X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/835d1d15375d9073aedb0af200160c8f911d4495..HEAD:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index 63dd144..f0a5bb1 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,43 +1,164 @@ -;---------------------------------------------------------------------------- -;-------------------------------- 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!! !!! - -;TO DO: levels 11,12,13 | draw bosses 12 and 13 (41/42) -; store B<>W mode | ship info at ship selection screen -; store ship sprite pointers as word | look over &&& markings - -;---------------------- nemesis.z80 start ----------------------------------- - +;----------------------------------------------------------------------------- +;---------------------------- N E M E S I S -------------------------------- +;------------------------------------------------ cool arcade-shoot-em-up-game + +; --------- Version - 1.01.314 --------- +; --------- Release Date - 2002 March 14 --------- +; --------- Author(s) - Shiar --------- +; --------- Email Address - nemesis@shiar.org --------- +; --------- Web Page - www.shiar.org --------- +; --------- Description - cool shoot-em-up arcade --------- +; --------- Where to get this game - shiar.org --------- +; --------- Other games by author(s) - Wormy --------- + +; ---------------------------------------------------------------------- +; --- This source should only be used for learning practises, do not --- +; --- alter it, and certainly never distribute an altered version!! --- +; ---------------------------------------------------------------------- + +;---------------------- nemesis.z80 start ------------------------------------ + + #define TI86 ;TI83 + + #define cal call ;just to make it harder for you to understand + #define rcl call ;RemoteCaLl / RomCalL + #define rjp jp ;RomJumP + #define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero + #define psh push ; >:-> + +#ifdef TI83 ;----------------------------------------------------------------- +#include "ion.inc" ;standard TI-83 ROMcalls (Ion shell) + + #define halt or a + +scrwidth = 12 + +#define teacherkey ;compiled with teacher key: 92 bytes extra + +VIDEO_MEM = plotsscreen +dispbuffer = VIDEO_MEM ;virtual screen (MUST be mod$400=0!!) + +BUSY_OFF = _indicatorOff +_curRow = currow +_curCol = curcol +_penCol = pencol +;_clrLCD = _clrlcdf ;clears screen +_clrScrn = _clrscrf ;also clears TEXT_MEM +_clrWindow = _clrscrf +GET_KEY = $4014 ;_getcsc +CONTRAST = contrast +_dispahl = _disphl +UNPACK_HL = $4008 ;_divhlby10 +CP_HL_DE = _cphlde +Lpi = $C4 +Lneg = $1A +K_DOWN = 1 +K_LEFT = 2 +K_RIGHT = 3 +K_UP = 4 +K_ENTER = 9 +K_DEL = $20 +K_ALPHA = $30 ;48 +K_F1 = $35 ;Y= +K_SECOND = $36 ;54 +K_EXIT = $37 ;Mode +kEnter = 5 +kGrMenu = 44 + +storepos = saferam2 ;<1024 bytes needed to store things + + .org progstart + + ret + jr nc,init +Title: .db "Nemesis 83 TEST by SHIAR",0 +#endif ;---------------------------------------------------------------------- + + +#ifdef TI85 ;----------------------------------------------------------------- +#include "usgard.h" ;usgard shell + +scrwidth = 16 + +;#define clearbuffer ;clears the display buffer after usage +;#define fixkeys ;fixes left+down bug: 47 bytes extra size +;#define teacherkey ;compiled with teacher key: 92 bytes extra +;#define story ;storyline shown (w/ neat effect): 871 bytes +;#define shiscore ;save hiscore/savegame +;#define invertable + +dispbuffer = $8400 ;$C9FA ;virtual screen (MUST be mod$400=0!!) + ;8100-8C00 +;_clrWindow = $4a86 ;_clrLCD and _clrScrn +;_ex_ahl_bde = $45f3 ;exchange values between AHL and BDE +;_shracc = $4383 ;like _shlacc but just the opposite :P +;_dispahl = $4a33 ;display value in ahl <100000 (cheap TI) +;_asapvar = $d6fc ;our own variable name (likely "nemesis") + +storepos = TEXT_MEM ;<1024 bytes needed to store things +saferam1 = DELC_MEM + + .org 0 +Title: .db "Nemesis 85 Alpha" ;Usgard description +; .db " - 4 Nunome",0 ;present + .db " by SHIAR",0 ;author +#endif ;---------------------------------------------------------------------- + + +#ifdef TI86 ;----------------------------------------------------------------- #include "asm86.h" #include "ti86asm.inc" ;standard ti86 romcalls -#include "ti86abs.inc" ;used to save hiscores and so - - .org _asm_exec_ram +#include "ti86abs.inc" ;used to save hiscores and stuff -#define cal call ;just to make it harder for you to understand -#define psh push ; ^:D -#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero +scrwidth = 16 -dispbuffer = $81FA ;= $C9FA ;virtual screen -;VIDEO_MEM = $FC00 ;tha big scareen +;#define clearbuffer ;clears the display buffer after usage +#define fixkeys ;fixes left+down bug: 47 bytes extra size +#define teacherkey ;compiled with teacher key: 92 bytes extra +;#define story ;storyline shown (w/ neat effect): 871 bytes +#define shiscore ;save hiscore/savegame +#define invertable +dispbuffer = $8400 ;$C9FA ;virtual screen (MUST be mod$400=0!!) + ;8100-8C00 _clrWindow = $4a86 ;_clrLCD and _clrScrn _ex_ahl_bde = $45f3 ;exchange values between AHL and BDE _shracc = $4383 ;like _shlacc but just the opposite :P _dispahl = $4a33 ;display value in ahl <100000 (cheap TI) _asapvar = $d6fc ;our own variable name (likely "nemesis") -storepos = _asm_exec_ram+7000 ;1024 bytes needed to store things +storepos = _asm_exec_ram+7800 ;<1024 bytes needed to store things + ;$F5C0..F9C0 (safe mem D748..FA6F) + + .org _asm_exec_ram + + 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 -;---------------------- in-game vars ---------------------------------------- +Title: .db "Nemesis v1.0.C21" ;Ashell/Rascall/YAS/any shell description +; .db " - 4 Nunome",0 ;present + .db " by SHIAR",0 ;author + +Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 7bytes + .db %11100000 ; ███ + .db %01111000 ; ████ + .db %00111110 ; █████ + .db %01111001 ; ████ █ + .db %00111110 ; █████ + .db %01111000 ; ████ + .db %11100000 ; ███ ;recommend 80x50 screen mode + .db 0 ;YAS 0.92 compatibility +#endif ;---------------------------------------------------------------------- + +;---------------------- in-game vars ----------------------------------------- just_fired = storepos ; +0 ;counts how long a blast lasts +#ifdef shiscore hiscorepos = storepos ; +0 ;entering hiscore name +#endif x = storepos+1 ; +1 ;your ship's position y = x+1 ; +2 ;your y-pos @@ -46,59 +167,72 @@ firey = firex+1 ; +4 ;(1 byte) eventleft = firey+1 ; +5 ;nr. of enemies still to come level_enemy = eventleft+1 ; +6 ;enemy type -level_info = level_enemy+1 ; +7 ;ceiling/ground (%00) present +level_info = level_enemy+1 ; +7 ;ground (%0) present spacespace = level_info+1 ; +8 -groundinfo = spacespace+1 ; +9 -stars1 = groundinfo+1 ; +10 ;slow stars byte (<< %1) -stars2 = stars1+1 ; +11 ;fast stars byte (<<< %1) -groundpos = stars2+1 ; +12 $10 -ceilingpos = groundpos+16 ; +28 $10 +stars1 = spacespace+1 ; +9 ;slow stars byte (<< %1) +stars2 = stars1+1 ; +10 ;fast stars byte (<<< %1) +groundpos = stars2+1 ; +11 $10 nrstars1 = 10 -starx1 = ceilingpos+16 ; +44 ;20 +starx1 = groundpos+16 ; +27 ;20 nrstars2 = 10 -starx2 = starx1+(nrstars1*2) ; +64 ;20 +starx2 = starx1+(nrstars1*2) ; +47 ;20 mm = 4 ;max. number of multiples -your_prevpos = starx2+(nrstars2*2) ; +84 ;14*mm+2 ;previous positions +your_prevpos = starx2+(nrstars2*2) ; +67 ;14*mm+2 ;previous positions -enemies = storepos+200 ;+200 ;info about each enemy +enemies = your_prevpos+(mm*14+4);+125 ;info about each enemy enemysize = 11 ;infobytes per enemy nrenemies = 16 ;max. nr of enemies +#ifdef TI86 ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) -nrybuls = 128 ;+376\ -ebullets = ybullets+(nrybuls*4) ;+888 ;30 bytes = 10(state,x,y) +#else +ybullets = saferam1 +#endif +nrybuls = 128 ;+301 +ebullets = ybullets+(nrybuls*4) ;+813 ;30 bytes = 10(state,x,y) nrebuls = 48 -lvlenemies = ebullets+(nrebuls*3) ;-1032 +lvlenemies = ebullets+(nrebuls*3) ;-957 ;enemies: ; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 1X=normal)] -; [ship sprite (DW!) or explosion frame] [x] [y] [movetype] [movecounter] -; [firecounter] [firefreq] [firetype] +; [ship sprite (DW!) or explosion frame] [x] [y] [movetype] +; [movecounter] [firecounter] [firefreq] [firetype] -;---------------------- introduction ---------------------------------------- +;---------------------------- save data -------------------------------------- - 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 +;#ifdef shiscore +storehi_start: +hiscore .dw 0 ;default hiscore +hiname .db "by shiar",0,0 ; " " name +storehi_end: +;#endif -Title: .db "Nemesis v0.99.829 by SHIAR",0 +invertmode: cpl ;/or a ;saves B<>W mode setting cpl -Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 7bytes - .db %11100000 ; ███ - .db %01111000 ; ████ - .db %00111110 ; █████ - .db %01111001 ; ████ █ - .db %00111110 ; █████ - .db %01111000 ; ████ - .db %11100000 ; ███ ;recommend 80x50 screen mode - .db 0 ;YAS 0.92 compatibility +storesave_start: ;--SAVED GAME-- defs: +your_ship .dw spr_ship03 ;your sprite (^invertmode^) sprs1 +level .db 4 ;level number 1 +levelp .dw level05 ;pointer to level data lev00 +pickuptimer .db 4 ;counts when to place a pickup 4 +your_score .dw 0 ;current score 0 +your_pickup .db 3 ;pickups already picked up 0 +your_occ .db 0 ;0=normal 1..16=exploding 0 +your_shield .db 0 ;invincibility left 0 +your_armor .db 24 ;HP left 24 +your_lives .db 3 ;lives left 3 +your_weapon .db 3 ;current weapon upgrade 0 +your_multiples .db 0 ;multiples present 0 +your_extra .db 0 ;extra beam present 0 +hardcore .db 0 ;hardcore mode if non-0 0 +storesave_end: -;---------------------- init ------------------------------------------------ +time2invert: .db 0 ;time until b<>w switch (0 at startup) +;45+31=76 +;---------------------- init ------------------------------------------------- +#ifdef fixkeys int_handler: ;new interrupt proc ex af,af' ;just af only (no need for exx) in a,($03) ;read bit 3 port 3 @@ -107,14 +241,32 @@ int_handler: ;new interrupt proc 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 - cal _clrScrn ;clean the screen - xor a ;ld a,0 +int_end: ;(size 15 bytes) +#endif + +init: rcl BUSY_OFF ;turns the run-indicator off, obviously +#ifdef TI83 + ld (iy+13),0 + res 6,(iy+9) ;TI-83 uses statmem + set textwrite,(iy+20) ;write text to gbuf + rcl _clrLCD +#endif +#ifdef TI86 res 2,(iy+13) ;don't scroll the screen - cal _flushallmenus ;remove TI menus + rcl _flushallmenus ;remove TI-86 menus + rcl _clrScrn ;clean the screen + ld hl,$8200 + ld c,10 +_clrmem: + ld b,0 +clrmem: ld (hl),-1 + inc hl + djnz clrmem + dec c + jr nz,_clrmem +#endif +#ifdef fixkeys FixKeys: ;fixes some key problems like left+down bug im 1 ld a,$D4 @@ -134,90 +286,93 @@ FixKeys: ;fixes some key problems like left+down bug inc a ;ld a,$D4 ld i,a im 2 +#endif -;---------------------- main menu ------------------------------------------- +;---------------------- main menu -------------------------------------------- LogoPut: xor a ;white bitmask (a=0) ld hl,logo_nemesis ;from... - ld de,VIDEO_MEM+16 ;...to one line from top + ld de,VIDEO_MEM+scrwidth;...to one line from top +#ifdef TI86 ld b,e ;ld b,16: one line +#else + ld b,scrwidth +#endif AboveLogo: ld (de),a ;clear/n byte inc de ;next dnz AboveLogo ;repeat for the first line - ld bc,16*19 ;logo size + ld bc,scrwidth*19 ;logo size ldir ;display one line of logo - ld hl,16*$33+VIDEO_MEM ;$33 rows down - ld b,16*7 ;draw black 7 lines + ld hl,scrwidth*$33+VIDEO_MEM ;$33 rows down + ld b,scrwidth*7 ;draw black 7 lines ld a,%11111111 ;horizontal line mask underline: ld (hl),a ;draw one piece of the divider-line inc hl ;move right (8 pixels = 1 byte) dnz underline ;repeat +#ifdef TI83 + cal fastCopy ;draw buffer on screen +#endif ld hl,_txt_email ;at the very bottom of tha screen ld (_penCol),hl ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!! - cal _vputs ;VERY important, so display in small font ?:} + rcl _vputs ;VERY important, so display in small font ?:} set 3,(iy+5) ;set white on black ld de,_txt_about ;near the bottom of the screen ld (_penCol),de ;hl=txt_email++=txt_about - cal _vputs ;display version + me + rcl _vputs ;display version + me res 3,(iy+5) ;return to default black on white dispmenu: ld de,$0304 ld (_curRow),de - ld hl,txt_menu1 - cal _puts + ld hl,txt_menu1 ;NEW GAME + rcl _puts ld de,$0305 ld (_curRow),de - ld hl,txt_menu2 - cal _puts + ld hl,txt_menu2 ;CONTINUE GAME + rcl _puts menuloop: ld a,0 ;current menu item (0 or 1); 0 by default menuitem =$-1 - ld h,$01 + ld h,$01 ;selector (*) x-coord. = 1 add a,4 - ld l,a - - ld a,5 - ld (_curRow),hl - cal _putc + ld l,a ;y-coord. = sel menu item + 4 = 4/5 + ld (_curRow),hl ;set position + ld a,5 ;'*' + rcl _putmap ;mark selected menu item - ld a,(menuitem) - ld h,$01 - sub 5 - neg - ld l,a - - ld a,32 - ld (_curRow),hl - cal _putc + ld a,l ;y-pos 4/5 + xor 1 ;invert (4=5; 5=4) + ld (_curRow),a ;set new row position + ld a,32 ;' ' (empty, just remove any * present) + rcl _putc cal getsomekeys ;read keys (z if enter/2nd pressed) + ld hl,menuitem jr z,start_tha_freakin_game cp K_EXIT - jr z,menuexit + jr z,menuexit ;exit goes to the g/o screen (first score=0) cp K_UP - jr z,menuchange - cp K_DOWN - jr nz,menuloop + jr z,menuchange ;up changes selected menu item + cp K_DOWN ;down as well + jr nz,menuloop ;anything else just loops menuchange: - ld hl,menuitem - ld a,(hl) + ld a,(hl) ;(menuitem) xor 1 ;0=1; 1=0 ld (hl),a ;set new menu item - jr menuloop + jr menuloop ;continue looping start_tha_freakin_game: - ld a,(menuitem) - dec a - cal nz,New_game ;NEW GAME + ld a,(hl) ;(menuitem) + dec a ;new game=0; so that gives -1 = NZ + jp nz,New_game ;NEW GAME jp samelevel ;CONTINUE: game_main_loop menuexit: @@ -236,6 +391,7 @@ do_invert: ;invert screen (b<>w) pop hl ret +#ifdef invertable mode_invert: