X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/86a45e83419f7f26a7eba8a8f76a9bb5ed957f5a..e12ec63eec39485c7ad2f9e459b602634a0fdb4d:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index 413ab08..3cbb88e 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,22 +1,19 @@ ;---------------------------------------------------------------------------- -;---------------------- NEMESIS --------------------------------------------- +;-------------------------------- NEMESIS ----------------------------------- ;----------------------------------------------- cool arcade-shoot-em-up-game -;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org +;------- by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org ------- -;This source should only be used for learning practises, do not -;alter it, and certainly never distribute an altered version!! +;!!! This source should only be used for learning practises, do not !!! +;!!! alter it, and certainly never distribute an altered version!! !!! -;&&& marks uncertainties or things to optimize - -;TO DO: -; up-double | torpedoes | levels 7-12 | jp m | better weapons +;TO DO: levels 12 and 13 | draw bosses 12 and 13 (41/42) ;---------------------- nemesis.z80 start ----------------------------------- #include "asm86.h" #include "ti86asm.inc" ;standard ti86 romcalls -#include "ti86abs.inc" ;used to save hiscores and so +#include "ti86abs.inc" ;used to save hiscores and stuff .org _asm_exec_ram @@ -24,9 +21,9 @@ #define psh push ; ^:D #define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero -dispbuffer = $81FA ;= $C9FA ;virtual screen -;VIDEO_MEM = $FC00 ;tha big scareen -TEXT_MEM = _textShadow ;text buffer; C0F9-C1A0 (167/$A7 bytes) +#define teacherkey ;compiled with teacher key: 88 bytes extra + +dispbuffer = $8400 ;$C9FA ;virtual screen (MUST be mod$400=0!!) _clrWindow = $4a86 ;_clrLCD and _clrScrn _ex_ahl_bde = $45f3 ;exchange values between AHL and BDE @@ -34,56 +31,49 @@ _shracc = $4383 ;like _shlacc but just the opposite :P _dispahl = $4a33 ;display value in ahl <100000 (cheap TI) _asapvar = $d6fc ;our own variable name (likely "nemesis") -storepos = _asm_exec_ram+7000 ;120 OF 165 -storepos2 = _asm_exec_ram+7200 ;141 OF 167 9000 BYTES +storepos = _asm_exec_ram+7000 ;1024 bytes needed to store things ;---------------------- in-game vars ---------------------------------------- -just_fired = storepos ; +0 ;counts how long a blast lasts -hiscorepos = storepos ; +0 ;entering hiscore name - ; ;--------YOU -x = storepos+1 ; +1 ;your ship's position -y = x+1 ; +2 ;your y-pos -firex = y+1 ; +3 ;(1 byte) -firey = firex+1 ; +4 ;(1 byte) - ; ;--------LEVEL -eventleft = storepos+5 ; +5 ;nr. of enemies still to come -level_enemy = eventleft+1 ; +7 ;enemy type -level_info = level_enemy+1 ; +8 ;info (see below) -level_move = level_info+1 ; +9 ;= -spacespace = level_move+1 ;+10 -groundinfo = spacespace+1 ;+20 -groundpos = groundinfo+1 ;+21 $10 -ceilingpos = groundpos+16 ;+37 $10 - ; ;--------STARS -stars1 = ceilingpos+16 ;+53 -stars2 = stars1+1 ;+54 -nrstars1 = 7 -starx1 = storepos+55 ;+55 -nrstars2 = 7 -starx2 = starx1+(nrstars1*2) ;+69 - ; ;--------MULTIPLES -your_prevpos = starx2+(nrstars2*2) ;+87 ;save previous positions (32d) +just_fired = storepos ; +0 ;counts how long a blast lasts +hiscorepos = storepos ; +0 ;entering hiscore name + +x = storepos+1 ; +1 ;your ship's position +y = x+1 ; +2 ;your y-pos +firex = y+1 ; +3 ;(1 byte) +firey = firex+1 ; +4 ;(1 byte) + +eventleft = firey+1 ; +5 ;nr. of enemies still to come +level_enemy = eventleft+1 ; +6 ;enemy type +level_info = level_enemy+1 ; +7 ;ceiling/ground (%00) present +spacespace = level_info+1 ; +8 +groundinfo = spacespace+1 ; +9 +stars1 = groundinfo+1 ; +10 ;slow stars byte (<< %1) +stars2 = stars1+1 ; +11 ;fast stars byte (<<< %1) +groundpos = stars2+1 ; +12 $10 +ceilingpos = groundpos+16 ; +28 $10 +nrstars1 = 10 +starx1 = ceilingpos+16 ; +44 ;20 +nrstars2 = 10 +starx2 = starx1+(nrstars1*2) ; +64 ;20 + mm = 4 ;max. number of multiples +your_prevpos = starx2+(nrstars2*2) ; +84 ;14*mm+2 ;previous positions -;^-----------------------------------<1 ;-120=$78 -enemies = storepos2 ; +0 ;info about each enemy -enemysize = 10 ;infobytes per enemy +enemies = storepos+200 ;+200 ;info about each enemy +enemysize = 11 ;infobytes per enemy nrenemies = 16 ;max. nr of enemies ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) -nrybuls = 128 ; +80\ -ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y) +nrybuls = 128 ;+376\ +ebullets = ybullets+(nrybuls*4) ;+888 ;30 bytes = 10(state,x,y) nrebuls = 48 -lvlenemies = ebullets+(nrebuls*3) +lvlenemies = ebullets+(nrebuls*3) ;-1032 -;^-----------------------------------<2 ;-141=$8D -;level_info: -; [0000:damage 0:diagfire 0:ground 0:ceiling 0:-] ;enemies: -; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)] -; [ship type or explosion frame] [x] [y] [movetype] [movecounter] +; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 1X=normal)] +; [ship sprite (DW!) or explosion frame] [x] [y] [movetype] [movecounter] ; [firecounter] [firefreq] [firetype] ;---------------------- introduction ---------------------------------------- @@ -94,9 +84,9 @@ lvlenemies = ebullets+(nrebuls*3) .dw Title ;pointer to description (all shells) .dw Icon ;pointer to YAS icon -Title: .db "Nemesis v0.99.812 by SHIAR",0 +Title: .db "Nemesis v0.99.99 by SHIAR",0 -Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes +Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 7bytes .db %11100000 ; ███ .db %01111000 ; ████ .db %00111110 ; █████ @@ -180,52 +170,47 @@ underline: dispmenu: ld de,$0304 ld (_curRow),de - ld hl,txt_menu1 + ld hl,txt_menu1 ;NEW GAME cal _puts ld de,$0305 ld (_curRow),de - ld hl,txt_menu2 + ld hl,txt_menu2 ;CONTINUE GAME cal _puts menuloop: ld a,0 ;current menu item (0 or 1); 0 by default menuitem =$-1 - ld h,$01 + ld h,$01 ;selector (*) x-coord. = 1 add a,4 - ld l,a - - ld a,5 - ld (_curRow),hl - cal _putc - - ld a,(menuitem) - ld h,$01 - sub 5 - neg - ld l,a - - ld a,32 - ld (_curRow),hl + ld l,a ;y-coord. = sel menu item + 4 = 4/5 + ld (_curRow),hl ;set position + ld a,5 ;'*' + cal _putmap ;mark selected menu item + + ld a,l ;y-pos 4/5 + xor 1 ;invert (4=5; 5=4) + ld (_curRow),a ;set new row position + ld a,32 ;' ' (empty, just remove any * present) cal _putc cal getsomekeys ;read keys (z if enter/2nd pressed) + ld hl,menuitem jr z,start_tha_freakin_game cp K_EXIT - jr z,menuexit + jr z,menuexit ;exit goes to the g/o screen (first score=0) cp K_UP - jr z,menuchange - cp K_DOWN - jr nz,menuloop + jr z,menuchange ;up changes selected menu item + cp K_DOWN ;down as well + jr nz,menuloop ;anything else just loops menuchange: - ld hl,menuitem - ld a,(hl) + ld a,(hl) ;(menuitem) xor 1 ;0=1; 1=0 ld (hl),a ;set new menu item - jr menuloop + jr menuloop ;continue looping start_tha_freakin_game: - ld a,(menuitem) - dec a + ld a,(hl) ;(menuitem) + dec a ;new game=0; so that gives -1 = NZ cal nz,New_game ;NEW GAME jp samelevel ;CONTINUE: game_main_loop @@ -245,14 +230,17 @@ do_invert: ;invert screen (b<>w) pop hl ret -getsomekeys: - halt - halt - cal GET_KEY - cp K_SECOND - ret z - cp K_ENTER - ret +mode_invert: + ld hl,invertmode ;change invert mode (will be stored) + ld a,$98 + xor (hl) ;$2F (cpl) <-> $B7 (or a) + ld (hl),a + ld de,1 + psh de ;size + psh hl ;dest (invertmode) + ld hl,4+invertmode-_asm_exec_ram + psh hl ;src + jp storesmtn ;---------------------------------------------------------------------------- ;---------------------- game loop ------------------------------------------- @@ -261,16 +249,12 @@ getsomekeys: game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time inc (hl) ;increase by 1 - ld a,(hl) - and %11111 - ld hl,1 ;once every 32 frames, increase score by 1 - cal z,scoreInc ;do it Clear_screen: ld hl,dispbuffer ;move from (hl) = top left - ld (hl),$00 ;first pixel will be copied all over the screen + ld (hl),0 ;first pixel will be copied all over the screen ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen - ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) + ld bc,16*56-1 ;loop 896 times = (128/8) * (64-8 for scorebar) ldir ;all clear! ld a,0 ;current frame/turn 0-255 @@ -290,9 +274,9 @@ movestarsdone: cal DisplayStars ;use the same procedure to display back layer ld a,(level_info) ;level info - and %00000110 ;isolate ground&ceiling - jr z,game_stuff ;both non-present - and %00000010 ;bit representing the presence of any ceiling + rra ;ground present? (%1) + jr nc,game_stuff ;no, so both non-present + rra ;bit representing the presence of any ceiling cal nz,Handle_ceiling ;scroll the ceiling (if any) +check4collision cal Handle_ground ;scroll the ground and check if we're dead @@ -332,8 +316,10 @@ check_selkey: out (1),a in a,(1) ;our precious keys +#ifdef teacherkey ;should we check for the teacherkey? bit 6,a ;'bout the GRAPH key... cal z,Teacher ;you didn't _press_ it, did you?!? +#endif rla ;test bit7 so we know f ALPHA has been pressed cal nc,select ;yeppy, select the currently selected upgrade @@ -382,7 +368,7 @@ weapdamage =$-1 disp_charge: ;display charge bar - ld hl,(59*16)+VIDEO_MEM+3 + ld hl,(58*16)+VIDEO_MEM+3 ld b,3 chargebarclr: dec hl @@ -427,33 +413,23 @@ Handle_ground: ld de,groundpos ;to (one byte to the left) ldir ;LoaDIncreaseRepeat = scroll! - ld a,(groundinfo) ;what kind of ground - dec a ;type 1: - jr z,ground_tunnel ;tunnel effect -ground_boring: - ld a,(groundpos) ;type 0 - jr newground+1 - -ground_tunnel: - ld a,(groundpos+14) - ld d,a + ld a,(groundpos+14) ;last ground on right + ld d,a ;as default ground ld hl,spacespace ld bc,$500 ;range=0..4 cal Random ;a=0..4 dec a ;a=-1..3 dec a ;a=-2..2 ld b,a - add a,(hl) ;add to spacesize (so +2..