X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/840813fdb6f20c24e08d734c29f3afbb13d32db8..86a45e83419f7f26a7eba8a8f76a9bb5ed957f5a:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index fc84fb3..413ab08 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,819 +1,4203 @@ - .include "asm86.h" - .include "ti86asm.inc" - .include "ti86abs.inc" +;---------------------------------------------------------------------------- +;---------------------- NEMESIS --------------------------------------------- +;----------------------------------------------- cool arcade-shoot-em-up-game + +;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org + +;This source should only be used for learning practises, do not +;alter it, and certainly never distribute an altered version!! + +;&&& marks uncertainties or things to optimize + +;TO DO: +; up-double | torpedoes | levels 7-12 | jp m | better weapons + +;---------------------- nemesis.z80 start ----------------------------------- + +#include "asm86.h" +#include "ti86asm.inc" ;standard ti86 romcalls +#include "ti86abs.inc" ;used to save hiscores and so + .org _asm_exec_ram - nop - jp Start - .dw $0000 - .dw Title -Title: .db "Nemesis v0.1.718 by Shiar",0 -Start: - jr init -just_fired = $c0f9 ;byte -temp1 = $c100 ;word +#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 -;-------------------- init ---------------------------------------------------- +dispbuffer = $81FA ;= $C9FA ;virtual screen +;VIDEO_MEM = $FC00 ;tha big scareen +TEXT_MEM = _textShadow ;text buffer; C0F9-C1A0 (167/$A7 bytes) -init: - call _runindicoff +_clrWindow = $4a86 ;_clrLCD and _clrScrn +_ex_ahl_bde = $45f3 ;exchange values between AHL and BDE +_shracc = $4383 ;like _shlacc but just the opposite :P +_dispahl = $4a33 ;display value in ahl <100000 (cheap TI) +_asapvar = $d6fc ;our own variable name (likely "nemesis") -;-------------------- main menu ----------------------------------------------- +storepos = _asm_exec_ram+7000 ;120 OF 165 +storepos2 = _asm_exec_ram+7200 ;141 OF 167 9000 BYTES - jp play_game +;---------------------- in-game vars ---------------------------------------- -;-------------------- exit ---------------------------------------------------- +just_fired = storepos ; +0 ;counts how long a blast lasts +hiscorepos = storepos ; +0 ;entering hiscore name + ; ;--------YOU +x = storepos+1 ; +1 ;your ship's position +y = x+1 ; +2 ;your y-pos +firex = y+1 ; +3 ;(1 byte) +firey = firex+1 ; +4 ;(1 byte) + ; ;--------LEVEL +eventleft = storepos+5 ; +5 ;nr. of enemies still to come +level_enemy = eventleft+1 ; +7 ;enemy type +level_info = level_enemy+1 ; +8 ;info (see below) +level_move = level_info+1 ; +9 ;= +spacespace = level_move+1 ;+10 +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 +your_prevpos = starx2+(nrstars2*2) ;+87 ;save previous positions (32d) +mm = 4 ;max. number of multiples -exit_game: - ret +;^-----------------------------------<1 ;-120=$78 -;----------------------- game setup ------------------------------------------- +enemies = storepos2 ; +0 ;info about each enemy +enemysize = 10 ;infobytes per enemy +nrenemies = 16 ;max. nr of enemies -play_game: - ld hl,stored_data_start - ld bc,variables_end-stored_data_start-1 +ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) +nrybuls = 128 ; +80\ +ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y) +nrebuls = 48 +lvlenemies = ebullets+(nrebuls*3) -;---------------------- display setup ---------------------------------------- +;^-----------------------------------<2 ;-141=$8D +;level_info: +; [0000:damage 0:diagfire 0:ground 0:ceiling 0:-] +;enemies: +; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)] +; [ship type or explosion frame] [x] [y] [movetype] [movecounter] +; [firecounter] [firefreq] [firetype] -set_up_display: - call _clrLCD +;---------------------- introduction ---------------------------------------- - ld hl,in_game_text - ld b,3 -l11: ld a,(hl) - ld (_curCol),a - inc hl + 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 v0.99.812 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 ;YAS 0.92 compatibility + +;---------------------- init ------------------------------------------------ + +int_handler: ;new interrupt proc + ex af,af' ;just af only (no need for exx) + in a,($03) ;read bit 3 port 3 + bit 3,a ;is ON key pressed? + jp z,$0039 ;no: np, return + res 0,a ;yes: then we have a problem (freeze), so... + out ($03),a ;...mask the ON key interrupts! + jp $0039 ;all done, return +int_end: + +init: cal BUSY_OFF ;turns the run-indicator off, obviously + cal _clrScrn ;clean the screen + xor a ;ld a,0 + res 2,(iy+13) ;don't scroll the screen + cal _flushallmenus ;remove TI menus + +FixKeys: ;fixes some key problems like left+down bug + im 1 + ld a,$D4 + ld bc,$0100 + ld h,a + ld l,c ;ld hl,$D400 (user silent link routine space) + ld d,a + ld e,b ;ld de,$D401 + dec a ;ld a,$D3 + ld (hl),a + ldir ;fill $D400-D500 with $D3s (slink/user on) + ld hl,int_handler ;new interrupt handler + ld d,a + ld e,a ;ld de,$D3D3 + ld bc,int_end-int_handler + ldir ;load new handler at ($D3D3) + inc a ;ld a,$D4 + ld i,a + im 2 + +;---------------------- 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,16*$33+VIDEO_MEM ;$33 rows down + ld b,16*7 ;draw black 7 lines + ld a,%11111111 ;horizontal line mask +underline: + ld (hl),a ;draw one piece of the divider-line + inc hl ;move right (8 pixels = 1 byte) + dnz underline ;repeat + + ld hl,_txt_email ;at the very bottom of tha screen + ld (_penCol),hl + ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!! + cal _vputs ;VERY important, so display in small font ?:} + + set 3,(iy+5) ;set white on black + ld de,_txt_about ;near the bottom of the screen + ld (_penCol),de ;hl=txt_email++=txt_about + cal _vputs ;display version + me + res 3,(iy+5) ;return to default black on white + +dispmenu: + ld de,$0304 + ld (_curRow),de + ld hl,txt_menu1 + cal _puts + ld de,$0305 + ld (_curRow),de + ld hl,txt_menu2 + cal _puts + +menuloop: + ld a,0 ;current menu item (0 or 1); 0 by default +menuitem =$-1 + 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 + + cal getsomekeys ;read keys (z if enter/2nd pressed) + jr z,start_tha_freakin_game + cp K_EXIT + jr z,menuexit + cp K_UP + jr z,menuchange + cp K_DOWN + jr nz,menuloop +menuchange: + ld hl,menuitem ld a,(hl) - ld (_curRow),a - inc hl - call _puts - djnz l11 + xor 1 ;0=1; 1=0 + ld (hl),a ;set new menu item + jr menuloop + +start_tha_freakin_game: + ld a,(menuitem) + dec a + cal nz,New_game ;NEW GAME + jp samelevel ;CONTINUE: game_main_loop + +menuexit: + ld hl,0 ;reset score + ld (your_score),hl ;(prevents hiscore while never played) + jp game_over ;and go to game over screen -in_game_text: - .db 16,0,"LIVES",0 - .db 16,3,"LEVEL",0 - .db 16,6,"SCORE",0 +do_invert: ;invert screen (b<>w) + psh hl + psh af ;can't destroy b + ld hl,_invert + ld a,$98 + xor (hl) ;$2F (cpl) <-> $B7 (or a) + ld (hl),a + pop af + pop hl + ret -str_question: - .db "-----",0 +getsomekeys: + halt + halt + cal GET_KEY + cp K_SECOND + ret z + cp K_ENTER + ret -;------------------------------------------------------------------------------ -;-------------------------- game loop ----------------------------------------- -;------------------------------------------------------------------------------ +;---------------------------------------------------------------------------- +;---------------------- game loop ------------------------------------------- +;---------------------------------------------------------------------------- -game_main_loop: +game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time - inc (hl) + inc (hl) ;increase by 1 + ld a,(hl) + and %11111 + ld hl,1 ;once every 32 frames, increase score by 1 + cal z,scoreInc ;do it Clear_screen: - xor a - ld hl,GRAPH_MEM+(16*12) + ld hl,dispbuffer ;move from (hl) = top left + ld (hl),$00 ;first pixel will be copied all over the screen + ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen + ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) + ldir ;all clear! + + ld a,0 ;current frame/turn 0-255 +timer =$-1 + and %11 ;a=0 once every 4 turns + jr z,movestarsdone ;don't move stars once every 4 frames + cal movestars1 ;move the stars on the FRONT layer + cal movestars2 ;move the distant stars +movestarsdone: + ld a,(stars1) ;star positions (the missing byte...) + ld b,nrstars1 ;how many stars? now we know. + ld hl,starx1 ;points to the position of the stars + cal DisplayStars ;display front layer stars + ld a,(stars2) ;weren't you paying attention five lines ago? + ld b,nrstars2 ;that many?! whow! + ld hl,starx2 ;and there they are + cal DisplayStars ;use the same procedure to display back layer + + ld a,(level_info) ;level info + 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) +check4collision + cal Handle_ground ;scroll the ground and check if we're dead + +game_stuff: + cal Handle_Ship ;move you + ld a,(your_occ) ;are you 100% OK? + or a ;a=0?? + jr nz,_gamestuff1 ;then don't check for movements/fires/... + +check_keys: + ld a,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5) + out (1),a ;ask for them + nop \ nop ;delay 8 clocks + in a,(1) ;gettem! + +check_exitkey: + bit 6,a ;test bit 6 = exit-key = EXIT + jp z,game_over ; pressed, so be it +check_morekey: ;another unused label... poor compiler + bit 7,a ;test bit 7 = more-key = PAUSE + psh af + cal z,Pause ;yes, go to pause + pop af + +check_firekey: + bit 5,a ;test bit 5 = 2nd-key = FIRE + ld hl,check_selkey ;where to continue after executing Fire_bullet + psh hl ;push hl on stack (instead of cal Fire_bullet) + jp z,Fire_bullet ;fire smtn (bulletstaillasermultiples+stuff..) + pop hl ;no cal to Fire_bullet made, so pop stack + ld hl,just_fired ;no: + ld (hl),5 ;able to fire (five turns = laser duration) +laserdur =$-1 ;SMC laser duration + +check_selkey: + ld a,%01011111 ;look at first column of keys (ALPHA to STO) + out (1),a + in a,(1) ;our precious keys + + bit 6,a ;'bout the GRAPH key... + cal z,Teacher ;you didn't _press_ it, did you?!? + + rla ;test bit7 so we know f ALPHA has been pressed + cal nc,select ;yeppy, select the currently selected upgrade + + cal Enemies_hit ;check for collision with enemies + cal inc_weapdamage + +_gamestuff1: + cal Handle_enemies ;move enemies + + cal Handle_bullets ;move your bullets + check for hits + cal Enemy_bullets ;move enemy bullets + + cal Level_event ;insert enemies + cal Display_Screen ;display all + +delay: + halt ;delay and preserve batteries :) + jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +;------- weapon ------- + +inc_weapdamage: + ld a,0 +weapincs =$-1 + inc a + cp 97 ;max. 96 times (=96/16=6 increases) + ret nc ;return if already maxed + ld (weapincs),a ;save new incs + + and %11110000 ;clear last 4 bits so no cf when rotating + ;btw: AND resets cf + rra ;rotate acting as shift (srl a) but just 1B + rra + rra + rra ;increase once just every 16 turns + ld b,a ;times to increase +incthedamage: + add a,1 ;increase damage for one increase +weapdaminc =$-1 + dnz incthedamage ;a=total increase damage + ld b,1 ;minimal damage +weapdamage =$-1 + add a,b ;a=total damage + ld (curweapdamage),a ;safe the current damage + + +disp_charge: ;display charge bar + ld hl,(59*16)+VIDEO_MEM+3 + ld b,3 +chargebarclr: + dec hl + ld (hl),0 + dnz chargebarclr + + ld a,(weapincs) ;load bar size (0-80) + srl a ;half the size (0-40) + srl a ;again half that size (0-20 pixels) + ld c,a ;psh a + srl a ;/2 + srl a ;/4 + srl a ;/8: don't display last 3 bits of a (later) + jr z,nochargebar ;if a=0 then it would loop 256x so skip it + ld b,a ;loop b=a times +chargebar: ;starting at ($39*16)+VIDEO_MEM + ld (hl),%11111111 ;draw a piece of the bar + inc hl ;next position + dnz chargebar ;loop it b times +nochargebar: + ld a,c ;pop a + and %111 ;display last bits of chargebar + ret z ;if armor=0 then bit = %00000000 (don't disp) + ld b,a ;into B + xor a ;bit = %00000000 +chargebarbit: + scf ;set carry flag + rra ;rotates A right and sets bit 7 (c-flag) + dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100) +chargebarready: ; (an if B=3 then a=%11100000) + ld (hl),a ;draw this last byte + ret + +;--------------------------- ground ----------------------------------------- + +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 +ground_boring: + ld a,(groundpos) ;type 0 + jr newground+1 + +ground_tunnel: + ld a,(groundpos+14) + ld d,a + ld hl,spacespace + ld bc,$500 ;range=0..4 + cal Random ;a=0..4 + dec a ;a=-1..3 + dec a ;a=-2..2 ld b,a -clearloop: - ld (hl),a + add a,(hl) ;add to spacesize (so +2..