X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/840813fdb6f20c24e08d734c29f3afbb13d32db8..80fc412cfe5e0d5b551945794a5dbb7f561aa6ee:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index fc84fb3..a45c13c 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,207 +1,891 @@ - .include "asm86.h" - .include "ti86asm.inc" - .include "ti86abs.inc" - .org _asm_exec_ram - nop - jp Start - .dw $0000 - .dw Title -Title: .db "Nemesis v0.1.718 by Shiar",0 -Start: - jr init +;------------------------------------------------------------------------------ +;---------------------- NEMESIS ----------------------------------------------- +;------------------------------------------------------------------------------ -just_fired = $c0f9 ;byte -temp1 = $c100 ;word +; Title : Nemesis +; Version : 0.96 +; Release Date : 30.X.99 +; Filename : nemesis.86p (5kb) +; Author(s) : Shiar +; Email Address : shiar0@hotmail.com +; ICQ ; #43840958 +; Web Page : www.shiar.org +; Description : cool arcade-shoot-em-up-game +; Where to get this game : www.shiar.org | www.ticalc.org +; Other games by author : Worm -;-------------------- init ---------------------------------------------------- +; ABOUT: This source should only be used for learning practises, do not +; alter it, and certainly do not distribute an altered version!! +; NOTE: &&& marks uncertainties or things to optimize -init: - call _runindicoff +;---------------------- nemesis.z80 start ----------------------------------- -;-------------------- main menu ----------------------------------------------- +#include "asm86.h" +#include "ti86asm.inc" ;standard ti86 romcalls +#include "ti86abs.inc" ;used to save hiscores and so - jp play_game + .org _asm_exec_ram -;-------------------- exit ---------------------------------------------------- +#define cal call ;just to make it harder for you to understand +#define psh push ; ^:D +#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero + +TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0 +_clrWindow = $4a86 ;a new procedure from AsmStudio86 inc. files +_ex_ahl_bde = $45f3 +_shracc = $4383 +_dispahl = $4a33 +_asapvar = $d6fc + +storepos = _asm_exec_ram+6000 ;120 OF 165 +storepos2 = _asm_exec_ram+6200 ;141 OF 167 + +;---------------------- in-game vars ---------------------------------------- + +just_fired = storepos+2 ; +2 ;counts how long a blast lasts +curline = storepos+2 ; +2 ;used to display SFX +menuitem = storepos+2 ; +2 ;used to store menu location +hiscorepos = storepos+2 ; +2 +RanPos = storepos+3 ; +3 ;used for making random values +timer = storepos+4 ; +4 ;frame counter + ;--------YOU +x = storepos+5 ; +5 ;your ship's position +y = x+1 ; +6 ;your y-pos +firex = y+1 ; +7 ;(1 byte) +firey = firex+1 ; +8 ;(1 byte) + ; ** + ;--------LEVEL +eventtime = storepos+10 ;+10 ;enemy frequency +eventleft = eventtime+1 ;+11 ;nr. of enemies still to come +nextevent = eventleft+1 ;+12 ;time to next event +level_enemy = nextevent+1 ;+13 ;enemy type +level_info = level_enemy+1 ;+14 ;info (see below) +level_move = level_info+1 ;+15 ;= +level_fire = level_move+1 ;+16 + ; ** + ;--------OBJECTS +spacespace = storepos+19 ;+19 +groundinfo = spacespace+1 ;+20 +groundpos = groundinfo+1 ;+21 $10 +ceilingpos = groundpos+16 ;+37 $10 + ; ^^ ;--------STARS +stars1 = ceilingpos+16 ;+53 +stars2 = stars1+1 ;+54 +nrstars1 = 7 +starx1 = storepos+55 ;+55 +nrstars2 = 7 +starx2 = starx1+(nrstars1*2) ;+69 + ; ^^ ;--------MULTIPLES +mx = starx2+(nrstars2*2) ;+83 ;position of multiple#1 +my = mx+1 ;+84 ;multiple y-pos +m2x = my+1 ;+85 +m2y = m2x+1 ;+86 +your_locpos = m2y+1 ;+87 ;position in your_prevpos tabl +your_prevpos = your_locpos+1 ;+88 ;save previous positions (32d) + +;^-----------------------------------<1 ;-120=$78 + +enemies = storepos2 ; +0 ;info about each enemy +enemysize = 7 ;infobytes per enemy +nrenemies = 16 ;max. nr of enemies + +ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) +nrybuls = 32 ; +80\ +ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y) +nrebuls = 16 + +ybuls = ebullets+(nrebuls*3) ;+140 +maxbullets = 32 + +;^-----------------------------------<2 ;-141=$8D +;level_info: +; [0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire] +;enemies: +; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)] +; [ship type or explosion frame] [x] [y] [move] [fire] + +;---------------------- introduction ---------------------------------------- + + nop ;hello yas/ase/rascall/whathever + jp init ;here's the program, but first: a description + .dw $0001 ;description type 2 (description + YASicon) + .dw Title ;pointer to description (all shells) + .dw Icon ;pointer to YAS icon + +Title: .db "Nemesis v0.96 by Shiar",0 + +Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes + .db %11100000 ; ███ + .db %01111000 ; ████ + .db %00111110 ; █████ + .db %01111001 ; ████ █ + .db %00111110 ; █████ + .db %01111000 ; ████ + .db %11100000 ; ███ ;recommend 80x50 screen mode + .DB 0 ;clear stupid YAS-line + +;---------------------- init ------------------------------------------------ + +level_name: .db 8,"nemesis0" + +int_handler: + ex af,af' + in a,($03) + bit 3,a + jp z,$0039 + res 0,a + out ($03),a + jp $0039 +int_end: + +init: cal BUSY_OFF ;turns the run-indicator off, obviously + cal _clrScrn ;clean the screen + xor a ;ld a,0 + ld (iy+13),a ;don't affect TEXT_MEM and don't scroll screen + cal _flushallmenus ;remove TI menus + ld (_asapvar+1),a ;Asm( thinks it's the first time it runs Nems. + +FixKeys: ;fixes some key problems like left+down bug + im 1 + ld a,$D4 + ld bc,$0100 + ld h,a + ld l,c ;ld hl,$D400 + ld d,a + ld e,b ;ld de,$D401 + dec a ;ld a,$D3 + ld (hl),a + ldir + ld hl,int_handler + ld d,a + ld e,a ;ld de,$D3D3 + ld bc,int_end-int_handler + ldir + inc a ;ld a,$D4 + ld i,a + im 2 + +;---------------------- 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 b,e ;ld b,16: one line +AboveLogo: + ld (de),a ;clear/n byte + inc de ;next + dnz AboveLogo ;repeat for the first line + + ld bc,16*19 ;logo size + ldir ;display one line of logo + + ld hl,VIDEO_MEM+(16*$39)+4 ;$39 rows down, 4 cols right (4*8=$20) + ld b,8 ;draw 8x one byte = 8*8 = 64 pixels wide + ld 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 + + set 3,(iy+5) ;set white on black + ld hl,$3320 ;near the bottom of the screen + ld (_penCol),hl + ld hl,txt_about ;display version and author (yes, that's me!) + cal _vputs ;useful procedure if you want to display somtn + res 3,(iy+5) ;return to default black on white + + ld hl,$3a1e ;below previous stuff + ld (_penCol),hl + ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!! + cal _vputs ;VERY important, so display in small font ?:} + +dispmenu: + ld de,$0304 + ld (_curRow),de + ld hl,txt_menu1 + cal _puts + ld de,$0305 + ld (_curRow),de + ld hl,txt_menu2 + cal _puts -exit_game: + xor a + ld (menuitem),a + +menuloop: + ld a,(menuitem) + ld h,$01 + add a,4 + ld l,a + + ld a,5 + ld (_curRow),hl + cal _putc + + ld a,(menuitem) + ld h,$01 + sub 5 + neg + ld l,a + + ld a,32 + ld (_curRow),hl + cal _putc + + halt \ halt + + cal GET_KEY ;wait for keypress + cp K_UP + jr z,menuchange + cp K_DOWN + jr z,menuchange + cp K_EXIT + jp z,game_over_nopop + ld hl,_invert + cp K_F1 + cal z,undo_invert + cp K_F2 + cal z,do_invert + cp K_ENTER + jr nz,menuloop + + ld a,(menuitem) + dec a + jr nz,startnewgame + cal samelevel + jr game_main_loop + +menuchange: + ld a,(menuitem) + xor 1 + ld (menuitem),a + jr menuloop + +do_invert: + ld (hl),$2F ;cpl + ret +undo_invert + ld (hl),$B7 ;or a ret -;----------------------- game setup ------------------------------------------- +startnewgame: + cal New_game -play_game: - ld hl,stored_data_start - ld bc,variables_end-stored_data_start-1 +;---------------------------------------------------------------------------- +;---------------------- game loop ------------------------------------------- +;---------------------------------------------------------------------------- -;---------------------- display setup ---------------------------------------- +game_main_loop: ;REPEATS FROM HERE EVERY FRAME + ld hl,timer ;update time + inc (hl) ;increase by 1 + ld b,(hl) ;new time, save for rand# upd. (no flag change) + jr nz,updaterandom ;continue when new time <> 0 + ld hl,1 ;once every 256 frames, increase score by 1 + cal scoreInc ;do it + +updaterandom: + ld hl,RanPos ;random counter + ld a,r ;add r register to randomize + add a,(hl) ;add previous random value + add a,b ;even more random by adding timer + ld (hl),a ;save even more random value back -set_up_display: - call _clrLCD +Clear_screen: + ld hl,GRAPH_MEM ;move from (hl) = top left + ld (hl),$00 ;first pixel will be copied all over the screen + ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen + ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) + ldir ;clear! + + ld a,(timer) + and %11 + jr z,movestarsdone ;don't move stars once every 4 frames + + cal movestars1 ;move the stars on the FRONT layer + cal movestars2 ;move the distant stars + +movestarsdone: + ld a,(stars1) ;star positions (the missing byte...) + ld b,nrstars1 ;how many stars? now we know. + ld hl,starx1 ;points to the position of the stars + cal DisplayStars ;display front layer stars + + ld a,(stars2) ;weren't you paying attention five lines ago? + ld b,nrstars2 ;that many?! whow! + ld hl,starx2 ;and there they are + cal DisplayStars ;use the same procedure to display back layer + + ld a,(level_info) ;level info + and %00000110 ;isolate ground&ceiling + jr z,game_stuff ;both non-present + and %00000010 ;bit representing the presence of any ceiling + cal nz,Handle_ceiling ;scroll the ceiling (if any) + cal Handle_ground ;scroll the ground - ld hl,in_game_text - ld b,3 -l11: ld a,(hl) - ld (_curCol),a - inc hl - ld a,(hl) - ld (_curRow),a - inc hl - call _puts - djnz l11 +game_stuff: + ld a,(your_occ) ;are you 100% OK? + or a ;a=0?? + jr nz,_gamestuff1 ;then don't check for movements/fires/... + + ld a,(level_info) ;the same level info + and %00000110 ;isolate ground&ceiling again + jr z,check_keys ;no ceiling nor ground + and %00000010 ;this bit will tell us if there is a ceiling + cal nz,CheckCeiling ;if there is, check it + cal CheckGround ;check for collision with the ground + +check_keys: + ld a,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5) + out (1),a ;ask for them + nop \ nop ;delay 8 clocks + in a,(1) ;get zem! -in_game_text: - .db 16,0,"LIVES",0 - .db 16,3,"LEVEL",0 - .db 16,6,"SCORE",0 +check_exitkey: + bit 6,a ;test bit 6 = exit-key = EXIT + jp z,game_over_nopop ; pressed, so be it +check_morekey: ;another unused label... poor compiler + bit 7,a ;test bit 7 = more-key = PAUSE + cal z,Pause ;yes, go to pause + +check_firekey: + bit 5,a ;test bit 5 = 2nd-key = FIRE + ld hl,check_selkey ;where to continue after executing Fire_bullet + psh hl ;push hl on stack (instead of cal Fire_bullet) + jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..) + pop hl ;no cal to Fire_bullet made, so