X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/b8db53984e76eb9e413a2c8c40863b326dcb4d37..e12ec63eec39485c7ad2f9e459b602634a0fdb4d:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index 48f79a6..3cbb88e 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,110 +1,82 @@ -;------------------------------------------------------------------------------ -;---------------------- NEMESIS ----------------------------------------------- -;------------------------------------------------------------------------------ -; >>> NEMESIS <<< Version 0.95 BETA by SHIAR -; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -; Title : Nemesis -; Version : 0.95 -; Release Date : 22.X.99 -; Filename : nemesis.86p (5321) -; Author(s) : Shiar -; Email Address : shiar0@hotmail.com -; ICQ ; #43840958 -; Web Page : come.to/shiar -; Description : cool arcade-shoot-em-up-game (release 12/99) -; Where to get this game : www.ticalc.org -; Other games by author : N/A - -; ABOUT: This source should only be used for learning practises, do not -; alter it, and certainly do not distribute an altered version!! -; NOTE: &&& marks uncertainties or things to optimize - -;---------------------- nemesis.z80 start ------------------------------------- +;---------------------------------------------------------------------------- +;-------------------------------- NEMESIS ----------------------------------- +;----------------------------------------------- cool arcade-shoot-em-up-game + +;------- by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org ------- + +;!!! This source should only be used for learning practises, do not !!! +;!!! alter it, and certainly never distribute an altered version!! !!! + +;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 "ti86un .inc" ;_dispahl and _shracc +#include "ti86abs.inc" ;used to save hiscores and stuff .org _asm_exec_ram #define cal call ;just to make it harder for you to understand #define psh push ; ^:D +#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero + +#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 +_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 ;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 + +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 $10 +nrstars1 = 10 +starx1 = ceilingpos+16 ; +44 ;20 +nrstars2 = 10 +starx2 = starx1+(nrstars1*2) ; +64 ;20 + +mm = 4 ;max. number of multiples +your_prevpos = starx2+(nrstars2*2) ; +84 ;14*mm+2 ;previous positions + + +enemies = storepos+200 ;+200 ;info about each enemy +enemysize = 11 ;infobytes per enemy +nrenemies = 16 ;max. nr of enemies + +ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) +nrybuls = 128 ;+376\ +ebullets = ybullets+(nrybuls*4) ;+888 ;30 bytes = 10(state,x,y) +nrebuls = 48 +lvlenemies = ebullets+(nrebuls*3) ;-1032 -TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0 - -storepos = $8000 ;120 OF 165 -storepos2 = $8100 ;141 OF 167 - -;---------------------- in-game vars ------------------------------------------ - -temp1 = storepos ;$C0FA-C0FB ;temp (2 bytes) bullet - -just_fired = storepos+2 ; +2 ;counts how long a blast lasts -curline = storepos+2 ; +2 ;used to display SFX -menuitem = storepos+2 ; +2 ;used to store menu location -hiscorepos = storepos+2 ; +2 -RanPos = storepos+3 ; +3 ;used for making random values -timer = storepos+4 ; +4 ;frame counter - ;--------YOU -x = storepos+5 ; +5 ;your ship's position -y = x+1 ; +6 ;your y-pos -firex = y+1 ; +7 ;(1 byte) -firey = firex+1 ; +8 ;(1 byte) - ; ** - ;--------LEVEL -eventtime = storepos+10 ;+10 ;enemy frequency -eventleft = eventtime+1 ;+11 ;nr. of enemies still to come -nextevent = eventleft+1 ;+12 ;time to next event -pickuptimer = nextevent+1 ;+13 ;counts when to place a pickup -level_enemy = pickuptimer+1 ;+14 ;enemy type -level_move = level_enemy+1 ;= -level_fire = level_move+1 ;+16 - ; ** - ;--------OBJECTS -spacespace = storepos+19 ;+19 -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 -mx = starx2+(nrstars2*2) ;+83 ;position of multiple#1 -my = mx+1 ;+84 ;multiple y-pos -m2x = my+1 ;+85 -m2y = m2x+1 ;+86 -your_locpos = m2y+1 ;+87 ;position in your_prevpos tabl -your_prevpos = your_locpos+1 ;+88 ;save previous positions (32d) - -;^-----------------------------------<1 ;-120=$78 - -nrenemies = 10 ;max. nr of enemies -enemies = storepos2 ; +0 ;info about each enemy (4byt) -add2enemy = nrenemies*4 ;size of "enemies" -enemiesxtra = enemies+add2enemy ;+40 ;more info 'bout enemies (4) - -nrybuls = 10 -ybullets = enemiesxtra+add2enemy ;+80 ;60 bytes = 20(state,x,y) -nrebuls = 10 -ebullets = ybullets+(nrybuls*3) ;+110 ;30 bytes = 10(state,x,y) - -ybuls = ebullets+(nrebuls*3) ;+140 - -;^-----------------------------------<2 ;-141=$8D -;level_move: -; %1 (directfire) 1 (ground) 1 (ceiling) 1 (diagfire) 1111 (move) ;enemies: -; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) -; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) -;enemiesxtra: -; $11 (move) $11 (fire) $11 (bullettype) +; [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 ------------------------------------------ +;---------------------- introduction ---------------------------------------- nop ;hello yas/ase/rascall/whathever jp init ;here's the program, but first: a description @@ -112,9 +84,9 @@ ybuls = ebullets+(nrebuls*3) ;+140 .dw Title ;pointer to description (all shells) .dw Icon ;pointer to YAS icon -Title: .db "Nemesis v0.95 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 ; █████ @@ -122,277 +94,315 @@ Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes .db %00111110 ; █████ .db %01111000 ; ████ .db %11100000 ; ███ ;recommend 80x50 screen mode - .DB 0 ;clear stupid YAS-line + .db 0 ;YAS 0.92 compatibility + +;---------------------- init ------------------------------------------------ + +int_handler: ;new interrupt proc + ex af,af' ;just af only (no need for exx) + in a,($03) ;read bit 3 port 3 + bit 3,a ;is ON key pressed? + jp z,$0039 ;no: np, return + res 0,a ;yes: then we have a problem (freeze), so... + out ($03),a ;...mask the ON key interrupts! + jp $0039 ;all done, return +int_end: -;---------------------- init -------------------------------------------------- +init: cal BUSY_OFF ;turns the run-indicator off, obviously + cal _clrScrn ;clean the screen + xor a ;ld a,0 + res 2,(iy+13) ;don't scroll the screen + cal _flushallmenus ;remove TI menus -StartFix: +FixKeys: ;fixes some key problems like left+down bug im 1 - ld hl,$D400 - ld de,$D401 + ld a,$D4 ld bc,$0100 - ld (hl),$D3 - ldir - ld hl,int_handler - ld de,$D3D3 + ld h,a + ld l,c ;ld hl,$D400 (user silent link routine space) + ld d,a + ld e,b ;ld de,$D401 + dec a ;ld a,$D3 + ld (hl),a + ldir ;fill $D400-D500 with $D3s (slink/user on) + ld hl,int_handler ;new interrupt handler + ld d,a + ld e,a ;ld de,$D3D3 ld bc,int_end-int_handler - ldir - ld a,$D4 + ldir ;load new handler at ($D3D3) + inc a ;ld a,$D4 ld i,a im 2 - ret - -int_handler: - ex af,af' - in a,($03) - bit 3,a - jp z,$0039 - res 0,a - out ($03),a - jp $0039 -int_end: - -init: cal BUSY_OFF ;turns the run-indicator off, obviously - cal _clrScrn ;clean the screen - xor a ;: reset: - ld (iy+13),a ;don't affect TEXT_MEM and don't scroll screen - ld (_asapvar+1),a ;Asm( thinks it's the first time it runs Nems. - cal StartFix - ld a,(CONTRAST) ;load current contrast level - cp $1f ;if already at maximum... - jr z,skipdarken ;...then skip level increase - inc a ;otherwise increase contrast level -skipdarken: - out (2),a ;set it - -;---------------------- main menu --------------------------------------------- +;---------------------- main menu ------------------------------------------- LogoPut: xor a ;white bitmask (a=0) - ld b,16 ;one line ld hl,logo_nemesis ;from... ld de,VIDEO_MEM+16 ;...to one line from top + ld b,e ;ld b,16: one line AboveLogo: ld (de),a ;clear/n byte inc de ;next - djnz AboveLogo ;repeat for the first line - + dnz AboveLogo ;repeat for the first line ld bc,16*19 ;logo size ldir ;display one line of logo -; ld hl,GRAPH_MEM ;cleared line -; ld bc,16 ;size=one line -; ldir ;also clear one line below the logo - -; ld a,-1 ;first line is -1+1=0 -; ld b,21 ;with first 21 lines: -; cal DoSFX ;do special effect &&&skip - - ld hl,VIDEO_MEM+(16*$39)+4 ;$39 rows down, 4 cols right (4*8=$20) - ld b,8 ;draw 8x one byte = 8*8 = 64 pixels wide + ld hl,16*$33+VIDEO_MEM ;$33 rows down + ld b,16*7 ;draw black 7 lines ld a,%11111111 ;horizontal line mask underline: ld (hl),a ;draw one piece of the divider-line inc hl ;move right (8 pixels = 1 byte) - djnz underline ;repeat - - set 3,(iy+5) ;set white on black - ld hl,$3320 ;near the bottom of the screen - ld (_penCol),hl - ld hl,txt_about ;display version and author (yes, that's me!) - cal _vputs ;useful procedure if you want to display somtn - res 3,(iy+5) ;return to default black on white + dnz underline ;repeat - ld hl,$3a1e ;below previous stuff + ld hl,_txt_email ;at the very bottom of tha screen ld (_penCol),hl ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!! cal _vputs ;VERY important, so display in small font ?:} + set 3,(iy+5) ;set white on black + ld de,_txt_about ;near the bottom of the screen + ld (_penCol),de ;hl=txt_email++=txt_about + cal _vputs ;display version + me + res 3,(iy+5) ;return