-2) + cp 10 + jr c,newground ;>=0 then don't change + ld c,a + ld a,d + add a,b ;new position + or a + jr z,newground ;may not be 0 (=256) + cp -10 + jr nc,newground ;and not be <0 (>246) +diffground: + ld d,a + ld (hl),c +newground: + ld a,d + ld (groundpos+15),a ;save new byte on the right + +Display_ground: + ld b,16 ;screen width + ld de,groundpos-1 ;height of current byte (previous actually) + psh de ;use later + ld hl,dispbuffer+(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 + +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,auch_ground + jp damage_you + +;--------------------------- ceiling ---------------------------------------- + +Handle_ceiling: + ld a,(timer) + and %111 ;once every 8 frames + jr nz,Display_ceiling ;otherwise skip the scroll + ld bc,15 ;scroll all 15 bytes (16th is new position) + ld hl,ceilingpos+1 ;from.. + ld de,ceilingpos ;to (one byte to the left) + ldir ;LoaDIncreaseRepeat = scroll! + + ld a,(groundinfo) ;what kind of ceiling + dec a ;type 1: + jr z,ceiling_tunnel ;tunnel effect +ceiling_boring: + +ceiling_tunnel: + ld a,(ceilingpos+14) + ld d,a ;d=new ceiling + ld hl,spacespace + + ld bc,$201 ;range=1..3 + cal Random ;a=1-3 + dec a + jr z,newceiling ;1:same + dec a + jr z,ctunnelup ;2:up +ctunneldown: ;3:down + ld a,(hl) + or a ;(spacespace)=0: + jr z,newceiling+2 ;keep same ceiling + inc (hl) + inc d + jr newceiling +ctunnelup: + ld a,1 + cp d ;if size=1 then don't + jr z,newceiling + dec d + dec (hl) +newceiling: + ld a,d + ld (ceilingpos+15),a ;save the new byte + +Display_ceiling: + ld b,16 ;screen width + ld de,ceilingpos-1 ;height of current byte + psh de ;use later + ld hl,dispbuffer-17 ;screen position + psh hl + +ceilingloopright: + ld c,b ;push b for groundloopup + pop hl \ inc hl ;get screen position and go one right + pop de \ inc de ;get height info and set to the next byte + psh de \ psh hl ;save these for the next time + ld a,(de) ;height of current byte + ld b,a ;save in b + + ld de,16 ;to substract to go one line up + ld a,%11111111 ;bitmask black + or a +ceilingloopdown: + ld (hl),a ;display black byte + add hl,de ;go down + dnz ceilingloopdown ;and loop >groundpos< times + + ld b,c ;pop b used by groundloopup + dnz ceilingloopright ;loop right for entire screen (16x) + pop hl \ pop hl ;restore stack + +CheckCeiling: ;check for collision with the ground + ld a,(x) ;your x + srl a ;x/2 + srl a ;x/4 + srl a ;x/8 (current ceiling-byte) + inc a ;correction + + ld l,a ;hl = a + ld h,0 ;" + ld de,ceilingpos ;first ceiling-byte + add hl,de ;current ceiling-byte + ld a,(y) ;your y-pos + inc a + cp (hl) ;compare with ceiling + ret nc ;carry if ceiling is above you + ld b,auch_ground + jp damage_you ;otherwise you don't wanna be in that ship + +;--------------------------- move stars ------------------------------------- + +DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# + ld e,(hl) inc hl - ld (hl),a + ld d,(hl) + ld (de),a inc hl + dnz DisplayStars + ret ;let's comment this: returns + +movestars2: + ld ix,starx2 + ld a,(stars2) + rlca ;move bits (star) left + ld (stars2),a + ret nc ;if star didn't went from left to right bit + ld b,nrstars2 ;otherwise move all stars one byte left + jr movestars_loop + +movestars1: + ld ix,starx1 + ld a,(timer) + rra + ld a,(stars1) + ret c + rlca + ld (stars1),a + ret nc + ld b,nrstars1 + +movestars_loop: + ld h,(ix+1) + ld l,(ix) + dec hl + + ld a,l + and %00001111 + cp (dispbuffer&15)-1 ;$C9FAand15-- = 9 + jr nz,newstarok + cal RandomY + +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,_txt_pause + ld (_penCol),hl + ld hl,txt_pause + cal _vputs ;display small font + ld hl,_txt_pressenter ;top centered + ld (_curRow),hl + ld hl,txt_pressenter ;"Enter to continue" + cal _puts ;display message +pause: + cal getsomekeys ;GET_KEY w/ halts and checks for enter + ret z ;enter/second pressed: continue game + cp K_F1 ;F1 pressed? + cal z,do_invert ;if so then change invert screen (AF saved) + ld hl,CONTRAST ;contrast setting (0-31) + ld b,(hl) ;load contrast into b + cp K_UP ;+ key changes contrast up + jr nz,contr_not_up + inc b ;increase contrast + jr setcontrast ;set +contr_not_up: + cp K_DOWN ;- key + jr nz,pause ;nope: loop + dec b ;decrease contrast +setcontrast: + ld a,b ld (hl),a - inc hl - djnz clearloop + out (2),a ;and set it + cal releasekeys + jr pause ;and loop -check_exitkey: - ld a,%00111111 ; pressed? - out (1),a - nop - nop - in a,(1) - bit 6,a - jr z,quit ;yes: quit game +;--------------------------- teacher ---------------------------------------- -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 +Teacher: + ld (iy+12),5 ;enable flashing cursor + cal _clrWindow ;top left + ld hl,txt_teacher + cal _puts ;display message + cal releasekeys + +teacherloop: + cal _getkey ;enter low-power mode and wait for key + cp kEnter ;enter pressed? + jr z,teacherans + cp kGrMenu ;keypressed = graph? + jr nz,teacherloop ;no, wait some more + + ld (iy+12),0 ;disable cursor + cal releasekeys + jp disp_icons ;+ret + +teacherans: + ld a,' ' + cal _putc - call Display_Screen ;display all -; halt \ halt \ halt ;delay - jr game_main_loop ;loop + ld hl,$0701 + ld (_curRow),hl + ld hl,txt_teacherans + cal _puts + jr teacherloop -quit: ret -;---------------------- display ----------------------------------------------- +;--------------------------- exit ------------------------------------------- + +quit: im 1 ;release keyfix procedure + set 2,(iy+13) ;set back screen scrolling + xor a + ld (_asapvar+1),a ;next Asm( run will reload the program + ld hl,dispbuffer ;graph-screen location + ld de,dispbuffer+1 + ld (hl),a + ld bc,1024-1 ;do it 1024 times = entire screen + ldir + jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the + ;_clrScrn) AND also executes _homeup and ret + +;--------------------------- display ---------------------------------------- Display_Screen: - ld a,64 ;Display Image - ld hl,GRAPH_MEM+(16*12) - ld de,$fc00 + ld hl,dispbuffer ;from buffer (top left) + ld de,VIDEO_MEM ;to real screen (top left) + ld c,56 ;display height = 64 bytes (minus 8 for bar) displayloop: - ld bc,12 - ldir - inc de - inc de - inc de - inc de - dec a - jr nz,displayloop + ld b,16 ;display width = 16 bytes (16*8bits=256pixels) +displaytloop: + ld a,(hl) ;copy byte from (hl) +_invert: ;SMC: cpl <-> or a + cpl ;xor $ff: invert byte (white<=>black) + ld (de),a ;to (de) + inc hl \ inc de ;next byte + dnz displaytloop ;16x hl >> de + dec c ;next line + jr nz,displayloop ;loop 56x -; ld hl,$1007 ;Display Score -; ld (_curRow),hl -; ld hl,(score) -; jp _D_HL_DECI - ret + ld hl,time2invert + ld a,(hl) + or a ;(time2invert)=0: + jr z,noinvert ; do nothing + dec a ;otherwise decrease + cal z,do_invert ;if it became 0 then invert + ld (hl),a ;save new value +noinvert: + + ld hl,$396b ;Display Score + ld (_penCol),hl ;bottom right of screen + ld hl,(your_score) + +_D_HL_DECI: ;------- display 5-digit value ------- + ld de,savestr+4 ;savenr saves number string + ld b,5 ;five digits +ldhld: 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 -;------------------------- handle ship ---------------------------------------- +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 64+1 ;last explosion frame? (1-16=1st;49-64=4th) + jp c,exploding_you ;not yet: display explosion + cp 64+16 ;delay finished? + jp z,You_die ;yes = game over + ret ;don't display anything + +;----move---- +ok: ;we are + ld a,%01111110 ;get arrow keys + out (1),a ;it's cold outside + ld hl,y ;instead of nop\nop do something usefull + in a,(1) ;come back in + + ld b,a ;psh a (keys) + xor -1 ;inverted a: 0 if arrow-key has been pressed + ld a,(your_multiples) ;(btw: CPL doesn't set any flags) + res 7,a ;reset move bit (no flags changed) + jr z,adv_ok ;if so, leave the multiples where they are + set 7,a ;set move bit +adv_ok: ld (your_multiples),a + + ld a,(timer) ;framecounter + and %1 ;switches 0<>1 each frame + inc a ;a = 1 or 2 (1.5 avg) + ld c,a ;c = your_speed + + ld a,b ;pop a (keys) + rra ;rotate right (put last bit in c) + ld b,a ;we need a later jr c,no_down ld a,(hl) - inc a - cp 73 ;y < 73 - jr z,no_down + add a,c + cp 50 ;56-6 = bottom of screen + jr nc,no_down ld (hl),a no_down: dec hl - rr b + rr b ;because we now use b, it's rr instead of rra jr c,no_left ld a,(hl) - dec a - jr z,no_left ;x > 0 + sub c ; doesn't affect c-flag + jr c,no_left ;-1 = left side ld (hl),a no_left: - rr b + rr b jr c,no_right ld a,(hl) - inc a - cp 89 ;x < 89 - jr z,no_right + add a,c + cp 122 ;128-6 = right side + jr nc,no_right ld (hl),a no_right: - ld d,(hl) + ld d,(hl) ;d=x inc hl rr b jr c,no_up ld a,(hl) - 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) ;e=y + ld ix,spr_ship01 ;normal ship sprite +your_shipspr =$-2 + ld hl,your_inv ;invulnerable? + ld a,(hl) ;load time in a + or a ;is it 0? + jr z,disp_ship ;yes so ship = normal (display \ continue) -display_common: + ld a,(timer) ;load frame nr. + and %00000111 ;a=0 once every four frames + jr nz,not_time ;a<>0 = not time to update counter + dec (hl) ;decrease inv-time left +not_time: + and %00000100 ;a switches 0<->1 every 2 frames + jr z,disp_ship ;show normal ship +inv_flicker: + ld bc,spr_ship01i-spr_ship01 + add ix,bc ;display invulnerable ship +disp_ship: + cal safeputsprite ;display your ship; save de + +;----multiples---- + +handle_multiples: + ld a,(your_multiples) ;do you have multiples + ld b,a ;save a for 2nd check + and %1111 ;no? (last four bits = nr of multiples) + ret z ;then don't handle them either + bit 7,b ;move the multiples??? (=move bit set?) + jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x) + + psh de ;current position = needed later + ld hl,mm*14+1+your_prevpos ;previous positions + ld de,mm*14+3+your_prevpos ;move all positions one back + ld bc,mm*14+2 + lddr ;change 0-57 -> 2-59 (if mm=4 that is) + inc hl ;your_prevpos+0 + pop de + ld (hl),d ;x-pos + inc hl ;=current position + ld (hl),e ;y-pos + +mult_adv: + ld ix,spr_multiple ;normal sprite + ld hl,timer + bit 3,(hl) ;change sprites every 8 turns + jr z,disp_multiples + ld ix,spr_multiple2 ;second sprite +disp_multiples: + ld hl,your_prevpos+16 ;first pos. +dispmultiplesloop: + psh af + psh hl + ld d,(hl) ;load coords + inc hl ld e,(hl) - 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 - -explosion_stuff: - rra - add a,a - add a,a + psh ix + cal putsprite ;display + pop ix ;same sprite next time ;) + pop hl + ld de,14 + add hl,de ;next multiple + pop af ;counter + dec a + ret z ;return if all done + jr dispmultiplesloop ;loop + +;----explode---- + +exploding_you: + srl a ;half the framerate + srl a ;half that framerate + srl a ;and half again that framerate + ld hl,x-1 + ld ix,spr_yexplosion ;base sprite + +explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite + and %11111110 add a,a + add a,a ;frame*8 ld c,a - ld b,0 - ld ix,spr_explosion - add ix,bc + ld b,0 ;bc=a + add ix,bc ;go to correct sprite (each spr. is 8 bytes) inc hl - ld d,(hl) + ld d,(hl) ;load xpos inc hl - jr display_common + ld e,(hl) ;and y + jp putsprite ;and display it too -;------------------------- fire bullet ---------------------------------------- +;----hit---- -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 - ret - -fire: ld a,(hl) - or a ;can't fire when 1 - ret nz - ld (hl),1 ;just fired +damage_you: ;damages you B points + ld a,(your_inv) ;shield left? + or a + jr z,dothadamage ;no shield + srl b ;shield: half the damage +dothadamage: + ld hl,time2invert + xor a ;a=0 + cp (hl) ;not already inverted? + cal z,do_invert ;then invert screen + ld (hl),2 ;change back 2 frames from now - ld hl,ybullets - ld de,3 - ld b,10 + ld hl,your_armor ;armor left + ld a,(hl) ;load hp in A + sub b ;decrease hp by B + jr nc,newarmor ;>=0hp left so don't explode + ld a,%01 ;occ %xxxxxx01 = explode + ld (your_occ),a ;too bad, you're dead meat +newarmor: + ld (hl),a ;save decreased hp + jp disp_armor ;and display new value -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 +;------------------------- place multiples ---------------------------------- -found_ybullet: - ld (hl),1 ;use bullet - inc hl - ld a,(x) - add a,3 - ld (hl),a ;set x - ld a,(y) - add a,2 - inc hl - ld (hl),a ;set y +Place_multiples: + ld hl,your_prevpos ;place all previous positions + ld b,mm*7+2 ;all saved positions of them (14 per multiple) +place_multiples: + ld (hl),e ;set prev-x to d + inc hl ;next + ld (hl),d ;set prev-y to e + inc hl ;next + dnz place_multiples ;repeat ret -;------------------------ handle bullets -------------------------------------- +;------------------------- select upgrade ----------------------------------- -remove_bullet: - dec hl - ld (hl),0 ;dump this bullet! +inc_armor: + ld a,(your_armor) ;load current armor + cp 25-6 ;may not become >=25 + jr c,doincarmor ;ok then just add 6 + ld a,24-6 ;set to maximum (6 will be added below) +doincarmor: + add a,6 ;add 6 to armor + ld (your_armor),a ;change armor ret -Handle_bullets: - ld hl,ybullets - ld b,10 -scan_your_bullets: - push bc - push hl - ld (temp1),hl +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 (hl),a ;reset pickups + cal inc_armor + jr disp_icons ;display and return +select2: + dec a ;is it 2? + jr nz,select3 ;no, carry on + ld (hl),a ;reset pickups + inc a ;a=1 + ld (your_tail),a ;ready tail beam + jr disp_icons ;display 'n return +select3: + dec a ;is it 3? + jr nz,select4 ;no, carry on + ld (hl),a ;reset pickups + ld hl,your_weapon ld a,(hl) - inc hl - dec a - call z,bullet_type1 - pop hl + inc a + cp maxweapon + jr nc,disp_icons ;weapon maxed out + ld (hl),a ;set new weapon + cal loadweapon ;load it (damage and stuff) + jr disp_icons ;display n return +select4: + dec a ;is it 4? + jr nz,select5 ;no, carry on again + ld (hl),a ;reset pickups + ld hl,your_weapon + ld a,(hl) + cp maxweapon ;upgrade from bullet + jr nc,upgradelaser ;nope, just upgrade + ld a,maxweapon-1 ;yes, set laser #1 +upgradelaser: + inc a ;next laser + cp maxlaser + jr nc,disp_icons ;laser maxed out + ld (hl),a + cal loadweapon + jr disp_icons ;display + return +select5: + dec a ;is it 5? + jr nz,select6 ;no, carry on once more + ld (hl),a ;reset pickups + ld hl,your_multiples + ld a,(hl) ;multiples you already got + and %1111 ;reset movebit so (your_multiples)=real value + inc a ;one more + cp mm+1 + jr nc,enoughmultiples ;maxed out + ld (hl),a +enoughmultiples: + ld de,(x) + dec a ;if this is your first multiple then... + cal z,Place_multiples ;reset multiples positions + jr disp_icons ;display, return +select6: + ld (hl),0 ;reset pickups +; jr disp_icons + +;--------------------------- show icon -------------------------------------- + +disp_icons: + psh bc \ psh de \ psh hl \ psh ix ;&&& + + ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom + ld (PutWhere),hl ;place icons at bottom of normal screen + ld b,16 ;draw 16x (screen width) + ld a,%11111111 ;horizontal line mask + cal drawline ;draw divider-line + + ld b,16*7 ;draw 16x (screen width) 7x (height) + xor a ;blank line mask + cal drawline ;clear scorebar + +disp_lives: + ld de,5 ;(0,5) + ld a,(your_lives) ;nr of lives + or a + jr z,displivesdone ;no lives + ld b,a +displivesloop: + psh bc + ld ix,spr_lship + cal safeputsprite ;put li'l ship + ld a,lshipsize+1 + add a,d + ld d,a ;x=x+5 pop bc - ld de,3 - add hl,de - djnz scan_your_bullets - ret + dnz displivesloop ;one ship per life +displivesdone: + cal disp_armor ;display bar -bullet_type1: - ld a,(hl) ;d = X - inc a ;move right - cp $5a ;off screen? - jr z,remove_bullet - inc a ;move right - cp $5a ;off screen? - jr z,remove_bullet - ld (hl),a ;save new pos. - ld d,a - inc hl - ld e,(hl) ;e = Y - ld ix,spr_bullet01 - push de - call drw_spr ;display bullet - pop de - ld b,20 - ld hl,enemies + ld ix,spr_icon01 ;torpedoIcon + ld de,$1901 ;icon #1 + cal putwidesprite ;display icon -hit_enemies: ;Hits with normal enemies - push hl + ld ix,spr_icon00 + ld a,(your_weapon) ;ur weapon + cp maxweapon ;laser? + psh af ;(your_weapon) + jr nc,no_tail ;if laser (nc) then tail ain't fired + ld a,(your_tail) + or a + jr z,no_tail + ld ix,spr_icon02 ;tailbeamIcon +no_tail: + ld de,$2901 ;icon #2 + cal putwidesprite ;display - ld a,(hl) - dec a - jr nz,nohit ;no hit when enemy_occ <> 1 + ld ix,spr_icon00 + pop af ;a=(your_weapon); cf=bullets + psh af + jr nc,no_bullets ;=laser + ld hl,$3945 ;position to display bullet-type digit + pop af ;digit=(your_weapon) + psh af + inc a ;1 = weapon #1 (=0) + ld (_penCol),hl ;set location + add a,'0' ;make digit + cal _vputmap ;display char + ld ix,spr_icon03 ;bulletIcon +no_bullets: + ld de,$3901 ;icon #3 + cal putwidesprite ;display icon - inc hl - inc hl - ld a,(hl) ;check x - sub d - add a,5 - jp m,nohit - cp 8 - jr nc,nohit + ld ix,spr_icon00 ;emptyIcon + pop af ;ld a,(your_weapon) + ld b,a + jr c,no_laser ;popped carry + ld hl,$3955 ;position to display bullet-type digit + ld (_penCol),hl ;set location + ld a,b ;(your_weapon) ;load = faster than push + sub maxweapon-1 ;1 = laser #1 (=maxweapon) + add a,'0' ;make digit + cal _vputmap ;display char + ld ix,spr_icon04 ;laserIcon +no_laser: + ld de,$4901 ;icon #4 + cal putwidesprite - inc hl - ld a,(hl) ;check y - sub e - add a,5 - jp m,nohit - cp 10 - jr nc,nohit + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) + and %111 + jr z,no_multiples + ld ix,spr_icon05 +no_multiples: + ld de,$5901 ;icon #5 + cal putwidesprite - xor a - push hl - ld hl,(temp1) - ld (hl),a ;remove bullet - pop hl + ld ix,spr_dividerline + ld de,$6901 + cal putwidesprite - dec hl - dec hl - ld (hl),a ;explosionFrame 0 - dec hl - ld (hl),2 ;set to explode + 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) - pop hl - ret + ld ix,spr_icon + cal putwidesprite +iconsdone: + ld hl,dispbuffer ;normal game-screen + ld (PutWhere),hl ;set sprite-position to normal screen -nohit: pop hl - inc hl - inc hl - inc hl - inc hl - djnz hit_enemies ;check next enemy + pop ix \ pop hl \ pop de \ pop bc ret -;--------------------------- level events ------------------------------------- +disp_armor: + ld de,16 ;line size + ld hl,(57*16)+VIDEO_MEM+3 + ld b,3 +armorbarclr: + dec hl + ld (hl),0 + add hl,de + ld (hl),0 + sbc hl,de + dnz armorbarclr + + ld a,(your_armor) ;load your armor (<25) + ld c,a ;psh a + srl a ;/2 + srl a ;/4 + srl a ;/8: don't display last 3 bits of a (later) + jr z,noarmorbar ;if a=0 then it would loop 256x so skip it + ld b,a ;loop b=a times +armorbar: ;starting at ($39*16)+VIDEO_MEM + ld (hl),%11111111 ;draw a piece of the bar + add hl,de ;one down (resets carry) + ld (hl),%11111111 ;same piece + sbc hl,de ;up again + inc hl ;next position + dnz armorbar ;loop it b times + +noarmorbar: + ld a,c ;pop a + and %111 ;display last bits of armor + ret z ;if armor=0 then bit = %00000000 (don't disp) + ld b,a ;into B + xor a ;bit = %00000000 +armorbarbit: + scf ;set carry flag + rra ;rotates A right and sets bit 7 (c-flag) + dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100) +armorbarready: ; (an if B=3 then a=%11100000) + ld (hl),a ;draw this last byte + add hl,de + ld (hl),a ;and just below + ret + +drawline: + ld (hl),a ;draw one piece of the divider-line + inc hl ;move right (8 pixels = 1 byte) + dnz drawline ;repeat (16bytes * 8pixels =128= screen width) + ret + +;------------------------- fire bullet -------------------------------------- + +fire_multiple: + psh af + psh ix ;save ix for next fire + cal fireany ;fire from multiple position + pop ix ;saving ix is much faster than recalculating + pop af ;number of multiples + dec a ;one just displayed + pop hl ;ret + ret z ;ret2 if none left + jp (hl) ;real ret + +fire_multiples: + ld hl,(your_prevpos+16);then, fire from multiple position + cal fire_multiple + ld hl,(your_prevpos+30) + cal fire_multiple + ld hl,(your_prevpos+44) + cal fire_multiple + ld hl,(your_prevpos+58) + cal fire_multiple ;no JP: that messes up the stack + ret + +Fire_bullet: + ld hl,just_fired ;=for how long you may hold fire (2nd) + ld a,(hl) ;a = time left + dec a ;decrease timer + ret z ;may not fire when (just_fired) became 0 + ld (hl),a ;save new decreased value + + ld a,(your_weapon) ;if you have bullets..... + cp maxweapon + jr nc,fireOK ;>weapons = laser + ld (hl),1 ;bullet may last one turn (just fire 1 bullet) +fireOK: + ld a,(your_weapon) ;weapon nr. + ld ix,weapondata+2 + add a,a ;weap*2 + add a,a ; *4 + add a,a ; *8 + ld c,a + ld b,0 ;go to current weapon (bc=a) + add ix,bc ;ix=weapon ptr + + ld a,(your_multiples) ;any multiples? + and %1111 ;nr. of multiples + cal nz,fire_multiples ;if >0 then fire them too + ld hl,(x) ;fire from ship position (x) +fireany: ;HL=(x,y) + ld (firex),hl ;set position to fire from + ld b,3 ;or use the proc at fireOK with ld ix,weapondata+2-(256*3) +fire_weapon: + psh bc ;save counter + ld a,(ix) ;load this weapon + ld c,a ;save bulletType in c + and %11100000 ;%111?????=laser + cp %11100000 ;is it? + cal z,fire_laser ;fire laser (will set c=0 when done) + xor a ;<>0=bullet + cp c ;c<>0? + cal nz,fire_ybullet ;then fire bullet + inc ix ;otherwise fire next weapon + inc ix + pop bc ;weapon counter (do 3 weapons) + dnz fire_weapon + +fire_tail: + ld hl,your_tail + ld a,(hl) + dec a + ret nz + ld a,(ix-2) ;last weapon fired + cp %11100000 ;issit laser + ret z ;then return + xor %11111 ;smart way of going left instead of right :P + ;fire tail bullet +;-----fire BULLETs----- + +fire_ybullet: ;fire bullet type=C dam=(curweapdamage) at (firex/y) + ld hl,ybullets ;check for unused bullet + ld de,4 + ld b,nrybuls +find_ybullet: + ld a,(hl) + or a + jr z,found_ybullet ;0 = no bullet here + add hl,de + dnz find_ybullet ;look next bullet + ret ;none found, return don't fire + +found_ybullet: + 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,(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 + +;-----fire LASER----- + +fire_laser: + ld b,0 ;overflow counter + ld hl,firex + ld d,(hl) ;d = your x-pos + inc hl + + ld a,(hl) ;base y-coord (firey) + add a,(ix+1) ;at specified offset (most likely the middle) + ld e,a ;save laser-y in e + psh de ;save unmodified (x,y) + add a,a ;y*2 + add a,a ;y*4 + add a,a ;y*8 + rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) + add a,a ;y*16 (width of screen) + rl b ;b=b*2+overflow (if y>64 then bc=bc+512) + inc a ;8 pixels to right (a=even so no overflow) + + srl d ;X/2 + srl d ;X/4 + srl d ;X/8 + add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow) + + jr nc,_nolc ;jump if no carry = no overflow = a<=255 + inc b ;a>255 so increase bc by 256 +_nolc: ld c,a ;c = (Y*16+X/8) mod 256 + ld hl,dispbuffer ;save-location + add hl,bc ;bc = Y*16+X/8: hl=screen address + ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) + sub d ;minus x-start (d=X/8) + ld b,a +drawlaser: + ld (hl),%11111111 + inc hl ;Go to next byte + dnz drawlaser +handle_laser: + pop de ;de=(firex): x-pos unmodified + +check_laserhits: ;de = (x,y) + psh ix + ld b,nrenemies ;check all enemies + ld hl,enemies+1 ;enemy#1+occ/hp00 +laserhits: ;hits with normal enemies + psh hl + ld a,(hl) ;occ+hp00 + and %00000010 ;normal/moving occ.=%1x + jr z,nolashit ;no hit when enemy_occ <> 2/3 + inc hl ;enemy type + ld a,(hl) + or a ;enemy #0 = pickup + jr z,nolashit ;yes: don't destroy + + cal find_sprite ;ix=sprite to enemy (hl) + inc hl + ld a,(hl) ;check x + sub d + jr c,nolashit ;no hit when enemy is left of you + inc hl + ld a,(hl) ;check y + sub e + jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit + jr nc,nolashit ;a-e>0 = enemy above laser = no hit + dec a ;minus one + add a,(ix+1) ;add enemy height (according to sprite @ix) + jp m,nolashit ;a-e>0 = hit +enemy_lashit: + ld a,(curweapdamage) ;damage + cal enemy_hit ;hl=enemy+y +nolashit: + pop hl ;enemy+1 + ld a,b ;psh bc + ld bc,enemysize + add hl,bc ;go to next enemy + ld b,a ;pop bc + dnz laserhits ;check all enemies + xor a + ld (weapincs),a ;reset damage + pop ix + ld c,a ;c=0 + ret + +;------------------------ handle bullets ------------------------------------ + +move_bullet: + ld c,a ;c=type + and %11111 ;pixels to move + add a,(hl) ;a = X + (hl) to the right + sub 16 ;and 16 to the left (so -16..+15) + jr c,remove_bullet ;remove if x<0 + cp 128 + jr nc,remove_bullet ;or x>=128 + ld (hl),a ;save new pos. + ld d,a ;d = X + + inc hl ;@y-pos + ld a,c + cal _shracc ;%11110000->1111 +;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster + srl a ;%1110->111 + dec a + jr z,bullet_noymove ;1=straight forward + dec a + jr z,bullet_up ;2=up + dec a + jr z,bullet_halfup ;3=1/2up + dec a + jr z,bullet_down ;4=down + +bullet_halfdown: ;5=1/2down + ld a,(timer) + rra ;carry once every other turn + jr c,bullet_noymove +bullet_down: + ld a,(hl) + inc a + cp 55 + jr z,bullet_noymove + ld (hl),a +bullet_halfup: + ld a,(timer) + rra ;CF every other turn + jr c,bullet_noymove +bullet_up: + ld a,(hl) + dec a + jr z,bullet_noymove + ld (hl),a +bullet_noymove: + ld e,(hl) ;e = Y + ret + +remove_bullet: + pop hl ;cal move_bullet + pop hl ;enemy+type + ld (hl),0 ;dump this bullet! + jr next_ybullet+1 ;+1:skip pop hl at next_ybullet + +Handle_bullets: + ld hl,ybullets + ld b,nrybuls +scan_bullets: + ld a,(hl) ;@bulletType + or a ;bulletType=0 >> no bullet + jp z,next_ybullet+2 ;skip pops (+2); jP for speed + + psh bc ;bullet counter + psh hl ;save enemy+type + ld (temp1),hl ;needed for check_bullethits + inc hl ;@damage + inc hl ;@x + cal move_bullet ;move bullet + +display_bullet: + dec hl ;@x + dec hl ;@damage + ld a,(hl) ;bullet damage=size + ld hl,bullettable ;pointer to first bullet + srl a + srl a ;per 4 + ld b,0 + ld c,a ;->16bit (de=a) + add hl,bc ;point to correct bullet offset + ld a,(hl) ;load bullet offset + ld c,a ;convert to 16bit (d=0) + ld ix,spr_bullet01 ;first sprite + add ix,bc ;add offset (go to correct sprite) + + ld a,(ix) ;bullet x-size + ld (bulletxsize),a ;used at check_bullethits + ld a,(ix+1) ;bullet y-size... + ld (bulletysize),a ;...too + + cal safeputsprite ;display bullet; DE used for check_bullethits + + cal check_bullethits + +next_ybullet: + pop hl ;restore enemy+type + pop bc ;b=counter + inc hl ;&&&add hl = faster + inc hl + inc hl + inc hl ;skip type,dam,x,y: next enemy+type + 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 + + cal find_sprite ;set ix to the sprite of this enemy + + inc hl ;@x + ld a,(hl) ;check x + sub d ;minus bullet x-position + ld b,a ;psh a + sub 5 ;minus bullet x-size +bulletxsize =$-1 + jp p,nohit ;miss + ld a,b ;pop a + add a,(ix) ;add enemy width + jp m,nohit ;miss + + inc hl ;@y + ld a,(hl) ;check y + sub e ;minus bullet y-position + ld b,a ;psh a + sub 3 ;substract bullet height +bulletysize =$-1 + jp p,nohit ;nope, missed it + ld a,b ;pop a + add a,(ix+1) ;add enemy height + dec a ;minus one + jp m,nohit ;missed after all + + ;---bullet hits enemy (auch-time!)