X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/938caf41e59da4bbacbb541631ed9bae35aaab02..613feec1771f7aa5e3069cbdb8b52c77c7c20ac7:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index 1eb93b9..6fd51d9 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,27 +1,51 @@ .include "asm86.h" .include "ti86asm.inc" + .include "ram86.inc" .org _asm_exec_ram TEXT_MEM = _textShadow +DELC_LEN = _undelBufLen ;$64 bytes long - nop - jp init + nop + jp init .dw $0001 ;description type 2 (= +YASicon) .dw Title ;pointer to description .dw spr_ship ;pointer to YAS icon -Title: .db "Nemesis v0.8.93 by Shiar",0 +Title: .db "Nemesis v0.92.98 by Shiar",0 just_fired = TEXT_MEM ;byte temp1 = TEXT_MEM+1 ;word RanPos = TEXT_MEM+3 ;byte +firex = TEXT_MEM+4 ;byte +firey = firex+1 ;byte +mx = TEXT_MEM+6 ;byte +my = mx+1 ;byte +your_locpos = TEXT_MEM+8 ;byte +your_prevpos = TEXT_MEM+9 ;16 words + +nrybullets = 20 +ybullets = your_prevpos+32 ;20 x (state,x,y) +nrebullets = 10 +ebullets = ybullets+(nrybullets*3) ;10 x (state,x,y) + +nrenemies = 10 +enemies = DELC_LEN + ; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) + ; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) +add2enemy = nrenemies*4 +enemiesxtra = enemies+add2enemy + ; $11 (move) $11 (fire) ;---------------------- init -------------------------------------------------- init: call _runindicoff ;turn the run-indicator off, obviously call _clrLCD ;clean the screen + ld (iy+13),0 + xor a + ld (DELC_LEN),a ld a,(CONTRAST) ;load current contrast level cp $1f ;if already at maximum... @@ -58,7 +82,7 @@ menutext: call _puts call _getkey ;wait for keypress - call New_level ;prepare level + call New_game ;prepare level ;------------------------------------------------------------------------------ ;---------------------- game loop --------------------------------------------- @@ -66,49 +90,68 @@ menutext: game_main_loop: ld hl,timer ;update time - inc (hl) + inc (hl) ;increase by 1 + ld b,(hl) ;new time + + ld hl,RanPos ;random counter + ld a,(hl) ;random value + add a,b ;even more random by adding timer + ld (hl),a ;save even more random value back Clear_screen: - xor a ;empty bitmask - ld hl,GRAPH_MEM ;screen location (top left) - ld b,$E0 ;loop 0E0h = 224 times = 256-32 for score-bar) -clearloop: - ld (hl),a ;clear four times (total = 224*4 = 896 bytes) - inc hl - ld (hl),a - inc hl - ld (hl),a - inc hl - ld (hl),a - inc hl - djnz clearloop ;repeat 224x + 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! check_exitkey: - ld a,%00111111 ; pressed? - out (1),a - nop \ nop - in a,(1) - bit 6,a ;test bit 6 = - jr z,quit ;yes: quit game + call GET_KEY + cp K_EXIT + jr z,quit + cp K_MORE + call z,Pause +; ld a,%00111111 ; pressed? +; out (1),a +; nop \ nop +; in a,(1) +; bit 6,a ;test bit 6 = +; jr z,quit ;yes: quit game game_stuff: call Level_event ;insert enemies call Handle_Ship ;move you - call Fire_bullet ;check for fire call Handle_enemies ;move enemies + + call Fire_bullet ;check for fire call Handle_bullets ;move your bullets + call Handle_torp ;move your torpedo call Enemy_bullets ;move enemy bullets call Enemies_hit ;check for collision with enemies call Display_Screen ;display all -; halt \ halt ;delay + halt \ halt ;delay jr game_main_loop ;loop +;--------------------------- pause -------------------------------------------- + +Pause: + ld hl,$0200 ;top left + ld (_curRow),hl + ld hl,txt_pressenter ;"Enter to continue" + call _puts ;display message +pause: + call _getkey ;enter low-power mode and wait for key + cp kEnter ;keypressed = enter? + jr nz,pause ;no, wait some more + ret ;continue + ;--------------------------- exit --------------------------------------------- quit: ld a,(CONTRAST) ;load original contrast level out (2),a ;and set it back + ld (iy+13),6 ret ;quit Nemesis :( ;--------------------------- display ------------------------------------------ @@ -123,12 +166,6 @@ displayloop: dec a ;next line jr