-2) - cp 10 - jr c,newground ;>=0 then don't change + add a,(hl) ;substract to spacesize + cp 57 + jr nc,newground ;if nothing left then don't change ld c,a - ld a,d - add a,b ;new position - or a + add a,b ;add offset (2 higher/lower) => new position + or a ;=0? jr z,newground ;may not be 0 (=256) - cp -10 - jr nc,newground ;and not be <0 (>246) -diffground: + cp -10 ;>246? + jr nc,newground ;and not be <0 ld d,a ld (hl),c newground: @@ -475,12 +451,11 @@ groundloopright: ld a,(de) ;height of current byte ld b,a ;save in b - ld de,16 ;to substract to go one line up + ld de,-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) + add hl,de ;go up (sbc must be used for 16-bit sub) dnz groundloopup ;and loop >groundpos< times ld b,c ;pop b used by groundloopup @@ -516,12 +491,6 @@ Handle_ceiling: ld de,ceilingpos ;to (one byte to the left) ldir ;LoaDIncreaseRepeat = scroll! - ld a,(groundinfo) ;what kind of ceiling - dec a ;type 1: - jr z,ceiling_tunnel ;tunnel effect -ceiling_boring: - -ceiling_tunnel: ld a,(ceilingpos+14) ld d,a ;d=new ceiling ld hl,spacespace @@ -557,7 +526,7 @@ Display_ceiling: psh hl ceilingloopright: - ld c,b ;push b for groundloopup + ld c,b ;push b for ceilingloopdown 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 @@ -570,13 +539,13 @@ ceilingloopright: ceilingloopdown: ld (hl),a ;display black byte add hl,de ;go down - dnz ceilingloopdown ;and loop >groundpos< times + dnz ceilingloopdown ;and loop >ceilingpos< times - ld b,c ;pop b used by groundloopup + ld b,c ;pop b used by ceilingloopdown dnz ceilingloopright ;loop right for entire screen (16x) pop hl \ pop hl ;restore stack -CheckCeiling: ;check for collision with the ground +CheckCeiling: ;check for collision with the ceiling ld a,(x) ;your x srl a ;x/2 srl a ;x/4 @@ -658,7 +627,10 @@ pause: cal getsomekeys ;GET_KEY w/ halts and checks for enter ret z ;enter/second pressed: continue game cp K_F1 ;F1 pressed? - cal z,do_invert ;if so then change invert screen (AF saved) + jr nz,notinvert + cal do_invert ;if so then change invert screen (AF saved) + cal mode_invert ;and screen mode (will be saved) +notinvert: ld hl,CONTRAST ;contrast setting (0-31) ld b,(hl) ;load contrast into b cp K_UP ;+ key changes contrast up @@ -678,6 +650,8 @@ setcontrast: ;--------------------------- teacher ---------------------------------------- +#ifdef teacherkey ;can be disabled to save space if not needed + ;DO NOT RELEASE NEMESIS COMPILED W/O TEACHERKEY!!!!! Teacher: ld (iy+12),5 ;enable flashing cursor cal _clrWindow ;top left @@ -696,16 +670,16 @@ teacherloop: cal releasekeys jp disp_icons ;+ret -teacherans: - ld a,' ' - cal _putc +teacherans: ;enter displays the answer + ld a,' ' ;the cursor could still be displayed (█) + cal _putc ;so remove it by displaying a ' ' over it ld hl,$0701 - ld (_curRow),hl - ld hl,txt_teacherans - cal _puts - jr teacherloop - + ld (_curRow),hl ;below the equation, aligned right + ld hl,txt_teacherans ;the answer text + cal _puts ;display + jr teacherloop ;and continue loop +#endif ;--------------------------- exit ------------------------------------------- @@ -842,7 +816,7 @@ no_right: no_up: ld e,(hl) ;e=y ld ix,spr_ship01 ;normal ship sprite your_shipspr =$-2 - ld hl,your_inv ;invulnerable? + ld hl,your_shield ;shielded? ld a,(hl) ;load time in a or a ;is it 0? jr z,disp_ship ;yes so ship = normal (display \ continue) @@ -922,16 +896,26 @@ explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite ld c,a ld b,0 ;bc=a add ix,bc ;go to correct sprite (each spr. is 8 bytes) - inc hl + inc hl ;@x ld d,(hl) ;load xpos - inc hl + inc hl ;@y ld e,(hl) ;and y jp putsprite ;and display it too ;----hit---- damage_you: ;damages you B points - ld a,(your_inv) ;shield left? + ld a,(your_occ) ;return if already dead (prevents exploding + or a ; twice, or stucking in exploding state) + ret nz ;0 = you're normal + + ld a,(hardcore) ;hardcore mode? + or a + jr z,damageok ;0 = no = don't modify +; sla b ;1 = yes = double tha damage (b shifted left) + .db $CB,$30 ;sll b ;damage=2b|1 (CB3r = unsupported SLL r) +damageok: + ld a,(your_shield) ;shield left? or a jr z,dothadamage ;no shield srl b ;shield: half the damage @@ -969,63 +953,55 @@ place_multiples: inc_armor: ld a,(your_armor) ;load current armor - cp 25-6 ;may not become >=25 + cp maxarmor-5 ;may not become >=maxarmor jr c,doincarmor ;ok then just add 6 - ld a,24-6 ;set to maximum (6 will be added below) + ld a,maxarmor-6 ;set to maximum (6 will be added below) doincarmor: add a,6 ;add 6 to armor ld (your_armor),a ;change armor ret select: + ld de,your_weapon ;current weapon, required for most selections ld hl,your_pickup ;select pickups ld a,(hl) ;load pickups taken so far dec a ;is it 1? ret m ;return if it's 0 (no pickups) - jr nz,select2 ;no, carry on -select1: - ld (hl),a ;reset pickups - cal inc_armor - jr disp_icons ;display and return -select2: - dec a ;is it 2? - jr nz,select3 ;no, carry on - ld (hl),a ;reset pickups - inc a ;a=1 - ld (your_tail),a ;ready tail beam - jr disp_icons ;display 'n return -select3: - dec a ;is it 3? - jr nz,select4 ;no, carry on + + jr nz,selectlaser ;no, carry on ld (hl),a ;reset pickups - ld hl,your_weapon - ld a,(hl) - inc a + ld a,(de) ;(your_weapon) + inc a ;next cp maxweapon - jr nc,disp_icons ;weapon maxed out - ld (hl),a ;set new weapon + jr c,selectedbeam ;weapon OK + jr z,disp_icons ;weapon maxed out + xor a ;laser was selected: set to first weapon +selectedbeam: + ld (de),a ;set new weapon cal loadweapon ;load it (damage and stuff) + xor a + ld (your_multiples),a ;no multiples with beam jr disp_icons ;display n return -select4: - dec a ;is it 4? - jr nz,select5 ;no, carry on again - ld (hl),a ;reset pickups - ld hl,your_weapon - ld a,(hl) - cp maxweapon ;upgrade from bullet +selectlaser: + dec a ;is it 2? + ld (hl),0 ;reset pickups + jr nz,selectextra ;no, carry on again + ld (your_extra),a ;no extra beams (tailbeam/up-double) + ld a,(de) ;(your_weapon) + cp maxweapon ;upgrade from bullet? jr nc,upgradelaser ;nope, just upgrade ld a,maxweapon-1 ;yes, set laser #1 upgradelaser: inc a ;next laser cp maxlaser jr nc,disp_icons ;laser maxed out - ld (hl),a + ld (de),a cal loadweapon jr disp_icons ;display + return -select5: - dec a ;is it 5? - jr nz,select6 ;no, carry on once more - ld (hl),a ;reset pickups +selectextra: + ld a,(de) ;(your_weapon) + cp maxweapon+1 ;laser or beams? + jr c,selectXbeam ;if beamweap then no multiples but extra beam ld hl,your_multiples ld a,(hl) ;multiples you already got and %1111 ;reset movebit so (your_multiples)=real value @@ -1038,17 +1014,17 @@ enoughmultiples: dec a ;if this is your first multiple then... cal z,Place_multiples ;reset multiples positions jr disp_icons ;display, return -select6: - ld (hl),0 ;reset pickups -; jr disp_icons +selectXbeam: + ld a,(your_extramode) ;indicates whether this is tailbeam/double + ld (your_extra),a ;ready extra beam +; jr disp_icons ;display 'n return ;--------------------------- show icon -------------------------------------- -disp_icons: - psh bc \ psh de \ psh hl \ psh ix ;&&& - +disp_icons: ;destroyes: abcdehlix + ld a,VIDEO_MEM/$400 ;directly on screen + ld (PutWhere),a ;place icons at normal screen ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom - ld (PutWhere),hl ;place icons at bottom of normal screen ld b,16 ;draw 16x (screen width) ld a,%11111111 ;horizontal line mask cal drawline ;draw divider-line @@ -1058,7 +1034,7 @@ disp_icons: cal drawline ;clear scorebar disp_lives: - ld de,5 ;(0,5) + ld de,$003C ;(0,4) ld a,(your_lives) ;nr of lives or a jr z,displivesdone ;no lives @@ -1075,26 +1051,10 @@ displivesloop: displivesdone: cal disp_armor ;display bar - ld ix,spr_icon01 ;torpedoIcon - ld de,$1901 ;icon #1 - cal putwidesprite ;display icon - ld ix,spr_icon00 ld a,(your_weapon) ;ur weapon cp maxweapon ;laser? - psh af ;(your_weapon) - jr nc,no_tail ;if laser (nc) then tail ain't fired - ld a,(your_tail) - or a - jr z,no_tail - ld ix,spr_icon02 ;tailbeamIcon -no_tail: - ld de,$2901 ;icon #2 - cal putwidesprite ;display - - ld ix,spr_icon00 - pop af ;a=(your_weapon); cf=bullets - psh af + psh af ;a=(your_weapon); cf=bullets jr nc,no_bullets ;=laser ld hl,$3945 ;position to display bullet-type digit pop af ;digit=(your_weapon) @@ -1105,8 +1065,8 @@ no_tail: cal _vputmap ;display char ld ix,spr_icon03 ;bulletIcon no_bullets: - ld de,$3901 ;icon #3 - cal putwidesprite ;display icon + ld de,$3939 ;icon #1 + cal putwidesprite ;display icon (beamweap) ld ix,spr_icon00 ;emptyIcon pop af ;ld a,(your_weapon) @@ -1120,20 +1080,29 @@ no_bullets: cal _vputmap ;display char ld ix,spr_icon04 ;laserIcon no_laser: - ld de,$4901 ;icon #4 - cal putwidesprite + ld de,$4939 ;icon #2 + cal putwidesprite ;(laser) ld ix,spr_icon00 ;emptyIcon - ld a,(your_multiples) - and %111 - jr z,no_multiples - ld ix,spr_icon05 -no_multiples: - ld de,$5901 ;icon #5 + ld a,(your_multiples) ;number of multiples + and %111 ;<8 + jr z,no_multiples ;none, check for beam extras + ld ix,spr_icon05 ;multiples-icon + jr no_tail ;display +no_multiples: ;no multiples + ld a,(your_extra) ;extra weapon + or a ;0? + jr z,no_tail ;nothing + ld ix,spr_icon02a ;tailbeamIcon + dec a + jr z,no_tail ;(your_extra)=1 = tailbeam + ld ix,spr_icon02b ;updoubleIcon +no_tail: ;display + ld de,$5939 ;icon #3 cal putwidesprite ld ix,spr_dividerline - ld de,$6901 + ld de,$6939 cal putwidesprite ld a,(your_pickup) ;pickups taken @@ -1142,62 +1111,74 @@ no_multiples: add a,a ;picks*4 add a,a ;picks*8 add a,a ;picks*$10 - add a,$09 ;add 0ah - ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59) - ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) + add a,$29 ;add 29h + ld d,a ;y-pos = picks * $10 + $29 (3a,4a,5a) + ld e,$39 ;x-pos = bottom (3a39,4a39,5a39) ld ix,spr_icon cal putwidesprite iconsdone: - ld hl,dispbuffer ;normal game-screen - ld (PutWhere),hl ;set sprite-position to normal screen + ld a,dispbuffer/$400 ;normal game-screen + ld (PutWhere),a ;set sprite-position to normal screen + jp disp_charge ;display weapon charge bar - pop ix \ pop hl \ pop de \ pop bc - ret disp_armor: ld de,16 ;line size - ld hl,(57*16)+VIDEO_MEM+3 - ld b,3 -armorbarclr: - dec hl - ld (hl),0 - add hl,de - ld (hl),0 - sbc hl,de - dnz armorbarclr - - ld a,(your_armor) ;load your armor (<25) - ld c,a ;psh a - srl a ;/2 - srl a ;/4 - srl a ;/8: don't display last 3 bits of a (later) - jr z,noarmorbar ;if a=0 then it would loop 256x so skip it - ld b,a ;loop b=a times -armorbar: ;starting at ($39*16)+VIDEO_MEM - ld (hl),%11111111 ;draw a piece of the bar - add hl,de ;one down (resets carry) - ld (hl),%11111111 ;same piece - sbc hl,de ;up again - inc hl ;next position - dnz armorbar ;loop it b times - -noarmorbar: - ld a,c ;pop a + ld hl,(58*16)+VIDEO_MEM+6 + ld c,5 ;5 lines down +armorbarclrY: + ld b,4 ;four bytes right + psh hl +armorbarclrX: + ld (hl),0 ;clear + dec hl ;next byte + dnz armorbarclrX ;4x + pop hl ;old position + add hl,de ;one pixel down + dec c ;5x + jr nz,armorbarclrY ;loop + + ld hl,VIDEO_MEM+(58*16)+6 + ld a,(your_armor) ;load your armor ( 2/3 - inc hl ;enemy type - ld a,(hl) - or a ;enemy #0 = pickup - jr z,nolashit ;yes: don't destroy + and %11 ;normal enemy occ = %11 + cp %11 + jr nz,nolashit ;no hit when enemy_occ <> 11 + inc hl ;@type cal find_sprite ;ix=sprite to enemy (hl) - inc hl + inc hl ;@x ld a,(hl) ;check x sub d jr c,nolashit ;no hit when enemy is left of you - inc hl + inc hl ;@y ld a,(hl) ;check y sub e jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit @@ -1399,7 +1379,24 @@ nolashit: ;------------------------ handle bullets ------------------------------------ -move_bullet: +Handle_bullets: + ld hl,ybullets + ld b,nrybuls +scan_bullets: + ld a,(hl) ;@bulletType + or a ;bulletType=0 >> no bullet + jp z,next_ybullet+2 ;skip pops (+2); jP for speed + + psh bc ;bullet counter + psh hl ;save enemy+type + ld (temp1),hl ;needed for check_bullethits + inc hl ;@damage + ld c,(hl) ;damage + dec c ;c=damage-1 + jp m,bullethitbullet ;damage<=0 (=no bullet) + inc hl ;@x + +;move_bullet ld c,a ;c=type and %11111 ;pixels