X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/840813fdb6f20c24e08d734c29f3afbb13d32db8..e0378c87aa08bcb63e0abaed6d0162d69d902994:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index fc84fb3..76a0b6c 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,207 +1,799 @@ +;------------------------------------------------------------------------------ +;---------------------- NEMESIS ----------------------------------------------- +;------------------------------------------------------------------------------ + +; >>> NEMESIS <<< Version 0.94 BETA by SHIAR +; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +; SHIAR *** shiar0@hotmail.com *** ICQ#43840958 *** come.to/shiar +; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +; DESCRIPTION: Fast+cool arcade-game based on the old MSX-game +; CALC: TI-86 only +; FILES: 86P (3624) Z80 (62443) +; BETA: I hope to release the full game around december 1999 +; ABOUT: This source should only be used for learning practises, do not +; alter it, and certainly do not distribute an altered version!! +; &&& marks uncertainties or things to optimize + +;---------------------- nemesis.z80 start ------------------------------------- + .include "asm86.h" .include "ti86asm.inc" .include "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 + .org _asm_exec_ram -;-------------------- init ---------------------------------------------------- +#define cal call ;just to make it harder for you to understand +#define psh push ; ^:D + +_dispahl = $4A33 + +TEXT_MEM = $C0F9 ;-$C1A0 ;_textShadow ;167 bytes ($A7) +DELC_LEN = $C012 ;-$C076 ;_undelBufLen ;100 bytes ($64) + +;---------------------- in-game vars ------------------------------------------ + +just_fired = TEXT_MEM ;$C0F9 ;counts how long a blast lasts +curline = TEXT_MEM ;$C0F9 ;used to display SFX +menuitem = TEXT_MEM ;$C0F9 +temp1 = TEXT_MEM+1 ;$C0FA-C0FB ;(2 bytes) +RanPos = TEXT_MEM+3 ;$C0FC ;used for making random values +timer = TEXT_MEM+4 ;$C0FD ;frame counter + +x = TEXT_MEM+5 ;$C0FE ;your ship's position +y = x+1 ;$C0FF ;your y-pos +firex = TEXT_MEM+7 ;$C100 ;(1 byte) +firey = firex+1 ;$C101 ;(1 byte) +mx = TEXT_MEM+9 ;$C102 ;position of multiple#1 +my = mx+1 ;$C103 ;multiple y-pos + +bossx = $8001 +bossy = bossx+1 +bossmy = bossy+1 + +level_enemy = TEXT_MEM+11 ;$C104 ;enemy type +eventtime = TEXT_MEM+12 ;$C105 ;enemy frequency +eventleft = TEXT_MEM+13 ;$C106 ;nr. of enemies still to come +nextevent = TEXT_MEM+14 ;$C107 ;time to next event +pickuptimer = TEXT_MEM+15 ;$C108 ;counts when to place a pickup +level_occ = TEXT_MEM+16 ;$C109 +level_move = $8010 +level_fire = $8011 + +spacespace = $8012 +groundinfo = spacespace+1 ;$8013 +groundpos = groundinfo+1 ;$8014 $10 +ceilingpos = groundpos+16 ;$8023 $10 +stars1 = ceilingpos+16 ;$8033 +stars2 = stars1+1 ;$8034 + +nrybullets = 20 +ybullets = TEXT_MEM+17 ;$C10A ;60 bytes = 20(state,x,y) +nrebullets = 10 +ebullets = ybullets+(nrybullets*3) ;30 bytes = 10(state,x,y) + +your_locpos = ebullets+(nrebullets*3) ;position in your_prevpos table +your_prevpos = your_locpos+1 ;saves previous positions (32d) + +nrstars1 = 7 +starx1 = your_prevpos+32 ;ends at C192 +nrstars2 = 7 +starx2 = starx1+(nrstars1*2) ;ends at C1A0 + +nrenemies = 10 +enemies = DELC_LEN+1 +add2enemy = nrenemies*4 +enemiesxtra = enemies+add2enemy + +;enemies: +; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) +; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) +;enemiesxtra: +; $11 (move) $11 (fire) $11 (bullettype) + +;---------------------- introduction ------------------------------------------ + + nop ;hello yas/ase/rascall/whathever + jp init ;here's the program, but first: a description + .dw $0001 ;description type 2 (description + YASicon) + .dw Title ;pointer to description (all shells) + .dw Icon ;pointer to YAS icon + +Title: .db "Nemesis v0.94 by Shiar",0 + +Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes + .db %11100000 ; ███ + .db %01111000 ; ████ + .db %00111110 ; █████ + .db %01111001 ; ████ █ + .db %00111110 ; █████ + .db %01111000 ; ████ + .db %11100000 ; ███ ;recommend 80x50 screen mode + .DB 0 ;clear stupid YAS-line + +;---------------------- init -------------------------------------------------- init: - call _runindicoff + cal BUSY_OFF ;turns the run-indicator off, obviously + cal CLEARLCD ;clean the screen + xor a ;: reset: + ld (iy+13),a ;>system vars + ld (DELC_LEN),a ;>buffer so we can use the space to store vars + + ld a,(CONTRAST) ;load current contrast level + cp $1f ;if already at maximum... + jr z,skipdarken ;...then skip level increase + inc a ;otherwise increase contrast level +skipdarken: + out (2),a ;set it + +;---------------------- main menu --------------------------------------------- + +LogoPut: + xor a ;white bitmask (a=0) + ld b,16 ;one line + ld hl,logo_nemesis ;from... + ld de,VIDEO_MEM+16 ;...to one line from top +AboveLogo: + ld (de),a ;clear/n byte + inc de ;next + djnz AboveLogo ;repeat for the first line + + ld bc,16*19 ;logo size + ldir ;display one line of logo + +; ld hl,GRAPH_MEM ;cleared line +; ld bc,16 ;size=one line +; ldir ;also clear one line below the logo + +; ld a,-1 ;first line is -1+1=0 +; ld b,21 ;with first 21 lines: +; cal DoSFX ;do special effect &&&skip + + ld hl,VIDEO_MEM+(16*$39)+4 ;$39 rows down, 4 cols right (4*8=$20) + ld b,8 ;draw 8x one byte = 8*8 = 64 pixels wide + ld a,%11111111 ;horizontal line mask +underline: + ld (hl),a ;draw one piece of the divider-line + inc hl ;move right (8 pixels = 1 byte) + djnz underline ;repeat + + set 3,(iy+5) ;set white on black + ld hl,$3320 ;near the bottom of the screen + ld (_penCol),hl + ld hl,txt_about ;display version and author (yes, that's me!) + cal _vputs ;useful procedure if you want to display somtn + res 3,(iy+5) ;return to default black on white + + ld hl,$3a1e ;below previous stuff + ld (_penCol),hl + ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!! + cal _vputs ;VERY important, so display in small font ?:} + +dispmenu: + ld de,$0304 + ld (_curRow),de + ld hl,txt_menu1 + cal _puts + ld de,$0305 + ld (_curRow),de + ld hl,txt_menu2 + cal _puts -;-------------------- main menu ----------------------------------------------- - - jp play_game - -;-------------------- exit ---------------------------------------------------- - -exit_game: - ret + xor a + ld (menuitem),a + +menuloop: + ld a,(menuitem) + ld h,$01 + add a,4 + ld l,a + + ld a,5 + ld (_curRow),hl + cal _putc + + ld a,(menuitem) + ld h,$01 + sub 5 + neg + ld l,a + + ld a,32 + ld (_curRow),hl + cal _putc + + halt \ halt \ halt \ halt + + cal GET_KEY ;wait for keypress + cp K_UP + jr z,menuchange + cp K_DOWN + jr z,menuchange + cp K_EXIT + jp z,game_over_nopop + cp K_ENTER + jr nz,menuloop + + ld a,(menuitem) + dec a + cal z,Story + cal New_game ;prepare level + jr game_main_loop -;----------------------- game setup ------------------------------------------- +menuchange: + ld a,(menuitem) + xor 1 + ld (menuitem),a + jr menuloop -play_game: - ld hl,stored_data_start - ld bc,variables_end-stored_data_start-1 +;------------------------------------------------------------------------------ +;---------------------- game loop --------------------------------------------- +;------------------------------------------------------------------------------ -;---------------------- display setup ---------------------------------------- +game_main_loop: ;REPEATS FROM HERE EVERY FRAME + ld hl,timer ;update time + inc (hl) ;increase by 1 + ld b,(hl) ;new time, save for rand# upd. (no flag change) + jr nz,updaterandom ;continue when new time <> 0 + ld hl,1 ;once every 256 frames, increase score by 1 + cal scoreInc ;do it + +updaterandom: + ld hl,RanPos ;random counter + ld a,r + add a,(hl) ;random value + add a,b ;even more random by adding timer +;.db $80+7 ; + ld (hl),a ;save even more random value back -set_up_display: - call _clrLCD +Clear_screen: + ld hl,GRAPH_MEM ;move from (hl) = top left + ld (hl),$00 ;first pixel will be copied all over the screen + ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen + ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) + ldir ;clear! + + ld a,(timer) + and %11 + jr z,movestarsdone + + cal movestars1 ;move the stars on the FRONT layer + cal movestars2 ;move the distant stars far, far away + +movestarsdone: + ld a,(stars1) ;star positions (the missing byte...) + ld b,nrstars1 ;how many stars? now we know. + ld hl,starx1 ;points to the position of the stars + cal DisplayStars ;display front layer stars + + ld a,(stars2) ;weren't you paying attention five lines ago? + ld b,nrstars2 ;that many?! whow! + ld hl,starx2 ;and there they are + cal DisplayStars ;use the same procedure to display back layer + + ld a,(level_move) ;level info + and %01100000 ;isolate ground&ceiling + jr z,game_stuff ;both non-present + and %00100000 ;bit representing the presence of any ceiling + cal nz,Handle_ceiling ;scroll the ceiling (if any) + cal Handle_ground ;scroll the ground - ld hl,in_game_text - ld b,3 -l11: ld a,(hl) - ld (_curCol),a - inc hl +game_stuff: + ld a,(your_occ) ;are you 100% OK? + or a ;a=0?? + jr nz,_gamestuff1 ;then don't check for movements/fires/... + + ld a,(level_move) ;the same level info + and %01100000 ;isolate ground&ceiling again + jr z,check_keys ;no ceiling nor ground + and %00100000 ;this bit will tell us if there is a ceiling + cal nz,CheckCeiling ;if there is, check it + cal CheckGround ;check for collision with the ground + +check_keys: + ld a,%00111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5) + out (1),a ;ask for them + nop \ nop ;delay 8 clocks + in a,(1) ;get zem! + +check_exitkey: ;why give it a label? i dunno, i'm just crazy + bit 6,a ;test bit 6 = exit-key = EXIT + jp z,game_over_nopop ; pressed, so be it +check_morekey: ;again, another unused label... poor compiler + bit 7,a ;test bit 7 = more-key = PAUSE + cal z,Pause ;yes, go to pause + +check_firekey: + bit 5,a ;test bit 5 = 2nd-key = FIRE + ld hl,check_selkey ;where to continue after executing Fire_bullet + psh hl ;push hl on stack (instead of cal Fire_bullet) + jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..) + pop hl ;no cal to Fire_bullet made, so pop stack + ld hl,just_fired ;no: + ld (hl),0 ;reset just_fired + +check_selkey: + ld a,%01011111 ;look at first column of keys (ALPHA to STO) + out (1),a ;gimme gimme + nop \ nop ;what's taking you so long + in a,(1) ;at last... our precious keyzzz... + ;old: now see this: + rla ;test bit7 so we know f ALPHA has been pressed + cal nc,select ;yeppy, select the currently selected upgrade + + cal Enemies_hit ;check for collision with enemies + +_gamestuff1: + cal Handle_Ship ;move you + cal Handle_bullets ;move your bullets + cal Handle_torp ;move your torpedo + + cal Handle_enemies ;move enemies + cal Enemy_bullets ;move enemy bullets + +; ld a,(level_occ) +; or a +; jr nz,bosslevel ;levelocc<>0 so no + + cal Level_event ;insert enemies + jr _gamestuff2 +bosslevel: + cal Handle_boss +_gamestuff2: + cal Display_Screen ;display all + halt ;delay + + jp game_main_loop ;LOOP + +;--------------------------- ground ------------------------------------------- + +Handle_ground: + ld a,(timer) + and %111 ;once every 8 frames + jr nz,Display_ground ;otherwise skip the scroll + ld bc,15 ;scroll all 16 bytes minus one (teh new byte) + ld hl,groundpos+1 ;from.. + ld de,groundpos ;to (one byte to the left) +; ld a,(de) ;load byte on left (will be lost after scroll) + ldir ;LoaDIncreaseRepeat = scroll! + + ld a,(groundinfo) ;what kind of ground + dec a ;type 1: + jr z,ground_tunnel ;tunnel effect + jr ground_boring + +ground_tunnel: + ld a,(groundpos+14) + ld (groundpos+15),a + ld hl,spacespace + + ld a,(RanPos) + ld b,a + bit 1,a + jr z,ground_previous + bit 2,a + jr z,gtunneldown +gtunnelup: + ld a,(hl) + or a + jr z,ground_previous ;a>=0 (a=0 actually, because a<0 = a>0) + inc (hl) + ld a,(groundpos+15) + inc a + jr newground +gtunneldown: + ld a,(groundpos+15) + dec a + jr z,ground_previous + dec (hl) + jr newground + +ground_previous: + ld a,(groundpos+14) ;type 1 + jr newground +ground_boring: + ld a,(groundpos) ;type 0 +newground: + ld (groundpos+15),a ;save new byte on the right ld a,(hl) - ld (_curRow),a - inc hl - call _puts - djnz l11 - -in_game_text: - .db 16,0,"LIVES",0 - .db 16,3,"LEVEL",0 - .db 16,6,"SCORE",0 + cp -25 + jr nc,Display_ground + ld a,b + and %1 + ld b,0 + jr nz,gtunnelup + +Display_ground: + ld b,16 ;screen width + ld de,groundpos-1 ;height of current byte (previous actually) + psh de ;use later + ld hl,GRAPH_MEM+(56*16)-1 ;screen position + psh hl + +groundloopright: + ld c,b ;push b for groundloopup + pop hl \ inc hl ;get screen position and go one right + pop de \ inc de ;get height info and set to the next byte + psh de \ psh hl ;save these for the next time + ld a,(de) ;height of current byte + ld b,a ;save in b + + ld de,16 ;to substract to go one line up + ld a,%11111111 ;bitmask black + or a +groundloopup: + ld (hl),a ;display black byte + sbc hl,de ;go up (sbc must be used for 16-bit sub) + djnz groundloopup ;and loop >groundpos< times + + ld b,c ;pop b used by groundloopup + djnz groundloopright ;loop right for entire screen (16x) + pop hl \ pop hl ;restore stack + ret -str_question: - .db "-----",0 +CheckGround: ;check for collision with the ground + ld a,(x) + srl a + srl a + srl a + inc a + ld l,a + ld h,0 + ld de,groundpos + add hl,de + ld a,(y) + sub 57-7 + neg + cp (hl) + ret nc + jp damage_you + +;--------------------------- ceiling ------------------------------------------ + +Handle_ceiling: + ld a,(timer) + and %111 ;once every 8 frames + jr nz,Display_ceiling ;otherwise skip the scroll + ld bc,15 ;scroll all 15 bytes (16th is new position) + ld hl,ceilingpos+1 ;from.. + ld de,ceilingpos ;to (one byte to the left) + ld a,(de) ;load byte on left (will be lost after scroll) + ldir ;LoaDIncreaseRepeat = scroll! + + ld a,(groundinfo) ;what kind of ceiling + dec a ;type 1: + jr z,ceiling_tunnel ;tunnel effect + jr ceiling_boring + +ceiling_tunnel: + ld a,(ceilingpos+14) + ld (ceilingpos+15),a + ld hl,spacespace + + ld a,(RanPos) + ld b,a + bit 4,a + jr z,ceiling_previous + bit 5,a + jr z,ctunnelup +ctunneldown: + ld a,(hl) + or a + jr z,ceiling_previous + inc (hl) + ld a,(ceilingpos+15) + inc a + jr newceiling +ctunnelup: + ld a,(ceilingpos+15) + dec a + jr z,ceiling_previous + dec (hl) + jr newceiling + +ceiling_previous: + ld a,(ceilingpos+14) ;type 1 + jr newceiling +ceiling_boring: + ld a,(ceilingpos) ;type 0 +newceiling: + ld (ceilingpos+15),a ;save the new byte + ld a,(hl) + cp -25 + jr nc,Display_ceiling + ld a,b + and %1 + ld b,0 + jr nz,ctunneldown + +Display_ceiling: + ld b,16 ;screen width + ld de,ceilingpos-1 ;height of current byte + psh de ;use later + ld hl,GRAPH_MEM-17 ;screen position + psh hl + +ceilingloopright: + ld c,b ;push b for groundloopup + pop hl \ inc hl ;get screen position and go one right + pop de \ inc de ;get height info and set to the next byte + psh de \ psh hl ;save these for the next time + ld a,(de) ;height of current byte + ld b,a ;save in b + + ld de,16 ;to substract to go one line up + ld a,%11111111 ;bitmask black + or a +ceilingloopdown: + ld (hl),a ;display black byte + add hl,de ;go down + djnz ceilingloopdown ;and loop >groundpos< times + + ld b,c ;pop b used by groundloopup + djnz ceilingloopright ;loop right