X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/840813fdb6f20c24e08d734c29f3afbb13d32db8..938caf41e59da4bbacbb541631ed9bae35aaab02:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index fc84fb3..1eb93b9 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,64 +1,67 @@ .include "asm86.h" .include "ti86asm.inc" - .include "ti86abs.inc" - .org _asm_exec_ram - nop - jp Start - .dw $0000 - .dw Title -Title: .db "Nemesis v0.1.718 by Shiar",0 -Start: - jr init - -just_fired = $c0f9 ;byte -temp1 = $c100 ;word - -;-------------------- init ---------------------------------------------------- - -init: - call _runindicoff -;-------------------- main menu ----------------------------------------------- - - jp play_game + .org _asm_exec_ram -;-------------------- exit ---------------------------------------------------- +TEXT_MEM = _textShadow -exit_game: - ret - -;----------------------- game setup ------------------------------------------- + nop + jp init + .dw $0001 ;description type 2 (= +YASicon) + .dw Title ;pointer to description + .dw spr_ship ;pointer to YAS icon -play_game: - ld hl,stored_data_start - ld bc,variables_end-stored_data_start-1 +Title: .db "Nemesis v0.8.93 by Shiar",0 -;---------------------- display setup ---------------------------------------- +just_fired = TEXT_MEM ;byte +temp1 = TEXT_MEM+1 ;word +RanPos = TEXT_MEM+3 ;byte -set_up_display: - call _clrLCD +;---------------------- init -------------------------------------------------- - ld hl,in_game_text - ld b,3 -l11: ld a,(hl) - ld (_curCol),a - inc hl - ld a,(hl) - ld (_curRow),a - inc hl +init: + call _runindicoff ;turn the run-indicator off, obviously + call _clrLCD ;clean the screen + + ld a,(CONTRAST) ;load current contrast level + cp $1f ;if already at maximum... + jr z,skipdarken ;...then skip level increase + inc a ;otherwise increase contrast level +skipdarken: + out (2),a ;set it + +;---------------------- main menu --------------------------------------------- + +LogoPut: + ld hl,logo_nemesis ;from... + ld de,VIDEO_MEM+16 ;...to one line from top + ld a,19 ;19 rows +LogoLoop: + ld bc,16 ;set screen width + ldir ;display one line + dec a ;decrease line-counter + jr nz,LogoLoop ;repeat when counter is not yet zero + +menutext: + ld hl,$1608 ;just below logo + ld (_penCol),hl + ld hl,txt_about ;display "by Shiar (ICQ#43840958)" + call _vputs + + ld hl,$0705 ;located one row above bottom + ld (_curRow),hl ;go there + ld hl,txt_1player ;display "ONE PLAYER" + call _puts + ld hl,$0706 ;below oneplayer text + ld (_curRow),hl + ld hl,txt_2players ;display "TWO PLAYERS" call _puts - djnz l11 - -in_game_text: - .db 16,0,"LIVES",0 - .db 16,3,"LEVEL",0 - .db 16,6,"SCORE",0 -str_question: - .db "-----",0 + call _getkey ;wait for keypress + call New_level ;prepare level ;------------------------------------------------------------------------------ -;-------------------------- game loop ----------------------------------------- +;---------------------- game loop --------------------------------------------- ;------------------------------------------------------------------------------ game_main_loop: @@ -66,142 +69,170 @@ game_main_loop: inc (hl) Clear_screen: - xor a - ld hl,GRAPH_MEM+(16*12) - ld b,a + xor a ;empty bitmask + ld hl,GRAPH_MEM ;screen location (top left) + ld b,$E0 ;loop 0E0h = 224 times = 256-32 for score-bar) clearloop: + ld (hl),a ;clear four times (total = 224*4 = 896 bytes) + inc hl ld (hl),a inc hl ld (hl),a inc hl ld (hl),a inc hl - djnz clearloop + djnz clearloop ;repeat 224x check_exitkey: ld a,%00111111 ; pressed? out (1),a - nop - nop + nop \ nop in a,(1) - bit 6,a - jr z,quit ;yes: quit game + bit 6,a ;test bit 6 = + jr z,quit ;yes: quit game 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 Handle_bullets ;move your bullets + call Enemy_bullets ;move enemy bullets call Enemies_hit ;check for collision with enemies call Display_Screen ;display all -; halt \ halt \ halt ;delay +; halt \ halt ;delay jr game_main_loop ;loop -quit: ret +;--------------------------- exit --------------------------------------------- + +quit: + ld a,(CONTRAST) ;load original contrast level + out (2),a ;and set it back + ret ;quit Nemesis :( -;---------------------- display ----------------------------------------------- +;--------------------------- display ------------------------------------------ Display_Screen: - ld a,64 ;Display Image - ld hl,GRAPH_MEM+(16*12) - ld de,$fc00 + ld hl,GRAPH_MEM ;from storage (top left) + ld de,VIDEO_MEM ;to screen (top left) + ld a,56 ;display height = 64 bytes (minus 8 for bar) displayloop: - ld bc,12 - ldir - inc de - inc de - inc de - inc de - dec a - jr nz,displayloop - -; ld hl,$1007 ;Display Score -; ld (_curRow),hl -; ld hl,(score) -; jp _D_HL_DECI + ld bc,16 ;display width = 16 bytes (16*8bits=256pixels) + ldir ;16x de >> hl + dec a ;next line + jr nz,displayloop ;loop 64x + + ld hl,$3946 ;Display Armor left + ld (_penCol),hl ;place @ armorIcon + ld a,(your_armor) ;load armor left + add a,'0' ;make digit + call _vputmap ;display char + + ld hl,$396b ;Display Score + ld (_penCol),hl ;bottom right of screen + ld hl,(timer) + ld h,0 + +_D_HL_DECI: ;------- display 5-digit value ------- + ld de,savestr+4 ;savenr saves number string + ld b,5 ;five digits +ldhld: call UNPACK_HL ;one digit of hl + add a,'0' ;make number + ld (de),a ;save into savenr + dec de ;point to next digit + djnz ldhld ;repeat for all digits + + ld hl,savestr + call _vputs ;display string ret +savestr: + .db "SHIAR",0 + ;------------------------- handle ship ---------------------------------------- Handle_Ship: - ld a,(your_status) -; bit 4,a -; jr nz,you_not_normal + ld a,(your_occ) 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 + jr z,ok ;0 = normal stat + + inc a ;next (explosion)frame + ld (your_occ),a ;save + + cp 34 ;last explosion frame? + jr c,exploding_you ;not yet: display explosion + cp 40 ;delay finished? + jp z,game_over ;yes = game over + ret ;don't display anything ok: ld a,%01111110 out (1),a ld hl,y in a,(1) - rra - ld b,a + rra ;rotate right (put last bit in c) + ld b,a ;we need a jr c,no_down ld a,(hl) - inc a - cp 73 ;y < 73 + cp 49 ;55-6 = bottom of screen jr z,no_down + inc a 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 1 ; 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 + cp 121 ;127-6 = right side jr z,no_right + inc a ld (hl),a no_right: - ld d,(hl) + ld d,(hl) inc hl rr b jr c,no_up ld a,(hl) - dec a - cp 15 ;y > 15 - jr z,no_up - ld (hl),a -no_up: ld ix,spr_ship - -display_common: - ld e,(hl) - jp drw_spr - -;you_not_normal: -; ld hl,(score) -; ld de,-6 -; add hl,de -; ld a,255 -; cp h -; jr nz,_ok_ -; ld hl,0 -;_ok_: ld (score),hl -; ld a,(your_status) -; dec a -; ld (your_status),a -; inc a -; and 14 -; xor 14 -; ld hl,x-1 + sub 1 ; doesn't affect carry-flag + jr c,no_up ;-1 = top of screen + ld (hl),a ;save new y + +no_up: ld e,(hl) + ld ix,spr_ship01 ;ship sprite + ld hl,your_inv ;invulnerable? + ld a,(hl) ;load time in a + or a ;is it 0? + jp z,putsprite ;yes so ship = normal (display \ ret) + + ld b,a ;save inv-time + ld a,(timer) ;load frame nr. + and %00000011 ;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 %00000010 ;a switches 0<->1 every 2 frames + jr z,no_flicker ;don't show normal sprite anyway + ld a,b ;pop inv-time + and %11110000 ;inv-time <16 ticks left? + jp z,putsprite ;yes: display normal sprite + +no_flicker: + ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix) + jp putsprite ;ret + +exploding_you: + srl a ;half the framerate + dec a ;first frame is 1>inc>srl>dec = 0 + ld hl,x-1 explosion_stuff: rra @@ -215,33 +246,48 @@ explosion_stuff: inc hl ld d,(hl) inc hl - jr display_common + ld e,(hl) + jp putsprite + +damage_you: + ld a,(your_inv) ;invulnerability left? + or a + ret nz ;return if inv>0 + ld hl,your_armor ;armor left + ld a,(hl) ;check + dec a ;is it 0? + jp m,no_armor ;yes, 0hp left so explode + ld (hl),a ;no, so save decreased hp + ret ;and return +no_armor: + ld a,%01 ;occ %xxxxxx01 = explode + ld (your_occ),a ;set to explode + ret ;------------------------- fire bullet ---------------------------------------- Fire_bullet: - ld a,%00111111 - out (1),a -; ld a,(your_status) -; or a -; ret nz - ld hl,just_fired - nop - in a,(1) - bit 4,a - jr z,fire - ld (hl),0 ;not fired + ld a,(your_occ) ;are you 100% OK? + or a ;a=0?? + ret nz ;return if not normal stat + + ld a,%00111111 ;function keys (F1-F5) + out (1),a ;ask for them + ld hl,just_fired ;usefull delay 10 clocks (nop\nop is 8) + in a,(1) ;get zem! + bit 4,a ;test bit 4 = F1-key + jr z,fire ;fire pressed? + ld (hl),0 ;no: reset just_fired ret -fire: ld a,(hl) - or a ;can't fire when 1 - ret nz - ld (hl),1 ;just fired +fire: ld a,(hl) ;just_fired + or a ;zero when first time + ret nz ;return when already pressed + ld (hl),1 ;set just_fired ld hl,ybullets ld de,3 ld b,10 - find_ybullet: ld a,(hl) or a @@ -254,7 +300,7 @@ found_ybullet: ld (hl),1 ;use bullet inc hl ld a,(x) - add a,3 + add a,5 ld (hl),a ;set x ld a,(y) add a,2 @@ -272,48 +318,52 @@ remove_bullet: Handle_bullets: ld hl,ybullets ld b,10 -scan_your_bullets: +scan_bullets: push bc push hl ld (temp1),hl ld a,(hl) inc hl - dec a - call z,bullet_type1 + dec a ;type 1? + call z,bullet_2left ;yes: 2left pop hl pop bc ld de,3 - add hl,de - djnz scan_your_bullets + add hl,de ;3 x + djnz scan_bullets ;next bullet (loop) ret -bullet_type1: +bullet_2left: ld a,(hl) ;d = X inc a ;move right - cp $5a ;off screen? + cp 122 ;off screen? (x=127-5) &&& jr z,remove_bullet inc a ;move right - cp $5a ;off screen? + cp 122 ;off screen? jr z,remove_bullet ld (hl),a ;save new pos. ld d,a - inc hl + inc hl ;to y-pos ld e,(hl) ;e = Y ld ix,spr_bullet01 push de - call drw_spr ;display bullet + call putsprite ;display bullet pop de - ld b,20 + ld b,nrenemies ld hl,enemies hit_enemies: ;Hits with normal enemies