to move add a,(hl) ;a = X + (hl) to the right @@ -1412,7 +1409,7 @@ move_bullet: inc hl ;@y-pos ld a,c - cal _shracc ;%11110000->1111 + cal _shracc ;%11100000->1110 ;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster srl a ;%1110->111 dec a @@ -1423,7 +1420,6 @@ move_bullet: jr z,bullet_halfup ;3=1/2up dec a jr z,bullet_down ;4=down - bullet_halfdown: ;5=1/2down ld a,(timer) rra ;carry once every other turn @@ -1445,28 +1441,6 @@ bullet_up: ld (hl),a bullet_noymove: ld e,(hl) ;e = Y - ret - -remove_bullet: - pop hl ;cal move_bullet - pop hl ;enemy+type - ld (hl),0 ;dump this bullet! - jr next_ybullet+1 ;+1:skip pop hl at next_ybullet - -Handle_bullets: - ld hl,ybullets - ld b,nrybuls -scan_bullets: - ld a,(hl) ;@bulletType - or a ;bulletType=0 >> no bullet - jp z,next_ybullet+2 ;skip pops (+2); jP for speed - - psh bc ;bullet counter - psh hl ;save enemy+type - ld (temp1),hl ;needed for check_bullethits - inc hl ;@damage - inc hl ;@x - cal move_bullet ;move bullet display_bullet: dec hl ;@x @@ -1495,13 +1469,38 @@ display_bullet: next_ybullet: pop hl ;restore enemy+type pop bc ;b=counter - inc hl ;&&&add hl = faster - inc hl - inc hl - inc hl ;skip type,dam,x,y: next enemy+type + ld de,4 + add hl,de dnz scan_bullets ;next bullet (loop) ret +remove_bullet: + pop hl ;enemy+type + ld (hl),0 ;dump this bullet! + jr next_ybullet+1 ;+1:skip pop hl at next_ybullet + +bullethitbullet: ;"bullet" just displaying a bullet hit + inc c ;restore damage (to -5..0) + jp z,remove_bullet ;if it's 0 remove it + inc c ;increase to next frame + ld (hl),c ;save new + ld a,c + neg ;make positive value (frame nr. 0..4) + add a,a ;*2 + ld e,a + add a,a ;*4 + add a,e ;*6 + ld e,a + ld d,0 ;de=a + ld ix,spr_hit ;first hit sprite + add ix,de ;add frame nr*8 (goto correct sprite) + inc hl ;@x + ld d,(hl) + inc hl ;@y + ld e,(hl) ;load position into de + cal putsprite ;display hit-sprite + jr next_ybullet ;handle the other bullets + ;--------------------------- check bullethits ------------------------------- check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet @@ -1513,14 +1512,11 @@ hit_enemies: ;Hits with normal enemies psh hl ld a,(hl) - and %00000010 - jr z,nohit ;no hit when enemy_occ <> 2/3 + and %11 + cp %11 + jr nz,nohit ;no hit when enemy_occ <> %11 inc hl ;enemy type - ld a,(hl) - or a ;enemy #0 = pickup - jr z,nohit ;yes: don't destroy - cal find_sprite ;set ix to the sprite of this enemy inc hl ;@x @@ -1550,9 +1546,9 @@ bulletysize =$-1 psh hl ld hl,0 ;@bulletType temp1 =$-2 - ld (hl),0 ;remove bullet inc hl ;@damage - ld a,(hl) ;set damage + ld a,(hl) ;damage to inflict on enemy + ld (hl),-(hitsprites+1);make this bullet exploding (damage = -5) pop hl ;enemy+y cal enemy_hit nohit: @@ -1569,7 +1565,8 @@ enemy_hit: ;*in:a=damage;hl=enemy+y ld b,a dec hl ;@x - dec hl ;@type + dec hl ;@sprite+1 + dec hl ;@sprite dec hl ;@hp00 (occ) ld a,(hl) ;load hp00 sub b ;decrease HP (if <0xx then c is set) @@ -1587,10 +1584,10 @@ enemy_hit: ;*in:a=damage;hl=enemy+y dec a ;enough destroyed for a pickup? psh af ;save flags and a=0 jr nz,pickupdone ;otherwise just explode - ld a,18 ;reset enemies counter (18 hits = next) + ld a,pickupfreq ;reset enemies counter pickupdone: ld (pickuptimer),a ;save new enemiescounter value - inc hl ;@type + inc hl ;@sprite (=explosionFrame) ld (hl),0 ;explosionFrame 0 or enemy #0=pickup pop af cal z,place_enemy ;place pickup (enemy#=0=a cuz ZF) @@ -1624,7 +1621,7 @@ eventtime =$-2 dec a ;has it reached 3? jr nz,place_ranenemy ;nope: >3 = place an enemy inc hl ;nextevent located behind eventleft - ld (hl),123 ;set delay + ld (hl),193 ;3: set delay for next boss to appear ret ;don't place any more enemies standby_event: @@ -1633,11 +1630,14 @@ standby_event: ld de,enemysize xor a chk_enemyleft: - add hl,de + add hl,de ;go to next enemy cp (hl) ;0 = no enemy present - jr nz,enemyleft - dnz chk_enemyleft - ret + jr nz,enemyleft ;if enemy present (<>0) then quit checking + dnz chk_enemyleft ;loop for all enemies + ld hl,nextevent ;time 'til next event + ld (hl),157 ;next time to check is in 157 turns/frames + inc a ;no enemies left: place upgrade pickup + jr place_enemy ;place enemy #1(=a) = big pickup enemyleft: ld hl,eventleft inc (hl) @@ -1645,6 +1645,8 @@ enemyleft: place_ranenemy: + ld hl,1 ;increase score by 1 + cal scoreInc ld bc,0 ;0..nrlvlenemies nrlvlenemies =$-1 ;=nr of enemies minus 1 cal Random ;random enemy b..b+c = 0..nrenemies-1 @@ -1676,11 +1678,14 @@ chk_noenemy: ;find an unused (no) enemy dec de ;goto hp64 (before occ) ldi ;set hp64 ldi ;set hitpoints+occ of enemy class - ld a,(hl) ;save sprite-offset/2 (ldi decs bc so in a) + ld a,(hl) + .db $DD,$6F ;ld hx,a ldi ;set sprite + ld a,(hl) + .db $DD,$67 ;ld lx,a + ldi ;set sprite + 1 ldi ;set x-position - ld c,a ;c=sprite ld a,(hl) ;load placeInfo inc hl dec a ;is it 1? @@ -1696,10 +1701,6 @@ lure_enemy: ;2nd possibility: luring enemy ld a,(y) ;place at same y-pos as YOUR ship jr ypos_OK random_enemy: - ld b,0 ;bc = enemy sprite offset / 2 - ld ix,spr_enemy00 ;first enemy sprite - add ix,bc ;add offset for current enemy - add ix,bc ;twice (offset stored as offset/2) ld a,64-8 ;=57=screen height (8 is scorebar) sub (ix+1) ;minus sprite height=bottom ld c,b ;range=0 to... @@ -1719,12 +1720,18 @@ ypos_OK: ;random value successfully created ;--------------------------- enemy fires ------------------------------------ -Enemy_fires: ;de = x,y; c = type +Enemy_fires: ;de = x,y; c = type; ix = enemy_sprite ld hl,ebullets ;first bullet to check ld b,nrebuls dec d - dec d ;d = x-2 - inc e ;e = y+1 + dec d ;d = x of firing enemy minus 2 + + ld a,(ix+1) ;the height of the enemy firing this bullet + srl a ;halved + add a,e ;added to his y-position + ld e,a ;into e + dec e ;minus one (bullet height) + enemy_fires_again: ;same but hl = first bullet possibly free xor a find_ebullet: @@ -1737,50 +1744,98 @@ find_ebullet: found_ebullet: ld a,c sub 6 - jr c,bulletok ;type #0-5 = done (normal/diag) + jp c,bulletok ;type #0-5 = done (normal/diag) or a jr z,bulletaiming ;type #6 = aiming = type#2..5 dec a jr z,bullettriple ;type #7 = triple + dec a + jr z,bulletdouble ;type #8 = double + dec a + jr z,bulletquad ;type #9 = quad + dec a + jr z,bulletdquad ;type #10 = double-quad + dec a + jr z,bulletran ;type #11 = random + +firesenemies: ;type #12 = mine / Dquad + ld a,(timer) + rra ;if odd turn (50% chance) + jr c,bulletdquad ;then fire 6x + ld a,bossenemy ;otherwise place enemy #[bossenemy] + jp place_enemy + +bulletran: + ld c,1 + ld b,4 + cal Random + ld (hl),a + jr _bulletok -bulletdouble: +bulletdquad: ;type #10 = double-quad + cal bulletquad ;fire type #1 to 5 + inc hl + ld a,e + sub 5 + ld e,a ;offset 5 up + ld c,1 ;type #1 = normal + cal enemy_fires_again + inc hl + ld a,e + add a,10 + ld e,a ;offset 10 down (5 total) + jr enemy_fires_again + +bulletquad: ;type #9 = quad + cal bullettriple ;fire type #1, 4 and 5 + inc hl ;next bullet + ld c,2 ;type #2 = down + cal enemy_fires_again + inc hl + ld c,3 ;type #3 = up + jr enemy_fires_again + +bulletdouble: ;type #8 = double dec e ;one up ld c,1 ;type #1 - cal enemy_fires_again ;fire bullet + cal bulletok ;fire bullet inc hl ;next bullet position inc e - inc e ;one down - jr bulletok ;fire another bullet + inc e ;two px down + jr enemy_fires_again ;find and fire another bullet -bullettriple: - ld c,1 ;type #1 = normal - cal enemy_fires_again ;fire +bullettriple: ;type #7 = triple + ld (hl),1 ;type #1 = normal + cal _bulletok ;fire inc hl ;next bullet ld c,4 ;type #4 = down 50% cal enemy_fires_again inc hl ld c,5 ;type #5 = up 50% - jr bulletok + jr enemy_fires_again -bulletaiming: +bulletaiming: ;type #6 = aiming = type#2..5 ld a,(y) - sub e - add a,10 - jp p,bulletnotup - ld c,5 ;yourY-bulY = negative (=bullet below you) + sub e ;a = yourY-bulY = pixels bullet is above you add a,10 - jp p,bulletnotup - ld c,3 ;yourY-bulY = even more negative (going up) + jp p,bulletnotup ;jump when 10 pixels below you or higher + ld (hl),5 ;go slightly down + add a,10 ;10 to 20 pixels below you + jp p,_bulletok ;yes: all done. + ld (hl),3 ;otherwise move down even more + jr _bulletok bulletnotup: - sub 20 - jr c,bulletok - ld c,4 ;bullet going down (=jp m) - sub 10 - jr c,bulletok ;even more going down - ld c,2 + ld (hl),1 ;normal bullet... + sub 20 ;...when... + jp m,_bulletok ;...10 pixels below you to 20 pixels above + ld (hl),4 ;bullet going slightly up... + sub 10 ;...when... + jr c,_bulletok ;...20 to 30 pixels above you + ld c,2 ;else (more than 30 pixels) move up more bulletok: ld (hl),c ;set bullet direction +_bulletok: inc hl ld (hl),d ;set x-pos inc hl @@ -1888,19 +1943,19 @@ handle_enemy: psh hl ld a,(hl) - and %00000011 - jr z,next_enemy ;occ "no enemy" 0 + and %11 + jr z,next_enemy ;occ "no enemy" 00 dec a - jr z,exploding_enemy ;occ "exploding" 1 + jr z,exploding_enemy ;occ "exploding" 01 normal_enemy: - inc hl - ld c,(hl) ;c = enemy type = de + ld c,a ;c = occ-1 = %10 (normal) or %01 (pickup) + inc hl ;@sprite cal find_sprite - inc hl + inc hl ;@x ld d,(hl) ;x - inc hl + inc hl ;@y ld e,(hl) ;y inc hl ;@movetype @@ -1925,21 +1980,20 @@ enemyonscreenY: jr c,remove_enemy ;=off screen enemyonscreenX: ld (hl),d ;store new x - ld a,c ;a = enemy type - or a ;type 0? (pickup) + dec c ;is this a pickup? (c=%01 so ZF=1) jr nz,check_enemyfire ;no, a normal enemy; let em fire jr firing_done ;continue check_enemyfire: ld bc,4 ;4x inc hl add hl,bc ;@firecount - dec (hl) ;decrease counter till next blast - ld a,(hl) ;&&&doesn't seem efficient to me - or a ;has it reached zero? - jr nz,firing_done ;finished if not + ld a,(hl) ;counter till next blast + dec a ;decrease it + ld (hl),a ;save new value + jr nz,firing_done ;finished if not reached 0 yet inc hl ;@firefreq - ld a,(hl) + ld a,(hl) ;=time 'til next blast inc hl ;@firetype ld c,(hl) ;in c dec hl @@ -1973,6 +2027,7 @@ keep_enemy: ld (hl),a ;next frame dec a ;1-16 -> 0-15 ld ix,spr_explosion ;base sprite + inc hl ;@x cal explosion_stuff ;display explosion jr next_enemy @@ -1990,20 +2045,21 @@ moving_enemy: dec b jr z,movetype_vslow ;2 = (.25<) dec b - jr z,movetype_slow ;3 = (.5<) + jr z,movetype_slow ;3 = (.5 <) dec b - jr z,movetype_fast ;4 = (1.5<) + jr z,movetype_lslow ;4 = (.75<) dec b - jr z,movetype_vfast ;5 = (2<) - - inc d ;speed 0 + jr z,movetype_fast ;5 = (1.5<) dec b - jr z,movetype_smart ;6 = &&& smart + jr z,movetype_vfast ;6 = (2 <) dec b - jr z,movetype_lure ;7 = (0) move y towards you + jr z,movetype_slowlure ;7 = (1<) move y towards you 50% + + inc d ;speed 0 dec b - jr z,movetype_slowlure ;8 = (0) lure 1/2 speed + jr z,movetype_lure ;8 = (0) move y towards you dec b + jr z,movetype_slowlure ;9 = (0) lure 1/2 speed dec b jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed dec b @@ -2060,16 +2116,20 @@ movetype_smart: and %11111100 jr z,movetype_fast +movetype_lslow: + and %11 + ret nz + inc d ;don't move 25% of the time + ret movetype_slow: rra ret c - inc d ;don't move + inc d ;don't move 50% ret - movetype_vslow: and %11 ret z - inc d ;don't move + inc d ;don't move 75% ret movetype_fast: @@ -2114,9 +2174,9 @@ check_collision: psh bc ;counter psh hl ;pointer ld a,(hl) - and %00000010 ;enemy status + and %10 ;enemy status (%11=normal; %10=pickup) jr z,check_next ;2 or 3 = ok, otherwise: next enemy - inc hl ;enemy# + inc hl ;@sprite collide_enemy: ;&&& include in Handle_enemy proc cal find_sprite @@ -2129,45 +2189,52 @@ collide_enemy: ;&&& include in Handle_enemy proc add a,(ix) ;enemy width jp m,check_next - inc hl + inc hl ;@y ld a,(hl) ;check y match sub d ;same as with x-check jr nc,check_next ;(=jp p) add a,6 add a,(ix+1) ;enemy height jp m,check_next - dec hl - dec hl + dec hl ;@x + dec hl ;@sprite+1 + dec hl ;@sprite + dec hl ;@occ take_pickup: - psh hl ;we need hl - ld hl,2 ;increase score by 2 - cal scoreInc - pop hl ;we're done - - ld a,(hl) ;load enemy type - or a - jr nz,collide ;enemy when <>0 - - psh hl + ld a,(hl) ;load enemy occ + rra ;if occ = %10 (can't be %00) then pickup + jr c,collide ;otherwise normal enemy so you collide + ld (hl),0 ;remove + rra ;skip this bit (=%1) + rra ;this bit specifies the pickup ID (big/small) + jr nc,armorpickup ;%0 = pickup increases armor and shield + ;%1 = pickup selects (next) upgrade ld hl,your_pickup ;your pickups ld a,(hl) ;current inc a ;go to next - cp 6 ;pickups >=6 + cp 4 ;pickups >=4? jr c,not_maxpickup - ld a,1 ;yes: reset to pickup 1 + psh hl ;too much pickups + ld hl,250 + cal scoreInc ;increase score by 250 + pop hl + ld a,1 ;and reset to pickup #1 not_maxpickup: ld (hl),a ;save new + psh de cal disp_icons ;display altered pickupicons - pop hl - - dec hl ;to enemy occ - xor a ;set to 0 = gone - ld (hl),a ;remove + pop de ;ld de,$0707 jr check_next ;all done, next.. +armorpickup: + cal inc_armor ;increase armor (like at end of level) + ld a,30 ;activate shield for 30*4=120 frames + ld (your_shield),a + cal disp_icons ;display status bar (new armor value) + jr check_next + collide: - dec hl ld a,(hl) sub auch_ecollide ld (hl),a @@ -2180,11 +2247,11 @@ enemydamaged: ;damage to enemy delivered cal damage_you check_next: - pop hl - ld bc,enemysize - add hl,bc - pop bc - dnz check_collision + pop hl ;current enemy base (unaltered) + ld bc,enemysize ;bytes per enemy + add hl,bc ;pointer to next enemy + pop bc ;restore counter + dnz check_collision ;loop for all enemies ret ;--------------------------- story ------------------------------------------ @@ -2219,19 +2286,19 @@ storyLine: pop bc ;last byte (<>0) is lines to SFX psh hl cal DoSFX ;do special effects - cal _getkey ;wait for a key + cal getsomekeys ;wait for a key pop hl ret dostory: - cal storyPage ;do some story - ld a,(hl) ;load next byte in a - inc a ;set z-flag if a = $ff - jr nz,dostory ;otherwise loop + cal storyPage ;do some story + ld a,(hl) ;load next byte in a + inc a ;set z-flag if a = $ff + jr nz,dostory ;otherwise loop inc hl - inc hl ;set hl to beginning of the level - ld (levelp),hl ;set the level-pointer - ret ;and return + inc hl ;set hl to beginning of the level + ld (levelp),hl ;set the level-pointer + ret ;and return ;--------------------------- SFX -------------------------------------------- @@ -2314,24 +2381,27 @@ RandomY: ;HL = random Y 0..50 right side ((1..51)*16-1) pop bc ret -scoreInc: - psh bc - ld bc,(your_score) - add hl,bc - ld (your_score),hl - pop bc +scoreInc: ;increase score by HL + psh bc ;don't destroy bc (or any registers Xcept hl) + ld bc,(your_score) ;your current score in bc + psh af ;don't destroy a either + ld a,(hardcore) ;load hardcore mode settings in a + or a ;is it zero? + jr z,scoreincok ;then skip the next instruction (score = ok) + add hl,hl ;otherwise (hardcore) double the inc.score +scoreincok: + pop af ;restore a register + add hl,bc ;add bc to hl (or vice versa) + ld (your_score),hl ;save new increased score + pop bc ;all registers to what they were ret find_sprite: ;in:hl=enemy+type | out:ix=sprite to enemy - psh de - psh hl - ld e,(hl) ;e = enemy offset/2 - ld d,0 ;de = e - ld ix,spr_enemy00 ;first enemy sprite - add ix,de ;add offset for current enemy - add ix,de ;twice (offset stored as offset/2) - pop hl - pop de + ld a,(hl) ;sprite byte #1 + .db $DD,$6F ;ld hx,a + inc hl ;@sprite+1 + ld a,(hl) ;sprite byte #2 + .db $DD,$67 ;ld lx,a ;ld ix,(hl) ret BLACKLCD: @@ -2343,6 +2413,17 @@ BLACKLCD: set 3,(iy+5) ;set white on black ret +getsomekeys: + halt ;wait a li'l while and save batteries :P + halt + cal GET_KEY ;input keys + or a + jr z,getsomekeys ;wait if none + cp K_SECOND ;2nd pressed? + ret z ;then return with zf set + cp K_ENTER ;enter pressed + ret ;then return with zf set, otherwise zf reset + releasekeys: halt ld a,%10000000 ;all key-masks @@ -2354,60 +2435,60 @@ releasekeys: findenemyspecs: ;enemy #a specs in (hl); in:b=0; out:ac=? ld hl,enemyspecs ;enemy "0" specs - ld c,a add a,a ;a=type*2 - add a,a ;a=type*4 - add a,a ;a=type*8 - add a,c ;a=type*9 - ld c,a ;b=0; c=bc=type*8 - add hl,bc ;hl = enemy specs - ret + ld c,a ;b=0; bc=c=a=type*2 + add hl,bc ;hl = enm#0 + type*2 + add a,a ;a=type*4 (max.type<64) + ld c,a ;bc=type*4 + add hl,bc ;hl = enm#0 + type*6 + add hl,bc ;hl = enm#0 + type*10 + ret ;hl = enemy specs ;--------------------------- game over / new game / death ------------------- -chartable: - .db 0,".<>!",0,0,0,0 ;down,L,R,up - .db 0,"xtoje0",0 ;enter..clear - .db " wsnid9",0 ;(-)..custom - .db "zvrmhc8",0 ;dot..del - .db "yuqlgb7#" ;0..xvar - .db $D9,"-pkfa6'" ;on..alpha - .db "54321*",0,$D0 ;F5..more + +chartable: ;use chartable-1 and add GET_KEY scancode + .db ".<>!",0,0,0,0 ;down,L,R,up + .db 0,"xtoje0",0 ;enter..clear + .db " wsnid9",0 ;(-)..custom + .db "zvrmhc8",0 ;dot..del + .db "yuqlgb7#" ;0..xvar + .db $D9,"-pkfa6'" ;on..alpha + .db "54321",$D0,0,'*' ;F5..F1,2nd,exit,more + +save_lvl: + ld hl,storesave_end-storesave_start + psh hl ;size + ld hl,storesave_start + psh hl ;dest + ld hl,4+storesave_start-_asm_exec_ram + psh hl ;src + jr storesmtn save_hi: + ld hl,storehi_end-storehi_start + psh hl ;size + ld hl,storehi_start + psh hl ;destination + ld hl,4+storehi_start-_asm_exec_ram + psh hl ;source + +storesmtn: ;stores data [stack=src; stack+1=dest; stack+2=size] ld hl,_asapvar ;find own variable rst 20h ;cal _ABS_MOV10TOOP1 rst 10h ;cal _FINDSYM - xor a - ld hl,4+storehi_start-_asm_exec_ram - add hl,de ;hl=pointer to data in original prog - adc a,b - cal _SET_ABS_DEST_ADDR - xor a - ld hl,storehi_start - cal _SET_ABS_SRC_ADDR - ld hl,storehi_end-storehi_start - cal _SET_MM_NUM_BYTES - cal _mm_ldir ;save done (cal \ ret) - jp _RAM_PAGE_1 - -save_lvl: - ld hl,_asapvar ;find own variable - rst 20h ;cal _ABS_MOV10TOOP1 - rst 10h ;cal _FINDSYM - - xor a - ld hl,4+storesave_start-_asm_exec_ram - add hl,de ;hl=pointer to data in original prog - adc a,b - cal _SET_ABS_DEST_ADDR - xor a - ld hl,storesave_start - cal _SET_ABS_SRC_ADDR - ld hl,storesave_end-storesave_start - cal _SET_MM_NUM_BYTES - cal _mm_ldir ;save done (cal \ ret) - jp _RAM_PAGE_1 + xor a ;bde=pointer to begin of real program + pop hl ;data offset + add hl,de ;hl=pointer to data in real prog + adc a,b ;if hl overflow also increase a + cal _SET_ABS_DEST_ADDR ;destination = real program = ahl + xor a ;RAM page #0 + pop hl ;data position in normal program ($D748+) + cal _SET_ABS_SRC_ADDR ;set as source (ahl) + pop hl ;size + cal _SET_MM_NUM_BYTES ;set + cal _mm_ldir ;copy data to real program + jp _RAM_PAGE_1 ;and finally: reset ram page game_over: ;stack=+0 cal BLACKLCD ;clear screen @@ -2420,79 +2501,71 @@ game_over: ;stack=+0 ld hl,$0007 ld (_curRow),hl - ld de,(your_score) - ld hl,(hiscore) - cal CP_HL_DE - jr nc,no_hiscore - ld (hiscore),de + ld de,(your_score) ;current score + ld hl,(hiscore) ;hiscore + cal CP_HL_DE ;de<=hl means no hiscore (or same) + jr nc,no_hiscore ;skip the new hiscore part + ld (hiscore),de ;otherwise save current score as new hiscore -ask_hiname: - ld ix,hiname - ld a,9 - ld (hiscorepos),a +ask_hiname: ;and ask for new hiscore name + ld ix,hiname ;where to store the hiscore name + ld a,9 ;max. length <9 + ld (hiscorepos),a ;current char (counts backwards 9-1) enter_name_loop: - ld a,'_' - cal _putc - ld hl,_curCol - dec (hl) + ld a,'_' ;cursor appearance + cal _putmap ;display (do not advance cursorpos) nokeypressed: - cal getsomekeys - jr z,nomore - or a - jr z,nokeypressed + cal getsomekeys ;wait for any key + jr z,nomore ;if [enter] or [2nd] pressed we're all done - cp K_DEL - jr z,backup - cp K_EXIT + ld hl,hiscorepos ;string position + cp K_DEL ;[DEL] functions as "backspace" + jr z,backup ;delete previous char if pressed + cp K_EXIT ;exit also ends name jr z,nomore - ld hl,hiscorepos - ld b,(hl) - dec b - jr z,nokeypressed - ld (hl),b + ld b,(hl) ;(hiscorepos) + dec b ;next position (counts backwards) + jr z,nokeypressed ;if it's 1 (became 0) then don't add no more + ld (hl),b ;otherwise save new string position - ld hl,chartable + ld hl,chartable-1 ;chars to add for each key ld e,a - ld d,0 - add hl,de - ld a,(hl) - or a - jr z,nokeypressed - - ld (ix),a - cal _putc - inc ix - cal releasekeys - jr enter_name_loop - -backup: - ld hl,hiscorepos - ld a,(hl) - cp 9 - jr nc,nokeypressed - inc (hl) - - dec ix - ld (ix),' ' - ld a,32 - cal _putc + ld d,0 ;de = key pressed + add hl,de ;add so we know which char to add for this key + ld a,(hl) ;load in a + or a ;if it's 0 then + jr z,nokeypressed ;don't add anything afterall + + ld (ix),a ;save new char + cal _putc ;and also display on screen + inc ix ;goto next char + cal releasekeys ;wait for the key to be released + jr enter_name_loop ;and continue the loop + +backup: ;backspace + ld a,(hl) ;(hiscorepos) + cp 9 ;9 means begin (0 total chars) + jr nc,nokeypressed ;nothing to remove so continue loop + inc (hl) ;otherwise pos one back + + dec ix ;and string to previous char as well + ld a,32 ;remove cursor + cal _putmap ;by replacing it by ' ' ld hl,_curCol - dec (hl) - dec (hl) - jr enter_name_loop - -nomore: - ld a,' ' - cal _putc - ld (ix),0 - cal save_hi - jr hiscoredone - -no_hiscore: - ld hl,hiname + dec (hl) ;cursor one back + jr enter_name_loop ;continue name loop + +nomore: ;name's done + ld a,' ' ;remove cursor + cal _putc ;(or actually replace with ' ') + ld (ix),0 ;end of string marker (zero-terminated) + cal save_hi ;store hiscore with name in real program + jr hiscoredone ;continue with game over screen + +no_hiscore: ;no new hiscore + ld hl,hiname ;just display old name cal _puts - hiscoredone: xor a ;clear a (Ahl will be displayed) ld hl,$1006 ;bottom-1 right @@ -2523,7 +2596,7 @@ restore_line: add hl,de dnz restore_line - cal _getkey ;wait for keypress + cal getsomekeys ;wait for keypress jp quit ;restore some things and return to TI-OS/shell invship: ;procedure used in New_game @@ -2546,16 +2619,42 @@ invshiploop: New_game: ;stack must be +1 (so