fire bullet + inc hl ;next bullet position + inc e + inc e ;one down + jr bulletok ;fire another bullet + +bullettriple: + ld c,1 ;type #1 = normal + cal enemy_fires_again ;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 bulletok +bulletaiming: ld a,(y) sub e add a,10 jp p,bulletnotup - ld b,%1011 ;yourY-bulY = negative (=bullet below you) + ld c,5 ;yourY-bulY = negative (=bullet below you) add a,10 jp p,bulletnotup - ld b,%1001 ;yourY-bulY = even more negative (going up) - + ld c,3 ;yourY-bulY = even more negative (going up) bulletnotup: sub 20 - jp m,bulletok - ld b,%1010 ;bullet going down + jr c,bulletok + ld c,4 ;bullet going down (=jp m) sub 10 - jp m,bulletok ;even more going down - ld b,%1000 + jr c,bulletok ;even more going down + ld c,2 bulletok: - ld a,(level_info) - and %11110000 - or b - ld (hl),a ;set bullet direction + ld (hl),c ;set bullet direction inc hl ld (hl),d ;set x-pos inc hl @@ -1551,101 +1790,92 @@ bulletok: ;----------------------------- enemy bullets -------------------------------- Enemy_bullets: - ld hl,ebullets - ld b,nrebuls + ld hl,ebullets ;hl=bullet pointer + ld b,nrebuls ;number of bullets (or _possible_ bullets) handle_bullet: psh bc psh hl ld a,(hl) ;load bulletType in a - and %1111 ;select direction-bits - jr nz,enemy_bullet ;non-0: handle bullet -next_bullet: - pop hl ;do not move the - pop bc - inc hl \ inc hl \ inc hl - dnz handle_bullet + or a ;bullet present? + cal nz,enemy_bullet ;non-0: handle bullet + pop hl ;enemy_bullet could've added one or two to hl + pop bc ;bullet counter + inc hl \ inc hl \ inc hl ;next bullet (3 bytes per bullet) + dnz handle_bullet ;loop for each and every bullet ret enemy_bullet: - ld b,a ;save type&%1111 - inc hl ;bullet x - ld a,(hl) ;check if it has reached the left side of scrn - and %11111110 ;it is <2 (0 or 1)? - jr z,remove_ebullet ;yes, remove bullet - dec (hl) ;move one left - dec (hl) ;and another one - ld d,(hl) ;d=x - inc hl ;@y + inc hl ;@x + ld d,(hl) ;check if it has reached the left side of scrn + bit 7,d ;x<0? + jr nz,remove_ebullet ;yes, remove bullet + dec d ;move one pixel left + dec d ;and another one (that makes 2) + ld (hl),d ;save new x-coordinate in (HL) and D + inc hl ;@y (BTW: x >= -2) + ld e,(hl) ;e=y - ld a,b ;restore type - cp %1100 ;is it a normal bullet? (cp = faster than bit) - jr z,ebullet_common ;type %1100: normal bullet - and %111 ;isolate important bits - jr z,ebullet_down ;type %1000: moving down dec a - jr z,ebullet_up ;type %1001: moving up - ld b,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 a,(timer) - rra - jr c,ebullet_common + 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 - ld a,b - dec a - jr z,ebullet_down ;type %1010: moving down 50% - ;type %1011: moving up 50% + dec b + jr z,ebullet_down ;type 4: moving down 50% + ;type 5: moving up 50% ebullet_up: - ld a,(hl) - dec a - jp m,ebullet_common - ld (hl),a + dec e ;move up + jp m,ebullet_common ;ybottom? + jr z,ebullet_common ;then keep it there + ld (hl),e ;otherwise save new y ebullet_common: - ld e,(hl) ;e=y 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 - psh 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 - pop hl ;points to bullettype again - psh hl ;and save it again (ivm call to damage_you) - ld a,(hl) ;load bullettype - cal _shracc ;isolate damage-bits (%1111???? -> %00001111) - ld b,a ;set damage-amount + ld b,auch_bullet ;set damage-amount + psh hl cal damage_you ;HIT!! + pop hl ;save hl to remove the bullet remove_ebullet: - pop hl ;hl could be destroyed by damage_you + dec hl ;points to bullettype again ld (hl),0 ;bullet > unused - jr next_bullet+1 ;next bullet (SKIP THE = one byte) + ret ;--------------------------- handle enemies --------------------------------- @@ -1662,51 +1892,59 @@ handle_enemy: jr z,next_enemy ;occ "no enemy" 0 dec a jr z,exploding_enemy ;occ "exploding" 1 - ld b,a ;b=2 if moving, otherwise b=1 -normal_enemy: ;occ "normal" 2 or "moving" 3 +normal_enemy: inc hl ld c,(hl) ;c = enemy type = de cal find_sprite inc hl - ld a,(hl) ;x - dec a ;move left - jr c,remove_enemy ;off screen - jr z,remove_enemy ;" - ld d,a - + ld d,(hl) ;x inc hl ld e,(hl) ;y - ld a,b ;moving state was stored in b earlier - dec a ;is it 1? - cal nz,moving_enemy ;2 = moving enemy - ld (hl),e + inc hl ;@movetype + cal moving_enemy + dec hl + + ld a,e ;new y value + cp 57 + jr c,enemyonscreenY ;=on screen + cp -20 ;moved off at top + ld e,0 ;reset to top + jr nc,enemyonscreenY + ld e,57 ;otherwise reset to bottom +enemyonscreenY: + ld (hl),e ;store new y dec hl ;@x + + ld a,d ;new x value + cp 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 a,c ;a = enemy type or a ;type 0? (pickup) jr nz,check_enemyfire ;no, a normal enemy; let em fire - ld a,(timer) ;load time - and %1 ;move left once every 2 turns - jr z,firing_done ;don't move now - inc d ;increase x-position (don't move this turn) - inc (hl) ;and save it jr firing_done ;continue check_enemyfire: - inc hl ;go to - inc hl ;go to - inc hl ;go to + ld bc,4 ;4x inc hl + add hl,bc ;@firecount dec (hl) ;decrease counter till next blast ld a,(hl) ;&&&doesn't seem efficient to me or a ;has it reached zero? jr nz,firing_done ;finished if not - ld a,(level_fire) ;re-set counter for next blast - ld (hl),a ;save time to fire - inc hl ;next byte = bullettype &&& + inc hl ;@firefreq + ld a,(hl) + 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) @@ -1721,88 +1959,100 @@ next_enemy: dnz handle_enemy ret -remove_enemy: - pop hl - ld (hl),$0000 ;bye bye enemy - jr next_enemy+1 ;continue AFTER pop hl (already done) - exploding_enemy: inc hl ld a,(hl) cp 16 - jr z,remove_enemy ;remove when at last frame + 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 cal explosion_stuff ;display explosion jr next_enemy ;--------------------------- moving enemies --------------------------------- -moving_enemy: - ld a,(level_move) - and a - jr z,movetype_updown ;type 0 - dec a - jr z,movetype_vslow ;1 - dec a - jr z,movetype_fast ;2 - dec a - jr z,movetype_vfast ;3 - dec a - jr z,movetype_smart ;4 - dec a - jr z,movetype_lure ;5 - dec a - jr z,movetype_slowlure ;6 - dec a - jr z,movetype_stoplure ;7 -; dec a -; jr z,movetype_fulllure ;8 +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 + jr 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_fast ;4 = (1.5<) + dec b + jr z,movetype_vfast ;5 = (2<) + + inc d ;speed 0 + dec b + jr z,movetype_smart ;6 = &&& smart + dec b + jr z,movetype_lure ;7 = (0) move y towards you + dec b + jr z,movetype_slowlure ;8 = (0) lure 1/2 