pop stack + xor a ;no: + ld (just_fired),a ;reset just_fired + +check_selkey: + ld a,%01011111 ;look at first column of keys (ALPHA to STO) + out (1),a ;gimme + nop \ nop ;what's taking you so long + in a,(1) ;at last... our precious keyzzz... + + bit 6,a ;'bout the GRAPH key... + cal z,Teacher ;you didn't _press_ it, did you?!? + + rla ;test bit7 so we know f ALPHA has been pressed + cal nc,select ;yeppy, select the currently selected upgrade + + cal Enemies_hit ;check for collision with enemies + cal inc_weapdamage + +_gamestuff1: + cal Handle_Ship ;move you + cal Handle_bullets ;move your bullets + cal Handle_torp ;move your torpedo + + cal Handle_enemies ;move enemies + cal Enemy_bullets ;move enemy bullets + + cal Level_event ;insert enemies + cal Display_Screen ;display all + halt ;delay + + jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +inc_weapdamage: + ld a,0 +weapincs =$-1 + inc a + cp 31 + ret nc ;return if increased 16 times or more already + ld (weapincs),a -str_question: - .db "-----",0 + ld b,1 +weapdamage =$-1 + add a,b -;------------------------------------------------------------------------------ -;-------------------------- game loop ----------------------------------------- -;------------------------------------------------------------------------------ + ld (curweapdamage),a + ret -game_main_loop: - ld hl,timer ;update time +;--------------------------- ground ----------------------------------------- + +Handle_ground: + ld a,(timer) + and %111 ;once every 8 frames + jr nz,Display_ground ;otherwise skip the scroll + ld bc,15 ;scroll all 16 bytes minus one (teh new byte) + ld hl,groundpos+1 ;from.. + ld de,groundpos ;to (one byte to the left) + ldir ;LoaDIncreaseRepeat = scroll! + + ld a,(groundinfo) ;what kind of ground + dec a ;type 1: + jr z,ground_tunnel ;tunnel effect + jr ground_boring + +ground_tunnel: + ld a,(groundpos+14) + ld (groundpos+15),a + ld hl,spacespace + + ld a,(RanPos) + ld b,a + bit 1,a + jr z,ground_previous + bit 2,a + jr z,gtunneldown +gtunnelup: + ld a,(hl) + or a + jr z,ground_previous ;a>=0 (a=0 actually) inc (hl) + ld a,(groundpos+15) + inc a + jr newground +gtunneldown: + ld a,(groundpos+15) + dec a + jr z,ground_previous + dec (hl) + jr newground + +ground_previous: + ld a,(groundpos+14) ;type 1 + jr newground +ground_boring: + ld a,(groundpos) ;type 0 +newground: + ld (groundpos+15),a ;save new byte on the right + ld a,(hl) + cp -25 + jr nc,Display_ground + ld a,b + and %1 + ld b,0 + jr nz,gtunnelup + +Display_ground: + ld b,16 ;screen width + ld de,groundpos-1 ;height of current byte (previous actually) + psh de ;use later + ld hl,GRAPH_MEM+(56*16)-1 ;screen position + psh hl + +groundloopright: + ld c,b ;push b for groundloopup + pop hl \ inc hl ;get screen position and go one right + pop de \ inc de ;get height info and set to the next byte + psh de \ psh hl ;save these for the next time + ld a,(de) ;height of current byte + ld b,a ;save in b + + ld de,16 ;to substract to go one line up + ld a,%11111111 ;bitmask black + or a +groundloopup: + ld (hl),a ;display black byte + sbc hl,de ;go up (sbc must be used for 16-bit sub) + dnz groundloopup ;and loop >groundpos< times + + ld b,c ;pop b used by groundloopup + dnz groundloopright ;loop right for entire screen (16x) + pop hl \ pop hl ;restore stack + ret -Clear_screen: - xor a - ld hl,GRAPH_MEM+(16*12) +CheckGround: ;check for collision with the ground + ld a,(x) + srl a + srl a + srl a + inc a + ld l,a + ld h,0 + ld de,groundpos + add hl,de + ld a,(y) + sub 57-7 + neg + cp (hl) + ret nc + ld b,5 + 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) + ld a,(de) ;load byte on left (will be lost after scroll) + ldir ;LoaDIncreaseRepeat = scroll! + + ld a,(groundinfo) ;what kind of ceiling + dec a ;type 1: + jr z,ceiling_tunnel ;tunnel effect + jr ceiling_boring + +ceiling_tunnel: + ld a,(ceilingpos+14) + ld (ceilingpos+15),a + ld hl,spacespace + + ld a,(RanPos) ld b,a -clearloop: - ld (hl),a - inc hl - ld (hl),a - inc hl - ld (hl),a - inc hl - djnz clearloop + bit 4,a + jr z,ceiling_previous + bit 5,a + jr z,ctunnelup +ctunneldown: + ld a,(hl) + or a + jr z,ceiling_previous + inc (hl) + ld a,(ceilingpos+15) + inc a + jr newceiling +ctunnelup: + ld a,(ceilingpos+15) + dec a + jr z,ceiling_previous + dec (hl) + jr newceiling + +ceiling_previous: + ld a,(ceilingpos+14) ;type 1 + jr newceiling +ceiling_boring: + ld a,(ceilingpos) ;type 0 +newceiling: + ld (ceilingpos+15),a ;save the new byte + ld a,(hl) + cp -25 + jr nc,Display_ceiling + ld a,b + and %1 + ld b,0 + jr nz,ctunneldown + +Display_ceiling: + ld b,16 ;screen width + ld de,ceilingpos-1 ;height of current byte + psh de ;use later + ld hl,GRAPH_MEM-17 ;screen position + psh hl + +ceilingloopright: + ld c,b ;push b for groundloopup + pop hl \ inc hl ;get screen position and go one right + pop de \ inc de ;get height info and set to the next byte + psh de \ psh hl ;save these for the next time + ld a,(de) ;height of current byte + ld b,a ;save in b + + ld de,16 ;to substract to go one line up + ld a,%11111111 ;bitmask black + or a +ceilingloopdown: + ld (hl),a ;display black byte + add hl,de ;go down + 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 + ret -check_exitkey: - ld a,%00111111 ; pressed? - out (1),a - nop - nop - in a,(1) - bit 6,a - jr z,quit ;yes: quit game +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,5 + jp damage_you ;otherwise you don't wanna be in that ship -game_stuff: - call Level_event ;insert enemies - call Handle_Ship ;move you - call Fire_bullet ;check for fire - call Handle_bullets - call Handle_enemies ;move enemies - call Enemies_hit ;check for collision with enemies +;--------------------------- move stars ------------------------------------- - call Display_Screen ;display all -; halt \ halt \ halt ;delay - jr game_main_loop ;loop +DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# + ld e,(hl) + inc hl + ld d,(hl) + ld (de),a + inc hl + dnz DisplayStars + ret ;let's comment this: returns + +movestars2: + ld ix,starx2 + ld a,(stars2) + rlca + ld (stars2),a + ret nc + ld b,nrstars2 + jr movestars_loop + +movestars1: + ld ix,starx1 + ld a,(timer) + rra + ld a,(stars1) + ret c + rlca + ld (stars1),a + ret nc + ld b,nrstars1 + +movestars_loop: + ld h,(ix+1) + ld l,(ix) + dec hl -quit: ret + ld a,l + and %00001111 + cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1 + jr nz,newstarok + cal Random5016 + +newstarok: + ld (ix),l + ld (ix+1),h + inc ix \ inc ix + dnz movestars_loop + ret ;for stupid people, here's another comment... + +;--------------------------- pause ------------------------------------------ + +Pause: + ld hl,$0200 ;top left + ld (_curRow),hl + ld hl,txt_pressenter ;"Enter to continue" + cal _puts ;display message +pause: + cal _getkey ;enter low-power mode and wait for key + cp kEnter ;keypressed = enter? + jr nz,pause ;no, wait some more + ret ;continue + +;--------------------------- teacher ---------------------------------------- + +Teacher: + ld (iy+12),5 ;enable flashing cursor + cal _clrScrn + cal _homeup ;top left + ld hl,txt_teacher + cal _puts ;display message + +teacherloop: + cal _getkey ;enter low-power mode and wait for key + cp kEnter ;enter pressed? + jr z,teacherans + cp kGrMenu ;keypressed = graph? + jr nz,teacherloop ;no, wait some more + + ld (iy+12),0 ;disable cursor + jp disp_icons ;+ret + +teacherans: + ld a,' ' + cal _putc + + ld hl,$0701 + ld (_curRow),hl + ld hl,txt_teacherans + cal _puts + jr teacherloop + + +;--------------------------- exit ------------------------------------------- + +quit: + im 1 ;release keyfix procedure + ld (iy+13),3 ;use textshadow (TEXT_MEM) and scrolling + + ld hl,GRAPH_MEM ;graph-screen location + ld de,GRAPH_MEM+1 + ld (hl),0 + ld bc,1024-1 ;do it 1024 times = entire screen + ldir + + jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the + ;_clrScrn) AND also executes _homeup and ret -;---------------------- display ----------------------------------------------- +;--------------------------- display ---------------------------------------- Display_Screen: - ld a,64 ;Display Image - ld hl,GRAPH_MEM+(16*12) - ld de,$fc00 + ld hl,GRAPH_MEM ;from storage (top left) + ld de,VIDEO_MEM ;to screen (top left) + ld c,56 ;display height = 64 bytes (minus 8 for bar) displayloop: - ld bc,12 - ldir - inc de - inc de - inc de - inc de - dec a - jr nz,displayloop - -; ld hl,$1007 ;Display Score -; ld (_curRow),hl -; ld hl,(score) -; jp _D_HL_DECI - ret - -;------------------------- handle ship ---------------------------------------- + ld b,16 ;display width = 16 bytes (16*8bits=256pixels) +displaytloop: + ld a,(hl) ;copy byte from (hl) +_invert: + cpl ;xor $ff: invert byte (white<=>black) + ld (de),a ;to (de) + inc hl \ inc de ;next byte + dnz displaytloop ;16x hl >> de + dec c ;next line + jr nz,displayloop ;loop 64x + + ld hl,$396b ;Display Score + ld (_penCol),hl ;bottom right of screen + ld hl,(score) + +_D_HL_DECI: ;------- display 5-digit value ------- + ld de,savestr+4 ;savenr saves number string + ld b,5 ;five digits +ldhld: cal UNPACK_HL ;one digit of hl + add a,'0' ;make number + ld (de),a ;save into savenr + dec de ;point to next digit + dnz ldhld ;repeat for all digits + + ld hl,savestr ;we (the program) saved the value righthere + jp _vputs ;the only thing left to do is to display it + +savestr: ;@here the score will be stored + .db "00000",0 ;don't worry, it's just temporary + +;------------------------- handle ship -------------------------------------- Handle_Ship: - ld a,(your_status) -; bit 4,a -; jr nz,you_not_normal - or a - jr z,ok -; dec a -; ld (your_status),a -; ld hl,(lives) -; ld a,l -; or h -; jr nz,ok -; pop af -; ret - -ok: - ld a,%01111110 - out (1),a - ld hl,y - in a,(1) - rra - ld b,a + ld a,(your_occ) ;are + or a ;you + jr z,ok ;ok? + + inc a ;no! next (explosion)frame + ld (your_occ),a ;save + + cp 34 ;last explosion frame? + jp c,exploding_you ;not yet: display explosion + cp 40 ;delay finished? + jp z,You_die ;yes = game over + ret ;don't display anything + +ok: ;we are + ld a,%01111110 ;get arrow keys + out (1),a ;it's cold outside + ld hl,y ;instead of nop\nop do something usefull + in a,(1) ;come back in + + ld b,a ;psh a (keys) + xor %11111111 ;inverted a = 0 if arrow-key has been pressed + ld a,(your_multiples) + jr z,no_adv ;if so, leave the multiples where they are + or %100 ;set move bit + jr adv_ok +no_adv: and %11111011 ;reset move bit + +adv_ok: ld (your_multiples),a + + ld a,(timer) ;framecounter + and %1 ;switches 0<>1 each frame + inc a ;a = 1 or 2 (1.5 avg) + ld c,a ;c = your_speed + + ld a,b ;pop a (keys) + rra ;rotate right (put last bit in c) + ld b,a ;we need a later jr c,no_down ld a,(hl) - inc a - cp 73 ;y < 73 - jr z,no_down + add a,c + cp 50 ;56-6 = bottom of screen + jr nc,no_down ld (hl),a no_down: dec hl - rr b + rr b ;because we now use b, it's rr instead of rra jr c,no_left ld a,(hl) - dec a - jr z,no_left ;x > 0 + sub c ; doesn't affect c-flag + jr c,no_left ;-1 = left side ld (hl),a no_left: - rr b + rr b jr c,no_right ld a,(hl) - inc a - cp 89 ;x < 89 - jr z,no_right + add a,c + cp 122 ;128-6 = right side + jr nc,no_right ld (hl),a no_right: - ld d,(hl) + ld d,(hl) inc hl rr b jr c,no_up ld a,(hl) - dec a - cp 15 ;y > 15 - jr z,no_up - ld (hl),a -no_up: ld ix,spr_ship + sub c ; doesn't affect carry-flag + jr c,no_up ;-1 = top of screen + ld (hl),a ;save new y + +no_up: ld e,(hl) + ld ix,spr_ship01 ;ship sprite + ld hl,your_inv ;invulnerable? + ld a,(hl) ;load time in a + or a ;is it 0? + jr z,handle_multiples ;yes so ship = normal (display \ continue) + + ld a,(timer) ;load frame nr. + and %00000111 ;a=0 once every four frames + jr nz,not_time ;a<>0 = not time to update counter + dec (hl) ;decrease inv-time left +not_time: + and %00000100 ;a switches 0<->1 every 2 frames + jr z,handle_multiples ;show normal ship +inv_flicker: + ld ix,spr_ship01i ;don't display ship + +handle_multiples: + cal putsprite ;display your ship + + ld a,(your_multiples) ;do you have multiples + ld b,a ;save a for 2nd check + and %11 ;no? (last two bits = nr of multiples) + ret z ;then don't handle them either -display_common: - ld e,(hl) - jp drw_spr - -;you_not_normal: -; ld hl,(score) -; ld de,-6 -; add hl,de -; ld a,255 -; cp h -; jr nz,_ok_ -; ld hl,0 -;_ok_: ld (score),hl -; ld a,(your_status) -; dec a -; ld (your_status),a -; inc a -; and 14 -; xor 14 -; ld hl,x-1 + ld hl,y + ld a,b ;restore a (your_multiples) + and %100 ;move the multiples??? + jr z,mult_adv ;nope, just let them (saves (y) in y, (x) in x) + + ld hl,your_locpos ;location to save this position + ld a,(hl) ;load a + inc a ;a=a+1 + and %00001111 ;if a>15 then a=a-16 + ld (hl),a ;save new a + add a,a ;a=a*2 + ld c,a ;bc=2a + ld b,0 + + ld hl,your_prevpos ;previous positions + add hl,bc ;16 turns ago + ld d,(hl) ;old x-pos + inc hl ;and + ld e,(hl) ;old y-pos + ld (mx),de ;save multiple position in (mx) + + ld a,(y) ;load new y-pos + ld (hl),a ;save it for 16 turns in the future + dec hl ;and + ld a,(x) ;load new x-pos + ld (hl),a ;save that too + +mult_adv: + ld de,(mx) + ld ix,spr_multiple ;sprite of the multiple + jp putsprite ;display it + + +exploding_you: + srl a ;half the framerate + dec a ;first frame is 1>inc>srl>dec = 0 + ld hl,x-1 explosion_stuff: rra @@ -215,320 +899,1896 @@ explosion_stuff: inc hl ld d,(hl) inc hl - jr display_common + ld e,(hl) + jp putsprite + +damage_you: ;damages you B points + ld a,(your_inv) ;invulnerability left? + or a + ret nz ;return if inv>0 + ld hl,your_armor ;armor left + ld a,(hl) ;load hp in A + sub b ;decrease hp by B + jp m,no_armor ;<0hp left so explode + ld (hl),a ;no, so save decreased hp + cal disp_armor ;and display new value + + ld a,(your_pickup) ;how many pickups do you have? + dec a ;is the armor-icon selected + ret nz ;return if not + + psh de \ psh ix ;&&& just2Bsave + ld hl,VIDEO_MEM+(16*56) + ld (PutWhere),hl + ld ix,spr_icon ;if so, highlight armorIcon again + ld de,$1901 ;position + cal putwidesprite ;display icon + ld hl,GRAPH_MEM + ld (PutWhere),hl + pop ix \ pop de + ret ;and return + +no_armor: + ld a,%01 ;occ %xxxxxx01 = explode + ld (your_occ),a ;set to explode + ret + +;------------------------- place multiples ---------------------------------- + +Place_multiples: + ld (mx),de ;set last multiple-position + ld hl,your_prevpos ;place all previous positions + ld b,16 ;all 16 of them +place_multiples: + ld (hl),d ;set prev-x to d + inc hl ;next + ld (hl),e ;set prev-y to e + inc hl ;next + dnz place_multiples ;repeat + ret -;------------------------- fire bullet ---------------------------------------- +;------------------------- select upgrade ----------------------------------- + +select: + ld hl,your_pickup ;select pickups + ld a,(hl) ;load pickups taken so far + dec a ;is it 1? + ret m ;return if it's 0 (no pickups) + jr nz,select2 ;no, carry on +select1: + ld a,(your_armor) ;load current armor + cp 25-6 ;may not become >=25 + jr c,select1_ ;ok then just add 6 + ld a,25-6 ;set to maximum (6 will be added below) +select1_: + add a,6 ;add 6 to armor + ld (your_armor),a ;change armor + xor a ;ld a,0 + ld (your_pickup),a ;reset pickups + jp disp_icons ;display and return +select2: + dec a ;is it 2? + jr nz,select3 ;no, carry on + ld (hl),a ;reset pickups + inc a ;a=1 + ld (torp_occ),a ;ready torpedoes + jp disp_icons ;display 'n return +select3: + dec a ;is it 3? + jr nz,select4 ;no, carry on + ld (hl),a ;reset pickups + ld hl,your_weapon + ld a,(hl) + inc a + cp maxnrweapons + jp nc,disp_icons ;weapon maxed out + ld (hl),a ;set new weapon + cal loadweapon ;load it (damage and stuff) + jp disp_icons ;display n return +select4: + dec a ;is it 4? + jr nz,select5 ;no, carry on again + ld (hl),a ;reset pickups + inc a ;a=1 + ld (your_weapon),a ;ready laser + jp disp_icons ;display + return +select5: + dec a ;is it 5? + jr nz,select6 ;no, carry on once more + ld (hl),a ;reset pickups + inc a + ld (your_multiples),a + ld de,(x) + cal Place_multiples + jp disp_icons ;display, return +select6: + ld (hl),0 ;reset pickups + jp disp_icons ;display/return + +;------------------------- fire bullet -------------------------------------- Fire_bullet: - ld a,%00111111 - out (1),a -; ld a,(your_status) -; or a -; ret nz ld hl,just_fired - nop - in a,(1) - bit 4,a - jr z,fire - ld (hl),0 ;not fired + ld a,(hl) ;just_fired + cp 5 ;already pressed? + ret z ;return when already pressed (=5) + + inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5) + ld a,(your_weapon) ;if you have bullets..... + dec a ;(1=laser) + jr z,fireOK + ld (hl),5 ;.....then can't fire next turn (go to 5 imm.) + +fireOK: + ld hl,(x) ;yes: first fire from ship position (x) + ld (firex),hl ;set firepos + ld a,(your_multiples) ;any multiples? + and %11 ;nope? + jr z,fireany ;then just fire somethin' + cal fireany ;and blast + ld hl,(my) ;then, fire from multiple position (mx) + ld a,(mx) ; + ld h,a ; ^^^^^^ + ld (firex),hl ;set firepos + ;blast again and +fireany: + cal fire_torp ;&&& + + ld a,(your_weapon) ;do you have laser? + dec a ;1=yes + jr z,fire_laser + + ld ix,weapondata-6 + add a,a ;weap*2 + add a,a ; *4 + add a,a ; *8 + ld c,a + ld b,0 + add ix,bc + + ld c,(ix) + cal fire_ybullet + inc ix + inc ix + ld c,(ix) + xor a + cp c + cal nz,fire_ybullet + inc ix + inc ix + ld c,(ix) + xor a + cp c + cal nz,fire_ybullet ret -fire: ld a,(hl) - or a ;can't fire when 1 - ret nz - ld (hl),1 ;just fired +fire_torp: + ld de,(firex) + ld hl,torp_occ ;torpedo... + ld a,(hl) ;load torpInfo + dec a ;do you have (unused) torpedoes? + ret nz ;nope (a must be 1) + ld (hl),2 ;yes; use torpedo + ld (torp_pos),de ;save torpedo position (in de) + ret - ld hl,ybullets - ld de,3 - ld b,10 +fire_laser: ;yes, fire that laser instead + ld a,(firex) ;a = your x-pos + ld d,a + + ld hl,GRAPH_MEM ;save-location + ld a,(firey) ;y-coord + add a,3 ;at middle of your ship (y+3) + ld e,a ;save laser-y in e + add a,a ;y*2 + add a,a ;y*4 + add a,a ;y*8 + rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) + add a,a ;y*16 (width of screen) + rl b ;b=b*2+overflow (if y>64 then bc=bc+512) + inc a ;8 pixels to right (a=even so no overflow) + + srl d ;X/2 + srl d ;X/4 + srl d ;X/8 + add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow) + jr nc,_nolc ;jump if no carry = no overflow = a<=255 + inc b ;a>255 so increase bc by 256 +_nolc: ld c,a ;c = (Y*16+X/8) mod 256 + add hl,bc ;bc = Y*16+X/8 + + ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) + sub d ;minus x-start (d=X/8) + ld b,a +drawlaser: + ld (hl),%11111111 + inc hl ;Go to next byte + dnz drawlaser + +; ld a,(just_fired) ;fired for how long +; cp 4 ;if 4th turn +; ret nz ;then do damage, otherwise quit + +handle_laser: + ld a,(firex) + ld d,a ;d was divided, so reload the laser-x + +check_laserhits: ;de = (x,y) + ld b,nrenemies + ld hl,enemies+1 + +laserhits: ;Hits with normal enemies + psh hl + + ld a,(hl) + and %00000010 + jr z,nolashit ;no hit when enemy_occ <> 2/3 + + inc hl ;enemy type + ld a,(hl) + or a ;enemy #0 = pickup + jr z,nolashit ;yes: don't destroy + + inc hl + ld a,(hl) ;check x + sub d + jp m,nolashit ;no hit when enemy is left of you + + inc hl + ld a,(hl) ;check y + sub e + jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit + jr nc,nolashit ;a-e>0 = enemy above laser = no hit + add a,5 ;add enemy height + jp p,enemy_lashit ;a-e>0 = hit + +nolashit: + pop hl + ld a,b ;psh bc + ld bc,enemysize + add hl,bc ;go to next enemy + ld b,a ;pop bc + dnz laserhits ;check all enemies + ret + +enemy_lashit: ;&&&before nolashit + ld a,1 ;damage + cal enemy_hit + jr nolashit + +fire_ybullet: + ld hl,ybullets + ld de,4 + ld b,maxbullets find_ybullet: ld a,(hl) or a jr z,found_ybullet ;0 = no bullet here add hl,de - djnz find_ybullet ;look next bullet - ret + dnz find_ybullet ;look next bullet + pop hl ;don't try to fire any other bullets + ret ;so ret twice found_ybullet: - ld (hl),1 ;use bullet - inc hl - ld a,(x) - add a,3 + ld (hl),c ;use the bullet and set correct bullet-type + inc hl ;@damage + ld (hl),1 ;set bullet damage +curweapdamage =$-1 + ld a,(firex) ;your x-pos + add a,5 ;place bullet in front of you + inc hl ;go to bullet-x ld (hl),a ;set x - ld a,(y) - add a,2 - inc hl + + ld a,(firey) ;your y-pos + add a,(ix+1) ;place bullet at the middle of your ship + inc hl ;go to bullet-y ld (hl),a ;set y + + xor a + ld (weapincs),a ;reset damage ret -;------------------------ handle bullets -------------------------------------- +;------------------------ handle bullets ------------------------------------ + +bullet_left: + ld a,124 + sub b + + cp (hl) ;off screen? (x>128-5) + jr c,remove_bullet + ld a,(hl) ;a = X + add a,b ;move b to the right + ld (hl),a ;save new pos. + ld d,a ;d = X + + inc hl ;@y-pos + ld a,c + cal _shracc + dec a + jr z,bullet_noymove + dec a + jr z,bullet_up + dec a + jr z,bullet_halfup + dec a + jr z,bullet_down + +bullet_halfdown: + ld a,(timer) + and 1 + jr z,bullet_noymove +bullet_down: + ld a,(hl) + inc a + cp 55 + jr z,bullet_noymove + ld (hl),a +bullet_halfup: + ld a,(timer) + and 1 + jr z,bullet_noymove +bullet_up: + ld a,(hl) + dec a + jr z,bullet_noymove + ld (hl),a +bullet_noymove: + ld e,(hl) ;e = Y + ret remove_bullet: - dec hl + pop hl ;cal bullet_left + pop hl ;enemy+type ld (hl),0 ;dump this bullet! - ret + jr next_ybullet+1 ;+1:skip pop hl at next_ybullet Handle_bullets: ld hl,ybullets - ld b,10 -scan_your_bullets: - push bc - push hl - ld (temp1),hl + ld b,maxbullets +scan_bullets: + psh bc ;bullet counter + psh hl ;save enemy+type + ld (temp1),hl ;needed for check_bullethits + ld a,(hl) ;@bulletType + inc hl ;@damage + inc hl ;@x + + or a + jp z,next_ybullet ;bulletType=0 >> no bullet + + ld c,a ;c=type + and %1111 + ld b,a ;b=0000type + cal bullet_left ;move bullet left + +display_bullet: + psh de ;save de =position + dec hl ;@x + dec hl ;@damage + ld a,(hl) ;bullet damage=size + ld hl,XLbullettable ;pointer to first bullet + srl a + srl a ;per 4 + inc a ;must be at least 1 +nextbulletlook: + inc hl ;next bullet sprite pointer + dec a ;for each 4 points of damage + jr nz,nextbulletlook + ld d,a ;ld d,0 + ld a,(hl) ;load pointer offset + ld e,a ;convert to 16bit + ld ix,spr_bullet01 ;first sprite + add ix,de ;add offset (go to correct sprite) + pop de ;saved position + psh de ;but will be altered so save again + cal putsprite ;display bullet + pop de + + cal check_bullethits + +next_ybullet: + pop hl ;restore enemy+type + inc hl + inc hl + inc hl + inc hl ;skip type,dam,x,y: next enemy+type + pop bc ;b=counter + dnz scan_bullets ;next bullet (loop) + ret + +;--------------------------- check bullethits ------------------------------- + +check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet + ld b,nrenemies + ld hl,enemies+1 + +hit_enemies: ;Hits with normal enemies + psh bc ;enemy counter + psh hl + + ld a,(hl) + and %00000010 + jr z,nohit ;no hit when enemy_occ <> 2/3 + + inc hl ;enemy type ld a,(hl) + or a ;enemy #0 = pickup + jr z,nohit ;yes: don't destroy + + psh de + cal find_sprite + pop de + inc hl - dec a - call z,bullet_type1 + ld a,(hl) ;check x + sub d + sub 5 + jp p,nohit + add a,5 + add a,(ix) + jp m,nohit + + inc hl + ld a,(hl) ;check y + sub e + sub 3 + jp p,nohit + add a,3 + add a,(ix+1) + jp m,nohit + + psh hl + ld hl,0 ;@bulletType +temp1 =$-2 + ld (hl),0 ;remove bullet + inc hl ;@damage + ld a,(hl) ;set damage + pop hl ;enemy+y + cal enemy_hit +nohit: pop hl + ld bc,enemysize + add hl,bc pop bc - ld de,3 - add hl,de - djnz scan_your_bullets + dnz hit_enemies ;check next enemy ret -bullet_type1: - ld a,(hl) ;d = X - inc a ;move right - cp $5a ;off screen? - jr z,remove_bullet +enemy_hit: ;in:a=damage;hl=enemy+y + add a,a ;a=damage to inflict + add a,a ;first 2 bits used for occ. + ld b,a + + dec hl ;@x + dec hl ;@type + dec hl ;@hp00 (occ) + ld a,(hl) ;load hp00 + sub b ;decrease HP (if <0xx then c is set) + ld (hl),a ;save (no flag-changes) + dec hl ;@hp64; no change in c + ld a,(hl) ;load; no c-change + sbc a,0 ;if cf then decrease a + ld (hl),a ;save back the new value + ret nc ;if a>=0 then return, otherwise explode + + inc hl ;goto occ again + ld (hl),%01 ;set to explode + ld a,(pickuptimer) ;counts enemies destroyed + dec a ;enough destroyed for a pickup? + jr nz,pickupdone ;otherwise just explode + ld (hl),%110 ;change it into a pickup (with 2 HP) + ld a,18 ;reset enemies counter (18 hits = next) +pickupdone: + ld (pickuptimer),a ;save new enemiescounter value + inc hl + ld (hl),$00 ;explosionFrame 0 + + ld hl,1 ;increase score by one + jp scoreInc ;+ret + +;--------------------------- handle torpedo --------------------------------- + +Handle_torp: + ld a,(torp_occ) + sub 2 + ret m ;return if occ=0/1 + + ld hl,torp_pos ;x-position + ld a,(hl) ;load in a inc a ;move right - cp $5a ;off screen? - jr z,remove_bullet - ld (hl),a ;save new pos. + cp 125 ;right edge reached + jr nc,remove_torp ;remove if x>125 + ld (hl),a ;save new x ld d,a - inc hl - ld e,(hl) ;e = Y - ld ix,spr_bullet01 - push de - call drw_spr ;display bullet + + inc hl ;y-position + ld a,(hl) + inc a ;move down + cp 56 ;bottom reached + jr nc,remove_torp ;remove if y>40 + ld (hl),a ;save new y + ld e,a + + ld ix,spr_bullett1 + psh de + cal putsprite ;display torpedo pop de - ld b,20 - ld hl,enemies + jp check_bullethits ;check for hits with enemies -hit_enemies: ;Hits with normal enemies - push hl +remove_torp: + ld a,1 + ld (torp_occ),a + ret + +;--------------------------- level events ----------------------------------- + +Level_event: + ld hl,nextevent ;time to next event 3 = place an enemy + inc hl ;nextevent located behind eventleft + ld (hl),123 ;set delay + ret ;don't place any more enemies + +place_boss: + ld hl,(levelp) ;the leveldata (including the boss) + dec hl ;points to leveldata\boss\enemynr + ld a,(hl) ;load it + ld (level_enemy),a ;set new enemy (boss) + dec hl ;points to level\boss\movement + ld a,(hl) ;load + ld (level_move),a ;set boss movement + dec hl ;@level\boss\firefreq + ld a,(hl) ;load in a + ld (level_fire),a ;set firefrequency + jp do_event ;+ret + +standby_event: + ld b,nrenemies + ld hl,enemies+1-enemysize + ld de,enemysize +chk_enemyleft: + add hl,de + ld a,(hl) + or a ;0 = no enemy present + jr nz,enemyleft + dnz chk_enemyleft + ret +enemyleft: + ld hl,eventleft + inc (hl) + ret + + +do_event: + ld hl,enemies+1-enemysize + ld bc,enemysize + xor a ;a=0 +chk_noenemy: + add hl,bc + cp (hl) ;(hl) = 0 ?? + jr nz,chk_noenemy ;jump if enemy present (non-0) + ex de,hl ;de=hl=usable enemy + +place_enemy: + ld a,(level_enemy) ;enemy type to place (lvl) + ld hl,XLenemyinfos-4 ;enemy "0" specs (1 before enemy #1) + add a,a ;a=type*2 + add a,a ;a=type*4 + ld c,a ;c=type + ld b,0 ;bc = enemy nr.&&&XX + add hl,bc ;hl = enemy specs + ld a,(hl) ;load hitpoints+occ of this enemy class + ld (de),a ;save occ + + inc hl ;next enemyInfo byte + dec de ;goto hp + ld a,(hl) ;load hp64 + ld (de),a ;save hp64 + inc de ;next byte (or previous): occ again + + inc hl ;next enemyInfo byte + inc de ;next byte of current enemy + ld a,(hl) ;load enemy class (nr) + ld (de),a ;save enemy type + + inc de ;set x-pos + psh de + cal find_sprite + pop de + ld a,128 ;appear at right edge of screen + sub (ix) ;minus the width of this enemy (not offscreen) + ld (de),a ;= x-position (save) + + inc de ;set y-pos + inc hl ;where to place?? + ld a,(hl) ;load placeInfo + dec a ;is it 1? + jr z,random_enemy ;yes: create random value <51 in a + dec a ;is it 2? + jr z,lure_enemy ;yes: create a 100% luring enemy + ;otherwise? +halflure_enemy: ;yes (of course it is): pick one (50% lure) + ld a,(timer) ;look at frame-number + and %00000001 ;make random if odd frame nr. + jr nz,random_enemy ;1st possibility: random enemy +lure_enemy: ;2nd possibility: luring enemy + ld a,(y) ;place at same y-pos as YOUR ship + jr ypos_OK + +random_enemy: + ld b,e ;b will be added to random-value + cal Random50 ;make a (in a) random value 0-51 + +ypos_OK: ;random value successfully created + ld (de),a ;save y-position + + inc de ;set move + ld a,1 ;movecounter = 1 + ld (de),a ;&&&(hl),1 better? + + inc de ;set fire + ld a,(level_info) + and %00000001 ;bit meaning directfire + jr nz,ffireOK ;(a=time-to-fire) = 1 frame (fires directly) + ld a,(level_fire) ;set ttf to normal nr of frames +ffireOK:ld (de),a ;save fire + ret ;return + +;--------------------------- enemy fires ------------------------------------ + +Enemy_fires: ;de = x,y + dec d + dec d ;d = x-2 + inc e ;e = y+1 + + ld b,nrebuls + ld hl,ebullets +find_ebullet: + ld a,(hl) + or a + jr z,found_ebullet ;0 = not used + inc hl \ inc hl \ inc hl + dnz find_ebullet ;look next bullet + ret + +found_ebullet: + ld b,%1100 + ld a,(level_info) + and %00001000 + jr z,bulletok + + ld a,(y) + sub e + add a,10 + jp p,bulletnotup + ld b,%1011 ;yourY-bulY = negative (=bullet below you) + add a,10 + jp p,bulletnotup + ld b,%1001 ;yourY-bulY = even more negative (going up) + +bulletnotup: + sub 20 + jp m,bulletok + ld b,%1010 ;bullet going down + sub 10 + jp m,bulletok ;even more going down + ld b,%1000 + +bulletok: + ld a,(level_info) + and %11110000 + or b + ld (hl),a ;set bullet direction + inc hl + ld (hl),d ;set x-pos + inc hl + ld (hl),e ;set y-pos + ret + +;----------------------------- enemy bullets -------------------------------- + +Enemy_bullets: + ld hl,ebullets + ld b,nrebuls +handle_bullet: + psh bc + psh hl + ld a,(hl) ;load bulletType in a + and %1111 ;select direction-bits + jr nz,enemy_bullet ;non-0: handle bullet +next_bullet: + pop hl ;do not move the + pop bc + inc hl \ inc hl \ inc hl + dnz handle_bullet + ret + +enemy_bullet: + ld b,a ;save type&%1111 + inc hl ;bullet x + ld a,(hl) ;check if it has reached the left side of scrn + and %11111110 ;it is <2 (0 or 1)? + jr z,remove_ebullet ;yes, remove bullet + dec (hl) ;move one left + dec (hl) ;and another one + ld d,(hl) ;d=x + inc hl ;@y + + ld a,b ;restore type + cp %1100 ;is it a normal bullet? (cp = faster than bit) + jr z,ebullet_common ;type %1100: normal bullet + and %111 ;isolate important bits + jr z,ebullet_down ;type %1000: moving down + dec a + jr z,ebullet_up ;type %1001: moving up + ld b,a + + ld a,(timer) + rra + jr c,ebullet_common + + ld a,b + dec a + jr z,ebullet_down ;type %1010: moving down 50% + ;type %1011: moving up 50% +ebullet_up: + ld a,(hl) + dec a + jp m,ebullet_common + ld (hl),a + jr ebullet_common + +ebullet_down: + ld a,(hl) + inc a + cp 55 + jr z,ebullet_common + ld (hl),a + +ebullet_common: + ld e,(hl) ;e=y + ld ix,spr_bullete1 ;display enemy bullet + cal putsprite + +ebullet_hits: + ld a,(your_occ) + or a + jr nz,next_bullet ;0 = you're normal + + pop hl + psh hl + inc hl ;check x + ld a,(x) + sub (hl) + add a,6 + jp m,next_bullet + cp 9 + jr nc,next_bullet + + inc hl ;check y + ld a,(y) + sub (hl) + add a,6 + jp m,next_bullet + cp 9 + jr nc,next_bullet + + pop hl ;points to bullettype again + psh hl ;and save it again (ivm call to damage_you) + ld a,(hl) ;load bullettype + cal _shracc ;isolate damage-bits (%1111???? -> %00001111) + ld b,a ;set damage-amount + cal damage_you ;HIT!! +remove_ebullet: + pop hl ;hl could be destroyed by damage_you + ld (hl),0 ;bullet > unused + jr next_bullet+1 ;next bullet (SKIP THE = one byte) + +;--------------------------- handle enemies --------------------------------- + +Handle_enemies: + ld hl,enemies+1 + ld b,nrenemies ;handle all enemies + +handle_enemy: + psh bc + psh hl ld a,(hl) + and %00000011 + jr z,next_enemy ;occ "no enemy" 0 dec a - jr nz,nohit ;no hit when enemy_occ <> 1 + jr z,exploding_enemy ;occ "exploding" 1 + ld b,a ;b=2 if moving, otherwise b=1 +normal_enemy: ;occ "normal" 2 or "moving" 3 inc hl + ld c,(hl) ;c = enemy type = de + cal find_sprite + inc hl - ld a,(hl) ;check x - sub d - add a,5 - jp m,nohit - cp 8 - jr nc,nohit + ld a,(hl) ;x + dec a ;move left + jr c,remove_enemy ;off screen + jr z,remove_enemy ;" + ld d,a + + inc hl + ld e,(hl) ;y + ld a,b ;moving state was stored in b earlier + dec a ;is it 1? + cal nz,moving_enemy ;2 = moving enemy + + ld (hl),e + dec hl ;@x + ld (hl),d ;store new x + ld a,c ;a = enemy type + or a ;type 0? (pickup) + jr nz,check_enemyfire ;no, a normal enemy; let em fire + ld a,(timer) ;load time + and %1 ;move left once every 2 turns + jr z,firing_done ;don't move now + inc d ;increase x-position (don't move this turn) + inc (hl) ;and save it + jr firing_done ;continue + +check_enemyfire: + inc hl ;go to + inc hl ;go to + inc hl ;go to + dec (hl) ;decrease counter till next blast + ld a,(hl) ;&&&doesn't seem efficient to me + or a ;has it reached zero? + jr nz,firing_done ;finished if not + + ld a,(level_fire) ;re-set counter for next blast + ld (hl),a ;save time to fire + inc hl ;next byte = bullettype &&& + psh de ;save registers for firing-use + cal Enemy_fires ;fires bullet + pop de ;restore (destroyed by Enemy_fires) +firing_done: + cal