change the jp in cal :) cal _clrLCD - ld hl,VIDEO_MEM - ld (PutWhere),hl ;will be reset after displaying iconbar + ld a,VIDEO_MEM/$400 + ld (PutWhere),a ;will be reset after displaying iconbar ld ix,spr_ship01 ;first ship: sprite ld de,$0105 ;position ld b,4 ;number of ships to display dispshipsloop: psh bc ;counter psh de ;position - cal putwidesprite ;display + ld h,e + ld l,40 ;x=40 + ld (_penCol),hl ;small cursor position + psh ix ;ix destroyed by _vputmap + ld hl,txt_difhardcore ;hardcore ships text + ld a,b ;ship displaying (4 to 1) + dec a ;minus 1 (3..0) + psh af + and %10 ;gives 1,1,0,0 (for ships 0,0,1,1) + jr z,dispdifficulty ;0 indicates hardcore difficulty ship + ld hl,txt_difnormal ;normal difficulty ships text +dispdifficulty: + cal _vputs ;display difficulty + ld a,95 + ld (_penCol),a ;set x=95 + pop af ;ship nr (backwards 3..0) + ld hl,txt_updouble ;updouble for ships 1 + and %1 ;gives 0,1,0,1 (for ships 0,1,0,1) + jr nz,dispsbeam + ld hl,txt_tailbeam ;tailbeam for ships 0 +dispsbeam: + cal _vputs ;display special beam type + pop ix + pop de + psh de ;peek de + cal putwidesprite ;display ship pop de + ld bc,spr_ship01i-spr_ship01+2 add ix,bc ;go to next ship ld a,12 ;below the previous one @@ -2569,49 +2668,51 @@ selectship: psh bc cal invship selectshiploop: - halt - cal GET_KEY - or a - jr z,selectshiploop + cal getsomekeys pop bc + jr z,startthenewgame ;enter/2nd psh bc cal invship pop bc - cp K_SECOND - jr z,startthenewgame - cp K_ENTER - jr z,startthenewgame cp K_DOWN jr nz,selnotdown - inc b + inc b ;move selection down selnotdown: cp K_UP jr nz,selnotup - dec b + dec b ;move selection up selnotup: - ld a,b - and %11 - ld b,a - jr selectship + ld a,b ;new selection + and %11 ;must be 0..3 + ld b,a ;in b again + jr selectship ;loop startthenewgame: ld hl,spr_ship01-(spr_ship02-spr_ship01) ld de,spr_ship02-spr_ship01 + psh bc ;save b (ship#) inc b ;your ship #0-3++ + ld a,b ;ship #1-4 searchyourship: add hl,de ;next ship dnz searchyourship ld (your_ship),hl + and 1 ;gives: 1,0,1,0 for the ships + inc a ;ships now give 1,2,1,2 + ld (your_extramode),a ;sets tail beam or up double (1 or 2) + pop af ;ship# 0..3 + and %10 ;ships give 0,0,1,1 + ld (hardcore),a ;hardcore mode set for ships 3 and 4 xor a ;ld a,0 ld (your_score),a ;reset score ld (your_score+1),a ;reset score (0) - ld (your_tail),a ;no tail beam + ld (your_extra),a ;no extra beam ld (your_weapon),a ;no laser ld (your_pickup),a ;reset pickups ld (your_multiples),a ;no multiples inc a ;ld a,1 ld (level),a ;reset level nr (#1) - ld hl,level00 ;set level pointer to level#1 + ld hl,levelstart ;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) @@ -2619,8 +2720,8 @@ searchyourship: You_die: ;stack must be +1 pop hl ;restore stack - ld a,12 - ld (your_armor),a ;12 HPs/shields + ld a,24 + ld (your_armor),a ;24 HPs/shields ld a,(your_lives) ;load lives left dec a ;decrease lives ld (your_lives),a ;if lives=0ffh GO @@ -2645,7 +2746,7 @@ Next_level: ;stack must be +1 ld b,0 ;advance one level ld c,(hl) add hl,bc ;passed the enemies - ld c,1+7+3 + ld c,9 add hl,bc ;update to point to next level ld (levelp),hl ;save @@ -2664,8 +2765,11 @@ Next_level: ;stack must be +1 cal scoreInc ;update score samelevel: - ld hl,(your_ship) - ld (your_shipspr),hl + ld hl,invertmode + ld de,_invert ;sets B<>W mode + ldi ;ld (_invert),(invertmode) + ld de,your_shipspr ;sets your ship's sprite + ldi ;ld (your_shipspr),(your_ship) ld a,80 ld (nextevent),a ;time to first enemy appearance @@ -2694,9 +2798,8 @@ samelevel: ld (eventleft),a ;set nr of events left inc hl ld de,level_info - ld c,4 ;bc=4 - ldir ;4xLDI - ;loads (level_info); (level_move); (spacespace); (groundinfo) + ld c,4 ;5xLDI: loads (level_info) (spacespace) + ldir ; (stars1) (stars2) ld a,1 ld b,32 ;fill (groundpos) and (ceilingpos) fillground: @@ -2715,8 +2818,8 @@ fillground: ld (timer),a ;reset time ld hl,your_occ ;hl = your_occ ld (hl),a ;reset your ship (not exploding) - inc hl ;hl = your_inv - ld (hl),25 ;set 25*4=100 frames invulnerable + inc hl ;hl = your_shield + ld (hl),25 ;set 25*4=100 frames shielded ld de,$1820 ld (x),de ;begin position (x,y) cal Place_multiples ;place all multiple-positions at that (0,24) @@ -2765,8 +2868,8 @@ game_setup: cal _vputs res 3,(iy+5) ;set white on black - cal _getkey ;wait for keypress - cp kF1 + cal getsomekeys ;wait for keypress + cp K_F1 cal z,save_lvl cal _clrLCD ;clear screen @@ -2930,7 +3033,8 @@ findpixel: ld a,e ;a=e=Y add a,a add a,a ;add a,a is 7 cycles faster than add hl,hl - ld h,0 ;switch to hl now (Y<64) + ld h,dispbuffer/$400 ;switch to hl (Y<64) & set base to dispbuffer +PutWhere =$-1 ;screen base position/$400 (where x+y=0) ld l,a ;hl=4*Y ld a,d ;a=d=X rra ;RRA: carry flag must be reset! @@ -2950,17 +3054,14 @@ findpixel: xor a FPbit =$+1 set 0,a - ld de,dispbuffer ;screen base position (where x+y=0) -PutWhere =$-2 - add hl,de ret ;---------------------------------------------------------------------------- ;------------------------------- sprites ------------------------------------ ;---------------------------------------------------------------------------- -spr_ship01: - .db 7,7 ;ship alpha class +spr_ship01: ;(normal; up double) + .db 7,7 ;ship alpha class (vic viper) .db %11000000 ;██ .db %11110000 ;████ .db %01111110 ; ██████ @@ -2970,34 +3071,15 @@ spr_ship01: .db %11000000 ;██ spr_ship01i: .db 8,7 - .db %11000010 ;██ █ - .db %11110001 ;████ █ - .db %01111111 ; ███████ + .db %11001010 ;██ █ █ + .db %11110101 ;████ █ █ + .db %01111110 ; ██████ .db %11101001 ;███ █ █ - .db %01111111 ; ███████ - .db %11110001 ;████ █ - .db %11000010 ;██ █ + .db %01111110 ; ██████ + .db %11110101 ;████ █ █ + .db %11001010 ;██ █ █ -spr_ship02: - .db 7,7 ;ship beta class - .db %11100000 ;███ - .db %11111000 ;█████ - .db %01111100 ; █████ - .db %01110010 ; ███ █ - .db %01111100 ; █████ - .db %11111000 ;█████ - .db %11100000 ;███ -spr_ship02i: - .db 8,7 - .db %11100010 ;███ █ - .db %11111001 ;█████ █ - .db %01111101 ; █████ █ - .db %01110011 ; ███ ██ - .db %01111101 ; █████ █ - .db %11111001 ;█████ █ - .db %11100010 ;███ █ - -spr_ship03: +spr_ship02: ;(normal; tail beam) .db 7,7 ;ship gamma class .db %11111000 ;█████ .db %01100000 ; ██ @@ -3006,7 +3088,7 @@ spr_ship03: .db %11111100 ;██████ .db %01100000 ; ██ .db %11111000 ;█████ -spr_ship03i: +spr_ship02i: .db 8,7 .db %11111010 ;█████ █ .db %01100001 ; ██ █ @@ -3016,8 +3098,8 @@ spr_ship03i: .db %01100001 ; ██ █ .db %11111010 ;█████ █ -spr_ship04: - .db 7,7 ;ship delta class +spr_ship03: ;(hardcore; up double) + .db 7,7 ;ship delta class (lord british) .db %11000000 ; ██ .db %11110000 ; ████ .db %11111100 ; ██████ @@ -3025,31 +3107,39 @@ spr_ship04: .db %11111100 ; ██████ .db %11110000 ; ████ .db %11000000 ; ██ -spr_ship04i: +spr_ship03i: .db 8,7 - .db %11000010 ; ██ █ - .db %11110001 ; ████ █ + .db %11111100 ; ██████ + .db %11110010 ; ████ █ .db %11111101 ; ██████ █ .db %01100011 ; ██ ██ .db %11111101 ; ██████ █ - .db %11110001 ; ████ █ - .db %11000010 ; ██ █ + .db %11110010 ; ████ █ + .db %11111100 ; ██████ -spr_ship05: - .db 8,8 ;XC1701II ship +spr_ship04: ;(hardcore; tail beam) + .db 7,7 ;XC1701II ship .db %11110000 ;████ .db %10001100 ;█ ██ .db %11110010 ;████ █ - .db %01011101 ; █ ███ █ - .db %01011101 ; █ ███ █ + .db %01011110 ; █ ████ .db %11110010 ;████ █ .db %10001100 ;█ ██ .db %11110000 ;████ +spr_ship04i: + .db 7,7 + .db %11110000 ;████ + .db %10011100 ;█ ███ + .db %11111110 ;███████ + .db %01011110 ; █ ████ + .db %11111110 ;███████ + .db %10011100 ;█ ███ + .db %11110000 ;████ auch_bullet = 1 ;damage to you when hit by an enemy bullet auch_ground = 5 ;the same when you hit the ground/ceiling -auch_collide = 3 ;when you hit an enemy -auch_ecollide = 2*4 ;damage to both the enemy that hit you (skip bit 0/1) +auch_collide = 4 ;when you hit an enemy +auch_ecollide = 2*4 ;damage to the enemy that hit you (skip bit 0/1) spr_multiple: .db 6,6 ;multiples @@ -3071,70 +3161,102 @@ spr_multiple2: ;-------------------------------- explosions -------------------------------- +spr_hit: +hitsprites = 5 ;btw: sprites stored backwards + .db 5,4 ;5 + .db %10101000 ;█▒█ █ + .db %00001000 ;▒ ▒█ + .db %10000000 ;█ ▒ ▒ + .db %10101000 ;█▒█▒█ + + .db 5,4 ;4 + .db %01001000 ; █▒▒█ + .db %11010000 ;██ █▒ + .db %00101000 ;▒ █ █ + .db %11010000 ;██▒█ + + .db 5,4 ;3 + .db %00110000 ; ██ + .db %10011000 ;█ ██ + .db %10001000 ;█ ▒▒█ + .db %00110000 ; ▒██ + + .db 5,4 ;2 + .db %00100000 ;▒ █▒ + .db %00001000 ; ▒▒ █ + .db %10110000 ;█▒██ + .db %01000000 ;▒█ ▒ + + .db 4,4 ;1 + .db %10010000 ;█ █ + .db %01100000 ; ██ + .db %01100000 ; ██ + .db %10010000 ;█ █ + spr_explosion: - .db 8,6 ;1 + .db 8,5 ;1 .db %00000000 - .db %00011100 ; ███ - .db %00111110 ; █████ - .db %01010110 ; █ █ ██ - .db %00111000 ; ███ + .db %00011100 ; ███ + .db %00111110 ; █████ + .db %01010110 ; █ █ ██ + .db %00111000 ; ███ .db %00000000 .db 8,6 ;2 - .db %00110000 ; ██ - .db %01001110 ; █ ▒███ - .db %10111110 ; █ █████ - .db %01001111 ; █ ▒████ - .db %00111000 ; ███ - .db %00011010 ; ██ █ + .db %00110000 ; ██ + .db %01001110 ; █ ▒███ + .db %10111110 ;█ █████ + .db %01001111 ; █ ▒████ + .db %00111000 ; ███ + .db %00011010 ; ██ █ .db 8,6 ;3 - .db %10110000 ; █ ██ - .db %01001110 ; █ ███ - .db %10110101 ; █ ██▒█▒█ - .db %01000101 ; █ ▒█▒█ - .db %00111110 ; █████ - .db %01011010 ; █ ██ █ + .db %10110000 ;█ ██ + .db %01001110 ; █ ███ + .db %10110101 ;█ ██▒█▒█ + .db %01000101 ; █ ▒█▒█ + .db %00111110 ; █████ + .db %01011010 ; █ ██ █ .db 8,6 ;4 - .db %00101010 ; ▒ █▒█ █ - .db %01000110 ; █ ▒██ - .db %10110101 ; █ ██ █ █ - .db %01100110 ; ██ ██▒ - .db %00111100 ; ████▒ - .db %01011001 ; █ ██ ▒█ + .db %00101010 ;▒ █▒█ █ + .db %01000110 ; █ ▒██ + .db %10110101 ;█ ██ █ █ + .db %01100110 ; ██ ██▒ + .db %00111100 ; ████▒ + .db %01011001 ; █ ██ ▒█ .db 8,6 ;5 - .db %01000000 ; █▒ ▒ ▒ - .db %00100101 ; ▒█ █▒█ - .db %00010100 ; ▒ ▒█ █ ▒ - .db %01000100 ; █▒ █ - .db %00010010 ; ▒█▒▒█ - .db %10011010 ; █▒ ██ █▒ + .db %01000000 ; █▒ ▒ ▒ + .db %00100101 ; ▒█ █▒█ + .db %00010100 ;▒ ▒█ █ ▒ + .db %01000100 ; █▒ █ + .db %00010010 ; ▒█▒▒█ + .db %10011010 ;█▒ ██ █▒ .db 8,6 ;6 - .db %01000100 ; █ █ - .db %00100000 ; ▒█ ▒ ▒ - .db %00000001 ; ▒ ▒ █ - .db %01000100 ; █ █ - .db %00100010 ; █▒ █ - .db %01001000 ; ▒█ ▒█ ▒ + .db %01000100 ; █ █ + .db %00100000 ; ▒█ ▒ ▒ + .db %00000001 ; ▒ ▒ █ + .db %01000100 ; █ █ + .db %00100010 ; █▒ █ + .db %01001000 ;▒█ ▒█ ▒ .db 8,6 ;7 - .db %00001000 ; ▒ █▒ - .db %11000010 ; ██ ▒ █ - .db %00000000 ; ▒ - .db %00100000 ; ▒█ ▒ - .db %00000001 ; ▒ ▒█ - .db %00110000 ; ▒██▒ + .db %00001000 ; ▒ █▒ + .db %11000010 ;██ ▒ █ + .db %00000000 ; ▒ + .db %00100000 ; ▒█ ▒ + .db %00000001 ; ▒ ▒█ + .db %00110000 ; ▒██▒ .db 8,6 ;8 - .db %00000100 ; ▒█ - .db %00000000 ; ▒▒ ▒ - .db %01000000 ; █ - .db %00000000 ; ▒ - .db %00000010 ; █▒ - .db %00100100 ; █▒ █ + .db %00000100 ; ▒█ + .db %00000000 ;▒▒ ▒ + .db %01000000 ; █ + .db %00000000 ; ▒ + .db %00000010 ; █▒ + .db %00100100 ; █▒ █ spr_yexplosion: .db 8,5 ;1 @@ -3185,9 +3307,6 @@ bullettable: .db (spr_bullet11-spr_bullet01) ;40 .db (spr_bullet12-spr_bullet01) ;44 .db (spr_bullet13-spr_bullet01) ;48 - .db (spr_bullet13-spr_bullet01) ;52 - .db (spr_bullet13-spr_bullet01) ;56 - .db (spr_bullet13-spr_bullet01) ;60 spr_bullet01: .db 2,1 @@ -3275,23 +3394,34 @@ spr_bullete1: ;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset] ;damage = min.damage + dam.inc*incs (0<=incs<=6) ;speed in pixels/frame (>=%10010=forward; <=%01110=backwards) -;direction: 0=straight forward; 1=up; 2=1/2up; 3=down; 4=1/2down - -maxnrweapons = 8+1 -weapondata: - .db 1,1,%00000000,0,%00000000,0,%00010010,3 ;1 single fire - .db 4,1,%00000000,0,%00000000,0,%00010011,3 ;2 fast single - .db 1,1,%00000000,0,%00010010,0,%00010010,6 ;3 double - .