--- + psh hl + ld hl,0 ;@bulletType +temp1 =$-2 + ld (hl),0 ;remove bullet + inc hl ;@damage + ld a,(hl) ;set damage + pop hl ;enemy+y + cal enemy_hit +nohit: + pop hl + ld bc,enemysize + add hl,bc + pop bc + dnz hit_enemies ;check next enemy + ret + +enemy_hit: ;*in:a=damage;hl=enemy+y + add a,a ;a=damage to inflict + add a,a ;first 2 bits used for occ. + ld b,a + + dec hl ;@x + dec hl ;@type + dec hl ;@hp00 (occ) + ld a,(hl) ;load hp00 + sub b ;decrease HP (if <0xx then c is set) + ld (hl),a ;save (no flag-changes) + dec hl ;@hp64; no change in c + ld a,(hl) ;load; no c-change + sbc a,0 ;if cf then decrease a + ld (hl),a ;save back the new value + ret nc ;if a>=0 then return, otherwise explode + + inc hl ;goto occ again + ld (hl),%01 ;set to explode + + ld a,(pickuptimer) ;counts enemies destroyed + dec a ;enough destroyed for a pickup? + psh af ;save flags and a=0 + jr nz,pickupdone ;otherwise just explode + ld a,18 ;reset enemies counter (18 hits = next) +pickupdone: + ld (pickuptimer),a ;save new enemiescounter value + inc hl ;@type + ld (hl),0 ;explosionFrame 0 or enemy #0=pickup + pop af + cal z,place_enemy ;place pickup (enemy#=0=a cuz ZF) + + ld hl,1 ;increase score by one + jp scoreInc ;+ret + +;--------------------------- level events ----------------------------------- + +Level_event: + ld a,0 ;time to next event +nextevent =$-1 + dec a ;decrease counter + ld (nextevent),a ;store new value + ret nz ;hasn't reached zero yet: get outta here! + + ld bc,0 ;enemy frequency (lvl) +eventtime =$-2 + cal Random + ld (nextevent),a ;set time to next event + ld hl,eventleft + dec (hl) ;update enemy-counter + + ld a,(hl) ;look at counter + or a ;has it reached 0? + jp z,Next_level ;yes: level finished + dec a ;has it reached 1? + jr z,standby_event ;yes: wait until no enemies present/left + dec a ;has it reached 2? + jr z,place_boss ;yep: place the BigBossTM! + dec a ;has it reached 3? + jr nz,place_ranenemy ;nope: >3 = place an enemy + inc hl ;nextevent located behind eventleft + ld (hl),123 ;set delay + ret ;don't place any more enemies + +standby_event: + ld b,nrenemies + ld hl,enemies+1-enemysize + ld de,enemysize + xor a +chk_enemyleft: + add hl,de + cp (hl) ;0 = no enemy present + jr nz,enemyleft + dnz chk_enemyleft + ret +enemyleft: + ld hl,eventleft + inc (hl) + ret + + +place_ranenemy: + ld bc,0 ;0..nrlvlenemies +nrlvlenemies =$-1 ;=nr of enemies minus 1 + cal Random ;random enemy b..b+c = 0..nrenemies-1 + ld b,0 + ld c,a ;bc=a + ld hl,lvlenemies + add hl,bc ;go to a random enemy + ld a,(hl) ;load enemy nr of this mysterious random enemy + jr place_enemy + +place_boss: + ld hl,(levelp) ;the leveldata (including the boss) + dec hl ;points to leveldata\boss\enemynr + ld a,(hl) ;load enemy# of boss + +place_enemy: ;places enemy #=a + psh af + ld hl,enemies+1-enemysize + ld bc,enemysize + xor a ;a=0 +chk_noenemy: ;find an unused (no) enemy + add hl,bc ;check next enemy + cp (hl) ;(hl) = 0 ?? + jr nz,chk_noenemy ;jump if enemy present (non-0) + ex de,hl ;de=hl=usable enemy +1 + pop af ;enemy# to place + cal findenemyspecs ;hl = enemy #a specs + + dec de ;goto hp64 (before occ) + ldi ;set hp64 + ldi ;set hitpoints+occ of enemy class + ld a,(hl) ;save sprite-offset/2 (ldi decs bc so in a) + ldi ;set sprite + ldi ;set x-position + + ld c,a ;c=sprite + ld a,(hl) ;load placeInfo + inc hl + dec a ;is it 1? + jr z,random_enemy ;yes: create random value <51 in a + dec a ;is it 2? + 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 + rra ;make random if odd frame nr. + jr nc,random_enemy ;1st possibility: random enemy +lure_enemy: ;2nd possibility: luring enemy + ld a,(y) ;place at same y-pos as YOUR ship + jr ypos_OK +random_enemy: + ld b,0 ;bc = enemy sprite offset / 2 + ld ix,spr_enemy00 ;first enemy sprite + add ix,bc ;add offset for current enemy + add ix,bc ;twice (offset stored as offset/2) + ld a,64-8 ;=57=screen height (8 is scorebar) + sub (ix+1) ;minus sprite height=bottom + ld c,b ;range=0 to... + ld b,a ;...57-y + cal Random ;random value on screen +ypos_OK: ;random value successfully created + ld (de),a ;save y-position + inc de ;@movecounter + ldi ;set move-type + ld a,1 ;movecounter = 1 + ld (de),a ;set + inc de ;@firecounter + ldi ;set time-to-1st-fire + ldi ;set firefreq + ldi ; " firetype + ret ;return + +;--------------------------- enemy fires ------------------------------------ + +Enemy_fires: ;de = x,y; c = type + ld hl,ebullets ;first bullet to check + ld b,nrebuls + dec d + dec d ;d = x-2 + inc e ;e = y+1 +enemy_fires_again: ;same but hl = first bullet possibly free + xor a +find_ebullet: + cp (hl) + jr z,found_ebullet ;0 = not used + inc hl \ inc hl \ inc hl + dnz find_ebullet ;look next bullet + ret + +found_ebullet: + ld a,c + sub 6 + jr c,bulletok ;type #0-5 = done (normal/diag) + or a + jr z,bulletaiming ;type #6 = aiming = type#2..5 + dec a + jr z,bullettriple ;type #7 = triple + +bulletdouble: + dec e ;one up + ld c,1 ;type #1 + cal enemy_fires_again ;fire bullet + inc hl ;next bullet position + inc e + inc e ;one down + jr bulletok ;fire another bullet + +bullettriple: + ld c,1 ;type #1 = normal + cal enemy_fires_again ;fire + inc hl ;next bullet + ld c,4 ;type #4 = down 50% + cal enemy_fires_again + inc hl + ld c,5 ;type #5 = up 50% + jr bulletok + +bulletaiming: + ld a,(y) + sub e + add a,10 + jp p,bulletnotup + ld c,5 ;yourY-bulY = negative (=bullet below you) + add a,10 + jp p,bulletnotup + ld c,3 ;yourY-bulY = even more negative (going up) +bulletnotup: + sub 20 + jr c,bulletok + ld c,4 ;bullet going down (=jp m) + sub 10 + jr c,bulletok ;even more going down + ld c,2 + +bulletok: + ld (hl),c ;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 ;hl=bullet pointer + ld b,nrebuls ;number of bullets (or _possible_ bullets) +handle_bullet: + psh bc + psh hl + ld a,(hl) ;load bulletType in a + or a ;bullet present? + cal nz,enemy_bullet ;non-0: handle bullet + pop hl ;enemy_bullet could've added one or two to hl + pop bc ;bullet counter + inc hl \ inc hl \ inc hl ;next bullet (3 bytes per bullet) + dnz handle_bullet ;loop for each and every bullet + ret + +enemy_bullet: + inc hl ;@x + ld d,(hl) ;check if it has reached the left side of scrn + bit 7,d ;x<0? + jr nz,remove_ebullet ;yes, remove bullet + dec d ;move one pixel left + dec d ;and another one (that makes 2) + ld (hl),d ;save new x-coordinate in (HL) and D + inc hl ;@y (BTW: x >= -2) + ld e,(hl) ;e=y + + dec a + jr z,ebullet_common ;type 1: normal bullet + dec a + jr z,ebullet_down ;type 2: moving down + dec a + jr z,ebullet_up ;type 3: moving up + + ld b,a ;save bulletType + ld a,(timer) ;load timer + rra ;half speed (CF set every other turn) + jr c,ebullet_common ;if bit then normal bullet + + dec b + jr z,ebullet_down ;type 4: moving down 50% + ;type 5: moving up 50% +ebullet_up: + dec e ;move up + jp m,ebullet_common ;ybottom? + jr z,ebullet_common ;then keep it there + ld (hl),e ;otherwise save new y + +ebullet_common: + ld ix,spr_bullete1 ;display enemy bullet + psh hl + cal putsprite + pop hl ;we'll need it again + +ebullet_hits: + ld a,(your_occ) + or a + ret nz ;0 = you're normal + + ld a,(y) ;check y collision + sub (hl) + add a,6 + ret m + cp 9 + ret nc + + dec hl ;check x + ld a,(x) + sub (hl) + add a,6 + ret m + cp 9 + ret nc + + ld b,auch_bullet ;set damage-amount + psh hl + cal damage_you ;HIT!! + pop hl ;save hl to remove the bullet +remove_ebullet: + dec hl ;points to bullettype again + ld (hl),0 ;bullet > unused + ret + +;--------------------------- 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 z,exploding_enemy ;occ "exploding" 1 + +normal_enemy: + inc hl + ld c,(hl) ;c = enemy type = de + cal find_sprite + + inc hl + ld d,(hl) ;x + inc hl + ld e,(hl) ;y + + inc hl ;@movetype + cal moving_enemy + dec hl + + ld a,e ;new y value + cp 57 + jr c,enemyonscreenY ;=on screen + cp -20 ;moved off at top + ld e,0 ;reset to top + jr nc,enemyonscreenY + ld e,57 ;otherwise reset to bottom +enemyonscreenY: + ld (hl),e ;store new y + dec hl ;@x + + ld a,d ;new x value + cp 129 ;x<=128 + jr c,enemyonscreenX ;=on screen + cp -7 ;x<=-8 + jr c,remove_enemy ;=off screen +enemyonscreenX: + ld (hl),d ;store new x + ld a,c ;a = enemy type + or a ;type 0? (pickup) + jr nz,check_enemyfire ;no, a normal enemy; let em fire + jr firing_done ;continue + +check_enemyfire: + ld bc,4 ;4x inc hl + add hl,bc ;@firecount + dec (hl) ;decrease counter till next blast + ld a,(hl) ;&&&doesn't seem efficient to me + or a ;has it reached zero? + jr nz,firing_done ;finished if not + + inc hl ;@firefreq + ld a,(hl) + inc hl ;@firetype + ld c,(hl) ;in c + dec hl + dec hl ;@firecount again + ld (hl),a ;reset counter for next blast + psh de ;save registers for firing-use + cal Enemy_fires ;fires bullet + pop de ;restore (destroyed by Enemy_fires) +firing_done: + cal putwidesprite ;display sprite @ix + +next_enemy: + pop hl + ld bc,enemysize + add hl,bc + pop bc + dnz handle_enemy + ret + +exploding_enemy: + inc hl + ld a,(hl) + cp 16 + jr nz,keep_enemy ;remove when at last frame +remove_enemy: + pop hl + ld (hl),$0000 ;bye bye enemy + jr next_enemy+1 ;continue AFTER pop hl (already done) +keep_enemy: + inc a + ld (hl),a ;next frame + dec a ;1-16 -> 0-15 + ld ix,spr_explosion ;base sprite + cal explosion_stuff ;display explosion + jr next_enemy + +;--------------------------- moving enemies --------------------------------- + +moving_enemy: + dec d ;move left once + ld a,(hl) ;how does this enemy move? + and a + ret z ;0 = (1<) + ld b,a + ld a,(timer) + dec b + jr z,movetype_updown ;1 = (1<) up / down + dec b + jr z,movetype_vslow ;2 = (.25<) + dec b + jr z,movetype_slow ;3 = (.5<) + dec b + jr z,movetype_fast ;4 = (1.5<) + dec b + jr z,movetype_vfast ;5 = (2<) + + inc d ;speed 0 + dec b + jr z,movetype_smart ;6 = &&& smart + dec b + jr z,movetype_lure ;7 = (0) move y towards you + dec b + jr z,movetype_slowlure ;8 = (0) lure 1/2 speed + dec b + dec b + jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed + dec b + jr z,movetype_right ;11 = (.5>) + dec b + jr z,movetype_fright ;12 = (1>) + +movetype_right: + rra + ret c ;speed 0 50% +movetype_fright: + inc d ;move right one px + ret + +movetype_fulllure: + rra + ret c ;50% speed + cal movetype_lure + ld a,(x) + cp d + jr c,movetype_vfast ;moves left (again) +lure_right: + inc d ;move right + ret + +movetype_slowlure: + rra ;half the time + ret c +movetype_lure: + ld a,110 + cp d + jr nc,dothelurethingy + dec d ;x>109: move left +dothelurethingy: + ld a,(y) + cp e + ret z ;don't move vertically if equal + jr c,lure_up ;below you then move up +lure_down: ;above then move down + inc e + ret +lure_up:dec e + ret + +movetype_smart: + inc hl ;@movecount + ld a,(hl) + inc a + and %1111 + ld (hl),a + + or a ;reset carry flag + dec hl ;reset hl to + and %11111100 + jr z,movetype_fast + +movetype_slow: + rra + ret c + inc d ;don't move + ret + +movetype_vslow: + and %11 + ret z + inc d ;don't move + ret + +movetype_fast: + rra + ret c ;once every other turn +movetype_vfast: + dec d ;move left twice + ret + +movetype_updown: + inc hl ;@movecount + ld a,(hl) + dec a + and 127 ;range 0..127 + ld (hl),a ;store new movecounter + dec hl ;reset hl to @movetype + and %00100000 ;ZF changes once every 64 turns + ld a,e ;load current y-position + jr z,movedown +moveup: dec a ;decrease y-pos (=move up) + ret m ;don't move off the screen (y<0) + dec e ;save new y-pos + ret ;finish +movedown: + inc a ;increase y-pos + cp 55 ;compare