speed + dec b + dec b + jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed + dec b + jr z,movetype_right ;11 = (.5>) + dec b + jr z,movetype_fright ;12 = (1>) + +movetype_right: + rra + ret c ;speed 0 50% +movetype_fright: + inc d ;move right one px + ret movetype_fulllure: - inc d - ld a,(timer) - and 1 - ret z + rra + ret c ;50% speed cal movetype_lure ld a,(x) cp d - jr c,lure_left + jr c,movetype_vfast ;moves left (again) lure_right: - inc d - ret -lure_left: - dec d + inc d ;move right ret -movetype_stoplure: - inc d - jr movetype_slowlure - movetype_slowlure: - ld a,(timer) - and 1 - ret z - + 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 - jr c,lure_up -lure_down: + 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 +lure_up:dec e ret movetype_smart: - inc hl ;hl =@ - ld a,(timer) - and %1111 ; | - ld a,(hl) ;&&& \|/ - jr nz,smartupdate + inc hl ;@movecount + ld a,(hl) inc a -smartupdate: + and %1111 ld (hl),a or a ;reset carry flag @@ -1810,38 +2060,35 @@ smartupdate: and %11111100 jr z,movetype_fast +movetype_slow: + rra + ret c + inc d ;don't move + ret + movetype_vslow: - ld a,(timer) and %11 ret z - inc d + inc d ;don't move ret movetype_fast: - ld a,(timer) - and %1 - ret z + rra + ret c ;once every other turn movetype_vfast: - dec d ;move left - ret nz ;finished - pop hl ;restore stack (no ret used) - jp remove_enemy ;remove this enemy (off screen) + dec d ;move left twice + ret movetype_updown: - inc hl ;@ + inc hl ;@movecount ld a,(hl) dec a - jr nz,move_updated - add a,128 -move_updated: - ld (hl),a - - or a ;reset carry flag - dec hl ;@ - and %00100000 - ld a,(hl);&&&ld a,e ;load current y-position + 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 @@ -1859,22 +2106,22 @@ Enemies_hit: ld hl,(x) ;e = X, d = Y ld de,$0707 ;add 7 to both d and e add hl,de - ld d,h - ld e,l ;e = X+7, d = Y+7 + ex de,hl ;e = X+7, d = Y+7 ld hl,enemies+1 ld b,nrenemies ;check all 20 enemies check_collision: - psh hl + psh bc ;counter + psh hl ;pointer ld a,(hl) - and %00000010 - jr z,check_next ;2 or 3 = ok - inc hl + and %00000010 ;enemy status + jr z,check_next ;2 or 3 = ok, otherwise: next enemy + inc hl ;enemy# collide_enemy: ;&&& include in Handle_enemy proc cal find_sprite - inc hl + inc hl ;@x ld a,(hl) ;check x match sub e ;enemy position minus yours minus 7 jp p,check_next @@ -1885,7 +2132,7 @@ collide_enemy: ;&&& include in Handle_enemy proc inc hl ld a,(hl) ;check y match sub d ;same as with x-check - jp p,check_next + jr nc,check_next ;(=jp p) add a,6 add a,(ix+1) ;enemy height jp m,check_next @@ -1919,118 +2166,99 @@ not_maxpickup: ld (hl),a ;remove jr check_next ;all done, next.. -destroy_enemy: - ld (hl),%01 ;set to explode - inc hl - ld (hl),0 ;explosionFrame 0 - jr collide_done - collide: dec hl ld a,(hl) - and %11111100 - jr z,destroy_enemy - ld a,(hl) - sub collidedamage + sub auch_ecollide ld (hl),a -collide_done: - ld b,collidedamage ;damage + 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 - ld a,b ;psh bc ld bc,enemysize add hl,bc - ld b,a ;pop bc + pop bc dnz check_collision ret ;--------------------------- story ------------------------------------------ storyPage: - psh hl - cal _clrLCD + psh hl ;hl will be destroyed by _clrLCD + cal _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) - inc hl - ld d,(hl) - ld (_penCol),de + ld e,(hl) ;horizontal text-position + ld (_penCol),de ;set position inc hl - cal _vputs + cal _vputs ;display text - ld a,(hl) - dec a - jr z,storyLine + ld a,(hl) ;load next byte + inc hl + 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,GRAPH_MEM ;to GRAPH_MEM + ld de,dispbuffer ;to GRAPH_MEM ld bc,1024 ;entire screen ldir - cal _clrLCD + cal _clrLCD ;clear VIDEO_MEM pop hl - - inc hl - ld a,(hl) - inc hl - ld b,(hl) + pop bc ;last byte (<>0) is lines to SFX psh hl - cal DoSFX - cal _getkey + cal DoSFX ;do special effects + cal _getkey ;wait for a key pop hl ret dostory: cal storyPage ;do some story - inc hl ;look at next hl - ld a,(hl) ;load in a - dec hl ;restory hl + ld a,(hl) ;load next byte in a inc a ;set z-flag if a = $ff jr nz,dostory ;otherwise loop - - ld bc,5 ;story ends - add hl,bc ;set hl to beginning of the level + inc hl + inc hl ;set hl to beginning of the level ld (levelp),hl ;set the level-pointer ret ;and return ;--------------------------- SFX -------------------------------------------- -DoSFX: ;in:a=beginLine;b=nrOfLines - ld (curline),a -SFXframe: +DoSFX: ;in:(curline)=beginLine;b=nrOfLines +SFXloop: psh bc ld a,0 ;get line number curline =$-1 inc a ;go to the next line ld (curline),a ;update - ld l,a 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,GRAPH_MEM - add hl,bc ;hl->logo - - sub 64 ;a=a-64 - neg ;a=64-a (lines from bottom) - -; ld c,a ;c=a=(curline) -; ld a,64 -; sub c ;lines from bottom + ld hl,dispbuffer ;source of original + add hl,bc ;hl->source SFXdisp: ;display this frame on screen ld bc,16 ;one line (=16 bytes, you'd know by now) @@ -2046,200 +2274,33 @@ SFXdelay: dnz SFXdelay ;8x pop bc ;counter - dnz SFXframe - ret - -;--------------------------- show icon -------------------------------------- - -drawline: - ld (hl),a ;draw one piece of the divider-line - inc hl ;move right (8 pixels = 1 byte) - dnz drawline ;repeat (16bytes * 8pixels =128= screen width) - ret - -disp_icons: - psh bc \ psh de \ psh hl \ psh ix ;&&& - - ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom - ld (PutWhere),hl ;place icons at bottom of normal screen - ld b,16 ;draw 16x (screen width) - ld a,%11111111 ;horizontal line mask - cal drawline ;draw divider-line - - ld b,16*7 ;draw 16x (screen width) 7x (height) - xor a ;blank line mask - cal drawline ;clear scorebar - - cal disp_lives - - ld ix,spr_icon01 ;armorIcon - ld de,$1901 ;icon #1 - cal putwidesprite ;display icon - cal disp_armor ;display bar - - ld ix,spr_icon00 - ld a,(torp_occ) - or a - jr z,no_torp - ld ix,spr_icon02 ;torpedoIcon -no_torp: - ld de,$2901 ;icon #2 - cal putwidesprite ;display - - ld ix,spr_icon00 - ld a,(your_weapon) ;ur weapon - dec a ;1=laser - jr z,no_bullets - ld hl,$3945 ;position to display bullet-type digit - ld a,(your_weapon) ;digit - dec a ;minus one (1=laser) - ld (_penCol),hl ;set location - add a,'0' ;make digit - cal _vputmap ;display char - ld ix,spr_icon03 ;bulletIcon -no_bullets: - ld de,$3901 ;icon #3 - cal putwidesprite ;display icon - - ld ix,spr_icon00 ;emptyIcon - ld a,(your_weapon) - dec a - jr nz,no_laser - ld ix,spr_icon04 ;laserIcon -no_laser: - ld de,$4901 ;icon #4 - cal putwidesprite - - ld ix,spr_icon00 ;emptyIcon - ld a,(your_multiples) - and %11 - jr z,no_multiples - ld ix,spr_icon05 -no_multiples: - ld de,$5901 ;icon #5 - cal putwidesprite - - ld ix,spr_dividerline - ld de,$6901 - cal putwidesprite - - ld a,(your_pickup) ;pickups taken - add a,a ;picks*2 (sets z-flag) - jr z,iconsdone ;return if no pickups - add a,a ;picks*4 - add a,a ;picks*8 - add a,a ;picks*$10 - add a,$09 ;add 0ah - ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59) - ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) - - ld ix,spr_icon - cal putwidesprite -iconsdone: - ld hl,GRAPH_MEM ;normal game-screen - ld (PutWhere),hl ;set sprite-position to normal screen - - pop ix \ pop hl \ pop de \ pop bc - ret - -disp_armor: - ld hl,(57*16)+VIDEO_MEM+3 - ld b,3 -armorbarclr: - dec hl - ld (hl),0 - dnz armorbarclr - - ld a,(your_armor) ;load your armor - ld c,a ;psh a - srl a ;/2 - srl a ;/4 - srl a ;/8: don't display last 3 bits of a (later) - jr z,noarmorbar ;if a=0 then it would loop 256x so skip it - ld b,a ;loop b=a times -armorbar: ;starting at ($39*16)+VIDEO_MEM - ld (hl),%11111111 ;draw a piece of the bar - inc hl ;next position - dnz armorbar ;loop it b times - -noarmorbar: - ld a,c ;pop a - and %111 ;display last bits of armor - ret z ;if armor=0 then bit = %00000000 (don't disp) - ld b,a ;into B - xor a ;bit = %00000000 -armorbarbit: - scf ;set carry flag - rra ;rotates A right and sets bit 7 (c-flag) - dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100) -armorbarready: ; (an if B=3 then a=%11100000) - ld (hl),a ;draw this last byte - ret - -disp_charge: - ld hl,(58*16)+VIDEO_MEM+3 - ld b,3 -chargebarclr: - dec hl - ld (hl),0 - 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) - 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 armorbar ;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 + dnz SFXloop ret -disp_lives: - ld hl,$3A00 ;display Lives - ld (_penCol),hl ;bottom left - ld hl,savestr+2 - ld (hl),'L' - inc hl - ld (hl),'x' - inc hl - - ld a,(your_lives) ;nr of lives in a - add a,'0' ;make digit - ld (hl),a - dec hl \ dec hl - jp _vputs ;display on screen +ret - ;--------------------------- proc ------------------------------------------- Random: ;a=c=b - jr nc,Random ;then add again + psh hl + ld hl,rancount ;amount to increase with (0-255) +randomloop: + inc (hl) ;change for next time + ld a,r ;value $0-7F (can be _anything_ so watch out!) + add a,0 ;add to last random value +ranseed =$-1 ;SMC :P + add a,(hl) ;add the changing increase value + ;(this is because R can be anything; + ; ie always be even so freeze when a must be 1<=a<=1) + ld (ranseed),a ;save for next time + cp b ;a>=b + jr nc,randomloop ;then add again add a,c ;a=25 - jr c,addok ;ok then just add 8 - ld a,25-8 ;set to maximum (8 will be added below) -addok: - add a,8 ;add 8 to armor - ld (your_armor),a ;change armor - ld hl,level ;level number - ld a,(hl) - inc a - ld (hl),a + 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,1+7+3 + 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 nc,gamedone ;yes: display end story and quit + ld (level),a add a,a add a,a @@ -2513,22 +2663,19 @@ addok: add hl,bc ;plus 20 cal scoreInc ;update score - ld hl,(levelp) ;level pointer - ld c,0 ;advance one level - ld b,(hl) - add hl,bc ;passed the enemies - ld b,7+32+2 - add hl,bc ;update to point to next level - ld (levelp),hl ;save - samelevel: + ld hl,(your_ship) + ld (your_shipspr),hl + ld a,80 ld (nextevent),a ;time to first enemy appearance ld hl,(levelp) ;level pointer - xor a + dec hl ;byte before level (boss byte) + xor a ;if it's zero it means here's a story cp (hl) - cal z,dostory + inc hl ;begin of level + cal z,dostory ;do the story and set (levelp) to real level ld a,(hl) ;number of (different) enemies in this level inc hl @@ -2538,24 +2685,24 @@ samelevel: ld de,lvlenemies ;table of enemies ldir ;load enemies to table ld a,(hl) ;load new appearance-time - ld (eventtime),a ;set - inc hl - ld a,(hl) ;load nr of enemies in this level - ld (eventleft),a ;set nr of events left + ld (eventtime),a inc hl ld a,(hl) - ld (level_info),a ; + ld (eventtime+1),a ;set inc hl - ld a,(hl) ;movement of enemies in this level - ld (level_move),a ;do it - inc hl - ld a,(hl) ;how frequent the enemies fire a bullet - ld (level_fire),a ;consider it done - + ld a,(hl) ;load nr of enemies in this level + ld (eventleft),a ;set nr of events left inc hl - ld de,spacespace - ld c,17+17+2 ;b=0 - ldir + ld de,level_info + ld c,4 ;bc=4 + ldir ;4xLDI + ;loads (level_info); (level_move); (spacespace); (groundinfo) + ld a,1 + ld b,32 ;fill (groundpos) and (ceilingpos) +fillground: + ld (de),a + inc de + dnz fillground ld ix,starx1 ld b,nrstars1 @@ -2570,15 +2717,11 @@ samelevel: ld (hl),a ;reset your ship (not exploding) inc hl ;hl = your_inv ld (hl),25 ;set 25*4=100 frames invulnerable - ld de,$1800 + ld de,$1820 ld (x),de ;begin position (x,y) cal Place_multiples ;place all multiple-positions at that (0,24) - ld a,(torp_occ) - or a ;no torpedoes? - jr z,torpsclear ;then just continue (=0) - ld a,1 ;if so, set to "ready to fire" (=1) -torpsclear: + cal loadweapon ;load (your_weapon) ld hl,enemies ;remove all enemies and bullets ld (hl),0 ;clear first byte @@ -2652,143 +2795,164 @@ loadweapon: add a,a ; *8 ld c,a ld b,0 - ld hl,weapondata-16 + ld hl,weapondata add hl,bc ld a,(hl) ld (weapdamage),a ;damage of bullets inc hl ld a,(hl) ld (weapdaminc),a ;damage increase + inc hl + ld a,(hl) + and %00011111 ;laser duration + ld (laserdur),a ret +;---------------------------------------------------------------------------- ;--------------------------- putsprite -------------------------------------- -;--------------------------- de =(X,Y) -------------------------------------- +;---------------------------------------------------------------------------- +;in: de=(x,y); ix=sprite +;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=? -offsets_table: - .db $80,$40,$20,$10,8,4,2,1 putsprite: - ld a,d ;a = X - and %00000111 ;a = X mod 8 = bit nr. to mask - ld hl,offsets_table ;pixel mask table - ld c,a ;bit nr. - ld b,0 ;word - add hl,bc ;add to table - ld a,(hl) ;a = pixel mask - ld (_smc1+1),a ;alter pixel mask - - ld hl,GRAPH_MEM ;save-location - ld a,e ;y-coord - add a,a ;y*2 - add a,a ;y*4 - add a,a ;y*8 - rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) - add a,a ;y*16 (width of screen) - rl b ;b=b*2+overflow (if y>64 then bc=bc+512) - srl d ;d/2 - srl d ;d/4 - srl d ;d/8 (8 bits in byte) ** c is set when overflow - add a,d ;a = (Y*16+X/8) mod 256 - jr nc,_n1 ;jump if