putwidesprite ;display sprite @ix + +next_enemy: + pop hl + ld bc,enemysize + add hl,bc + pop bc + dnz handle_enemy + ret + +remove_enemy: + pop hl + ld (hl),$0000 ;bye bye enemy + jr next_enemy+1 ;continue AFTER pop hl (already done) + +exploding_enemy: + inc hl + psh hl + ld a,(hl) + cal explosion_stuff ;display explosion + pop hl + + ld a,(hl) + cp 15 + jr z,remove_enemy ;remove when at last frame + inc a + ld (hl),a ;next frame + jr next_enemy + +;--------------------------- moving enemies --------------------------------- + +moving_enemy: + ld a,(level_move) + and a + jr z,movetype_updown ;type 0 + dec a + jr z,movetype_vslow ;1 + dec a + jr z,movetype_fast ;2 + dec a + jr z,movetype_vfast ;3 + dec a + jr z,movetype_smart ;4 + dec a + jr z,movetype_lure ;5 + dec a + jr z,movetype_slowlure ;6 + dec a + jr z,movetype_stoplure ;7 +; dec a +; jr z,movetype_fulllure ;8 + +movetype_fulllure: + inc d + ld a,(timer) + and 1 + ret z + cal movetype_lure + ld a,(x) + cp d + jr c,lure_left +lure_right: + inc d + ret +lure_left: + dec d + ret + +movetype_stoplure: + inc d + jr movetype_slowlure + +movetype_slowlure: + ld a,(timer) + and 1 + ret z + +movetype_lure: + ld a,(y) + cp e + jr c,lure_up +lure_down: + inc e + ret +lure_up: + dec e + ret + +movetype_smart: + inc hl ;hl =@ + ld a,(timer) + and %1111 ; | + ld a,(hl) ;&&& \|/ + jr nz,smartupdate + inc a +smartupdate: + ld (hl),a + + or a ;reset carry flag + dec hl ;reset hl to + and %11111100 + jr z,movetype_fast + +movetype_vslow: + ld a,(timer) + and %11 + ret z + inc d + ret + +movetype_fast: + ld a,(timer) + and %1 + ret z +movetype_vfast: + dec d ;move left + ret nz ;finished + pop hl ;restore stack (no ret used) + jp remove_enemy ;remove this enemy (off screen) + +movetype_updown: + inc hl ;@ + ld a,(hl) + dec a + jr nz,move_updated + add a,128 +move_updated: + ld (hl),a + + or a ;reset carry flag + dec hl ;@ + and %00100000 + ld a,(hl);&&&ld a,e ;load current y-position + jr z,movedown + +moveup: dec a ;decrease y-pos (=move up) + ret m ;don't move off the screen (y<0) + dec e ;save new y-pos + ret ;finish +movedown: + inc a ;increase y-pos + cp 55 ;compare with bottom + ret nc ;return if it has passed that line (>40) + inc e ;otherwise save new position + ret ;and return + +;--------------------------- check collision -------------------------------- + +Enemies_hit: + ld hl,(x) ;e = X, d = Y + ld de,$0707 ;add 7 to both d and e + add hl,de + ld d,h + ld e,l ;e = X+7, d = Y+7 + + ld hl,enemies+1 + ld b,nrenemies ;check all 20 enemies +check_collision: + psh hl + ld a,(hl) + and %00000010 + jr z,check_next ;2 or 3 = ok + inc hl + +collide_enemy: ;&&& include in Handle_enemy proc + psh de + cal find_sprite + pop de + + inc hl + ld a,(hl) ;check x match + sub e ;enemy position minus yours minus 7 + jp p,check_next + add a,6 + add a,(ix) + jp m,check_next inc hl - ld a,(hl) ;check y - sub e - add a,5 - jp m,nohit - cp 10 - jr nc,nohit + ld a,(hl) ;check y match + sub d ;same as with x-check + jp p,check_next + add a,6 + add a,(ix+1) + jp m,check_next + dec hl + dec hl - xor a - push hl - ld hl,(temp1) - ld (hl),a ;remove bullet +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 type + or a + jr nz,collide ;enemy when <>0 + + psh hl + ld hl,your_pickup ;your pickups + ld a,(hl) ;current + inc a ;go to next + cp 6 ;pickups >=6 + jr c,not_maxpickup + ld a,1 ;yes: reset to pickup 1 +not_maxpickup: + ld (hl),a ;save new + cal disp_icons ;display altered pickupicons pop hl + dec hl ;to enemy occ + xor a ;set to 0 = gone + ld (hl),a ;remove + jr check_next ;all done, next.. + +destroy_enemy: + ld (hl),%01 ;set to explode + inc hl + ld (hl),0 ;explosionFrame 0 + jr collide_done + +collide: dec hl - dec hl - ld (hl),a ;explosionFrame 0 - dec hl - ld (hl),2 ;set to explode + ld a,(hl) + and %11111100 + jr z,destroy_enemy + ld a,(hl) + sub %00000100 + ld (hl),a +collide_done: + ld b,4 ;damage + cal damage_you +check_next: pop hl + ld a,b ;psh bc + ld bc,enemysize + add hl,bc + ld b,a ;pop bc + dnz check_collision ret -nohit: pop hl +;--------------------------- story ------------------------------------------ + +storyPage: + psh hl + cal _clrLCD + pop hl +storyLine: + inc hl + ld e,(hl) inc hl + ld d,(hl) + ld (_penCol),de inc hl + cal _vputs + + ld a,(hl) + dec a + jr z,storyLine + + psh hl + ld hl,VIDEO_MEM + ld de,GRAPH_MEM + ld bc,1024 + ldir + cal _clrLCD + pop hl + inc hl + ld a,(hl) inc hl - djnz hit_enemies ;check next enemy + ld b,(hl) + psh hl + cal DoSFX + cal _getkey + pop hl ret -;--------------------------- level events ------------------------------------- +dostory: + cal storyPage ;do some story + inc hl ;look at next hl + ld a,(hl) ;load in a + dec hl ;restory hl + inc a ;set z-flag if a = $ff + jr nz,dostory ;otherwise loop + + ld bc,5 ;story ends + add hl,bc ;set hl to beginning of the level + ld (levelp),hl ;set the level-pointer + ret ;and return + +;--------------------------- SFX -------------------------------------------- + +CDoSFX: + ld hl,VIDEO_MEM + ld de,GRAPH_MEM + ld bc,1024 + ldir + ld b,64 + ld a,-1 -Level_event: - ld a,(nextevent) - dec a - ld (nextevent),a - or a - ret nz +DoSFX: ;ins: a=beginLine b=nrOfLines + ld (curline),a +SFXframe: + psh bc -do_event: - ld hl,(curevent) - ld de,enemies-4 -chk_noenemy: - inc de - inc de - inc de - inc de - ld a,(de) - or a - jr nz,chk_noenemy + ld a,(curline) ;get line number + inc a ;go to the next line + ld (curline),a ;update - ld a,$01 - ld (de),a ;occ - inc de + ld l,a + ld h,0 + add hl,hl + add hl,hl + add hl,hl + add hl,hl - ld a,(hl) - ld (de),a ;type - inc de + ld b,h ;save hl for later + ld c,l - ld a,$5a - ld (de),a ;x - inc de + ld de,VIDEO_MEM + add hl,de ;go to ymin + ld d,h + ld e,l - inc hl - ld a,(hl) - ld (de),a ;y + ld hl,GRAPH_MEM + add hl,bc ;hl->logo - inc hl ;+0 - ld a,(hl) - cp $ff - jp z,Next_level - ld (nextevent),a + ld a,(curline) ;Calculate how many lines to draw + ld c,a + ld a,64 + sub c + ld b,a - inc hl - ld (curevent),hl +SFXdisp: ;display this frame on screen + ld a,b ;psh b (a will not be used) + ld bc,16 ;one line (=16 bytes, you'd know by now) + ldir ;display (copy actually) + ld bc,-16 ;go up one line (not on screen) + add hl,bc ;so the same line will be displayed + ld b,a ;pop b + dnz SFXdisp ;repeat until whole screen is displayed + + ld b,8 +SFXdelay: + halt + dnz SFXdelay + + pop bc + dnz SFXframe ret -;--------------------------- handle enemies ----------------------------------- +;--------------------------- show icon -------------------------------------- -Handle_enemies: - ld hl,enemies - ld b,20 +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 -handle_enemy: - push hl - push bc +disp_icons: + psh bc \ psh de \ psh hl \ psh ix ;&&& - ld a,(hl) - dec a - jr z,normal_enemy ;occ "normal" 1 - dec a - jr z,exploding_enemy ;occ "exploding" 2 - jr next_enemy ;occ "no enemy" 0 + ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom + ld (PutWhere),hl ;place icons at bottom of normal screen + ld b,16 ;draw 16x (screen width) + ld a,%11111111 ;horizontal line mask + cal drawline ;draw divider-line -normal_enemy: - inc hl - ld c,(hl) ;type - inc hl - ld d,(hl) ;x - inc hl - ld e,(hl) ;y + ld b,16*7 ;draw 16x (screen width) 7x (height) + xor a ;blank line mask + cal drawline ;clear scorebar - ld a,d + cal disp_lives + + ld ix,spr_icon01 ;armorIcon + ld de,$1901 ;icon #1 + cal putwidesprite ;display icon + cal disp_armor ;display bar + + ld ix,spr_icon00 + ld a,(torp_occ) or a - jr z,next_enemy + jr z,no_torp + ld ix,spr_icon02 ;torpedoIcon +no_torp: + ld de,$2901 ;icon #2 + cal putwidesprite ;display + + ld ix,spr_icon03 ;bulletIcon + ld de,$3901 ;icon #3 + cal putwidesprite ;display icon + ld hl,$3945 ;position to display bullet-type digit + ld a,(your_weapon) ;digit + dec a ;minus one (1=laser) + ld (_penCol),hl ;set location + add a,'0' ;make digit + cal _vputmap ;display char + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_weapon) dec a - ld d,a - jr z,remove_enemy + jr nz,no_laser + ld ix,spr_icon04 ;laserIcon +no_laser: + ld de,$4901 ;icon #4 + cal putwidesprite + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) + and %11 + jr z,no_multiples + ld ix,spr_icon05 +no_multiples: + ld de,$5901 ;icon #5 + cal putwidesprite + + ld ix,spr_dividerline + ld de,$6901 + cal putwidesprite + + ld a,(your_pickup) ;pickups taken + add a,a ;picks*2 (sets z-flag) + jr z,iconsdone ;return if no pickups + add a,a ;picks*4 + add a,a ;picks*8 + add a,a ;picks*$10 + add a,$09 ;add 0ah + ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59) + ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) + + ld ix,spr_icon + cal putwidesprite +iconsdone: + ld hl,GRAPH_MEM ;normal game-screen + ld (PutWhere),hl ;set sprite-position to normal screen + + pop ix \ pop hl \ pop de \ pop bc + ret - ld (hl),e +disp_armor: + ld hl,(57*16)+VIDEO_MEM+3 + ld b,3 +armorbarclr: dec hl - ld (hl),d - ld ix,spr_enemy01 - ld b,$00 - add ix,bc - call drw_spr - jr next_enemy + ld (hl),0 + dnz armorbarclr + + ld a,(your_armor) ;load your armor + ld c,a ;psh a + srl a ;/2 + srl a ;/4 + srl a ;/8: don't display last 2 bits of a (later) + jr z,noarmorbar ;if a=0 then it would loop 256x so skip it + ld b,a ;loop b=a times +armorbar: ;starting at ($39*16)+VIDEO_MEM + ld (hl),%11111111 ;draw a piece of the bar + inc hl ;next position + dnz armorbar ;loop it b times + +noarmorbar: + ld a,c ;pop a + and %111 ;display last bits of armor + ret z ;if armor=0 then bit = %00000000 (don't disp) + ld b,a ;into B + xor a ;bit = %00000000 +armorbarbit: + scf ;set carry flag + rra ;rotates A right and sets bit 7 (c-flag) + dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100) +armorbarready: ; (an if B=3 then a=%11100000) + ld (hl),a ;draw this last byte + ret -remove_enemy: - dec hl - dec hl -enemy_gone: - dec hl - ld (hl),$0000 ;bye bye enemy +disp_lives: + ld hl,$3A00 ;display Lives + ld (_penCol),hl ;bottom left + ld hl,savestr+2 + ld (hl),'L' + inc hl + ld (hl),'x' + inc hl -next_enemy: + ld a,(your_lives) ;nr of lives in a + add a,'0' ;make digit + ld (hl),a + dec hl \ dec hl + jp _vputs ;display on screen +ret + +;--------------------------- proc ------------------------------------------- + +Random5016: + cal Random50 ; a = 0..50 + inc a ; a = 1..51 + ld h,0 + ld l,a ;hl = 1..51 + add hl,hl ;hl = 1..51 * 2 + add hl,hl ;hl = 1..51 * 4 + add hl,hl ;hl = 1..51 * 8 + add hl,hl ;hl = 1..51 * 16 (left side at random y) + dec hl ;hl = 1..51 * 16 (" at right side of screen) + ld de,GRAPH_MEM + add hl,de ;position on screen + ret + +Random50: + cal Random + cp 51 ;y may not be more than 50 + ret c ;OK if a<51 + and %00111111 ;a = 0..63 + sub 13 ;a = -13..50 + ret nc ;OK if a>=0 + add a,13+(50-12) ;a = -13..