X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/81075f4e1dc18d93001983505a783dcac93db629..e0378c87aa08bcb63e0abaed6d0162d69d902994:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index 1400114..76a0b6c 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,53 +1,123 @@ +;------------------------------------------------------------------------------ +;---------------------- NEMESIS ----------------------------------------------- +;------------------------------------------------------------------------------ + +; >>> NEMESIS <<< Version 0.94 BETA by SHIAR +; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +; SHIAR *** shiar0@hotmail.com *** ICQ#43840958 *** come.to/shiar +; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +; DESCRIPTION: Fast+cool arcade-game based on the old MSX-game +; CALC: TI-86 only +; FILES: 86P (3624) Z80 (62443) +; BETA: I hope to release the full game around december 1999 +; ABOUT: This source should only be used for learning practises, do not +; alter it, and certainly do not distribute an altered version!! +; &&& marks uncertainties or things to optimize + +;---------------------- nemesis.z80 start ------------------------------------- + .include "asm86.h" .include "ti86asm.inc" - .include "ram86.inc" .include "ti86abs.inc" .org _asm_exec_ram -TEXT_MEM = _textShadow -DELC_LEN = _undelBufLen ;$64 bytes long -_dispahl = $4a33 - - nop - jp init - .dw $0001 ;description type 2 (= +YASicon) - .dw Title ;pointer to description - .dw spr_ship ;pointer to YAS icon - -Title: .db "Nemesis v0.93.911 by Shiar",0 - -just_fired = TEXT_MEM ;byte -temp1 = TEXT_MEM+1 ;word -RanPos = TEXT_MEM+3 ;byte -firex = TEXT_MEM+4 ;byte -firey = firex+1 ;byte -mx = TEXT_MEM+6 ;byte -my = mx+1 ;byte -your_locpos = TEXT_MEM+8 ;byte -your_prevpos = TEXT_MEM+9 ;16 words +#define cal call ;just to make it harder for you to understand +#define psh push ; ^:D + +_dispahl = $4A33 + +TEXT_MEM = $C0F9 ;-$C1A0 ;_textShadow ;167 bytes ($A7) +DELC_LEN = $C012 ;-$C076 ;_undelBufLen ;100 bytes ($64) + +;---------------------- in-game vars ------------------------------------------ + +just_fired = TEXT_MEM ;$C0F9 ;counts how long a blast lasts +curline = TEXT_MEM ;$C0F9 ;used to display SFX +menuitem = TEXT_MEM ;$C0F9 +temp1 = TEXT_MEM+1 ;$C0FA-C0FB ;(2 bytes) +RanPos = TEXT_MEM+3 ;$C0FC ;used for making random values +timer = TEXT_MEM+4 ;$C0FD ;frame counter + +x = TEXT_MEM+5 ;$C0FE ;your ship's position +y = x+1 ;$C0FF ;your y-pos +firex = TEXT_MEM+7 ;$C100 ;(1 byte) +firey = firex+1 ;$C101 ;(1 byte) +mx = TEXT_MEM+9 ;$C102 ;position of multiple#1 +my = mx+1 ;$C103 ;multiple y-pos + +bossx = $8001 +bossy = bossx+1 +bossmy = bossy+1 + +level_enemy = TEXT_MEM+11 ;$C104 ;enemy type +eventtime = TEXT_MEM+12 ;$C105 ;enemy frequency +eventleft = TEXT_MEM+13 ;$C106 ;nr. of enemies still to come +nextevent = TEXT_MEM+14 ;$C107 ;time to next event +pickuptimer = TEXT_MEM+15 ;$C108 ;counts when to place a pickup +level_occ = TEXT_MEM+16 ;$C109 +level_move = $8010 +level_fire = $8011 + +spacespace = $8012 +groundinfo = spacespace+1 ;$8013 +groundpos = groundinfo+1 ;$8014 $10 +ceilingpos = groundpos+16 ;$8023 $10 +stars1 = ceilingpos+16 ;$8033 +stars2 = stars1+1 ;$8034 nrybullets = 20 -ybullets = your_prevpos+32 ;20 x (state,x,y) +ybullets = TEXT_MEM+17 ;$C10A ;60 bytes = 20(state,x,y) nrebullets = 10 -ebullets = ybullets+(nrybullets*3) ;10 x (state,x,y) +ebullets = ybullets+(nrybullets*3) ;30 bytes = 10(state,x,y) + +your_locpos = ebullets+(nrebullets*3) ;position in your_prevpos table +your_prevpos = your_locpos+1 ;saves previous positions (32d) + +nrstars1 = 7 +starx1 = your_prevpos+32 ;ends at C192 +nrstars2 = 7 +starx2 = starx1+(nrstars1*2) ;ends at C1A0 nrenemies = 10 -enemies = DELC_LEN - ; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) - ; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) +enemies = DELC_LEN+1 add2enemy = nrenemies*4 enemiesxtra = enemies+add2enemy - ; $11 (move) $11 (fire) + +;enemies: +; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) +; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) +;enemiesxtra: +; $11 (move) $11 (fire) $11 (bullettype) + +;---------------------- introduction ------------------------------------------ + + nop ;hello yas/ase/rascall/whathever + jp init ;here's the program, but first: a description + .dw $0001 ;description type 2 (description + YASicon) + .dw Title ;pointer to description (all shells) + .dw Icon ;pointer to YAS icon + +Title: .db "Nemesis v0.94 by Shiar",0 + +Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes + .db %11100000 ; ███ + .db %01111000 ; ████ + .db %00111110 ; █████ + .db %01111001 ; ████ █ + .db %00111110 ; █████ + .db %01111000 ; ████ + .db %11100000 ; ███ ;recommend 80x50 screen mode + .DB 0 ;clear stupid YAS-line ;---------------------- init -------------------------------------------------- init: - call _runindicoff ;turn the run-indicator off, obviously - call _clrLCD ;clean the screen - ld (iy+13),0 - xor a - ld (DELC_LEN),a + cal BUSY_OFF ;turns the run-indicator off, obviously + cal CLEARLCD ;clean the screen + xor a ;: reset: + ld (iy+13),a ;>system vars + ld (DELC_LEN),a ;>buffer so we can use the space to store vars ld a,(CONTRAST) ;load current contrast level cp $1f ;if already at maximum... @@ -59,37 +129,102 @@ skipdarken: ;---------------------- main menu --------------------------------------------- LogoPut: - ld hl,logo_nemesis ;from... - ld de,VIDEO_MEM+16 ;...to one line from top - ld a,19 ;19 rows -LogoLoop: - ld bc,16 ;set screen width - ldir ;display one line - dec a ;decrease line-counter - jr nz,LogoLoop ;repeat when counter is not yet zero + xor a ;white bitmask (a=0) + ld b,16 ;one line + ld hl,logo_nemesis ;from... + ld de,VIDEO_MEM+16 ;...to one line from top +AboveLogo: + ld (de),a ;clear/n byte + inc de ;next + djnz AboveLogo ;repeat for the first line + + ld bc,16*19 ;logo size + ldir ;display one line of logo + +; ld hl,GRAPH_MEM ;cleared line +; ld bc,16 ;size=one line +; ldir ;also clear one line below the logo + +; ld a,-1 ;first line is -1+1=0 +; ld b,21 ;with first 21 lines: +; cal DoSFX ;do special effect &&&skip ld hl,VIDEO_MEM+(16*$39)+4 ;$39 rows down, 4 cols right (4*8=$20) - ld b,$8 ;draw 8x one byte = 8*8 = 64 pixels wide + ld b,8 ;draw 8x one byte = 8*8 = 64 pixels wide ld a,%11111111 ;horizontal line mask underline: ld (hl),a ;draw one piece of the divider-line inc hl ;move right (8 pixels = 1 byte) - djnz underline ;repeat (16bytes * 8pixels =128= screen width) + djnz underline ;repeat - set 3,(iy+5) + set 3,(iy+5) ;set white on black ld hl,$3320 ;near the bottom of the screen ld (_penCol),hl ld hl,txt_about ;display version and author (yes, that's me!) - call _vputs - res 3,(iy+5) + cal _vputs ;useful procedure if you want to display somtn + res 3,(iy+5) ;return to default black on white ld hl,$3a1e ;below previous stuff ld (_penCol),hl ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!! - call _vputs ;VERY important, so display in small font ?:} + cal _vputs ;VERY important, so display in small font ?:} + +dispmenu: + ld de,$0304 + ld (_curRow),de + ld hl,txt_menu1 + cal _puts + ld de,$0305 + ld (_curRow),de + ld hl,txt_menu2 + cal _puts - call _getkey ;wait for keypress - call New_game ;prepare level + xor a + ld (menuitem),a + +menuloop: + ld a,(menuitem) + ld h,$01 + add a,4 + ld l,a + + ld a,5 + ld (_curRow),hl + cal _putc + + ld a,(menuitem) + ld h,$01 + sub 5 + neg + ld l,a + + ld a,32 + ld (_curRow),hl + cal _putc + + halt \ halt \ halt \ halt + + cal GET_KEY ;wait for keypress + cp K_UP + jr z,menuchange + cp K_DOWN + jr z,menuchange + cp K_EXIT + jp z,game_over_nopop + cp K_ENTER + jr nz,menuloop + + ld a,(menuitem) + dec a + cal z,Story + cal New_game ;prepare level + jr game_main_loop + +menuchange: + ld a,(menuitem) + xor 1 + ld (menuitem),a + jr menuloop ;------------------------------------------------------------------------------ ;---------------------- game loop --------------------------------------------- @@ -101,13 +236,14 @@ game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld b,(hl) ;new time, save for rand# upd. (no flag change) jr nz,updaterandom ;continue when new time <> 0 ld hl,1 ;once every 256 frames, increase score by 1 - call scoreInc ;do it + cal scoreInc ;do it updaterandom: ld hl,RanPos ;random counter - ld a,(hl) ;random value + ld a,r + add a,(hl) ;random value add a,b ;even more random by adding timer -.db $80+7 ; +;.db $80+7 ; ld (hl),a ;save even more random value back Clear_screen: @@ -117,55 +253,352 @@ Clear_screen: ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) ldir ;clear! + ld a,(timer) + and %11 + jr z,movestarsdone + + cal movestars1 ;move the stars on the FRONT layer + cal movestars2 ;move the distant stars far, far away + +movestarsdone: + ld a,(stars1) ;star positions (the missing byte...) + ld b,nrstars1 ;how many stars? now we know. + ld hl,starx1 ;points to the position of the stars + cal DisplayStars ;display front layer stars + + ld a,(stars2) ;weren't you paying attention five lines ago? + ld b,nrstars2 ;that many?! whow! + ld hl,starx2 ;and there they are + cal DisplayStars ;use the same procedure to display back layer + + ld a,(level_move) ;level info + and %01100000 ;isolate ground&ceiling + jr z,game_stuff ;both non-present + and %00100000 ;bit representing the presence of any ceiling + cal nz,Handle_ceiling ;scroll the ceiling (if any) + cal Handle_ground ;scroll the ground + +game_stuff: + ld a,(your_occ) ;are you 100% OK? + or a ;a=0?? + jr nz,_gamestuff1 ;then don't check for movements/fires/... + + ld a,(level_move) ;the same level info + and %01100000 ;isolate ground&ceiling again + jr z,check_keys ;no ceiling nor ground + and %00100000 ;this bit will tell us if there is a ceiling + cal nz,CheckCeiling ;if there is, check it + cal CheckGround ;check for collision with the ground + check_keys: ld a,%00111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5) out (1),a ;ask for them nop \ nop ;delay 8 clocks in a,(1) ;get zem! -check_exitkey: +check_exitkey: ;why give it a label? i dunno, i'm just crazy bit 6,a ;test bit 6 = exit-key = EXIT jp z,game_over_nopop ; pressed, so be it -check_morekey: +check_morekey: ;again, another unused label... poor compiler bit 7,a ;test bit 7 = more-key = PAUSE - call z,Pause ;yes, go to pause + cal z,Pause ;yes, go to pause check_firekey: bit 5,a ;test bit 5 = 2nd-key = FIRE - ld hl,game_stuff ;where to continue after executing Fire_bullet - push hl ;push hl on stack (instead of call Fire_bullet) - jp z,Fire_bullet ;fire smtn (bulletstorplasersmultiples+stuff..) - pop hl ;no call to Fire_bullet made, so pop stack + ld hl,check_selkey ;where to continue after executing Fire_bullet + psh hl ;push hl on stack (instead of cal Fire_bullet) + jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..) + pop hl ;no cal to Fire_bullet made, so pop stack ld hl,just_fired ;no: ld (hl),0 ;reset just_fired -game_stuff: - call Level_event ;insert enemies - call Handle_Ship ;move you - call Handle_enemies ;move enemies - - ld a,(your_occ) ;are you 100% OK? - or a ;a=0?? - jr nz,activesdone ;then don't check for movements/fires/... - +check_selkey: ld a,%01011111 ;look at first column of keys (ALPHA to STO) out (1),a ;gimme gimme nop \ nop ;what's taking you so long in a,(1) ;at last... our precious keyzzz... - ;old: now see this: - rla ;test bit 7 so we know f ALPHA has been pressed - call nc,select ;yeppy, select the currently selected upgrade - call Enemies_hit ;check for collision with enemies + ;old: now see this: + rla ;test bit7 so we know f ALPHA has been pressed + cal nc,select ;yeppy, select the currently selected upgrade + + cal Enemies_hit ;check for collision with enemies + +_gamestuff1: + cal Handle_Ship ;move you + cal Handle_bullets ;move your bullets + cal Handle_torp ;move your torpedo + + cal Handle_enemies ;move enemies + cal Enemy_bullets ;move enemy bullets + +; ld a,(level_occ) +; or a +; jr nz,bosslevel ;levelocc<>0 so no + + cal Level_event ;insert enemies + jr _gamestuff2 +bosslevel: + cal Handle_boss +_gamestuff2: + cal Display_Screen ;display all + halt ;delay -activesdone: - call Handle_bullets ;move your bullets - call Handle_torp ;move your torpedo - call Enemy_bullets ;move enemy bullets + jp game_main_loop ;LOOP - call Display_Screen ;display all - halt ;delay +;--------------------------- ground ------------------------------------------- + +Handle_ground: + ld a,(timer) + and %111 ;once every 8 frames + jr nz,Display_ground ;otherwise skip the scroll + ld bc,15 ;scroll all 16 bytes minus one (teh new byte) + ld hl,groundpos+1 ;from.. + ld de,groundpos ;to (one byte to the left) +; ld a,(de) ;load byte on left (will be lost after scroll) + ldir ;LoaDIncreaseRepeat = scroll! + + ld a,(groundinfo) ;what kind of ground + dec a ;type 1: + jr z,ground_tunnel ;tunnel effect + jr ground_boring + +ground_tunnel: + ld a,(groundpos+14) + ld (groundpos+15),a + ld hl,spacespace + + ld a,(RanPos) + ld b,a + bit 1,a + jr z,ground_previous + bit 2,a + jr z,gtunneldown +gtunnelup: + ld a,(hl) + or a + jr z,ground_previous ;a>=0 (a=0 actually, because a<0 = a>0) + inc (hl) + ld a,(groundpos+15) + inc a + jr newground +gtunneldown: + ld a,(groundpos+15) + dec a + jr z,ground_previous + dec (hl) + jr newground + +ground_previous: + ld a,(groundpos+14) ;type 1 + jr newground +ground_boring: + ld a,(groundpos) ;type 0 +newground: + ld (groundpos+15),a ;save new byte on the right + ld a,(hl) + cp -25 + jr nc,Display_ground + ld a,b + and %1 + ld b,0 + jr nz,gtunnelup + +Display_ground: + ld b,16 ;screen width + ld de,groundpos-1 ;height of current byte (previous actually) + psh de ;use later + ld hl,GRAPH_MEM+(56*16)-1 ;screen position + psh hl + +groundloopright: + ld c,b ;push b for groundloopup + pop hl \ inc hl ;get screen position and go one right + pop de \ inc de ;get height info and set to the next byte + psh de \ psh hl ;save these for the next time + ld a,(de) ;height of current byte + ld b,a ;save in b + + ld de,16 ;to substract to go one line up + ld a,%11111111 ;bitmask black + or a +groundloopup: + ld (hl),a ;display black byte + sbc hl,de ;go up (sbc must be used for 16-bit sub) + djnz groundloopup ;and loop >groundpos< times + + ld b,c ;pop b used by groundloopup + djnz groundloopright ;loop right for entire screen (16x) + pop hl \ pop hl ;restore stack + ret + +CheckGround: ;check for collision with the ground + ld a,(x) + srl a + srl a + srl a + inc a + ld l,a + ld h,0 + ld de,groundpos + add hl,de + ld a,(y) + sub 57-7 + neg + cp (hl) + ret nc + jp damage_you - jr game_main_loop ;LOOP +;--------------------------- ceiling ------------------------------------------ + +Handle_ceiling: + ld a,(timer) + and %111 ;once every 8 frames + jr nz,Display_ceiling ;otherwise skip the scroll + ld bc,15 ;scroll all 15 bytes (16th is new position) + ld hl,ceilingpos+1 ;from.. + ld de,ceilingpos ;to (one byte to the left) + ld a,(de) ;load byte on left (will be lost after scroll) + ldir ;LoaDIncreaseRepeat = scroll! + + ld a,(groundinfo) ;what kind of ceiling + dec a ;type 1: + jr z,ceiling_tunnel ;tunnel effect + jr ceiling_boring + +ceiling_tunnel: + ld a,(ceilingpos+14) + ld (ceilingpos+15),a + ld hl,spacespace + + ld a,(RanPos) + ld b,a + bit 4,a + jr z,ceiling_previous + bit 5,a + jr z,ctunnelup +ctunneldown: + ld a,(hl) + or a + jr z,ceiling_previous + inc (hl) + ld a,(ceilingpos+15) + inc