no carry = no overflow = a<=255 - inc b ;a>255 so increase bc by 256 -_n1: ld c,a ;c = (Y*16+X/8) mod 256 - add hl,bc ;bc = Y*16+X/8 - - ld d,(ix) - ld b,(ix+1) -_oloop: psh bc ;Save # of rows - psh hl ;Save screen address - ld b,d ;Load width - ld c,(ix+2) ;Load one line of image - inc ix -_smc1: ld a,1 ;Load pixel mask -_iloop: sla c ;Test leftmost pixel - jr nc,_noplot ;See if a plot is needed - ld e,a ;OR pixel with screen + 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: - dnz _iloop - pop hl ;Restore address - ld bc,16 ;Go to next line - add hl,bc - pop bc ;Restore data - dnz _oloop - ret ;s are used instead of = faster + 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 ;--------------------------- putbigsprite ----------------------------------- putwidesprite: - ld a,d - and 7 - ld hl,offsets_table - ld c,a - ld b,0 - add hl,bc - ld a,(hl) - ld (wsmc1+1),a - ld (wsmc2+1),a - ld hl,(PutWhere) +;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,e - add a,a - add a,a - add a,a + 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 - 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 +safeputsprite: ;cal putsprite with de intact + psh de + cal putsprite + pop de + ret - ld d,(ix) - ld b,(ix+1) -woloop: psh bc ;Save # of rows - psh hl ;Save screen address - ld b,d ;Load width - ld c,(ix+2) ;Load one line of image - inc ix -wsmc1: ld a,1 ;Load pixel mask -wiloop: sla c ;Test leftmost pixel - jr nc,wnoplot ;See if a plot is needed - ld e,a ;OR pixel with screen - or (hl) - ld (hl),a - ld a,e -wnoplot: - rrca - jr nc,wnotedge ;Test if edge of byte reached - inc hl ;Go to next byte -wnotedge: -wsmc2: cp 1 - jr z,wover_1 +;------------------------------- findpixel ---------------------------------- +;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de - dnz wiloop - pop hl ;Restore address - ld bc,16 ;Go to next line - add hl,bc - pop bc ;Restore data - dnz woloop - ret -wover_1: - ld c,(ix+2) - inc ix - dnz wiloop - dec ix - pop hl - ld bc,16 - add hl,bc - pop bc - dnz woloop +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,0 ;switch to hl now (Y<64) + 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 + ld de,dispbuffer ;screen base position (where x+y=0) +PutWhere =$-2 + add hl,de ret ;---------------------------------------------------------------------------- @@ -2797,40 +2961,40 @@ wover_1: spr_ship01: .db 7,7 ;ship alpha class - .db %01111000 ; ████ - .db %11100000 ;███ - .db %01111100 ; █████ - .db %11110010 ;████ █ - .db %01111100 ; █████ - .db %11100000 ;███ - .db %01111000 ; ████ + .db %11000000 ;██ + .db %11110000 ;████ + .db %01111110 ; ██████ + .db %11101000 ;███ █ + .db %01111110 ; ██████ + .db %11110000 ;████ + .db %11000000 ;██ spr_ship01i: .db 8,7 - .db %01111010 ; ████ █ - .db %11100001 ;███ █ - .db %01111101 ; █████ █ - .db %11110011 ;████ ██ - .db %01111101 ; █████ █ - .db %11100001 ;███ █ - .db %01111010 ; ████ █ + .db %11000010 ;██ █ + .db %11110001 ;████ █ + .db %01111111 ; ███████ + .db %11101001 ;███ █ █ + .db %01111111 ; ███████ + .db %11110001 ;████ █ + .db %11000010 ;██ █ spr_ship02: .db 7,7 ;ship beta class .db %11100000 ;███ - .db %11110000 ;████ + .db %11111000 ;█████ .db %01111100 ; █████ .db %01110010 ; ███ █ .db %01111100 ; █████ - .db %11110000 ;████ + .db %11111000 ;█████ .db %11100000 ;███ spr_ship02i: .db 8,7 .db %11100010 ;███ █ - .db %11110001 ;████ █ + .db %11111001 ;█████ █ .db %01111101 ; █████ █ .db %01110011 ; ███ ██ .db %01111101 ; █████ █ - .db %11110001 ;████ █ + .db %11111001 ;█████ █ .db %11100010 ;███ █ spr_ship03: @@ -2871,15 +3035,41 @@ spr_ship04i: .db %11110001 ; ████ █ .db %11000010 ; ██ █ +spr_ship05: + .db 8,8 ;XC1701II ship + .db %11110000 ;████ + .db %10001100 ;█ ██ + .db %11110010 ;████ █ + .db %01011101 ; █ ███ █ + .db %01011101 ; █ ███ █ + .db %11110010 ;████ █ + .db %10001100 ;█ ██ + .db %11110000 ;████ + +auch_bullet = 1 ;damage to you when hit by an enemy bullet +auch_ground = 5 ;the same when you hit the ground/ceiling +auch_collide = 3 ;when you hit an enemy +auch_ecollide = 2*4 ;damage to both the enemy that hit you (skip bit 0/1) + spr_multiple: - .db 6,5 ;multiples - .db %01111000 ; ████ - .db %11001100 ; ██ ██ - .db %10000100 ; █ █ - .db %11001100 ; ██ ██ - .db %01111000 ; ████ + .db 6,6 ;multiples + .db %00000000 ; + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %01111100 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_multiple2: + .db 7,7 ;multiples + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111110 ;███████ + .db %11111110 ;███████ + .db %11111110 ;███████ + .db %01111100 ; █████ + .db %00111000 ; ███ -;-------------------------------- explosion --------------------------------- +;-------------------------------- explosions -------------------------------- spr_explosion: .db 8,6 ;1 @@ -2947,30 +3137,72 @@ spr_explosion: .db %00100100 ; █▒ █ spr_yexplosion: - .db 8,6 ;8 - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; + .db 8,5 ;1 + .db %00000000 + .db %00101100 ; █ ██ + .db %00011110 ; ████ + .db %00110100 ; ██ █ + .db %00011000 ; ██ + .db %00000000 + + .db 8,5 ;2 + .db %00111000 ; ███ + .db %01011100 ; █ ███ + .db %10010111 ;█ █ ███ + .db %01000110 ; █ ██ + .db %00111000 ; ███ + .db %00000000 + + .db 8,6 ;3 + .db %00111100 ; ████ + .db %01001111 ; █ ████ + .db %10100011 ;█ █ ██ + .db %11000110 ;██ ██ + .db %01110101 ; ███ █ █ + .db %00111000 ; ███ + + .db 8,6 ;4 + .db %00110110 ; ██ ██ + .db %00000101 ; █ █ + .db %11000001 ;██ █ + .db %01100001 ; ██ █ + .db %11000010 ;██ █ + .db %01010001 ; █ █ █ ;--------------------------------- 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 + .db (spr_bullet13-spr_bullet01) ;52 + .db (spr_bullet13-spr_bullet01) ;56 + .db (spr_bullet13-spr_bullet01) ;60 + spr_bullet01: .db 2,1 .db %11000000 ;▒██ spr_bullet02: - .db 4,2 + .db 4,1 .db %11110000 ;▒████ spr_bullet03: .db 2,2 .db %11000000 ;▒██ .db %11000000 ;▒██ spr_bullet04: - .db 3,2 - .db %11100000 ;▒███ - .db %11100000 ;▒███ + .db 4,2 + .db %10110000 ;▒█▒██ + .db %10110000 ;▒█▒██ spr_bullet05: .db 4,3 .db %01100000 ; ▒██ @@ -3027,6 +3259,7 @@ spr_bullet13: .db %01111111 ; ▒███████ .db %11111110 ;▒███████ .db %00111100 ; ▒████ + spr_bullett1: .db 4,3 ;▒▒▒ .db %11100000 ;▒███ @@ -3039,105 +3272,149 @@ spr_bullete1: .db %11110000 ;████▒ .db %01100000 ; ██▒ -XLbullettable: - .