-1 >=> 0..12 >=> 39..50 + ret + +Random: + ld a,(RanPos) ;a handy random-var. + ld hl,x ;add your x-coord for randomness + adc a,(hl) + inc hl ;add your y-coord for randomness + adc a,(hl) + ld (RanPos),a ;save altered random-var + ret ;RanPos also in #a + +scoreInc: + psh bc + ld bc,(score) + add hl,bc + ld (score),hl pop bc + ret + +find_sprite: ;destroyed: de ix + psh hl + ld e,(hl) ;e = enemy type + ld d,0 ;de = e + ld hl,XLenemytable ;hl = @sprites offset-table + add hl,de ;points to offset of current enemy offset + ld e,(hl) ;de = @enemy offset + ld d,0 + + ld ix,XLsprenemies ;first enemy sprite + add ix,de ;add offset for current enemy + add ix,de ;twice (offset stored as offset/2) pop hl + ret + +BLACKLCD: + ld hl,VIDEO_MEM ;screen location (top left) + ld de,VIDEO_MEM+1 + ld (hl),%11111111 + ld bc,1024-1 ;do it 1024 times = entire screen + ldir + set 3,(iy+5) ;set white on black + ret + +waitnokeypressed: + halt \ halt + cal GET_KEY + or a + jr nz,waitnokeypressed + ret + +Decompress: ;hl=source(compressed) de=dest(decompressed) + ld a,(hl) + bit 7,a + jr z,compressed inc hl + and %01111111 + ld b,0 + ld c,a + ldir + jr Decompress +compressed: + psh af + or %11111100 + ld b,a inc hl + ld c,(hl) inc hl - inc hl - djnz handle_enemy - ret + pop af + and %01111100 + rrca + rrca + or a + ret z + psh hl + ld h,d + ld l,e + add hl,bc + inc a + inc a + ld b,0 + ld c,a + ldir + pop hl + jr Decompress + +;--------------------------- game over / new game / death ------------------- +chartable: + .db 0,"!<>^",0,0,0,0 + .db 0,"xtoje0",0 ;enter..clear + .db " wsnid9",0 ;(-)..custom + .db "zvrmhc8",0 ;dot..del + .db "yuqlgb7x" ;0..xvar + .db 0,"-pkfa6'" ;on..alpha + .db "54321.",0,0 ;F5..more + +own_name: + .db 7,"nemesis" + +save_hi: + ld hl,own_name-1 ;find own variable + rst 20h ;cal _ABS_MOV10TOOP1 + rst 10h ;cal _FINDSYM + ret c ;not found? who cares... -exploding_enemy: - inc hl - push hl - ld a,(hl) - call explosion_stuff ;display explosion - pop hl + xor a + ld hl,4+storehi_start-_asm_exec_ram + add hl,de ;hl=pointer to data in original prog + adc a,b + cal _SET_ABS_DEST_ADDR + xor a + ld hl,storehi_start + cal _SET_ABS_SRC_ADDR + ld hl,storehi_end-storehi_start + cal _SET_MM_NUM_BYTES + cal _mm_ldir ;save done (cal \ ret) + jp _RAM_PAGE_1 + +save_lvl: + ld hl,own_name-1 ;find own variable + rst 20h ;cal _ABS_MOV10TOOP1 + rst 10h ;cal _FINDSYM + ret c ;not found? who cares... + + xor a + ld hl,4+storesave_start-_asm_exec_ram + add hl,de ;hl=pointer to data in original prog + adc a,b + cal _SET_ABS_DEST_ADDR + xor a + ld hl,storesave_start + cal _SET_ABS_SRC_ADDR + ld hl,storesave_end-storesave_start + cal _SET_MM_NUM_BYTES + cal _mm_ldir ;save done (cal \ ret) + jp _RAM_PAGE_1 + +game_over: + pop hl ;=ret (game_over was called from a procedure) +game_over_nopop: + cal BLACKLCD ;clear screen + cal waitnokeypressed + ld hl,$0603 + ld (_curRow),hl ;center + ld hl,txt_gameover + cal _puts ;display "GAME OVER" + + ld hl,$0007 + ld (_curRow),hl + + ld de,(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 +enter_name_loop: + ld a,'_' + cal _putc + ld hl,_curCol + dec (hl) +nokeypressed: + halt \ halt + cal GET_KEY + or a + jr z,nokeypressed + + cp K_DEL + jr z,backup + cp K_ENTER + jr z,nomore + cp K_EXIT + jr z,nomore + + ld hl,hiscorepos + ld b,(hl) + dec b + jr z,nokeypressed + ld (hl),b + + ld hl,chartable + 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 waitnokeypressed + 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 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 + +hiscoredone: + xor a ;clear a (Ahl will be displayed) + ld hl,$1006 ;bottom-1 right + ld (_curRow),hl ;set + ld hl,(score) ;your score + cal _dispahl ;display it (a=0) + + ld hl,$314b ;bottom-1 right before score ^^ + ld (_penCol),hl ;set + ld hl,txt_score ;"Score" + cal _vputs ;display (small) + + ld hl,$1007 ;bottom right + ld (_curRow),hl ;set + ld hl,(hiscore) ;hi-score + cal _dispahl ;display + ld hl,$3946 ;bottom right before hiscore ^^ + ld (_penCol),hl ;set + ld hl,txt_hiscore ;"Hiscore" + cal _vputs ;display (small) + res 3,(iy+5) + + ld b,16 + ld de,16 + ld hl,VIDEO_MEM+(49*16)-1 +restore_line: + set 1,(hl) + add hl,de + dnz restore_line + + cal _getkey ;wait for keypress + jp quit ;restore some things and return to TI-OS/shell + +New_game: + xor a ;ld a,0 + ld (score),a ;reset score + ld (score+1),a ;reset score (0) + ld (torp_occ),a ;no torpedoes + ld (your_weapon),a ;no laser + ld (your_pickup),a ;reset pickups + ld (your_multiples),a ;no multiples + inc a ;ld a,1 + ld (level),a ;reset level nr (#1) + ld hl,XLlevelsdata ;set level pointer to level#1 + ld (levelp),hl ;reset level pointer + inc a ;ld a,2 + ld (your_weapon),a ;default weapon + ld a,4 + ld (your_lives),a ;3 lives (4 will be decreased @ You_die) + ld (pickuptimer),a ;next pickup after 4 enemies destroyed + +You_die: + ld a,12 + ld (your_armor),a ;12 HPs/shields + ld a,(your_lives) ;load lives left + dec a ;decrease lives + ld (your_lives),a ;if lives=0ffh GO + jp c,game_over + jr samelevel + +;--------------------------- next level ------------------------------------- + +Next_level: + ld a,(your_armor) ;load current armor + cp 25-8 ;may not become >=25 + jr c,addok ;ok then just add 8 + ld a,25-8 ;set to maximum (8 will be added below) +addok: + add a,8 ;add 8 to armor + ld (your_armor),a ;change armor + + ld hl,level ;level number ld a,(hl) - cp 15 - jr z,enemy_gone ;remove when at last frame inc a - ld (hl),a ;next frame - jr next_enemy + ld (hl),a -;--------------------------- check collision ---------------------------------- + add a,a + add a,a + ld h,0 ;increase score.... + ld l,a ;by level number * 4 + ld bc,20 + add hl,bc ;plus 20 + cal scoreInc ;update score + + ld hl,(levelp) ;level pointer + ld bc,5+32+4+4 ;advance one level + add hl,bc ;update to point to next level + ld (levelp),hl ;save + +samelevel: + ld a,80 + ld (nextevent),a ;time to first enemy appearance + + ld hl,(levelp) ;level pointer + xor a + cp (hl) + cal z,dostory -Enemies_hit: - ld de,(x) ;e = X, d = Y - ld hl,enemies-4 -check_next: + ld a,(hl) ;load new level-enemy type + ld (level_enemy),a ;set level-enemy inc hl + ld a,(hl) ;load new appearance-time + ld (eventtime),a ;set inc hl + ld a,(hl) ;load nr of enemies in this level + ld (eventleft),a ;set nr of events left inc hl + ld a,(hl) ; + ld (level_info),a ; inc hl - - ld a,(hl) - cp $ff - ret z ;-1 = no more enemies - push hl - cp 1 - jr nz,nocrash ;1 = enemy - - inc hl + ld a,(hl) ;movement of enemies in this level + ld (level_move),a ;do it inc hl - ld a,(hl) ;check x match - sub e - add a,6 - jp m,nocrash - cp 12 - jr nc,nocrash + ld a,(hl) ;how frequent the enemies fire a bullet + ld (level_fire),a ;consider it done inc hl - ld a,(hl) ;check y match - sub d - add a,6 - jp m,nocrash - cp 12 - jr nc,nocrash - - dec hl - dec hl - ld (hl),0 ;explosionFrame 0 - dec hl - ld (hl),2 ;set to explode + ld de,spacespace + ld bc,17+17+2 + ldir -nocrash: - pop hl - jr check_next + ld ix,starx1 + ld b,nrstars1 + cal placestars + ld hl,RanPos + inc (hl) + ld ix,starx2 + ld b,nrstars2 + cal placestars -;--------------------------- next level --------------------------------------- + xor a + ld (timer),a ;reset time + ld hl,your_occ ;hl = your_occ + ld (hl),a ;reset your ship (not exploding) + inc hl ;hl = your_inv + ld (hl),25 ;set 25*4=100 frames invulnerable + ld hl,x ;begin position x=... + ld (hl),a ;...=a=0=left + inc hl ;y=... + ld a,24 ;...=24=middle + ld (hl),a ;your y + + ld a,(torp_occ) + or a ;no torpedoes? + jr z,torpsclear ;then just continue (=0) + ld a,1 ;if so, set to "ready to fire" (=1) +torpsclear: + + ld de,$0018 ;x=0, y=24 (like you..) +; cal Place_multiples ;place all multiple-positions at (0,24) + + ld hl,enemies ;remove all enemies and bullets + ld (hl),0 ;clear first byte + ld de,enemies+1 ;copy this to the next byte + ld bc,(nrenemies*enemysize)+((nrybuls+nrebuls)*3)-1 + ldir ;clear enemies + bullets (y/e) + +;--------------------------- setup game ------------------------------------- + +game_setup: + cal BLACKLCD + ld hl,$0703 + ld (_curRow),hl ;center + ld hl,txt_level + cal _puts ;display "LEVEL " + + ld a,(level) + ld l,a + ld h,$00 + + cal UNPACK_HL + add a,'0' + ld b,a + cal UNPACK_HL + add a,'0' + cal _putc ;display second digit + ld a,b + cal _putmap ;display first digit + + ld hl,$0904 + ld (_curRow),hl ;display lives left below level nr + ld hl,txt_lives ;bar text: "Lx0"... + ld a,(your_lives) ;lives left + add a,'0' ;make value + ld (txt_lives+3),a ;add to text + cal _puts ;display the string + res 3,(iy+5) ;set white on black + + cal _getkey ;wait for keypress + cp kF1 + cal z,save_lvl + + cal _clrLCD ;clear screen + jp disp_icons ;display bottom icons +ret + +placestars: + cal Random5016 ;a = (0..50)*16 = random y-pos + ld a,b ;a = b = star nr. = 1..7 + add a,a ;a = 2b = 2..14 + ld d,0 + ld e,a ;de = a = 2-14 + add hl,de ;add to random y => random pos anywhere + + ld (ix),l ;save x-pos (l) + ld (ix+1),h ;save y-pos (h) + inc ix \ inc ix ;next star + dnz placestars ;repeat for all stars + ret -Next_level: - ld hl,Leveldata+1 - ld (curevent),hl +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-16 + add hl,bc + ld a,(hl) + ld (weapdamage),a ;damage of bullets + inc hl + ld a,(hl) +; ld (weapdaminc),a ;damage increase ret -;--------------------------- putsprite ---------------------------------------- +;--------------------------- putsprite -------------------------------------- +;--------------------------- de =(X,Y) -------------------------------------- offsets_table: - .db 128,64,32,16,8,4,2,1 -drw_spr: + .db $80,$40,$20,$10,8,4,2,1 +putsprite: + ld a,d ;a = X + and %00000111 ;a = X mod 8 = bit nr. to mask + ld hl,offsets_table ;pixel mask table + ld c,a ;bit nr. + ld b,0 ;word + add hl,bc ;add to table + ld a,(hl) ;a = pixel mask + ld (_smc1+1),a ;alter pixel mask + + ld hl,GRAPH_MEM ;save-location + ld a,e ;y-coord + add a,a ;y*2 + add a,a ;y*4 + add a,a ;y*8 + rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) + add a,a ;y*16 (width of screen) + rl b ;b=b*2+overflow (if y>64 then bc=bc+512) + srl d ;d/2 + srl d ;d/4 + srl d ;d/8 (8 bits in byte) ** c is set when overflow + add a,d ;a = (Y*16+X/8) mod 256 + jr nc,_n1 ;jump if no carry = no overflow = a<=255 + inc b ;a>255 so increase bc by 256 +_n1: ld c,a ;c = (Y*16+X/8) mod 256 + add hl,bc ;bc = Y*16+X/8 + + ld d,(ix) + ld b,(ix+1) +_oloop: psh bc ;Save # of rows + psh hl ;Save screen address + ld b,d ;Load width + ld c,(ix+2) ;Load one line of image + inc ix +_smc1: ld a,1 ;Load pixel mask +_iloop: sla c ;Test leftmost pixel + jr nc,_noplot ;See if a plot is needed + ld e,a ;OR pixel with screen + or (hl) + ld (hl),a + ld a,e +_noplot:rrca + jr nc,_notedge ;Test if edge of byte reached + inc hl ;Go to next byte +_notedge: + dnz _iloop + pop hl ;Restore address + ld bc,16 ;Go to next line + add hl,bc + pop bc ;Restore data + dnz _oloop + ret ;s are used instead of = faster + +;--------------------------- putbigsprite ----------------------------------- + +putwidesprite: ld a,d and 7 ld hl,offsets_table @@ -536,14 +2796,15 @@ drw_spr: ld b,0 add hl,bc ld a,(hl) - ld (_smc1+1),a + ld (wsmc1+1),a + ld (wsmc2+1),a + ld hl,(PutWhere) - ld (_smc1+1),a - ld hl,GRAPH_MEM ld a,e add a,a - add a,e add a,a + add a,a + rl b add a,a rl b @@ -551,269 +2812,689 @@ drw_spr: srl d srl d add a,d - jr nc,_n1 + jr nc,n1 inc b -_n1: ld c,a +n1: ld c,a add hl,bc - + ld d,(ix) ld b,(ix+1) -_oloop: push bc ;Save # of rows - push hl ;Save screen address +woloop: psh bc ;Save # of rows + psh hl ;Save screen address ld b,d ;Load width ld c,(ix+2) ;Load one line of image inc ix -_smc1: ld a,1 ;Load pixel mask -_iloop: sla c ;Test leftmost pixel - jr nc,_noplot ;See if a plot is needed +wsmc1: ld a,1 ;Load pixel mask +wiloop: sla c ;Test leftmost pixel + jr nc,wnoplot ;See if a plot is needed ld e,a ;OR pixel with screen or (hl) ld (hl),a ld a,e -_noplot: rrca - jr nc,_notedge ;Test if edge of byte reached +wnoplot: + rrca + jr nc,wnotedge ;Test if edge of byte reached inc hl ;Go to next byte -_notedge:djnz _iloop +wnotedge: +wsmc2: cp 1 + jr z,wover_1 + + dnz wiloop pop hl ;Restore address - ld bc,12 ;Go to next line + ld bc,16 ;Go to next line add hl,bc pop bc ;Restore data - djnz _oloop + dnz woloop + ret +wover_1: + ld c,(ix+2) + inc ix + dnz wiloop + dec ix + pop hl + ld bc,16 + add hl,bc + pop bc + dnz woloop ret +;---------------------------------------------------------------------------- +;------------------------------- sprites ------------------------------------ +;---------------------------------------------------------------------------- - -_D_HL_DECI: - push bc - ld de,up_data+4 - ld b,5 -ldhld: call UNPACK_HL - add a,'0' - ld (de),a - dec de - djnz ldhld - ld hl,up_data - ld b,4 -lis: ld a,(hl) - cp '0' - jr nz,dis - ld (hl),' ' - inc hl - djnz lis -dis: ld hl,up_data - call _puts - pop bc - ret - -up_data: .db "PAD98",0 - - - -;------------------------------- sprites -------------------------------------- - -spr_ship: - .db 7,7 ;your ship: - .db %01110000 ; ███ +spr_ship01: + .db 7,7 ;ship alpha class + .db %01111000 ; ████ .db %11100000 ; ███ - .db %11111100 ; ██████ + .db %01111100 ; █████ .db %11110010 ; ████ █ - .db %11111100 ; ██████ + .db %01111100 ; █████ .db %11100000 ; ███ - .db %01110000 ; ███ + .db %01111000 ; ████ +spr_ship01i: + .db 7,7 ;ship alpha class + .db %01010000 ; █ █ + .db %10100000 ; █ █ + .db %01010100 ; █ █ █ + .db %10100010 ; █ █ █ + .db %01010100 ; █ █ █ + .db %10100000 ; █ █ + .db %01010000 ; █ █ + +spr_ship02: +; .db 7,7 ;ship beta class +; .db %11100000 ; ███ +; .db %11110000 ; ████ +; .db %01111100 ; █████ +; .db %01110010 ; ███ █ +; .db %01111100 ; █████ +; .db %11110000 ; ████ +; .db %11100000 ; ███ +spr_ship02i: +; .db 7,7 ;ship beta class +; .db %01000000 ; █ +; .db %10100000 ; █ █ +; .db %01010100 ; █ █ █ +; .db %00100010 ; █ █ +; .db %01010100 ; █ █ █ +; .db %10100000 ; █ █ +; .db %01000000 ; █ + +spr_multiple: + .db 6,4 ;multiples + .db %01111000 ; ████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111000 ; ████ -spr_bullet01: - .db 5,3 ;your bullets - .db %11110000 ; ████ - .db %11111000 ; █████ - .db %11110000 ; ████ +;--------------------------------- bullets ---------------------------------- +spr_bullet01: + .db 5,3 ;dam=0-3 + .db %00110000 ; ▒██ + .db %01001000 ; ▒█ ▒█ + .db %00110000 ; ▒██ spr_bullet02: - .db 3,3 ;enemy bullets - .db %01000000 ; █ - .db %11100000 ; ███ - .db %01000000 ; █ - -spr_enemy01: - .db 6,6 ;enemy type one - .db %00111100 ; ████ - .db %01110000 ; ███ - .db %11110000 ; ████ + .db 5,3 ;dam=4-7 + .db %00110000 ; ▒██ + .db %01101000 ; ▒██▒█ + .db %00110000 ; ▒██ +spr_bullet03: + .db 5,3 ;dam=8-11 + .db %00110000 ; ▒██ + .db %11101000 ;▒███▒█ + .db %00110000 ; ▒██ +spr_bullet04: + .db 5,3 ;dam=8-11 + .db %00110000 ; ▒██ + .db %11111000 ;▒█████ + .db %00110000 ; ▒██ +spr_bullet05: + .db 5,3 ;dam=8-11 + .db %01110000 ; ▒███ + .db %11111000 ;▒█████ + .db %01110000 ; ▒███ +spr_bullet06: + .db 5,3 + .db %11110000 ;▒████ + .db %11111000 ;▒█████ + .db %11110000 ;▒████ +spr_bullett1: + .db 4,3 ;▒▒▒ + .db %11100000 ;▒███ .db %11110000 ; ████ .db %01110000 ; ███ - .db %00111100 ; ████ -spr_enemy02: - .db 6,6 ;enemy type two - .db %01111100 ; █████ - .db %11110000 ; ████ - .db %10111000 ; █ ███ - .db %10111000 ; █ ███ - .db %11110000 ; ████ - .db %01111100 ; █████ -spr_enemy03: - .db 6,6 ;enemy type three - .db %00111000 ; ███ - .db %01111100 ; █████ - .db %11111000 ; █████ - .db %11111000 ; █████ - .db %01111100 ; █████ - .db %00111000 ; ███ -spr_explosion: +spr_bullete1: + .db 4,3 ;enemy bullets + .db %01100000 ; ▒█▓▒░ + .db %11110000 ; ▒███▓▒░ + .db %01100000 ; ▒█▓▒░ + +;-------------------------------- explosion --------------------------------- + +spr_explosion: .db 8,6 ;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 %11110011 - .db %01001110 - .db %10110101 - .db %01000101 - .db %00111110 - .db %11011010 + .db %10110000 ; █ ██ + .db %01001110 ; █ ███ + .db %10110101 ; █ ██▒█▒█ + .db %01000101 ; █ ▒█▒█ + .db %00111110 ; █████ + .db %01011010 ; █ ██ █ .db 8,6 ;4 - .db %11110010 - .db %01001110 - .db %10110101 - .db %01000101 - .db %00111110 - .db %01011010 + .db %00101010 ; ▒ █▒█ █ + .db %01000110 ; █ ▒██ + .db %10110101 ; █ ██ █ █ + .db %01100110 ; ██ ██▒ + .db %00111100 ; ████▒ + .db %01011001 ; █ ██ ▒█ .db 8,6 ;5 - .db %01000001 - .db %00100110 - .db %00010101 - .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 %10001000 + .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 %00000001 - .db %00100100 - -;---------------------------- enemy types ------------------------------------- - -;enemy01: .db $01,$00,$00 ;$hits $fire frequency -;enemy02: .db $02,$00,$00 -;enemy03: .db $04,$00,$00 - -;---------------------------- level data -------------------------------------- - -Leveldata: - .db $10,$00,$40 ;$time (ff=end) $type $y-pos - .db $10,$00,$30 - .db $10,$00,$20 - .db $40,$00,$10 - .db $01,$00,$44 - .db $15,$00,$31 - .db $04,$00,$38 - .db $05,$00,$40 - .db $03,$00,$2f - .db $04,$00,$3a - .db $12,$00,$10 - .db $10,$00,$18 - .db $0e,$00,$20 - .db $0c,$00,$28 - .db $0a,$00,$30 - .db $08,$00,$38 - .db $06,$00,$40 - .db $04,$00,$48 - .db $2a,$00,$20 - .db $ff,$ff,$ff - -;---------------------------- texts ------------------------------------------- - -title_message: - .db "* * NEMESIS * *",0 - -;---------------------------- save data --------------------------------------- - -stored_data_start: - -curevent .dw Leveldata+1 ;next event -nextevent .db (Leveldata) ;time to next event -score .dw $0000 -lives .dw $0003 -level .dw $0000 -x .db $16 -y .db $46 -shield .db $00 -ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y) -;ebuls .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 -enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 -; 0011 2233 >> 0=occupation (0=no enemy 1=normal 2=exploding) -; 1=frame/ship 2=x 3=y - -timer .dw $0000 -your_status .db $00 - .db $00 -warped_status .db $00 - -variables_end: - -stored_data_end: - + .db %00000100 ; ▒█ + .db %00000000 ; ▒▒ ▒ + .db %01000000 ; █ + .db %00000000 ; ▒ + .db %00000010 ; █▒ + .db %00100100 ; █▒ █ - .end +spr_yexplosion: + .db 8,6 ;8 + .db %00000000 ; + .db %00000000 ; + .db %00000000 ; + .db %00000000 ; + .db %00000000 ; + .db %00000000 ; + +;------------------------------------ bar ----------------------------------- + +spr_iconhalf: + .db 16,7 ;selected .......: + .db %11111111 ; ████████ + .db %00000001 ; █ + .db %00000001 ; █ + .db %00000001 ; █ + .db %00000001 ; █ + .db %00000001 ; █ + .db %11111111 ; ████████ +spr_icon: + .db 16,7 ;selected .......:.......: + .db %11111111,%11111111 ; ████████████████ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11111111,%11111111 ; ████████████████ +spr_icon00: + .db 16,7 ;unused .......:.......: + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ +spr_icon01: + .db 16,7 ;armor ; .......:.......: + .db %10000111,%11110000 ; █ ███████ + .db %10011000,%00001100 ; █ ██ ██ + .db %10110011,%11000110 ; █ ██ ████ ██ + .db %10110000,%11110110 ; █ ██ ████ ██ + .db %10110011,%11000110 ; █ ██ ████ ██ + .db %10011000,%00001100 ; █ ██ ██ + .db %10000111,%11110000 ; █ ███████ +spr_icon02: + .db 16,7 ;torpedo .......:.......: + .db %10111000,%00010101 ; █ ███ █ █ █ + .db %10011100,%00010101 ; █ ███ █ █ █ + .db %10111000,%01001010 ; █ ███ █ █ █ + .db %10000000,%11101010 ; █ ███ █ █ + .db %11100001,%11100101 ; ███ ████ █ █ + .db %10011000,%11110101 ; █ ██ ████ █ █ + .db %11100110,%00110010 ; ███ ██ ██ █ +spr_icon03: + .db 16,7 ;bullets .......:.......: + .db %10000000,%11000000 ; █ ██ + .db %10000011,%11100000 ; █ █████ ▒▒▒ + .db %10011000,%11000000 ; █ ██ ██ ▒▒▒ + .db %11111100,%00000000 ; ██████ ▒▒▒ + .db %10011000,%11000000 ; █ ██ ██ ▒▒▒ + .db %10000011,%11100000 ; █ █████ ▒▒▒ + .db %10000000,%11000000 ; █ ██ +spr_icon04: + .db 16,7 ;laser .......:.......: + .db %10000000,%00000000 ; █ + .db %10110010,%10000000 ; █ ██ █ █ + .db %10111011,%00000000 ; █ ███ ██ + .db %10011101,%11111111 ; █ ███ █████████ + .db %10111011,%00000000 ; █ ███ ██ + .db %10110010,%10000000 ; █ ██ █ █ + .db %10000000,%00000000 ; █ +spr_icon05: + .db 16,7 ;multiple .......:.......: + .db %10000011,%10000000 ; █ ███ + .db %10000001,%11100110 ; █ ████ ██ + .db %10000001,%11100000 ; █ ████ + .db %10000011,%10000000 ; █ ███ + .db %10011000,%00000000 ; █ ██ + .db %10111100,%11000011 ; █ ████ ██ ██ + .db %10011000,%00000000 ; █ ██ +spr_dividerline: + .db 8,7 + .db 128,128,128,128,128,128,128 ;128 = %10000000 + +;-------------------------- weapondata -------------------------------------- + +;format:[unused] [ybuls(max.bullets)] [0000:direction 0000:speed] [offset] +maxnrweapons = 8+1 +weapondata: + .db 2,1,%00000010,2,%00000000,0,%00000000,0 ;single fire + .db 2,1,%00000011,2,%00000000,0,%00000000,0 ;fast single + .db 16,2,%00000010,0,%00000010,5,%00000000,0 ;double + .db 16,1,%00010010,2,%00110010,2,%01000010,2 ;triple + .db 16,1,%00010011,2,%00110011,2,%01000011,2 + .db 16,1,%00010011,2,%00110011,2,%01000100,2 + .db 16,1,%00010100,2,%00110100,2,%01000101,2 + .db 16,1,%00010100,2,%00110100,2,%01000101,2 + +;---------------------------- texts ----------------------------------------- + +txt_about: .db " v0.96.A30",127,"by Shiar",0 +txt_email: .db "shiar0@hotmail.com",0 +txt_menu1: .db "NEW GAME",0 +txt_menu2: .db "CONTINUE",0 + +txt_level: .db "LEVEL ",0 +txt_gameover: .db "GAME OVER!",0 +txt_score: .db "Score",0 +txt_hiscore: .db "Hiscore",0 +txt_lives: .db "Lx0?",0 + +txt_pressenter: .db "Enter to continue",0 +txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0 +txt_teacherans: .db Lneg,"14.2063168184",0 + +;---------------------------- save data ------------------------------------- + +PutWhere .dw GRAPH_MEM ;where to put the wide sprites +laserlasts .db 5 + +storehi_start: +hiscore .dw $0000 +hiname .db "Shiar.97",0 +storehi_end: + +storesave_start: +level .db $01 ;level number +levelp .dw XLlevelsdata ;pointer to level data +pickuptimer .db $04 ;counts when to place a pickup +score .dw $0000 +your_pickup .db $00 +your_occ .db $00 ;0=normal 1..16=exploding +your_inv .db $00 ;invincibility left +your_armor .db $0a ;HP left +your_lives .db $03 ; + +your_weapon .db $02 ;weapon: 0=no, 1=laser, 2+=bullet n+1 +your_multiples .db $00 ;multiples present +torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt +torp_pos .dw $0000 ;torpedo position (x,y) +storesave_end: + + +;XLlevelsdata:--------------------------------------------------------------- +XLlevelsdata: + + .db 0 + .