a + jr newceiling +ctunnelup: + ld a,(ceilingpos+15) + dec a + jr z,ceiling_previous + dec (hl) + jr newceiling + +ceiling_previous: + ld a,(ceilingpos+14) ;type 1 + jr newceiling +ceiling_boring: + ld a,(ceilingpos) ;type 0 +newceiling: + ld (ceilingpos+15),a ;save the new byte + ld a,(hl) + cp -25 + jr nc,Display_ceiling + ld a,b + and %1 + ld b,0 + jr nz,ctunneldown + +Display_ceiling: + ld b,16 ;screen width + ld de,ceilingpos-1 ;height of current byte + psh de ;use later + ld hl,GRAPH_MEM-17 ;screen position + psh hl + +ceilingloopright: + ld c,b ;push b for groundloopup + pop hl \ inc hl ;get screen position and go one right + pop de \ inc de ;get height info and set to the next byte + psh de \ psh hl ;save these for the next time + ld a,(de) ;height of current byte + ld b,a ;save in b + + ld de,16 ;to substract to go one line up + ld a,%11111111 ;bitmask black + or a +ceilingloopdown: + ld (hl),a ;display black byte + add hl,de ;go down + djnz ceilingloopdown ;and loop >groundpos< times + + ld b,c ;pop b used by groundloopup + djnz ceilingloopright ;loop right for entire screen (16x) + pop hl \ pop hl ;restore stack + ret + +CheckCeiling: ;check for collision with the ground + ld a,(x) ;your x + srl a ;x/2 + srl a ;x/4 + srl a ;x/8 (current ceiling-byte) + inc a + ld l,a ;hl = a + ld h,0 ;" + ld de,ceilingpos ;first ceiling-byte + add hl,de ;current ceiling-byte + ld a,(y) ;your y-pos + inc a + cp (hl) ;compare with ceiling + ret nc ;carry if ceiling is above you + jp damage_you ;otherwise you don't wanna be in that ship + +;--------------------------- move stars --------------------------------------- + +DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# + ld e,(hl) + inc hl + ld d,(hl) + ld (de),a + inc hl + djnz DisplayStars + ret ;let's comment this: returns + +movestars2: + ld ix,starx2 + ld a,(stars2) + rlca + ld (stars2),a + ret nc + ld b,nrstars2 + jr movestars_loop + +movestars1: + ld ix,starx1 + ld a,(timer) + rra + ld a,(stars1) + ret c + rlca + ld (stars1),a + ret nc + ld b,nrstars1 + +movestars_loop: + ld h,(ix+1) + ld l,(ix) + dec hl + + ld a,l + and %00001111 + cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1 + jr nz,newstarok + ld de,16 + add hl,de + +newstarok: + ld (ix),l + ld (ix+1),h + inc ix \ inc ix + djnz movestars_loop + ret ;for stupid people, here's another comment... ;--------------------------- pause -------------------------------------------- @@ -173,9 +606,9 @@ Pause: ld hl,$0200 ;top left ld (_curRow),hl ld hl,txt_pressenter ;"Enter to continue" - call _puts ;display message + cal _puts ;display message pause: - call _getkey ;enter low-power mode and wait for key + cal _getkey ;enter low-power mode and wait for key cp kEnter ;keypressed = enter? jr nz,pause ;no, wait some more ret ;continue @@ -183,8 +616,8 @@ pause: ;--------------------------- exit --------------------------------------------- quit: - call _clrLCD ;clears screen - call _homeup ;set cursor to top-left + cal CLEARLCD ;clears screen + cal _homeup ;set cursor to top-left ld a,(CONTRAST) ;load original contrast level out (2),a ;and set it back ld (iy+13),6 ;restore system-flags @@ -195,41 +628,46 @@ quit: Display_Screen: ld hl,GRAPH_MEM ;from storage (top left) ld de,VIDEO_MEM ;to screen (top left) - ld a,56 ;display height = 64 bytes (minus 8 for bar) + ld c,56 ;display height = 64 bytes (minus 8 for bar) displayloop: - ld bc,16 ;display width = 16 bytes (16*8bits=256pixels) - ldir ;16x de >> hl - dec a ;next line + ld b,16 ;display width = 16 bytes (16*8bits=256pixels) +displaytloop: + ld a,(hl) ;copy byte from (hl) +; xor $ff ; } ;invert byte (white<=>black) &&&& + ld (de),a ;to (de) + inc hl \ inc de ;next byte + djnz displaytloop ;16x hl >> de + dec c ;next line jr nz,displayloop ;loop 64x ld hl,$396b ;Display Score ld (_penCol),hl ;bottom right of screen ld hl,(score) -_D_HL_DECI: ;------- display 5-digit value ------- - ld de,savestr+4 ;savenr saves number string - ld b,5 ;five digits -ldhld: call UNPACK_HL ;one digit of hl - add a,'0' ;make number - ld (de),a ;save into savenr - dec de ;point to next digit +_D_HL_DECI: ;------- display 5-digit value ------- + ld de,savestr+4 ;savenr saves number string + ld b,5 ;five digits +ldhld: cal UNPACK_HL ;one digit of hl + add a,'0' ;make number + ld (de),a ;save into savenr + dec de ;point to next digit djnz ldhld ;repeat for all digits - ld hl,savestr - call _vputs ;display string - ret + ld hl,savestr ;we (the program) saved the value righthere + cal _vputs ;the only thing left to do is to display it + ret ;and we're done again -savestr: - .db "00000",0 +savestr: ;@here the score will be stored + .db "00000",0 ;don't worry, it's just temporary ;------------------------- handle ship ---------------------------------------- Handle_Ship: - ld a,(your_occ) - or a - jr z,ok ;0 = normal stat + ld a,(your_occ) ;are + or a ;you + jr z,ok ;ok? - inc a ;next (explosion)frame + inc a ;no! next (explosion)frame ld (your_occ),a ;save cp 34 ;last explosion frame? @@ -238,26 +676,25 @@ Handle_Ship: jp z,You_die ;yes = game over ret ;don't display anything -ok: - ld a,%01111110 - out (1),a +ok: ;we are + ld a,%01111110 ;get arrow keys + out (1),a ;it's cold outside ld hl,y ;instead of nop\nop do something usefull - in a,(1) + in a,(1) ;come back in - ld b,a ;push a (keys) + ld b,a ;psh a (keys) xor %11111111 ;inverted a = 0 if arrow-key has been pressed ld a,(your_multiples) jr z,no_adv ;if so, leave the multiples where they are or %100 ;set move bit jr adv_ok -no_adv: - and %11111011 ;reset move bit -adv_ok: - ld (your_multiples),a +no_adv: and %11111011 ;reset move bit + +adv_ok: ld (your_multiples),a ld a,b ;pop a (keys) rra ;rotate right (put last bit in c) - ld b,a ;we need a + ld b,a ;we need a later jr c,no_down ld a,(hl) @@ -314,7 +751,7 @@ no_flicker: ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix) handle_multiples: - call putsprite ;display your ship + cal putsprite ;display your ship ld a,(your_multiples) ;do you have multiples ld b,a ;save a for 2nd check @@ -382,7 +819,7 @@ damage_you: dec a ;is it 0? jp m,no_armor ;yes, 0hp left so explode ld (hl),a ;no, so save decreased hp - call disp_armor ;and display new value + cal disp_armor ;and display new value ret ;and return no_armor: ld a,%01 ;occ %xxxxxx01 = explode @@ -391,7 +828,7 @@ no_armor: ;------------------------- place multiples ------------------------------------ -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 @@ -440,7 +877,7 @@ select5: inc a ld (your_multiples),a ld de,(x) - call Place_multiples + cal Place_multiples jp disp_icons ;display, return select6: ld (hl),0 ;reset pickups @@ -468,7 +905,7 @@ fireOK: ld a,(your_multiples) ;any multiples? and %11 ;nope? jr z,fireany ;then just fire somethin' - call fireany ;and blast + cal fireany ;and blast ld hl,(my) ;then, fire from multiple position (mx) ld a,(mx) ; ld h,a ; ^^^^^^ @@ -507,7 +944,6 @@ _nolc: ld c,a ;c = (Y*16+X/8) mod 256 ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) sub d ;minus x-start (d=X/8) ld b,a - ld c,0 drawlaser: ld (hl),%11111111 inc hl ;Go to next byte @@ -523,7 +959,7 @@ check_laserhits: ;de = (x,y) ld hl,enemies laserhits: ;Hits with normal enemies - push hl + psh hl ld a,(hl) and %00000010 @@ -607,13 +1043,13 @@ Handle_bullets: ld hl,ybullets ld b,nrybullets scan_bullets: - push bc - push hl + psh bc + psh hl ld (temp1),hl ld a,(hl) inc hl dec a ;type 1? - call z,bullet_2left ;yes: 2left + cal z,bullet_2left ;yes: 2left pop hl pop bc ld de,3 @@ -633,8 +1069,8 @@ bullet_2left: ld e,(hl) ;e = Y ld ix,spr_bullet01 - push de - call putsprite ;display bullet + psh de + cal putsprite ;display bullet pop de check_bullethits: ;INPUT: de=X,Y @@ -643,7 +1079,7 @@ check_bullethits: ;INPUT: de=X,Y ld ix,nohit hit_enemies: ;Hits with normal enemies - push hl + psh hl ld a,(hl) and %00000010 @@ -670,7 +1106,7 @@ hit_enemies: ;Hits with normal enemies cp 10 jr nc,nohit - push hl + psh hl ld hl,(temp1) ld (hl),$00 ;remove bullet pop hl @@ -680,7 +1116,7 @@ enemy_hit: dec hl dec hl ld a,(hl) ;occ - ld c,a ;push occ + ld c,a ;psh occ and %11111100 ;occ/4 = HP left ; jump ld (hl),%01 ;set to explode @@ -696,7 +1132,7 @@ pickupdone: ld (hl),$00 ;explosionFrame 0 ld hl,1 ;increase score by one - call scoreInc + cal scoreInc jp (ix) hpleft: @@ -738,8 +1174,8 @@ Handle_torp: ld e,a ld ix,spr_bullett1 - push de - call putsprite ;display torpedo + psh de + cal putsprite ;display torpedo pop de jp check_bullethits ;check for hits with enemies @@ -768,7 +1204,7 @@ Level_event: dec a ;has it reached 1? jr nz,do_event ;nope: wait for enemies to leave inc hl ;nextevent located behind eventleft - ld (hl),119 ;set delay + ld (hl),123 ;set delay ret ;don't place any more enemies do_event: @@ -783,7 +1219,7 @@ chk_noenemy: jr nz,chk_noenemy place_enemy: - ld a,(eventenemy) ;enemy type to place (lvl) + ld a,(level_enemy) ;enemy type to place (lvl) ld hl,enemy00 ;enemy 1 specs add a,a ;a=type*2 add a,a ;a=type*4 @@ -819,7 +1255,7 @@ lure_enemy: ;2nd possibility: luring enemy jr ypos_OK random_enemy: - call Random ;make a (in a) random value 0-255 + cal Random ;make a (in a) random value 0-255 cp 51 ;y may not be more than 51 jr c,ypos_OK ;OK if a<51 and %00111111 ;a = 0..63 @@ -833,7 +1269,22 @@ ypos_OK: ;random value successfully created add hl,de ;hl points to ld (hl),1 ;set move-counter to 1 inc hl ;hl to - ld (hl),1 ;set time-to-fire to 1 frame (fires directly) + + ld a,(level_move) + and %00010000 + jr z,ffiredelayed + ld a,1 ;set time-to-fire to 1 frame (fires directly) + jr ffireOK +ffiredelayed: + ld a,(level_fire) ;set "ttf" to normal nr of frames +ffireOK: + ld (hl),a + inc hl ;hl to + ld (hl),1 ;type 1 + inc hl ;hl to + ld a,(RanPos) + and %01111111 + ld (hl),a ;type 1 ret ;return Random: @@ -848,7 +1299,6 @@ Random: ;--------------------------- enemy fires -------------------------------------- Enemy_fires: ;de = x,y - push de dec d dec d ;d = x-2 inc e ;e = y+1 @@ -864,13 +1314,40 @@ find_ebullet: ret found_ebullet: - ld (hl),1 ;use bullet &&& + ld b,%1100 + ld a,(level_move) + and %10000000 + jr z,bulletok + + ld a,(y) + sub e + add a,10 + jp p,bulletnotup + ld b,%1011 ;yourY-bulY = negative (=bullet below you) + add a,10 + jp p,bulletnotup + ld b,%1001 ;yourY-bulY = even more negative (going up) + +bulletnotup: + sub 20 + jp m,bulletok + ld b,%1010 ;bullet going down + sub 10 + jp m,bulletok ;even more going down + ld b,%1000 + +bulletok: +; ld a,c ;load bullet type +; add a,a ;type*2 %..Btype. +; add a,a ;type*4 %.Btype.. +; add a,a ;type*8 %Btype... + ;add bullet direction %BtypeDir + ld (hl),b ;set bullet direction inc hl ld (hl),d ;set x-pos inc hl ld (hl),e ;set y-pos - pop de - ret + ret ;----------------------------- enemy bullets ---------------------------------- @@ -878,8 +1355,8 @@ Enemy_bullets: ld hl,ebullets ld b,nrebullets handle_bullet: - push bc - push hl + psh bc + psh hl ld a,(hl) ;load bulletType in a or a ;is it 0? jr nz,enemy_bullet ;no: handle bullet @@ -902,19 +1379,40 @@ enemy_bullet: inc hl ;@y ld a,b ;restore type - dec a ;type 1? - jr z,ebullet_common ;normal bullet + cp %1100 ;&&& use + jr z,ebullet_common ;type %1100: normal bullet + and %111 + jr z,ebullet_down ;type %1000: moving down + dec a + jr z,ebullet_up ;type %1001: moving up + ld b,a -ebullet_down: ld a,(timer) rra jr c,ebullet_common - inc (hl) + + ld a,b + dec a + jr z,ebullet_down ;type %1010: moving down 50% + ;type %1011: moving up 50% +ebullet_up: + ld a,(hl) + dec a + jp m,ebullet_common + ld (hl),a + jr ebullet_common + +ebullet_down: + ld a,(hl) + inc a + cp 55 + jr z,ebullet_common + ld (hl),a ebullet_common: ld e,(hl) ;e=y ld ix,spr_bullete1 ;display enemy bullet - call putsprite + cal putsprite ebullet_hits: ld a,(your_occ) @@ -922,7 +1420,7 @@ ebullet_hits: jr nz,next_bullet ;0 = you're normal pop hl - push hl + psh hl inc hl ;check x ld a,(x) sub (hl) @@ -939,7 +1437,7 @@ ebullet_hits: cp 9 jr nc,next_bullet - call damage_you ;HIT!! + cal damage_you ;HIT!! remove_ebullet: pop hl ;hl could be destroyed by damage_you ld (hl),0 ;bullet > unused @@ -952,8 +1450,8 @@ Handle_enemies: ld b,nrenemies ;handle all enemies handle_enemy: - push bc - push hl + psh bc + psh hl ld a,(hl) and %00000011 @@ -964,7 +1462,7 @@ handle_enemy: normal_enemy: ;occ "normal" 2 or "moving" 3 inc hl - push hl + psh hl ld e,(hl) ;e = enemy type ld c,e ;c = e @@ -988,7 +1486,7 @@ normal_enemy: ;occ "normal" 2 or "moving" 3 ld e,(hl) ;y ld a,b ;moving state was stored in b earlier dec a ;is it 1? - call nz,moving_enemy ;2 = moving enemy + cal nz,moving_enemy ;2 = moving enemy dec hl ;@x ld (hl),d ;store new x @@ -1010,14 +1508,15 @@ check_enemyfire: or a ;has it reached zero? jr nz,firing_done ;finished if not - add a,64 ;re-set counter for next blast - ld (hl),a ;save - call Enemy_fires ;fires bullet - + ld a,(level_fire) ;re-set counter for next blast + ld (hl),a ;save time to fire + inc hl ;next byte = bullettype + ld c,(hl) ;c = bullet type + psh de ;save registers for firing-use + cal Enemy_fires ;fires bullet + pop de ;restore (destroyed by Enemy_fires) firing_done: - push de ;save registers for firing-use - call putsprite ;display sprite @ix - pop de ;restore (destroyed by putsprite) + cal putsprite ;display sprite @ix next_enemy: pop hl @@ -1030,15 +1529,15 @@ next_enemy: remove_enemy: pop hl ld (hl),$0000 ;bye bye enemy - push hl + psh hl jr next_enemy exploding_enemy: - inc hl - push hl - ld a,(hl) - call explosion_stuff ;display explosion - pop hl + inc hl + psh hl + ld a,(hl) + cal explosion_stuff ;display explosion + pop hl ld a,(hl) cp 15 @@ -1050,6 +1549,50 @@ exploding_enemy: ;--------------------------- moving enemies ----------------------------------- moving_enemy: + ld a,(level_move) + and %1111 + jr z,movetype_updown + dec a + jr z,movetype_vslow + dec a + jr z,movetype_fast + dec a + jr z,movetype_vfast + +movetype_smart: + ld bc,add2enemy + add hl,bc + + ld a,(timer) + and %1111 + ld a,(hl) + jr nz,smartupdate + inc a +smartupdate: + ld (hl),a + + or a ;reset carry flag + sbc hl,bc + and %11111100 + jr z,movetype_fast + +movetype_vslow: + ld a,(timer) + and %11 + ret z + inc d + ret + +movetype_fast: + ld a,(timer) + and %1 + ret z +movetype_vfast: + dec d ;move left + ret nz ;finished + pop hl ;restore stack (no ret used) + jr remove_enemy ;remove this enemy (off screen) + movetype_updown: ld bc,add2enemy add hl,bc @@ -1064,16 +1607,14 @@ move_updated: or a ;reset carry flag sbc hl,bc and %00100000 + ld a,(hl) ;load current y-position jr z,movedown -moveup: - ld a,(hl) ;load y-position - dec a ;decrease y-pos (=move up) +moveup: dec a ;decrease y-pos (=move up) ret m ;don't move off the screen (y<0) ld (hl),a ;save new y-pos ret ;finish movedown: - ld a,(hl) ;load current y inc a ;increase y-pos cp 55 ;compare with bottom ret nc ;return if it has passed that line (>40) @@ -1087,15 +1628,15 @@ Enemies_hit: ld hl,enemies ld b,nrenemies ;check all 20 enemies check_collision: - push hl + psh hl ld a,(hl) and %00000010 jr z,check_next ;2 or 3 = ok inc hl collide_enemy: -; push hl -; push bc +; psh hl +; psh bc ; ld hl,enemy00 ;enemy 1 specs ; add a,a ;a=type*2 ; add a,a ;a=type*4 @@ -1128,15 +1669,15 @@ collide_enemy: take_pickup: ld a,(hl) ;load enemy type - push hl ;we need hl - ld hl,2 ;increase score by 2 - call scoreInc - pop hl ;we're done + psh hl ;we need hl + ld hl,2 ;increase score by 2 + cal scoreInc + pop hl ;we're done or a jr nz,collide ;enemy when <>0 - push hl + psh hl ld hl,your_pickup ;your pickups ld a,(hl) ;current inc a ;go to next @@ -1145,7 +1686,7 @@ take_pickup: ld a,1 ;yes: reset to pickup 1 not_maxpickup: ld (hl),a ;save new - call disp_icons ;display altered pickupicons + cal disp_icons ;display altered pickupicons pop hl dec hl ;to enemy occ @@ -1159,7 +1700,7 @@ collide: dec hl inc a ld (hl),a ;set to explode - call damage_you ;auch! + cal damage_you ;auch! check_next: pop hl @@ -1170,10 +1711,134 @@ check_next: djnz check_collision ret -;--------------------------- update score ------------------------------------- +;--------------------------- story ------------------------------------------- + +storyPage: + psh hl + cal _clrLCD + pop hl +storyLine: + inc hl + ld e,(hl) + inc hl + ld d,(hl) + ld (_penCol),de + inc hl + cal _vputs + + ld a,(hl) + dec a + jr z,storyLine + + psh hl + ld hl,VIDEO_MEM + ld de,GRAPH_MEM + ld bc,1024 + ldir + cal _clrLCD + pop hl + + inc hl + ld a,(hl) + inc hl + ld b,(hl) + psh hl + cal DoSFX + cal _getkey + pop hl + ret + +Story: + ld hl,story01-1 + cal storyPage + cal storyPage + cal storyPage + ret + +story01: + .