nz,displayloop ;loop 64x - ld hl,$3946 ;Display Armor left - ld (_penCol),hl ;place @ armorIcon - ld a,(your_armor) ;load armor left - add a,'0' ;make digit - call _vputmap ;display char - ld hl,$396b ;Display Score ld (_penCol),hl ;bottom right of screen ld hl,(timer) @@ -161,15 +198,15 @@ Handle_Ship: ld (your_occ),a ;save cp 34 ;last explosion frame? - jr c,exploding_you ;not yet: display explosion + jp c,exploding_you ;not yet: display explosion cp 40 ;delay finished? - jp z,game_over ;yes = game over + jp z,You_die ;yes = game over ret ;don't display anything ok: ld a,%01111110 out (1),a - ld hl,y + ld hl,y ;instead of nop\nop do something usefull in a,(1) rra ;rotate right (put last bit in c) ld b,a ;we need a @@ -211,7 +248,7 @@ no_up: ld e,(hl) ld hl,your_inv ;invulnerable? ld a,(hl) ;load time in a or a ;is it 0? - jp z,putsprite ;yes so ship = normal (display \ ret) + jr z,handle_multiples ;yes so ship = normal (display \ continue) ld b,a ;save inv-time ld a,(timer) ;load frame nr. @@ -223,11 +260,42 @@ not_time: jr z,no_flicker ;don't show normal sprite anyway ld a,b ;pop inv-time and %11110000 ;inv-time <16 ticks left? - jp z,putsprite ;yes: display normal sprite + 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) - jp putsprite ;ret + +handle_multiples: + call putsprite ;display your ship + + ld a,(your_multiples) ;do you have multiples + or a ;no? + ret z ;then don't handle them either + + 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 ;de=a + 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 + + ld ix,spr_multiple ;sprite of the multiple + jp putsprite ;display it + exploding_you: srl a ;half the framerate @@ -258,6 +326,7 @@ damage_you: dec a ;is it 0? jp m,no_armor ;yes, 0hp left so explode ld (hl),a ;no, so save decreased hp + call disp_armor ;and display new value ret ;and return no_armor: ld a,%01 ;occ %xxxxxx01 = explode @@ -273,21 +342,169 @@ Fire_bullet: ld a,%00111111 ;function keys (F1-F5) out (1),a ;ask for them - ld hl,just_fired ;usefull delay 10 clocks (nop\nop is 8) + nop \ nop ;delay 8 clocks in a,(1) ;get zem! bit 4,a ;test bit 4 = F1-key jr z,fire ;fire pressed? + ld hl,just_fired ld (hl),0 ;no: reset just_fired - ret + bit 3,a ;test bit 3 = F2-key + ret nz ;return if not + +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 + jp disp_icons ;display, return +select6: + ld (hl),0 ;reset pickups + jp disp_icons ;display/return + +fire: ld hl,RanPos ;random + inc (hl) ;update random counter + + ld hl,just_fired + ld a,(hl) ;just_fired + cp 5 ;already pressed? + ret z ;return when already pressed (=5) + inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5) + ld a,(your_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? + dec a ;nope? + jr nz,fireany ;then just fire somethin' + call 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 + ld c,0 +drawlaser: + ld (hl),%11111111 + inc hl ;Go to next byte + djnz drawlaser + +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 + push 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 -fire: ld a,(hl) ;just_fired - or a ;zero when first time - ret nz ;return when already pressed - ld (hl),1 ;set just_fired + 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 @@ -298,14 +515,26 @@ find_ybullet: found_ybullet: ld (hl),1 ;use bullet - inc hl - ld a,(x) - add a,5 + 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 -------------------------------------- @@ -317,7 +546,7 @@ remove_bullet: Handle_bullets: ld hl,ybullets - ld b,10 + ld b,nrybullets scan_bullets: push bc push hl @@ -335,22 +564,24 @@ scan_bullets: bullet_2left: ld a,(hl) ;d = X - inc a ;move right - cp 122 ;off screen? (x=127-5) &&& - jr z,remove_bullet - inc a ;move right - cp 122 ;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 ;to y-pos ld e,(hl) ;e = Y + ld ix,spr_bullet01 push de call putsprite ;display bullet pop de + +check_bullethits: ;INPUT: de=X,Y ld b,nrenemies ld hl,enemies + ld ix,nohit hit_enemies: ;Hits with normal enemies push hl @@ -380,39 +611,37 @@ hit_enemies: ;Hits with normal enemies cp 10 jr nc,nohit - xor a push hl ld hl,(temp1) - ld (hl),a ;remove bullet + ld (hl),$00 ;remove bullet pop hl +enemy_hit: dec hl dec hl dec hl ld a,(hl) ;occ - ld b,a ;push occ + ld c,a ;push occ and %11111100 ;occ/4 = HP left ; jump ld (hl),%01 ;set to explode - ld a,(RanPos) ;use random var - and %01011011 ;matches 0 100/2/2/2/2/2=3% of the time + 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 b,(hl) ;save enemy type ld (hl),$00 ;explosionFrame 0 - - pop hl - ret + jp (ix) hpleft: - ld a,b ;pop occ + ld a,c ;pop occ sub %00000100 ;decrease HP by one ld (hl),a ;save - pop hl - ret + jp (ix) nohit: pop hl @@ -423,6 +652,40 @@ nohit: 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 + push de + call 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: @@ -523,11 +786,12 @@ Random: ;--------------------------- enemy fires -------------------------------------- Enemy_fires: ;de = x,y + push de dec d dec d ;d = x-2 inc e ;e = y+1 - ld b,10 + ld b,nrebullets ld hl,ebullets find_ebullet: ld a,(hl) @@ -543,13 +807,14 @@ found_ebullet: ld (hl),d ;set x-pos inc hl ld (hl),e ;set y-pos + pop de ret ;----------------------------- enemy bullets ---------------------------------- Enemy_bullets: ld hl,ebullets - ld b,10 + ld b,nrebullets handle_bullet: push bc push hl @@ -586,7 +851,7 @@ ebullet_down: ebullet_common: ld e,(hl) ;e=y - ld ix,spr_bullet11 ;display enemy bullet + ld ix,spr_bullete1 ;display enemy bullet call putsprite ebullet_hits: @@ -640,6 +905,7 @@ normal_enemy: ;occ "normal" 2 or "moving" 3 push hl 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 @@ -662,28 +928,30 @@ normal_enemy: ;occ "normal" 2 or "moving" 3 dec a ;is it 1? call nz,moving_enemy ;2 = moving enemy -ymove_done: dec hl ;@x ld (hl),d ;store new x - push hl - push de ;save registers for firing-use - call putsprite ;display sprite @ix - pop de ;restore (destroyed by putsprite) - pop hl - check_enemyfire: + ld a,c ;a = enemy type + or a ;type 0? (pickup) + jr z,firing_done ;pickups don't fire + ld bc,add2enemy+1-2 ;offset of add hl,bc ;go there (@hl) dec (hl) ;decrease counter till next blast ld a,(hl) ;load new counter or a ;has it reached zero? - jr nz,next_enemy ;finished if not + jr nz,firing_done ;finished if not add a,64 ;re-set counter for next blast ld (hl),a ;save call Enemy_fires ;fires bullet +firing_done: + push de ;save registers for firing-use + call putsprite ;display sprite @ix + pop de ;restore (destroyed by putsprite) + next_enemy: pop hl ld bc,$0004 @@ -715,7 +983,7 @@ exploding_enemy: ;--------------------------- moving enemies ----------------------------------- moving_enemy: -movetype_updown: ;&&& +movetype_updown: ld bc,add2enemy add hl,bc @@ -799,9 +1067,17 @@ take_pickup: or a jr nz,collide ;enemy when <>0 - ld a,(your_armor) - inc a - ld (your_armor),a + push 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 + call disp_icons ;display altered pickupicons + pop hl dec hl ;to enemy occ xor a ;set to 0 = gone @@ -825,7 +1101,97 @@ check_next: djnz check_collision ret -;--------------------------- game over ---------------------------------------- +;--------------------------- 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) +cleanline: + ld a,%00000000 ;blank line mask + 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 + + call disp_lives + + ld ix,spr_icon01 ;armorIcon + ld de,$1a01 ;icon #1 + call putwidesprite ;display icon + call 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,$2a01 ;icon #2 + call putwidesprite ;display + + ld ix,spr_icon00 ; + ld de,$3a01 ;icon #3 + call 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,$4a01 ;icon #4 + call putwidesprite + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) + or a + jr z,no_multiples + ld ix,spr_icon05 +no_multiples: + ld de,$5a01 ;icon #5 + call putwidesprite + + ld a,(your_pickup) ;pickups