for entire screen (16x) + pop hl \ pop hl ;restore stack + ret -;------------------------------------------------------------------------------ -;-------------------------- game loop ----------------------------------------- -;------------------------------------------------------------------------------ +CheckCeiling: ;check for collision with the ground + ld a,(x) ;your x + srl a ;x/2 + srl a ;x/4 + srl a ;x/8 (current ceiling-byte) + inc a + ld l,a ;hl = a + ld h,0 ;" + ld de,ceilingpos ;first ceiling-byte + add hl,de ;current ceiling-byte + ld a,(y) ;your y-pos + inc a + cp (hl) ;compare with ceiling + ret nc ;carry if ceiling is above you + jp damage_you ;otherwise you don't wanna be in that ship -game_main_loop: - ld hl,timer ;update time - inc (hl) +;--------------------------- move stars --------------------------------------- -Clear_screen: - xor a - ld hl,GRAPH_MEM+(16*12) - ld b,a -clearloop: - ld (hl),a - inc hl - ld (hl),a +DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# + ld e,(hl) inc hl - ld (hl),a + ld d,(hl) + ld (de),a inc hl - djnz clearloop - -check_exitkey: - ld a,%00111111 ; pressed? - out (1),a - nop - nop - in a,(1) - bit 6,a - 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 Enemies_hit ;check for collision with enemies - - call Display_Screen ;display all -; halt \ halt \ halt ;delay - jr game_main_loop ;loop + djnz DisplayStars + ret ;let's comment this: returns + +movestars2: + ld ix,starx2 + ld a,(stars2) + rlca + ld (stars2),a + ret nc + ld b,nrstars2 + jr movestars_loop + +movestars1: + ld ix,starx1 + ld a,(timer) + rra + ld a,(stars1) + ret c + rlca + ld (stars1),a + ret nc + ld b,nrstars1 + +movestars_loop: + ld h,(ix+1) + ld l,(ix) + dec hl -quit: ret + ld a,l + and %00001111 + cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1 + jr nz,newstarok + ld de,16 + add hl,de -;---------------------- display ----------------------------------------------- +newstarok: + ld (ix),l + ld (ix+1),h + inc ix \ inc ix + djnz movestars_loop + ret ;for stupid people, here's another comment... + +;--------------------------- pause -------------------------------------------- + +Pause: + ld hl,$0200 ;top left + ld (_curRow),hl + ld hl,txt_pressenter ;"Enter to continue" + cal _puts ;display message +pause: + cal _getkey ;enter low-power mode and wait for key + cp kEnter ;keypressed = enter? + jr nz,pause ;no, wait some more + ret ;continue + +;--------------------------- exit --------------------------------------------- + +quit: + cal CLEARLCD ;clears screen + cal _homeup ;set cursor to top-left + ld a,(CONTRAST) ;load original contrast level + out (2),a ;and set it back + ld (iy+13),6 ;restore system-flags + ret ;quit Nemesis :( + +;--------------------------- display ------------------------------------------ Display_Screen: - ld a,64 ;Display Image - ld hl,GRAPH_MEM+(16*12) - ld de,$fc00 + ld hl,GRAPH_MEM ;from storage (top left) + ld de,VIDEO_MEM ;to screen (top left) + ld c,56 ;display height = 64 bytes (minus 8 for bar) displayloop: - ld bc,12 - ldir - inc de - inc de - inc de - inc de - dec a - jr nz,displayloop - -; ld hl,$1007 ;Display Score -; ld (_curRow),hl -; ld hl,(score) -; jp _D_HL_DECI - ret + ld b,16 ;display width = 16 bytes (16*8bits=256pixels) +displaytloop: + ld a,(hl) ;copy byte from (hl) +; xor $ff ; } ;invert byte (white<=>black) &&&& + ld (de),a ;to (de) + inc hl \ inc de ;next byte + djnz displaytloop ;16x hl >> de + dec c ;next line + jr nz,displayloop ;loop 64x + + ld hl,$396b ;Display Score + ld (_penCol),hl ;bottom right of screen + ld hl,(score) + +_D_HL_DECI: ;------- display 5-digit value ------- + ld de,savestr+4 ;savenr saves number string + ld b,5 ;five digits +ldhld: cal UNPACK_HL ;one digit of hl + add a,'0' ;make number + ld (de),a ;save into savenr + dec de ;point to next digit + djnz ldhld ;repeat for all digits + + ld hl,savestr ;we (the program) saved the value righthere + cal _vputs ;the only thing left to do is to display it + ret ;and we're done again + +savestr: ;@here the score will be stored + .db "00000",0 ;don't worry, it's just temporary ;------------------------- handle ship ---------------------------------------- Handle_Ship: - ld a,(your_status) -; bit 4,a -; jr nz,you_not_normal - or a - jr z,ok -; dec a -; ld (your_status),a -; ld hl,(lives) -; ld a,l -; or h -; jr nz,ok -; pop af -; ret - -ok: - ld a,%01111110 - out (1),a - ld hl,y - in a,(1) - rra - ld b,a + ld a,(your_occ) ;are + or a ;you + jr z,ok ;ok? + + inc a ;no! next (explosion)frame + ld (your_occ),a ;save + + cp 34 ;last explosion frame? + jp c,exploding_you ;not yet: display explosion + cp 40 ;delay finished? + jp z,You_die ;yes = game over + ret ;don't display anything + +ok: ;we are + ld a,%01111110 ;get arrow keys + out (1),a ;it's cold outside + ld hl,y ;instead of nop\nop do something usefull + in a,(1) ;come back in + + ld b,a ;psh a (keys) + xor %11111111 ;inverted a = 0 if arrow-key has been pressed + ld a,(your_multiples) + jr z,no_adv ;if so, leave the multiples where they are + or %100 ;set move bit + jr adv_ok +no_adv: and %11111011 ;reset move bit + +adv_ok: ld (your_multiples),a + ld a,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 + 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 + 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? + jr z,handle_multiples ;yes so ship = normal (display \ continue) + + 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? + jr z,handle_multiples ;yes: display normal sprite and continue + +no_flicker: + ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix) + +handle_multiples: + cal putsprite ;display your ship + + ld a,(your_multiples) ;do you have multiples + ld b,a ;save a for 2nd check + and %11 ;no? (last two bits = nr of multiples) + ret z ;then don't handle them either -display_common: - ld e,(hl) - jp drw_spr - -;you_not_normal: -; ld hl,(score) -; ld de,-6 -; add hl,de -; ld a,255 -; cp h -; jr nz,_ok_ -; ld hl,0 -;_ok_: ld (score),hl -; ld a,(your_status) -; dec a -; ld (your_status),a -; inc a -; and 14 -; xor 14 -; ld hl,x-1 + ld hl,y + ld a,b ;restore a (your_multiples) + and %100 ;move the multiples??? + jr z,mult_adv ;nope, just let them (saves (y) in y, (x) in x) + + ld hl,your_locpos ;location to save this position + ld a,(hl) ;load a + inc a ;a=a+1 + and %00001111 ;if a>15 then a=a-16 + ld (hl),a ;save new a + add a,a ;a=a*2 + ld c,a ;bc=2a + ld b,0 + + ld hl,your_prevpos ;previous positions + add hl,bc ;16 turns ago + ld d,(hl) ;old x-pos + inc hl ;and + ld e,(hl) ;old y-pos + ld (mx),de ;save multiple position in (mx) + + ld a,(y) ;load new y-pos + ld (hl),a ;save it for 16 turns in the future + dec hl ;and + ld a,(x) ;load new x-pos + ld (hl),a ;save that too + +mult_adv: + ld de,(mx) + ld ix,spr_multiple ;sprite of the multiple + jp putsprite ;display it + + +exploding_you: + srl a ;half the framerate + dec a ;first frame is 1>inc>srl>dec = 0 + ld hl,x-1 explosion_stuff: rra @@ -215,33 +807,199 @@ 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 + cal disp_armor ;and display new value + ret ;and return +no_armor: + ld a,%01 ;occ %xxxxxx01 = explode + ld (your_occ),a ;set to explode + ret + +;------------------------- place multiples ------------------------------------ + +Place_multiples: + ld (mx),de ;set last multiple-position + ld hl,your_prevpos ;place all previous positions + ld b,16 ;all 16 of them +place_multiples: + ld (hl),d ;set prev-x to d + inc hl ;next + ld (hl),e ;set prev-y to e + inc hl ;next + djnz place_multiples ;repeat + ret + +;------------------------- select upgrade ------------------------------------- + +select: + ld hl,your_pickup ;select pickups + ld a,(hl) ;load