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 + +;--------------------------- SFX --------------------------------------------- + +CDoSFX: + ld hl,VIDEO_MEM + ld de,GRAPH_MEM + ld bc,1024 + ldir + ld b,64 + ld a,-1 + +DoSFX: ;ins: a=beginLine b=nrOfLines + ld (curline),a +SFXframe: + psh bc + + ld a,(curline) ;get line number + inc a ;go to the next line + ld (curline),a ;update + + ld l,a + ld h,0 + add hl,hl + add hl,hl + add hl,hl + add hl,hl + + ld b,h ;save hl for later + ld c,l + + ld de,VIDEO_MEM + add hl,de ;go to ymin + ld d,h + ld e,l + + ld hl,GRAPH_MEM + add hl,bc ;hl->logo + + ld a,(curline) ;Calculate how many lines to draw + ld c,a + ld a,64 + sub c + ld b,a + +SFXdisp: ;display this frame on screen + ld a,b ;psh b (a will not be used) + ld bc,16 ;one line (=16 bytes, you'd know by now) + ldir ;display (copy actually) + ld bc,-16 ;go up one line (not on screen) + add hl,bc ;so the same line will be displayed + ld b,a ;pop b + djnz SFXdisp ;repeat until whole screen is displayed + + ld b,8 +SFXdelay: + halt + djnz SFXdelay + + pop bc + djnz SFXframe + ret + +;--------------------------- handle boss ------------------------------------- + +Handle_boss: + ld hl,GRAPH_MEM + ld (PutWhere),hl + ld ix,spr_boss01 + ld hl,bossx + ld d,(hl) + inc hl + ld e,(hl) + jp putwidesprite + +;--------------------------- update score ------------------------------------ scoreInc: - push bc + psh bc ld bc,(score) add hl,bc ld (score),hl @@ -1194,12 +1859,12 @@ cleanline: ld hl,VIDEO_MEM+(56*16) ld (PutWhere),hl - call disp_lives + cal disp_lives ld ix,spr_icon01 ;armorIcon ld de,$1901 ;icon #1 - call putwidesprite ;display icon - call disp_armor ;display value + cal putwidesprite ;display icon + cal disp_armor ;display value ld ix,spr_icon00 ld a,(torp_occ) @@ -1208,11 +1873,11 @@ cleanline: ld ix,spr_icon02 ;torpedoIcon no_torp: ld de,$2901 ;icon #2 - call putwidesprite ;display + cal putwidesprite ;display ld ix,spr_icon03 ;emptyIcon ld de,$3901 ;icon #3 - call putwidesprite + cal putwidesprite ld ix,spr_icon00 ;emptyIcon ld a,(your_laser) @@ -1221,7 +1886,7 @@ no_torp: ld ix,spr_icon04 ;laserIcon no_laser: ld de,$4901 ;icon #4 - call putwidesprite + cal putwidesprite ld ix,spr_icon00 ;emptyIcon ld a,(your_multiples) @@ -1230,14 +1895,14 @@ no_laser: ld ix,spr_icon05 no_multiples: ld de,$5901 ;icon #5 - call putwidesprite + cal putwidesprite ld ix,spr_icon03 ld de,$6901 - call putwidesprite + cal putwidesprite ld a,(your_pickup) ;pickups taken - add a,a ;picks*2 + add a,a ;picks*2 (sets z-flag) ret z ;return if no pickups add a,a ;picks*4 add a,a ;picks*8 @@ -1247,7 +1912,7 @@ no_multiples: ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) ld ix,spr_icon - call putwidesprite + cal putwidesprite ret disp_armor: @@ -1255,7 +1920,7 @@ disp_armor: ld (_penCol),hl ;place @ armorIcon ld a,(your_armor) ;load armor left add a,'0' ;make digit - call _vputmap ;display char + cal _vputmap ;display char ret disp_lives: @@ -1267,11 +1932,22 @@ disp_lives: ld (hl),'x' inc hl - ld a,(lives) ;nr of lives in a + ld a,(your_lives) ;nr of lives in a add a,'0' ;make digit ld (hl),a dec hl \ dec hl - call _vputs ;display on screen + cal _vputs ;display on screen + ret + +;--------------------------- proc --------------------------------------------- + +BLACKLCD: + ld hl,VIDEO_MEM ;screen location (top left) + ld de,VIDEO_MEM+1 + ld (hl),%11111111 + ld bc,1024 ;loop 1024 times = entire screen + ldir + set 3,(iy+5) ;set white on black ret ;--------------------------- game over / new game / death --------------------- @@ -1279,70 +1955,70 @@ own_name: .db $12,7,"nemesis" save_hi: - ld hl,own_name ; Find own variable - xor a - call _ABS_MOV10TOOP1 - call _FINDSYM - ret c ; If not found, give up + ld hl,own_name ;find own variable + xor a + cal _ABS_MOV10TOOP1 + cal _FINDSYM + ret c ;not found? who cares... - ld a,b ; Save the stored section + ld a,b ;save the stored section ld h,d ld l,e ld b,0 ld de,4+stored_data_start-_asm_exec_ram add hl,de adc a,b - call _SET_ABS_DEST_ADDR - ld a,0 - ld hl,stored_data_start - call _SET_ABS_SRC_ADDR - ld hl,stored_data_end-stored_data_start - call _SET_MM_NUM_BYTES - call _mm_ldir - - ret + cal _SET_ABS_DEST_ADDR + ld a,0 + ld hl,stored_data_start + cal _SET_ABS_SRC_ADDR + ld hl,stored_data_end-stored_data_start + cal _SET_MM_NUM_BYTES + cal _mm_ldir + ret ;save done game_over: pop hl ;=ret (game_over was called from a procedure) game_over_nopop: - call _clrLCD ;clear screen + cal BLACKLCD ;clear screen ld hl,$0603 ld (_curRow),hl ;center ld hl,txt_gameover - call _puts ;display "GAME OVER" + cal _puts ;display "GAME OVER" - xor a ;clear a (AHL will be displayed) - ld hl,$1006 ;bottom-1 right - ld (_curRow),hl ;set - ld hl,(score) ;your score - call _dispahl ;display it (a=0) + xor a ;clear a (AHL will be displayed) + ld hl,$1006 ;bottom-1 right + ld (_curRow),hl ;set + ld hl,(score) ;your score + cal _dispahl ;display it (a=0) ld hl,$314b ;bottom-1 right before score ^^ ld (_penCol),hl ;set ld hl,txt_score ;"Score" - call _vputs ;display (small) + cal _vputs ;display (small) - ld hl,$1007 ;bottom right - ld (_curRow),hl ;set - ld hl,(hiscore) ;hi-score - call _dispahl ;display + ld hl,$1007 ;bottom right + ld (_curRow),hl ;set + ld hl,(hiscore) ;hi-score + cal _dispahl ;display ld hl,$3946 ;bottom right before hiscore ^^ ld (_penCol),hl ;set ld hl,txt_hiscore ;"Hiscore" - call _vputs ;display (small) + cal _vputs ;display (small) + res 3,(iy+5) ld de,(score) ld hl,(hiscore) - call CP_HL_DE + cal CP_HL_DE jr nc,no_hiscore ld (hiscore),de no_hiscore: - call save_hi + cal save_hi ld b,$20 wait2: halt \ halt djnz wait2 ;delay - call _getkey ;wait for keypress + cal _getkey ;wait for keypress jp quit ;restore some things and return to TI-OS/shell New_game: @@ -1353,22 +2029,25 @@ New_game: ld (level),a ;reset level nr ld hl,level01 ;set level pointer to level#1 ld (levelp),hl ;reset level pointer - ld hl,lives ;starting lives - ld (hl),4 ;3 lives (will be decreased @ You_die) + ld a,4 + ld (your_lives),a ;3 lives (4 will be decreased @ You_die) + ld (pickuptimer),a ;next pickup after 4 enemies destroyed You_die: - ld hl,lives + ld hl,your_lives dec (hl) ;decrease lives ld a,(hl) ;load lives left inc a ;if lives=0ffh then a=0 - jr z,game_over ;if so, game's over + jp z,game_over ;if so, game's over xor a ;a=0 - ld (your_armor),a ;no armor +; ld (your_armor),a ;no armor ld (torp_occ),a ;no torpedoes ld (your_laser),a ;no laser ld (your_pickup),a ;reset pickups ld (your_multiples),a ;no multiples + ld a,5 ;&&& betatest; remove when