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple - .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5 - .db 5,3,%01110011,2,%10010100,2,%00110011,2 ;6 - .db 7,4,%01110100,2,%10010100,2,%00110100,2 ;7 - .db 12,5,%01110110,2,%10010110,2,%00110110,2 ;8 -maxweapon = 8 - .db 1,1,%11100100,3,%00000000,0,%00000000,0 ;1 single laser - .db 1,1,%11111111,0,%11100000,6,%00000000,0 ;2 double laser - .db 10,1,%11100001,0,%11100000,6,%11100000,3 ;3 triple laser -maxlaser = 11 +;direction: 001=straight forward; 010=up; 011=1/2up; 100=down; 101=1/2down +; 111=laser (speed=duration 00010-00000) + +weapondata: ;max = 9x6; 15x5; 21x4; 27x3 + .db 2,1,%00110010,3,%00000000,0,%00000000,0 ;1 single + .db 3,1,%00110011,3,%00000000,0,%00000000,0 ;2 fast + .db 2,1,%00110010,0,%00110010,6,%00000000,0 ;3 double + .db 2,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple + .db 3,2,%00110011,2,%10010010,2,%01110010,2 ;5 + .db 4,2,%01110011,2,%10010011,2,%00110011,2 ;6 + .db 5,3,%01110100,2,%10010100,2,%00110100,2 ;7 + .db 7,4,%01110101,2,%10010101,2,%00110101,2 ;8 + .db 9,6,%01110110,2,%10010110,2,%00110110,2 ;9 +maxweapon = 9 + .db 1,1,%11100100,3,%00000000,0,%00000000,0 ;1 single (1x1x3) + .db 2,3,%11100011,3,%00000000,0,%00000000,0 ;2 short (2x1x2) + .db 1,2,%11100100,3,%11100000,4,%00000000,0 ;3 fat (1x2x3) + .db 1,2,%11100101,0,%11100000,6,%00000000,0 ;4 double (1x2x4) + .db 4,4,%11100011,3,%00000000,0,%00000000,0 ;5 short (4x1x2) + .db 1,2,%11100100,3,%11100000,6,%11100000,0 ;6 triple (1x3x3) + .db 1,3,%11101000,3,%11100000,6,%11100000,0 ;7 triple long (1x3x7) + .db 2,5,%11100101,2,%11100000,4,%00000000,0 ;8 double (2x2x4) + .db 1,8,%11101011,3,%11100000,2,%11100000,4 ;9 big fat long (1x3x10) +maxlaser = 18 +tailbeam = %00101101 ;180 degrees +doublebeam = %01010010 ;45 degrees +extrabulletpos: + .db 3 ;tail/double yposition ;------------------------------------ bar ----------------------------------- @@ -3337,28 +3467,29 @@ spr_icon00: .db %01010101 .db %10101010 spr_icon01: - .db 16,7 ;torpedo .......:.......: - .db %10000001 ;█ ███ ██ █▒ - .db %10000000 ;█ ███ ██ ▒ - .db %11000000 ;██ ███ ██▒ - .db %10110001 ;█ ██ ███ █ █▒ - .db %11001100 ;██ ██ ██ ▒ - .db %10110011 ;█ ██ ██ ████ ▒ - .db %11001100 ;██ ██ ██ ██ ▒ + .db 16,7 ;shield .......:.......: + .db %10001111 ;█ ███████ █ ▒ + .db %10011001 ;█ ██ █████ █ ▒ + .db %10111100 ;█ ████ ████ █ ▒ + .db %10111000 ;█ ███ █ ██ █ ▒ + .db %10111100 ;█ ████ ████ █ ▒ + .db %10011001 ;█ ██ █████ █ ▒ + .db %10001111 ;█ ███████ █ ▒ .db 7 - .db %11001101 - .db %11100110 - .db %11100011 - .db %11000101 - .db %00001100 - .db %00011110 - .db %11000110 -spr_icon02: + .db %11100100 + .db %11110010 + .db %01111010 + .db %10011010 + .db %01111010 + .db %11110010 + .db %11100100 +maxarmor = 63 ;maximum HPs you can get +spr_icon02a: .db 16,7 ;tailbeam.......:.......: .db %10000000 ;█ ▒ .db %10000011 ;█ ██ ▒ .db %10000001 ;█ ███ ▒ - .db %10111011 ;█ ███ ██████ ██▒ + .db %10111011 ;█ ███ ███ ██ ██▒ .db %10000001 ;█ ███ ▒ .db %10000011 ;█ ██ ▒ .db %10000000 ;█ ▒ @@ -3366,8 +3497,23 @@ spr_icon02: .db %00000000 .db %00000000 .db %11000000 - .db %11110011 + .db %10110011 .db %11000000 +spr_icon02b: + .db 16,7 ;updouble.......:.......: + .db %10000000 ;█ ██ ▒ + .db %10000000 ;█ ██ ▒ + .db %10110000 ;█ ██ ██ ▒ + .db %10011100 ;█ ███ ▒ + .db %10111011 ;█ ███ ██ ████ ▒ + .db %10011100 ;█ ███ ▒ + .db %10110000 ;█ ██ ▒ + .db 5 + .db %00011000 + .db %00110000 + .db %01100000 + .db %00000000 + .db %00011110 spr_icon03: .db 11,7 ;bullets .......:.......: .db %10000000 ;█ ██ ▒ @@ -3424,11 +3570,16 @@ spr_dividerline: txt_email: .db "www.shiar.org ",127 ;title screen .db " shiar0@hotmail.com",0 _txt_email = $3A01 ;$3A1E=just email -txt_about: .db "v0.99.812 ",127," by Shiar",0 ;right behind txt_email +txt_about: .db "v0.99.99 ",127," by Shiar",0 ;right behind txt_email _txt_about = $3321 txt_menu1: .db "NEW GAME",0 txt_menu2: .db "CONTINUE",0 +txt_difhardcore:.db "Hardcore!",0 +txt_difnormal: .db "Normal",0 +txt_updouble: .db "Up Double",0 +txt_tailbeam: .db "Tail Beam",0 + txt_level: .db "LEVEL ",0 ;new level screen txt_lives: .db "Lx0",0 txt_savekey: .db "Press [F1] to save",0 @@ -3442,8 +3593,10 @@ txt_pause: .db " ",6,"/",7," ",$1C,"contrast; " _txt_pause = $020B txt_pressenter: .db "Enter to continue",0 ;pause _txt_pressenter = $0201 +#ifdef teacherkey txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher txt_teacherans: .db Lneg,"14.6549373495",0 +#endif ;---------------------------- save data ------------------------------------- @@ -3452,20 +3605,24 @@ hiscore .dw 0 ;default hiscore hiname .db "shiar.99",0 ; " " name storehi_end: +invertmode: cpl ;/or a ;saves B<>W mode setting cpl + storesave_start: ;--SAVED GAME-- defs: +your_ship .dw spr_ship01 ;your sprite (^invertmode^) sprs1 level .db 1 ;level number 1 -levelp .dw level01 ;pointer to level data l01 +levelp .dw level00 ;pointer to level data lev00 pickuptimer .db 4 ;counts when to place a pickup 4 -your_ship .dw spr_ship01 ;your sprite sprs1 +your_extramode .db 1 ;you have tail or double 1 your_score .dw 0 ;current score 0 -your_pickup .db 4 ;pickups already picked up 0 +your_pickup .db 0 ;pickups already picked up 0 your_occ .db 0 ;0=normal 1..16=exploding 0 -your_inv .db 0 ;invincibility left 0 -your_armor .db 22 ;HP left 12 +your_shield .db 0 ;invincibility left 0 +your_armor .db 24 ;HP left 24 your_lives .db 3 ;lives left 3 -your_weapon .db 8 ;current weapon upgrade 0 +your_weapon .db 17 ;current weapon upgrade 0 your_multiples .db 0 ;multiples present 0 -your_tail .db 0 ;tail beam present 0 +your_extra .db 0 ;extra beam present 0 +hardcore .db 0 ;hardcore mode if non-0 0 storesave_end: time2invert: .db 0 ;time until b<>w switch (0 at startup) @@ -3474,33 +3631,35 @@ time2invert: .db 0 ;time until b<>w switch (0 at startup) ;format:boss: [moveType] [enemyType] ; @level: [nr.dif.enemies]x [enemy nr] -; [min. enemy frequency] [enemy frequency max.inc] [next lvl] -; [level_info: 0000:damage 0:diagfire 0:ground 0:ceiling 0:?] -; [level_move] [tunnel size] [groundtype] [stars1] [stars2] +; [min. enemy frequency] [enemy frequency max.inc] +; [next lvl (=nrenemies+4)] [level_info: 000000 1:ceiling 1:ground] +; [tunnel size] [groundtype] [stars1] [stars2] ;efrequency must be odd if halfluring! .db 0 ;storyline ID -level00: ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end] +levelstart: ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end] .db 25,33,"Imperial ships have",0,0 .db 31,9,"been sent to intercept you",0,31-25+6,-1 - .db 20 ;boss for level01 -level01: ;intro-like, just a few enemies to begin with - .db 2,6,8 - .db 26,70,20,%00010000,0,0,0 - .db 1,1 + .db 30 +level00:.db 5,3,5,3,2,2 + .db 28,73,13 + .db %00,0,1,1 + + .db 31 ;boss for level01 +level01:.db 2,3,5 ;enemies + .db 26,70,20 + .db %00,0,1,1 - .db 21 -level02: ;first wave of enemies; easeey - .db 3,6,7,8 - .db 20,60,60,%00100000,0,0,0 - .db 1,1 + .db 32 +level02:.db 3,3,4,5 + .db 20,60,60 + .db %00,0,1,1 - .db 22 -level03: ;some more enemies - .db 4,7,8,9,10 - .db 17,40,75,%00110000,0,0,0 - .db 1,1 + .db 33 +level03:.db 4,4,5,6,7 + .db 17,40,75 + .db %00,0,1,1 .db 0 .db 1,1,"Long-Range scanners are ", @@ -3512,182 +3671,173 @@ level03: ;some more enemies .db 31,1,"asteroid belt and try to",0,0 .db 38,1,"lose them inthere.",0,38-24+6,-1 - .db 23 -level04: ;approaching asteroid belt - .db 7,11,11,12,12,13,1,2 - .db 12,24,80,%00111000 - .db 2,0,0,1,1 - - .db 24 -level05: ;light asteroid belt - .db 5,11,12,1,2,4 - .db 12,24,80,%00111000 - .db 2,0,0,1,1 - - .db 25 -level06: ;inside asteroid belt - .db 6,13,1,2,3,4,5 - .db 7,18,180,%01011000 - .db 2,0,0,1,1 - - .db 0,1,1,"That's it for now...",0,5,-1 - -endlevel = 6 - - .db 0 - .db 1,1,"And the storyline conti", - .db "nues.....",0,5 - .db 9,1,"You decide to fly close", - .db " to the",0,0 - .db 15,1,"surface of a nearby pl", - .db "anet =)",0,15-9+6,-1 - - .db 26 -level03b: - .db 1,2 - .db $13,40,$4b,%00100100,0,-5,1 - .db 1,1 - - .db 0 - - .db 0 - .db $01,01,"Blablabla...",0,1 - .db $01,34,"this storyline sux",0,0,1,39 - .db $FF - - .db 27 -level03a: - .db 1,$03 - .db $2d,$3f,%00110110,0,-9,1 - .db -1,-1 ;=%11111111=line - - .db $07,$08 -level04b: - .db 1,$04 - .db $11,$41,%00100001,0,0,0 - .db 1,1 - .db $07,$09 -level05a: - .db 1,$05 - .db $11,$45,%00100101,%10,-7,1 - .db 1,1 - .db $07,$08 -level06c: - .db 1,$06 - .db $19,$3a,%00100111,0,-4,1 - .db 1,1 - - .db $07,$09 -level07: - .db 1,$07 - .db $09,$ff,%00100001,0,0,0 - .db 1,1 +;---- approaching asteroid belt + .db 34 +level04:.db 5,8,8,9,11,12 + .db 17,27,70 + .db %00,0,1,1 + +;---- inside + .db 35 +level05:.db 7,10,11,9,11,12,12,14 + .db 12,24,80 + .db %00,0,1,1 + + .db 36 +level06:.db 10,10,11,12,12,14,13,13,14,15,15 + .db 7,18,180 + .db %00,0,1,1 + +;out + .db 37 +level07:.db 4,16,17,18,6 + .db 22,29,62 + .db %00,0,1,1 ;-1=%11111111=line + + .db 38 +level08:.db 5,16,17,18,19,19 + .db 20,38,57 + .db %00,0,1,1 + + .db 39 +level09:.db 3,19,20,21 + .db 19,63,57 + .db %00,0,1,1 + + .db 40 +level10:.db 7,22,23,24,24,24,25,26 + .db 20,22,63 + .db %00,0,1,1 + +;endlevel + .db 41 +level11:.db 1,26 + .db 20,20,80 + .db %00,0,1,1 + + .db 0,1,1,"That`s all folks...",0,0 + .db 20,50,"for now...",0,20-0+6,-1 + +endlevel = 12 + +pickupfreq = 19 ;------------------------------ enemies ------------------------------------- ;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)] ; [movetype] [time2fire] [firefreq] [firetype] +;occ: 00=no enemy; 01=exploding (sprite=frame); 10=pickup; 11=enemy ;appearances: 1=random; 2=lure; 3=halflure -;movetypes: 1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure; -; 8=y-lure 1/2x; 9=x; 10=x+y-lure 1/2x -;firetypes: 1=normal; 6=aiming; 7=triple; 8=double - -enemyspecs: - .db 0,%00000110,(spr_enemy00-spr_enemy00)/2,128,2,03, 0, 0,1 ;pickup -;1-5=asteroids , , , , , , - .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,00, 0, 0,1 - .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,00, 0, 0,1 - .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,04, 0, 0,1 - .