push hl ld a,(hl) - dec a - jr nz,nohit ;no hit when enemy_occ <> 1 + 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 - inc hl inc hl ld a,(hl) ;check x sub d @@ -338,14 +388,34 @@ hit_enemies: ;Hits with normal enemies dec hl dec hl - ld (hl),a ;explosionFrame 0 dec hl - ld (hl),2 ;set to explode + ld a,(hl) ;occ + ld b,a ;push occ + and %11111100 ;occ/4 = HP left ; jump + ld (hl),%01 ;set to explode + + ld a,(RanPos) ;use random var + and %01011011 ;matches 0 100/2/2/2/2/2=3% of the time + jr nz,pickupdone ;otherwise just explode + ld (hl),%00000110 ;change it into a pickup (with 2 HP) +pickupdone: + inc hl + ld b,(hl) ;save enemy type + ld (hl),$00 ;explosionFrame 0 + + pop hl + ret +hpleft: + ld a,b ;pop occ + sub %00000100 ;decrease HP by one + ld (hl),a ;save pop hl ret -nohit: pop hl +nohit: + pop hl inc hl inc hl inc hl @@ -356,14 +426,27 @@ nohit: pop hl ;--------------------------- level events ------------------------------------- Level_event: - ld a,(nextevent) - dec a - ld (nextevent),a - or a - ret nz + ld hl,nextevent ;time to next event + ld (hl),1 ;set move-counter to 1 + inc hl ;hl to + ld (hl),1 ;set time-to-fire to 1 frame (fires directly) + ret ;return + +Random: + ld a,(RanPos) ;a handy random-var. + ld hl,x ;add your x-coord for randomness + adc a,(hl) + ld hl,y ;add your y-coord for randomness + adc a,(hl) + ld (RanPos),a ;save altered random-var + ret ;RanPos also in #a + +;--------------------------- enemy fires -------------------------------------- + +Enemy_fires: ;de = x,y + dec d + dec d ;d = x-2 + inc e ;e = y+1 - ld a,$5a - ld (de),a ;x - inc de + ld b,10 + ld hl,ebullets +find_ebullet: + ld a,(hl) + or a + jr z,found_ebullet ;0 = not used + inc hl \ inc hl \ inc hl + djnz find_ebullet ;look next bullet + ret +found_ebullet: + ld (hl),1 ;use bullet &&& inc hl - ld a,(hl) - ld (de),a ;y + ld (hl),d ;set x-pos + inc hl + ld (hl),e ;set y-pos + ret - inc hl ;+0 - ld a,(hl) - cp $ff - jp z,Next_level - ld (nextevent),a +;----------------------------- enemy bullets ---------------------------------- - inc hl - ld (curevent),hl +Enemy_bullets: + ld hl,ebullets + ld b,10 +handle_bullet: + push bc + push hl + ld a,(hl) ;load bulletType in a + or a ;is it 0? + jr nz,enemy_bullet ;no: handle bullet +next_bullet: + pop hl ;do not move the + pop bc + inc hl \ inc hl \ inc hl + djnz handle_bullet ret +enemy_bullet: + ld b,a ;save type + inc hl ;bullet x + ld a,(hl) ;check if it has reached the left side of scrn + and %11111110 ;it is <2 (0 or 1)? + jr z,remove_ebullet ;yes, remove bullet + dec (hl) ;move one left + dec (hl) ;and another one + ld d,(hl) ;d=x + inc hl ;@y + + ld a,b ;restore type + dec a ;type 1? + jr z,ebullet_common ;normal bullet + +ebullet_down: + ld a,(timer) + rra + jr c,ebullet_common + inc (hl) + +ebullet_common: + ld e,(hl) ;e=y + ld ix,spr_bullet11 ;display enemy bullet + call putsprite + +ebullet_hits: + ld a,(your_occ) + or a + jr nz,next_bullet ;0 = you're normal + + pop hl + push hl + inc hl ;check x + ld a,(x) + sub (hl) + add a,6 + jp m,next_bullet + cp 9 + jr nc,next_bullet + + inc hl ;check y + ld a,(y) + sub (hl) + add a,6 + jp m,next_bullet + cp 9 + jr nc,next_bullet + + call damage_you ;HIT!! +remove_ebullet: + pop hl ;hl could be destroyed by damage_you + ld (hl),0 ;bullet > unused + jr next_bullet+1 ;next bullet (SKIP THE = one byte) + ;--------------------------- handle enemies ----------------------------------- Handle_enemies: ld hl,enemies - ld b,20 + ld b,nrenemies ;handle all enemies handle_enemy: - push hl push bc + push hl ld a,(hl) + and %00000011 + jr z,next_enemy ;occ "no enemy" 0 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 + jr z,exploding_enemy ;occ "exploding" 1 + ld b,a ;b=2 if moving, otherwise b=1 -normal_enemy: - inc hl - ld c,(hl) ;type - inc hl - ld d,(hl) ;x +normal_enemy: ;occ "normal" 2 or "moving" 3 inc hl - ld e,(hl) ;y + push hl - ld a,d - or a - jr z,next_enemy - dec a - ld d,a - jr z,remove_enemy + ld e,(hl) ;e = enemy type + ld d,0 ;de = e + ld hl,sprites ;hl = @sprites offset-table + add hl,de ;points to offset of current enemy offset + ld e,(hl) ;de = @enemy offset - ld (hl),e - dec hl - ld (hl),d - ld ix,spr_enemy01 - ld b,$00 - add ix,bc - call drw_spr - jr next_enemy + ld ix,spr_enemy00 ;first enemy sprite + add ix,de ;add offset for current enemy + pop hl -remove_enemy: - dec hl - dec hl -enemy_gone: - dec hl - ld (hl),$0000 ;bye bye enemy + inc hl + ld a,(hl) ;x + dec a ;move left + jr c,remove_enemy ;off screen + jr z,remove_enemy ;" + ld d,a + + inc hl + ld e,(hl) ;y + ld a,b ;moving state was stored in b earlier + dec a ;is it 1? + call nz,moving_enemy ;2 = moving enemy + +ymove_done: + dec hl ;@x + ld (hl),d ;store new x + + push hl + push de ;save registers for firing-use + call putsprite ;display sprite @ix + pop de ;restore (destroyed by putsprite) + pop hl + +check_enemyfire: + ld bc,add2enemy+1-2 ;offset of + add hl,bc ;go