ld hl,invertmode ;change invert mode (will be stored) ld a,$98 @@ -247,24 +403,21 @@ mode_invert: ld hl,4+invertmode-_asm_exec_ram psh hl ;src jp storesmtn +#endif -;---------------------------------------------------------------------------- -;---------------------- game loop ------------------------------------------- -;---------------------------------------------------------------------------- +;----------------------------------------------------------------------------- +;---------------------- game loop -------------------------------------------- +;----------------------------------------------------------------------------- game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time inc (hl) ;increase by 1 - 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,dispbuffer ;move from (hl) = top left ld (hl),0 ;first pixel will be copied all over the screen ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen - ld bc,16*56-1 ;loop 896 times = (128/8) * (64-8 for scorebar) + ld bc,scrwidth*56-1 ;loop 896 times = (128/8) * (64-8 for scorebar) ldir ;all clear! ld a,0 ;current frame/turn 0-255 @@ -285,9 +438,7 @@ movestarsdone: ld a,(level_info) ;level info rra ;ground present? (%1) - jr nc,game_stuff ;no, so both non-present - rra ;bit representing the presence of any ceiling - cal nz,Handle_ceiling ;scroll the ceiling (if any) +check4collision + jr nc,game_stuff ;no, continue game cal Handle_ground ;scroll the ground and check if we're dead game_stuff: @@ -326,8 +477,10 @@ check_selkey: out (1),a in a,(1) ;our precious keys +#ifdef teacherkey ;should we check for the teacherkey? bit 6,a ;'bout the GRAPH key... cal z,Teacher ;you didn't _press_ it, did you?!? +#endif rla ;test bit7 so we know f ALPHA has been pressed cal nc,select ;yeppy, select the currently selected upgrade @@ -344,9 +497,18 @@ _gamestuff1: cal Level_event ;insert enemies cal Display_Screen ;display all +#ifdef TI86 delay: halt ;delay and preserve batteries :) - jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ +#else ;halt doesn't work on TI-83 + ld b,0 +delay: + xor 1 + and 1 + jr z,delay + dnz delay +#endif + jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ;------- weapon ------- @@ -376,16 +538,24 @@ weapdamage =$-1 disp_charge: ;display charge bar - ld hl,(59*16)+VIDEO_MEM+3 - ld b,3 +#ifdef TI86 + ld hl,(58*scrwidth)+VIDEO_MEM+3 + ld b,3 ;bar width 3 +#else + ld hl,(58*scrwidth)+VIDEO_MEM+2 + ld b,2 ;bar width 1.5 +#endif chargebarclr: dec hl - ld (hl),0 + ld (hl),0 ;clear (previous) bar dnz chargebarclr ld a,(weapincs) ;load bar size (0-80) srl a ;half the size (0-40) srl a ;again half that size (0-20 pixels) +#ifdef TI83 + srl a ;and again if 83 (smaller screen) +#endif ld c,a ;psh a srl a ;/2 srl a ;/4 @@ -410,44 +580,38 @@ chargebarready: ; (an if B=3 then a=%11100000) ld (hl),a ;draw this last byte ret -;--------------------------- ground ----------------------------------------- +spr_bossA2: ;the following 51 bytes also function as the + .db 8,51 ; sprite for boss A2 (the fullscreen asteroid) + +;--------------------------- 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 bc,scrwidth-1 ;scroll all 16 bytes minus one (teh new byte) ld hl,groundpos+1 ;from.. ld de,groundpos ;to (one byte to the left) ldir ;LoaDIncreaseRepeat = scroll! - ld a,(groundinfo) ;what kind of ground - dec a ;type 1: - 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 a,(groundpos+14) ;last ground on right + ld d,a ;as default ground ld hl,spacespace ld bc,$500 ;range=0..4 cal Random ;a=0..4 dec a ;a=-1..3 dec a ;a=-2..2 ld b,a - add a,(hl) ;add to spacesize (so +2..-2) - cp 10 - jr c,newground ;>=0 then don't change + add a,(hl) ;substract to spacesize + cp 128 + jr c,newground ;if nothing left then don't change ld c,a - ld a,d - add a,b ;new position - or a + ld a,d ;current grond height + add a,b ;add offset (2 higher/lower) => new position + or a ;=0? jr z,newground ;may not be 0 (=256) - cp -10 - jr nc,newground ;and not be <0 (>246) -diffground: + cp -10 ;>246? + jr nc,newground ;and not be <0 ld d,a ld (hl),c newground: @@ -455,10 +619,10 @@ newground: ld (groundpos+15),a ;save new byte on the right Display_ground: - ld b,16 ;screen width + ld b,scrwidth ;screen width ld de,groundpos-1 ;height of current byte (previous actually) psh de ;use later - ld hl,dispbuffer+(56*16)-1 ;screen position + ld hl,dispbuffer+(56*scrwidth)-1 ;screen position psh hl groundloopright: @@ -469,12 +633,11 @@ groundloopright: ld a,(de) ;height of current byte ld b,a ;save in b - ld de,16 ;to substract to go one line up + ld de,-scrwidth ;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) + add hl,de ;go up (sbc must be used for 16-bit sub) dnz groundloopup ;and loop >groundpos< times ld b,c ;pop b used by groundloopup @@ -499,96 +662,7 @@ CheckGround: ;check for collision with the ground ld b,auch_ground jp damage_you -;--------------------------- ceiling ---------------------------------------- - -Handle_ceiling: - ld a,(timer) - and %111 ;once every 8 frames - jr nz,Display_ceiling ;otherwise skip the scroll - ld bc,15 ;scroll all 15 bytes (16th is new position) - ld hl,ceilingpos+1 ;from.. - ld de,ceilingpos ;to (one byte to the left) - ldir ;LoaDIncreaseRepeat = scroll! - - ld a,(groundinfo) ;what kind of ceiling - dec a ;type 1: - jr z,ceiling_tunnel ;tunnel effect -ceiling_boring: - -ceiling_tunnel: - ld a,(ceilingpos+14) - ld d,a ;d=new ceiling - ld hl,spacespace - - ld bc,$201 ;range=1..3 - cal Random ;a=1-3 - dec a - jr z,newceiling ;1:same - dec a - jr z,ctunnelup ;2:up -ctunneldown: ;3:down - ld a,(hl) - or a ;(spacespace)=0: - jr z,newceiling+2 ;keep same ceiling - inc (hl) - inc d - jr newceiling -ctunnelup: - ld a,1 - cp d ;if size=1 then don't - jr z,newceiling - dec d - dec (hl) -newceiling: - ld a,d - ld (ceilingpos+15),a ;save the new byte - -Display_ceiling: - ld b,16 ;screen width - ld de,ceilingpos-1 ;height of current byte - psh de ;use later - ld hl,dispbuffer-17 ;screen position - psh hl - -ceilingloopright: - ld c,b ;push b for groundloopup - pop hl \ inc hl ;get screen position and go one right - pop de \ inc de ;get height info and set to the next byte - psh de \ psh hl ;save these for the next time - ld a,(de) ;height of current byte - ld b,a ;save in b - - ld de,16 ;to substract to go one line up - ld a,%11111111 ;bitmask black - or a -ceilingloopdown: - ld (hl),a ;display black byte - add hl,de ;go down - dnz ceilingloopdown ;and loop >groundpos< times - - ld b,c ;pop b used by groundloopup - dnz ceilingloopright ;loop right for entire screen (16x) - pop hl \ pop hl ;restore stack - -CheckCeiling: ;check for collision with the ground - ld a,(x) ;your x - srl a ;x/2 - srl a ;x/4 - srl a ;x/8 (current ceiling-byte) - inc a ;correction - - ld l,a ;hl = a - ld h,0 ;" - ld de,ceilingpos ;first ceiling-byte - add hl,de ;current ceiling-byte - ld a,(y) ;your y-pos - inc a - cp (hl) ;compare with ceiling - ret nc ;carry if ceiling is above you - ld b,auch_ground - jp damage_you ;otherwise you don't wanna be in that ship - -;--------------------------- move stars ------------------------------------- +;--------------------------- move stars -------------------------------------- DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# ld e,(hl) @@ -613,7 +687,7 @@ movestars1: ld a,(timer) rra ld a,(stars1) - ret c + ret c ;once every other turn... rlca ld (stars1),a ret nc @@ -621,41 +695,42 @@ movestars1: movestars_loop: ld h,(ix+1) - ld l,(ix) - dec hl + ld l,(ix) ;star (ix) pos in hl + dec hl ;one byte left (hl--) - ld a,l - and %00001111 - cp (dispbuffer&15)-1 ;$C9FAand15-- = 9 - jr nz,newstarok - cal RandomY + ld a,dispbuffer/256-1 ;screen high byte minus one (it may be equal) + cp h ;compare w/ star high byte + jr c,newstarok ;screen=50 + cp maxarmor-5 ;may not become >=maxarmor jr c,doincarmor ;ok then just add 6 - ld a,49-6 ;set to maximum (6 will be added below) + ld a,maxarmor-6 ;set to maximum (6 will be added below) doincarmor: add a,6 ;add 6 to armor ld (your_armor),a ;change armor @@ -986,43 +1106,23 @@ select: ld a,(hl) ;load pickups taken so far dec a ;is it 1? ret m ;return if it's 0 (no pickups) - jr nz,select2 ;no, carry on -select1: - ld (hl),a ;reset pickups - cal inc_armor ;increase armor (like at end of level) - ld a,30 ;activate shield for 30*4=120 frames - ld (your_shield),a - jr disp_icons ;display and return -select2: - dec a ;is it 2? - jr nz,select3 ;no, carry on - ld (hl),a ;reset (otherwise could be used to cheat) - ld a,(de) ;(your_weapon) - cp maxweapon - jr nc,disp_icons ;no beam with laser - ld a,(your_extramode) ;indicates whether this is tailbeam/double - ld (your_extra),a ;ready extra beam - jr disp_icons ;display 'n return -select3: - dec a ;is it 3? - jr nz,select4 ;no, carry on - ld (hl),a ;reset pickups + + ld (hl),0 ;reset pickups + jr nz,selectlaser ;no, carry on again +selectbeam: ld a,(de) ;(your_weapon) inc a ;next cp maxweapon - jr c,selected3 ;weapon OK + jr c,selectedbeam ;weapon OK jr z,disp_icons ;weapon maxed out xor a ;laser was selected: set to first weapon -selected3: +selectedbeam: ld (de),a ;set new weapon cal loadweapon ;load it (damage and stuff) - xor a - ld (your_multiples),a ;no multiples with beam jr disp_icons ;display n return -select4: - dec a ;is it 4? - jr nz,select5 ;no, carry on again - ld (hl),a ;reset pickups +selectlaser: + dec a ;is it 2? + jr nz,selectextra ;no, carry on ld (your_extra),a ;no extra beams (tailbeam/up-double) ld a,(de) ;(your_weapon) cp maxweapon ;upgrade from bullet? @@ -1035,13 +1135,10 @@ upgradelaser: ld (de),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 - ld a,(de) ;(your_weapon) - cp maxweapon+1 ;laser or beams? - jr c,disp_icons ;if beams used then no multiples +selectextra: +; ld a,(de) ;(your_weapon) +; cp maxweapon+1 ;laser or beams? +; jr c,selectXbeam ;if beamweap then no multiples but extra beam ld hl,your_multiples ld a,(hl) ;multiples you already got and %1111 ;reset movebit so (your_multiples)=real value @@ -1053,28 +1150,30 @@ enoughmultiples: ld de,(x) dec a ;if this is your first multiple then... cal z,Place_multiples ;reset multiples positions - jr disp_icons ;display, return -select6: - ld (hl),0 ;reset pickups -; jr disp_icons +; jr disp_icons ;display, return +;selectXbeam: +; ld a,1 ;updouble +; ld (your_extra),a ;ready extra beam +; jr disp_icons ;display 'n return -;--------------------------- show icon -------------------------------------- +;--------------------------- show icon --------------------------------------- -disp_icons: - psh bc \ psh de \ psh hl \ psh ix ;&&& +disp_icons: ;destroyes: abcdehlix +#ifdef TI86 ;-------86 - 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,VIDEO_MEM/$400 ;directly on screen + ld (PutWhere),a ;place icons at normal screen + ld hl,VIDEO_MEM+(scrwidth*56);56 rows down = eight rows from bottom + ld b,scrwidth ;draw 16x (screen width) ld a,%11111111 ;horizontal line mask cal drawline ;draw divider-line - ld b,16*7 ;draw 16x (screen width) 7x (height) + ld b,scrwidth*7 ;draw 16x (screen width) 7x (height) xor a ;blank line mask cal drawline ;clear scorebar disp_lives: - ld de,5 ;(0,5) + ld de,$003C ;(0,4) ld a,(your_lives) ;nr of lives or a jr z,displivesdone ;no lives @@ -1091,138 +1190,233 @@ displivesloop: displivesdone: cal disp_armor ;display bar - ld ix,spr_icon01 ;torpedoIcon - ld de,$1901 ;icon #1 - cal putwidesprite ;display icon + ld ix,spr_icon00 ;emptyIcon + ld a,(your_weapon) ;ur weapon + cp maxweapon ;bullets? + psh af ;a=(your_weapon); cf=bullets + jr nc,no_bullets ;=laser + ld hl,$3945 ;position to display bullet-type digit + inc a ;1 = weapon #1 (=0) + ld (_penCol),hl ;set location + add a,'0' ;make digit + rcl _vputmap ;display char + ld ix,spr_icon04 ;bulletIcon +no_bullets: + ld de,$3939 ;icon #2 + cal putwidesprite ;(beamweap) ld ix,spr_icon00 - ld a,(your_extra) + pop af ;ld a,(your_weapon) \ cp maxweapon + jr c,no_laser ;popped carry + ld hl,$3955 ;position to display laser-type digit + ld (_penCol),hl ;set location + sub maxweapon-1 ;1 = laser #1 (=maxweapon) + add a,'0' ;make digit + rcl _vputmap ;display char + ld ix,spr_icon03 ;laserIcon +no_laser: + ld de,$4939 ;icon #1 + cal putwidesprite ;display icon (laser) + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) ;number of multiples + and %111 ;<8 + jr z,no_multiples ;none (empty) + ld ix,spr_icon05 ;multiples-icon +no_multiples: ;no multiples + ld de,$5939 ;icon #3 + cal putwidesprite + + ld ix,spr_dividerline + ld de,$6939 + cal putwidesprite + + ld a,(your_pickup) ;pickups taken + add a,a ;picks*2 (sets z-flag) + jr z,iconsdone ;return if no pickups + add a,a ;picks*4 + add a,a ;picks*8 + add a,a ;picks*$10 + add a,$29 ;add 29h + ld d,a ;y-pos = picks * $10 + $29 (3a,4a,5a) + ld e,$39 ;x-pos = bottom (3a39,4a39,5a39) + + ld ix,spr_icon + cal putwidesprite +iconsdone: + ld a,dispbuffer/$400 ;normal game-screen + ld (PutWhere),a ;set sprite-position to normal screen + jp disp_charge ;display weapon charge bar + +#else ;-------------83 + + ld hl,VIDEO_MEM+(scrwidth*56);56 rows down = eight rows from bottom + ld b,scrwidth ;draw 12x (screen width) + ld a,%11111111 ;horizontal line mask + cal drawline ;draw divider-line + + ld b,scrwidth*7 ;draw 12x (screen width) 7x (height) + xor a ;blank line mask + cal drawline ;clear scorebar + +disp_lives: + ld de,$003C ;(0,4) + ld a,(your_lives) ;nr of lives or a - jr z,no_tail - ld ix,spr_icon02a ;tailbeamIcon - dec a - jr z,no_tail ;(your_extra)=1 = tailbeam - ld ix,spr_icon02b ;updoubleIcon -no_tail: - ld de,$2901 ;icon #2 - cal putwidesprite ;display + jr z,displivesdone ;no lives + ld b,a +displivesloop: + psh bc + ld ix,spr_lship + cal safeputsprite ;put li'l ship + ld a,lshipsize+1 + add a,d + ld d,a ;x=x+5 + pop bc + dnz displivesloop ;one ship per life +displivesdone: + cal disp_armor ;display bar - ld ix,spr_icon00 + ld ix,spr_icon00 ;emptyIcon ld a,(your_weapon) ;ur weapon - cp maxweapon ;laser? + cp maxweapon ;bullets? psh af ;a=(your_weapon); cf=bullets jr nc,no_bullets ;=laser - ld hl,$3945 ;position to display bullet-type digit - pop af ;digit=(your_weapon) - psh af + ld hl,$3935 ;position to display bullet-type digit inc a ;1 = weapon #1 (=0) ld (_penCol),hl ;set location add a,'0' ;make digit - cal _vputmap ;display char - ld ix,spr_icon03 ;bulletIcon + rcl _vputmap ;display char + ld ix,spr_icon04 ;bulletIcon no_bullets: - ld de,$3901 ;icon #3 - cal putwidesprite ;display icon + ld de,$2F39 ;icon #2 + cal putwidesprite ;(beamweap) - ld ix,spr_icon00 ;emptyIcon - pop af ;ld a,(your_weapon) - ld b,a + ld ix,spr_icon00 + pop af ;ld a,(your_weapon) \ cp maxweapon jr c,no_laser ;popped carry - ld hl,$3955 ;position to display bullet-type digit + ld hl,$393F ;position to display laser-type digit ld (_penCol),hl ;set location - ld a,b ;(your_weapon) ;load = faster than push - sub maxweapon-1 ;1 = laser #1 (=maxweapon) + sub maxweapon-1 ;1 = laser #1 (=maxweapon) add a,'0' ;make digit - cal _vputmap ;display char - ld ix,spr_icon04 ;laserIcon + rcl _vputmap ;display char + ld ix,spr_icon03 ;laserIcon no_laser: - ld de,$4901 ;icon #4 - cal putwidesprite + ld de,$3939 ;icon #1 + cal putwidesprite ;display icon (laser) 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 + ld a,(your_multiples) ;number of multiples + and %111 ;<8 + jr z,no_multiples ;none (empty) + ld ix,spr_icon05 ;multiples-icon +no_multiples: ;no multiples + ld de,$4339 ;icon #3 cal putwidesprite ld ix,spr_dividerline - ld de,$6901 + ld de,$4D39 cal putwidesprite ld a,(your_pickup) ;pickups taken add a,a ;picks*2 (sets z-flag) + ld e,a ;save 2*picks jr z,iconsdone ;return if no pickups add a,a ;picks*4 add a,a ;picks*8 - add a,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) + add a,e ;picks*10 (8+2=10) + add a,$26 ;add 26h + ld d,a ;y-pos = picks * 10 + $29 (3a,45,4e) + ld e,$39 ;x-pos = bottom (3a39,4539,4e39) ld ix,spr_icon cal putwidesprite iconsdone: - ld hl,dispbuffer ;normal game-screen - ld (PutWhere),hl ;set sprite-position to normal screen + jp disp_charge ;display weapon charge bar - pop ix \ pop hl \ pop de \ pop bc - ret +#endif ;------------^^ -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 +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 - ld a,(your_armor) ;load your armor (<50) - srl a ;/2 (<25) - ld c,a ;psh a - and %11111000 ;clear last three bits - rra ;so we can use rotate instead of shift right - rra ;which saves 3(-2) bytes and speed - rra ;/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 +disp_armor: + ld de,scrwidth ;line size +#ifdef TI86 + ld hl,VIDEO_MEM+(58*scrwidth)+6 +#else + ld hl,VIDEO_MEM+(58*scrwidth)+5 +#endif + ld a,(your_armor) ;load your armor (32 then bc=bc+256) - add a,a ;y*16 (width of screen) + add a,a ;width of screen (y*16 (86) | y*12 (83)) rl b ;b=b*2+overflow (if y>64 then bc=bc+512) inc a ;8 pixels to right (a=even so no overflow) @@ -1363,8 +1561,9 @@ fire_laser: _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 ^^) + ld a,scrwidth-1 ;128/8=16=screen width ** minus one (inc a ^^) sub d ;minus x-start (d=X/8) + jr z,handle_laser ;if size=0=256x (right edge) then skip display ld b,a drawlaser: ld (hl),%11111111 @@ -1399,8 +1598,21 @@ laserhits: ;hits with normal enemies add a,(ix+1) ;add enemy height (according to sprite @ix) jp m,nolashit ;a-e>0 = hit enemy_lashit: + psh hl ;pointer to enemy destroyed by putsprite + psh bc ;safe enemy counter + psh de ; and Ur position (used for further compares) + dec e ;adjust y-position + dec e + dec e ;hit sprite centered at e (height=6) + dec hl ;@x + ld d,(hl) ;x-position of hit (enemy's x-pos) + ld ix,spr_lashit ;laserHit sprite + cal putsprite ;display this frame only unlike bullethit ani + pop de ;restore regs + pop bc + pop hl ld a,(curweapdamage) ;damage - cal enemy_hit ;hl=enemy+y + cal enemy_hit ;inflict (hl=enemy+y) nolashit: pop hl ;enemy+1 ld a,b ;psh bc @@ -1414,12 +1626,7 @@ nolashit: ld c,a ;c=0 ret -;------------------------ handle bullets ------------------------------------ - -remove_bullet: - pop hl ;enemy+type - ld (hl),0 ;dump this bullet! - jr next_ybullet+1 ;+1:skip pop hl at next_ybullet +;------------------------ handle bullets ------------------------------------- Handle_bullets: ld hl,ybullets @@ -1433,23 +1640,30 @@ scan_bullets: psh hl ;save enemy+type ld (temp1),hl ;needed for check_bullethits inc hl ;@damage + ld c,(hl) ;damage + dec c ;c=damage-1 + jp m,bullethitbullet ;damage<=0 (=no bullet) inc hl ;@x -move_bullet: +;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 + cp 8*scrwidth jr nc,remove_bullet ;or x>=128 ld (hl),a ;save new pos. ld d,a ;d = X inc hl ;@y-pos ld a,c - cal _shracc ;%11100000->1110 +#ifdef TI86 + rcl _shracc ;%11100000->1110 ;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster +#else + srl a \ srl a \ srl a \ srl a ;83 doesn't have a shracc call +#endif srl a ;%1110->111 dec a jr z,bullet_noymove ;1=straight forward @@ -1513,7 +1727,34 @@ next_ybullet: dnz scan_bullets ;next bullet (loop) ret -;--------------------------- check bullethits ------------------------------- +remove_bullet: + pop hl ;enemy+type + ld (hl),0 ;dump this bullet! + jr next_ybullet+1 ;+1:skip pop hl at next_ybullet + +bullethitbullet: ;"bullet" just displaying a bullet hit + inc c ;restore damage (to -5..0) + jp z,remove_bullet ;if it's 0 remove it + inc c ;increase to next frame + ld (hl),c ;save new + ld a,c + neg ;make positive value (frame nr. 0..4) + add a,a ;*2 + ld e,a + add a,a ;*4 + add a,e ;*6 + ld e,a + ld d,0 ;de=a + ld ix,spr_hit ;first hit sprite + add ix,de ;add frame nr*8 (goto correct sprite) + inc hl ;@x + ld d,(hl) + inc hl ;@y + ld e,(hl) ;load position into de + cal putsprite ;display hit-sprite + jr next_ybullet ;handle the other bullets + +;--------------------------- check bullethits -------------------------------- check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet ld b,nrenemies @@ -1558,9 +1799,9 @@ bulletysize =$-1 psh hl ld hl,0 ;@bulletType temp1 =$-2 - ld (hl),0 ;remove bullet inc hl ;@damage - ld a,(hl) ;set damage + ld a,(hl) ;damage to inflict on enemy + ld (hl),-(hitsprites+1);make this bullet exploding (damage = -5) pop hl ;enemy+y cal enemy_hit nohit: @@ -1607,7 +1848,7 @@ pickupdone: ld hl,1 ;increase score by one jp scoreInc ;+ret -;--------------------------- level events ----------------------------------- +;--------------------------- level events ------------------------------------ Level_event: ld a,0 ;time to next event @@ -1633,7 +1874,7 @@ eventtime =$-2 dec a ;has it reached 3? jr nz,place_ranenemy ;nope: >3 = place an enemy inc hl ;nextevent located behind eventleft - ld (hl),193 ;set delay + ld (hl),193 ;3: set delay for next boss to appear ret ;don't place any more enemies standby_event: @@ -1642,11 +1883,21 @@ standby_event: ld de,enemysize xor a chk_enemyleft: - add hl,de + add hl,de ;go to next enemy cp (hl) ;0 = no enemy present - jr nz,enemyleft - dnz chk_enemyleft - ret + jr nz,enemyleft ;if enemy present (<>0) then quit checking + dnz chk_enemyleft ;loop for all enemies + ld hl,nextevent ;time 'til next event + ld (hl),157 ;next time to check is in 157 turns/frames + ld a,(your_weapon) + cp maxweapon ;you have bullets? + jr nc,placebigupgrade ;if not just place the big upgrade + ld a,(level) + rra ;if level&1=0 (even levels) + ret nc ;then dont place a pickup (=50%) +placebigupgrade + ld a,1 ;no enemies left: place upgrade pickup + jr place_enemy ;place enemy #1(=a) = big pickup enemyleft: ld hl,eventleft inc (hl) @@ -1654,6 +1905,8 @@ enemyleft: place_ranenemy: + ld hl,1 ;increase score by 1 + cal scoreInc ld bc,0 ;0..nrlvlenemies nrlvlenemies =$-1 ;=nr of enemies minus 1 cal Random ;random enemy b..b+c = 0..nrenemies-1 @@ -1669,7 +1922,7 @@ place_boss: dec hl ;points to leveldata\boss\enemynr ld a,(hl) ;load enemy# of boss -place_enemy: ;places enemy #=a +place_enemy: ;places enemy #=a (out:achl=?;b=0;de=@enemy+11) psh af ld hl,enemies+1-enemysize ld bc,enemysize @@ -1685,32 +1938,47 @@ chk_noenemy: ;find an unused (no) enemy dec de ;goto hp64 (before occ) ldi ;set hp64 ldi ;set hitpoints+occ of enemy class - ld a,(hl) - .db $DD,$6F ;ld hx,a + ld c,(hl) ldi ;set sprite - ld a,(hl) - .db $DD,$67 ;ld lx,a + ld b,(hl) ;bc=@enemy_sprite + inc bc ;@sprite-height + ld a,(bc) + ld b,a ;b = sprite-height ldi ;set sprite + 1 ldi ;set x-position ld a,(hl) ;load placeInfo inc hl - dec a ;is it 1? + inc a ;is it -1? jr z,random_enemy ;yes: create random value <51 in a - dec a ;is it 2? + inc a ;is it -2? jr z,lure_enemy ;yes: create a 100% luring enemy + inc a ;is it -3? + jr z,lure_enemy ;yes: pick one (50% lure) + inc a ;is it -4? + jr z,ground_enemy ;yes: place @ current ground position ;otherwise? -halflure_enemy: ;yes (of course it is): pick one (50% lure) +yset_enemy: ;set 0+3..$FC+3 as y-position + ld (de),a + jr ypos_OK +ground_enemy: + ld a,(groundpos+15) ;ground height + neg ;negative (high ground, low y-pos) + add a,50 ;at the bottom + ld (de),a ;is turret's position + jr ypos_OK +halflure_enemy: ld a,(timer) ;look at frame-number rra ;make random if odd frame nr. + rra ;...well make that frame/2 jr nc,random_enemy ;1st possibility: random enemy lure_enemy: ;2nd possibility: luring enemy ld a,(y) ;place at same y-pos as YOUR ship jr ypos_OK random_enemy: ld a,64-8 ;=57=screen height (8 is scorebar) - sub (ix+1) ;minus sprite height=bottom - ld c,b ;range=0 to... + sub b ;minus sprite height=bottom + ld c,0 ;range=0 to... ld b,a ;...57-y cal Random ;random value on screen ypos_OK: ;random value successfully created @@ -1725,7 +1993,7 @@ ypos_OK: ;random value successfully created ldi ; " firetype ret ;return -;--------------------------- enemy fires ------------------------------------ +;--------------------------- enemy fires ------------------------------------- Enemy_fires: ;de = x,y; c = type; ix = enemy_sprite ld hl,ebullets ;first bullet to check @@ -1751,85 +2019,152 @@ find_ebullet: found_ebullet: ld a,c sub 6 - jr c,bulletok ;type #0-5 = done (normal/diag) + jp c,bulletok ;type #0-5 = done (normal/diag) or a - jr z,bulletaiming ;type #6 = aiming = type#2..5 + jp z,bulletaiming ;type #6 = aiming = type#2..5 dec a jr z,bullettriple ;type #7 = triple dec a jr z,bulletdouble ;type #8 = double dec a - jr z,bulletquad ;type #9 = quad + jr z,bulletwide5 ;type #9 = wide 5x + dec a + jr z,bulletdquad ;type #10 = double-quad + dec a + jr z,bulletran ;type #11 = random + dec a + jr z,firesenemies ;type #12 = mine + Dquad + dec a + jr z,basefiresenemies ;type #13 = enemies + 10 + dec a + jr z,randomfire ;type #14 = random @full height + dec a + jr z,bulletwide3 ;type #15 = wide triple + dec a + jr z,bulletfullfire ;type #16 = straight 5x -bulletdquad: - cal bulletquad ;fire type #1 to 5 +randomfire: + ld c,0 + ld b,62 + cal Random ;a=0..62 + ld e,a + ld (hl),1 + jp _bulletok + +basefiresenemies: ;type #13 = base + ld bc,$3A00 + cal Random + ld e,a + cal random14 + ld c,a + cal bulletok ;find and fire bullet + + ld a,boss2enemy ;otherwise place enemy #[boss2enemy] + jp place_enemy + +firesenemies: ;type #12 = mine / Dquad + ld a,(timer) + rra ;if odd turn (50% chance) + jr c,bulletdquad ;then fire 6x + ld a,boss1enemy ;otherwise place enemy #[boss1enemy] + jp place_enemy + +bulletran: ;type #11 = fires bullets 1-5 at random + cal random14 + ld (hl),a ;set type a=1..5 + jr _bulletok + +bulletdquad: ;type #10 = double-quad + cal bulletwide5 ;fire type #1 to 5 +addedgebullets: inc hl ld a,e - sub 5 - ld e,a ;offset 5 up + sub 7 + ld e,a ;offset 7 up ld c,1 ;type #1 = normal cal enemy_fires_again inc hl ld a,e - add a,10 - ld e,a ;offset 10 down (5 total) + add a,14 + ld e,a ;offset 14 down (7 total) +_enemy_fires_again: jr enemy_fires_again -bulletquad: +bulletwide5: ;type #9 = wide 5x (fires 4 dirs + 1 straight) cal bullettriple ;fire type #1, 4 and 5 inc hl ;next bullet ld c,2 ;type #2 = down cal enemy_fires_again inc hl ld c,3 ;type #3 = up - jr enemy_fires_again + jr _enemy_fires_again -bulletdouble: - dec e ;one up - ld c,1 ;type #1 +bulletfullfire: ;type #16 = straight 5 bullets + cal bullettriple ;fire 3 bullets at center (offset -2,+0,+2) + inc e \ inc e ;restore base (Y)position + jr addedgebullets ;fire 2 more bullets (at offsets -7 and +7) + +bullettriple: ;type #7 = triple + cal bulletdouble+1 ;fire double weapon (offset +0,+2) + dec e \ dec e ;two px back up + dec e \ dec e ;and another two up (offset -2) + inc hl ;next bullet position + ld c,1 ;type #1 = normal + jr _enemy_fires_again ;find and fire another bullet + +bulletdouble: ;type #8 = double + dec e ;one up (1st bullet not centered:offset -1,+1) + ld c,1 ;type #1 = straight cal bulletok ;fire bullet inc hl ;next bullet position inc e inc e ;two px down - jr enemy_fires_again ;find and fire another bullet + jr _enemy_fires_again ;find and fire another bullet -bullettriple: - ld c,1 ;type #1 = normal - cal bulletok ;fire +bulletwide3: ;type #15 = spread (3 bullets) + ld (hl),1 ;type #1 = normal + cal _bulletok ;fire inc hl ;next bullet ld c,4 ;type #4 = down 50% cal enemy_fires_again inc hl ld c,5 ;type #5 = up 50% - jr enemy_fires_again + jr _enemy_fires_again -bulletaiming: +bulletaiming: ;type #6 = aiming = type#2..5 ld a,(y) sub e ;a = yourY-bulY = pixels bullet is above you add a,10 jp p,bulletnotup ;jump when 10 pixels below you or higher - ld c,5 ;go slightly down + ld (hl),5 ;go slightly down add a,10 ;10 to 20 pixels below you - jp p,bulletok ;yes: all done. - ld c,3 ;otherwise move down even more - jr bulletok + jp p,_bulletok ;yes: all done. + ld (hl),3 ;otherwise move down even more + jr _bulletok bulletnotup: - ld c,1 ;normal bullet... + ld (hl),1 ;normal bullet... sub 20 ;...when... - jp