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06 + .db $1b,$1d,"storyline coming soon..." ,0,0,$1d,$06 + .db $09,$19,"the Nemesis saga continues",0,1 + .db $2e,$21,"with NEMESIS 86" ,0,1 + .db $52,$36,"by Shiar" ,0,0,$19,$23 + .db $ff + +;format:[enemy nr] [enemy frequency] [next lvl] +; [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire] +; [level_move] [level_fire] [tunnel size] [groundtype] [16_ground] +; [16_ceiling] [stars1] [stars2] + + .db $15,$07,$08 ;fireFreq; moveType; enemyType +level01: ;efrequency must be odd if halfluring! + .db $01,$1b,$2f,%00010001,0,255,0,0 ;0f>>2f ; 7 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 + .db 1,1 ; 2 + .db $10,$07,$09 ; 3 + + .db 0 + .db $01,01,"And the storyline conti", + .db "nues.....",0,1 + .db $01,09,"You decide to fly close", + .db " to the",0,1 + .db $01,15,"surface of a nearby pl", + .db "anet =)",0,0,1,20 + .db $FF + + .db $10,$07,$09 ; 3 +level02: ;44 + .db $02,$13,$4b,%00100101,0,064,0,0 + .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + .db $0E,$07,$09 + + .db 0 + .db $01,01,"Blablabla...",0,1 + .db $01,34,"this storyline sux",0,0,1,39 + .DB $FF + + .db $0E,$07,$09 +level03: + .db $03,$2d,$3f,%00010110,0,255,-9,1 + .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20 + .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18 + .db -1,-1 + + .db $0D,$07,$08 +level04: + .db $04,$11,$41,%00100001,0,057,0,0 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + .db $0C,$07,$09 +level05: + .db $05,$11,$45,%00100101,%10,031,-7,1 + .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2 + .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + .db $0B,$07,$08 +level06: + .db $06,$19,$3a,%00100111,0,255,-4,1 + .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 + .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db $08,$07,$09 +level07: + .db $07,$09,$ff,%00100001,0,043,0,0 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + +;XLenemytable:--------------------------------------------------------------- +XLbullettable: + .db (spr_bullet01-spr_bullet01) ;0 + .db (spr_bullet01-spr_bullet01) ;4 + .db (spr_bullet02-spr_bullet01) ;8 + .db (spr_bullet02-spr_bullet01) ;12 + .db (spr_bullet03-spr_bullet01) ;16 + .db (spr_bullet03-spr_bullet01) ;20 + .db (spr_bullet03-spr_bullet01) ;24 + .db (spr_bullet04-spr_bullet01) ;28 + .db (spr_bullet04-spr_bullet01) ;32 + .db (spr_bullet04-spr_bullet01) ;36 + .db (spr_bullet05-spr_bullet01) ;40 + .db (spr_bullet05-spr_bullet01) ;44 + .db (spr_bullet05-spr_bullet01) ;48 + .db (spr_bullet06-spr_bullet01) ;52 + .db (spr_bullet06-spr_bullet01) ;56 + .db (spr_bullet06-spr_bullet01) ;60 + +XLenemytable: + .db $00 ;00 + .db (spr_enemy01-spr_enemy00)/2 ;01 + .db (spr_enemy02-spr_enemy00)/2 ;02 + .db (spr_enemy03-spr_enemy00)/2 ;03 + .db (spr_enemy04-spr_enemy00)/2 ;04 + .db (spr_enemy05-spr_enemy00)/2 ;05 + .db (spr_enemy06-spr_enemy00)/2 ;06 + .db (spr_enemy07-spr_enemy00)/2 ;07 + .db (spr_boss01 -spr_enemy00)/2 ;08 + .db (spr_boss02 -spr_enemy00)/2 ;09 + .db (spr_enemy08-spr_enemy00)/2 ;0A + .db (spr_enemy00-spr_enemy00)/2 ;0B + .db (spr_enemy00-spr_enemy00)/2 ;0C + .db (spr_enemy00-spr_enemy00)/2 ;0D + .db (spr_enemy00-spr_enemy00)/2 ;0E + .db (spr_enemy00-spr_enemy00)/2 ;0F + +;XLenemyinfos:--------------------------------------------------------------- +XLenemyinfos: + +;format: [000000:HP 00:occ] [HP64] [appearance(ypos)] [unused] + + .db %00100110,0,1,1 ;#1 HP:1 app:random + .db %00101010,0,2,3 ;#2 HP:1 app:halflure + .db %00001111,0,3,2 ;#3 HP:1 app:lure + + .db %00000110,0,4,2 ;#4 HP:2 app:lure + .db %00000111,0,5,3 ;#5 HP:2 app:random moving + .db %00001011,0,6,2 ;#6 HP:3 app:lure moving + + .db %00011011,0,7,3 ;#7 HP:7 app:halflure moving + + .db %00110011,1,8,1 ;boss1 + .db %00111011,0,9,3 ;boss2 + + .db %00000000,0,0,0 + .db %00000000,0,0,0 + .db %00000000,0,0,0 + .db %00000000,0,0,0 + .db %00000000,0,0,0 + .db %00000000,0,0,0 + .db %00000000,0,0,0 + +;XLsprenemies:--------------------------------------------------------------- +XLsprenemies: + +spr_enemy00: + .db 8,8 ;pickup + .db %00011000 ; ██ + .db %00011000 ; ██ + .db %00011000 ; ██ + .db %11111111 ; ████████ + .db %11111111 ; ████████ + .db %00011000 ; ██ + .db %00011000 ; ██ + .db %00011000 ; ██ +spr_enemy01: + .db 6,6 ;enemy type one + .db %00111100 ; ████ + .db %01110000 ; ███ + .db %11110000 ; ████ + .db %11110000 ; ████ + .db %01110000 ; ███ + .db %00111100 ; ████ +spr_enemy02: + .db 8,6 ;enemy type two + .db %00111111 ; █████ + .db %01111000 ; ████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111000 ; ████ + .db %00111111 ; █████ +spr_enemy03: + .db 6,6 ;enemy type three + .db %01111100 ; █████ + .db %11110000 ; ████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %11110000 ; ████ + .db %01111100 ; █████ +spr_enemy04: + .db 6,6 ;enemy type four + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_enemy05: + .db 7,6 ;enemy type five + .db %00011110 ; ████ + .db %01111110 ; ██████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111110 ; ██████ + .db %00011110 ; ████ +spr_enemy06: + .db 7,6 ;enemy type six + .db %00011100 ; ███ + .db %01111110 ; ██████ + .db %10111000 ; █ ███ + .db %10111000 ; █ ███ + .db %01111110 ; ██████ + .db %00011100 ; ███ +spr_enemy07: + .db 8,6 ;enemy type seven + .db %00011110 ; ████ + .db %01111111 ; ███████ + .db %10011100 ; █ ███ + .db %10011100 ; █ ███ + .db %01111111 ; ███████ + .db %00011110 ; ████ + +spr_boss01: + .db 16,10 ;boss type one + .db %00000001,%11111111 ; █████████ + .db %00001111,%11111110 ; ███████████ + .db %00111111,%11110000 ; ██████████ + .db %01011111,%10000000 ; █ ██████ + .db %10011111,%01000000 ; █ █████ █ + .db %10011111,%01000000 ; █ █████ █ + .db %01011111,%10000000 ; █ ██████ + .db %00111111,%11110000 ; ██████████ + .db %00001111,%11111110 ; ███████████ + .db %00000001,%11111111 ; █████████ +spr_boss02: + .db 16,10 ;boss type:one : + .db %11111110,%00000000 ; ███████ + .db %00001111,%10001111 ; █████ ████ + .db %00111111,%11100011 ; █████████ ██ + .db %01001111,%11111110 ; █ ███████████ + .db %10001101,%01111100 ; █ ██ █ █████ + .db %10001101,%01111100 ; █ ██ █ █████ + .db %01001111,%11111110 ; █ ███████████ + .db %00111111,%11100011 ; █████████ ██ + .db %00001111,%10001111 ; █████ ████ + .db %11111110,%00000000 ; ███████ + + +spr_enemy08: + .db 8,6 ;enemy type eight + .db %00011110 ; ████ + .db %01111111 ; ███████ + .db %10011100 ; █ ███ + .db %10011100 ; █ ███ + .db %01111111 ; ███████ + .db %00011110 ; ████ + +;---------------------------------------------------------------------------- +;----------------------------- logo ------------------------------------------ +;---------------------------------------------------------------------------- + +logo_nemesis: +.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000 +.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000 +.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000 +.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000 +.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001 + +;----------------------------- end ------------------------------------------ + .end +.end -;NEMESIS'86 by Shiar +;---------------------------------------------------------------------------- +;---------------------------------------------------------------------------- +;---------------------------------------------------------------------------- -;0.01.717 -- 17.VII.99 -- size 984 +; 0.95.A22 -- 22.X.99 -- size 5321 ; -; + movement of ship over whole screen -; + enemies moving from right to left, appearing right at specified times +; * total size of enemy-sprites can now be 510 bytes (space = doubled!) +; # bullets hit enemies correctly that aren't 6x6; even the 16x10 bosses! +; * at g/o or nextlevel checks for keys released instead of waiting abit +; + name stored with hiscore (max. 8 chars, Shiar.95 by default) +; + when entering hi-name DEL goes back one char (with check 4 no chars) +; # program is reloaded at start so some score-bugs solved! (_asapvar=0) +; * at death, upgrades and pickups AREN'T removed! (just armor=0) +; # bullet is not displayed after being removed anymore +; # armor-icon stays hilighted when armor is decreased +; * when stars move off screen, they are placed at a NEW y-pos! +; * the starting x-positions of stars are not random, so the stars are +; spread all over screen. y is still random and changes during game +; * make_random functions smaller and used by different procs +; # MAJOR BUG! a "random" value was placed somewhere in mem thus +; creating bugs like unexplained loss of armor and stuff! (I think) ; -; 0.1.718 -- 18.VII.99 -- size 907 +; 0.96.A31 -- 31.X.99 -- size 4836 + 888 ; -; * no crash when level restarts for the third time -; * exit-procedure updated, unnecessary stuff/keychecks removed -; * alot of unused code removed -; + different types of enemies (just look different) -; + collision detection!! enemy ships disappear when you hit them +; # if you were hit when armor-icon selected, prog did weird stuff +; + armor-bar (shows armor as a black line left at bottom) +; # bugs involving armor-bar changing armor to a wrong value +; # YES!!! the saving-bugs were caused by mmldir: it reset all data +; at mem $8000, so data is now stored at asmexecram+6000 instead! +; * external levels. All leveldata is loaded from "nemesis0"-var +; * some optimization (like cal\ret>jp + unused code removed/shortened) +; * storyline is loaded from level-file (will be compressed later..) +; + story can be _between_ levels, not only at the start of a new game +; * "new game" and "continue" in main menu are swapped (new comes 1st) +; * enemy bullets can do more than one damage: differs per level +; * collision does 4 damage, ground does 5, you start with 12 armor +; # running the level-file no longer crashes your calc but just returns +; * you now move 1.5 pixels per frame! this way you can outrun enemies +; * hellofajob but enemy-data is now stored at one location in 6 bytes, +; instead of two 4-byte spaces 40 bytes apart! (cleaner code; faster) +; * ground/ceiling/stars are continued when at boss (c00l level 3 boss) ; -; 0.2.718 -- 18.VII.99 -- size 1153 +; 0.97.622 -- 06.VI.99 -- size 5kb ; -; + ability to fire bullets (F1). Enemies disappear on impact -; * enemies explode instead of disappearing - - +; # 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) +; + bullets "charge up" (more damage) when not firing +; + more powerful bullets have different sprites (larger=more damage) +; +; +; + added - removed * changed # bug fixed \ No newline at end of file