pickups taken so far + dec a ;is it 1? + jr nz,select2 ;no, carry on + ld (hl),a ;reset pickups (a=0) + ld hl,your_armor ;change armor + inc (hl) ;increase HPs by one + jp disp_icons ;display and return +select2: + dec a ;is it 2? + jr nz,select3 ;no, carry on + ld (hl),a ;reset pickups + inc a ;a=1 + ld (torp_occ),a ;ready torpedoes + jp disp_icons ;display 'n return +select3: + dec a ;is it 3? + jr nz,select4 ;no, carry on + ld (hl),a ;reset pickups + jp disp_icons ;display n return +select4: + dec a ;is it 4? + jr nz,select5 ;no, carry on again + ld (hl),a ;reset pickups + inc a ;a=1 + ld (your_laser),a ;ready laser + jp disp_icons ;display + return +select5: + dec a ;is it 5? + jr nz,select6 ;no, carry on once more + ld (hl),a ;reset pickups + inc a + ld (your_multiples),a + ld de,(x) + cal Place_multiples + jp disp_icons ;display, return +select6: + ld (hl),0 ;reset pickups + jp disp_icons ;display/return ;------------------------- fire bullet ---------------------------------------- Fire_bullet: - ld a,%00111111 - out (1),a -; ld a,(your_status) -; or a -; ret nz + ld hl,RanPos ;random + inc (hl) ;update random counter + ld hl,just_fired - nop - in a,(1) - bit 4,a - jr z,fire - ld (hl),0 ;not fired - ret + ld a,(hl) ;just_fired + cp 5 ;already pressed? + ret z ;return when already pressed (=5) + inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5) + ld a,(your_laser) ;if you have bullets..... + or a ;(0=no laser) + jr nz,fireOK + ld (hl),5 ;.....then can't fire next turn (go to 5 imm.) + +fireOK: + ld hl,(x) ;yes: first fire from ship position (x) + ld (firex),hl ;set firepos + ld a,(your_multiples) ;any multiples? + and %11 ;nope? + jr z,fireany ;then just fire somethin' + cal fireany ;and blast + ld hl,(my) ;then, fire from multiple position (mx) + ld a,(mx) ; + ld h,a ; ^^^^^^ + ld (firex),hl ;set firepos + ;blast again and +fireany: + ld a,(your_laser) ;do you have laser? + dec a ;1=yes + jr nz,fire_ybullet ;no, just fire a bullet + +fire_laser: ;yes, fire that laser instead + ld a,(firex) ;a = your x-pos + ld d,a + + ld hl,GRAPH_MEM ;save-location + ld a,(firey) ;y-coord + add a,3 ;at middle of your ship (y+3) + ld e,a ;save laser-y in e + add a,a ;y*2 + add a,a ;y*4 + add a,a ;y*8 + rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) + add a,a ;y*16 (width of screen) + rl b ;b=b*2+overflow (if y>64 then bc=bc+512) + inc a ;8 pixels to right (a=even so no overflow) + + srl d ;X/2 + srl d ;X/4 + srl d ;X/8 + add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow) + jr nc,_nolc ;jump if no carry = no overflow = a<=255 + inc b ;a>255 so increase bc by 256 +_nolc: ld c,a ;c = (Y*16+X/8) mod 256 + add hl,bc ;bc = Y*16+X/8 + + ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) + sub d ;minus x-start (d=X/8) + ld b,a +drawlaser: + ld (hl),%11111111 + inc hl ;Go to next byte + djnz drawlaser -fire: ld a,(hl) - or a ;can't fire when 1 - ret nz - ld (hl),1 ;just fired +handle_laser: + ld a,(firex) + ld d,a ;d was divided, so reload the laser-x + +check_laserhits: ;de = (x,y) + ld ix,nolashit + ld b,nrenemies + ld hl,enemies + +laserhits: ;Hits with normal enemies + psh hl + + ld a,(hl) + and %00000010 + jr z,nolashit ;no hit when enemy_occ <> 2/3 + inc hl ;enemy type + ld a,(hl) + or a ;enemy #0 = pickup + jr z,nolashit ;yes: don't destroy + + inc hl + ld a,(hl) ;check x + sub d + jp m,nolashit ;no hit when enemy is left of you + + inc hl + ld a,(hl) ;check y + sub e + jp z,enemy_hit ;a-e=0 = laser on top line of enemy = hit + jr nc,nolashit ;a-e>0 = enemy above laser = no hit + add a,5 ;add enemy height + jp p,enemy_hit ;a-e>0 = hit + +nolashit: + pop hl + inc hl ;go to next enemy + inc hl + inc hl + inc hl + djnz laserhits ;check all enemies + + ld a,d ; + ld d,e + ld e,a + jr fire_torp ;fire torpedoes as well + +fire_ybullet: ld hl,ybullets ld de,3 - ld b,10 - + ld b,nrybullets find_ybullet: ld a,(hl) or a @@ -252,14 +1010,26 @@ find_ybullet: found_ybullet: ld (hl),1 ;use bullet - inc hl - ld a,(x) - add a,3 + ld a,(firex) ;your x-pos + add a,5 ;place bullet in front of you + inc hl ;go to bullet-x ld (hl),a ;set x - ld a,(y) - add a,2 - inc hl + ld e,a ;save torp-x in e + + ld a,(firey) ;your y-pos + add a,2 ;place bullet at the middle of your ship + inc hl ;go to bullet-y ld (hl),a ;set y + add a,3 ;place torpedo at bottom of ship + ld d,a ;save torp-y in d + +fire_torp: + ld hl,torp_occ ;torpedo... + ld a,(hl) ;load torpInfo + dec a ;do you have (unused) torpedoes? + ret nz ;nope (a must be 1) + ld (hl),2 ;yes; use torpedo + ld (torp_pos),de ;save torpedo position (in de) ret ;------------------------ handle bullets -------------------------------------- @@ -271,49 +1041,55 @@ remove_bullet: Handle_bullets: ld hl,ybullets - ld b,10 -scan_your_bullets: - push bc - push hl + ld b,nrybullets +scan_bullets: + psh bc + psh hl ld (temp1),hl ld a,(hl) inc hl - dec a - call z,bullet_type1 + dec a ;type 1? + cal 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? - jr z,remove_bullet - inc a ;move right - cp $5a ;off screen? - jr z,remove_bullet + cp 122 ;off screen? (x>128-5) + jr nc,remove_bullet + add a,2 ;move 2 2 the right 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 + psh de + cal putsprite ;display bullet pop de - ld b,20 + +check_bullethits: ;INPUT: de=X,Y + ld b,nrenemies ld hl,enemies + ld ix,nohit hit_enemies: ;Hits with normal enemies - push hl + psh 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 @@ -330,22 +1106,43 @@ hit_enemies: ;Hits with normal enemies cp 10 jr nc,nohit - xor a - push hl + psh hl ld hl,(temp1) - ld (hl),a ;remove bullet + ld (hl),$00 ;remove bullet pop hl +enemy_hit: dec hl dec hl - ld (hl),a ;explosionFrame 0 dec hl - ld (hl),2 ;set to explode + ld a,(hl) ;occ + ld c,a ;psh occ + and %11111100 ;occ/4 = HP left ; jump + ld (hl),%01 ;set to explode + + ld a,(pickuptimer) ;counts enemies destroyed + dec a ;enough destroyed for a pickup? + jr nz,pickupdone ;otherwise just explode + ld (hl),%00000110 ;change it into a pickup (with 2 HP) + ld a,18 ;reset enemies counter (18 hits = next) +pickupdone: + ld (pickuptimer),a ;save new enemiescounter value + inc hl + ld (hl),$00 ;explosionFrame 0 - pop hl - ret + ld hl,1 ;increase score by one + cal scoreInc + jp (ix) + +hpleft: + ld a,c ;pop occ + sub %00000100 ;decrease HP by one + ld (hl),a ;save + jp (ix) -nohit: pop hl +nohit: + pop hl inc hl inc hl inc hl @@ -353,17 +1150,64 @@ nohit: pop hl djnz hit_enemies ;check next enemy ret +;--------------------------- handle torpedo ----------------------------------- + +Handle_torp: + ld a,(torp_occ) + sub 2 + ret m ;return if occ=0/1 + + ld hl,torp_pos ;x-position + ld a,(hl) ;load in a + inc a ;move right + cp 125 ;right edge reached + jr nc,remove_torp ;remove if x>125 + ld (hl),a ;save new x + ld d,a + + inc hl ;y-position + ld a,(hl) + inc a ;move down + cp 56 ;bottom reached + jr nc,remove_torp ;remove if y>40 + ld (hl),a ;save new y + ld e,a + + ld ix,spr_bullett1 + psh de + cal putsprite ;display torpedo + pop de + jp check_bullethits ;check for hits with enemies + +remove_torp: + ld a,1 + ld (torp_occ),a + ret + ;--------------------------- 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 a,(level_move) + and %00010000 + jr z,ffiredelayed + ld a,1 ;set time-to-fire to 1 frame (fires directly) + jr ffireOK +ffiredelayed: + ld a,(level_fire) ;set "ttf" to normal nr of frames +ffireOK: + ld (hl),a + inc hl ;hl to + ld (hl),1 ;type 1 + inc hl ;hl to + ld a,(RanPos) + and %01111111 + ld (hl),a ;type 1 + ret ;return + +Random: + 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 b,nrebullets + ld hl,ebullets +find_ebullet: ld a,(hl) - ld (de),a ;type - inc de + or