m,bulletok ;...10 pixels below you to 20 pixels above - ld c,4 ;bullet going slightly up... + jp m,_bulletok ;...10 pixels below you to 20 pixels above + ld (hl),4 ;bullet going slightly up... sub 10 ;...when... - jr c,bulletok ;...20 to 30 pixels above you + jr c,_bulletok ;...20 to 30 pixels above you ld c,2 ;else (more than 30 pixels) move up more + bulletok: ld (hl),c ;set bullet direction +_bulletok: inc hl ld (hl),d ;set x-pos inc hl + ld a,58-5 ;bottom + cp e ;bullet-y... + jr nc,bulletonscreen ;bottom? - jr z,ebullet_common ;then keep it there + cp 58-4 ;y>=bottom? + jr nc,ebullet_common ;then keep it there ld (hl),e ;otherwise save new y ebullet_common: @@ -1919,7 +2254,7 @@ remove_ebullet: ld (hl),0 ;bullet > unused ret -;--------------------------- handle enemies --------------------------------- +;--------------------------- handle enemies ---------------------------------- Handle_enemies: ld hl,enemies+1 @@ -2018,7 +2353,7 @@ keep_enemy: cal explosion_stuff ;display explosion jr next_enemy -;--------------------------- moving enemies --------------------------------- +;--------------------------- moving enemies ---------------------------------- moving_enemy: dec d ;move left once @@ -2028,7 +2363,7 @@ moving_enemy: ld b,a ld a,(timer) dec b - jr z,movetype_updown ;1 = (1<) up / down + jp z,movetype_updown ;1 = (1<) up / down dec b jr z,movetype_vslow ;2 = (.25<) dec b @@ -2036,23 +2371,39 @@ moving_enemy: dec b jr z,movetype_lslow ;4 = (.75<) dec b - jr z,movetype_fast ;5 = (1.5<) + jr z,movetype_mfast ;5 = (1.25<) + dec b + jr z,movetype_fast ;6 = (1.5<) + dec b + jr z,movetype_vfast ;7 = (2 <) dec b - jr z,movetype_vfast ;6 = (2 <) + jr z,movetype_xfast ;8 = (3 <) dec b - jr z,movetype_slowlure ;7 = (1<) move y towards you 50% + jr z,movetype_slowlure ;9 = (1<) move y towards you 50% inc d ;speed 0 dec b - jr z,movetype_lure ;8 = (0) move y towards you + jr z,movetype_lure ;10 = (0) move y towards you dec b - jr z,movetype_slowlure ;9 = (0) lure 1/2 speed + jr z,movetype_slowlure ;11 = (0) lure 1/2 speed dec b - jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed + jr z,movetype_fulllure ;12 = x+y towards you 1/2 speed dec b - jr z,movetype_right ;11 = (.5>) + jr z,movetype_right ;13 = (.5>) dec b - jr z,movetype_fright ;12 = (1>) + jr z,movetype_fright ;14 = (1>) + dec b + jr z,movetype_right ;15 = (0) + dec b + ret z ;16 = + +movetype_lboss: + ld a,104 + cp d + jr c,dothemovethingy + inc d ;x<110: move right +dothemovethingy: + jr movetype_updown ;move up and down and up and down and... movetype_right: rra @@ -2119,12 +2470,19 @@ movetype_vslow: inc d ;don't move 75% ret +movetype_mfast: + rra + ret c ;50% chance (makes it 25% total) movetype_fast: rra ret c ;once every other turn movetype_vfast: dec d ;move left twice ret +movetype_xfast: + dec d ;woowoo, now that's fast! + dec d ;move left trice! + ret movetype_updown: inc hl ;@movecount @@ -2147,7 +2505,7 @@ movedown: inc e ;otherwise save new position ret ;and return -;--------------------------- check collision -------------------------------- +;--------------------------- check collision --------------------------------- Enemies_hit: ld hl,(x) ;e = X, d = Y @@ -2163,7 +2521,7 @@ check_collision: ld a,(hl) and %10 ;enemy status (%11=normal; %10=pickup) jr z,check_next ;2 or 3 = ok, otherwise: next enemy - inc hl ;enemy# + inc hl ;@sprite collide_enemy: ;&&& include in Handle_enemy proc cal find_sprite @@ -2189,31 +2547,38 @@ collide_enemy: ;&&& include in Handle_enemy proc dec hl ;@occ take_pickup: - psh hl ;we need hl - ld hl,2 ;increase score by 2 - cal scoreInc - pop hl ;we're done - ld a,(hl) ;load enemy occ rra ;if occ = %10 (can't be %00) then pickup jr c,collide ;otherwise normal enemy so you collide - - psh hl + ld (hl),0 ;remove + rra ;skip this bit (=%1) + rra ;this bit specifies the pickup ID (big/small) + jr nc,armorpickup ;%0 = pickup increases armor and shield + ;%1 = pickup selects (next) upgrade ld hl,your_pickup ;your pickups ld a,(hl) ;current inc a ;go to next - cp 6 ;pickups >=6 + cp 4 ;pickups >=4? jr c,not_maxpickup - ld a,1 ;yes: reset to pickup 1 + psh hl ;too much pickups + ld hl,250 + cal scoreInc ;increase score by 250 + pop hl + ld a,1 ;and reset to pickup #1 not_maxpickup: ld (hl),a ;save new + psh de cal disp_icons ;display altered pickupicons - pop hl - - xor a ;set to 0 = gone - ld (hl),a ;remove + pop de ;ld de,$0707 jr check_next ;all done, next.. +armorpickup: + cal inc_armor ;increase armor (like at end of level) + ld a,30 ;activate shield for 30*4=120 frames + ld (your_shield),a + cal disp_icons ;display status bar (new armor value) + jr check_next + collide: ld a,(hl) sub auch_ecollide @@ -2227,18 +2592,29 @@ enemydamaged: ;damage to enemy delivered cal damage_you check_next: - pop hl - ld bc,enemysize - add hl,bc - pop bc - dnz check_collision + pop hl ;current enemy base (unaltered) + ld bc,enemysize ;bytes per enemy + add hl,bc ;pointer to next enemy + pop bc ;restore counter + dnz check_collision ;loop for all enemies ret -;--------------------------- story ------------------------------------------ +;--------------------------- story ------------------------------------------- + +dostory: +#ifdef story + cal storyPage ;do some story + ld a,(hl) ;load next byte in a + inc a ;set z-flag if a = $ff + jr nz,dostory ;otherwise loop + inc hl + inc hl ;set hl to beginning of the level + ld (levelp),hl ;set the level-pointer + ret ;and return storyPage: psh hl ;hl will be destroyed by _clrLCD - cal _clrLCD ;clear screen + rcl _clrLCD ;clear screen pop hl ld a,(hl) ld (curline),a ;begin line for special effect @@ -2248,7 +2624,7 @@ storyLine: ld e,(hl) ;horizontal text-position ld (_penCol),de ;set position inc hl - cal _vputs ;display text + rcl _vputs ;display text ld a,(hl) ;load next byte inc hl @@ -2261,7 +2637,7 @@ storyLine: ld de,dispbuffer ;to GRAPH_MEM ld bc,1024 ;entire screen ldir - cal _clrLCD ;clear VIDEO_MEM + rcl _clrLCD ;clear VIDEO_MEM pop hl pop bc ;last byte (<>0) is lines to SFX psh hl @@ -2270,21 +2646,7 @@ storyLine: pop hl ret -dostory: - cal storyPage ;do some story - ld a,(hl) ;load next byte in a - inc a ;set z-flag if a = $ff - jr nz,dostory ;otherwise loop - inc hl - inc hl ;set hl to beginning of the level - ld (levelp),hl ;set the level-pointer - ret ;and return - -;--------------------------- SFX -------------------------------------------- - -DoSFX: ;in:(curline)=beginLine;b=nrOfLines -SFXloop: - psh bc +DoSFX: psh bc ;in:(curline)=beginLine;b=nrOfLines ld a,0 ;get line number curline =$-1 @@ -2307,25 +2669,37 @@ curline =$-1 ld hl,dispbuffer ;source of original add hl,bc ;hl->source -SFXdisp: ;display this frame on screen +sfxlaserdisp: ;display this frame on screen ld bc,16 ;one line (=16 bytes, you'd know by now) ldir ;display (copy actually) ld bc,-16 ;go up one line (not on screen) add hl,bc ;so the same line will be displayed dec a ;counter - jr nz,SFXdisp ;repeat until whole screen is displayed + jr nz,sfxlaserdisp ;repeat until whole screen is displayed - ld b,8 -SFXdelay: + ld b,11 ;11x 1/200sec = ~20 frames/s +sfxlaserdelay: halt ;delay - dnz SFXdelay ;8x + dnz sfxlaserdelay ;8x pop bc ;counter - dnz SFXloop + dnz DoSFX ret - -;--------------------------- proc ------------------------------------------- - +#else + rcl _clrWindow + ld hl,welldone + rcl _puts + jp getsomekeys ;wait for a key +welldone: + .db "-CONGRATULATIONS!-",0 +#endif + +;--------------------------- proc -------------------------------------------- + +random14: ;random 1..1+4 + ld c,1 + ld b,4 +; cal Random Random: ;a=c!",0,0,0,0 ;down,L,R,up - .db 0,"xtoje0",0 ;enter..clear - .db " wsnid9",0 ;(-)..custom - .db "zvrmhc8",0 ;dot..del - .db "yuqlgb7#" ;0..xvar - .db $D9,"-pkfa6'" ;on..alpha - .db "54321*",0,$D0 ;F5..more +#ifdef shiscore +chartable: ;use chartable-1 and add GET_KEY scancode + .db ".<>!",0,0,0,0 ;down,L,R,up + .db 0,"xtoje0",0 ;enter..clear + .db " wsnid9",0 ;(-)..custom + .db "zvrmhc8",0 ;dot..del + .db "yuqlgb7#" ;0..xvar + .db $D9,"-pkfa6'" ;on..alpha + .db "54321",$D0,0,'*' ;F5..F1,2nd,exit,more save_lvl: ld hl,storesave_end-storesave_start @@ -2461,124 +2857,130 @@ storesmtn: ;stores data [stack=src; stack+1=dest; stack+2=size] pop hl ;data offset add hl,de ;hl=pointer to data in real prog adc a,b ;if hl overflow also increase a - cal _SET_ABS_DEST_ADDR ;destination = real program = ahl + rcl _SET_ABS_DEST_ADDR ;destination = real program = ahl xor a ;RAM page #0 pop hl ;data position in normal program ($D748+) - cal _SET_ABS_SRC_ADDR ;set as source (ahl) + rcl _SET_ABS_SRC_ADDR ;set as source (ahl) pop hl ;size - cal _SET_MM_NUM_BYTES ;set - cal _mm_ldir ;copy data to real program + rcl _SET_MM_NUM_BYTES ;set + rcl _mm_ldir ;copy data to real program jp _RAM_PAGE_1 ;and finally: reset ram page +#endif game_over: ;stack=+0 cal BLACKLCD ;clear screen - ld hl,$0603 +#ifdef TI86 + ld hl,$0603 ;centered on 86 +#else + ld hl,$0403 ;centered on 83 (smaller screen) +#endif ld (_curRow),hl ;center ld hl,txt_gameover - cal _puts ;display "GAME OVER" + rcl _puts ;display "GAME OVER" cal releasekeys ;wait for all keys to be released ld hl,$0007 ld (_curRow),hl - - ld de,(your_score) - ld hl,(hiscore) - cal CP_HL_DE - jr nc,no_hiscore - ld (hiscore),de - -ask_hiname: - ld ix,hiname - ld a,9 - ld (hiscorepos),a +#ifdef shiscore + ld de,(your_score) ;current score + ld hl,(hiscore) ;hiscore + rcl CP_HL_DE ;de<=hl means no hiscore (or same) + jr nc,no_hiscore ;skip the new hiscore part + ld (hiscore),de ;otherwise save current score as new hiscore + +ask_hiname: ;and ask for new hiscore name + ld ix,hiname ;where to store the hiscore name + ld a,9 ;max. length <9 + ld (hiscorepos),a ;current char (counts backwards 9-1) enter_name_loop: - ld a,'_' - cal _putc - ld hl,_curCol - dec (hl) + ld a,'_' ;cursor appearance + rcl _putmap ;display (do not advance cursorpos) nokeypressed: - cal getsomekeys - jr z,nomore - or a - jr z,nokeypressed + cal getsomekeys ;wait for any key + jr z,nomore ;if [enter] or [2nd] pressed we're all done - cp K_DEL - jr z,backup - cp K_EXIT + ld hl,hiscorepos ;string position + cp K_DEL ;[DEL] functions as "backspace" + jr z,backup ;delete previous char if pressed + cp K_EXIT ;exit also ends name jr z,nomore - ld hl,hiscorepos - ld b,(hl) - dec b - jr z,nokeypressed - ld (hl),b + ld b,(hl) ;(hiscorepos) + dec b ;next position (counts backwards) + jr z,nokeypressed ;if it's 1 (became 0) then don't add no more + ld (hl),b ;otherwise save new string position - ld hl,chartable + ld hl,chartable-1 ;chars to add for each key ld e,a - ld d,0 - add hl,de - ld a,(hl) - or a - jr z,nokeypressed - - ld (ix),a - cal _putc - inc ix - cal releasekeys - jr enter_name_loop - -backup: - ld hl,hiscorepos - ld a,(hl) - cp 9 - jr nc,nokeypressed - inc (hl) - - dec ix - ld (ix),' ' - ld a,32 - cal _putc + ld d,0 ;de = key pressed + add hl,de ;add so we know which char to add for this key + ld a,(hl) ;load in a + or a ;if it's 0 then + jr z,nokeypressed ;don't add anything afterall + + ld (ix),a ;save new char + rcl _putc ;and also display on screen + inc ix ;goto next char + cal releasekeys ;wait for the key to be released + jr enter_name_loop ;and continue the loop + +backup: ;backspace + ld a,(hl) ;(hiscorepos) + cp 9 ;9 means begin (0 total chars) + jr nc,nokeypressed ;nothing to remove so continue loop + inc (hl) ;otherwise pos one back + + dec ix ;and string to previous char as well + ld a,32 ;remove cursor + rcl _putmap ;by replacing it by ' ' ld hl,_curCol - dec (hl) - dec (hl) - jr enter_name_loop - -nomore: - ld a,' ' - cal _putc - ld (ix),0 - cal save_hi - jr hiscoredone - -no_hiscore: - ld hl,hiname - cal _puts + dec (hl) ;cursor one back + jr enter_name_loop ;continue name loop + +nomore: ;name's done + ld a,' ' ;remove cursor + rcl _putc ;(or actually replace with ' ') + ld (ix),0 ;end of string marker (zero-terminated) + cal save_hi ;store hiscore with name in real program + jr hiscoredone ;continue with game over screen +#endif +no_hiscore: ;no new hiscore + ld hl,hiname ;just display old name + rcl _puts hiscoredone: xor a ;clear a (Ahl will be displayed) ld hl,$1006 ;bottom-1 right ld (_curRow),hl ;set ld hl,(your_score) ;your score - cal _dispahl ;display it (a=0) + rcl _dispahl ;display it (a=0) +#ifdef TI86 ld hl,$314b ;bottom-1 right before score ^^ +#else + ld hl,$312b +#endif ld (_penCol),hl ;set ld hl,txt_score ;"Score" - cal _vputs ;display (small) + rcl _vputs ;display (small) ld hl,$1007 ;bottom right ld (_curRow),hl ;set ld hl,(hiscore) ;hi-score - cal _dispahl ;display + rcl _dispahl ;display +#ifdef TI86 ld hl,$3946 ;bottom right before hiscore ^^ +#else + ld hl,$3926 +#endif ld (_penCol),hl ;set ld hl,txt_hiscore ;"Hiscore" - cal _vputs ;display (small) + rcl _vputs ;display (small) res 3,(iy+5) - ld b,16 - ld de,16 - ld hl,VIDEO_MEM+(49*16)-1 + ld b,scrwidth + ld de,scrwidth + ld hl,VIDEO_MEM+(49*scrwidth)-1 restore_line: set 1,(hl) add hl,de @@ -2590,12 +2992,12 @@ restore_line: invship: ;procedure used in New_game psh af inc b - ld de,$C0 - ld hl,VIDEO_MEM+$30-$C0;begin pos + ld de,12*scrwidth + ld hl,scrwidth*(3-12)+VIDEO_MEM;begin pos invshipinit: add hl,de dnz invshipinit - ld b,$B0 ;12 lines down + ld b,12*scrwidth ;12 lines down invshiploop: ld a,(hl) cpl ;invert byte @@ -2605,10 +3007,12 @@ invshiploop: pop af ret -New_game: ;stack must be +1 (so change the jp in cal :) - cal _clrLCD - ld hl,VIDEO_MEM - ld (PutWhere),hl ;will be reset after displaying iconbar +New_game: ;start a new game (SP=+0) + rcl _clrLCD +#ifdef TI86 + ld a,VIDEO_MEM/$400 + ld (PutWhere),a ;will be reset after displaying iconbar +#endif ld ix,spr_ship01 ;first ship: sprite ld de,$0105 ;position ld b,4 ;number of ships to display @@ -2616,7 +3020,11 @@ dispshipsloop: psh bc ;counter psh de ;position ld h,e +#ifdef TI86 ld l,40 ;x=40 +#else + ld l,30 +#endif ld (_penCol),hl ;small cursor position psh ix ;ix destroyed by _vputmap ld hl,txt_difhardcore ;hardcore ships text @@ -2627,16 +3035,20 @@ dispshipsloop: jr z,dispdifficulty ;0 indicates hardcore difficulty ship ld hl,txt_difnormal ;normal difficulty ships text dispdifficulty: - cal _vputs ;display difficulty + rcl _vputs ;display difficulty +#ifdef TI86 ld a,95 +#else + ld a,70 +#endif ld (_penCol),a ;set x=95 pop af ;ship nr (backwards 3..0) - ld hl,txt_updouble ;updouble for ships 1 + ld hl,txt_shpbeam ;updouble for ships 1 and %1 ;gives 0,1,0,1 (for ships 0,1,0,1) jr nz,dispsbeam - ld hl,txt_tailbeam ;tailbeam for ships 0 + ld hl,txt_shplaser ;tailbeam for ships 0 dispsbeam: - cal _vputs ;display special beam type + rcl _vputs ;display special beam type pop ix pop de psh de ;peek de @@ -2655,25 +3067,29 @@ dispsbeam: selectship: psh bc cal invship -selectshiploop: +#ifdef TI83 + cal fastCopy +#endif cal getsomekeys pop bc jr z,startthenewgame ;enter/2nd + cp K_EXIT + jp z,menuexit ;go game over when exit was pressed psh bc - cal invship + cal invship ;display selection bar on current ship pop bc - cp K_DOWN + cp K_DOWN ;down pressed? jr nz,selnotdown - inc b + inc b ;move selection down selnotdown: - cp K_UP + cp K_UP ;up pressed? jr nz,selnotup - dec b + dec b ;move selection up selnotup: - ld a,b - and %11 - ld b,a - jr selectship + ld a,b ;new selection + and %11 ;must be 0..3 + ld b,a ;in b again + jr selectship ;loop startthenewgame: ld hl,spr_ship01-(spr_ship02-spr_ship01) @@ -2686,8 +3102,11 @@ searchyourship: dnz searchyourship ld (your_ship),hl and 1 ;gives: 1,0,1,0 for the ships - inc a ;ships now give 1,2,1,2 - ld (your_extramode),a ;sets tail beam or up double (1 or 2) + xor 1 ;well, make it 0,1,0,1 :) + jr z,whichship ;ships 0 have bullets + ld a,maxweapon ;ships 1 have lasers (0,8,0,8) +whichship: + ld (your_weapon),a ;set bullet#1 or laser#1 depending on ship pop af ;ship# 0..3 and %10 ;ships give 0,0,1,1 ld (hardcore),a ;hardcore mode set for ships 3 and 4 @@ -2695,7 +3114,6 @@ searchyourship: ld (your_score),a ;reset score ld (your_score+1),a ;reset score (0) ld (your_extra),a ;no extra beam - ld (your_weapon),a ;no laser ld (your_pickup),a ;reset pickups ld (your_multiples),a ;no multiples inc a ;ld a,1 @@ -2707,7 +3125,6 @@ searchyourship: ld (pickuptimer),a ;next pickup after 4 enemies destroyed You_die: ;stack must be +1 - pop hl ;restore stack ld a,24 ld (your_armor),a ;24 HPs/shields ld a,(your_lives) ;load lives left @@ -2717,13 +3134,7 @@ You_die: ;stack must be +1 jp z,game_over ;and game's over jr samelevel -gamedone: - cal dostory ;display end (hl=(levelp)) - ld hl,250 - cal scoreInc ;game complete bonus: 250 - jp game_over ;game over (+hiscore) - -;--------------------------- next level ------------------------------------- +;--------------------------- next level -------------------------------------- Next_level: ;stack must be +1 pop hl @@ -2734,14 +3145,20 @@ Next_level: ;stack must be +1 ld b,0 ;advance one level ld c,(hl) add hl,bc ;passed the enemies - ld c,10 + ld c,9 add hl,bc ;update to point to next level ld (levelp),hl ;save ld a,(level) ;level number inc a ;next level # cp endlevel+1 ;last level done? - jr nc,gamedone ;yes: display end story and quit + jr c,gamenotdone ;no: continue game +gamedone: ;yes: + cal dostory ;display end (hl=(levelp)) + ld hl,500 + cal scoreInc ;game complete bonus: 500 + jp game_over ;game over (+hiscore) +gamenotdone: ld (level),a add a,a @@ -2758,16 +3175,19 @@ samelevel: ldi ;ld (_invert),(invertmode) ld de,your_shipspr ;sets your ship's sprite ldi ;ld (your_shipspr),(your_ship) + ldi ;and second byte (heh it's a word) ld a,80 ld (nextevent),a ;time to first enemy appearance ld hl,(levelp) ;level pointer +#ifdef story dec hl ;byte before level (boss byte) xor a ;if it's zero it means here's a story cp (hl) inc hl ;begin of level cal z,dostory ;do the story and set (levelp) to real level +#endif ld a,(hl) ;number of (different) enemies in this level inc hl @@ -2786,10 +3206,10 @@ samelevel: ld (eventleft),a ;set nr of events left inc hl ld de,level_info - ld c,5 ;5xLDI: loads (level_info) (spacespace) - ldir ; (groundinfo) (stars1) (stars2) + ld c,4 ;5xLDI: loads (level_info) (spacespace) + ldir ; (stars1) (stars2) ld a,1 - ld b,32 ;fill (groundpos) and (ceilingpos) + ld b,16 ;fill (groundpos) fillground: ld (de),a inc de @@ -2814,53 +3234,65 @@ fillground: cal loadweapon ;load (your_weapon) + xor a ld hl,enemies ;remove all enemies and bullets - ld (hl),0 ;clear first byte + ld (hl),a ;clear first byte ld de,enemies+1 ;copy this to the next byte +#ifdef TI86 ;on '86 everything's located here ld bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1 - ldir ;clear enemies + bullets (y/e) - -;--------------------------- setup game ------------------------------------- +#else ;on '83 it's a little harder... + ld bc,(nrenemies*enemysize)-1 + ldir ;just clear the enemies + ld hl,ybullets ;now remove all the bullets (different loc.) + ld (hl),a ;clear 1st byte + ld de,ybullets+1 ;copy2next + ld bc,(nrybuls*4)+(nrebuls*3)-1 +#endif + ldir ;clear enemies + ybullets + ebullets + +;--------------------------- setup game -------------------------------------- game_setup: cal BLACKLCD ;white on black ld hl,txt_level ld de,$0703 ld (_curRow),de ;center - cal _puts ;display "LEVEL " + rcl _puts ;display "LEVEL " ld a,(level) ;current level ld l,a ld h,0 ;in hl - cal UNPACK_HL ;create first digit + rcl UNPACK_HL ;create first digit add a,'0' ;0-9 ld b,a ;into b - cal UNPACK_HL ;second digit + rcl UNPACK_HL ;second digit add a,'0' ;0-9 - cal _putc ;display second digit + rcl _putc ;display second digit ld a,b - cal _putmap ;display first digit + rcl _putmap ;display first digit ld hl,txt_lives ;bar text: "Lx0"... ld de,$0904 ld (_curRow),de ;display lives left below level nr - cal _puts + rcl _puts ld a,(your_lives) ;lives left add a,'0' ;make value 0='0' - cal _putc + rcl _putc cal releasekeys ;wait for user to release all keys ld hl,txt_savekey ;"Press [F1] to save" ld de,$3A46 ;bottom-right ld (_penCol),de - cal _vputs + rcl _vputs res 3,(iy+5) ;set white on black cal getsomekeys ;wait for keypress +#ifdef shiscore cp K_F1 cal z,save_lvl +#endif - cal _clrLCD ;clear screen + rcl _clrLCD ;clear screen cal disp_icons ;display bottom icons +ret jp game_main_loop @@ -2871,7 +3303,7 @@ placestars: ld d,0 ld e,a ;de = a = 2-14 or a - sbc hl,de ;substract from random y => random pos anywhere + sbc hl,de ;substract from rand y => random pos anywhere ld (ix),l ;save x-pos (l) ld (ix+1),h ;save y-pos (h) @@ -2879,32 +3311,127 @@ placestars: dnz placestars ;repeat for all stars ret -loadweapon: - ld a,(your_weapon) - add a,a ;weap*2 - add a,a ; *4 - add a,a ; *8 - ld c,a - ld b,0 - ld hl,weapondata - add hl,bc - ld a,(hl) - ld (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 +loadweapon: + ld a,(your_weapon) + add a,a ;weap*2 + add a,a ; *4 + add a,a ; *8 + ld c,a + ld b,0 + ld hl,weapondata + add hl,bc + ld a,(hl) + ld (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 + +;--misc-- +#ifdef TI83 +_clrLCD: + rcl _clrlcdf + ld hl,dispbuffer ;move from (hl) = top left + ld (hl),0 ;first pixel will be copied all over the screen + ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen + ld bc,scrwidth*64-1 ;loop 896 times = (128/8) * (64-8 for scorebar) + ldir ;all clear! + ret +#endif + +;----------------------------------------------------------------------------- +;--------------------------- putsprite --------------------------------------- +;----------------------------------------------------------------------------- +;in: de=(x,y); ix=sprite +;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=? + +#ifdef TI86 +putsprite: + ld c,(ix) ;save width +_putsprite: ;putsprite with custom width + ld a,d ;a=X + bit 7,d ;check sign bit of X + jr z,CSpositive ;X>=0 + + neg ;a=|X| + cp (ix) ;off screen? + ret nc ;X<=-width: don't draw at all + ld b,a ;b=|X|mod 8=1..7=bits to draw + ld a,%11111111 ;all bits set (draw everything) +CSclipleft: + srl a ;remove first bit in a for each b + dnz CSclipleft ;b=1: a=%01111111 + ;b=2: a=%00111111 + ;b=3: a=%00011111 + ;b=4: a=%00001111 + ;b=5: a=%00000111 + ;b=6: a=%00000011 + ;b=7: a=%00000001 + res 7,d ;X+128 (right side of screen) + dec e ;Y-- + jr CSdisplay ;done clipping + +CSpositive: + sub 129-8 ;minus (screen width - byte width) + ld b,a + ld a,%11111111 ;clipmask + jr c,CSdisplay ;x+width<128 then entire sprite is on screen + inc b ;b = number of pixels off screen +CSclipright: + add a,a ;remove last bit in a for each b + dnz CSclipright ;b=1: a=%11111110 + ;b=2: a=%11111100 + ;b=3: a=%11111000 + ;b=4: a=%11110000 + ;b=5: a=%11100000 + ;b=6: a=%11000000 + ;b=7: a=%10000000 + ;b>7: a=%00000000 = off screen + +CSdisplay: ;display the sprite ix at (d,e) masked + ld (CSclipmask),a ;set mask + cal findpixel ;convert de to screen location hl:a + ld (CSbitmask),a -;---------------------------------------------------------------------------- -;--------------------------- putsprite -------------------------------------- -;---------------------------------------------------------------------------- -;in: de=(x,y); ix=sprite -;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=? + ld d,c ;width + ld b,(ix+1) ;height +CSyloop: + psh bc ;save rows to go + psh hl ;screen + ld b,d ;width + ld a,(ix+2) ;load image line + and 255 ;mask +CSclipmask =$-1 + ld c,a ;c=image + inc ix ;next +CSbitmask =$+1 + ld a,1 ;saved bitmask +CSxloop: + sla c ;test leftmost pixel + jr nc,CSnodraw ;don't draw if it's 0 + ld e,a ;psh af: save bitmask + or (hl) + ld (hl),a ;OR pixel with screen + ld a,e ;pop af +CSnodraw: + rrca ;next bit + jr nc,CSbitdrawn ;carry set if bit "jumped" + inc hl ;next byte +CSbitdrawn: + dnz CSxloop + pop hl ;screen at x-offset=0 + ld bc,16 + add hl,bc ;next line + pop bc ;rows counter + dnz CSyloop +CSdone: ret +#endif +#ifdef TI83 putsprite: ld c,(ix) ;save width _putsprite: ;putsprite with custom width @@ -2916,6 +3443,7 @@ _putsprite: ;putsprite with custom width cp (ix) ;off screen? ret nc ;X<=-width: don't draw at all ld b,a ;b=|X|mod 8=1..7=bits to draw + psh bc ld a,%11111111 ;all bits set (draw everything) CSclipleft: srl a ;remove first bit in a for each b @@ -2926,12 +3454,17 @@ CSclipleft: ;b=5: a=%00000111 ;b=6: a=%00000011 ;b=7: a=%00000001 - res 7,d ;X+128 (right side of screen) + pop bc + psh af + ld a,96 + sub b + ld d,a + pop af dec e ;Y-- jr CSdisplay ;done clipping CSpositive: - sub 129-8 ;minus (screen width - byte width) + sub 97-8 ;minus (screen width - byte width) ld b,a ld a,%11111111 ;clipmask jr c,CSdisplay ;x+width<128 then entire sprite is on screen @@ -2979,13 +3512,14 @@ CSnodraw: CSbitdrawn: dnz CSxloop pop hl ;screen at x-offset=0 - ld bc,16 + ld bc,12 add hl,bc ;next line pop bc ;rows counter dnz CSyloop CSdone: ret +#endif -;--------------------------- putbigsprite ----------------------------------- +;--------------------------- putbigsprite -----------------------------------= putwidesprite: ;destr: abcdehl+ix (ix=behind sprite; hl:a=right below sprite; b=0; d=width) @@ -3014,14 +3548,16 @@ safeputsprite: ;cal putsprite with de intact pop de ret -;------------------------------- findpixel ---------------------------------- +;------------------------------- findpixel ----------------------------------- ;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de +#ifdef TI86 findpixel: ld a,e ;a=e=Y add a,a add a,a ;add a,a is 7 cycles faster than add hl,hl - ld h,0 ;switch to hl now (Y<64) + ld h,dispbuffer/$400 ;switch to hl (Y<64) & set base to dispbuffer +PutWhere =$-1 ;screen base position/$400 (where x+y=0) ld l,a ;hl=4*Y ld a,d ;a=d=X rra ;RRA: carry flag must be reset! @@ -3041,14 +3577,23 @@ findpixel: xor a FPbit =$+1 set 0,a - ld de,dispbuffer ;screen base position (where x+y=0) -PutWhere =$-2 - add hl,de ret +#endif + +#ifdef TI83 +findpixel: + psh bc + psh de + ld a,d + cal ionGetPixel + pop de + pop bc + ret +#endif -;---------------------------------------------------------------------------- -;------------------------------- sprites ------------------------------------ -;---------------------------------------------------------------------------- +;----------------------------------------------------------------------------- +;------------------------------- sprites ------------------------------------- +;----------------------------------------------------------------------------- spr_ship01: ;(normal; up double) .db 7,7 ;ship alpha class (vic viper) @@ -3089,6 +3634,24 @@ spr_ship02i: .db %11111010 ;█████ █ spr_ship03: ;(hardcore; up double) + .db 7,7 ;ship gamma class + .db %11111000 ;█████ + .db %01100000 ; ██ + .db %11111100 ;██████ + .db %11100110 ;███ ██ + .db %11111100 ;██████ + .db %01100000 ; ██ + .db %11111000 ;█████ +spr_ship03i: + .db 8,7 + .db %11111010 ;█████ █ + .db %01100001 ; ██ █ + .db %11111101 ;██████ █ + .db %11100111 ;███ ███ + .db %11111101 ;██████ █ + .db %01100001 ; ██ █ + .db %11111010 ;█████ █ + .db 7,7 ;ship delta class (lord british) .db %11000000 ; ██ .db %11110000 ; ████ @@ -3097,7 +3660,7 @@ spr_ship03: ;(hardcore; up double) .db %11111100 ; ██████ .db %11110000 ; ████ .db %11000000 ; ██ -spr_ship03i: +;spr_ship03i: .db 8,7 .db %11111100 ; ██████ .db %11110010 ; ████ █ @@ -3127,9 +3690,9 @@ spr_ship04i: .