taken + add a,a ;picks*2 + ret z ;return if no pickups + add a,a ;picks*4 + add a,a ;picks*8 + add a,a ;picks*$10 + add a,$0a ;add 0ah + ld d,a ;y-pos = picks * $10 + $0a (1a,2a,3a,4a,5a) + ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) + + ld ix,spr_icon + call putwidesprite + ret + +disp_armor: + ld hl,$3926 ;Display Armor left + ld (_penCol),hl ;place @ armorIcon + ld a,(your_armor) ;load armor left + add a,'0' ;make digit + call _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,(lives) ;nr of lives in a + add a,'0' ;make digit + ld (hl),a + dec hl \ dec hl + call _vputs ;display on screen + ret + +;--------------------------- game over / new game / death --------------------- game_over: call _clrLCD ;clear screen @@ -834,44 +1200,55 @@ game_over: ld hl,txt_gameover call _puts ;display "GAME OVER" - ld hl,lives - dec (hl) ;decrease lives - ld b,$20 wait2: halt \ halt djnz wait2 ;delay call _getkey ;wait for keypress -;--------------------------- new game ----------------------------------------- + pop hl ;=ret (game_over was called from a procedure) + ret ;quit to TI-OS or shell -New_level: - xor a ;a=0 - ld a,3 - ld (your_armor),a ;no armor - xor a - ld hl,x ;begin position x=... - ld (hl),a ;...=a=0=left - inc hl ;y=... - ld (hl),24 ;...=24=middle - ld (level),a ;reset level nr +New_game: + xor a ;score 0 ld (score),a ;reset score - ld hl,level01-3 ;set level pointer to level#1 + 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 hl,lives ;starting lives + ld (hl),4 ;3 lives (will be decreased @ You_die) + +You_die: + ld hl,lives + dec (hl) ;decrease lives + ld a,(hl) ;load lives left + inc a ;if lives=0ffh then a=0 + jr 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 + jr nonext_level ;--------------------------- next level --------------------------------------- Next_level: - ld hl,level - inc (hl) ;increase level nr. - ld a,80 - ld (nextevent),a ;time to first enemy appearance - + ld hl,level ;level number + inc (hl) ;increase it ld hl,(levelp) ;level pointer inc hl inc hl inc hl ;update to point to next level ld (levelp),hl ;save +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 (eventenemy),a ;set level-enemy inc hl @@ -887,6 +1264,36 @@ Next_level: 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 (hl),24 ;...=24=middle + + ld a,(torp_occ) + and %00000001 ;remove torpedoes + ld (torp_occ),a + + xor a ;reset previous positions + ld hl,your_prevpos ;place all previous positions + ld b,16 ;all 16 of them +place_multiples: + ld (hl),a ;set prev-x to 0 + inc hl ;next + ld (hl),24 ;set prev-y to 24 + inc hl ;next + djnz place_multiples ;repeat + + 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 --------------------------------------- @@ -940,48 +1347,8 @@ wait: halt \ halt djnz wait ;delay call _getkey ;wait for keypress - ld ix,spr_icon00 ;empty icon - ld de,$1a01 ;icon #1 - call putwidesprite ;display - ld ix,spr_icon00 ;emptyIcon - ld de,$2a01 ;icon #2 - call putwidesprite -; ld ix,spr_icon02 ;emptyIcon -; ld de,$3a01 ;icon #3 -; call putwidesprite - ld ix,spr_icon00 ;emptyIcon - ld de,$4a01 ;icon #4 - call putwidesprite - ld ix,spr_icon00 ;emptyIcon - ld de,$5a01 ;icon #5 - call putwidesprite - - ld ix,spr_icon02 ;armorIcon - ld de,$3a01 ;bottom mid - call putwidesprite ;display - - ld hl,GRAPH_MEM ;from storage (top left) - ld de,VIDEO_MEM+(56*16);to screen (top left) - ld a,8 ;display height = 64 bytes (minus 8 for bar) -displayloop3: - ld bc,16 ;display width = 16 bytes (16*8bits=256pixels) - ldir ;16x de >> hl - dec a ;next line - jr nz,displayloop3 ;loop 8x - - ld hl,$3900 ;display Lives - ld (_penCol),hl ;bottom left - ld hl,savestr+2 - ld (hl),'L' - inc hl - ld (hl),'x' - inc hl - - ld a,(lives) ;nr of lives in a - add a,'0' ;make digit - ld (hl),a - dec hl \ dec hl - call _vputs ;display on screen + call _clrLCD ;clear screen + call 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) @@ -1062,8 +1429,7 @@ putwidesprite: ld a,(hl) ld (wsmc1+1),a ld (wsmc2+1),a - - ld hl,GRAPH_MEM + ld hl,(PutWhere) ld a,e add a,a @@ -1160,13 +1526,29 @@ spr_ship01i: spr_ship02: .db 7,7 ;ship beta class - .db %11000000 ; ██ + .db %11100000 ; ███ .db %11110000 ; ████ .db %01111100 ; █████ .db %01110010 ; ███ █ .db %01111100 ; █████ .db %11110000 ; ████ - .db %11000000 ; ██ + .