released! + ld (your_armor),a jr nonext_level ;--------------------------- next level --------------------------------------- @@ -1380,16 +2059,15 @@ Next_level: ld (hl),a ld hl,(levelp) ;level pointer - inc hl - inc hl - inc hl ;update to point to next level + ld bc,5+32+4 ;advance four bytes (=one level) + add hl,bc ;update to point to next level ld (levelp),hl ;save ld h,0 ;increase score.... ld l,a ;by level number ld bc,20 add hl,bc ;plus 20 - call scoreInc ;update score + cal scoreInc ;update score nonext_level: ld a,80 @@ -1397,13 +2075,36 @@ nonext_level: ld hl,(levelp) ;level pointer ld a,(hl) ;load new level-enemy type - ld (eventenemy),a ;set level-enemy + ld (level_enemy),a ;set level-enemy inc hl ld a,(hl) ;load new appearance-time ld (eventtime),a ;set inc hl ld a,(hl) ;load nr of enemies in this level ld (eventleft),a ;set nr of events left + inc hl + ld a,(hl) ;movement of enemies in this level + ld (level_move),a ;do it + inc hl + ld a,(hl) ;how frequent the enemies fire a bullet + ld (level_fire),a ;consider it done + + inc hl + ld de,spacespace + ld bc,36 + ldir + +; xor a +; ld (level_occ),a ;no boss (yet) + + ld ix,starx1 + ld b,nrstars1 + cal placestars + ld hl,RanPos + inc (hl) + ld ix,starx2 + ld b,nrstars2 + cal placestars xor a ld (timer),a ;reset time @@ -1414,7 +2115,11 @@ nonext_level: ld hl,x ;begin position x=... ld (hl),a ;...=a=0=left inc hl ;y=... - ld (hl),24 ;...=24=middle + ld a,24 ;...=24=middle + ld (hl),a ;your y + ld (bossy),a ;and y of boss + ld a,80 + ld (bossx),a ld a,(torp_occ) or a ;no torpedoes? @@ -1423,7 +2128,7 @@ nonext_level: torpsclear: ld de,$0018 ;x=0, y=24 (like you..) - call Place_multiples ;place all multiple-positions at (0,24) + cal Place_multiples ;place all multiple-positions at (0,24) ld hl,ybullets ;clear your/enemy bullets ld (hl),a ;clear first byte @@ -1440,57 +2145,41 @@ torpsclear: ;--------------------------- setup game --------------------------------------- game_setup: - call _clrLCD ;clear screen - ld a,%10111011 - ld hl,VIDEO_MEM ;screen location (top left) - ld b,0 ;b = 0 (loop 0-1 = 0FFh = 256 times) -clearloop2: - inc a - ld (hl),a ;clear four times (total = 256*4 = 1024 bytes) - inc hl - ld (hl),a - inc hl - xor $ff - ld (hl),a - inc hl - ld (hl),a - inc hl - xor $ff - djnz clearloop2 ;repeat 256x - + cal BLACKLCD ld hl,$0703 ld (_curRow),hl ;center ld hl,txt_level - call _puts ;display "LEVEL " + cal _puts ;display "LEVEL " ld a,(level) ld l,a ld h,$00 - call UNPACK_HL + cal UNPACK_HL add a,'0' ld b,a - call UNPACK_HL + cal UNPACK_HL add a,'0' - call _putc ;display second digit + cal _putc ;display second digit ld a,b - call _putmap ;display first digit + cal _putmap ;display first digit ld hl,$0904 ld (_curRow),hl ;display lives left below level nr ld hl,txt_lives ;bar text: "Lx0"... - ld a,(lives) ;lives left + ld a,(your_lives) ;lives left add a,'0' ;make value ld (txt_lives+3),a ;add to text - call _puts ;display the string + cal _puts ;display the string + res 3,(iy+5) ;set white on black ld b,$20 wait: halt \ halt djnz wait ;delay - call _getkey ;wait for keypress + cal _getkey ;wait for keypress - call _clrLCD ;clear screen - call disp_icons ;display bottom icons + cal CLEARLCD ;clear screen + cal disp_icons ;display bottom icons ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom ld b,16 ;draw 16x (screen width) @@ -1501,6 +2190,38 @@ drawline: djnz drawline ;repeat (16bytes * 8pixels =128= screen width) ret + +placestars: + add a,b + rlca \ rlca + ld hl,(RanPos) + add a,(hl) + xor %00100100 + rlca + ld (hl),a + + ld h,0 ; l = 0 + ld l,a ;hl = 0..255 + add hl,hl ;hl = 0..510 + ld c,a ;hl = 0..765 + + ld a,r ;a = 0..255 + rra ;a = 0..127 + ld d,0 + ld e,a + add hl,de + ld e,c + add hl,de + + ld de,GRAPH_MEM + add hl,de + + ld (ix),l + ld (ix+1),h + inc ix \ inc ix + djnz placestars + ret + ;--------------------------- putsprite ---------------------------------------- ;--------------------------- de =(X,Y) ---------------------------------------- @@ -1535,8 +2256,8 @@ _n1: ld c,a ;c = (Y*16+X/8) mod 256 ld d,(ix) ld b,(ix+1) -_oloop: push bc ;Save # of rows - push hl ;Save screen address +_oloop: psh bc ;Save # of rows + psh hl ;Save screen address ld b,d ;Load width ld c,(ix+2) ;Load one line of image inc ix @@ -1592,8 +2313,8 @@ n1: ld c,a ld d,(ix) ld b,(ix+1) -woloop: push bc ;Save # of rows - push hl ;Save screen address +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 @@ -1635,18 +2356,6 @@ wover_1: ;------------------------------- sprites -------------------------------------- ;------------------------------------------------------------------------------ -spr_ship: - .db 9,1 ;ship icon - .db %11100000 ; ███ - .db %01111000 ; ████ - .db %00111110 ; █████ - .db %01111001 ; ████ █ - .db %01111001 ; ████ █ - .db %01111001 ; ████ █ - .db %00111110 ; █████ - .db %01111000 ; ████ - .db %11100000 ; ███ - spr_ship01: .db 7,7 ;ship alpha class .db %01111000 ; ████ @@ -1667,23 +2376,23 @@ spr_ship01i: .db %01010000 ; █ █ spr_ship02: - .db 7,7 ;ship beta class - .db %11100000 ; ███ - .db %11110000 ; ████ - .db %01111100 ; █████ - .db %01110010 ; ███ █ - .db %01111100 ; █████ - .db %11110000 ; ████ - .db %11100000 ; ███ +; .db 7,7 ;ship beta class +; .db %11100000 ; ███ +; .db %11110000 ; ████ +; .db %01111100 ; █████ +; .db %01110010 ; ███ █ +; .db %01111100 ; █████ +; .db %11110000 ; ████ +; .db %11100000 ; ███ spr_ship02i: - .db 7,7 ;ship beta class - .db %01000000 ; █ - .db %10100000 ; █ █ - .db %01010100 ; █ █ █ - .db %00100010 ; █ █ - .db %01010100 ; █ █ █ - .db %10100000 ; █ █ - .db %01000000 ; █ +; .db 7,7 ;ship beta class +; .db %01000000 ; █ +; .db %10100000 ; █ █ +; .db %01010100 ; █ █ █ +; .db %00100010 ; █ █ +; .db %01010100 ; █ █ █ +; .db %10100000 ; █ █ +; .db %01000000 ; █ spr_multiple: .db 6,4 ;multiples @@ -1820,14 +2529,14 @@ spr_icon02: .db %10011000,%11110101 ; █ ██ ████ █ █ .db %11100110,%00110010 ; ███ ██ ██ █ spr_icon03: - .db 16,7 ;empty .......:.......: - .db %10000000,%00000000 ; █ - .db %10000000,%00000000 ; █ - .db %10000000,%00000000 ; █ - .db %10000000,%00000000 ; █ - .db %10000000,%00000000 ; █ - .db %10000000,%00000000 ; █ - .db %10000000,%00000000 ; █ + .db 8,7 ;empty .......: + .db %10000000 ;00000000 ; █ + .db %10000000 ;00000000 ; █ + .db %10000000 ;00000000 ; █ + .db %10000000 ;00000000 ; █ + .db %10000000 ;00000000 ; █ + .db %10000000 ;00000000 ; █ + .db %10000000 ;00000000 ; █ spr_icon04: .db 16,7 ;laser .......:.......: .db %10000000,%00000000 ; █ @@ -1839,18 +2548,21 @@ spr_icon04: .db %10000000,%00000000 ; █ spr_icon05: .db 16,7 ;multiple .......:.......: - .db %10000011,%10000000 ; █ ███ - .db %10000001,%11100110 ; █ ████ ██ - .db %10000001,%11100000 ; █ ████ - .db %10000011,%10000000 ; █ ███ - .db %10011000,%00000000 ; █ ██ + .db %10000011,%10000000 ; █ ███ + .db %10000001,%11100110 ; █ ████ ██ + .db %10000001,%11100000 ; █ ████ + .db %10000011,%10000000 ; █ ███ + .db %10011000,%00000000 ; █ ██ .db %10111100,%11000011 ; █ ████ ██ ██ - .db %10011000,%00000000 ; █ ██ + .db %10011000,%00000000 ; █ ██ ;---------------------------- texts ------------------------------------------- -txt_about: .db " v0.93.911",127,"by Shiar",0 +txt_about: .db " v0.94.A08",127,"by Shiar",0 txt_email: .db "shiar0@hotmail.com",0 +txt_menu1: .db "CONTINUE",0 +txt_menu2: .db "NEW GAME",0 + txt_level: .db "LEVEL ",0 txt_gameover: .db "GAME OVER!",0 txt_score: .db "Score",0 @@ -1861,32 +2573,22 @@ txt_pressenter: .db "Enter to continue",0 ;---------------------------- save data --------------------------------------- PutWhere .dw GRAPH_MEM ;where to put the wide sprites - -timer .db $00 ;frame counter level .db $00 ;level number -levelp .dw level01 ;pointer to level data - -eventenemy .db $02 ;enemy type -eventtime .db $15 ;enemy frequency -eventleft .db $00 ;nr. of enemies still to come -nextevent .db $50 ;time to next event -pickuptimer .db $04 +levelp .dw $0000 ;pointer to level data score .dw $0000 + stored_data_start: hiscore .dw $0000 stored_data_end: your_pickup .db $00 your_occ .db $00 ;0=normal 1..16=exploding -your_inv .db $50 ;invincibility left -your_armor .db $13 ;HP left -lives .db $04 ; -x .db $16 ;x-pos -y .db $46 ;think about it.. -hp .db $00 ;hitpoints left - -your_laser .db $01 ;laser avail: 0=no, 1=yes +your_inv .db $00 ;invincibility left +your_armor .db $00 ;HP left +your_lives .db $00 ; + +your_laser .db $00 ;laser avail: 0=no, 1=yes your_multiples .db $00 ;multiples present torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt torp_pos .dw $0000 ;torpedo position (x,y) @@ -1902,64 +2604,87 @@ sprites: .db spr_enemy05-spr_enemy00 .db spr_enemy06-spr_enemy00 .db spr_enemy07-spr_enemy00 + .db spr_enemy08-spr_enemy00 spr_enemy00: - .db 7,5 ;pickup - .db %11111110 ; ███████ - .db %11111110 ; ███████ - .db %11000110 ; ██ ██ - .db %11111110 ; ███████ - .db %11111110 ; ███████ + .db 7,5 ;pickup + .db %11111110 ; ███████ + .db %11111110 ; ███████ + .db %11000110 ; ██ ██ + .db %11111110 ; ███████ + .db %11111110 ; ███████ spr_enemy01: - .db 6,6 ;enemy type one - .db %00111100 ; ████ - .db %01110000 ; ███ - .db %11110000 ; ████ - .db %11110000 ; ████ - .db %01110000 ; ███ - .db %00111100 ; ████ + .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 ; █████ + .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 ; █████ + .db 6,6 ;enemy type three + .db %01111100 ; █████ + .db %11110000 ; ████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %11110000 ; ████ + .db %01111100 ; █████ spr_enemy04: - .db 6,6 ;enemy type four - .db %00111000 ; ███ - .db %01111100 ; █████ - .db %11111000 ; █████ - .db %11111000 ; █████ - .db %01111100 ; █████ - .db %00111000 ; ███ + .db 6,6 ;enemy type four + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ spr_enemy05: - .db 7,6 ;enemy type four - .db %00011110 ; ████ - .db %01111110 ; ██████ - .db %11111100 ; ██████ - .db %11111100 ; ██████ - .db %01111110 ; ██████ - .db %00011110 ; ████ + .db 7,6 ;enemy type five + .db %00011110 ; ████ + .db %01111110 ; ██████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111110 ; ██████ + .db %00011110 ; ████ spr_enemy06: - .db 7,6 ;enemy type four - .db %00011100 ; ███ - .db %01111110 ; ██████ - .db %10111000 ; █ ███ - .db %10111000 ; █ ███ - .db %01111110 ; ██████ - .db %00011100 ; ███ + .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 four + .db 8,6 ;enemy type seven + .db %00011110 ; ████ + .db %01111111 ; ███████ + .db %10011100 ; █ ███ + .db %10011100 ; █ ███ + .db %01111111 ; ███████ + .db %00011110 ; ████ +spr_boss01: + .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_enemy08: + .db 8,6 ;enemy type eight .db %00011110 ; ████ .db %01111111 ; ███████ enemy00:.db %10011100 ; █ ███ @@ -1972,33 +2697,60 @@ enemy01: ;#1 HP:1 app:random .db %00000010,1,1,0 enemy02: ;#2 HP:1 app:halflure .db %00000010,2,3,0 -enemy03: ;#3 HP:1 app:random moving - .db %00000011,3,1,0 +enemy03: ;#3 HP:1 app:lure + .db %00001111,3,2,0 + enemy04: ;#4 HP:2 app:lure .db %00000110,4,2,0 enemy05: ;#5 HP:2 app:random moving - .db %00000111,5,1,0 + .db %00000111,5,3,0 enemy06: ;#6 HP:3 app:lure moving .db %00001011,6,2,0 -enemy07: ;#7 HP:6 app:halflure moving - .db %00010111,7,3,0 + +enemy07: ;#7 HP:7 app:halflure moving + .db %00011011,7,3,0 ;----------------------------- level info ------------------------------------- -level01: - .db $01,$1b,$2f ;enemy nr ; enemy frequency ; next lvl -level02: ;frequency must be odd if halfluring! - .db $02,$11,$4b + ;format: enemy nr; enemy frequency; next lvl; level_move; level_fire + ;tunnel size; groundtype; 17_ground; 17_ceiling; stars1; stars2 +level01: ;efrequency must be odd if halfluring! + .db $01,$1b,$2f,%00010000,255,0,0 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 +level02: + .db $02,$13,$4b,%01010000,064,0,0 + .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 1,1 level03: - .db $03,$1f,$3f + .db $03,$2d,$3f,%01100000,255,-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 -1,-1 + level04: - .db $04,$0d,$4f + .db $04,$11,$41,%00010000,057,0,0 + .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 1,1 level05: - .db $05,$23,$3d + .db $05,$11,$45,%01010010,031,-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 1,1 level06: - .db $06,$1f,$39 + .db $06,$19,$3a,%01110000,255,-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 1,1 + level07: - .db $07,$1d,$f9 + .db $07,$09,$ff,%00010000,043,0,0 + .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 1,1 ;----------------------------- logo ------------------------------------------- @@ -2028,175 +2780,37 @@ logo_nemesis: .end .end -;----------------------------- NEMESIS'86 by Shiar ---------------------------- - -;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS -;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.93.911 -;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · 11.IX.99 -;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only -;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 3098 bytes on calc - -;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR -;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958 -;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar0@hotmail.com -;Homepage · · · · · · · · · · · · · · · · · · · · · · · · · · · · come.to/shiar - -;Notes: -; <*> This game is not yet finished (BETA) and there may still be some bugs. -; <*> I'll probably release the source when the game has been finished. -; <*> Have fun, and have even more fun with the completed version of NEMESIS! -;----------------------------- version history -------------------------------- +;------------------------------------------------------------------------------ -;0.01.717 -- 17.VII.99 -- size 909 -; -; + used "Galaxian"-game engine (drawings, movement, enemy-routines) -; + movement of ship over 3/4 screen (96 pixels; 32 pixels for score) -; + enemies moving from right to left, appearing right at specified times -; -; 0.1.718 -- 18.VII.99 -- size 832 -; -; # no crash when level restarts for the third time -; * exit-procedure updated, unnecessary stuff/keychecks removed -; - alot of unused code removed -; + different types of enemies (just look different) -; + collision detection!! enemy ships disappear when you hit them -; -; 0.2.718 -- 18.VII.99 -- size 1078 -; -; + ability to fire bullets (F1). Enemies disappear on impact -; * enemies explode instead of disappearing -; -; 0.3.719 -- 19.VII.99 -- size 1326 -; -; * bullets appear correctly (not INSIDE your ship) -; + some enemies can take multiple hits (differs per class) -; + all enemies fire bullets at random -; + if you're hit by bullet/enemy, you'll lose one hitpoint -; -; 0.4.720 -- 20.VII.99 -- size 1406 +;0.94.1008 -- 08.X.99 -- size 4531 (4456) ; -; # collision detection fixed and optimized (much faster now!) -; + shell-icon added (YAS type) -; * code optimizations, some data "compression" -; * explosion looks better, and some vars removed/smaller -; # enemies are removed when at left side (instead of becoming invisible) -; + displays level number before each level begins +; + starfield background scrolling left (2 layers (front and back)) +; * enemies aim their bullets towards you: 5 different directions! +; # removed some unintended instructions +; * gamefield is now white on black instead of normal black on white! +; + enemies can also move slowly, fast, very fast, or 1st fast then slow +; # you can't fire when you're exploding +; + GROUND scrolling at bottom. You