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) +auch_ground = 5 ;the same but when you hit the ground +auch_collide = 4 ;when you hit an enemy +auch_ecollide = 2*4 ;damage to the enemy that hit you (skip bit 0/1) spr_multiple: .db 6,6 ;multiples @@ -3140,6 +3703,7 @@ spr_multiple: .db %01111100 ; █████ .db %00111000 ; ███ spr_multiple2: +spr_lashit: .db 7,7 ;multiples .db %00111000 ; ███ .db %01111100 ; █████ @@ -3149,72 +3713,114 @@ spr_multiple2: .db %01111100 ; █████ .db %00111000 ; ███ -;-------------------------------- explosions -------------------------------- +;-------------------------------- explosions --------------------------------- + +;spr_lashit: ;the same as spr_multiple2 +; .db 7,7 +; .db %00111000 ; ███ +; .db %01111100 ; █████ +; .db %11111110 ; ███████ +; .db %11111110 ;▒▒▒███████ +; .db %11111110 ; ███████ +; .db %01111100 ; █████ +; .db %00111000 ; ███ + +spr_hit: +hitsprites = 5 ;btw: sprites stored backwards + .db 5,4 ;5 + .db %10101000 ;█▒█ █ + .db %00001000 ;▒ ▒█ + .db %10000000 ;█ ▒ ▒ + .db %10101000 ;█▒█▒█ + + .db 5,4 ;4 + .db %01001000 ; █▒▒█ + .db %11010000 ;██ █▒ + .db %00101000 ;▒ █ █ + .db %11010000 ;██▒█ + + .db 5,4 ;3 + .db %00110000 ; ██ + .db %10011000 ;█ ██ + .db %10001000 ;█ ▒▒█ + .db %00110000 ; ▒██ + + .db 5,4 ;2 + .db %00100000 ;▒ █▒ + .db %00001000 ; ▒▒ █ + .db %10110000 ;█▒██ + .db %01000000 ;▒█ ▒ + + .db 4,4 ;1 + .db %10010000 ;█ █ + .db %01100000 ; ██ + .db %01100000 ; ██ + .db %10010000 ;█ █ spr_explosion: - .db 8,6 ;1 + .db 8,5 ;1 .db %00000000 - .db %00011100 ; ███ - .db %00111110 ; █████ - .db %01010110 ; █ █ ██ - .db %00111000 ; ███ + .db %00011100 ; ███ + .db %00111110 ; █████ + .db %01010110 ; █ █ ██ + .db %00111000 ; ███ .db %00000000 .db 8,6 ;2 - .db %00110000 ; ██ - .db %01001110 ; █ ▒███ - .db %10111110 ; █ █████ - .db %01001111 ; █ ▒████ - .db %00111000 ; ███ - .db %00011010 ; ██ █ + .db %00110000 ; ██ + .db %01001110 ; █ ▒███ + .db %10111110 ;█ █████ + .db %01001111 ; █ ▒████ + .db %00111000 ; ███ + .db %00011010 ; ██ █ .db 8,6 ;3 - .db %10110000 ; █ ██ - .db %01001110 ; █ ███ - .db %10110101 ; █ ██▒█▒█ - .db %01000101 ; █ ▒█▒█ - .db %00111110 ; █████ - .db %01011010 ; █ ██ █ + .db %10110000 ;█ ██ + .db %01001110 ; █ ███ + .db %10110101 ;█ ██▒█▒█ + .db %01000101 ; █ ▒█▒█ + .db %00111110 ; █████ + .db %01011010 ; █ ██ █ .db 8,6 ;4 - .db %00101010 ; ▒ █▒█ █ - .db %01000110 ; █ ▒██ - .db %10110101 ; █ ██ █ █ - .db %01100110 ; ██ ██▒ - .db %00111100 ; ████▒ - .db %01011001 ; █ ██ ▒█ + .db %00101010 ;▒ █▒█ █ + .db %01000110 ; █ ▒██ + .db %10110101 ;█ ██ █ █ + .db %01100110 ; ██ ██▒ + .db %00111100 ; ████▒ + .db %01011001 ; █ ██ ▒█ .db 8,6 ;5 - .db %01000000 ; █▒ ▒ ▒ - .db %00100101 ; ▒█ █▒█ - .db %00010100 ; ▒ ▒█ █ ▒ - .db %01000100 ; █▒ █ - .db %00010010 ; ▒█▒▒█ - .db %10011010 ; █▒ ██ █▒ + .db %01000000 ; █▒ ▒ ▒ + .db %00100101 ; ▒█ █▒█ + .db %00010100 ;▒ ▒█ █ ▒ + .db %01000100 ; █▒ █ + .db %00010010 ; ▒█▒▒█ + .db %10011010 ;█▒ ██ █▒ .db 8,6 ;6 - .db %01000100 ; █ █ - .db %00100000 ; ▒█ ▒ ▒ - .db %00000001 ; ▒ ▒ █ - .db %01000100 ; █ █ - .db %00100010 ; █▒ █ - .db %01001000 ; ▒█ ▒█ ▒ + .db %01000100 ; █ █ + .db %00100000 ; ▒█ ▒ ▒ + .db %00000001 ; ▒ ▒ █ + .db %01000100 ; █ █ + .db %00100010 ; █▒ █ + .db %01001000 ;▒█ ▒█ ▒ .db 8,6 ;7 - .db %00001000 ; ▒ █▒ - .db %11000010 ; ██ ▒ █ - .db %00000000 ; ▒ - .db %00100000 ; ▒█ ▒ - .db %00000001 ; ▒ ▒█ - .db %00110000 ; ▒██▒ + .db %00001000 ; ▒ █▒ + .db %11000010 ;██ ▒ █ + .db %00000000 ; ▒ + .db %00100000 ; ▒█ ▒ + .db %00000001 ; ▒ ▒█ + .db %00110000 ; ▒██▒ .db 8,6 ;8 - .db %00000100 ; ▒█ - .db %00000000 ; ▒▒ ▒ - .db %01000000 ; █ - .db %00000000 ; ▒ - .db %00000010 ; █▒ - .db %00100100 ; █▒ █ + .db %00000100 ; ▒█ + .db %00000000 ;▒▒ ▒ + .db %01000000 ; █ + .db %00000000 ; ▒ + .db %00000010 ; █▒ + .db %00100100 ; █▒ █ spr_yexplosion: .db 8,5 ;1 @@ -3226,6 +3832,22 @@ spr_yexplosion: .db %00000000 .db 8,5 ;2 + .db %00000000 + .db %00010100 ; █ █ + .db %00111010 ; ███ █ + .db %01110110 ; ███ ██ + .db %00011000 ; ██ + .db %00000000 + + .db 8,5 ;3 + .db %00000000 + .db %00101100 ; █ ██ + .db %01100110 ; ██ ██ + .db %01001011 ; █ █ ██ + .db %00111100 ; ████ + .db %00000000 + + .db 8,5 ;4 .db %00111000 ; ███ .db %01011100 ; █ ███ .db %10010111 ;█ █ ███ @@ -3233,7 +3855,7 @@ spr_yexplosion: .db %00111000 ; ███ .db %00000000 - .db 8,6 ;3 + .db 8,6 ;5 .db %00111100 ; ████ .db %01001111 ; █ ████ .db %10100011 ;█ █ ██ @@ -3241,15 +3863,31 @@ spr_yexplosion: .db %01110101 ; ███ █ █ .db %00111000 ; ███ - .db 8,6 ;4 + .db 8,6 ;6 + .db %00101110 ; █ ███ + .db %10000011 ;█ ██ + .db %01000101 ; █ █ █ + .db %10100011 ;█ █ ██ + .db %01000110 ; █ ██ + .db %00110000 ; ██ + + .db 8,6 ;7 .db %00110110 ; ██ ██ .db %00000101 ; █ █ - .db %11000001 ;██ █ + .db %10001001 ;█ █ █ .db %01100001 ; ██ █ .db %11000010 ;██ █ .db %01010001 ; █ █ █ -;--------------------------------- bullets ---------------------------------- + .db 8,6 ;8 + .db %00000110 ; ██ + .db %00100001 ; █ █ + .db %10000000 ;█ + .db %01000010 ; █ █ + .db %01000000 ; █ + .db %00010100 ; █ █ + +;--------------------------------- bullets ----------------------------------- bullettable: .db (spr_bullet01-spr_bullet01) ;0 @@ -3265,9 +3903,6 @@ bullettable: .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 @@ -3358,39 +3993,41 @@ spr_bullete1: ;direction: 001=straight forward; 010=up; 011=1/2up; 100=down; 101=1/2down ; 111=laser (speed=duration 00010-00000) -weapondata: - .db 1,1,%00110010,3,%00000000,0,%00000000,0 ;1 single beam - .db 3,1,%00110011,3,%00000000,0,%00000000,0 ;2 fast single - .db 1,1,%00110010,0,%00110010,6,%00000000,0 ;3 double - .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple - .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5 - .db 6,2,%01110011,2,%10010100,2,%00110011,2 ;6 - .db 9,3,%01110100,2,%10010100,2,%00110100,2 ;7 - .db 13,3,%01110110,2,%10010110,2,%00110110,2 ;8 - .db 18,4,%01110110,2,%10010110,2,%00110110,2 ;9 +weapondata: ;max = 9x6; 15x5; 21x4; 27x3 + .db 2,1,%00110010,3,%00000000,0,%00000000,0 ;1 single (1x2+1) 2 + .db 3,1,%00110011,3,%00000000,0,%00000000,0 ;2 fast (1x3+1) 3 + .db 2,1,%00110010,0,%00110010,6,%00000000,0 ;3 double (2x2+1) 4 + .db 2,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple (3x2+1) 6 + .db 3,2,%00110011,2,%10010010,2,%01110010,2 ;5 (3x3+2) 9 + .db 4,2,%01110011,2,%10010011,2,%00110011,2 ;6 (3x4+2) 12 + .db 5,3,%01110100,2,%10010100,2,%00110100,2 ;7 (3x5+3) 15 + .db 7,4,%01110101,2,%10010101,2,%00110101,2 ;8 (3x7+4) 21 + .db 9,6,%01110110,2,%10010110,2,%00110110,2 ;9 (3x9+6) 27 maxweapon = 9 - .db 1,1,%11100100,3,%00000000,0,%00000000,0 ;1 single laser - .db 2,3,%11100011,3,%00000000,0,%00000000,0 ;2 short - .db 1,2,%11100100,3,%11100000,4,%00000000,0 ;3 fat - .db 1,2,%11100101,0,%11100000,6,%00000000,0 ;4 double - .db 3,4,%11100011,3,%00000000,0,%00000000,0 ;5 short - .db 1,2,%11100100,3,%11100000,6,%11100000,0 ;6 triple - .db 1,3,%11101010,3,%11100000,6,%11100000,0 ;7 triple long - .db 2,4,%11100101,2,%11100000,4,%00000000,0 ;8 double - .db 2,1,%11101011,3,%11100000,2,%11100000,4 ;9 big fat long + .db 1,1,%11100100,3,%00000000,0,%00000000,0 ;1 single (1x1x3) 3 + .db 2,3,%11100011,3,%00000000,0,%00000000,0 ;2 short (2x1x2) 4 + .db 1,2,%11100100,3,%11100000,4,%00000000,0 ;3 fat (1x2x3) 6 + .db 1,2,%11100101,0,%11100000,6,%00000000,0 ;4 double (1x2x4) 8 + .db 4,4,%11100011,3,%00000000,0,%00000000,0 ;5 short (4x1x2) 8 + .db 1,2,%11100100,3,%11100000,6,%11100000,0 ;6 triple (1x3x3) 9 + .db 1,3,%11101000,3,%11100000,6,%11100000,0 ;7 triple long(1x3x7) 21 + .db 2,5,%11100101,2,%11100000,4,%00000000,0 ;8 double (2x2x4) 32 + .db 1,9,%11101100,3,%11100000,2,%11100000,4 ;9 big fat lng(1x3xB) 33 maxlaser = 18 tailbeam = %00101101 ;180 degrees doublebeam = %01010010 ;45 degrees extrabulletpos: .db 3 ;tail/double yposition -;------------------------------------ bar ----------------------------------- +;------------------------------------ bar ------------------------------------ + +#ifdef TI86 spr_lship: .db 5,3 ;li'l ship indicating lives left - .db %11100000 ;███ - .db %01111000 ; ████ - .db %11100000 ;███ + .db %11100000 ;███ ▒▒▒ + .db %01111000 ; ████ ▒▒▒▒ + .db %11100000 ;███ ▒▒▒ lshipsize = 5 ;space between two ship icons spr_icon: @@ -3411,55 +4048,55 @@ spr_icon: .db %00000001 .db %11111111 spr_icon00: - .db 16,7 ;unused .......:.......: + .db 15,7 ;unused .......:.......: + .db %10000000 ;█ + .db %10111111 ;█ █████████████ .db %10101010 ;█ █ █ █ █ █ █ █ - .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10110101 ;█ ██ █ █ █ █ ██ .db %10101010 ;█ █ █ █ █ █ █ █ - .db %11010101 ;██ █ █ █ █ █ █ █ - .db %10101010 ;█ █ █ █ █ █ █ █ - .db %11010101 ;██ █ █ █ █ █ █ █ - .db %10101010 ;█ █ █ █ █ █ █ █ - .db 7 - .db %10101010 - .db %01010101 - .db %10101010 - .db %01010101 + .db %10111111 ;█ █████████████ + .db %10000000 ;█ + .db 6 + .db %00000000 + .db %11111110 .db %10101010 - .db %01010101 + .db %01010110 .db %10101010 -spr_icon01: - .db 16,7 ;shield .......:.......: - .db %10001111 ;█ ███████ █ ▒ - .db %10011001 ;█ ██ █████ █ ▒ - .db %10111100 ;█ ████ ████ █ ▒ - .db %10111000 ;█ ███ █ ██ █ ▒ - .db %10111100 ;█ ████ ████ █ ▒ - .db %10011001 ;█ ██ █████ █ ▒ - .db %10001111 ;█ ███████ █ ▒ - .db 7 - .db %11100100 - .db %11110010 - .db %01111010 - .db %10011010 - .db %01111010 - .db %11110010 - .db %11100100 -spr_icon02a: - .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 %10110011 - .db %11000000 -spr_icon02b: + .db %11111110 +;spr_icon01: +; .db 16,7 ;shield .......:.......: +; .db %10001111 ;█ ███████ █ ▒ +; .db %10011001 ;█ ██ █████ █ ▒ +; .db %10111100 ;█ ████ ████ █ ▒ +; .db %10111000 ;█ ███ █ ██ █ ▒ +; .db %10111100 ;█ ████ ████ █ ▒ +; .db %10011001 ;█ ██ █████ █ ▒ +; .db %10001111 ;█ ███████ █ ▒ +; .db 7 +; .db %11100100 +; .db %11110010 +; .db %01111010 +; .db %10011010 +; .db %01111010 +; .db %11110010 +; .db %11100100 +maxarmor = 63 ;maximum HPs you can get +;spr_icon02a: +; .db 16,6 ;tailbeam.......:.......: +; .db %10000000 ;█ ▒ +; .db %10000011 ;█ ██ ▒ +; .db %10000001 ;█ ███ ▒ +; .db %10111011 ;█ ███ ███ ██ ██▒ +; .db %10000001 ;█ ███ ▒ +; .db %10000011 ;█ ██ ▒ +; .db %10000000 ;█ ▒ +; .db 5 +; .db %00000000 +; .db %00000000 +; .db %11000000 +; .db %10110011 +; .db %11000000 +spr_icon02: .db 16,7 ;updouble.......:.......: .db %10000000 ;█ ██ ▒ .db %10000000 ;█ ██ ▒ @@ -3475,6 +4112,20 @@ spr_icon02b: .db %00000000 .db %00011110 spr_icon03: + .db 16,7 ;laser .......:.......: + .db %10000000 ;█ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %11110111 ;████ ███████▒▒▒█▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %10000000 ;█ ▒ + .db 4 + .db %00000000 + .db %00000000 + .db %00000000 + .db %11111111 +spr_icon04: .db 11,7 ;bullets .......:.......: .db %10000000 ;█ ██ ▒ .db %10000011 ;█ █████ ▒▒▒ ▒ @@ -3491,20 +4142,6 @@ spr_icon03: .db %11000000 .db %11100000 .db %11000000 -spr_icon04: - .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 ;█ ███ ▒ @@ -3521,24 +4158,108 @@ spr_icon05: .db %10000000 .db %00000000 .db %11000011 + +#endif +#ifdef TI83 + +spr_lship: + .db 3,3 ;li'l ship indicating lives left + .db %11000000 ;██ ▒▒ + .db %01100000 ; ██ ▒▒ + .db %11000000 ;██ ▒▒ +lshipsize = 3 ;space between two ship icons + +spr_icon: + .db 10,7 ;selected.......:.......: + .db %11111111 ;███████████ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11111111 ;███████████ + .db 7 + .db %11100000 + .db %00100000 + .db %00100000 + .db %00100000 + .db %00100000 + .db %00100000 + .db %11100000 +spr_icon00: + .db 9,7 ;unused .......:.......: + .db %10000000 ;█ + .db %10111111 ;█ ███████ + .db %10101010 ;█ █ █ █ █ + .db %10110101 ;█ ██ █ ██ + .db %10101010 ;█ █ █ █ █ + .db %10111111 ;█ ███████ + .db %10000000 ;█ + .db 6 + .db %00000000 + .db %10000000 + .db %10000000 + .db %10000000 + .db %10000000 + .db %10000000 +maxarmor = 63 ;maximum HPs you can get +spr_icon03: + .db 5,7 ;laser .......:.......: + .db %10000000 ;█ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10111000 ;█ ███ ▒▒▒ ▒ + .db %10000000 ;█ ▒ +spr_icon04: + .db 5,7 ;bullets .......:.......: + .db %10000000 ;█ ▒ + .db %10110000 ;█ ██ ▒▒▒ ▒ + .db %10101000 ;█ █ █ ▒▒▒ ▒ + .db %10110000 ;█ ██ ▒▒▒ ▒ + .db %10101000 ;█ █ █ ▒▒▒ ▒ + .db %10110000 ;█ ██ ▒▒▒ ▒ + .db %10000000 ;█ ▒ +spr_icon05: + .db 7,7 ;multiple.......:.......: + .db %10000000 ;█ ▒ + .db %10100010 ;█ █ █ ▒ + .db %10110110 ;█ ██ ██ ▒ + .db %10101010 ;█ █ █ █ ▒ + .db %10100010 ;█ █ █ ▒ + .db %10100010 ;█ █ █ ▒ + .db %10000000 ;█ ▒ + +#endif + spr_dividerline: .db 8,7 .db 128,128,128,128,128,128,128 ;128 = %10000000 -;---------------------------- texts ----------------------------------------- +;---------------------------- texts ------------------------------------------ +#ifdef TI83 +txt_email: .db 127," www.shiar.org ",127,0 ;title screen +_txt_email = $3A20 +txt_about: .db "v1.0.C21 ",127," by Shiar",0 ;right behind txt_email +_txt_about = $3311 +#endif +#ifdef TI86 txt_email: .db "www.shiar.org ",127 ;title screen .db " shiar0@hotmail.com",0 _txt_email = $3A01 ;$3A1E=just email -txt_about: .db "v0.99.829 ",127," by Shiar",0 ;right behind txt_email +txt_about: .db "v1.0.C21 ",127," by Shiar",0 ;right behind txt_email _txt_about = $3321 +#endif + txt_menu1: .db "NEW GAME",0 txt_menu2: .db "CONTINUE",0 txt_difhardcore:.db "Hardcore!",0 txt_difnormal: .db "Normal",0 -txt_updouble: .db "Up Double",0 -txt_tailbeam: .db "Tail Beam",0 +txt_shpbeam: .db "Beam",0 +txt_shplaser: .db "Laser",0 txt_level: .db "LEVEL ",0 ;new level screen txt_lives: .db "Lx0",0 @@ -3553,184 +4274,325 @@ txt_pause: .db " ",6,"/",7," ",$1C,"contrast; " _txt_pause = $020B txt_pressenter: .db "Enter to continue",0 ;pause _txt_pressenter = $0201 +#ifdef teacherkey txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher txt_teacherans: .db Lneg,"14.6549373495",0 +#endif -;---------------------------- save data ------------------------------------- - -storehi_start: -hiscore .dw 0 ;default hiscore -hiname .db "shiar.99",0 ; " " name -storehi_end: - -invertmode: cpl ;saves B<>W mode setting cpl - -storesave_start: ;--SAVED GAME-- defs: -your_ship .dw spr_ship01 ;your sprite (^invertmode^) sprs1 -level .db 1 ;level number 1 -levelp .dw level00 ;pointer to level data lev00 -pickuptimer .db 4 ;counts when to place a pickup 4 -your_extramode .db 1 ;you have tail or double 1 -your_score .dw 0 ;current score 0 -your_pickup .db 0 ;pickups already picked up 0 -your_occ .db 0 ;0=normal 1..16=exploding 0 -your_shield .db 0 ;invincibility left 0 -your_armor .db 24 ;HP left 12 -your_lives .db 3 ;lives left 3 -your_weapon .db 3 ;current weapon upgrade 0 -your_multiples .db 0 ;multiples present 0 -your_extra .db 0 ;extra beam present 0 -hardcore .db 0 ;hardcore mode if non-0 0 -storesave_end: - -time2invert: .db 0 ;time until b<>w switch (0 at startup) - -;------------------------------ levels data --------------------------------- +;------------------------------ levels data ---------------------------------- ;format:boss: [moveType] [enemyType] ; @level: [nr.dif.enemies]x [enemy nr] ; [min. enemy frequency] [enemy frequency max.inc] -; [next lvl (=nrenemies+4)] [level_info: 1:ceiling 1:ground] +; [next lvl (=nrenemies+4)] [level_info: 0000000 1:ground] ; [tunnel size] [groundtype] [stars1] [stars2] ;efrequency must be odd if halfluring! +#ifdef story .db 0 ;storyline ID levelstart: ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end] - .db 25,33,"Imperial ships have",0,0 - .db 31,9,"been sent to intercept you",0,31-25+6,-1 - - .db 30 -level00:.db 5,2,4,2,1,1 + .db 28,35,"COSMIC YEAR 6718",0,28-28+6 + .db 10,8,"INTELLIGENCE REPORTS ", + .db "BACTERION",0,0 + .db 17,7,"FORCES ARE BUILDING A ", + .db "NEW VESSEL",0,0 + .db 33,32,"A POWERFUL VESSEL",0,0 + .db 40,15,"THAT COULD EASILY DESTROY", + .db " US",0,0 + .db 47,36,"ONCE COMPLETED",0,47-10+6 + + .db 22,1,"YOU HAVE TO GO INTO THE ", + .db "HEART OF THEIR",0,0 + .db 28,1,"SPACE AND DESTROY THE VESSEL", + .db " BEFORE",0,0 + .db 34,22,"IT BECOMES OPERATIONAL.",0,34-22+6 + .db 25,56,"GOOD",0,0 + .db 32,56,"LUCK",0,32-25+6 + .db -1 +#endif + .db 40 +#ifndef story +levelstart: +#endif +level00: ;intro + .db 5,3,5,3,2,2 .db 28,73,13 - .db %00,0,0,1,1 + .db %0,0,1,1 - .db 31 ;boss for level01 -level01:.db 2,2,4 ;enemies + .db 41 +level01:.db 2,3,5 .db 26,70,20 - .db %00,0,0,1,1 + .db %0,0,1,1 - .db 32 -level02:.db 3,2,3,4 + .db 42 +level02:.db 3,3,4,5 .db 20,60,60 - .db %00,0,0,1,1 + .db %0,0,1,1 - .db 33 -level03:.db 4,3,4,5,6 + .db 43 +level03:.db 4,4,5,6,7 .db 17,40,75 - .db %00,0,0,1,1 - + .db %0,0,1,1 +#ifdef story .db 0 - .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 - -;---- approaching asteroid belt - .db 34 -level04:.db 5,7,7,8,10,11 + .db 25,2,"LONG-RANGE SCANNERS ARE ", + .db "SHOWING",0,0 + .db 32,2,"LOTS OF ENEMY VESSELS ", + .db "APPROACHING",0,32-25+6 + .db 22,9,"I'M CHANGING COURSE TO A", + .db " NEARBY",0,0 + .db 28,4,"ASTEROID BELT AND TRY TO ", + .db "LOSE THEM",0,0 + .db 34,48,"INTHERE...",0,34-22+6 + .db -1 +#endif + .db 44 +level04: ;approaching asteroid belt + .db 5,8,8,9,11,12 .db 17,27,70 - .db %00,0,0,1,1 + .db %0,0,1,1 -;---- light asteroid belt - .db 35 -level05:.db 7,9,10,8,10,11,11,13 + .db 45 +level05: ;inside belt + .db 7,10,11,9,11,12,12,14 .db 12,24,80 - .db %00,0,0,1,1 + .db %0,0,1,1 -;---- inside asteroid belt - .db 36 -level06:.db 10,9,10,11,11,13,12,12,13,14,14 + .db 46 +level06: ;(deep inside) + .db 10,10,11,12,12,14,13,13,14,15,15 .db 7,18,180 - .db %00,0,0,1,1 - - .db 37 -level07:.db 4,15,16,17,5 + .db %0,0,1,1 +#ifdef story + .db 0 + .db 28,6,"APPROACHING BACTERION ", + .db "TERRATORY",0,6 + .db 25,10,"READING LOTS OF ENEMY ", + .db "VESSELS",0,0 + .db 32,24,"ON AN INTERCEPT COURSE",0,32-25+6 + .db -1 +#endif + .db 47 +level07:.db 4,16,17,18,6 .db 22,29,62 - .db %00,0,0,1,1 ;-1=%11111111=line + .db %0,0,1,1 ;-1=%11111111=line - .db 38 -level08:.db 5,15,16,17,18,18 + .db 48 +level08:.db 5,16,17,18,19,19 .db 20,38,57 - .db %00,0,0,1,1 + .db %0,0,1,1 - .db 39 -level09:.db 3,18,19,20 + .db 49 +level09: ;lot of triples + .db 3,19,20,21 .db 19,63,57 - .db %00,0,0,1,1 - - .db 0,1,1,"That`s all folks...",0,0 - .db 20,50,"for now...",0,20-0+6,-1 - -endlevel = 10 + .db %0,0,1,1 + + .db 50 +level10: ;likely no pickups here (hard) + .db 7,22,23,24,24,24,25,26 + .db 22,26,51 + .db %0,0,1,1 +#ifdef story + .db 0 + .db 24,18,"REACHED THEIR HOMEPLANET",0,0 + .db 33,18,"SCANNING FOR THE VESSEL...",0,33-24+6 + .db -1 +#endif + .db 50 +level11: ;planet level + .db 8,27,27,28,28,29,29,29,30 + .db 6,8,108 + .db %1,-7,-1,-1 + + .db 50 +level12: ;planet level 2 + .db 4,39,30,31,31 + .db 16,8,49 + .db %1,-10,1,1 +#ifdef story + .db 0 + .db 18,11,"ENEMY VESSEL STRAIGHT " + .db "AHEAD...",0,0 + .db 25,16,"IT SEEMS TO BE " + .db "OPERATIONAL!!",0,0 + .db 33,19,"WELL YOU'VE COME THIS " + .db "FAR;",0,0 + .db 39,8,"TRY TO DESTROY IT, OR DIE " + .db "TRYING....",0,39-18+6 + .db -1 +#endif + .db 51 +level13: ;endlevel + .db 1,26 + .db 5,20,18 + .db %0,0,1,1 +#ifdef story + .db 0 + .db 1,1,"Thats all folks...",0,0 + .db 20,50,"for now...",0,20-1+6 + .db -1 +#endif +endlevel = 13+1 -pickupfreq = 10 +pickupfreq = 19 -;------------------------------ enemies ------------------------------------- +;------------------------------ enemies -------------------------------------- ;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)] ; [movetype] [time2fire] [firefreq] [firetype] -;occ: 00=no enemy; 01=exploding (sprite=frame); 10=pickup; 11=enemy -;appearances: 1=random; 2=lure; 3=halflure -;movetypes: 1=updown; 2=1/4x; 3=1/2x; 4=3/4x; 5=3/2x; 6=2x; 7=ylure50%; -; 7=ylure; 8=ylure50%; 9=x; 10=x+y-lure 50%; 11=-1/2x; 12=-1x -;firetypes: 1=normal; 6=aiming; 7=triple; 8=double +;occ: %00=no enemy; 01=exploding (sprite=frame); 10=pickup; 11=enemy +;appearances: 0+=ypos; -1=random; -2=lure; -3=halflure +;movetypes: 0=1x; 1=updown; 2=0.25x; 3=0.5x; 4=0.75x; 5=1.25x; 6=1.5x; +; 7=2x; 8=3x; 9=ylure50%; 10=ylure; 11=ylure50%; 12=x+y-lure 50%; +; 13=-1/2x; 14=-1x; 16=boss; 17=right+1 +;firetypes: 1=normal; 2=down; 3=up; 4=1/2down; 5=1/2up; 6=aiming(2-5); +; 7=triple; 8=double; 9=wide5; 10=wide7; 11=ran; 12=10+enemies +; 13=base; 14=ranY; 15=wide3; 16=5x enemyspecs: ;10 bytes/enemy | max.enemies <64 | sprites use <768 bytes - .db 0,%00000110,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;pickup -;1-6=basic enemies , , , , , , , , - .db 0,%00000111,spr_enemyE0&255,spr_enemyE0/256,128,1,00,12, 0,1 ;intro - .db 0,%00010011,spr_enemyE1&255,spr_enemyE1/256,128,1,00,10, 0,1 ;weak - .db 0,%00110011,spr_enemyE4&255,spr_enemyE4/256,128,1,03, 6,50,1 ;slow - .db 0,%00100111,spr_enemyE2&255,spr_enemyE2/256,128,1,00, 1, 0,1 - .db 0,%00101111,spr_enemyE3&255,spr_enemyE3/256,128,3,00,19,39,8 ;heavy - .db 0,%00101011,spr_enemyE5&255,spr_enemyE5/256,128,3,05, 1, 0,1 ;fast -;7-9=backwards enemies , , , , , , , , - .db 0,%00011111,spr_enemyB1&255,spr_enemyB1/256,000,3,11,19,92,1 - .db 0,%00101111,spr_enemyB2&255,spr_enemyB2/256,000,1,12,11,45,1 - .db 0,%00110111,spr_enemyB3&255,spr_enemyB3/256,000,1,11,10,41,8 ;small -;10-14=asteroid , , , , , , , , - .db 0,%00100111,spr_enemyA1&255,spr_enemyA1/256,128,1,04, 0, 0,1 - .db 0,%00111111,spr_enemyA2&255,spr_enemyA2/256,128,1,00, 0, 0,1 - .db 0,%01011011,spr_enemyA3&255,spr_enemyA3/256,128,1,05, 0, 0,1 - .db 1,%00001011,spr_enemyA4&255,spr_enemyA4/256,128,1,03, 0, 0,1 ;slow+hard - .db 0,%00111111,spr_enemyA4&255,spr_enemyA4/256,128,1,06, 0, 0,1 -;15-20=improved enemies, , , , , , , , - .db 0,%01001011,spr_enemyG1&255,spr_enemyG1/256,128,3,00, 3,40,1 - .db 0,%01011111,spr_enemyG2&255,spr_enemyG2/256,128,3,00, 1,36,1 - .db 0,%00110011,spr_enemyG5&255,spr_enemyG5/256,128,1,01, 9,52,1 ;updown - .db 0,%01111011,spr_enemyG3&255,spr_enemyG3/256,128,3,04, 7,99,7 ;3x - .db 0,%10110111,spr_enemyG4&255,spr_enemyG4/256,128,2,01,17, 0,7 ;updown3x - .db 0,%10001011,spr_enemyG6&255,spr_enemyG6/256,128,2,07,62,60,8 ;lure -;21-29=unused, , , , , , , , , - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;21 - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;22 - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;23 - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;24 - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;25 - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;26 - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;27 - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;28 - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;29 -;30-34=first bosses , , , , , , , , - .db 1,%00100011,spr_boss01 &255,spr_boss01 /256,127,1,09,35,50,7 ;triple - .db 1,%00101011,spr_boss02 &255,spr_boss02 /256,127,1,09,20,12,1 ;small - .db 1,%00111111,spr_boss03 &255,spr_boss03 /256,127,1,09,15,11,8 ;normal - .db 1,%01001111,spr_boss04 &255,spr_boss04 /256,127,3,10,10,11,1 ;moving - .db 0,%11111111,spr_boss05 &255,spr_boss05 /256,127,2,10, 1, 4,1 ;weak+rapidfire -;35-36=asteroid bosses , , , , , , , , - .db 2,%00001011,spr_bossA1 &255,spr_bossA1 /256,127,1,10,36,14,6 - .db 2,%00110011,spr_bossA1 &255,spr_bossA1 /256,127,2,10,28,12,6 -;37-40=big bosses , , , , , , , , - .db 2,%00000011,spr_boss07 &255,spr_boss07 /256,127,3,08,31, 8,7 - .db 2,%00100111,spr_boss06 &255,spr_boss06 /256,127,3,08,13, 7,7 - .db 2,%00100111,spr_boss08 &255,spr_boss08 /256,127,1,08,18, 8,9 ;quad - .db 2,%10010011,spr_boss09 &255,spr_boss09 /256,127,1,08,21, 9,10 ;6x +#ifdef TI86 +;0-1=pickups + .db 0,%00000010,spr_enemyP1&255,spr_enemyP1/256,128,-2,03, 0, 0,1 ;pickup + .db 0,%00000110,spr_enemyP2&255,spr_enemyP2/256,128,-2,03, 0, 0,1 ;bigpickup +;2-7=basic enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%00001011,spr_enemyE0&255,spr_enemyE0/256,128,-1,00,12, 0,1 ;intro + .db 0,%00100011,spr_enemyE1&255,spr_enemyE1/256,128,-1,00,10, 0,1 ;weak + .db 0,%01100011,spr_enemyE4&255,spr_enemyE4/256,128,-1,03, 6,50,1 ;slow + .db 0,%01001011,spr_enemyE2&255,spr_enemyE2/256,128,-1,00, 1, 0,1 + .db 0,%01011011,spr_enemyE3&255,spr_enemyE3/256,128,-3,00,19,39,8 ;heavy + .db 0,%01010011,spr_enemyE5&255,spr_enemyE5/256,128,-3,05, 1, 0,1 ;fast +;8-10=backwards enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%00111011,spr_enemyB1&255,spr_enemyB1/256,000,-3,13,19,92,1 + .db 0,%01011011,spr_enemyB2&255,spr_enemyB2/256,000,-1,14,11,45,1 + .db 0,%01101011,spr_enemyB3&255,spr_enemyB3/256,000,-1,13,10,41,8 ;small +;11-15=asteroid ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%01001011,spr_enemyA1&255,spr_enemyA1/256,128,-1,04, 0, 0,1 + .db 0,%01111011,spr_enemyA2&255,spr_enemyA2/256,128,-1,00, 0, 0,1 + .db 0,%10110011,spr_enemyA3&255,spr_enemyA3/256,128,-1,06, 0, 0,1 + .db 1,%00010011,spr_enemyA4&255,spr_enemyA4/256,128,-1,03, 0, 0,1 ;slow+hard + .db 0,%01111011,spr_enemyA4&255,spr_enemyA4/256,128,-1,07, 0, 0,1 +;16-21=improved enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%10010011,spr_enemyG1&255,spr_enemyG1/256,128,-3,00, 3,40,1 + .db 0,%10111011,spr_enemyG2&255,spr_enemyG2/256,128,-3,00, 1,36,1 + .db 0,%01100011,spr_enemyG5&255,spr_enemyG5/256,128,-1,01, 9,52,1 ;updown + .db 0,%11110011,spr_enemyG3&255,spr_enemyG3/256,128,-3,04, 7,99,15 ;3x + .db 1,%01101011,spr_enemyG4&255,spr_enemyG4/256,128,-2,01,17, 0,15 ;updown3x + .db 1,%00010011,spr_enemyG6&255,spr_enemyG6/256,128,-2,09,62,60,8 ;lure +;22-26=hi-speed ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00010011,spr_enemyS2&255,spr_enemyS2/256,128,-2,06, 3,32,8 ;fast + .db 0,%11111011,spr_enemyS1&255,spr_enemyS1/256,128,-3,09, 2,28,1 ;lure + .db 1,%00101011,spr_enemyS4&255,spr_enemyS4/256,128,-3,07, 0, 0,1 ;vfast+nofire + .db 1,%01110011,spr_enemyS3&255,spr_enemyS3/256,128,-1,09, 1,20,8 ;lure+ + .db 0,%11011011,spr_enemyS2&255,spr_enemyS2/256,128,-2,01, 3,7,11 ;updown+ran +;27-29=hyper ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00001011,spr_enemyN1&255,spr_enemyN1/256,128,-1,07, 0, 0,1 + .db 1,%00010111,spr_enemyN2&255,spr_enemyN2/256,128,-2,07, 0, 0,1 + .db 1,%00001111,spr_enemyN3&255,spr_enemyN3/256,128,-1,08, 0, 0,1 ;xfast +;30-31=turrets,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%10001111,spr_enemyT1&255,spr_enemyT1/256,128,-4,00, 1,15,3 ;turret L + .db 1,%11011011,spr_enemyT1&255,spr_enemyT1/256,128,-4,00, 1,16,5 ;turret l + + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 +;37-38=final boss' enemy,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,128,-3,01, 0, 0,1 ;moving + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,128,23,11, 0, 0,1 ;mid+lure +;39=misc ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db -1,%11111111,spr_enemyM2&255,spr_enemyM2/256,128,-2,08, 0, 0,1 ;bullet +boss1enemy = 37 +boss2enemy = 38 +;40-44=first bosses ,spr_ &255,spr_ /256, X, Y, d,WT,WF,W + .db 2,%01000111,spr_boss01&255,spr_boss01 /256,127,-1,11,35,48,15 ;triple + .db 2,%01010011,spr_boss02&255,spr_boss02 /256,127,-1,11,20,12,1 ;single + .db 2,%11011011,spr_boss03&255,spr_boss03 /256,127,-1,10,15, 8,8 ;double + .db 3,%00111111,spr_boss04&255,spr_boss04 /256,127,-3,12,10,11,1 ;Flure + .db 4,%01011011,spr_boss05&255,spr_boss05 /256,000,-2,17, 1,3,11 ;ranfire +;45-46=asteroid bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 5,%01101111,spr_bossA1&255,spr_bossA1 /256,127,-2,12,28,14,7 ;Flure + .db 20,%00011111,spr_bossA2&255,spr_bossA2 /256,119,00,16,31, 3,14 ;fullscreen +;47-51=big bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 4,%00010111,spr_boss07&255,spr_boss07 /256,127,-3,10,31, 8,16 ;5x + .db 6,%10001111,spr_boss08&255,spr_boss08 /256,127,-1,10,18, 8,9 ;quad + .db 3,%10111011,spr_boss06&255,spr_boss06 /256,127,-2,12, 1, 4,1 ;weak+rapidfire + .db 7,%11101011,spr_boss09&255,spr_boss09 /256,127,-1,10,21, 9,10 ;6x + .db 9,%11011011,spr_boss10&255,spr_boss10 /256,127,-1,10,12,11,12 ;enemies +#else +;0-1=pickups + .db 0,%00000010,spr_enemyP1&255,spr_enemyP1/256,96,-2,03, 0, 0,1 ;pickup + .db 0,%00000110,spr_enemyP2&255,spr_enemyP2/256,96,-2,03, 0, 0,1 ;bigpickup +;2-7=basic enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%00001011,spr_enemyE0&255,spr_enemyE0/256,96,-1,00,12, 0,1 ;intro + .db 0,%00100011,spr_enemyE1&255,spr_enemyE1/256,96,-1,00,10, 0,1 ;weak + .db 0,%01100011,spr_enemyE4&255,spr_enemyE4/256,96,-1,03, 6,50,1 ;slow + .db 0,%01001011,spr_enemyE2&255,spr_enemyE2/256,96,-1,00, 1, 0,1 + .db 