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 @@ -1178,12 +1560,17 @@ spr_bullet02: .db %11110000 ; ░▒▓███▒ .db %11111000 ; ░▒▓████▒ .db %11110000 ; ░▒▓███▒ +spr_bullett1: + .db 4,3 ;▒▒▒ + .db %11100000 ;▒███ + .db %11110000 ; ████ + .db %01110000 ; ███ -spr_bullet11: - .db 3,3 ;enemy bullets - .db %01000000 ; ▒▓▒░ - .db %11100000 ; ▒██▓▒░ - .db %01000000 ; ▒▓▒░ +spr_bullete1: + .db 4,3 ;enemy bullets + .db %01100000 ; ▒█▓▒░ + .db %11110000 ; ▒███▓▒░ + .db %01100000 ; ▒█▓▒░ ;---------------------------------------- explosion ------------------------------------------- @@ -1254,6 +1641,15 @@ spr_explosion: ;--------------------------------------- bar ----------------------------------- +spr_icon: + .db 16,7 ;unused .......:.......: + .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 ; █ █ █ █ █ █ █ █ @@ -1264,38 +1660,68 @@ spr_icon00: .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ spr_icon01: - .db 16,7 ;invulnerable....:.......: - .db %10000000,%01010100 ; █ O O O - .db %10011110,%00101010 ; █ OOOO O O O - .db %10111000,%00010101 ; █ OOO O O O - .db %10111111,%10101010 ; █ OOOOOOO O O O - .db %10111111,%00010101 ; █ OOOOOOO O O O - .db %10111000,%00101010 ; █ OOO O O O - .db %10011110,%01010100 ; █ OOOO O O O -spr_icon02: .db 16,7 ;armor ; .......:.......: .db %10001111,%10000000 ; █ █████ - .db %10010000,%01000100 ; █ █ █ XXX - .db %10101110,%00101010 ; █ █ ███ █ XXX - .db %10100111,%10101010 ; █ █ ████ █ XXX - .db %10101110,%00101010 ; █ █ ███ █ XXX - .db %10010000,%01000100 ; █ █ █ XXX + .db %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 16,7 ; .......:.......: + .db %10000000,%01010100 ; █ + .db %10011110,%00101010 ; █ + .db %10111000,%00010101 ; █ + .db %10111111,%10101010 ; █ + .db %10111111,%00010101 ; █ + .db %10111000,%00101010 ; █ + .db %10011110,%01010100 ; █ +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,%11100111 ; █ ████ ███ + .db %10000001,%11100000 ; █ ████ + .db %10000011,%10000000 ; █ ███ + .db %10011000,%00000000 ; █ ██ + .db %10111100,%01110000 ; █ ████ ███ + .db %10011000,%00000000 ; █ ██ ;---------------------------- texts ------------------------------------------- -txt_about: .db "v0.8.93 ","by Shiar " +txt_about: .db "v0.92.98 ","by Shiar " .db "(ICQ#43840958)",0 txt_1player: .db "1 PLAYER",0 txt_2players: .db "2 PLAYERS",0 txt_level: .db "LEVEL ",0 txt_gameover: .db "GAME OVER!",0 txt_lives: .db "Lx0?",0 +txt_pressenter: .db "Enter to continue",0 ;---------------------------- save data --------------------------------------- stored_data_start: +PutWhere .dw GRAPH_MEM ;where to put the wide sprites + timer .db $00 ;frame counter level .db $00 ;level number levelp .dw level01 ;pointer to level data @@ -1304,34 +1730,23 @@ eventenemy .db $02 ;enemy type eventtime .db $15 ;enemy frequency eventleft .db $00 ;nr. of enemies still to come nextevent .db $50 ;time to next event +pickuptimer .db $4 score .dw $0000 +your_pickup .db $00 your_occ .db $00 ;0=normal 1..16=exploding your_inv .db $50 ;invincibility left your_armor .db $13 ;HP left -lives .db $03 ; +lives .db $04 ; x .db $16 ;x-pos y .db $46 ;think about it.. hp .db $00 ;hitpoints left -ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y) -ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y) - -nrenemies = 10 -enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - -enemiesxtra .