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 - .db (spr_bullet13-spr_bullet01) ;52 - .db (spr_bullet13-spr_bullet01) ;56 - .db (spr_bullet13-spr_bullet01) ;60 - -;format:[min.damage] [dam.inc] [0000:direction 0000:speed] [offset] +;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset] ;damage = min.damage + dam.inc*incs (0<=incs<=6) +;speed in pixels/frame (>=%10010=forward; <=%01110=backwards) +;direction: 0=straight forward; 1=up; 2=1/2up; 3=down; 4=1/2down + maxnrweapons = 8+1 weapondata: - .db 1,1,%11110000,0,%11110000,6,%00000000,0 ;LASER - .db 1,1,%00000010,2,%00000000,0,%00000000,0 ;single fire - .db 3,1,%00000011,2,%00000000,0,%00000000,0 ;fast single - .db 1,1,%00000010,0,%00000010,5,%00000000,0 ;double - .db 1,1,%00010010,2,%00110010,2,%01000010,2 ;triple - .db 3,2,%00010011,2,%00110011,2,%01000011,2 - .db 5,3,%00010011,2,%00110011,2,%01000100,2 - .db 7,4,%00010100,2,%00110100,2,%01000100,2 - .db 12,5,%00010110,2,%00110110,2,%01000110,2 - -collidedamage = 4 + .db 1,1,%00000000,0,%00000000,0,%00010010,3 ;1 single fire + .db 4,1,%00000000,0,%00000000,0,%00010011,3 ;2 fast single + .db 1,1,%00000000,0,%00010010,0,%00010010,6 ;3 double + .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple + .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5 + .db 5,3,%01110011,2,%10010100,2,%00110011,2 ;6 + .db 7,4,%01110100,2,%10010100,2,%00110100,2 ;7 + .db 12,5,%01110110,2,%10010110,2,%00110110,2 ;8 +maxweapon = 8 + .db 1,1,%11100100,3,%00000000,0,%00000000,0 ;1 single laser + .db 1,1,%11111111,0,%11100000,6,%00000000,0 ;2 double laser + .db 10,1,%11100001,0,%11100000,6,%11100000,3 ;3 triple laser +maxlaser = 11 ;------------------------------------ bar ----------------------------------- +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,%11111111 ; ████████████████ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11111111,%11111111 ; ████████████████ + .db 16,7 ;selected.......:.......: + .db %11111111 ;████████████████ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11111111 ;████████████████ + .db 7 + .db %11111111 + .db %00000001 + .db %00000001 + .db %00000001 + .db %00000001 + .db %00000001 + .db %11111111 spr_icon00: - .db 16,7 ;unused .......:.......: - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db 16,7 ;unused .......:.......: + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db 7 + .db %10101010 + .db %01010101 + .db %10101010 + .db %01010101 + .db %10101010 + .db %01010101 + .db %10101010 spr_icon01: - .db 16,7 ;armor ; .......:.......: - .db %10000111,%11110000 ; █ ███████ - .db %10011000,%00001100 ; █ ██ ██ - .db %10110011,%11000110 ; █ ██ ████ ██ - .db %10110000,%11110110 ; █ ██ ████ ██ - .db %10110011,%11000110 ; █ ██ ████ ██ - .db %10011000,%00001100 ; █ ██ ██ - .db %10000111,%11110000 ; █ ███████ + .db 16,7 ;torpedo .......:.......: + .db %10000001 ;█ ███ ██ █▒ + .db %10000000 ;█ ███ ██ ▒ + .db %11000000 ;██ ███ ██▒ + .db %10110001 ;█ ██ ███ █ █▒ + .db %11001100 ;██ ██ ██ ▒ + .db %10110011 ;█ ██ ██ ████ ▒ + .db %11001100 ;██ ██ ██ ██ ▒ + .db 7 + .db %11001101 + .db %11100110 + .db %11100011 + .db %11000101 + .db %00001100 + .db %00011110 + .db %11000110 spr_icon02: - .db 16,7 ;torpedo .......:.......: - .db %10111000,%00010101 ; █ ███ █ █ █ - .db %10011100,%00010101 ; █ ███ █ █ █ - .db %10111000,%01001010 ; █ ███ █ █ █ - .db %10000000,%11101010 ; █ ███ █ █ - .db %11100001,%11100101 ; ███ ████ █ █ - .db %10011000,%11110101 ; █ ██ ████ █ █ - .db %11100110,%00110010 ; ███ ██ ██ █ + .db 16,7 ;tailbeam.......:.......: + .db %10000000 ;█ ▒ + .db %10000011 ;█ ██ ▒ + .db %10000001 ;█ ███ ▒ + .db %10111011 ;█ ███ ██████ ██▒ + .db %10000001 ;█ ███ ▒ + .db %10000011 ;█ ██ ▒ + .db %10000000 ;█ ▒ + .db 5 + .db %00000000 + .db %00000000 + .db %11000000 + .db %11110011 + .db %11000000 spr_icon03: - .db 16,7 ;bullets .......:.......: - .db %10000000,%11000000 ; █ ██ - .db %10000011,%11100000 ; █ █████ ▒▒▒ - .db %10011000,%11000000 ; █ ██ ██ ▒▒▒ - .db %11111100,%00000000 ; ██████ ▒▒▒ - .db %10011000,%11000000 ; █ ██ ██ ▒▒▒ - .db %10000011,%11100000 ; █ █████ ▒▒▒ - .db %10000000,%11000000 ; █ ██ + .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_icon04: - .db 16,7 ;laser .......:.......: - .db %10000000,%00000000 ; █ - .db %10110010,%10000000 ; █ ██ █ █ - .db %10111011,%00000000 ; █ ███ ██ - .db %10011101,%11111111 ; █ ███ █████████ - .db %10111011,%00000000 ; █ ███ ██ - .db %10110010,%10000000 ; █ ██ █ █ - .db %10000000,%00000000 ; █ + .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_icon05: - .db 16,7 ;multiple .......:.......: - .db %10000011,%10000000 ; █ ███ - .db %10000001,%11100110 ; █ ████ ██ - .db %10000001,%11100000 ; █ ████ - .db %10000011,%10000000 ; █ ███ - .db %10011000,%00000000 ; █ ██ - .db %10111100,%11000011 ; █ ████ ██ ██ - .db %10011000,%00000000 ; █ ██ + .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 spr_dividerline: .db 8,7 .db 128,128,128,128,128,128,128 ;128 = %10000000 @@ -3146,9 +3423,9 @@ spr_dividerline: txt_email: .db "www.shiar.org ",127 ;title screen .db " shiar0@hotmail.com",0 -_txt_email = $3A01 ;$3A1E=just email -txt_about: .db " v0.97.625 ",127," by Shiar",0 ;right behind txt_email -_txt_about = $331F +_txt_email = $3A01 ;$3A1E=just email +txt_about: .db "v0.99.812 ",127," by Shiar",0 ;right behind txt_email +_txt_about = $3321 txt_menu1: .db "NEW GAME",0 txt_menu2: .db "CONTINUE",0 @@ -3160,263 +3437,644 @@ 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_teacher: .db "(2",Lpi,"*.95)/sin 13",0 ;boss -txt_teacherans: .db Lneg,"14.2063168184",0 +_txt_pressenter = $0201 +txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher +txt_teacherans: .db Lneg,"14.6549373495",0 ;---------------------------- save data ------------------------------------- -PutWhere .dw GRAPH_MEM ;where to put the wide sprites -laserlasts .db 5 - storehi_start: -hiscore .dw $0000 -hiname .db "Shiar.97",0 +hiscore .dw 0 ;default hiscore +hiname .db "shiar.99",0 ; " " name storehi_end: -storesave_start: -level .db $01 ;level number -levelp .dw level01 ;pointer to level data -pickuptimer .db $04 ;counts when to place a pickup -your_score .dw $0000 - -your_pickup .db $04 -your_occ .db $00 ;0=normal 1..16=exploding -your_inv .db $00 ;invincibility left -your_armor .db $0a ;HP left -your_lives .db $03 ; - -your_weapon .db $02 ;weapon: 0=no, 1=laser, 2+=bullet n+1 -your_multiples .db $00 ;multiples present -torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt -torp_pos .dw $0000 ;torpedo position (x,y) +storesave_start: ;--SAVED GAME-- defs: +level .db 1 ;level number 1 +levelp .dw level01 ;pointer to level data l01 +pickuptimer .db 4 ;counts when to place a pickup 4 +your_ship .dw spr_ship01 ;your sprite sprs1 +your_score .dw 0 ;current score 0 +your_pickup .db 4 ;pickups already picked up 0 +your_occ .db 0 ;0=normal 1..16=exploding 0 +your_inv .db 0 ;invincibility left 0 +your_armor .db 22 ;HP left 12 +your_lives .db 3 ;lives left 3 +your_weapon .db 8 ;current weapon upgrade 0 +your_multiples .db 0 ;multiples present 0 +your_tail .db 0 ;tail beam present 0 storesave_end: +time2invert: .db 0 ;time until b<>w switch (0 at startup) -;XLlevelsdata:--------------------------------------------------------------- +;------------------------------ levels data --------------------------------- -level00: - .db 0 - .