there (@hl) + dec (hl) ;decrease counter till next blast + ld a,(hl) ;load new counter + or a ;has it reached zero? + jr nz,next_enemy ;finished if not + + add a,64 ;re-set counter for next blast + ld (hl),a ;save + call Enemy_fires ;fires bullet next_enemy: - pop bc pop hl - inc hl - inc hl - inc hl - inc hl + ld bc,$0004 + add hl,bc + pop bc djnz handle_enemy ret +remove_enemy: + pop hl + ld (hl),$0000 ;bye bye enemy + push hl + jr next_enemy + exploding_enemy: inc hl push hl @@ -467,94 +707,322 @@ exploding_enemy: ld a,(hl) cp 15 - jr z,enemy_gone ;remove when at last frame + jr z,remove_enemy ;remove when at last frame inc a ld (hl),a ;next frame jr next_enemy +;--------------------------- moving enemies ----------------------------------- + +moving_enemy: +movetype_updown: ;&&& + ld bc,add2enemy + add hl,bc + + ld a,(hl) + dec a + jr nz,move_updated + add a,128 +move_updated: + ld (hl),a + + or a ;reset carry flag + sbc hl,bc + and %00100000 + jr z,movedown + +moveup: + ld a,(hl) ;load y-position + dec a ;decrease y-pos (=move up) + ret m ;don't move off the screen (y<0) + ld (hl),a ;save new y-pos + ret ;finish +movedown: + ld a,(hl) ;load current y + inc a ;increase y-pos + cp 55 ;compare with bottom + ret nc ;return if it has passed that line (>40) + ld (hl),a ;otherwise save new position + ret ;and return + ;--------------------------- check collision ---------------------------------- Enemies_hit: + ld a,(your_occ) + or a ;0 = you're normal + ret nz + ld de,(x) ;e = X, d = Y - ld hl,enemies-4 -check_next: - inc hl - inc hl - inc hl + ld hl,enemies + ld b,nrenemies ;check all 20 enemies +check_collision: + push hl + ld a,(hl) + and %00000010 + jr z,check_next ;2 or 3 = ok inc hl - ld a,(hl) - cp $ff - ret z ;-1 = no more enemies - push hl - cp 1 - jr nz,nocrash ;1 = enemy +collide_enemy: +; push hl +; push bc +; ld hl,enemy00 ;enemy 1 specs +; add a,a ;a=type*2 +; add a,a ;a=type*4 +; ld c,a ;c=type +; ld b,0 ;bc = 4 * enemy nr. +; add hl,bc ;hl = enemy specs +; ld a,(hl) ;load size byte +; pop bc +; pop hl +; ld c,a ;save size in c - inc hl inc hl ld a,(hl) ;check x match - sub e + sub e ;enemy position minus yours add a,6 - jp m,nocrash + jp m,check_next cp 12 - jr nc,nocrash + jr nc,check_next inc hl ld a,(hl) ;check y match - sub d + sub d ;same as with x-check add a,6 - jp m,nocrash + jp m,check_next cp 12 - jr nc,nocrash - + jr nc,check_next dec hl dec hl - ld (hl),0 ;explosionFrame 0 + +take_pickup: + ld a,(hl) ;load enemy type + or a + jr nz,collide ;enemy when <>0 + + ld a,(your_armor) + inc a + ld (your_armor),a + + dec hl ;to enemy occ + xor a ;set to 0 = gone + ld (hl),a ;remove + jr check_next ;all done, next.. + +collide: + xor a + ld (hl),a ;explosionFrame 0 dec hl - ld (hl),2 ;set to explode + inc a + ld (hl),a ;set to explode + call damage_you ;auch! -nocrash: +check_next: pop hl - jr check_next + inc hl + inc hl + inc hl + inc hl + djnz check_collision + ret + +;--------------------------- game over ---------------------------------------- + +game_over: + call _clrLCD ;clear screen + ld hl,$0603 + ld (_curRow),hl ;center + ld hl,txt_gameover + call _puts ;display "GAME OVER" + + ld hl,lives + dec (hl) ;decrease lives + + ld b,$20 +wait2: halt \ halt + djnz wait2 ;delay + call _getkey ;wait for keypress + +;--------------------------- new game ----------------------------------------- + +New_level: + xor a ;a=0 + ld a,3 + ld (your_armor),a ;no armor + xor a + ld hl,x ;begin position x=... + ld (hl),a ;...=a=0=left + inc hl ;y=... + ld (hl),24 ;...=24=middle + ld (level),a ;reset level nr + ld (score),a ;reset score + ld hl,level01-3 ;set level pointer to level#1 + ld (levelp),hl ;reset level pointer ;--------------------------- next level --------------------------------------- Next_level: - ld hl,Leveldata+1 - ld (curevent),hl - ret + ld hl,level + inc (hl) ;increase level nr. + ld a,80 + ld (nextevent),a ;time to first enemy appearance + + ld hl,(levelp) ;level pointer + inc hl + inc hl + inc hl ;update to point to next level + ld (levelp),hl ;save + + ld a,(hl) ;load new level-enemy type + ld (eventenemy),a ;set level-enemy + inc hl + ld a,(hl) ;load new appearance-time + ld (eventtime),a ;set + inc hl + ld a,(hl) ;load nr of enemies in this level + ld (eventleft),a ;set nr of events left + + 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),50 ;set 50 frames invulnerable + +;--------------------------- setup game --------------------------------------- + +game_setup: + call _clrLCD ;clear screen + ld a,%10111011 + ld hl,VIDEO_MEM ;screen location (top left) + ld b,0 ;b = 0 (loop 0-1 = 0FFh = 256 times) +clearloop2: + inc a + ld (hl),a ;clear four times (total = 256*4 = 1024 bytes) + inc hl + ld (hl),a + inc hl + xor $ff + ld (hl),a + inc hl + ld (hl),a + inc hl + xor $ff + djnz clearloop2 ;repeat 256x + + ld hl,$0703 + ld (_curRow),hl ;center + ld hl,txt_level + call _puts ;display "LEVEL " + + ld a,(level) + ld