with bottom + ret nc ;return if it has passed that line (>40) + inc e ;otherwise save new position + ret ;and return + +;--------------------------- check collision -------------------------------- + +Enemies_hit: + ld hl,(x) ;e = X, d = Y + ld de,$0707 ;add 7 to both d and e + add hl,de + ex de,hl ;e = X+7, d = Y+7 + + ld hl,enemies+1 + ld b,nrenemies ;check all 20 enemies +check_collision: + psh bc ;counter + psh hl ;pointer + ld a,(hl) + and %00000010 ;enemy status + jr z,check_next ;2 or 3 = ok, otherwise: next enemy + inc hl ;enemy# + +collide_enemy: ;&&& include in Handle_enemy proc + cal find_sprite + + inc hl ;@x + ld a,(hl) ;check x match + sub e ;enemy position minus yours minus 7 + jp p,check_next + add a,6 + add a,(ix) ;enemy width + jp m,check_next + + inc hl + ld a,(hl) ;check y match + sub d ;same as with x-check + jr nc,check_next ;(=jp p) + add a,6 + add a,(ix+1) ;enemy height + jp m,check_next + dec hl + dec hl + +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.. + +collide: + dec hl + ld a,(hl) + sub auch_ecollide + ld (hl),a + jr nc,enemydamaged ;enemy still ok (HP>=0) + ld (hl),%01 ;set to explode + inc hl + ld (hl),0 ;explosionFrame 0 +enemydamaged: ;damage to enemy delivered + ld b,auch_collide ;your damage + cal damage_you + +check_next: + pop hl + ld bc,enemysize + add hl,bc + pop bc + dnz check_collision + ret + +;--------------------------- story ------------------------------------------ + +storyPage: + psh hl ;hl will be destroyed by _clrLCD + cal _clrLCD ;clear screen + pop hl + ld a,(hl) + ld (curline),a ;begin line for special effect +storyLine: + ld d,(hl) ;vertical position of text + inc hl + ld e,(hl) ;horizontal text-position + ld (_penCol),de ;set position + inc hl + cal _vputs ;display text + + ld a,(hl) ;load next byte + inc hl + or a ;0 means more text + jr z,storyLine ;loop if there is + + psh af + psh hl + ld hl,VIDEO_MEM ;copy text + ld de,dispbuffer ;to GRAPH_MEM + ld bc,1024 ;entire screen + ldir + cal _clrLCD ;clear VIDEO_MEM + pop hl + pop bc ;last byte (<>0) is lines to SFX + psh hl + cal DoSFX ;do special effects + cal _getkey ;wait for a key + pop hl + ret + +dostory: + cal storyPage ;do some story + ld a,(hl) ;load next byte in a + inc a ;set z-flag if a = $ff + jr nz,dostory ;otherwise loop + inc hl + inc hl ;set hl to beginning of the level + ld (levelp),hl ;set the level-pointer + ret ;and return + +;--------------------------- SFX -------------------------------------------- + +DoSFX: ;in:(curline)=beginLine;b=nrOfLines +SFXloop: + psh bc + + ld a,0 ;get line number +curline =$-1 + inc a ;go to the next line + ld (curline),a ;update + ld l,a + ld h,0 ;hl=a + add hl,hl + add hl,hl + add hl,hl + add hl,hl ;*16 (a pixels down=a*16) + sub 64 ;a=a-64 + neg ;a=64-a (lines from bottom) + + ld b,h ;save hl for later + ld c,l + ld de,VIDEO_MEM ;where to put sfx + add hl,de ;go to ymin + ex de,hl ;put into de again + ld hl,dispbuffer ;source of original + add hl,bc ;hl->source + +SFXdisp: ;display this frame on screen + ld bc,16 ;one line (=16 bytes, you'd know by now) + ldir ;display (copy actually) + ld bc,-16 ;go up one line (not on screen) + add hl,bc ;so the same line will be displayed + dec a ;counter + jr nz,SFXdisp ;repeat until whole screen is displayed + + ld b,8 +SFXdelay: + halt ;delay + dnz SFXdelay ;8x + + pop bc ;counter + dnz SFXloop + ret + +;--------------------------- proc ------------------------------------------- + +Random: ;a=c=b + jr nc,randomloop ;then add again + add a,c ;a!",0,0,0,0 ;down,L,R,up + .db 0,"xtoje0",0 ;enter..clear + .db " wsnid9",0 ;(-)..custom + .db "zvrmhc8",0 ;dot..del + .db "yuqlgb7#" ;0..xvar + .db $D9,"-pkfa6'" ;on..alpha + .db "54321*",0,$D0 ;F5..more + +save_hi: + ld hl,_asapvar ;find own variable + rst 20h ;cal _ABS_MOV10TOOP1 + rst 10h ;cal _FINDSYM + + 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,_asapvar ;find own variable + rst 20h ;cal _ABS_MOV10TOOP1 + rst 10h ;cal _FINDSYM + + 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: ;stack=+0 + cal BLACKLCD ;clear screen + ld hl,$0603 + ld (_curRow),hl ;center + ld hl,txt_gameover + cal _puts ;display "GAME OVER" + cal releasekeys ;wait for all keys to be released + + ld hl,$0007 + ld (_curRow),hl + + ld de,(your_score) + ld hl,(hiscore) + cal CP_HL_DE + jr nc,no_hiscore + ld (hiscore),de + +ask_hiname: + ld ix,hiname + ld a,9 + ld (hiscorepos),a +enter_name_loop: + ld a,'_' + cal _putc + ld hl,_curCol + dec (hl) +nokeypressed: + cal getsomekeys + jr z,nomore + or a + jr z,nokeypressed + + cp K_DEL + jr z,backup + cp K_EXIT + jr z,nomore -Level_event: - ld a,(nextevent) - dec a - ld (nextevent),a - or a - ret nz + ld hl,hiscorepos + ld b,(hl) + dec b + jr z,nokeypressed + ld (hl),b -do_event: - ld hl,(curevent) - ld de,enemies-4 -chk_noenemy: - inc de - inc de - inc de - inc de - ld a,(de) + ld hl,chartable + ld e,a + ld d,0 + add hl,de + ld a,(hl) or a - jr nz,chk_noenemy + jr z,nokeypressed - ld a,$01 - ld (de),a ;occ - inc de + ld (ix),a + cal _putc + inc ix + cal releasekeys + jr enter_name_loop +backup: + ld hl,hiscorepos ld a,(hl) - ld (de),a ;type - inc de + cp 9 + jr nc,nokeypressed + inc (hl) - ld a,$5a - ld (de),a ;x - inc de + dec ix + ld (ix),' ' + ld a,32 + cal _putc + ld hl,_curCol + dec (hl) + dec (hl) + jr enter_name_loop - inc hl - ld a,(hl) - ld (de),a ;y +nomore: + ld a,' ' + cal _putc + ld (ix),0 + cal save_hi + jr hiscoredone - inc hl ;+0 - ld a,(hl) - cp $ff - jp z,Next_level - ld (nextevent),a +no_hiscore: + ld hl,hiname + cal _puts - inc hl - ld (curevent),hl - ret +hiscoredone: + xor a ;clear a (Ahl will be displayed) + ld hl,$1006 ;bottom-1 right + ld (_curRow),hl ;set + ld hl,(your_score) ;your score + cal _dispahl ;display it (a=0) -;--------------------------- handle enemies ----------------------------------- + ld hl,$314b ;bottom-1 right before score ^^ + ld (_penCol),hl ;set + ld hl,txt_score ;"Score" + cal _vputs ;display (small) -Handle_enemies: - ld hl,enemies - ld b,20 + ld hl,$1007 ;bottom right + ld (_curRow),hl ;set + ld hl,(hiscore) ;hi-score + cal _dispahl ;display + ld hl,$3946 ;bottom right before hiscore ^^ + ld (_penCol),hl ;set + ld hl,txt_hiscore ;"Hiscore" + cal _vputs ;display (small) + res 3,(iy+5) -handle_enemy: - push hl - push bc + ld b,16 + ld de,16 + ld hl,VIDEO_MEM+(49*16)-1 +restore_line: + set 1,(hl) + add hl,de + dnz restore_line - ld a,(hl) - dec a - jr z,normal_enemy ;occ "normal" 1 - dec a - jr z,exploding_enemy ;occ "exploding" 2 - jr next_enemy ;occ "no enemy" 0 + cal _getkey ;wait for keypress + jp quit ;restore some things and return to TI-OS/shell -normal_enemy: - inc hl - ld c,(hl) ;type - inc hl - ld d,(hl) ;x +invship: ;procedure used in New_game + psh af + inc b + ld de,$C0 + ld hl,VIDEO_MEM+$30-$C0;begin pos +invshipinit: + add hl,de + dnz invshipinit + ld b,$B0 ;12 lines down +invshiploop: + ld a,(hl) + cpl ;invert byte + ld (hl),a inc hl - ld e,(hl) ;y + dnz invshiploop ;loop + pop af + ret - ld a,d +New_game: ;stack must be +1 (so change the jp in cal :) + cal _clrLCD + ld hl,VIDEO_MEM + ld (PutWhere),hl ;will be reset after displaying iconbar + ld ix,spr_ship01 ;first ship: sprite + ld de,$0105 ;position + ld b,4 ;number of ships to display +dispshipsloop: + psh bc ;counter + psh de ;position + cal putwidesprite ;display + pop de + ld bc,spr_ship01i-spr_ship01+2 + add ix,bc ;go to next ship + ld a,12 ;below the previous one + add a,e + ld e,a + pop bc + dnz dispshipsloop ;loop + + ld b,0 ;menu pos. +selectship: + psh bc + cal invship +selectshiploop: + halt + cal GET_KEY or a - jr z,next_enemy - dec a - ld d,a - jr z,remove_enemy + jr z,selectshiploop + pop bc + psh bc + cal invship + pop bc + cp K_SECOND + jr z,startthenewgame + cp K_ENTER + jr z,startthenewgame + cp K_DOWN + jr nz,selnotdown + inc b +selnotdown: + cp K_UP + jr nz,selnotup + dec b +selnotup: + ld a,b + and %11 + ld b,a + jr selectship - ld (hl),e - dec hl - ld (hl),d - ld ix,spr_enemy01 - ld b,$00 - add ix,bc - call drw_spr - jr next_enemy +startthenewgame: + ld hl,spr_ship01-(spr_ship02-spr_ship01) + ld de,spr_ship02-spr_ship01 + inc b ;your ship #0-3++ +searchyourship: + add hl,de ;next ship + dnz searchyourship + ld (your_ship),hl + xor a ;ld a,0 + ld (your_score),a ;reset score + ld (your_score+1),a ;reset score (0) + ld (your_tail),a ;no tail beam + 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,level00 ;set level pointer to level#1 + ld (levelp),hl ;reset level pointer + ld a,4 + ld (your_lives),a ;3 lives (4 will be decreased @ You_die) + ld (pickuptimer),a ;next pickup after 4 enemies destroyed -remove_enemy: - dec hl - dec hl -enemy_gone: - dec hl - ld (hl),$0000 ;bye bye enemy +You_die: ;stack must be +1 + pop hl ;restore stack + 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 + inc a ;if -1 then zf set now + jp z,game_over ;and game's over + jr samelevel -next_enemy: - pop bc +gamedone: + cal dostory ;display end (hl=(levelp)) + ld hl,250 + cal scoreInc ;game complete bonus: 250 + jp game_over ;game over (+hiscore) + +;--------------------------- next level ------------------------------------- + +Next_level: ;stack must be +1 pop hl - inc hl - inc hl - inc hl - inc hl - djnz handle_enemy - ret -exploding_enemy: - inc hl - push hl - ld a,(hl) - call explosion_stuff ;display explosion - pop hl + cal inc_armor ;increase armor - 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,(levelp) ;level pointer + ld b,0 ;advance one level + ld c,(hl) + add hl,bc ;passed the enemies + ld c,1+7+3 + add hl,bc ;update to point to next level + ld (levelp),hl ;save -;--------------------------- check collision ---------------------------------- + ld a,(level) ;level number + inc a ;next level # + cp endlevel+1 ;last level done? + jr nc,gamedone ;yes: display end story and quit + ld (level),a -Enemies_hit: - ld de,(x) ;e = X, d = Y - ld hl,enemies-4 -check_next: + add a,a + add a,a + ld h,0 ;increase score.... + ld l,a ;by level number * 4 + ld bc,20 + add hl,bc ;plus 20 + cal scoreInc ;update score + +samelevel: + ld hl,(your_ship) + ld (your_shipspr),hl + + ld a,80 + ld (nextevent),a ;time to first enemy appearance + + ld hl,(levelp) ;level pointer + dec hl ;byte before level (boss byte) + xor a ;if it's zero it means here's a story + cp (hl) + inc hl ;begin of level + cal z,dostory ;do the story and set (levelp) to real level + + ld a,(hl) ;number of (different) enemies in this level inc hl + ld c,a + ld (nrlvlenemies),a ;set nr of enemies-1 + ld b,0 ;bc=c so we can use ldir + ld de,lvlenemies ;table of enemies + ldir ;load enemies to table + ld a,(hl) ;load new appearance-time + ld (eventtime),a inc hl + ld a,(hl) + ld (eventtime+1),a ;set inc hl + ld a,(hl) ;load nr of enemies in this level + ld (eventleft),a ;set nr of events left inc hl + ld de,level_info + ld c,4 ;bc=4 + ldir ;4xLDI + ;loads (level_info); (level_move); (spacespace); (groundinfo) + ld a,1 + ld b,32 ;fill (groundpos) and (ceilingpos) +fillground: + ld (de),a + inc de + dnz fillground - ld a,(hl) - cp $ff - ret z ;-1 = no more enemies - push hl - cp 1 - jr nz,nocrash ;1 = enemy + ld ix,starx1 + ld b,nrstars1 + cal placestars + ld ix,starx2 + ld b,nrstars2 + cal placestars - inc hl - inc hl - ld a,(hl) ;check x match - sub e - add a,6 - jp m,nocrash - cp 12 - jr nc,nocrash + 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 de,$1820 + ld (x),de ;begin position (x,y) + cal Place_multiples ;place all multiple-positions at that (0,24) - inc hl - ld a,(hl) ;check y match - sub d - add a,6 - jp m,nocrash - cp 12 - jr nc,nocrash + cal loadweapon ;load (your_weapon) - dec hl - dec hl - ld (hl),0 ;explosionFrame 0 - dec hl - ld (hl),2 ;set to explode + 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*4)+(nrebuls*3)-1 + ldir ;clear enemies + bullets (y/e) -nocrash: - pop hl - jr check_next +;--------------------------- setup game ------------------------------------- -;--------------------------- next level --------------------------------------- +game_setup: + cal BLACKLCD ;white on black + ld hl,txt_level + ld de,$0703 + ld (_curRow),de ;center + cal _puts ;display "LEVEL " -Next_level: - ld hl,Leveldata+1 - ld (curevent),hl - ret + ld a,(level) ;current level + ld l,a + ld h,0 ;in hl + cal UNPACK_HL ;create first digit + add a,'0' ;0-9 + ld b,a ;into b + cal UNPACK_HL ;second digit + add a,'0' ;0-9 + cal _putc ;display second digit + ld a,b + cal _putmap ;display first digit -;--------------------------- putsprite ---------------------------------------- + ld hl,txt_lives ;bar text: "Lx0"... + ld de,$0904 + ld (_curRow),de ;display lives left below level nr + cal _puts + ld a,(your_lives) ;lives left + add a,'0' ;make value 0='0' + cal _putc -offsets_table: - .db 