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,03, 0, 0,1 ;slow+hard - .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,05, 0, 0,1 -;6-10=basic enemies , , , , , , - .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,00,10, 0,1 ;weak - .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,03, 6,50,1 ;slow - .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,00, 1, 0,1 - .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,00,19,39,8 ;heavy - .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,04, 1, 0,1 ;fast -;11-13=backwards enemies , , , , , - .db 0,%00011110,(spr_enemyB1-spr_enemy00)/2,000,3,11,19,92,1 - .db 0,%00101110,(spr_enemyB2-spr_enemy00)/2,000,1,12,11,45,1 - .db 0,%00110110,(spr_enemyB3-spr_enemy00)/2,000,1,11,10,41,8 ;small -;14=improved enemies , , , , , , - .db 0,%01001010,(spr_enemyG1-spr_enemy00)/2,128,3,00, 1,35,1 - - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;15 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;16 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;17 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;18 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,128,0,00, 0, 0,1 ;19 -;20-23=first bosses , , , , , , - .db 1,%00101011,(spr_boss2 -spr_enemy00)/2,127,1,08,20,12,1 ;small - .db 1,%00110011,(spr_boss1 -spr_enemy00)/2,127,1,08,15,11,8 ;normal - .db 1,%01001011,(spr_boss1 -spr_enemy00)/2,127,3,10,10,11,1 ;moving - .db 0,%11111111,(spr_boss3 -spr_enemy00)/2,127,2,10, 1, 4,1 ;weak+rapidfire -;24-25=asteroid bosses , , , , , , - .db 2,%00001011,(spr_bossA1 -spr_enemy00)/2,127,1,10,36,14,6 - .db 2,%00110011,(spr_bossA1 -spr_enemy00)/2,127,2,10,28,12,6 -;26-27=big bosses , , , , , , - .db 2,%00000111,(spr_bossB1 -spr_enemy00)/2,127,3,07,18, 7,7 - .db 2,%01001011,(spr_bossB2 -spr_enemy00)/2,127,3,07,18, 7,7 +;movetypes: 1=updown; 2=1/4x; 3=1/2x; 4=3/4x; 5=3/2x; 6=2x; 7=ylure50%; +; 8=ylure; 9=ylure50%; 10=x+y-lure 50%; 11=-1/2x; 12=-1x +;firetypes: 1=normal; 6=aiming; 7=triple; 8=double; 9=quad; 10=dquad; 11=ran + +enemyspecs: ;10 bytes/enemy | max.enemies <64 | sprites use <768 bytes +;0-1=pickups + .db 0,%00000010,spr_enemyP1&255,spr_enemyP1/256,128,2,03, 0, 0,1 ;pickup + .db 0,%00000110,spr_enemyP2&255,spr_enemyP2/256,128,2,03, 0, 0,1 ;bigpickup +;2-7=basic enemies , , , , , , , , + .db 0,%00001011,spr_enemyE0&255,spr_enemyE0/256,128,1,00,12, 0,1 ;intro + .db 0,%00100011,spr_enemyE1&255,spr_enemyE1/256,128,1,00,10, 0,1 ;weak + .db 0,%01100011,spr_enemyE4&255,spr_enemyE4/256,128,1,03, 6,50,1 ;slow + .db 0,%01001011,spr_enemyE2&255,spr_enemyE2/256,128,1,00, 1, 0,1 + .db 0,%01011011,spr_enemyE3&255,spr_enemyE3/256,128,3,00,19,39,8 ;heavy + .db 0,%01010011,spr_enemyE5&255,spr_enemyE5/256,128,3,05, 1, 0,1 ;fast +;8-10=backwards enemies, , , , , , , , + .db 0,%00111011,spr_enemyB1&255,spr_enemyB1/256,000,3,11,19,92,1 + .db 0,%01011011,spr_enemyB2&255,spr_enemyB2/256,000,1,12,11,45,1 + .db 0,%01101011,spr_enemyB3&255,spr_enemyB3/256,000,1,11,10,41,8 ;small +;11-15=asteroid , , , , , , , , + .db 0,%01001011,spr_enemyA1&255,spr_enemyA1/256,128,1,04, 0, 0,1 + .db 0,%01111011,spr_enemyA2&255,spr_enemyA2/256,128,1,00, 0, 0,1 + .db 0,%10110011,spr_enemyA3&255,spr_enemyA3/256,128,1,05, 0, 0,1 + .db 1,%00010011,spr_enemyA4&255,spr_enemyA4/256,128,1,03, 0, 0,1 ;slow+hard + .db 0,%01111011,spr_enemyA4&255,spr_enemyA4/256,128,1,06, 0, 0,1 +;16-21=improved enemies, , , , , , , , + .db 0,%10010011,spr_enemyG1&255,spr_enemyG1/256,128,3,00, 3,40,1 + .db 0,%10111011,spr_enemyG2&255,spr_enemyG2/256,128,3,00, 1,36,1 + .db 0,%01100011,spr_enemyG5&255,spr_enemyG5/256,128,1,01, 9,52,1 ;updown + .db 0,%11110011,spr_enemyG3&255,spr_enemyG3/256,128,3,04, 7,99,7 ;3x + .db 1,%01101011,spr_enemyG4&255,spr_enemyG4/256,128,2,01,17, 0,7 ;updown3x + .db 1,%00010011,spr_enemyG6&255,spr_enemyG6/256,128,2,07,62,60,8 ;lure +;22-26=hi-speed , , , , , , , , + .db 1,%00010011,spr_enemyS2&255,spr_enemyS2/256,128,2,05, 3,32,8 ;fast + .db 0,%11111011,spr_enemyS1&255,spr_enemyS1/256,128,3,07, 2,28,1 ;lure + .db 1,%00101011,spr_enemyS4&255,spr_enemyS4/256,128,3,06, 0, 0,1 ;vfast+nofire + .db 1,%01110011,spr_enemyS3&255,spr_enemyS3/256,128,1,07, 1,20,8 ;lure + .db 0,%11011011,spr_enemyS2&255,spr_enemyS2/256,128,2,01, 3,7,11 ;updown+ran +;27-28=unused, , , , , , , , , + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;27 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;28 +;29=final boss' enemy + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,128,3,01, 0, 0,1 ;lure +bossenemy = 29 +;30-34=first bosses , , , , , , , , + .db 2,%01000111,spr_boss01 &255,spr_boss01 /256,127,1,09,35,50,7 ;triple + .db 2,%01010011,spr_boss02 &255,spr_boss02 /256,127,1,09,20,12,1 ;small + .db 2,%01111011,spr_boss03 &255,spr_boss03 /256,127,1,09,15,11,8 ;normal + .db 2,%10011111,spr_boss04 &255,spr_boss04 /256,127,3,10,10,11,1 ;moving + .db 1,%11111011,spr_boss05 &255,spr_boss05 /256,127,2,10, 1, 4,1 ;weak+rapidfire +;35-36=asteroid bosses , , , , , , , , + .db 4,%00010111,spr_bossA1 &255,spr_bossA1 /256,127,1,10,36,14,6 + .db 4,%01101111,spr_bossA1 &255,spr_bossA1 /256,127,2,10,28,12,6 +;37-41=big bosses , , , , , , , , + .db 4,%00010111,spr_boss07 &255,spr_boss07 /256,127,3,08,31, 8,7 + .db 5,%00101011,spr_boss06 &255,spr_boss06 /256,127,3,08,13, 7,7 + .db 6,%10001111,spr_boss08 &255,spr_boss08 /256,127,1,08,18, 8,9 ;quad + .db 7,%00101011,spr_boss09 &255,spr_boss09 /256,127,1,08,21, 9,10 ;6x + .db 9,%11011011,spr_boss09 &255,spr_boss09 /256,127,1,08,12,11,12 ;enemies spr_enemy00: - .db 16,8 ;pickup - .db %11111111 ; ████████████ - .db %10000110 ; █ ██ █ - .db %10000110 ; █ ██ █ - .db %10111111 ; █ ████████ █ - .db %10111111 ; █ ████████ █ - .db %10000110 ; █ ██ █ - .db %10000110 ; █ ██ █ - .db %11111111 ; ████████████ - .db 8 - .db %11110000 - .db %00010000 - .db %00010000 - .db %11010000 - .db %11010000 - .db %00010000 - .db %00010000 - .db %11110000 - .db 0 - -spr_enemyA1: - .db 7,6 ;asteroid one - .db %00011000 ; ██ - .db %01101100 ; ██ ██ - .db %10011110 ;█ ████ - .db %11111010 ;█████ █ - .db %10111100 ;█ ████ - .db %01110000 ; ███ -spr_enemyA2: - .db 8,7 ;asteroid two - .db %00111100 ; ████ - .db %01011010 ; █ ██ █ - .db %01101101 ; ██ ██ █ - .db %11111101 ;██████ █ - .db %11111111 ;████████ - .db %10110110 ;█ ██ ██ - .db %01100000 ; ██ - .db 0 -spr_enemyA3: - .db 8,8 ;asteroid three - .db %00011110 ; ████ - .db %01110011 ; ███ ██ - .db %01111101 ; █████ █ - .db %10110111 ;█ ██ ███ - .db %11111110 ;███████ - .db %11111101 ;██████ █ - .db %01010111 ; █ █ ███ - .db %00001110 ; ███ -spr_enemyA4: - .db 7,6 ;asteroid four - .db %01111000 ; ████ - .db %10110110 ;█ ██ ██ - .db %11111101 ;██████ █ - .db %01111011 ; ████ ██ - .db %01001110 ; █ ███ - .db %00110000 ; ██ +spr_enemyP1: + .db 10,8 ;pickup + .db %00111111 ; ██████ + .db %01100001 ; ██ ██ + .db %10001100 ;█ ██ █ + .db %10111111 ;█ ██████ █ + .db %10111111 ;█ ██████ █ + .db %10001100 ;█ ██ █ + .db %01100001 ; ██ ██ + .db %00111111 ; ██████ + .db 7 + .db %00000000 + .db %10000000 + .db %01000000 + .db %01000000 + .db %01000000 + .db %01000000 + .db %10000000 +spr_enemyP2: + .db 11,9 ;big pickup + .db %00111111 ; ███████ + .db %01100000 ; ██ ██ + .db %10001110 ;█ ███ █ + .db %10111011 ;█ ███ ███ █ + .db %10100000 ;█ █ █ █ + .db %10111011 ;█ ███ ███ █ + .db %10001110 ;█ ███ █ + .db %01100000 ; ██ ██ + .db %00111111 ; ███████ + .db 9 + .db %10000000 + .db %11000000 + .db %00100000 + .db %10100000 + .db %10100000 + .db %10100000 + .db %00100000 + .db %11000000 + .db %10000000 +spr_enemyE0: + .db 6,7 ;weak + .db %00011100 ; ███ + .db %00100100 ; █ █ + .db %01101000 ; ██ █ + .db %10110100 ;█ ██ █ + .db %01101000 ; ██ █ + .db %00100100 ; █ █ + .db %00011100 ; ███ spr_enemyE1: .db 6,7 ;weak .db %00111100 ; ████ @@ -3697,7 +3847,6 @@ spr_enemyE1: .db %10111000 ;█ ███ .db %01000100 ; █ █ .db %00111100 ; ████ - .db 0 spr_enemyE2: .db 6,6 ;weak .db %00111100 ; ████ @@ -3709,10 +3858,10 @@ spr_enemyE2: spr_enemyE3: .db 6,6 ;normal solid (Galaxian enemy) .db %00111100 ; ████ - .db %01110000 ; ███ - .db %11110000 ;████ - .db %11110000 ;████ - .db %01110000 ; ███ + .db %01010000 ; █ █ + .db %11010000 ;██ █ + .db %11010000 ;██ █ + .db %01010000 ; █ █ .db %00111100 ; ████ spr_enemyE4: .db 6,7 @@ -3723,15 +3872,14 @@ spr_enemyE4: .db %10011000 ;█ ██ .db %01101000 ; ██ █ .db %00011100 ; ███ - .db 0 spr_enemyE5: .db 6,6 ;speedy - .db %00011100 ; ███ + .db %00010100 ; █ █ .db %01111000 ; ████ - .db %11100000 ;███ - .db %11100000 ;███ + .db %10100000 ;█ █ + .db %10100000 ;█ █ .db %01111000 ; ████ - .db %00011100 ; ███ + .db %00010100 ; █ █ spr_enemyB1: .db 6,6 ;solid backwards @@ -3750,7 +3898,6 @@ spr_enemyB2: .db %01110100 ; ███ █ .db %01001000 ; █ █ .db %11110000 ;████ - .db 0 spr_enemyB3: .db 5,7 .db %11100000 ;███ @@ -3760,56 +3907,90 @@ spr_enemyB3: .db %01111000 ; ████ .db %01010000 ; █ █ .db %11100000 ;███ - .db 0 + +spr_enemyA1: + .db 7,6 ;asteroid one + .db %00011000 ; ██ + .db %01101100 ; ██ ██ + .db %10011110 ;█ ████ + .db %11111010 ;█████ █ + .db %10111100 ;█ ████ + .db %01110000 ; ███ +spr_enemyA2: + .db 8,7 ;asteroid two + .db %00111100 ; ████ + .db %01011010 ; █ ██ █ + .db %01101101 ; ██ ██ █ + .db %11111101 ;██████ █ + .db %11111111 ;████████ + .db %10110110 ;█ ██ ██ + .db %01100000 ; ██ +spr_enemyA3: + .db 8,8 ;asteroid three + .db %00011110 ; ████ + .db %01110011 ; ███ ██ + .db %01111101 ; █████ █ + .db %10110111 ;█ ██ ███ + .db %11111110 ;███████ + .db %11111101 ;██████ █ + .db %01010111 ; █ █ ███ + .db %00001110 ; ███ +spr_enemyA4: + .db 7,6 ;asteroid four + .db %01111000 ; ████ + .db %10110110 ;█ ██ ██ + .db %11111101 ;██████ █ + .db %01111011 ; ████ ██ + .db %01001110 ; █ ███ + .db %00110000 ; ██ spr_enemyG1: .db 8,6 ;G-Type - .db %00111111 ; █████ + .db %00011111 ; █████ .db %01001000 ; █ █ .db %10110100 ;█ ██ █ .db %10110100 ;█ ██ █ .db %01001000 ; █ █ - .db %00111111 ; █████ + .db %00011111 ; █████ spr_enemyG2: .db 8,6 ;smaller nacelles - .db %00000111 ; ███ + .db %00010111 ; █ ███ .db %01101100 ; ██ ██ .db %10110100 ;█ ██ █ .db %10110100 ;█ ██ █ .db %01101100 ; ██ ██ - .db %00000111 ; ███ + .db %00010111 ; █ ███ spr_enemyG3: .db 8,6 ;shuttle .db %00001111 ; ████ - .db %01111100 ; █████ + .db %01110100 ; ███ █ .db %10011100 ;█ ███ .db %10011100 ;█ ███ - .db %01111100 ; █████ + .db %01110100 ; ███ █ .db %00001111 ; ████ spr_enemyG4: .db 8,6 ;G-Type solid - .db %00111111 ; █████ + .db %00111101 ; ███ █ .db %01111000 ; ████ - .db %11111100 ;██████ - .db %11111100 ;██████ + .db %11110100 ;████ █ + .db %11110100 ;████ █ .db %01111000 ; ████ - .db %00111111 ; █████ + .db %00111101 ; ███ █ spr_enemyG5: .db 6,6 .db %01111100 ; █████ .db %10110000 ;█ ██ - .db %10111000 ;█ ███ - .db %10111000 ;█ ███ + .db %10101000 ;█ █ █ + .db %10101000 ;█ █ █ .db %10110000 ;█ ██ .db %01111100 ; █████ spr_enemyG6: - .db 7,6 ;small G-type solid - .db %00011110 ; ████ - .db %01111000 ; ████ - .db %11110000 ;████ - .db %11110000 ;████ - .db %01111000 ; ████ - .db %00011110 ; ████ + .db 8,5 ;shuttle + .db %00001111 ; ████ + .db %01110100 ; ███ █ + .db %10011010 ;█ ██ █ + .db %01110100 ; ███ █ + .db %00001111 ; ████ spr_enemyS1: .db 6,6 ;solid @@ -3853,7 +4034,6 @@ spr_enemyN1: .db %00001110 ; ███ .db %11110001 ;████ █ .db %00111110 ; █████ - .db 0 spr_enemyN2: .db 8,7 ; .db %00111110 ; █████ @@ -3863,7 +4043,6 @@ spr_enemyN2: .db %11111111 ;████ ███ .db %00011101 ; ███ █ .db %00111110 ; █████ - .db 0 spr_enemyN3: .db 8,7 ;Nem3MSX jumper lvl#3 .db %10111110 ;█ █████ @@ -3873,7 +4052,6 @@ spr_enemyN3: .db %01111110 ; ██████ .db %01011101 ; █ ███ █ .db %10111110 ;█ █████ - .db 0 spr_enemyN4: .db 8,8 ;Stolen from XC1701II .db %01111110 ; ██████ @@ -3895,31 +4073,44 @@ spr_enemyN5: .db %01010010 ; █ █ █ .db %01111100 ; ████ -spr_boss1: - .db 16,10 ;.......:.......: - .db %00000001 ; ██████ ██ - .db %00001110 ; ███ █ ███ - .db %00110010 ; ██ █ ████ - .db %01001101 ; █ ██ ██ - .db %11101011 ;███ █ ██ █ - .db %11101011 ;███ █ ██ █ - .db %01001101 ; █ ██ ██ - .db %00110010 ; ██ █ ████ - .db %00001110 ; ███ █ ███ - .db %00000001 ; ██████ ██ - .db 10 - .db %11111011 - .db %00101110 - .db %11110000 +spr_enemyM1: + .db 8,7 ;mine + .db %00111100 ; ████ + .db %01011010 ; █ ██ █ + .db %11111111 ;████████ + .db %01001010 ; █ █ █ + .db %11111111 ;████████ + .db %01011010 ; █ ██ █ + .db %00111100 ; ████ + +spr_boss01: + .db 9,12 ;.......:.2.....: + .db %00000111 ; ████ + .db %00011100 ; ███ + .db %00101010 ; █ █ █ + .db %01011011 ; █ ██ ██ + .db %10100110 ;█ █ ██ █ + .db %11010101 ;██ █ █ █ + .db %11010101 ;██ █ █ █ + .db %10100110 ;█ █ ██ █ + .db %01011011 ; █ ██ ██ + .db %00101010 ; █ █ █ + .db %00011100 ; ███ + .db %00000111 ; ████ + .db 12 .db %10000000 - .db %01000000 - .db %01000000 + .db %00000000 + .db %00000000 + .db %00000000 .db %10000000 - .db %11110000 - .db %00101110 - .db %11111011 - .db 0 -spr_boss2: + .db %00000000 ;...what a waste of space... + .db %00000000 + .db %10000000 + .db %00000000 + .db %00000000 + .db %00000000 + .db %10000000 +spr_boss02: .db 12,12 ;.......:....5..: .db %00011110 ; ████ .db %01100001 ; ██ ██ @@ -3945,7 +4136,55 @@ spr_boss2: .db %10100000 .db %01100000 .db %10000000 -spr_boss3: +spr_boss03: + .db 16,10 ;.......:.......: + .db %00000001 ; ██████ ██ + .db %00001110 ; ███ █ ███ + .db %00110010 ; ██ █ ████ + .db %01001101 ; █ ██ ██ + .db %11101011 ;███ █ ██ █ + .db %11101011 ;███ █ ██ █ + .db %01001101 ; █ ██ ██ + .db %00110010 ; ██ █ ████ + .db %00001110 ; ███ █ ███ + .db %00000001 ; ██████ ██ + .db 10 + .db %11111011 + .db %00101110 + .db %11110000 + .db %10000000 + .db %01000000 + .db %01000000 + .db %10000000 + .db %11110000 + .db %00101110 + .db %11111011 +spr_boss04: + .db 16,10 ;.......:.......: + .db %00000000 ; █████ + .db %00000000 ; ███ █ + .db %00000111 ; ████ █████ + .db %00111101 ; ████ █ █ ████ + .db %01001010 ; █ █ █ ██ ███ █ + .db %10110110 ;█ ██ ██ ███ █ █ + .db %10110110 ;█ ██ ██ ███ █ █ + .db %01001010 ; █ █ █ ██ ███ █ + .db %00111101 ; ████ █ █ ████ + .db %00000111 ; ████ █████ + .db 12 ; ███ █ + .db %00011111 ; █████ + .db %11100001 + .db %10111110 + .db %01011110 + .db %11011101 + .db %11100101 + .db %11100101 + .db %11011101 + .db %01011110 + .db %10111110 + .db %11100001 + .db %00011111 +spr_boss05: .db 16,10 ;.......:.......: .db %11111110 ;███████ .db %00000011 ; ███ ████ @@ -3968,7 +4207,7 @@ spr_boss3: .db %11100001 .db %10001111 spr_bossA1: - .db 16,11 ;AsteroidBoss one + .db 12,11 ;AsteroidBoss one .db %00011110 ; ████ .db %01110011 ; ███ ███ .db %01111111 ; ███████ █ @@ -3990,9 +4229,41 @@ spr_bossA1: .db %11110000 .db %11110000 .db %11000000 - .db 0 -spr_bossB1: - .db 16,18 ;BigBoss one : +spr_boss06: ;modelled after a Nemesis][MSX boss + .db 16,15 ;.......:.......: + .db %00001111 ; █████ + .db %00111110 ; █████ █████ + .db %01111101 ; █████ █ ███████ + .db %00000011 ; ██ + .db %00000100 ; █ █ + .db %00000011 ; █████ + .db %00011110 ; ████ ██ ████ + .db %11110011 ;████ ██ █ █ + .db %00011110 ; ████ ██ ████ + .db %00000011 ; █████ + .db %00000100 ; █ █ + .db %00000011 ; ██ + .db %01111101 ; █████ █ ███████ + .db %00111110 ; █████ █████ + .db %00001111 ; █████ + .db 15 + .db %10000000 + .db %11111000 + .db %01111111 + .db %00000000 + .db %10000000 + .db %11100000 + .db %11011110 + .db %01010000 + .db %11011110 + .db %11100000 + .db %10000000 + .db %00000000 + .db %01111111 + .db %11111000 + .db %10000000 +spr_boss07: ;modelled after a Nemesis][MSX boss + .db 16,18 ;.......:.......: .db %00000000 ; █ █ .db %00000111 ; ███ ███ .db %00000011 ; ████ █ @@ -4012,7 +4283,7 @@ spr_bossB1: .db %00000011 ; ████ █ .db %00000111 ; ███ ███ .db 19 ; █ █ - .db %01010000 ;modelled after a Nemesis][MSX boss + .db %01010000 .db %01110000 .db %11010000 .db %10110000 @@ -4031,40 +4302,78 @@ spr_bossB1: .db %11010000 .db %01110000 .db %01010000 -spr_bossB2: - .db 16,15 ;BigBoss two : - .db %00001111 ; █████ - .db %00111110 ; █████ █████ - .db %01111101 ; █████ █ ███████ - .db %00000011 ; ██ - .db %00000100 ; █ █ - .db %00000011 ; █████ - .db %00011110 ; ████ ██ ████ - .db %11110011 ;████ ██ █ █ - .db %00011110 ; ████ ██ ████ - .db %00000011 ; █████ - .db %00000100 ; █ █ - .db %00000011 ; ██ - .db %01111101 ; █████ █ ███████ - .db %00111110 ; █████ █████ - .db %00001111 ; █████ - .db 15 ;modelled after a Nemesis][MSX boss +spr_boss08: + .db 14,14 ;.......:......7: + .db %01100111 ; ██ ████ ██ + .db %11001011 ;██ █ ██ █ ██ + .db %10110000 ;█ ██ ██ █ + .db %10101111 ;█ █ ██████ █ █ + .db %01010000 ; █ ██ ██ █ + .db %01010011 ; █ █ ██ █ █ + .db %10100111 ;█ █ ████ ██ █ + .db %10100111 ;█ █ ████ ██ █ + .db %01010011 ; █ █ ██ █ █ + .db %01010000 ; █ ██ ██ █ + .db %10101111 ;█ █ ██████ █ █ + .db %10110000 ;█ ██ ██ █ + .db %11001001 ;██ █ ██ █ ██ + .db %01100111 ; ██ ████ ██ + .db 14 + .db %10011000 + .db %01001100 + .db %00110100 + .db %11010100 + .db %00101000 + .db %00010100 + .db %10110100 + .db %10110100 + .db %00010100 + .db %00101000 + .db %11010100 + .db %00110100 + .db %01001100 + .db %10011000 +spr_boss09: + .db 16,19 ;.......:.......: + .db %01111011 ; ████ ███ + .db %10000110 ;█ ██ █████ + .db %00000011 ; ███ █ + .db %00111011 ; ███ ██ ███ + .db %00000111 ; ███ ███ + .db %00001100 ; ██ ███ █ + .db %00110111 ; ██ █████ █ ██ + .db %01111011 ; ████ ██ █ ██ █ + .db %11100100 ;███ █ ██ ██ █ + .db %00000001 ; ██████ ██ █ + .db %11100100 ;███ █ ██ ██ █ + .db %01111011 ; ████ ██ █ ██ █ + .db %00110111 ; ██ █████ █ ██ + .db %00001100 ; ██ ███ █ + .db %00000111 ; ███ ██ + .db %00111011 ; ███ ██ ███ + .db %00000011 ; ███ █ + .db %10000110 ;█ ██ █████ + .db %01111011 ; ████ ███ + .db 19 .db %10000000 .db %11111000 - .db %01111111 - .db %00000000 - .db %10000000 - .db %11100000 - .db %11011110 - .db %01010000 - .db %11011110 - .db %11100000 - .db %10000000 - .db %00000000 - .db %01111111 + .db %10100000 + .db %00011100 + .db %01110000 + .db %11101000 + .db %11010110 + .db %00101101 + .db %11011001 + .db %11011001 + .db %11011001 + .db %00101101 + .db %11010110 + .db %11101000 + .db %01100000 + .db %00011100 + .db %10100000 .db %11111000 .db %10000000 - .db 0 ;---------------------------------------------------------------------------- ;----------------------------- logo ------------------------------------------ @@ -4174,7 +4483,7 @@ logo_nemesis: ; # after pause weapon will not be fired ; # teacher key fixed (waits for GRAPH to be release before&after) ; -; 0.99.815 -- 15.VIII.00 -- size 6399 +; 0.99.99 -- 9.IX.00 -- size 6936 ; ; + you can have upto FOUR multiples! (~20 pixels apart) ; * some optimizations: keycall, menu handling, port nops removed, @@ -4197,7 +4506,57 @@ logo_nemesis: ; # slow enemies (including pickups) didn't always appear (just 25-50%) ; + enemies can fire different kinds of bullets: aiming, double, triple ; * maximum number of bullets increased (48 for enemies, 128 for you) +; * beamweapon can be selected when you got laser (like vice versa) +; * selecting laser removes tailbeam or up-double +; # tail beam/up-double correctly centered +; # disappearing bullets (when enemies fired multiple bullets) fixed +; + bullets and lasers both upgradable upto level 9 +; # fixed end story (_vputs didn't recognize 0-end when "'" in string) +; # stars couldn't be altered anymore since recent levelformat changes +; * maximum different enemies increased from 28 to 63 +; * pickup sprite altered, small changes to some enemies +; + new moves implemented: 75% speed and lure-while-moving +; # fixed the enemy aiming bullets procedure +; * enemies fire their bullets centered too! (even the large bosses) +; * you may NOT have any multiples together with beams, just lasers +; + added new enemy guns: quad- and 6x-fire!! +; * sprite table length increased to 768 bytes (stored DIV3) +; + ships 3/4 select hardcore mode: score and damage are doubled +; + first icon not only increases armor, but also activates shield for +; some time (shield halves damage and absorbs bullets in normal mode) +; + ship selection screen also shows ship specs (hardcore/tailbeam/etc) +; * shield looks different for each ship +; * hiscore/savegame procedure optimized (several bytes smaller) +; + B<>W mode setting will be stored +; * enemy sprite pointers stored as words (thus increasing sprite table +; length from 768B to 65kB, and increasing sprite calculation speed) +; * hardcore mode does _more_ than doubled damage (bulletsdamage +1) +; * 10 bytes off by optimizing main menu a little +; * and optimizations to hiscore name handling saved another 17 bytes! +; * score increased by 1 per placed enemy, instead of time (otherwise +; you could just evade bosses for a long time for very high score) +; * findpixel optimized (or rather un-unoptimized: restored to original) +; # ground fixed again (and optimized for tunnel only) +; # prevents exploding more than once (not dieing while inside ground) +; * some unneccessary pushes removed +; + final boss also fires moving mines (just up/down-enemies) +; * on collision less damage to enemy, more to you (bosses too simple) +; * normal pickups will increase armor and shield directly (no [alpha]) +; + a large pickup'll appear at the end of a level which will select +; your next upgrade: beamweapon, laser, multiple/tailbeam/up-double +; + a small explosion is displayed when enemy's hit but not destroyed +; # _all_ multiples appear at your position at start of level +; # bug in selecting multiples fixed (recent bug) +; + getting passed 3rd upgrade (4 pickups) increases score by 250! +; - second icon integrated in 5th, first two icons removed (unused now) +; * the armor bar is now 5 pixels in height; very visible +; # if selecting upgrade or starting level, charge bar wasn't displayed +; +; 1.00.99 -- 9.IX.00 -- size 6936 +; +; + ... +; ; ; + added - removed * changed # bug fixed -;bullet handling: (255/enemy)+419+putsprite cycles per bullet +;bullet handling: (255/enemy)+419+putsprite cycles per bullet \ No newline at end of file