l,a + ld h,$00 + + call UNPACK_HL + add a,'0' + ld b,a + call UNPACK_HL + add a,'0' + call _putc ;display second digit + ld a,b + call _putmap ;display first digit + + ld hl,$0904 + ld (_curRow),hl ;display lives left below level nr + ld hl,txt_lives ;bar text: "Lx0"... + ld a,(lives) ;lives left + add a,'0' ;make value + ld (txt_lives+3),a ;add to text + call _puts ;display the string + + ld b,$20 +wait: halt \ halt + djnz wait ;delay + call _getkey ;wait for keypress + + ld ix,spr_icon00 ;empty icon + ld de,$1a01 ;icon #1 + call putwidesprite ;display + ld ix,spr_icon00 ;emptyIcon + ld de,$2a01 ;icon #2 + call putwidesprite +; ld ix,spr_icon02 ;emptyIcon +; ld de,$3a01 ;icon #3 +; call putwidesprite + ld ix,spr_icon00 ;emptyIcon + ld de,$4a01 ;icon #4 + call putwidesprite + ld ix,spr_icon00 ;emptyIcon + ld de,$5a01 ;icon #5 + call putwidesprite + + ld ix,spr_icon02 ;armorIcon + ld de,$3a01 ;bottom mid + call putwidesprite ;display + + ld hl,GRAPH_MEM ;from storage (top left) + ld de,VIDEO_MEM+(56*16);to screen (top left) + ld a,8 ;display height = 64 bytes (minus 8 for bar) +displayloop3: + ld bc,16 ;display width = 16 bytes (16*8bits=256pixels) + ldir ;16x de >> hl + dec a ;next line + jr nz,displayloop3 ;loop 8x + + ld hl,$3900 ;display Lives + ld (_penCol),hl ;bottom left + ld hl,savestr+2 + ld (hl),'L' + inc hl + ld (hl),'x' + inc hl + + ld a,(lives) ;nr of lives in a + add a,'0' ;make digit + ld (hl),a + dec hl \ dec hl + call _vputs ;display on screen + + ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom + ld b,16 ;draw 16x (screen width) +drawline: + ld a,%11111111 ;horizontal line mask + ld (hl),a ;draw one piece of the divider-line + inc hl ;move right (8 pixels = 1 byte) + djnz drawline ;repeat (16bytes * 8pixels =128= screen width) + ret ;--------------------------- putsprite ---------------------------------------- +;--------------------------- de =(X,Y) ---------------------------------------- offsets_table: - .db 128,64,32,16,8,4,2,1 -drw_spr: - ld a,d - and 7 - ld hl,offsets_table - ld c,a - ld b,0 - add hl,bc - ld a,(hl) - ld (_smc1+1),a - - 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 + .db 128,64,32,%10000,%01000,%00100,%00010,%00001 +putsprite: + ld a,d ;a = X + and %00000111 ;a = X mod 8 = bit nr. to mask + ld hl,offsets_table ;pixel mask table + ld c,a ;bit nr. + ld b,0 ;word + add hl,bc ;add to table + ld a,(hl) ;a = pixel mask + ld (_smc1+1),a ;alter pixel mask + + ld hl,GRAPH_MEM ;save-location + ld a,e ;y-coord + add a,a ;y*2 + add a,a ;y*4 + add a,a ;y*8 + rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) + add a,a ;y*16 (width of screen) + rl b ;b=b*2+overflow (if y>64 then bc=bc+512) + srl d ;d/2 + srl d ;d/4 + srl d ;d/8 (8 bits in byte) ** c is set when overflow + add a,d ;a = (Y*16+X/8) mod 256 + jr nc,_n1 ;jump if no carry = no overflow = a<=255 + inc b ;a>255 so increase bc by 256 +_n1: ld c,a ;c = (Y*16+X/8) mod 256 + add hl,bc ;bc = Y*16+X/8 ld d,(ix) ld b,(ix+1) @@ -570,250 +1038,554 @@ _iloop: sla c ;Test leftmost pixel or (hl) ld (hl),a ld a,e -_noplot: rrca +_noplot:rrca jr nc,_notedge ;Test if edge of byte reached inc hl ;Go to next byte -_notedge:djnz _iloop +_notedge: + djnz _iloop pop hl ;Restore address - ld bc,12 ;Go to next line + ld bc,16 ;Go to next line add hl,bc pop bc ;Restore data djnz _oloop ret +;--------------------------- putbigsprite ------------------------------------- + +putwidesprite: + ld a,d + and 7 + ld hl,offsets_table + ld c,a + ld b,0 + add hl,bc + ld a,(hl) + ld (wsmc1+1),a + ld (wsmc2+1),a + + ld hl,GRAPH_MEM + + ld a,e + add a,a + add a,a + 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) +woloop: 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 +wsmc1: ld a,1 ;Load pixel mask +wiloop: sla c ;Test leftmost pixel + jr nc,wnoplot ;See if a plot is needed + ld e,a ;OR pixel with screen + or (hl) + ld (hl),a + ld a,e +wnoplot: + rrca + jr nc,wnotedge ;Test if edge of byte reached + inc hl ;Go to next byte +wnotedge: +wsmc2: cp 1 + jr z,wover_1 + + djnz wiloop + pop hl ;Restore address + ld bc,16 ;Go to next line + add hl,bc + pop bc ;Restore data + djnz woloop + ret +wover_1: + ld c,(ix+2) + inc ix + djnz wiloop + dec ix + pop hl + ld bc,16 + add hl,bc + pop bc + djnz woloop + 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 - -up_data: .db "PAD98",0 - - - +;------------------------------------------------------------------------------ ;------------------------------- sprites -------------------------------------- +;------------------------------------------------------------------------------ spr_ship: - .db 7,7 ;your ship: - .db %01110000 ; ███ + .db 9,1 ;ship icon + .db %11100000 ; ███ + .db %01111000 ; ████ + .db %00111110 ; █████ + .db %01111001 ; ████ █ + .db %01111001 ; ████ █ + .db %01111001 ; ████ █ + .db %00111110 ; █████ + .db %01111000 ; ████ + .db %11100000 ; ███ + +spr_ship01: + .db 7,7 ;ship alpha class + .db %01111000 ; ████ .db %11100000 ; ███ .db %11111100 ; ██████ .db %11110010 ; ████ █ .db %11111100 ; ██████ .db %11100000 ; ███ - .db %01110000 ; ███ - -spr_bullet01: - .db 5,3 ;your bullets + .db %01111000 ; ████ +spr_ship01i: + .db 7,7 ;ship alpha class + .db %01010000 ; █ █ + .db %10100000 ; █ █ + .db %01010100 ; █ █ █ + .db %10100010 ; █ █ █ + .db %01010100 ; █ █ █ + .db %10100000 ; █ █ + .db %01010000 ; █ █ + +spr_ship02: + .db 7,7 ;ship beta class + .db %11000000 ; ██ .db %11110000 ; ████ - .db %11111000 ; █████ + .db %01111100 ; █████ + .db %01110010 ; ███ █ + .db %01111100 ; █████ .db %11110000 ; ████ + .db %11000000 ; ██ +spr_bullet01: + .db 5,3 ;your bullets + .db %00110000 ; ░▒▓█▒ + .db %11111000 ; ░▒▓████▒ + .db %00110000 ; ░▒▓█▒ spr_bullet02: + .db 5,3 + .db %11110000 ; ░▒▓███▒ + .db %11111000 ; ░▒▓████▒ + .db %11110000 ; ░▒▓███▒ + +spr_bullet11: .db 3,3 ;enemy bullets - .db %01000000 ; █ - .db %11100000 ; ███ - .db %01000000 ; █ + .db %01000000 ; ▒▓▒░ + .db %11100000 ; ▒██▓▒░ + .db %01000000 ; ▒▓▒░ -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 ; ███ +;---------------------------------------- explosion ------------------------------------------- spr_explosion: .db 8,6 ;1 .db %00000000 - .db %00011100 - .db %00111110 - .db %01010110 - .db %00111000 + .db %00011100 ; ███ + .db %00111110 ; █████ + .db %01010110 ; █ █ ██ + .db %00111000 ; ███ .db %00000000 .db 8,6 ;2 - .db %00110000 - .db %01001110 - .db %10111110 - .db %01001111 - .db %00111000 - .db %00011010 + .db %00110000 ; ██ + .db %01001110 ; █ ▒███ + .db %10111110 ; █ █████ + .db %01001111 ; █ ▒████ + .db %00111000 ; ███ + .db %00011010 ; ██ █ .db 8,6 ;3 - .db %11110011 - .db %01001110 - .db %10110101 - .db %01000101 - .db %00111110 - .db %11011010 + .db %10110000 ; █ ██ + .db %01001110 ; █ ███ + .db %10110101 ; █ ██▒█▒█ + .db %01000101 ; █ ▒█▒█ + .db %00111110 ; █████ + .db %01011010 ; █ ██ █ .db 8,6 ;4 - .db %11110010 - .db %01001110 - .db %10110101 - .db %01000101 - .db %00111110 - .db %01011010 + .db %00101010 ; ▒ █▒█ █ + .db %01000110 ; █ ▒██ + .db %10110101 ; █ ██ █ █ + .db %01100110 ; ██ ██▒ + .db %00111100 ; ████▒ + .db %01011001 ; █ ██ ▒█ .db 8,6 ;5 - .db %01000001 - .db %00100110 - .db %00010101 - .db %01000100 - .db %00010010 - .db %10011010 + .db %01000000 ; █▒ ▒ ▒ + .db %00100101 ; ▒█ █▒█ + .db %00010100 ; ▒ ▒█ █ ▒ + .db %01000100 ; █▒ █ + .db %00010010 ; ▒█▒▒█ + .db %10011010 ; █▒ ██ █▒ .db 8,6 ;6 - .db %01000100 - .db %00100000 - .db %00000001 - .db %01000100 - .db %00100010 - .db %10001000 + .db %01000100 ; █ █ + .db %00100000 ; ▒█ ▒ ▒ + .db %00000001 ; ▒ ▒ █ + .db %01000100 ; █ █ + .db %00100010 ; █▒ █ + .db %01001000 ; ▒█ ▒█ ▒ .db 8,6 ;7 - .db %00001000 - .db %11000010 - .db %00000000 - .db %00100000 - .db %00000001 - .db %00110000 + .db %00001000 ; ▒ █▒ + .db %11000010 ; ██ ▒ █ + .db %00000000 ; ▒ + .db %00100000 ; ▒█ ▒ + .db %00000001 ; ▒ ▒█ + .db %00110000 ; ▒██▒ .db 8,6 ;8 - .db %00000100 - .db %00000000 - .db %01000000 - .db %00000000 - .db %00000001 - .db %00100100 - -;---------------------------- enemy types ------------------------------------- - -;enemy01: .db $01,$00,$00 ;$hits $fire frequency -;enemy02: .db $02,$00,$00 -;enemy03: .db $04,$00,$00 - -;---------------------------- level data -------------------------------------- - -Leveldata: - .db $10,$00,$40 ;$time (ff=end) $type $y-pos - .db $10,$00,$30 - .db $10,$00,$20 - .db $40,$00,$10 - .db $01,$00,$44 - .db $15,$00,$31 - .db $04,$00,$38 - .db $05,$00,$40 - .db $03,$00,$2f - .db $04,$00,$3a - .db $12,$00,$10 - .db $10,$00,$18 - .db $0e,$00,$20 - .db $0c,$00,$28 - .db $0a,$00,$30 - .db $08,$00,$38 - .db $06,$00,$40 - .db $04,$00,$48 - .db $2a,$00,$20 - .db $ff,$ff,$ff + .db %00000100 ; ▒█ + .db %00000000 ; ▒▒ ▒ + .db %01000000 ; █ + .db %00000000 ; ▒ + .db %00000010 ; █▒ + .db %00100100 ; █▒ █ + +;--------------------------------------- bar ----------------------------------- + +spr_icon00: + .db 16,7 ;unused .......:.......: + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ +spr_icon01: + .db 16,7 ;invulnerable....:.......: + .db %10000000,%01010100 ; █ O O O + .db %10011110,%00101010 ; █ OOOO O O O + .db %10111000,%00010101 ; █ OOO O O O + .db %10111111,%10101010 ; █ OOOOOOO O O O + .db %10111111,%00010101 ; █ OOOOOOO O O O + .db %10111000,%00101010 ; █ OOO O O O + .db %10011110,%01010100 ; █ OOOO O O O +spr_icon02: + .db 16,7 ;armor ; .......:.......: + .db %10001111,%10000000 ; █ █████ + .db %10010000,%01000100 ; █ █ █ XXX + .db %10101110,%00101010 ; █ █ ███ █ XXX + .db %10100111,%10101010 ; █ █ ████ █ XXX + .db %10101110,%00101010 ; █ █ ███ █ XXX + .db %10010000,%01000100 ; █ █ █ XXX + .db %10001111,%10000000 ; █ █████ ;---------------------------- texts ------------------------------------------- -title_message: - .db "* * NEMESIS * *",0 +txt_about: .db "v0.8.93 ","by Shiar " + .db "(ICQ#43840958)",0 +txt_1player: .db "1 PLAYER",0 +txt_2players: .db "2 PLAYERS",0 +txt_level: .db "LEVEL ",0 +txt_gameover: .db "GAME OVER!",0 +txt_lives: .db "Lx0?",0 ;---------------------------- save data --------------------------------------- stored_data_start: -curevent .dw Leveldata+1 ;next event -nextevent .db (Leveldata) ;time to next event +timer .db $00 ;frame counter +level .db $00 ;level number +levelp .dw level01 ;pointer to level data + +eventenemy .db $02 ;enemy type +eventtime .db $15 ;enemy frequency +eventleft .db $00 ;nr. of enemies still to come +nextevent .db $50 ;time to next event + score .dw $0000 -lives .dw $0003 -level .dw $0000 -x .db $16 -y .db $46 -shield .db $00 + +your_occ .db $00 ;0=normal 1..16=exploding +your_inv .db $50 ;invincibility left +your_armor .db $13 ;HP left +lives .db $03 ; +x .db $16 ;x-pos +y .db $46 ;think about it.. +hp .db $00 ;hitpoints left + 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 +ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y) + +nrenemies = 10 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 +enemiesxtra .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 +add2enemy = 40 -variables_end: +; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) +; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) -stored_data_end: +;---------------------------- enemy data -------------------------------------- +sprites: + .db $00 + .db spr_enemy01-spr_enemy00 + .db spr_enemy02-spr_enemy00 + .db spr_enemy03-spr_enemy00 + .db spr_enemy04-spr_enemy00 + .db spr_enemy05-spr_enemy00 + .db spr_enemy06-spr_enemy00 + .db spr_enemy07-spr_enemy00 + +spr_enemy00: + .db 6,5 ;pickup + .db %11111100 ; ██████ + .db %10010100 ; █ █ █ + .db %11111100 ; ██████ + .db %10010100 ; █ █ █ + .db %11111100 ; ██████ +spr_enemy01: + .db 6,6 ;enemy type one + .db %00111100 ; ████ + .db %01110000 ; ███ + .db %11110000 ; ████ + .db %11110000 ; ████ + .db %01110000 ; ███ + .db %00111100 ; ████ +spr_enemy02: + .db 8,6 ;enemy type two + .db %00111111 ; █████ + .db %01111000 ; ████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111000 ; ████ + .db %00111111 ; █████ +spr_enemy03: + .db 6,6 ;enemy type three + .db %01111100 ; █████ + .db %11110000 ; ████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %11110000 ; ████ + .db %01111100 ; █████ +spr_enemy04: + .db 6,6 ;enemy type four + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_enemy05: + .db 7,6 ;enemy type four + .db %00011110 ; ████ + .db %01111110 ; ██████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111110 ; ██████ + .db %00011110 ; ████ +spr_enemy06: + .db 7,6 ;enemy type four + .db %00011100 ; ███ + .db %01111110 ; ██████ + .db %10111000 ; █ ███ + .db %10111000 ; █ ███ + .db %01111110 ; ██████ + .db %00011100 ; ███ +spr_enemy07: + .db 8,6 ;enemy type four + .db %00011110 ; ████ + .db %01111111 ; ███████ +enemy00:.db %10011100 ; █ ███ + .db %10011100 ; █ ███ + .db %01111111 ; ███████ + .db %00011110 ; ████ + + ;enemyInfo: %000000:HP %10:occ $00:type $00:app $00:unused +enemy01: ;#1 HP:1 app:random + .db %00000010,1,1,0 +enemy02: ;#2 HP:1 app:halflure + .db %00000010,2,3,0 +enemy03: ;#3 HP:1 app:random moving + .db %00000011,3,1,0 +enemy04: ;#4 HP:2 app:lure + .db %00000110,4,2,0 +enemy05: ;#5 HP:2 app:random moving + .db %00000111,5,1,0 +enemy06: ;#6 HP:2 app:lure moving + .db %00000111,6,2,0 +enemy07: ;#7 HP:4 app:halflure moving + .db %00001111,7,3,0 + +;----------------------------- level info ------------------------------------- + +level01: + .db $01,$1b,$2f ;enemy nr ; enemy frequency ; next lvl +level02: ;frequency must be odd if halfluring! + .db $02,$11,$4b +level03: + .db $03,$1d,$3f +level04: + .db $04,$0d,$4f +level05: + .db $05,$2d,$3d +level06: + .db $06,$2b,$39 +level07: + .db $07,$25,$f9 + +;----------------------------- logo ------------------------------------------- + +logo_nemesis: +.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000 +.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000 +.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000 +.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000 +.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001 + +;----------------------------- end -------------------------------------------- .end +.end +;----------------------------- NEMESIS'86 by Shiar ---------------------------- +;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS +;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.8.93 +;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · · 3.IX.99 +;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only +;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2417 bytes on calc +;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR +;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958 +;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar0@hotmail.com +;Homepage · · · · · · · · · · · · · · · · · · coming soon (www.wish.net/~shiar) -;NEMESIS'86 by Shiar +;Notes: +; <*> This game is not yet finished (BETA) and there may still