128,64,32,16,8,4,2,1 -drw_spr: - ld a,d - and 7 - ld hl,offsets_table + cal releasekeys ;wait for user to release all keys + ld hl,txt_savekey ;"Press [F1] to save" + ld de,$3A46 ;bottom-right + ld (_penCol),de + cal _vputs + + res 3,(iy+5) ;set white on black + cal _getkey ;wait for keypress + cp kF1 + cal z,save_lvl + + cal _clrLCD ;clear screen + cal disp_icons ;display bottom icons +ret + jp game_main_loop + +placestars: + cal RandomY ;a = random y-pos 1..bottom + ld a,b ;a = b = star nr. = 1..7 + add a,a ;a = 2b = 2..14 + ld d,0 + ld e,a ;de = a = 2-14 + or a + sbc hl,de ;substract from 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 + +loadweapon: + ld a,(your_weapon) + add a,a ;weap*2 + add a,a ; *4 + add a,a ; *8 ld c,a ld b,0 + ld hl,weapondata add hl,bc ld a,(hl) - ld (_smc1+1),a + ld (weapdamage),a ;damage of bullets + inc hl + ld a,(hl) + ld (weapdaminc),a ;damage increase + inc hl + ld a,(hl) + and %00011111 ;laser duration + ld (laserdur),a + ret - ld (_smc1+1),a - ld hl,GRAPH_MEM - ld a,e - add a,a - add a,e - add a,a - rl b - add a,a - rl b - srl d - srl d - srl d - add a,d - jr nc,_n1 - inc b -_n1: ld c,a - add hl,bc - - ld d,(ix) - ld b,(ix+1) -_oloop: push bc ;Save # of rows - push hl ;Save screen address - ld b,d ;Load width - ld c,(ix+2) ;Load one line of image - inc ix -_smc1: ld a,1 ;Load pixel mask -_iloop: sla c ;Test leftmost pixel - jr nc,_noplot ;See if a plot is needed - ld e,a ;OR pixel with screen +;---------------------------------------------------------------------------- +;--------------------------- putsprite -------------------------------------- +;---------------------------------------------------------------------------- +;in: de=(x,y); ix=sprite +;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=? + +putsprite: + ld c,(ix) ;save width +_putsprite: ;putsprite with custom width + ld a,d ;a=X + bit 7,d ;check sign bit of X + jr z,CSpositive ;X>=0 + + neg ;a=|X| + cp (ix) ;off screen? + ret nc ;X<=-width: don't draw at all + ld b,a ;b=|X|mod 8=1..7=bits to draw + ld a,%11111111 ;all bits set (draw everything) +CSclipleft: + srl a ;remove first bit in a for each b + dnz CSclipleft ;b=1: a=%01111111 + ;b=2: a=%00111111 + ;b=3: a=%00011111 + ;b=4: a=%00001111 + ;b=5: a=%00000111 + ;b=6: a=%00000011 + ;b=7: a=%00000001 + res 7,d ;X+128 (right side of screen) + dec e ;Y-- + jr CSdisplay ;done clipping + +CSpositive: + sub 129-8 ;minus (screen width - byte width) + ld b,a + ld a,%11111111 ;clipmask + jr c,CSdisplay ;x+width<128 then entire sprite is on screen + inc b ;b = number of pixels off screen +CSclipright: + add a,a ;remove last bit in a for each b + dnz CSclipright ;b=1: a=%11111110 + ;b=2: a=%11111100 + ;b=3: a=%11111000 + ;b=4: a=%11110000 + ;b=5: a=%11100000 + ;b=6: a=%11000000 + ;b=7: a=%10000000 + ;b>7: a=%00000000 = off screen + +CSdisplay: ;display the sprite ix at (d,e) masked + ld (CSclipmask),a ;set mask + cal findpixel ;convert de to screen location hl:a + ld (CSbitmask),a + + ld d,c ;width + ld b,(ix+1) ;height +CSyloop: + psh bc ;save rows to go + psh hl ;screen + ld b,d ;width + ld a,(ix+2) ;load image line + and 255 ;mask +CSclipmask =$-1 + ld c,a ;c=image + inc ix ;next +CSbitmask =$+1 + ld a,1 ;saved bitmask +CSxloop: + sla c ;test leftmost pixel + jr nc,CSnodraw ;don't draw if it's 0 + ld e,a ;psh af: save bitmask or (hl) - ld (hl),a - ld a,e -_noplot: rrca - jr nc,_notedge ;Test if edge of byte reached - inc hl ;Go to next byte -_notedge:djnz _iloop - pop hl ;Restore address - ld bc,12 ;Go to next line - add hl,bc - pop bc ;Restore data - djnz _oloop - ret + ld (hl),a ;OR pixel with screen + ld a,e ;pop af +CSnodraw: + rrca ;next bit + jr nc,CSbitdrawn ;carry set if bit "jumped" + inc hl ;next byte +CSbitdrawn: + dnz CSxloop + pop hl ;screen at x-offset=0 + ld bc,16 + add hl,bc ;next line + pop bc ;rows counter + dnz CSyloop +CSdone: ret + +;--------------------------- putbigsprite ----------------------------------- + +putwidesprite: +;destr: abcdehl+ix (ix=behind sprite; hl:a=right below sprite; b=0; d=width) + ld a,(ix) ;width + cp 9 + jr c,putsprite ;width<=8: just draw the sprite + ld a,(ix) + sub 8 ;width>8 + psh af + ld c,8 + psh de + cal _putsprite ;otherwise draw one column (8 pixels wide) + pop de + inc ix ;no x-size to load + ld a,8 ;next + add a,d ;8 pixels right + ld d,a + pop bc ;then draw the remaining pixels (c=width-8) + ld c,b + jr _putsprite +safeputsprite: ;cal putsprite with de intact + psh de + cal putsprite + pop de + ret -_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 +;------------------------------- findpixel ---------------------------------- +;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de -up_data: .db "PAD98",0 +findpixel: + ld a,e ;a=e=Y + add a,a + add a,a ;add a,a is 7 cycles faster than add hl,hl + ld h,0 ;switch to hl now (Y<64) + ld l,a ;hl=4*Y + ld a,d ;a=d=X + rra ;RRA: carry flag must be reset! + add hl,hl ;that's what the adds are for :P + rra + add hl,hl ;hl=16*Y + rra ;a=X/8 + or l + ld l,a ;hl=hl+a + ld a,d + and 7 ;a=X\8 + cpl + rlca + rlca + rlca + ld (FPbit),a + xor a +FPbit =$+1 + set 0,a + ld de,dispbuffer ;screen base position (where x+y=0) +PutWhere =$-2 + add hl,de + ret +;---------------------------------------------------------------------------- +;------------------------------- sprites ------------------------------------ +;---------------------------------------------------------------------------- +spr_ship01: + .db 7,7 ;ship alpha class + .db %11000000 ;██ + .db %11110000 ;████ + .db %01111110 ; ██████ + .db %11101000 ;███ █ + .db %01111110 ; ██████ + .db %11110000 ;████ + .db %11000000 ;██ +spr_ship01i: + .db 8,7 + .db %11000010 ;██ █ + .db %11110001 ;████ █ + .db %01111111 ; ███████ + .db %11101001 ;███ █ █ + .db %01111111 ; ███████ + .db %11110001 ;████ █ + .db %11000010 ;██ █ -;------------------------------- sprites -------------------------------------- +spr_ship02: + .db 7,7 ;ship beta class + .db %11100000 ;███ + .db %11111000 ;█████ + .db %01111100 ; █████ + .db %01110010 ; ███ █ + .db %01111100 ; █████ + .db %11111000 ;█████ + .db %11100000 ;███ +spr_ship02i: + .db 8,7 + .db %11100010 ;███ █ + .db %11111001 ;█████ █ + .db %01111101 ; █████ █ + .db %01110011 ; ███ ██ + .db %01111101 ; █████ █ + .db %11111001 ;█████ █ + .db %11100010 ;███ █ -spr_ship: - .db 7,7 ;your ship: - .db %01110000 ; ███ - .db %11100000 ; ███ - .db %11111100 ; ██████ - .db %11110010 ; ████ █ - .db %11111100 ; ██████ - .db %11100000 ; ███ - .db %01110000 ; ███ +spr_ship03: + .db 7,7 ;ship gamma class + .db %11111000 ;█████ + .db %01100000 ; ██ + .db %11111100 ;██████ + .db %11100110 ;███ ██ + .db %11111100 ;██████ + .db %01100000 ; ██ + .db %11111000 ;█████ +spr_ship03i: + .db 8,7 + .db %11111010 ;█████ █ + .db %01100001 ; ██ █ + .db %11111101 ;██████ █ + .db %11100111 ;███ ███ + .db %11111101 ;██████ █ + .db %01100001 ; ██ █ + .db %11111010 ;█████ █ -spr_bullet01: - .db 5,3 ;your bullets +spr_ship04: + .db 7,7 ;ship delta class + .db %11000000 ; ██ .db %11110000 ; ████ - .db %11111000 ; █████ + .db %11111100 ; ██████ + .db %01100010 ; ██ █ + .db %11111100 ; ██████ .db %11110000 ; ████ + .db %11000000 ; ██ +spr_ship04i: + .db 8,7 + .db %11000010 ; ██ █ + .db %11110001 ; ████ █ + .db %11111101 ; ██████ █ + .db %01100011 ; ██ ██ + .db %11111101 ; ██████ █ + .db %11110001 ; ████ █ + .db %11000010 ; ██ █ -spr_bullet02: - .db 3,3 ;enemy bullets - .db %01000000 ; █ - .db %11100000 ; ███ - .db %01000000 ; █ +spr_ship05: + .db 8,8 ;XC1701II ship + .db %11110000 ;████ + .db %10001100 ;█ ██ + .db %11110010 ;████ █ + .db %01011101 ; █ ███ █ + .db %01011101 ; █ ███ █ + .db %11110010 ;████ █ + .db %10001100 ;█ ██ + .db %11110000 ;████ -spr_enemy01: - .db 6,6 ;enemy type one - .db %00111100 ; ████ - .db %01110000 ; ███ - .db %11110000 ; ████ - .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 ; ███ +auch_bullet = 1 ;damage to you when hit by an enemy bullet +auch_ground = 5 ;the same when you hit the ground/ceiling +auch_collide = 3 ;when you hit an enemy +auch_ecollide = 2*4 ;damage to both the enemy that hit you (skip bit 0/1) + +spr_multiple: + .db 6,6 ;multiples + .db %00000000 ; + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %01111100 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_multiple2: + .db 7,7 ;multiples + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111110 ;███████ + .db %11111110 ;███████ + .db %11111110 ;███████ + .db %01111100 ; █████ + .db %00111000 ; ███ + +;-------------------------------- explosions -------------------------------- -spr_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 %00000100 ; ▒█ + .db %00000000 ; ▒▒ ▒ + .db %01000000 ; █ + .db %00000000 ; ▒ + .db %00000010 ; █▒ + .db %00100100 ; █▒ █ + +spr_yexplosion: + .db 8,5 ;1 .db %00000000 - .db %01000000 + .db %00101100 ; █ ██ + .db %00011110 ; ████ + .db %00110100 ; ██ █ + .db %00011000 ; ██ + .db %00000000 + + .db 8,5 ;2 + .db %00111000 ; ███ + .db %01011100 ; █ ███ + .db %10010111 ;█ █ ███ + .db %01000110 ; █ ██ + .db %00111000 ; ███ .db %00000000 + + .db 8,6 ;3 + .db %00111100 ; ████ + .db %01001111 ; █ ████ + .db %10100011 ;█ █ ██ + .db %11000110 ;██ ██ + .db %01110101 ; ███ █ █ + .db %00111000 ; ███ + + .db 8,6 ;4 + .db %00110110 ; ██ ██ + .db %00000101 ; █ █ + .db %11000001 ;██ █ + .db %01100001 ; ██ █ + .db %11000010 ;██ █ + .db %01010001 ; █ █ █ + +;--------------------------------- bullets ---------------------------------- + +bullettable: + .db (spr_bullet01-spr_bullet01) ;0 + .db (spr_bullet02-spr_bullet01) ;4 + .db (spr_bullet03-spr_bullet01) ;8 + .db (spr_bullet04-spr_bullet01) ;12 + .db (spr_bullet05-spr_bullet01) ;16 + .db (spr_bullet06-spr_bullet01) ;20 + .db (spr_bullet07-spr_bullet01) ;24 + .db (spr_bullet08-spr_bullet01) ;28 + .db (spr_bullet09-spr_bullet01) ;32 + .db (spr_bullet10-spr_bullet01) ;36 + .db (spr_bullet11-spr_bullet01) ;40 + .db (spr_bullet12-spr_bullet01) ;44 + .db (spr_bullet13-spr_bullet01) ;48 + .db (spr_bullet13-spr_bullet01) ;52 + .db (spr_bullet13-spr_bullet01) ;56 + .db (spr_bullet13-spr_bullet01) ;60 + +spr_bullet01: + .db 2,1 + .db %11000000 ;▒██ +spr_bullet02: + .db 4,1 + .db %11110000 ;▒████ +spr_bullet03: + .db 2,2 + .db %11000000 ;▒██ + .db %11000000 ;▒██ +spr_bullet04: + .db 4,2 + .db %10110000 ;▒█▒██ + .db %10110000 ;▒█▒██ +spr_bullet05: + .db 4,3 + .db %01100000 ; ▒██ + .db %11110000 ;▒████ + .db %01100000 ; ▒██ +spr_bullet06: + .db 5,3 + .db %00110000 ; ▒██ + .db %11111000 ;▒█████ + .db %00110000 ; ▒██ +spr_bullet07: + .db 5,3 + .db %01110000 ; ▒███ + .db %11111000 ;▒█████ + .db %01110000 ; ▒███ +spr_bullet08: + .db 5,3 + .db %11110000 ;▒████ + .db %11111000 ;▒█████ + .db %11110000 ;▒████ +spr_bullet09: + .db 5,4 + .db %00010000 ; ▒█ + .db %10111000 ;▒█▒███ + .db %01111000 ; ▒████ + .db %00010000 ; ▒█ +spr_bullet10: + .db 6,4 + .db %00111000 ; ▒███ + .db %01111100 ; ▒█████ + .db %11111100 ;▒██████ + .db %00110000 ; ▒██ +spr_bullet11: + .db 7,5 + .db %00011000 ; ▒██ + .db %11111100 ;▒██████ + .db %00111110 ; ▒█████ + .db %01111100 ; ▒█████ + .db %00011000 ; ▒██ +spr_bullet12: + .db 7,6 + .db %00110000 ; ▒██ + .db %11111100 ;▒██████ + .db %00111110 ; ▒█████ + .db %01111110 ; ▒██████ + .db %11111100 ;▒██████ + .db %00111000 ; ▒███ +spr_bullet13: + .db 8,8 + .db %00111100 ; ▒████ + .db %11111110 ;▒███████ + .db %01111111 ; ▒███████ + .db %00011111 ; ▒█████ + .db %01111111 ; ▒███████ + .db %11111110 ;▒███████ + .db %00111100 ; ▒████ + +spr_bullett1: + .db 4,3 ;▒▒▒ + .db %11100000 ;▒███ + .db %11110000 ; ████ + .db %01110000 ; ███ + +spr_bullete1: + .db 4,3 ;enemy bullets + .db %01100000 ; ██▒ + .db %11110000 ;████▒ + .db %01100000 ; ██▒ + +;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset] +;damage = min.damage + dam.inc*incs (0<=incs<=6) +;speed in pixels/frame (>=%10010=forward; <=%01110=backwards) +;direction: 0=straight forward; 1=up; 2=1/2up; 3=down; 4=1/2down + +maxnrweapons = 8+1 +weapondata: + .db 1,1,%00000000,0,%00000000,0,%00010010,3 ;1 single fire + .db 4,1,%00000000,0,%00000000,0,%00010011,3 ;2 fast single + .db 1,1,%00000000,0,%00010010,0,%00010010,6 ;3 double + .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple + .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5 + .db 5,3,%01110011,2,%10010100,2,%00110011,2 ;6 + .db 7,4,%01110100,2,%10010100,2,%00110100,2 ;7 + .db 12,5,%01110110,2,%10010110,2,%00110110,2 ;8 +maxweapon = 8 + .db 1,1,%11100100,3,%00000000,0,%00000000,0 ;1 single laser + .db 1,1,%11111111,0,%11100000,6,%00000000,0 ;2 double laser + .db 10,1,%11100001,0,%11100000,6,%11100000,3 ;3 triple laser +maxlaser = 11 + +;------------------------------------ bar ----------------------------------- + +spr_lship: + .db 5,3 ;li'l ship indicating lives left + .db %11100000 ;███ + .db %01111000 ; ████ + .db %11100000 ;███ +lshipsize = 5 ;space between two ship icons + +spr_icon: + .db 16,7 ;selected.......:.......: + .db %11111111 ;████████████████ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11111111 ;████████████████ + .db 7 + .db %11111111 .