a + jr z,found_ebullet ;0 = not used + inc hl \ inc hl \ inc hl + djnz find_ebullet ;look next bullet + ret - ld a,$5a - ld (de),a ;x - inc de +found_ebullet: + ld b,%1100 + ld a,(level_move) + and %10000000 + jr z,bulletok + ld a,(y) + sub e + add a,10 + jp p,bulletnotup + ld b,%1011 ;yourY-bulY = negative (=bullet below you) + add a,10 + jp p,bulletnotup + ld b,%1001 ;yourY-bulY = even more negative (going up) + +bulletnotup: + sub 20 + jp m,bulletok + ld b,%1010 ;bullet going down + sub 10 + jp m,bulletok ;even more going down + ld b,%1000 + +bulletok: +; ld a,c ;load bullet type +; add a,a ;type*2 %..Btype. +; add a,a ;type*4 %.Btype.. +; add a,a ;type*8 %Btype... + ;add bullet direction %BtypeDir + ld (hl),b ;set bullet direction inc hl + ld (hl),d ;set x-pos + inc hl + ld (hl),e ;set y-pos + ret + +;----------------------------- enemy bullets ---------------------------------- + +Enemy_bullets: + ld hl,ebullets + ld b,nrebullets +handle_bullet: + psh bc + psh 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 + cp %1100 ;&&& use + jr z,ebullet_common ;type %1100: normal bullet + and %111 + jr z,ebullet_down ;type %1000: moving down + dec a + jr z,ebullet_up ;type %1001: moving up + ld b,a + + ld a,(timer) + rra + jr c,ebullet_common + + ld a,b + dec a + jr z,ebullet_down ;type %1010: moving down 50% + ;type %1011: moving up 50% +ebullet_up: ld a,(hl) - ld (de),a ;y + dec a + jp m,ebullet_common + ld (hl),a + jr ebullet_common - inc hl ;+0 +ebullet_down: ld a,(hl) - cp $ff - jp z,Next_level - ld (nextevent),a + inc a + cp 55 + jr z,ebullet_common + ld (hl),a - inc hl - ld (curevent),hl - ret +ebullet_common: + ld e,(hl) ;e=y + ld ix,spr_bullete1 ;display enemy bullet + cal putsprite + +ebullet_hits: + ld a,(your_occ) + or a + jr nz,next_bullet ;0 = you're normal + + pop hl + psh hl + inc hl ;check x + ld a,(x) + sub (hl) + add a,6 + jp m,next_bullet + cp 9 + jr nc,next_bullet + + inc hl ;check y + ld a,(y) + sub (hl) + add a,6 + jp m,next_bullet + cp 9 + jr nc,next_bullet + + cal damage_you ;HIT!! +remove_ebullet: + pop hl ;hl could be destroyed by damage_you + ld (hl),0 ;bullet > unused + jr next_bullet+1 ;next bullet (SKIP THE = one byte) ;--------------------------- handle enemies ----------------------------------- Handle_enemies: ld hl,enemies - ld b,20 + ld b,nrenemies ;handle all enemies handle_enemy: - push hl - push bc + psh bc + psh 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 + psh 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 c,e ;c = e + 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? + cal nz,moving_enemy ;2 = moving enemy + + dec hl ;@x + ld (hl),d ;store new x + ld a,c ;a = enemy type + or a ;type 0? (pickup) + jr nz,check_enemyfire ;no, a normal enemy; let em fire + ld a,(timer) ;load time + and %1 ;move left once every 2 turns + jr z,firing_done ;don't move now + inc d ;increase x-position (don't move this turn) + inc (hl) ;and save it + jr firing_done ;continue + +check_enemyfire: + 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,firing_done ;finished if not + + ld a,(level_fire) ;re-set counter for next blast + ld (hl),a ;save time to fire + inc hl ;next byte = bullettype + ld c,(hl) ;c = bullet type + psh de ;save registers for firing-use + cal Enemy_fires ;fires bullet + pop de ;restore (destroyed by Enemy_fires) +firing_done: + cal putsprite ;display sprite @ix 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 + psh hl + jr next_enemy + exploding_enemy: - inc hl - push hl - ld a,(hl) - call explosion_stuff ;display explosion - pop hl + inc hl + psh hl + ld a,(hl) + cal explosion_stuff ;display explosion + pop hl ld a,(hl) cp 15 - 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: + ld a,(level_move) + and %1111 + jr z,movetype_updown + dec a + jr z,movetype_vslow + dec a + jr z,movetype_fast + dec a + jr z,movetype_vfast + +movetype_smart: + ld bc,add2enemy + add hl,bc + + ld a,(timer) + and %1111 + ld a,(hl) + jr nz,smartupdate + inc a +smartupdate: + ld (hl),a + + or a ;reset carry flag + sbc hl,bc + and %11111100 + jr z,movetype_fast + +movetype_vslow: + ld a,(timer) + and %11 + ret z + inc d + ret + +movetype_fast: + ld a,(timer) + and %1 + ret z +movetype_vfast: + dec d ;move left + ret nz ;finished + pop hl ;restore stack (no ret used) + jr remove_enemy ;remove this enemy (off screen) + +movetype_updown: + ld bc,add2enemy + add hl,bc + + 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 + ld a,(hl) ;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) + ld (hl),a ;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) + ld (hl),a ;otherwise save new position + ret ;and return + ;--------------------------- check collision ---------------------------------- Enemies_hit: 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: + psh 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: +; psh hl +; psh 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 + + psh hl ;we need hl + ld hl,2 ;increase score by 2 + cal scoreInc + pop hl ;we're done + + or a + jr nz,collide ;enemy when <>0 + + 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: + xor a + ld (hl),a ;explosionFrame 0 dec hl - ld (hl),2 ;set to explode + inc a + ld (hl),a ;set to explode + cal damage_you ;auch! -nocrash: +check_next: pop hl - jr check_next + inc hl + inc hl + inc hl + inc hl + djnz check_collision + ret -;--------------------------- next level --------------------------------------- +;--------------------------- story ------------------------------------------- -Next_level: - ld hl,Leveldata+1 - ld (curevent),hl +storyPage: + psh hl + cal _clrLCD + pop hl +storyLine: + inc hl + ld e,(hl) + inc hl + ld d,(hl) + ld (_penCol),de + inc hl + cal _vputs + + ld a,(hl) + dec a + jr z,storyLine + + psh hl + ld hl,VIDEO_MEM + ld de,GRAPH_MEM + ld bc,1024 + ldir + cal _clrLCD + pop hl + + inc hl + ld a,(hl) + inc hl + ld b,(hl) + psh hl + cal DoSFX + cal _getkey + pop hl ret -;--------------------------- putsprite ---------------------------------------- +Story: + ld hl,story01-1 + cal storyPage + cal storyPage + cal storyPage + ret -offsets_table: - .db 128,64,32,16,8,4,2,1 -drw_spr: - ld a,d - and 7 - ld hl,offsets_table +story01: + .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06 + .db $1b,$1d,"storyline coming soon..." ,0,0,$1d,$06 + .db $09,$19,"the Nemesis saga continues",0,1 + .db $2e,$21,"with NEMESIS 86" ,0,1 + .db $52,$36,"by Shiar" ,0,0,$19,$23 + +;--------------------------- SFX --------------------------------------------- + +CDoSFX: + ld hl,VIDEO_MEM + ld de,GRAPH_MEM + ld bc,1024 + ldir + ld b,64 + ld a,-1 + +DoSFX: ;ins: a=beginLine b=nrOfLines + ld (curline),a +SFXframe: + psh bc + + ld a,(curline) ;get line number + inc a ;go to the next line + ld (curline),a ;update + + ld l,a + ld h,0 + add hl,hl + add hl,hl + add hl,hl + add hl,hl + + ld b,h ;save hl for later + ld c,l + + ld de,VIDEO_MEM + add hl,de ;go to ymin + ld d,h + ld e,l + + ld hl,GRAPH_MEM + add hl,bc ;hl->logo + + ld a,(curline) ;Calculate how many lines to draw ld c,a - ld b,0 - add hl,bc - ld a,(hl) - ld (_smc1+1),a + ld a,64 + sub c + ld b,a + +SFXdisp: ;display this frame on screen + ld a,b ;psh b (a will not be used) + ld bc,16 ;one line (=16 bytes, you'd know by now) + ldir ;display (copy actually) + ld bc,-16 ;go up one line (not on screen) + add hl,bc ;so the same line will be displayed + ld b,a ;pop b + djnz SFXdisp ;repeat until whole screen is displayed + + ld b,8 +SFXdelay: + halt + djnz SFXdelay + + pop bc + djnz SFXframe + ret - ld (_smc1+1),a +;--------------------------- handle boss ------------------------------------- + +Handle_boss: 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 + ld (PutWhere),hl + ld ix,spr_boss01 + ld hl,bossx + ld d,(hl) + inc hl + ld e,(hl) + jp putwidesprite + +;--------------------------- update score ------------------------------------ + +scoreInc: + psh bc + ld bc,(score) add hl,bc + ld (score),hl + pop bc + ret + +;--------------------------- show icon ---------------------------------------- + +disp_icons: + ld hl,VIDEO_MEM+(16*57);57 rows down = seven rows from bottom + ld b,16*7 ;draw 16x (screen width) 7x (height) + xor a ;blank line mask +cleanline: + ld (hl),a ;draw one piece of the divider-line + inc hl ;move right (8 pixels = 1 byte) + djnz cleanline ;repeat (16bytes * 7rows * 8pixels) + + ld hl,VIDEO_MEM+(56*16) + ld (PutWhere),hl + + cal disp_lives + + ld ix,spr_icon01 ;armorIcon + ld de,$1901 ;icon #1 + cal putwidesprite ;display icon + cal disp_armor ;display value + + ld ix,spr_icon00 + ld a,(torp_occ) + or a + jr z,no_torp + ld ix,spr_icon02 ;torpedoIcon +no_torp: + ld de,$2901 ;icon #2 + cal putwidesprite ;display + + ld ix,spr_icon03 ;emptyIcon + ld de,$3901 ;icon #3 + cal putwidesprite + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_laser) + or a + jr z,no_laser + ld ix,spr_icon04 ;laserIcon +no_laser: + ld de,$4901 ;icon #4 + cal putwidesprite + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) + and %11 + jr z,no_multiples + ld ix,spr_icon05 +no_multiples: + ld de,$5901 ;icon #5 + cal putwidesprite + + ld ix,spr_icon03 + ld de,$6901 + cal putwidesprite + + ld a,(your_pickup) ;pickups taken + add a,a ;picks*2 (sets z-flag) + ret z ;return if no pickups + add a,a ;picks*4 + add a,a ;picks*8 + add a,a ;picks*$10 + add a,$09 ;add 0ah + ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59) + ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) + + ld ix,spr_icon + cal putwidesprite + ret + +disp_armor: + ld hl,$3925 ;Display Armor left + ld (_penCol),hl ;place @ armorIcon + ld a,(your_armor) ;load armor left + add a,'0' ;make digit + cal _vputmap ;display char + ret + +disp_lives: + 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,(your_lives) ;nr of lives in a + add a,'0' ;make digit + ld (hl),a + dec hl \ dec hl + cal _vputs ;display on screen + ret + +;--------------------------- proc --------------------------------------------- + +BLACKLCD: + ld hl,VIDEO_MEM ;screen location (top left) + ld de,VIDEO_MEM+1 + ld (hl),%11111111 + ld bc,1024 ;loop 1024 times = entire screen + ldir + set 3,(iy+5) ;set white on black + ret + +;--------------------------- game over / new game / death --------------------- +own_name: + .db $12,7,"nemesis" + +save_hi: + ld hl,own_name ;find own variable + xor a + cal _ABS_MOV10TOOP1 + cal _FINDSYM + ret c ;not found? who cares... + + ld a,b ;save the stored section + ld h,d + ld l,e + ld b,0 + ld de,4+stored_data_start-_asm_exec_ram + add hl,de + adc a,b + cal _SET_ABS_DEST_ADDR + ld a,0 + ld hl,stored_data_start + cal _SET_ABS_SRC_ADDR + ld hl,stored_data_end-stored_data_start + cal _SET_MM_NUM_BYTES + cal _mm_ldir + ret ;save done + +game_over: + pop hl ;=ret (game_over was called from a procedure) +game_over_nopop: + cal BLACKLCD ;clear screen + ld hl,$0603 + ld (_curRow),hl ;center + ld hl,txt_gameover + cal _puts ;display "GAME OVER" + + xor a ;clear a (AHL will be displayed) + ld hl,$1006 ;bottom-1 right + ld (_curRow),hl ;set + ld hl,(score) ;your score + cal _dispahl ;display it (a=0) + ld hl,$314b ;bottom-1 right before score ^^ + ld (_penCol),hl ;set + ld hl,txt_score ;"Score" + cal _vputs ;display (small) + + ld hl,$1007 ;bottom right + ld (_curRow),hl ;set + ld hl,(hiscore) ;hi-score + cal _dispahl ;display + ld hl,$3946 ;bottom right before hiscore ^^ + ld (_penCol),hl ;set + ld hl,txt_hiscore ;"Hiscore" + cal _vputs ;display (small) + res 3,(iy+5) + + ld de,(score) + ld hl,(hiscore) + cal CP_HL_DE + jr nc,no_hiscore + ld (hiscore),de + +no_hiscore: + cal save_hi + + ld b,$20 +wait2: halt \ halt + djnz wait2 ;delay + cal _getkey ;wait for keypress + jp quit ;restore some things and return to TI-OS/shell + +New_game: + xor a ;score 0 + ld (score),a ;reset score + ld (score+1),a ;reset score + inc a ;level #1 + ld (level),a ;reset level nr + ld hl,level01 ;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 + +You_die: + ld hl,your_lives + dec (hl) ;decrease lives + ld a,(hl) ;load lives left + inc a ;if lives=0ffh then a=0 + jp z,game_over ;if so, game's over + + xor a ;a=0 +; ld (your_armor),a ;no armor + ld (torp_occ),a ;no torpedoes + ld (your_laser),a ;no laser + ld (your_pickup),a ;reset pickups + ld (your_multiples),a ;no multiples + ld a,5 ;&&& betatest; remove when released! + ld (your_armor),a + jr nonext_level + +;--------------------------- next level --------------------------------------- + +Next_level: + ld hl,level ;level number + ld a,(hl) + inc a + ld (hl),a + + ld hl,(levelp) ;level pointer + ld bc,5+32+4 ;advance four bytes (=one level) + add hl,bc ;update to point to next level + ld (levelp),hl ;save + + ld h,0 ;increase score.... + ld l,a ;by level number + ld bc,20 + add hl,bc ;plus 20 + cal scoreInc ;update score + +nonext_level: + ld a,80 + ld (nextevent),a ;time to first enemy appearance + + ld hl,(levelp) ;level pointer + ld a,(hl) ;load new level-enemy type + ld (level_enemy),a ;set level-enemy + inc hl + ld a,(hl) ;load new appearance-time + ld (eventtime),a ;set + inc hl + ld a,(hl) ;load nr of enemies in this level + ld (eventleft),a ;set nr of events left + inc hl + ld a,(hl) ;movement of enemies in this level + ld (level_move),a ;do it + inc hl + ld a,(hl) ;how frequent the enemies fire a bullet + ld (level_fire),a ;consider it done + + inc hl + ld de,spacespace + ld bc,36 + ldir + +; xor a +; ld (level_occ),a ;no boss (yet) + + ld ix,starx1 + ld b,nrstars1 + cal placestars + ld hl,RanPos + inc (hl) + ld ix,starx2 + ld b,nrstars2 + cal placestars + + xor a + ld (timer),a ;reset time + 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 + ld hl,x ;begin position x=... + ld (hl),a ;...=a=0=left + inc hl ;y=... + ld a,24 ;...=24=middle + ld (hl),a ;your y + ld (bossy),a ;and y of boss + ld a,80 + ld (bossx),a + + ld a,(torp_occ) + or a ;no torpedoes? + jr z,torpsclear ;then just continue (=0) + ld a,1 ;if so, set to "ready to fire" (=1) +torpsclear: + + ld de,$0018 ;x=0, y=24 (like you..) + cal Place_multiples ;place all multiple-positions at (0,24) + + ld hl,ybullets ;clear your/enemy bullets + ld (hl),a ;clear first byte + ld de,ybullets+1 ;and copy this byte to the next byte + ld bc,(nrybullets+nrebullets)*3-1 ;bc times (all bullets) + ldir + + ld hl,enemies ;and remove all enemies as well + ld (hl),a ;clear first byte + ld de,enemies+1 ;point to the next + ld bc,add2enemy+nrenemies*2 ;clear enemy-info + enemiesxtra + ldir + +;--------------------------- setup game --------------------------------------- + +game_setup: + cal BLACKLCD + ld hl,$0703 + ld (_curRow),hl ;center + ld hl,txt_level + cal _puts ;display "LEVEL " + + ld a,(level) + ld l,a + ld h,$00 + + cal UNPACK_HL + add a,'0' + ld b,a + cal UNPACK_HL + add a,'0' + cal _putc ;display second digit + ld a,b + cal _putmap ;display first digit + + ld hl,$0904 + ld (_curRow),hl ;display lives left below level nr + ld hl,txt_lives ;bar text: "Lx0"... + ld a,(your_lives) ;lives left + add a,'0' ;make value + ld (txt_lives+3),a ;add to text + cal _puts ;display the string + res 3,(iy+5) ;set white on black + + ld b,$20 +wait: halt \ halt + djnz wait ;delay + cal _getkey ;wait for keypress + + cal CLEARLCD ;clear screen + cal disp_icons ;display bottom icons + + ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom + ld b,16 ;draw 16x (screen width) + ld a,%11111111 ;horizontal line mask +drawline: + 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 + + +placestars: + add a,b + rlca \ rlca + ld hl,(RanPos) + add a,(hl) + xor %00100100 + rlca + ld (hl),a + + ld h,0 ; l = 0 + ld l,a ;hl = 0..255 + add hl,hl ;hl = 0..510 + ld c,a ;hl = 0..765 + + ld a,r ;a = 0..255 + rra ;a = 0..127 + ld d,0 + ld e,a + add hl,de + ld e,c + add hl,de + + ld de,GRAPH_MEM + add hl,de + + ld (ix),l + ld (ix+1),h + inc ix \ inc ix + djnz placestars + ret + +;--------------------------- putsprite ---------------------------------------- +;--------------------------- de =(X,Y) ---------------------------------------- + +offsets_table: + .