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 -add2enemy = 40 - -; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) -; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) +your_laser .db $01 ;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 -------------------------------------- @@ -1346,12 +1761,12 @@ sprites: .db spr_enemy07-spr_enemy00 spr_enemy00: - .db 6,5 ;pickup - .db %11111100 ; ██████ - .db %10010100 ; █ █ █ - .db %11111100 ; ██████ - .db %10010100 ; █ █ █ - .db %11111100 ; ██████ + .db 7,5 ;pickup + .db %11111110 ; ███████ + .db %10011010 ; █ ██ █ + .db %11111110 ; ███████ + .db %10011010 ; █ ██ █ + .db %11111110 ; ███████ spr_enemy01: .db 6,6 ;enemy type one .db %00111100 ; ████ @@ -1436,11 +1851,11 @@ level03: level04: .db $04,$0d,$4f level05: - .db $05,$2d,$3d + .db $05,$25,$3d level06: - .db $06,$2b,$39 + .db $06,$23,$39 level07: - .db $07,$25,$f9 + .db $07,$1f,$f9 ;----------------------------- logo ------------------------------------------- @@ -1473,10 +1888,10 @@ logo_nemesis: ;----------------------------- NEMESIS'86 by Shiar ---------------------------- ;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS -;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.8.93 -;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · · 3.IX.99 +;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.92.98 +;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · · 7.IX.99 ;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only -;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2417 bytes on calc +;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2935 bytes on calc ;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR ;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958 @@ -1584,8 +1999,44 @@ logo_nemesis: ; + seven playable levels going easy to hard (including moving enemies) ; # xtraInfo data wasn't reset when a moving enemy entered the game ; * longer delay when level is completed (NextLevel screen came too soon) - -;To FIX: pickups fire bullets!?! +; +; 0.9.94 -- 04.IX .99 -- size 2693 +; +; # pickups no longer fire bullets like normal enemies +; + s added so the game runs slower and looks better +; + TORPEDOES!!! Bullets that fire downwards! Just like in Nemesis +; * a pickup selects the next icon on bottom bar instead of increasing hp +; + an icon can be taken by pressing F2. second icon selects torpedoes +; + first icon increases armor, icon 3 and 4 are unused for now +; * selecting an unused icon (3+4) resets pickups like icon 1 and 2 +; * when you're destroyed, you loose one life instead of going game over +; you also loose all upgrades and pickups, but remain in the same level +; * random is more randomized, no more "tricks" to fool the randomizer +; # after game over the game is terminated instead of continuing+crashing +; - no more armor to start with. you'll have to collect them on your own +; * of course optimizations and a few tiny bug fixes (not important) +; * increased the size of the enemy bullets so they're better to see +; +; 0.91.95 -- 05.IX .99 -- size 2797 +; +; + LASERS!!!!! four pickups and you fire laserbeams instead of bullets +; * multiple enemies can be hit at once, very usefull when firing lasers +; + MULTIPLE!! like the (shadow-)multiple from MSX-Nemesis. for 5 pickups +; you get an multiple following you, firing bullets and lasers like you +; * most data (enemy positions) stored at TEXT_MEM and DELC_LEN positions +; instead of in program, saving A LOT of bytes in program-size +; - at release of 0.91 bullets didn't work, laser is used instead +; +; 0.92.98 -- 08.IX .99 -- size 2831 +; +; + all bullets and enemies are removed at the start of a level +; # you can fire bullets again (no more laser at startup) +; * game delay is increased (one halt more) so it runs slower +; * pickups aren't given at random, but appear every x enemies destroyed +; # solved a minor bug in invulnerability flashing display +; * clearScreen procedure improved (faster and smaller) +; # fifth icon couldn't be selected (so no multiples selectable). fixed +; * laserbeam lasts 5 turns (laser wasnt good enough compared to bullets) ; + added - removed * changed # bug fixed