be some bugs. +; <*> Source will be released when the game has been finished. +; <*> Have fun, and have even more fun with the completed version of NEMESIS! +;----------------------------- version history -------------------------------- -;0.01.717 -- 17.VII.99 -- size 984 +;0.01.717 -- 17.VII.99 -- size 909 ; -; + movement of ship over whole screen +; + used "Galaxian"-game engine (drawings, movement, enemy-routines) +; + movement of ship over 3/4 screen (96 pixels; 32 pixels for score) ; + enemies moving from right to left, appearing right at specified times ; -; 0.1.718 -- 18.VII.99 -- size 907 +; 0.1.718 -- 18.VII.99 -- size 832 ; -; * no crash when level restarts for the third time +; # no crash when level restarts for the third time ; * exit-procedure updated, unnecessary stuff/keychecks removed -; * alot of unused code removed +; - alot of unused code removed ; + different types of enemies (just look different) ; + collision detection!! enemy ships disappear when you hit them ; -; 0.2.718 -- 18.VII.99 -- size 1153 +; 0.2.718 -- 18.VII.99 -- size 1078 ; ; + ability to fire bullets (F1). Enemies disappear on impact ; * enemies explode instead of disappearing +; +; 0.3.719 -- 19.VII.99 -- size 1326 +; +; * bullets appear correctly (not INSIDE your ship) +; + some enemies can take multiple hits (differs per class) +; + all enemies fire bullets at random +; + if you're hit by bullet/enemy, you'll lose one hitpoint +; +; 0.4.720 -- 20.VII.99 -- size 1406 +; +; # collision detection fixed and optimized (much faster now!) +; + shell-icon added (YAS type) +; * code optimizations, some data "compression" +; * explosion looks better, and some vars removed/smaller +; # enemies are removed when at left side (instead of becoming invisible) +; + displays level number before each level begins +; +; 0.5.725 -- 25.VII.99 -- size 1703 +; +; * waits a sec at level display (in case of accidental keypress) +; * moving enemies (move up+down) +; # bullets removed correctly so they can be used again later +; * first level made +; # enemy weaponfire is fired from correct positions +; + your ship explodes on impact with ships/bullets +; * game over screen will be displayed just *after* your ship's gone +; + frame counter onscreen +; +; 0.6.820 -- 20.IIX.99 -- size 2077 +; +; * play field increased to full screen instead of 3/4 +; + bottom eight lines used for score (etc) display +; - no more solid levels, enemies are placed at random +; + enemies appear every x turns (depends on level) +; # fixed bullets so they don't disappear at 3/4 of the screen +; * A LOT of optimizations both in speed and size!! +; + enemy type, frequency, and number specified per level +; + bottom score bar displays score, lives and icons (to be used later) +; * smarter enemy handling (so enemies have different sizes) +; + bottom bar divided from playing field by a horizontal line +; + five levels (and five enemies) made +; # game vars reset at start and game over +; + NEMESIS LOGO displayed at startup!! (also, program grew 350bytes ): +; + version/credits string displayed below logo: v0.6.820 by shiar (ICQ#) +; +; 0.6.825 -- 25.IIX.99 -- size 2085 +; +; # pointer to fifth ship corrected (ships in level 5 weren't displayed) +; # calc doesn't crash anymore when game is continued after game over!! +; + lives are decreased when ship is destroyed +; # last eight pixels of divider line are shown correctly now +; +; 0.7.92 -- 02.IX .99 -- size 2303 +; +; + contrast is increased one level at startup (and restored on exit) +; + invulnerable for a sec when you enter the game (inv-pickup later) +; + when in invulnerable-mode, your ship look different! +; + at the beginning you get three *hitpoints* so you can be hit 3 times +; * bottomline icons are now 16 pixels wide and 7 pixels high! +; + hitpoint icon added: displays nr. of hps left next to a nice picture +; * maximum invulnerability-time is increased (can last upto 1024 frames) +; + when invulnerable-mode has nearly expired, your ship flashes! +; * again a lot of optimizations esp. in size ('bout 100 bytes) +; + pickups! 10% chance a destroyed enemy changes into an armor-pickup +; # code optimization caused some bullets to reappear as "fake" bullets +; * pickups can't be destroyed by bullets (they pass right through it) +; +; 0.8.93 -- 03.IX .99 -- size 2433 +; +; + enemies move individually, not all at the same time!! Looks very nice +; # titlescreen background is cleared (looked weird in Rascall and TI-OS) +; + enemies fire at a ### rate instead of firing at will (too random) +; # moving enemies don't move off the screen top/bottom (they wait there) +; + seven playable levels going easy to hard (including moving enemies) +; # xtraInfo data wasn't reset when a moving enemy entered the game +; * longer delay when level is completed (NextLevel screen came too soon) + +;To FIX: pickups fire bullets!?! +; + added - removed * changed # bug fixed