0,%01011011,spr_enemyE3&255,spr_enemyE3/256,96,-3,00,19,39,8 ;heavy + .db 0,%01010011,spr_enemyE5&255,spr_enemyE5/256,96,-3,05, 1, 0,1 ;fast +;8-10=backwards enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%00111011,spr_enemyB1&255,spr_enemyB1/256,00,-3,13,19,92,1 + .db 0,%01011011,spr_enemyB2&255,spr_enemyB2/256,00,-1,14,11,45,1 + .db 0,%01101011,spr_enemyB3&255,spr_enemyB3/256,00,-1,13,10,41,8 ;small +;11-15=asteroid ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%01001011,spr_enemyA1&255,spr_enemyA1/256,96,-1,04, 0, 0,1 + .db 0,%01111011,spr_enemyA2&255,spr_enemyA2/256,96,-1,00, 0, 0,1 + .db 0,%10110011,spr_enemyA3&255,spr_enemyA3/256,96,-1,06, 0, 0,1 + .db 1,%00010011,spr_enemyA4&255,spr_enemyA4/256,96,-1,03, 0, 0,1 ;slow+hard + .db 0,%01111011,spr_enemyA4&255,spr_enemyA4/256,96,-1,07, 0, 0,1 +;16-21=improved enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%10010011,spr_enemyG1&255,spr_enemyG1/256,96,-3,00, 3,40,1 + .db 0,%10111011,spr_enemyG2&255,spr_enemyG2/256,96,-3,00, 1,36,1 + .db 0,%01100011,spr_enemyG5&255,spr_enemyG5/256,96,-1,01, 9,52,1 ;updown + .db 0,%11110011,spr_enemyG3&255,spr_enemyG3/256,96,-3,04, 7,99,15 ;3x + .db 1,%01101011,spr_enemyG4&255,spr_enemyG4/256,96,-2,01,17, 0,15 ;updown3x + .db 1,%00010011,spr_enemyG6&255,spr_enemyG6/256,96,-2,09,62,60,8 ;lure +;22-26=hi-speed ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00010011,spr_enemyS2&255,spr_enemyS2/256,96,-2,06, 3,32,8 ;fast + .db 0,%11111011,spr_enemyS1&255,spr_enemyS1/256,96,-3,09, 2,28,1 ;lure + .db 1,%00101011,spr_enemyS4&255,spr_enemyS4/256,96,-3,07, 0, 0,1 ;vfast+nofire + .db 1,%01110011,spr_enemyS3&255,spr_enemyS3/256,96,-1,09, 1,20,8 ;lure+ + .db 0,%11011011,spr_enemyS2&255,spr_enemyS2/256,96,-2,01, 3,7,11 ;updown+ran +;27-29=hyper ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00001011,spr_enemyN1&255,spr_enemyN1/256,96,-1,07, 0, 0,1 + .db 1,%00010111,spr_enemyN2&255,spr_enemyN2/256,96,-2,07, 0, 0,1 + .db 1,%00001111,spr_enemyN3&255,spr_enemyN3/256,96,-1,08, 0, 0,1 ;xfast +;30-31=turrets,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%10001111,spr_enemyT1&255,spr_enemyT1/256,96,-4,00, 1,15,3 ;turret L + .db 1,%11011011,spr_enemyT1&255,spr_enemyT1/256,96,-4,00, 1,16,5 ;turret l + + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 +;37-38=final boss' enemy,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,96,-3,01, 0, 0,1 ;moving + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,96,23,11, 0, 0,1 ;mid+lure +;39=misc ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db -1,%11111111,spr_enemyM2&255,spr_enemyM2/256,96,-2,08, 0, 0,1 ;bullet +boss1enemy = 37 +boss2enemy = 38 +;40-44=first bosses ,spr_ &255,spr_ /256, X, Y, d,WT,WF,W + .db 2,%01000111,spr_boss01&255,spr_boss01 /256,95,-1,11,35,48,15 ;triple + .db 2,%01010011,spr_boss02&255,spr_boss02 /256,95,-1,11,20,12,1 ;single + .db 2,%11011011,spr_boss03&255,spr_boss03 /256,95,-1,10,15, 8,8 ;double + .db 3,%00111111,spr_boss04&255,spr_boss04 /256,95,-3,12,10,11,1 ;Flure + .db 4,%01011011,spr_boss05&255,spr_boss05 /256,00,-2,17, 1,3,11 ;ranfire +;45-46=asteroid bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 5,%01101111,spr_bossA1&255,spr_bossA1 /256,95,-2,12,28,14,7 ;Flure + .db 20,%00011111,spr_bossA2&255,spr_bossA2 /256,87,00,16,31, 3,14 ;fullscreen +;47-51=big bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 4,%00010111,spr_boss07&255,spr_boss07 /256,95,-3,10,31, 8,16 ;5x + .db 6,%10001111,spr_boss08&255,spr_boss08 /256,95,-1,10,18, 8,9 ;quad + .db 3,%10111011,spr_boss06&255,spr_boss06 /256,95,-2,12, 1, 4,1 ;weak+rapidfire + .db 7,%11101011,spr_boss09&255,spr_boss09 /256,95,-1,10,21, 9,10 ;6x + .db 9,%11011011,spr_boss10&255,spr_boss10 /256,95,-1,10,12,11,12 ;enemies +#endif spr_enemy00: +spr_enemyP1: .db 10,8 ;pickup .db %00111111 ; ██████ .db %01100001 ; ██ ██ @@ -3748,6 +4610,27 @@ spr_enemy00: .db %01000000 .db %01000000 .db %10000000 +spr_enemyP2: + .db 11,9 ;big pickup + .db %00111111 ; ███████ + .db %01100000 ; ██ ██ + .db %10001110 ;█ ███ █ + .db %10111011 ;█ ███ ███ █ + .db %10100000 ;█ █ █ █ + .db %10111011 ;█ ███ ███ █ + .db %10001110 ;█ ███ █ + .db %01100000 ; ██ ██ + .db %00111111 ; ███████ + .db 9 + .db %10000000 + .db %11000000 + .db %00100000 + .db %10100000 + .db %10100000 + .db %10100000 + .db %00100000 + .db %11000000 + .db %10000000 spr_enemyE0: .db 6,7 ;weak @@ -3937,7 +4820,7 @@ spr_enemyS3: .db %01111110 ; ██████ .db %00011110 ; ████ spr_enemyS4: - .db 8,6 ;cheap intercept + .db 8,6 ;fast interceptor .db %00011011 ; ██ ██ .db %01110110 ; ███ ██ .db %10111100 ; █ ████ @@ -3993,6 +4876,43 @@ spr_enemyN5: .db %01010010 ; █ █ █ .db %01111100 ; ████ +spr_enemyT1: + .db 8,7 ;turret left + .db %11000000 ;██ + .db %01100000 ; ██ + .db %00110000 ; ██ + .db %01011100 ; █ ███ + .db %10110110 ;█ ██ ██ + .db %01011010 ; █ ██ █ + .db %11111111 ;████████ +spr_enemyT2: + .db 8,7 ;turret right + .db %00000011 ; ██ + .db %00000110 ; ██ + .db %00001100 ; ██ + .db %00111010 ; ███ █ + .db %01101101 ; ██ ██ █ + .db %01011010 ; █ ██ █ + .db %11111111 ;████████ + +spr_enemyM1: + .db 8,7 ;mine + .db %00111100 ; ████ + .db %01011010 ; █ ██ █ + .db %11111111 ;████████ + .db %01001010 ; █ █ █ + .db %11111111 ;████████ + .db %01011010 ; █ ██ █ + .db %00111100 ; ████ +spr_enemyM2: + .db 7,6 ;giant bullet + .db %00011000 ; ██▒ + .db %01111110 ; ██████▒ + .db %11111000 ;█████▒ + .db %11111100 ;██████▒ + .db %01111110 ; ██████▒ + .db %00111000 ; ███▒ + spr_boss01: .db 9,12 ;.......:.2.....: .db %00000111 ; ████ @@ -4013,7 +4933,7 @@ spr_boss01: .db %00000000 .db %00000000 .db %10000000 - .db %00000000 + .db %00000000 ;...what a waste of space... .db %00000000 .db %10000000 .db %00000000 @@ -4140,6 +5060,29 @@ spr_bossA1: .db %11110000 .db %11000000 spr_boss06: + .db 16,10 ;.......:.......: + .db %10111110 ;█ █████ ███ + .db %00000011 ; ███ ████ + .db %01110101 ; ███ █ ████ ██ █ + .db %11111101 ;██████ █ ███ █ + .db %00000110 ; ██ █ █ ██ █ + .db %00000110 ; ██ █ █ ██ █ + .db %11111101 ;██████ █ ███ █ + .db %01110101 ; ███ █ ████ ██ █ + .db %00000011 ; ███ ████ + .db %10111110 ;█ █████ ███ + .db 10 + .db %00111000 + .db %10001111 + .db %11101101 + .db %01110010 + .db %10101101 + .db %10101101 + .db %01110010 + .db %11101101 + .db %10001111 + .db %00111000 +spr_boss07: ;modelled after a Nemesis][MSX boss .db 16,15 ;.......:.......: .db %00001111 ; █████ .db %00111110 ; █████ █████ @@ -4156,7 +5099,7 @@ spr_boss06: .db %01111101 ; █████ █ ███████ .db %00111110 ; █████ █████ .db %00001111 ; █████ - .db 15 ;modelled after a Nemesis][MSX boss + .db 15 .db %10000000 .db %11111000 .db %01111111 @@ -4172,7 +5115,7 @@ spr_boss06: .db %01111111 .db %11111000 .db %10000000 -spr_boss07: +spr_boss08: ;modelled after a Nemesis][MSX boss .db 16,18 ;.......:.......: .db %00000000 ; █ █ .db %00000111 ; ███ ███ @@ -4193,7 +5136,7 @@ spr_boss07: .db %00000011 ; ████ █ .db %00000111 ; ███ ███ .db 19 ; █ █ - .db %01010000 ;modelled after a Nemesis][MSX boss + .db %01010000 .db %01110000 .db %11010000 .db %10110000 @@ -4212,7 +5155,7 @@ spr_boss07: .db %11010000 .db %01110000 .db %01010000 -spr_boss08: +spr_boss09: .db 14,14 ;.......:......7: .db %01100111 ; ██ ████ ██ .db %11001011 ;██ █ ██ █ ██ @@ -4243,7 +5186,7 @@ spr_boss08: .db %00110100 .db %01001100 .db %10011000 -spr_boss09: +spr_boss10: .db 16,19 ;.......:.......: .db %01111011 ; ████ ███ .db %10000110 ;█ ██ █████ @@ -4284,12 +5227,35 @@ spr_boss09: .db %10100000 .db %11111000 .db %10000000 +;spr_bossA2: ;in asm code -;---------------------------------------------------------------------------- +;----------------------------------------------------------------------------- ;----------------------------- logo ------------------------------------------ -;---------------------------------------------------------------------------- +;----------------------------------------------------------------------------- logo_nemesis: +#ifdef TI83 +.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011 +.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011 +.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011 +.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000 +.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000 +.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +#endif +#ifdef TI86 .db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111110 .db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11111100 .db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11111000 @@ -4309,91 +5275,19 @@ logo_nemesis: .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001 +#endif -;----------------------------- end ------------------------------------------ +;----------------------------- end ------------------------------------------- .end .end -;---------------------------------------------------------------------------- -;---------------------------------------------------------------------------- -;---------------------------------------------------------------------------- +;----------------------------------------------------------------------------- +;----------------------------------------------------------------------------- +;----------------------------------------------------------------------------- -; 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 -; - internal levels again (no need 4 external, safer/smaller) -; # some registers not correctly pushed/popped -; * 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 -; # no more error at activation after APD off after running Nemesis -; # saves correctly if own name ain't "nemesis" + some bytes smaller -; # screen wasn't always entirely cleared after quit -; * waits until all keys have been released after death -; + different bullets sizes will miss if they're too small -; + at level start "press F1 to save"-text will be displayed -; * w3.shiar.org displayed at title screen, black bar behind version nr -; # score to 0 when exit pressed at main menu -; # no residual story-text in first frame of game -; # game doesn't continue again after death (stack messed up) -; # game over when lives<0 (didn't work in v0.96+) -; * using some self-modifiing code (so it's smaller) -; # new random procedure: stars don't appear on one line anymore -; * weapons appear centered at multiples -; * laser properties can be changed (damage, charge) -; + 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) -; -; 0.99.829 -- 29.VIII.00 -- size 6861 +; 0.99.99 -- 9.IX.00 -- size 6936 ; ; + you can have upto FOUR multiples! (~20 pixels apart) ; * some optimizations: keycall, menu handling, port nops removed, @@ -4441,7 +5335,54 @@ logo_nemesis: ; * enemy sprite pointers stored as words (thus increasing sprite table ; length from 768B to 65kB, and increasing sprite calculation speed) ; * hardcore mode does _more_ than doubled damage (bulletsdamage +1) +; * 10 bytes off by optimizing main menu a little +; * and optimizations to hiscore name handling saved another 17 bytes! +; * score increased by 1 per placed enemy, instead of time (otherwise +; you could just evade bosses for a long time for very high score) +; * findpixel optimized (or rather un-unoptimized: restored to original) +; # ground fixed again (and optimized for tunnel only) +; # prevents exploding more than once (not dieing while inside ground) +; * some unneccessary pushes removed +; + final boss also fires moving mines (just up/down-enemies) +; * on collision less damage to enemy, more to you (bosses too simple) +; * normal pickups will increase armor and shield directly (no [alpha]) +; + a large pickup'll appear at the end of a level which will select +; your next upgrade: beamweapon, laser, multiple/tailbeam/up-double +; + a small explosion is displayed when enemy's hit but not destroyed +; # _all_ multiples appear at your position at start of level +; # bug in selecting multiples fixed (recent bug) +; + getting passed 3rd upgrade (4 pickups) increases score by 250! +; - second icon integrated in 5th, first two icons removed (unused now) +; * the armor bar is now 5 pixels in height; very visible +; # if selecting upgrade or starting level, charge bar wasn't displayed +; +; 1.00.C21 -- 21.XII.00 -- size 6797 +; +; * armor-bar background, empty upgrades sprites changed +; + shows sprite when laser hits an enemy (his "shield"?) +; + exit-key also quits out of ship selection screen +; # fixed direct-quit on death bug (bug since recent optimization) +; * armor-bar background changed (more elegant and smaller code) +; # "flash" when end-boss spawns mine fixed +; + enemy's y start position can be specified per enemy +; + when bullets selected, upgrade icons won't appear half the time +; # remainder pixels in armor bar (appeared after heavy damage) removed +; + your ship's explosion is now also 8 frames (half enemy expl. speed) +; + does NOT display Done after running in TI-OS! (anti-teacher ;) +; * storyline completed (probably the crappiest story ever!) +; # only first byte of ship's sprite altered; now loads whole word +; - tail beam removed (up double only); odd ships now contain laser +; # fixed laserbeam display when firing at right edge +; # star relocation altered to work correctly w/ new screen location +; # halfluring wasn't 50% (more like 75%) since random enemy spawning +; * restored multiples for bullets (since it's unlikely you'll select 1) +; # fixed mem overlapping causing "weird stuff" when moving multiples +; # bullets fired below screen bottom are moved up onto screen +; + SOURCE ALSO TI-83 COMPATIBLE (still few bugs like hiscore, bullets) +; # upgrading beam weapon removed multiples +; # clipping at left side wrong in TI-83 version fixed +; ; ; + added - removed * changed # bug fixed -;bullet handling: (255/enemy)+419+putsprite cycles per bullet +;bullet handling: (255/enemy)+419+putsprite cycles per bullet \ No newline at end of file