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06 - .db $1b,$1d,"storyline coming soon..." ,0,0,$1d,$06 - .db $09,$19,"the Nemesis saga continues",0,1 - .db $2e,$21,"with NEMESIS 86" ,0,1 - .db $52,$36,"by Shiar" ,0,0,$19,$23 - .db $ff - -;format:[nr.dif.enemies]x [enemy nr] -; [enemy frequency] [next lvl] -; [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire] -; [level_move] [level_fire] [tunnel size] [groundtype] -; [16_ground] [16_ceiling] [stars1] [stars2] - - .db $15,$07,$08 ;fireFreq; moveType; enemyType -level01: ;efrequency must be odd if halfluring! - .db 3,$01,$02,$03 - .db $1b,$2f,%00010001 - .db 0,255 - .db 0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 +;format:boss: [moveType] [enemyType] +; @level: [nr.dif.enemies]x [enemy nr] +; [min. enemy frequency] [enemy frequency max.inc] [next lvl] +; [level_info: 0000:damage 0:diagfire 0:ground 0:ceiling 0:?] +; [level_move] [tunnel size] [groundtype] [stars1] [stars2] +;efrequency must be odd if halfluring! + + .db 0 ;storyline ID +level00: ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end] + .db 25,33,"Imperial ships have",0,0 + .db 31,9,"been sent to intercept you",0,31-25+6,-1 + + .db 20 ;boss for level01 +level01: ;intro-like, just a few enemies to begin with + .db 2,6,8 + .db 26,70,20,%00010000,0,0,0 + .db 1,1 + + .db 21 +level02: ;first wave of enemies; easeey + .db 3,6,7,8 + .db 20,60,60,%00100000,0,0,0 .db 1,1 - .db $10,$07,$09 + .db 22 +level03: ;some more enemies + .db 4,7,8,9,10 + .db 17,40,75,%00110000,0,0,0 + .db 1,1 .db 0 - .db $01,01,"And the storyline conti", - .db "nues.....",0,1 - .db $01,09,"You decide to fly close", - .db " to the",0,1 - .db $01,15,"surface of a nearby pl", - .db "anet =)",0,0,1,20 - .db $FF + .db 1,1,"Long-Range scanners are ", + .db "showing",0,0 + .db 8,1,"lots of enemy vessels ", + .db "advancing fast.",0,8-1+6 + .db 24,1,"I'm changing course to a", + .db " nearby ",0,0 + .db 31,1,"asteroid belt and try to",0,0 + .db 38,1,"lose them inthere.",0,38-24+6,-1 + + .db 23 +level04: ;approaching asteroid belt + .db 7,11,11,12,12,13,1,2 + .db 12,24,80,%00111000 + .db 2,0,0,1,1 + + .db 24 +level05: ;light asteroid belt + .db 5,11,12,1,2,4 + .db 12,24,80,%00111000 + .db 2,0,0,1,1 + + .db 25 +level06: ;inside asteroid belt + .db 6,13,1,2,3,4,5 + .db 7,18,180,%01011000 + .db 2,0,0,1,1 + + .db 0,1,1,"That's it for now...",0,5,-1 + +endlevel = 6 - .db $10,$07,$09 -level02: - .db 1,$02 - .db $13,$4b,%00100101,0,064,0,0 - .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 0 + .db 1,1,"And the storyline conti", + .db "nues.....",0,5 + .db 9,1,"You decide to fly close", + .db " to the",0,0 + .db 15,1,"surface of a nearby pl", + .db "anet =)",0,15-9+6,-1 + + .db 26 +level03b: + .db 1,2 + .db $13,40,$4b,%00100100,0,-5,1 .db 1,1 + .db 0 + .db 0 .db $01,01,"Blablabla...",0,1 .db $01,34,"this storyline sux",0,0,1,39 .db $FF - .db $0E,$07,$09 -level03: + .db 27 +level03a: .db 1,$03 - .db $2d,$3f,%00010110,0,255,-9,1 - .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20 - .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18 + .db $2d,$3f,%00110110,0,-9,1 .db -1,-1 ;=%11111111=line - .db $0D,$07,$08 -level04: + .db $07,$08 +level04b: .db 1,$04 - .db $11,$41,%00100001,0,057,0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db $11,$41,%00100001,0,0,0 .db 1,1 - .db $0C,$07,$09 -level05: + .db $07,$09 +level05a: .db 1,$05 - .db $11,$45,%00100101,%10,031,-7,1 - .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2 - .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1 + .db $11,$45,%00100101,%10,-7,1 .db 1,1 - .db $0B,$07,$08 -level06: + .db $07,$08 +level06c: .db 1,$06 - .db $19,$3a,%00100111,0,255,-4,1 - .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 - .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 + .db $19,$3a,%00100111,0,-4,1 .db 1,1 - .db $08,$07,$09 + .db $07,$09 level07: .db 1,$07 - .db $09,$ff,%00100001,0,043,0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db $09,$ff,%00100001,0,0,0 .db 1,1 ;------------------------------ enemies ------------------------------------- +;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)] +; [movetype] [time2fire] [firefreq] [firetype] +;appearances: 1=random; 2=lure; 3=halflure +;movetypes: 1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure; +; 8=y-lure 1/2x; 9=x; 10=x+y-lure 1/2x +;firetypes: 1=normal; 6=aiming; 7=triple; 8=double + +enemyspecs: + .db 0,%00000110,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;pickup +;1-5=asteroids , , , , , , + .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,00, 0, 0,1 + .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,00, 0, 0,1 + .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,04, 0, 0,1 + .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,03, 0, 0,1 ;slow+hard + .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,05, 0, 0,1 +;6-10=basic enemies , , , , , , + .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,00,10, 0,1 ;weak + .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,03, 6,50,1 ;slow + .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,00, 1, 0,1 + .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,00,19,39,8 ;heavy + .