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) -_oloop: push bc ;Save # of rows - push hl ;Save screen address +_oloop: psh bc ;Save # of rows + psh hl ;Save screen address ld b,d ;Load width ld c,(ix+2) ;Load one line of image inc ix @@ -570,250 +2268,549 @@ _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,(PutWhere) + + 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: psh bc ;Save # of rows + psh hl ;Save screen address + ld b,d ;Load width + ld c,(ix+2) ;Load one line of image + inc ix +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 ; ███ +spr_ship01: + .db 7,7 ;ship alpha class + .db %01111000 ; ████ .db %11100000 ; ███ .db %11111100 ; ██████ .db %11110010 ; ████ █ .db %11111100 ; ██████ .db %11100000 ; ███ - .db %01110000 ; ███ + .db %01111000 ; ████ +spr_ship01i: + .db 7,7 ;ship alpha class + .db %01010000 ; █ █ + .db %10100000 ; █ █ + .db %01010100 ; █ █ █ + .db %10100010 ; █ █ █ + .db %01010100 ; █ █ █ + .db %10100000 ; █ █ + .db %01010000 ; █ █ + +spr_ship02: +; .db 7,7 ;ship beta class +; .db %11100000 ; ███ +; .db %11110000 ; ████ +; .db %01111100 ; █████ +; .db %01110010 ; ███ █ +; .db %01111100 ; █████ +; .db %11110000 ; ████ +; .db %11100000 ; ███ +spr_ship02i: +; .db 7,7 ;ship beta class +; .db %01000000 ; █ +; .db %10100000 ; █ █ +; .db %01010100 ; █ █ █ +; .db %00100010 ; █ █ +; .db %01010100 ; █ █ █ +; .db %10100000 ; █ █ +; .db %01000000 ; █ + +spr_multiple: + .db 6,4 ;multiples + .db %01111000 ; ████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111000 ; ████ spr_bullet01: .db 5,3 ;your bullets - .db %11110000 ; ████ - .db %11111000 ; █████ - .db %11110000 ; ████ - + .db %00110000 ; ░▒▓█▒ + .db %11111000 ; ░▒▓████▒ + .db %00110000 ; ░▒▓█▒ spr_bullet02: - .db 3,3 ;enemy bullets - .db %01000000 ; █ - .db %11100000 ; ███ - .db %01000000 ; █ - -spr_enemy01: - .db 6,6 ;enemy type one - .db %00111100 ; ████ - .db %01110000 ; ███ - .db %11110000 ; ████ + .db 5,3 + .db %11110000 ; ░▒▓███▒ + .db %11111000 ; ░▒▓████▒ + .db %11110000 ; ░▒▓███▒ +spr_bullett1: + .db 4,3 ;▒▒▒ + .db %11100000 ;▒███ .db %11110000 ; ████ .db %01110000 ; ███ - .db %00111100 ; ████ -spr_enemy02: - .db 6,6 ;enemy type two - .db %01111100 ; █████ - .db %11110000 ; ████ - .db %10111000 ; █ ███ - .db %10111000 ; █ ███ - .db %11110000 ; ████ - .db %01111100 ; █████ -spr_enemy03: - .db 6,6 ;enemy type three - .db %00111000 ; ███ - .db %01111100 ; █████ - .db %11111000 ; █████ - .db %11111000 ; █████ - .db %01111100 ; █████ - .db %00111000 ; ███ + +spr_bullete1: + .db 4,3 ;enemy bullets + .db %01100000 ; ▒█▓▒░ + .db %11110000 ; ▒███▓▒░ + .db %01100000 ; ▒█▓▒░ + +;---------------------------------------- explosion ------------------------------------------- spr_explosion: .db 8,6 ;1 .db %00000000 - .db %00011100 - .db %00111110 - .db %01010110 - .db %00111000 + .db %00011100 ; ███ + .db %00111110 ; █████ + .db %01010110 ; █ █ ██ + .db %00111000 ; ███ .db %00000000 .db 8,6 ;2 - .db %00110000 - .db %01001110 - .db %10111110 - .db %01001111 - .db %00111000 - .db %00011010 + .db %00110000 ; ██ + .db %01001110 ; █ ▒███ + .db %10111110 ; █ █████ + .db %01001111 ; █ ▒████ + .db %00111000 ; ███ + .db %00011010 ; ██ █ .db 8,6 ;3 - .db %11110011 - .db %01001110 - .db %10110101 - .db %01000101 - .db %00111110 - .db %11011010 + .db %10110000 ; █ ██ + .db %01001110 ; █ ███ + .db %10110101 ; █ ██▒█▒█ + .db %01000101 ; █ ▒█▒█ + .db %00111110 ; █████ + .db %01011010 ; █ ██ █ .db 8,6 ;4 - .db %11110010 - .db %01001110 - .db %10110101 - .db %01000101 - .db %00111110 - .db %01011010 + .db %00101010 ; ▒ █▒█ █ + .db %01000110 ; █ ▒██ + .db %10110101 ; █ ██ █ █ + .db %01100110 ; ██ ██▒ + .db %00111100 ; ████▒ + .db %01011001 ; █ ██ ▒█ .db 8,6 ;5 - .db %01000001 - .db %00100110 - .db %00010101 - .db %01000100 - .db %00010010 - .db %10011010 + .db %01000000 ; █▒ ▒ ▒ + .db %00100101 ; ▒█ █▒█ + .db %00010100 ; ▒ ▒█ █ ▒ + .db %01000100 ; █▒ █ + .db %00010010 ; ▒█▒▒█ + .db %10011010 ; █▒ ██ █▒ .db 8,6 ;6 - .db %01000100 - .db %00100000 - .db %00000001 - .db %01000100 - .db %00100010 - .db %10001000 + .db %01000100 ; █ █ + .db %00100000 ; ▒█ ▒ ▒ + .db %00000001 ; ▒ ▒ █ + .db %01000100 ; █ █ + .db %00100010 ; █▒ █ + .db %01001000 ; ▒█ ▒█ ▒ .db 8,6 ;7 - .db %00001000 - .db %11000010 - .db %00000000 - .db %00100000 - .db %00000001 - .db %00110000 + .db %00001000 ; ▒ █▒ + .db %11000010 ; ██ ▒ █ + .db %00000000 ; ▒ + .db %00100000 ; ▒█ ▒ + .db %00000001 ; ▒ ▒█ + .db %00110000 ; ▒██▒ .db 8,6 ;8 - .db %00000100 - .db %00000000 - .db %01000000 - .db %00000000 - .db %00000001 - .db %00100100 - -;---------------------------- enemy types ------------------------------------- - -;enemy01: .db $01,$00,$00 ;$hits $fire frequency -;enemy02: .db $02,$00,$00 -;enemy03: .db $04,$00,$00 - -;---------------------------- level data -------------------------------------- - -Leveldata: - .db $10,$00,$40 ;$time (ff=end) $type $y-pos - .db $10,$00,$30 - .db $10,$00,$20 - .db $40,$00,$10 - .db $01,$00,$44 - .db $15,$00,$31 - .db $04,$00,$38 - .db $05,$00,$40 - .db $03,$00,$2f - .db $04,$00,$3a - .db $12,$00,$10 - .db $10,$00,$18 - .db $0e,$00,$20 - .db $0c,$00,$28 - .db $0a,$00,$30 - .db $08,$00,$38 - .db $06,$00,$40 - .db $04,$00,$48 - .db $2a,$00,$20 - .db $ff,$ff,$ff + .db %00000100 ; ▒█ + .db %00000000 ; ▒▒ ▒ + .db %01000000 ; █ + .db %00000000 ; ▒ + .db %00000010 ; █▒ + .db %00100100 ; █▒ █ + +;--------------------------------------- bar ----------------------------------- + +spr_icon: + .db 16,7 ;selected .......:.......: + .db %11111111,%11111111 ; ████████████████ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11000000,%00000001 ; ██ █ + .db %11111111,%11111111 ; ████████████████ +spr_icon00: + .db 16,7 ;unused .......:.......: + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ +spr_icon01: + .db 16,7 ;armor ; .......:.......: + .db %10001111,%10000000 ; █ █████ + .db %10010000,%01000000 ; █ █ █ ▒▒▒ + .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒ + .db %10100111,%10100000 ; █ █ ████ █ ▒▒▒ + .