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 %00000001 + .db %00000001 + .db %00000001 + .db %00000001 + .db %11111111 +spr_icon00: + .db 16,7 ;unused .......:.......: + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db 7 + .db %10101010 + .db %01010101 + .db %10101010 + .db %01010101 + .db %10101010 + .db %01010101 + .db %10101010 +spr_icon01: + .db 16,7 ;torpedo .......:.......: + .db %10000001 ;█ ███ ██ █▒ + .db %10000000 ;█ ███ ██ ▒ + .db %11000000 ;██ ███ ██▒ + .db %10110001 ;█ ██ ███ █ █▒ + .db %11001100 ;██ ██ ██ ▒ + .db %10110011 ;█ ██ ██ ████ ▒ + .db %11001100 ;██ ██ ██ ██ ▒ + .db 7 + .db %11001101 + .db %11100110 + .db %11100011 + .db %11000101 + .db %00001100 + .db %00011110 + .db %11000110 +spr_icon02: + .db 16,7 ;tailbeam.......:.......: + .db %10000000 ;█ ▒ + .db %10000011 ;█ ██ ▒ + .db %10000001 ;█ ███ ▒ + .db %10111011 ;█ ███ ██████ ██▒ + .db %10000001 ;█ ███ ▒ + .db %10000011 ;█ ██ ▒ + .db %10000000 ;█ ▒ + .db 5 + .db %00000000 + .db %00000000 + .db %11000000 + .db %11110011 + .db %11000000 +spr_icon03: + .db 11,7 ;bullets .......:.......: + .db %10000000 ;█ ██ ▒ + .db %10000011 ;█ █████ ▒▒▒ ▒ + .db %10011000 ;█ ██ ██ ▒▒▒ ▒ + .db %11111100 ;██████ ▒▒▒ ▒ + .db %10011000 ;█ ██ ██ ▒▒▒ ▒ + .db %10000011 ;█ █████ ▒▒▒ ▒ + .db %10000000 ;█ ██ ▒ + .db 7 + .db %11000000 + .db %11100000 + .db %11000000 + .db %00000000 + .db %11000000 + .db %11100000 + .db %11000000 +spr_icon04: + .db 16,7 ;laser .......:.......: + .db %10000000 ;█ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %11110111 ;████ ███████▒▒▒█▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %10000000 ;█ ▒ + .db 4 + .db %00000000 + .db %00000000 + .db %00000000 + .db %11111111 +spr_icon05: + .db 16,7 ;multiple.......:.......: + .db %10000011 ;█ ███ ▒ + .db %10000001 ;█ ████ ██ ▒ + .db %10000001 ;█ ████ ▒ + .db %10000011 ;█ ███ ▒ + .db %10011000 ;█ ██ ▒ + .db %10111100 ;█ ████ ██ ██▒ + .db %10011000 ;█ ██ ▒ + .db 6 + .db %10000000 + .db %11100110 + .db %11100000 + .db %10000000 + .db %00000000 + .db %11000011 +spr_dividerline: + .db 8,7 + .db 128,128,128,128,128,128,128 ;128 = %10000000 +;---------------------------- texts ----------------------------------------- - .end +txt_email: .db "www.shiar.org ",127 ;title screen + .db " shiar0@hotmail.com",0 +_txt_email = $3A01 ;$3A1E=just email +txt_about: .db "v0.99.812 ",127," by Shiar",0 ;right behind txt_email +_txt_about = $3321 +txt_menu1: .db "NEW GAME",0 +txt_menu2: .db "CONTINUE",0 +txt_level: .db "LEVEL ",0 ;new level screen +txt_lives: .db "Lx0",0 +txt_savekey: .db "Press [F1] to save",0 +txt_gameover: .db "GAME OVER!",0 ;game over screen +txt_score: .db "Score",0 +txt_hiscore: .db "Hiscore",0 +txt_pause: .db " ",6,"/",7," ",$1C,"contrast; " + .db "F1",$1C,"B",$CF,5,"W Mode",0 +_txt_pause = $020B +txt_pressenter: .db "Enter to continue",0 ;pause +_txt_pressenter = $0201 +txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher +txt_teacherans: .db Lneg,"14.6549373495",0 -;NEMESIS'86 by Shiar +;---------------------------- save data ------------------------------------- +storehi_start: +hiscore .dw 0 ;default hiscore +hiname .db "shiar.99",0 ; " " name +storehi_end: -;0.01.717 -- 17.VII.99 -- size 984 -; -; + movement of ship over whole screen -; + enemies moving from right to left, appearing right at specified times +storesave_start: ;--SAVED GAME-- defs: +level .db 1 ;level number 1 +levelp .dw level01 ;pointer to level data l01 +pickuptimer .db 4 ;counts when to place a pickup 4 +your_ship .dw spr_ship01 ;your sprite sprs1 +your_score .dw 0 ;current score 0 +your_pickup .db 4 ;pickups already picked up 0 +your_occ .db 0 ;0=normal 1..16=exploding 0 +your_inv .db 0 ;invincibility left 0 +your_armor .db 22 ;HP left 12 +your_lives .db 3 ;lives left 3 +your_weapon .db 8 ;current weapon upgrade 0 +your_multiples .db 0 ;multiples present 0 +your_tail .db 0 ;tail beam present 0 +storesave_end: + +time2invert: .db 0 ;time until b<>w switch (0 at startup) + +;------------------------------ levels data --------------------------------- + +;format:boss: [moveType] [enemyType] +; @level: [nr.dif.enemies]x [enemy nr] +; [min. enemy frequency] [enemy frequency max.inc] [next lvl] +; [level_info: 0000:damage 0:diagfire 0:ground 0:ceiling 0:?] +; [level_move] [tunnel size] [groundtype] [stars1] [stars2] +;efrequency must be odd if halfluring! + + .db 0 ;storyline ID +level00: ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end] + .db 25,33,"Imperial ships have",0,0 + .db 31,9,"been sent to intercept you",0,31-25+6,-1 + + .db 20 ;boss for level01 +level01: ;intro-like, just a few enemies to begin with + .db 2,6,8 + .db 26,70,20,%00010000,0,0,0 + .db 1,1 + + .db 21 +level02: ;first wave of enemies; easeey + .db 3,6,7,8 + .db 20,60,60,%00100000,0,0,0 + .db 1,1 + + .db 22 +level03: ;some more enemies + .db 4,7,8,9,10 + .db 17,40,75,%00110000,0,0,0 + .db 1,1 + + .db 0 + .db 1,1,"Long-Range scanners are ", + .db "showing",0,0 + .db 8,1,"lots of enemy vessels ", + .db "advancing fast.",0,8-1+6 + .db 24,1,"I'm changing course to a", + .db " nearby ",0,0 + .db 31,1,"asteroid belt and try to",0,0 + .db 38,1,"lose them inthere.",0,38-24+6,-1 + + .db 23 +level04: ;approaching asteroid belt + .db 7,11,11,12,12,13,1,2 + .db 12,24,80,%00111000 + .db 2,0,0,1,1 + + .db 24 +level05: ;light asteroid belt + .db 5,11,12,1,2,4 + .db 12,24,80,%00111000 + .db 2,0,0,1,1 + + .db 25 +level06: ;inside asteroid belt + .db 6,13,1,2,3,4,5 + .db 7,18,180,%01011000 + .db 2,0,0,1,1 + + .db 0,1,1,"That's it for now...",0,5,-1 + +endlevel = 6 + + .db 0 + .db 1,1,"And the storyline conti", + .db "nues.....",0,5 + .db 9,1,"You decide to fly close", + .db " to the",0,0 + .db 15,1,"surface of a nearby pl", + .db "anet =)",0,15-9+6,-1 + + .db 26 +level03b: + .db 1,2 + .db $13,40,$4b,%00100100,0,-5,1 + .db 1,1 + + .db 0 + + .db 0 + .db $01,01,"Blablabla...",0,1 + .db $01,34,"this storyline sux",0,0,1,39 + .db $FF + + .db 27 +level03a: + .db 1,$03 + .db $2d,$3f,%00110110,0,-9,1 + .db -1,-1 ;=%11111111=line + + .db $07,$08 +level04b: + .db 1,$04 + .db $11,$41,%00100001,0,0,0 + .db 1,1 + .db $07,$09 +level05a: + .db 1,$05 + .db $11,$45,%00100101,%10,-7,1 + .db 1,1 + .db $07,$08 +level06c: + .db 1,$06 + .db $19,$3a,%00100111,0,-4,1 + .db 1,1 + + .db $07,$09 +level07: + .db 1,$07 + .db $09,$ff,%00100001,0,0,0 + .db 1,1 + +;------------------------------ enemies ------------------------------------- + +;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)] +; [movetype] [time2fire] [firefreq] [firetype] +;appearances: 1=random; 2=lure; 3=halflure +;movetypes: 1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure; +; 8=y-lure 1/2x; 9=x; 10=x+y-lure 1/2x +;firetypes: 1=normal; 6=aiming; 7=triple; 8=double + +enemyspecs: + .db 0,%00000110,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;pickup +;1-5=asteroids , , , , , , + .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,00, 0, 0,1 + .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,00, 0, 0,1 + .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,04, 0, 0,1 + .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,03, 0, 0,1 ;slow+hard + .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,05, 0, 0,1 +;6-10=basic enemies , , , , , , + .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,00,10, 0,1 ;weak + .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,03, 6,50,1 ;slow + .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,00, 1, 0,1 + .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,00,19,39,8 ;heavy + .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,04, 1, 0,1 ;fast +;11-13=backwards enemies , , , , , + .db 0,%00011110,(spr_enemyB1-spr_enemy00)/2,000,3,11,19,92,1 + .db 0,%00101110,(spr_enemyB2-spr_enemy00)/2,000,1,12,11,45,1 + .db 0,%00110110,(spr_enemyB3-spr_enemy00)/2,000,1,11,10,41,8 ;small +;14=improved enemies , , , , , , + .db 0,%01001010,(spr_enemyG1-spr_enemy00)/2,128,3,00, 1,35,1 + + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;15 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;16 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;17 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;18 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;19 +;20-23=first bosses , , , , , , + .db 1,%00101011,(spr_boss2 -spr_enemy00)/2,127,1,08,20,12,1 ;small + .db 1,%00110011,(spr_boss1 -spr_enemy00)/2,127,1,08,15,11,8 ;normal + .db 1,%01001011,(spr_boss1 -spr_enemy00)/2,127,3,10,10,11,1 ;moving + .db 0,%11111111,(spr_boss3 -spr_enemy00)/2,127,2,10, 1, 4,1 ;weak+rapidfire +;24-25=asteroid bosses , , , , , , + .db 2,%00001011,(spr_bossA1 -spr_enemy00)/2,127,1,10,36,14,6 + .db 2,%00110011,(spr_bossA1 -spr_enemy00)/2,127,2,10,28,12,6 +;26-27=big bosses , , , , , , + .db 2,%00000111,(spr_bossB1 -spr_enemy00)/2,127,3,07,18, 7,7 + .db 2,%01001011,(spr_bossB2 -spr_enemy00)/2,127,3,07,18, 7,7 + +spr_enemy00: + .db 16,8 ;pickup + .db %11111111 ; ████████████ + .db %10000110 ; █ ██ █ + .db %10000110 ; █ ██ █ + .db %10111111 ; █ ████████ █ + .db %10111111 ; █ ████████ █ + .db %10000110 ; █ ██ █ + .db %10000110 ; █ ██ █ + .db %11111111 ; ████████████ + .db 8 + .db %11110000 + .db %00010000 + .db %00010000 + .db %11010000 + .db %11010000 + .db %00010000 + .db %00010000 + .db %11110000 + .db 0 + +spr_enemyA1: + .db 7,6 ;asteroid one + .db %00011000 ; ██ + .db %01101100 ; ██ ██ + .db %10011110 ;█ ████ + .db %11111010 ;█████ █ + .db %10111100 ;█ ████ + .db %01110000 ; ███ +spr_enemyA2: + .db 8,7 ;asteroid two + .db %00111100 ; ████ + .db %01011010 ; █ ██ █ + .db %01101101 ; ██ ██ █ + .db %11111101 ;██████ █ + .db %11111111 ;████████ + .db %10110110 ;█ ██ ██ + .db %01100000 ; ██ + .db 0 +spr_enemyA3: + .db 8,8 ;asteroid three + .db %00011110 ; ████ + .db %01110011 ; ███ ██ + .db %01111101 ; █████ █ + .db %10110111 ;█ ██ ███ + .db %11111110 ;███████ + .db %11111101 ;██████ █ + .db %01010111 ; █ █ ███ + .db %00001110 ; ███ +spr_enemyA4: + .db 7,6 ;asteroid four + .db %01111000 ; ████ + .db %10110110 ;█ ██ ██ + .db %11111101 ;██████ █ + .db %01111011 ; ████ ██ + .db %01001110 ; █ ███ + .db %00110000 ; ██ + +spr_enemyE1: + .db 6,7 ;weak + .db %00111100 ; ████ + .db %01000100 ; █ █ + .db %10111000 ;█ ███ + .db %11100000 ;███ + .db %10111000 ;█ ███ + .db %01000100 ; █ █ + .db %00111100 ; ████ + .db 0 +spr_enemyE2: + .db 6,6 ;weak + .db %00111100 ; ████ + .db %01010000 ; █ █ + .db %10100000 ;█ █ + .db %10100000 ;█ █ + .db %01010000 ; █ █ + .db %00111100 ; ████ +spr_enemyE3: + .db 6,6 ;normal solid (Galaxian enemy) + .db %00111100 ; ████ + .db %01110000 ; ███ + .db %11110000 ;████ + .db %11110000 ;████ + .db %01110000 ; ███ + .db %00111100 ; ████ +spr_enemyE4: + .db 6,7 + .db %00011100 ; ███ + .db %01101000 ; ██ █ + .db %10011000 ;█ ██ + .db %01110000 ; ███ + .db %10011000 ;█ ██ + .db %01101000 ; ██ █ + .db %00011100 ; ███ + .db 0 +spr_enemyE5: + .db 6,6 ;speedy + .db %00011100 ; ███ + .db %01111000 ; ████ + .db %11100000 ;███ + .db %11100000 ;███ + .db %01111000 ; ████ + .db %00011100 ; ███ + +spr_enemyB1: + .db 6,6 ;solid backwards + .db %11110000 ;████ + .db %00101000 ; █ █ + .db %01010100 ; █ █ █ + .db %01010100 ; █ █ █ + .db %00101000 ; █ █ + .db %11110000 ;████ +spr_enemyB2: + .db 6,7 + .db %11110000 ;████ + .db %01001000 ; █ █ + .db %01110100 ; ███ █ + .db %00100100 ; █ █ + .db %01110100 ; ███ █ + .db %01001000 ; █ █ + .db %11110000 ;████ + .db 0 +spr_enemyB3: + .db 5,7 + .db %11100000 ;███ + .db %01010000 ; █ █ + .db %01111000 ; ████ + .db %01000000 ; █ + .db %01111000 ; ████ + .db %01010000 ; █ █ + .db %11100000 ;███ + .db 0 + +spr_enemyG1: + .db 8,6 ;G-Type + .db %00111111 ; █████ + .db %01001000 ; █ █ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01001000 ; █ █ + .db %00111111 ; █████ +spr_enemyG2: + .db 8,6 ;smaller nacelles + .db %00000111 ; ███ + .db %01101100 ; ██ ██ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01101100 ; ██ ██ + .db %00000111 ; ███ +spr_enemyG3: + .db 8,6 ;shuttle + .db %00001111 ; ████ + .db %01111100 ; █████ + .db %10011100 ;█ ███ + .db %10011100 ;█ ███ + .db %01111100 ; █████ + .db %00001111 ; ████ +spr_enemyG4: + .db 8,6 ;G-Type solid + .db %00111111 ; █████ + .db %01111000 ; ████ + .db %11111100 ;██████ + .db %11111100 ;██████ + .db %01111000 ; ████ + .db %00111111 ; █████ +spr_enemyG5: + .db 6,6 + .db %01111100 ; █████ + .db %10110000 ;█ ██ + .db %10111000 ;█ ███ + .db %10111000 ;█ ███ + .db %10110000 ;█ ██ + .db %01111100 ; █████ +spr_enemyG6: + .db 7,6 ;small G-type solid + .db %00011110 ; ████ + .db %01111000 ; ████ + .db %11110000 ;████ + .db %11110000 ;████ + .db %01111000 ; ████ + .db %00011110 ; ████ + +spr_enemyS1: + .db 6,6 ;solid + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_enemyS2: + .db 7,6 ;some attack vessel + .db %00011100 ; ███ + .db %01110010 ; ███ █ + .db %10101100 ; █ █ ██ + .db %10101100 ; █ █ ██ + .db %01110010 ; ███ █ + .db %00011100 ; ███ +spr_enemyS3: + .db 7,6 ;interceptor + .db %00011110 ; ████ + .db %01111110 ; ██████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111110 ; ██████ + .db %00011110 ; ████ +spr_enemyS4: + .db 8,6 ;cheap intercept + .db %00011011 ; ██ ██ + .db %01110110 ; ███ ██ + .db %10111100 ; █ ████ + .db %10111100 ; █ ████ + .db %01110110 ; ███ ██ + .db %00011011 ; ██ ██ + +spr_enemyN1: + .db 8,7 ;some cool Nemesis-MSX enemy + .db %00111110 ; █████ + .db %11110001 ;████ █ + .db %00001110 ; ███ + .db %00010101 ; █ █ █ + .db %00001110 ; ███ + .db %11110001 ;████ █ + .db %00111110 ; █████ + .db 0 +spr_enemyN2: + .db 8,7 ; + .db %00111110 ; █████ + .db %00011101 ; ███ █ + .db %11111111 ;████ ███ + .db %01110110 ; ██ ███ + .db %11111111 ;████ ███ + .db %00011101 ; ███ █ + .db %00111110 ; █████ + .db 0 +spr_enemyN3: + .db 8,7 ;Nem3MSX jumper lvl#3 + .db %10111110 ;█ █████ + .db %01011101 ; █ ███ █ + .db %01111110 ; ██████ + .db %00010100 ; █ █ + .db %01111110 ; ██████ + .db %01011101 ; █ ███ █ + .db %10111110 ;█ █████ + .db 0 +spr_enemyN4: + .db 8,8 ;Stolen from XC1701II + .db %01111110 ; ██████ + .db %11110101 ;████ █ █ + .db %00011111 ; █████ + .db %00111101 ; ████ █ + .db %00111001 ; ███ █ + .db %00011111 ; █████ + .db %11110101 ;████ █ █ + .db %01111110 ; ██████ +spr_enemyN5: + .db 7,8 ;Stolen from XC1701II + .db %00111100 ; ████ + .db %01010010 ; █ █ █ + .db %11111110 ;███████ + .db %01001010 ; █ █ █ + .db %01011010 ; █ ██ █ + .db %11111110 ;███████ + .db %01010010 ; █ █ █ + .db %01111100 ; ████ + +spr_boss1: + .db 16,10 ;.......:.......: + .db %00000001 ; ██████ ██ + .db %00001110 ; ███ █ ███ + .db %00110010 ; ██ █ ████ + .db %01001101 ; █ ██ ██ + .db %11101011 ;███ █ ██ █ + .db %11101011 ;███ █ ██ █ + .db %01001101 ; █ ██ ██ + .db %00110010 ; ██ █ ████ + .db %00001110 ; ███ █ ███ + .db %00000001 ; ██████ ██ + .db 10 + .db %11111011 + .db %00101110 + .db %11110000 + .db %10000000 + .db %01000000 + .db %01000000 + .db %10000000 + .db %11110000 + .db %00101110 + .db %11111011 + .db 0 +spr_boss2: + .db 12,12 ;.......:....5..: + .db %00011110 ; ████ + .db %01100001 ; ██ ██ + .db %10110010 ;█ ██ █ ██ + .db %00000101 ; █ ██ █ + .db %00001010 ; █ █ ██ + .db %00011010 ; ██ █ █ █ + .db %00011010 ; ██ █ █ █ + .db %00001010 ; █ █ ██ + .db %00000101 ; █ ██ █ + .db %10110010 ;█ ██ █ ██ + .db %01100001 ; ██ ██ + .db %00011110 ; ████ + .db 11 + .db %00000000 + .db %10000000 + .db %01100000 + .db %10100000 + .db %01100000 + .db %10010000 + .db %10010000 + .db %01100000 + .db %10100000 + .db %01100000 + .db %10000000 +spr_boss3: + .db 16,10 ;.......:.......: + .db %11111110 ;███████ + .db %00000011 ; ███ ████ + .db %00110101 ; ██ █ ████ █ + .db %01111010 ; ████ █ █ █ ██ + .db %10001101 ;█ ██ █ ██ ██ █ + .db %10001101 ;█ ██ █ ██ ██ █ + .db %01111010 ; ████ █ █ █ ██ + .db %00110101 ; ██ █ ████ █ + .db %00000011 ; ███ ████ + .db %11111110 ;███████ + .db 9 + .db %00000000 + .db %10001111 + .db %11100001 + .db %10010110 + .db %01101101 + .db %01101101 + .db %10010110 + .db %11100001 + .db %10001111 +spr_bossA1: + .db 16,11 ;AsteroidBoss one + .db %00011110 ; ████ + .db %01110011 ; ███ ███ + .db %01111111 ; ███████ █ + .db %01111111 ; █████████ + .db %11111110 ;███████ ███ + .db %11111111 ;███████████ + .db %11111111 ;████████████ + .db %10111110 ;█ █████ ████ + .db %01011111 ; █ ███████ + .db %00110111 ; ██ ███ + .db %00001110 ; ███ + .db 9 + .db %00000000 + .db %10000000 + .db %01000000 + .db %11000000 + .db %11100000 + .db %11100000 + .db %11110000 + .db %11110000 + .db %11000000 + .db 0 +spr_bossB1: + .db 16,18 ;BigBoss one : + .db %00000000 ; █ █ + .db %00000111 ; ███ ███ + .db %00000011 ; ████ █ + .db %00000001 ; ██ ██ + .db %00000011 ; ███ ██ + .db %00000000 ; █████ + .db %00010111 ; █ ██████████ + .db %00111111 ; ██████ ██ ██ + .db %11111000 ;█████ ██ █ ███ + .db %00001111 ; █████ ██ █ █ + .db %11111000 ;█████ ██ █ ███ + .db %00111111 ; ██████ ██ ██ + .db %00010111 ; █ ██████████ + .db %00000000 ; █████ + .db %00000011 ; ███ ██ + .db %00000001 ; ██ ██ + .db %00000011 ; ████ █ + .db %00000111 ; ███ ███ + .db 19 ; █ █ + .db %01010000 ;modelled after a Nemesis][MSX boss + .db %01110000 + .db %11010000 + .db %10110000 + .db %10110000 + .db %11111000 + .db %11111110 + .db %01101100 + .db %11010111 + .db %10110101 + .db %11010111 + .db %01101100 + .db %11111110 + .db %11111000 + .db %10110000 + .db %10110000 + .db %11010000 + .db %01110000 + .db %01010000 +spr_bossB2: + .db 16,15 ;BigBoss two : + .db %00001111 ; █████ + .db %00111110 ; █████ █████ + .db %01111101 ; █████ █ ███████ + .db %00000011 ; ██ + .db %00000100 ; █ █ + .db %00000011 ; █████ + .db %00011110 ; ████ ██ ████ + .db %11110011 ;████ ██ █ █ + .db %00011110 ; ████ ██ ████ + .db %00000011 ; █████ + .db %00000100 ; █ █ + .db %00000011 ; ██ + .db %01111101 ; █████ █ ███████ + .db %00111110 ; █████ █████ + .db %00001111 ; █████ + .db 15 ;modelled after a Nemesis][MSX boss + .db %10000000 + .db %11111000 + .db %01111111 + .db %00000000 + .db %10000000 + .db %11100000 + .db %11011110 + .db %01010000 + .db %11011110 + .db %11100000 + .db %10000000 + .db %00000000 + .db %01111111 + .db %11111000 + .db %10000000 + .db 0 + +;---------------------------------------------------------------------------- +;----------------------------- logo ------------------------------------------ +;---------------------------------------------------------------------------- + +logo_nemesis: +.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111110 +.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11111100 +.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11111000 +.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11110000 +.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001 + +;----------------------------- end ------------------------------------------ + + .end +.end + + +;---------------------------------------------------------------------------- +;---------------------------------------------------------------------------- +;---------------------------------------------------------------------------- + +; 0.98.77 -- 7.VII.00 -- size 6707 ; -; 0.1.718 -- 18.VII.99 -- size 907 +; # bullets do damage in all levels +; * more armor at armor-upgrade and extra armor at end of a level +; - internal levels again (no need 4 external, safer/smaller) +; # some registers not correctly pushed/popped +; * several optimizations (init.procs some bytes smaller) +; # enemies hit with hitpoints left disappeared (one pop too much...) +; + bullets "charge up" (more damage) when not firing +; - removed contrast changes +; + more powerful bullets have different sprites (larger=more damage) +; # multiples appear at your position (begin level/just selected) +; # when invulnerable multiples acted weird +; # no more error at activation after APD off after running Nemesis +; # saves correctly if own name ain't "nemesis" + some bytes smaller +; # screen wasn't always entirely cleared after quit +; * waits until all keys have been released after death +; + different bullets sizes will miss if they're too small +; + at level start "press F1 to save"-text will be displayed +; * w3.shiar.org displayed at title screen, black bar behind version nr +; # score to 0 when exit pressed at main menu +; # no residual story-text in first frame of game +; # game doesn't continue again after death (stack messed up) +; # game over when lives<0 (didn't work in v0.96+) +; * using some self-modifiing code (so it's smaller) +; # new random procedure: stars don't appear on one line anymore +; * weapons appear centered at multiples +; * laser properties can be changed (damage, charge) +; + weapon can be combination of bullets/lasers (max. of 3 per weapon) +; * bullet-icon is removed when laser is selected +; * enemy sprite table integrated in enemy specs (-1 byte/enemy) +; + random enemy is chosen from any number of enemies per level +; * time to first enemy fire defined per enemy, not per level +; + CLIPPED sprites!! no more in/out popping enemies! wow... +; * bullets/enemies removed when _entirely_ off screen +; # enemies would sometimes be hit by bullets going right below them +; # size of the second bullet was too big (invisible hit) +; * the frequency an enemy fires bullets is defined per enemy +; + wide clipped sprites implemented (width 1-16 pixels) +; # bosses first move left until x=100, otherwise they'd be off-screen +; * at status bar left below ships are displayed for lives left +; * armor bar is two pixels high (better visible) +; # bullet overflow fixed again (>63 bullets fired) +; # correct weapon loaded when continuing a saved game +; # game freezed when generating a random value <=1 +; * you explode in a different way than the enemies +; + screen inverts for a brief time when you are hit! +; # stats-bar was messed up when ya got 0 lives left +; * two new (big) bosses modeled after a common MSX Nemesis2-boss +; * score increased once every 32 frames (instead of every 256) +; # ground fixed for new random routine (smaller routine; incs -2 to 2) +; + laser will upgrade as well when you reselect it +; * 2nd can be used in main menu (wow!) +; # altered variable storage space because of Nemesis grew beyond 6kb +; # fixed armor bar display when at maximum +; + a few new enemies (asteroids) and remade 1st 4 levels; new pickup +; - torpedo since it was kinda useless +; + second icon now selects TAIL BEAM: bullet going backwards +; # armor increase at the end of a level doesn't overflow armorbar +; + you can choose your own ship out of four vessel after NEW GAME! +; + enemies can appear at any x-position and move both left and right +; + move patterns given per enemy, not per level +; * new (faster) enemy-move system; 10 basic moves (x2 left+right) +; # enemies can _never_ move above or below visible screen +; * "randomY"-enemies are placed entirely on screen (height calced) +; # the major TI-OS crash bug WAS afterall caused by sprites drawn +; (partially) outside screen memory. temporarily fixed by setting +; virtual screen buffer to $8200 (enough mem there) +; + upto 29 cool enemy sprites and redone first five levels +; * improved enemy-move routine; smooth luring, five speeds+backwards +; # after pause weapon will not be fired +; # teacher key fixed (waits for GRAPH to be release before&after) ; -; * no crash when level restarts for the third time -; * exit-procedure updated, unnecessary stuff/keychecks removed -; * alot of unused code removed -; + different types of enemies (just look different) -; + collision detection!! enemy ships disappear when you hit them +; 0.99.815 -- 15.VIII.00 -- size 6399 ; -; 0.2.718 -- 18.VII.99 -- size 1153 +; + you can have upto FOUR multiples! (~20 pixels apart) +; * some optimizations: keycall, menu handling, port nops removed, +; more SMC, fire handling, fast bullet handling, enemy movement +; * better "backwards" enemies handling (and implemented in game) +; # when enemy changed into a pickup, movement is set to vslow +; * instead of turning into a pickup, enemies explode and a pickup +; appears at the right side of the screen (moves left slowly) +; # bullets do damage again (screenflash made damage become 0) +; + when destroyed by bullets, the armor bar will show 0HP left +; * all enemy bullets do the same damage in all levels +; * you now appear at (*32*,30) because enemies can come from left +; * improved bullet handling (faster, smaller, etc.) +; + multiples are animated like real Nemesis (grow-shrink-grow-shrink>) +; # fixed a bug that didn't select multiples when you were moving +; # enemy collision screwed up invert and some other weird stuff +; + in pause screen change contrast with up/down and B/W mode with F1 +; + lasers can have different durations (beams last longer) +; * some sign-flag checkings replaced by carry-flag (thus reducing size) +; # slow enemies (including pickups) didn't always appear (just 25-50%) +; + enemies can fire different kinds of bullets: aiming, double, triple +; * maximum number of bullets increased (48 for enemies, 128 for you) ; -; + ability to fire bullets (F1). Enemies disappear on impact -; * enemies explode instead of disappearing - +; + added - removed * changed # bug fixed +;bullet handling: (255/enemy)+419+putsprite cycles per bullet