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,04, 1, 0,1 ;fast +;11-13=backwards enemies , , , , , + .db 0,%00011110,(spr_enemyB1-spr_enemy00)/2,000,3,11,19,92,1 + .db 0,%00101110,(spr_enemyB2-spr_enemy00)/2,000,1,12,11,45,1 + .db 0,%00110110,(spr_enemyB3-spr_enemy00)/2,000,1,11,10,41,8 ;small +;14=improved enemies , , , , , , + .db 0,%01001010,(spr_enemyG1-spr_enemy00)/2,128,3,00, 1,35,1 + + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;15 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;16 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;17 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;18 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;19 +;20-23=first bosses , , , , , , + .db 1,%00101011,(spr_boss2 -spr_enemy00)/2,127,1,08,20,12,1 ;small + .db 1,%00110011,(spr_boss1 -spr_enemy00)/2,127,1,08,15,11,8 ;normal + .db 1,%01001011,(spr_boss1 -spr_enemy00)/2,127,3,10,10,11,1 ;moving + .db 0,%11111111,(spr_boss3 -spr_enemy00)/2,127,2,10, 1, 4,1 ;weak+rapidfire +;24-25=asteroid bosses , , , , , , + .db 2,%00001011,(spr_bossA1 -spr_enemy00)/2,127,1,10,36,14,6 + .db 2,%00110011,(spr_bossA1 -spr_enemy00)/2,127,2,10,28,12,6 +;26-27=big bosses , , , , , , + .db 2,%00000111,(spr_bossB1 -spr_enemy00)/2,127,3,07,18, 7,7 + .db 2,%01001011,(spr_bossB2 -spr_enemy00)/2,127,3,07,18, 7,7 + spr_enemy00: - .db 8,8 ;pickup - .db %00011000 ; ██ - .db %00011000 ; ██ - .db %00011000 ; ██ - .db %11111111 ; ████████ - .db %11111111 ; ████████ - .db %00011000 ; ██ - .db %00011000 ; ██ - .db %00011000 ; ██ - -spr_enemy01: - .db 6,6 ;enemy type one - .db %00111100 ; ████ - .db %01110000 ; ███ - .db %11110000 ; ████ - .db %11110000 ; ████ - .db %01110000 ; ███ - .db %00111100 ; ████ -spr_enemy02: - .db 8,6 ;enemy type two - .db %00111111 ; █████ - .db %01111000 ; ████ - .db %11111100 ; ██████ - .db %11111100 ; ██████ - .db %01111000 ; ████ - .db %00111111 ; █████ -spr_enemy03: - .db 6,6 ;enemy type three - .db %01111100 ; █████ - .db %11110000 ; ████ - .db %11111000 ; █████ - .db %11111000 ; █████ - .db %11110000 ; ████ - .db %01111100 ; █████ -spr_enemy04: - .db 6,6 ;enemy type four + .db 16,8 ;pickup + .db %11111111 ; ████████████ + .db %10000110 ; █ ██ █ + .db %10000110 ; █ ██ █ + .db %10111111 ; █ ████████ █ + .db %10111111 ; █ ████████ █ + .db %10000110 ; █ ██ █ + .db %10000110 ; █ ██ █ + .db %11111111 ; ████████████ + .db 8 + .db %11110000 + .db %00010000 + .db %00010000 + .db %11010000 + .db %11010000 + .db %00010000 + .db %00010000 + .db %11110000 + .db 0 + +spr_enemyA1: + .db 7,6 ;asteroid one + .db %00011000 ; ██ + .db %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 ; ██ + .db 0 +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_enemyE1: + .db 6,7 ;weak + .db %00111100 ; ████ + .db %01000100 ; █ █ + .db %10111000 ;█ ███ + .db %11100000 ;███ + .db %10111000 ;█ ███ + .db %01000100 ; █ █ + .db %00111100 ; ████ + .db 0 +spr_enemyE2: + .db 6,6 ;weak + .db %00111100 ; ████ + .db %01010000 ; █ █ + .db %10100000 ;█ █ + .db %10100000 ;█ █ + .db %01010000 ; █ █ + .db %00111100 ; ████ +spr_enemyE3: + .db 6,6 ;normal solid (Galaxian enemy) + .db %00111100 ; ████ + .db %01110000 ; ███ + .db %11110000 ;████ + .db %11110000 ;████ + .db %01110000 ; ███ + .db %00111100 ; ████ +spr_enemyE4: + .db 6,7 + .db %00011100 ; ███ + .db %01101000 ; ██ █ + .db %10011000 ;█ ██ + .db %01110000 ; ███ + .db %10011000 ;█ ██ + .db %01101000 ; ██ █ + .db %00011100 ; ███ + .db 0 +spr_enemyE5: + .db 6,6 ;speedy + .db %00011100 ; ███ + .db %01111000 ; ████ + .db %11100000 ;███ + .db %11100000 ;███ + .db %01111000 ; ████ + .db %00011100 ; ███ + +spr_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 ;████ + .db 0 +spr_enemyB3: + .db 5,7 + .db %11100000 ;███ + .db %01010000 ; █ █ + .db %01111000 ; ████ + .db %01000000 ; █ + .db %01111000 ; ████ + .db %01010000 ; █ █ + .db %11100000 ;███ + .db 0 + +spr_enemyG1: + .db 8,6 ;G-Type + .db %00111111 ; █████ + .db %01001000 ; █ █ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01001000 ; █ █ + .db %00111111 ; █████ +spr_enemyG2: + .db 8,6 ;smaller nacelles + .db %00000111 ; ███ + .db %01101100 ; ██ ██ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01101100 ; ██ ██ + .db %00000111 ; ███ +spr_enemyG3: + .db 8,6 ;shuttle + .db %00001111 ; ████ + .db %01111100 ; █████ + .db %10011100 ;█ ███ + .db %10011100 ;█ ███ + .db %01111100 ; █████ + .db %00001111 ; ████ +spr_enemyG4: + .db 8,6 ;G-Type solid + .db %00111111 ; █████ + .db %01111000 ; ████ + .db %11111100 ;██████ + .db %11111100 ;██████ + .db %01111000 ; ████ + .db %00111111 ; █████ +spr_enemyG5: + .db 6,6 + .db %01111100 ; █████ + .db %10110000 ;█ ██ + .db %10111000 ;█ ███ + .db %10111000 ;█ ███ + .db %10110000 ;█ ██ + .db %01111100 ; █████ +spr_enemyG6: + .db 7,6 ;small G-type solid + .db %00011110 ; ████ + .db %01111000 ; ████ + .db %11110000 ;████ + .db %11110000 ;████ + .db %01111000 ; ████ + .db %00011110 ; ████ + +spr_enemyS1: + .db 6,6 ;solid .db %00111000 ; ███ .db %01111100 ; █████ .db %11111000 ; █████ .db %11111000 ; █████ .db %01111100 ; █████ .db %00111000 ; ███ -spr_enemy05: - .db 7,6 ;enemy type five +spr_enemyS2: + .db 7,6 ;some attack vessel + .db %00011100 ; ███ + .db %01110010 ; ███ █ + .db %10101100 ; █ █ ██ + .db %10101100 ; █ █ ██ + .db %01110010 ; ███ █ + .db %00011100 ; ███ +spr_enemyS3: + .db 7,6 ;interceptor .db %00011110 ; ████ .db %01111110 ; ██████ .db %11111100 ; ██████ .db %11111100 ; ██████ .db %01111110 ; ██████ .db %00011110 ; ████ -spr_enemy06: - .db 7,6 ;enemy type six - .db %00011100 ; ███ - .db %01111110 ; ██████ - .db %10111000 ; █ ███ - .db %10111000 ; █ ███ - .db %01111110 ; ██████ - .db %00011100 ; ███ -spr_enemy07: - .db 8,6 ;enemy type seven - .db %00011110 ; ████ - .db %01111111 ; ███████ - .db %10011100 ; █ ███ - .db %10011100 ; █ ███ - .db %01111111 ; ███████ - .db %00011110 ; ████ -spr_enemy08: - .db 8,6 ;enemy type seven - .db %00011110 ; ████ - .db %01111111 ; ███████ - .db %10011100 ; █ ███ - .db %10011100 ; █ ███ - .db %01111111 ; ███████ - .db %00011110 ; ████ - -spr_boss0_1: - .db 16,10 ;boss type one - .db %00000001,%11111111 ; █████████ - .db %00001111,%11111110 ; ███████████ - .db %00111111,%11110000 ; ██████████ - .db %01011111,%10000000 ; █ ██████ - .db %10011111,%01000000 ; █ █████ █ - .db %10011111,%01000000 ; █ █████ █ - .db %01011111,%10000000 ; █ ██████ - .db %00111111,%11110000 ; ██████████ - .db %00001111,%11111110 ; ███████████ - .db %00000001,%11111111 ; █████████ -spr_boss0_2: - .db 16,10 ;boss type:one : - .db %11111110,%00000000 ; ███████ - .db %00001111,%10001111 ; █████ ████ - .db %00111111,%11100011 ; █████████ ██ - .db %01001111,%11111110 ; █ ███████████ - .db %10001101,%01111100 ; █ ██ █ █████ - .db %10001101,%01111100 ; █ ██ █ █████ - .db %01001111,%11111110 ; █ ███████████ - .db %00111111,%11100011 ; █████████ ██ - .db %00001111,%10001111 ; █████ ████ - .db %11111110,%00000000 ; ███████ - -;format: [000000:HP 00:occ] [HP64] [appearance(ypos)] [unused] -XLenemyinfos: - .db %00100110,0,(spr_enemy01-spr_enemy00)/2,1 ;#1 - .db %00101010,0,(spr_enemy02-spr_enemy00)/2,3 ;#2 - .db %00001111,0,(spr_enemy03-spr_enemy00)/2,2 ;#3 - - .db %00000110,0,(spr_enemy04-spr_enemy00)/2,2 ;#4 - .db %00000111,0,(spr_enemy05-spr_enemy00)/2,3 ;#5 - .db %00001011,0,(spr_enemy06-spr_enemy00)/2,2 ;#6 - - .db %00011011,0,(spr_enemy07-spr_enemy00)/2,3 ;#7 - - .db %00110011,1,(spr_boss0_1-spr_enemy00)/2,1 ;boss1 - .db %01001011,1,(spr_boss0_2-spr_enemy00)/2,3 ;boss2 - - .db %00000000,0,0,0 - .db %00000000,0,0,0 - .db %00000000,0,0,0 - .db %00000000,0,0,0 - .db %00000000,0,0,0 - .db %00000000,0,0,0 - .db %00000000,0,0,0 +spr_enemyS4: + .db 8,6 ;cheap intercept + .db %00011011 ; ██ ██ + .db %01110110 ; ███ ██ + .db %10111100 ; █ ████ + .db %10111100 ; █ ████ + .db %01110110 ; ███ ██ + .db %00011011 ; ██ ██ + +spr_enemyN1: + .db 8,7 ;some cool Nemesis-MSX enemy + .db %00111110 ; █████ + .db %11110001 ;████ █ + .db %00001110 ; ███ + .db %00010101 ; █ █ █ + .db %00001110 ; ███ + .db %11110001 ;████ █ + .db %00111110 ; █████ + .db 0 +spr_enemyN2: + .db 8,7 ; + .db %00111110 ; █████ + .db %00011101 ; ███ █ + .db %11111111 ;████ ███ + .db %01110110 ; ██ ███ + .db %11111111 ;████ ███ + .db %00011101 ; ███ █ + .db %00111110 ; █████ + .db 0 +spr_enemyN3: + .db 8,7 ;Nem3MSX jumper lvl#3 + .db %10111110 ;█ █████ + .db %01011101 ; █ ███ █ + .db %01111110 ; ██████ + .db %00010100 ; █ █ + .db %01111110 ; ██████ + .db %01011101 ; █ ███ █ + .db %10111110 ;█ █████ + .db 0 +spr_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_boss1: + .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 + .db 0 +spr_boss2: + .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_boss3: + .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 16,11 ;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 + .db 0 +spr_bossB1: + .db 16,18 ;BigBoss one : + .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 ;modelled after a Nemesis][MSX boss + .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_bossB2: + .db 16,15 ;BigBoss two : + .db %00001111 ; █████ + .db %00111110 ; █████ █████ + .db %01111101 ; █████ █ ███████ + .db %00000011 ; ██ + .db %00000100 ; █ █ + .db %00000011 ; █████ + .db %00011110 ; ████ ██ ████ + .db %11110011 ;████ ██ █ █ + .db %00011110 ; ████ ██ ████ + .db %00000011 ; █████ + .db %00000100 ; █ █ + .db %00000011 ; ██ + .db %01111101 ; █████ █ ███████ + .db %00111110 ; █████ █████ + .db %00001111 ; █████ + .db 15 ;modelled after a Nemesis][MSX boss + .db %10000000 + .db %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 + .db 0 ;---------------------------------------------------------------------------- ;----------------------------- logo ------------------------------------------ ;---------------------------------------------------------------------------- logo_nemesis: -.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000 -.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000 -.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000 -.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000 +.db %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 @@ -3443,7 +4101,7 @@ logo_nemesis: ;---------------------------------------------------------------------------- ;---------------------------------------------------------------------------- -; 0.97.625 -- 25.VI.00 -- size 5753 +; 0.98.77 -- 7.VII.00 -- size 6707 ; ; # bullets do damage in all levels ; * more armor at armor-upgrade and extra armor at end of a level @@ -3452,6 +4110,7 @@ logo_nemesis: ; * several optimizations (init.procs some bytes smaller) ; # enemies hit with hitpoints left disappeared (one pop too much...) ; + bullets "charge up" (more damage) when not firing +; - removed contrast changes ; + more powerful bullets have different sprites (larger=more damage) ; # multiples appear at your position (begin level/just selected) ; # when invulnerable multiples acted weird @@ -3473,6 +4132,72 @@ logo_nemesis: ; + weapon can be combination of bullets/lasers (max. of 3 per weapon) ; * bullet-icon is removed when laser is selected ; * enemy sprite table integrated in enemy specs (-1 byte/enemy) +; + random enemy is chosen from any number of enemies per level +; * time to first enemy fire defined per enemy, not per level +; + CLIPPED sprites!! no more in/out popping enemies! wow... +; * bullets/enemies removed when _entirely_ off screen +; # enemies would sometimes be hit by bullets going right below them +; # size of the second bullet was too big (invisible hit) +; * the frequency an enemy fires bullets is defined per enemy +; + wide clipped sprites implemented (width 1-16 pixels) +; # bosses first move left until x=100, otherwise they'd be off-screen +; * at status bar left below ships are displayed for lives left +; * armor bar is two pixels high (better visible) +; # bullet overflow fixed again (>63 bullets fired) +; # correct weapon loaded when continuing a saved game +; # game freezed when generating a random value <=1 +; * you explode in a different way than the enemies +; + screen inverts for a brief time when you are hit! +; # stats-bar was messed up when ya got 0 lives left +; * two new (big) bosses modeled after a common MSX Nemesis2-boss +; * score increased once every 32 frames (instead of every 256) +; # ground fixed for new random routine (smaller routine; incs -2 to 2) +; + laser will upgrade as well when you reselect it +; * 2nd can be used in main menu (wow!) +; # altered variable storage space because of Nemesis grew beyond 6kb +; # fixed armor bar display when at maximum +; + a few new enemies (asteroids) and remade 1st 4 levels; new pickup +; - torpedo since it was kinda useless +; + second icon now selects TAIL BEAM: bullet going backwards +; # armor increase at the end of a level doesn't overflow armorbar +; + you can choose your own ship out of four vessel after NEW GAME! +; + enemies can appear at any x-position and move both left and right +; + move patterns given per enemy, not per level +; * new (faster) enemy-move system; 10 basic moves (x2 left+right) +; # enemies can _never_ move above or below visible screen +; * "randomY"-enemies are placed entirely on screen (height calced) +; # the major TI-OS crash bug WAS afterall caused by sprites drawn +; (partially) outside screen memory. temporarily fixed by setting +; virtual screen buffer to $8200 (enough mem there) +; + upto 29 cool enemy sprites and redone first five levels +; * improved enemy-move routine; smooth luring, five speeds+backwards +; # after pause weapon will not be fired +; # teacher key fixed (waits for GRAPH to be release before&after) ; +; 0.99.815 -- 15.VIII.00 -- size 6399 ; -; + added - removed * changed # bug fixed \ No newline at end of file +; + 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) +; +; + added - removed * changed # bug fixed + +;bullet handling: (255/enemy)+419+putsprite cycles per bullet