die if you hit the ground (!!!) +; (unlike the ground in version 0.925test there are NO bugs) +; + ceiling scrolling at top, just like the ground +; * ground and ceiling profile are different each level +; * ground and/or ceiling can be non-present (speeding up cause skipped) +; # no more BIG crash if enemies fire too much bullets ( >10) +; + frequency of enemies firing bullets differs per level +; * stars scroll at alternate speeds, different than any ship/pick (3/4) +; + special effect displaying titlescreen (stole from Spaze Invaders'83) +; * enemies can fire either directly on entering the level, or not +; + "tunnel" (playfield) can narrow/grow at random (depending on level) +; * minimum size of "tunnel" can be different per level +; + menu at startup. select "NEW GAME" and "LOAD GAME" with up/down +; - nemesis doesn't use the SpazeInvaders effect anymore (took too long) +; + choosing new game will display a demo first (text will be displayed +; with special effect [SI] saying the storyline will come soon) +; * levels altered to be more challenging and different (seven levels) +; # the usual bugs that come with new features removed (i think?) +; * you get 5 shield-points at start and after death ; -; 0.5.725 -- 25.VII.99 -- size 1703 ; -; * waits a sec at level display (in case of accidental keypress) -; * moving enemies (move up+down) -; # bullets removed correctly so they can be used again later -; * first level made -; # enemy weaponfire is fired from correct positions -; + your ship explodes on impact with ships/bullets -; * game over screen will be displayed just *after* your ship's gone -; + frame counter onscreen -; -; 0.6.820 -- 20.IIX.99 -- size 2077 -- MAJOR UPGRADE first release (not on web) -; -; * play field increased to full screen instead of 3/4 -; + bottom eight lines used for score (etc) display -; - no more solid levels, enemies are placed at random -; + enemies appear every x turns (depends on level) -; # fixed bullets so they don't disappear at 3/4 of the screen -; * A LOT of optimizations both in speed and size!! -; + enemy type, frequency, and number specified per level -; + bottom score bar displays score, lives and icons (to be used later) -; * smarter enemy handling (so enemies have different sizes) -; + bottom bar divided from playing field by a horizontal line -; + five levels (and five enemies) made -; # game vars reset at start and game over -; + NEMESIS LOGO displayed at startup!! (also, program grew 350bytes ): -; + version/credits string displayed below logo: v0.6.820 by shiar (ICQ#) -; -;0.61.825 -- 25.IIX.99 -- size 2085 -- small changes to v0.6 -; -; # pointer to fifth ship corrected (ships in level 5 weren't displayed) -; # calc doesn't crash anymore when game is continued after game over!! -; + lives are decreased when ship is destroyed -; # last eight pixels of divider line are shown correctly now -; -; 0.7.92 -- 02.IX .99 -- size 2303 -- optimizations and pickups -; -; + contrast is increased one level at startup (and restored on exit) -; + invulnerable for a sec when you enter the game (inv-pickup later) -; + when in invulnerable-mode, your ship look different! -; + at the beginning you get three *hitpoints* so you can be hit 3 times -; * bottomline icons are now 16 pixels wide and 7 pixels high! -; + hitpoint icon added: displays nr. of hps left next to a nice picture -; * maximum invulnerability-time is increased (can last upto 1024 frames) -; + when invulnerable-mode has nearly expired, your ship flashes! -; * again a lot of optimizations esp. in size ('bout 100 bytes) -; + pickups! 10% chance a destroyed enemy changes into an armor-pickup -; # code optimization caused some bullets to reappear as "fake" bullets -; * pickups can't be destroyed by bullets (they pass right through it) -; -; 0.8.93 -- 03.IX .99 -- size 2433 -- small improvements and bugfixes -; -; + enemies move individually, not all at the same time!! Looks very nice -; # titlescreen background is cleared (looked weird in Rascall and TI-OS) -; + enemies fire at a ### rate instead of firing at will (too random) -; # moving enemies don't move off the screen top/bottom (they wait there) -; + seven playable levels going easy to hard (including moving enemies) -; # xtraInfo data wasn't reset when a moving enemy entered the game -; * longer delay when level is completed (NextLevel screen came too soon) -; -; 0.9.94 -- 04.IX .99 -- size 2693 -- FIRST MAJOR (BETA) RELEASE; on websites -; -; # pickups no longer fire bullets like normal enemies -; + s added so the game runs slower and looks better -; + TORPEDOES!!! Bullets that fire downwards! Just like in Nemesis -; * a pickup selects the next icon on bottom bar instead of increasing hp -; + an icon can be taken by pressing F2. second icon selects torpedoes -; + first icon increases armor, icon 3 and 4 are unused for now -; * selecting an unused icon (3+4) resets pickups like icon 1 and 2 -; * when you're destroyed, you loose one life instead of going game over -; you also loose all upgrades and pickups, but remain in the same level -; * random is more randomized, no more "tricks" to fool the randomizer -; # after game over the game is terminated instead of continuing+crashing -; - no more armor to start with. you'll have to collect them on your own -; * of course optimizations and a few tiny bug fixes (not important) -; * increased the size of the enemy bullets so they're better to see -; -; 0.91.95 -- 05.IX .99 -- size 2797 -- good improvements (upgrades); beta rel. -; -; + LASERS!!!!! four pickups and you fire laserbeams instead of bullets -; * multiple enemies can be hit at once, very usefull when firing lasers -; + MULTIPLE!! like the (shadow-)multiple from MSX-Nemesis. for 5 pickups -; you get an multiple following you, firing bullets and lasers like you -; * most data (enemy positions) stored at TEXT_MEM and DELC_LEN positions -; instead of in program, saving A LOT of bytes in program-size -; - at release of 0.91 bullets didn't work, laser is used instead -; -; 0.92.98 -- 08.IX .99 -- size 2831 -- beta released to testers -; -; + all bullets and enemies are removed at the start of a level -; # you can fire bullets again (no more laser at startup) -; * pickups aren't given at random, but appear every x enemies destroyed -; # solved a minor bug in invulnerability flashing display -; * clearScreen procedure improved (faster and smaller) -; # fifth icon couldn't be selected (so no multiples selectable). fixed -; * laserbeam lasts 5 turns (laser wasnt good enough compared to bullets) -; -;0.93.911 -- 11.IX .99 -- size 3098 -; -; # torpedo-upgrade was cleared when firing torpedo at the end of a level -; * pickups move away half the speed of enemies (one pixel every 2 turns) -; # fixed a bug causing some calcs to crash on quit -; # contrast was not restored after game over (remained one step darker) -; * fire key changed from F1 to 2ND, select key changed from F2 to ALPHA -; * improved key-checking procedureS (much faster, smaller, better, yea) -; * changed title screen, displays version white on black and my e-mail -; + score count!! simple system: one point for an enemy destroyed, two -; for collision, and one point every 256 frames. plus level clear bonus -; + saves HISCORE!!! At game-over screen your- and hi-score are displayed -; * Game over screen will be displayed before quit after pressing -; + screen is cleared and cursor moved to top-left on quit -; * multiples move only when YOU move, just like the original MSX-Nemesis -; * multiple is placed at your position when selected/at start of level -; * minor changes in iconbar (3rd icon is empty, line between 5th/score) - - ; + added - removed * changed # bug fixed +