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒ + .db %10010000,%01000000 ; █ █ █ ▒▒▒ + .db %10001111,%10000000 ; █ █████ +spr_icon02: + .db 16,7 ;torpedo .......:.......: + .db %10111000,%00010101 ; █ ███ █ █ █ + .db %10011100,%00010101 ; █ ███ █ █ █ + .db %10111000,%01001010 ; █ ███ █ █ █ + .db %10000000,%11101010 ; █ ███ █ █ + .db %11100001,%11100101 ; ███ ████ █ █ + .db %10011000,%11110101 ; █ ██ ████ █ █ + .db %11100110,%00110010 ; ███ ██ ██ █ +spr_icon03: + .db 8,7 ;empty .......: + .db %10000000 ;00000000 ; █ + .db %10000000 ;00000000 ; █ + .db %10000000 ;00000000 ; █ + .db %10000000 ;00000000 ; █ + .db %10000000 ;00000000 ; █ + .db %10000000 ;00000000 ; █ + .db %10000000 ;00000000 ; █ +spr_icon04: + .db 16,7 ;laser .......:.......: + .db %10000000,%00000000 ; █ + .db %10110010,%10000000 ; █ ██ █ █ + .db %10111011,%00000000 ; █ ███ ██ + .db %10011101,%11111111 ; █ ███ █████████ + .db %10111011,%00000000 ; █ ███ ██ + .db %10110010,%10000000 ; █ ██ █ █ + .db %10000000,%00000000 ; █ +spr_icon05: + .db 16,7 ;multiple .......:.......: + .db %10000011,%10000000 ; █ ███ + .db %10000001,%11100110 ; █ ████ ██ + .db %10000001,%11100000 ; █ ████ + .db %10000011,%10000000 ; █ ███ + .db %10011000,%00000000 ; █ ██ + .db %10111100,%11000011 ; █ ████ ██ ██ + .db %10011000,%00000000 ; █ ██ ;---------------------------- texts ------------------------------------------- -title_message: - .db "* * NEMESIS * *",0 +txt_about: .db " v0.94.A08",127,"by Shiar",0 +txt_email: .db "shiar0@hotmail.com",0 +txt_menu1: .db "CONTINUE",0 +txt_menu2: .db "NEW GAME",0 + +txt_level: .db "LEVEL ",0 +txt_gameover: .db "GAME OVER!",0 +txt_score: .db "Score",0 +txt_hiscore: .db "Hiscore",0 +txt_lives: .db "Lx0?",0 +txt_pressenter: .db "Enter to continue",0 ;---------------------------- save data --------------------------------------- -stored_data_start: +PutWhere .dw GRAPH_MEM ;where to put the wide sprites +level .db $00 ;level number +levelp .dw $0000 ;pointer to level data -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_start: +hiscore .dw $0000 stored_data_end: +your_pickup .db $00 +your_occ .db $00 ;0=normal 1..16=exploding +your_inv .db $00 ;invincibility left +your_armor .db $00 ;HP left +your_lives .db $00 ; + +your_laser .db $00 ;laser avail: 0=no, 1=yes +your_multiples .db $00 ;multiples present +torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt +torp_pos .dw $0000 ;torpedo position (x,y) + +;---------------------------- 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 + .db spr_enemy08-spr_enemy00 + +spr_enemy00: + .db 7,5 ;pickup + .db %11111110 ; ███████ + .db %11111110 ; ███████ + .db %11000110 ; ██ ██ + .db %11111110 ; ███████ + .db %11111110 ; ███████ +spr_enemy01: + .db 6,6 ;enemy type one + .db %00111100 ; ████ + .db %01110000 ; ███ + .db %11110000 ; ████ + .db %11110000 ; ████ + .db %01110000 ; ███ + .db %00111100 ; ████ +spr_enemy02: + .db 8,6 ;enemy type two + .db %00111111 ; █████ + .db %01111000 ; ████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111000 ; ████ + .db %00111111 ; █████ +spr_enemy03: + .db 6,6 ;enemy type three + .db %01111100 ; █████ + .db %11110000 ; ████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %11110000 ; ████ + .db %01111100 ; █████ +spr_enemy04: + .db 6,6 ;enemy type four + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_enemy05: + .db 7,6 ;enemy type five + .db %00011110 ; ████ + .db %01111110 ; ██████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111110 ; ██████ + .db %00011110 ; ████ +spr_enemy06: + .db 7,6 ;enemy type six + .db %00011100 ; ███ + .db %01111110 ; ██████ + .db %10111000 ; █ ███ + .db %10111000 ; █ ███ + .db %01111110 ; ██████ + .db %00011100 ; ███ +spr_enemy07: + .db 8,6 ;enemy type seven + .db %00011110 ; ████ + .db %01111111 ; ███████ + .db %10011100 ; █ ███ + .db %10011100 ; █ ███ + .db %01111111 ; ███████ + .db %00011110 ; ████ +spr_boss01: + .db 16,10 ;boss type one + .db %00000001,%11111111 ; █████████ + .db %00001111,%11111110 ; ███████████ + .db %00111111,%11110000 ; ██████████ + .db %01011111,%10000000 ; █ ██████ + .db %10011111,%01000000 ; █ █████ █ + .db %10011111,%01000000 ; █ █████ █ + .db %01011111,%10000000 ; █ ██████ + .db %00111111,%11110000 ; ██████████ + .db %00001111,%11111110 ; ███████████ + .db %00000001,%11111111 ; █████████ + + +spr_enemy08: + .db 8,6 ;enemy type eight + .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:lure + .db %00001111,3,2,0 + +enemy04: ;#4 HP:2 app:lure + .db %00000110,4,2,0 +enemy05: ;#5 HP:2 app:random moving + .db %00000111,5,3,0 +enemy06: ;#6 HP:3 app:lure moving + .db %00001011,6,2,0 + +enemy07: ;#7 HP:7 app:halflure moving + .db %00011011,7,3,0 + +;----------------------------- level info ------------------------------------- + + ;format: enemy nr; enemy frequency; next lvl; level_move; level_fire + ;tunnel size; groundtype; 17_ground; 17_ceiling; stars1; stars2 +level01: ;efrequency must be odd if halfluring! + .db $01,$1b,$2f,%00010000,255,0,0 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 +level02: + .db $02,$13,$4b,%01010000,064,0,0 + .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 +level03: + .db $03,$2d,$3f,%01100000,255,-9,1 + .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20 + .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18 + .db -1,-1 + +level04: + .db $04,$11,$41,%00010000,057,0,0 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 +level05: + .db $05,$11,$45,%01010010,031,-7,1 + .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2 + .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 +level06: + .db $06,$19,$3a,%01110000,255,-4,1 + .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 + .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + +level07: + .db $07,$09,$ff,%00010000,043,0,0 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + +;----------------------------- logo ------------------------------------------- + +logo_nemesis: +.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000 +.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000 +.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000 +.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000 +.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001 + +;----------------------------- end -------------------------------------------- .end +.end +;------------------------------------------------------------------------------ - -;NEMESIS'86 by Shiar - - -;0.01.717 -- 17.VII.99 -- size 984 +;0.94.1008 -- 08.X.99 -- size 4531 (4456) ; -; + movement of ship over whole screen -; + enemies moving from right to left, appearing right at specified times +; + starfield background scrolling left (2 layers (front and back)) +; * enemies aim their bullets towards you: 5 different directions! +; # removed some unintended instructions +; * gamefield is now white on black instead of normal black on white! +; + enemies can also move slowly, fast, very fast, or 1st fast then slow +; # you can't fire when you're exploding +; + GROUND scrolling at bottom. You die if you hit the ground (!!!) +; (unlike the ground in version 0.925test there are NO bugs) +; + ceiling scrolling at top, just like the ground +; * ground and ceiling profile are different each level +; * ground and/or ceiling can be non-present (speeding up cause skipped) +; # no more BIG crash if enemies fire too much bullets ( >10) +; + frequency of enemies firing bullets differs per level +; * stars scroll at alternate speeds, different than any ship/pick (3/4) +; + special effect displaying titlescreen (stole from Spaze Invaders'83) +; * enemies can fire either directly on entering the level, or not +; + "tunnel" (playfield) can narrow/grow at random (depending on level) +; * minimum size of "tunnel" can be different per level +; + menu at startup. select "NEW GAME" and "LOAD GAME" with up/down +; - nemesis doesn't use the SpazeInvaders effect anymore (took too long) +; + choosing new game will display a demo first (text will be displayed +; with special effect [SI] saying the storyline will come soon) +; * levels altered to be more challenging and different (seven levels) +; # the usual bugs that come with new features removed (i think?) +; * you get 5 shield-points at start and after death ; -; 0.1.718 -- 18.VII.99 -- size 907 ; -; * no crash when level restarts for the third time -; * exit-procedure updated, unnecessary stuff/keychecks removed -; * alot of unused code removed -; + different types of enemies (just look different) -; + collision detection!! enemy ships disappear when you hit them -; -; 0.2.718 -- 18.VII.99 -- size 1153 -; -; + ability to fire bullets (F1). Enemies disappear on impact -; * enemies explode instead of disappearing - +; + added - removed * changed # bug fixed