to default black on white + dispmenu: ld de,$0304 ld (_curRow),de - ld hl,txt_menu1 + 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 - xor a - ld (menuitem),a - menuloop: - ld a,(menuitem) - ld h,$01 + ld a,0 ;current menu item (0 or 1); 0 by default +menuitem =$-1 + ld h,$01 ;selector (*) x-coord. = 1 add a,4 - ld l,a - - ld a,5 - 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 - ld a,(menuitem) - ld h,$01 - sub 5 - neg - ld l,a - - ld a,32 - ld (_curRow),hl - cal _putc - - halt \ halt \ halt \ halt - - cal GET_KEY ;wait for keypress - cp K_UP - jr z,menuchange - cp K_DOWN - jr z,menuchange + cal getsomekeys ;read keys (z if enter/2nd pressed) + ld hl,menuitem + jr z,start_tha_freakin_game cp K_EXIT - jp z,game_over_nopop - ld hl,_invert - cp K_F1 - cal z,undo_invert - cp K_F2 - cal z,do_invert - cp K_ENTER - jr nz,menuloop - - ld a,(menuitem) - dec a - cal z,Story - cal New_game ;prepare level - jr game_main_loop - + jr z,menuexit ;exit goes to the g/o screen (first score=0) + cp K_UP + jr z,menuchange ;up changes selected menu item + cp K_DOWN ;down as well + jr nz,menuloop ;anything else just loops menuchange: - ld a,(menuitem) - xor 1 - ld (menuitem),a - jr menuloop - -do_invert: - ld (hl),$EE - ret -undo_invert - ld (hl),$E6 + ld a,(hl) ;(menuitem) + xor 1 ;0=1; 1=0 + ld (hl),a ;set new menu item + jr menuloop ;continue looping + +start_tha_freakin_game: + 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 + +menuexit: + ld hl,0 ;reset score + ld (your_score),hl ;(prevents hiscore while never played) + jp game_over ;and go to game over screen + +do_invert: ;invert screen (b<>w) + psh hl + psh af ;can't destroy b + ld hl,_invert + ld a,$98 + xor (hl) ;$2F (cpl) <-> $B7 (or a) + ld (hl),a + pop af + pop hl ret -;------------------------------------------------------------------------------ -;---------------------- game loop --------------------------------------------- -;------------------------------------------------------------------------------ +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 ------------------------------------------- +;---------------------------------------------------------------------------- game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time inc (hl) ;increase by 1 - ld b,(hl) ;new time, save for rand# upd. (no flag change) - jr nz,updaterandom ;continue when new time <> 0 - ld hl,1 ;once every 256 frames, increase score by 1 - cal scoreInc ;do it - -updaterandom: - ld hl,RanPos ;random counter - ld a,r ;add r register to randomize - add a,(hl) ;add previous random value - add a,b ;even more random by adding timer - ld (hl),a ;save even more random value back Clear_screen: - ld hl,GRAPH_MEM ;move from (hl) = top left - ld (hl),$00 ;first pixel will be copied all over the screen - ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen - ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) - ldir ;clear! - - ld a,(timer) - and %11 + ld hl,dispbuffer ;move from (hl) = top left + ld (hl),0 ;first pixel will be copied all over the screen + ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen + ld bc,16*56-1 ;loop 896 times = (128/8) * (64-8 for scorebar) + ldir ;all clear! + + ld a,0 ;current frame/turn 0-255 +timer =$-1 + and %11 ;a=0 once every 4 turns jr z,movestarsdone ;don't move stars once every 4 frames - cal movestars1 ;move the stars on the FRONT layer cal movestars2 ;move the distant stars - movestarsdone: ld a,(stars1) ;star positions (the missing byte...) ld b,nrstars1 ;how many stars? now we know. ld hl,starx1 ;points to the position of the stars cal DisplayStars ;display front layer stars - ld a,(stars2) ;weren't you paying attention five lines ago? ld b,nrstars2 ;that many?! whow! ld hl,starx2 ;and there they are cal DisplayStars ;use the same procedure to display back layer - ld a,(level_move) ;level info - and %01100000 ;isolate ground&ceiling - jr z,game_stuff ;both non-present - and %00100000 ;bit representing the presence of any ceiling - cal nz,Handle_ceiling ;scroll the ceiling (if any) - cal Handle_ground ;scroll the ground + ld a,(level_info) ;level info + 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 game_stuff: + cal Handle_Ship ;move you ld a,(your_occ) ;are you 100% OK? or a ;a=0?? jr nz,_gamestuff1 ;then don't check for movements/fires/... - ld a,(level_move) ;the same level info - and %01100000 ;isolate ground&ceiling again - jr z,check_keys ;no ceiling nor ground - and %00100000 ;this bit will tell us if there is a ceiling - cal nz,CheckCeiling ;if there is, check it - cal CheckGround ;check for collision with the ground - check_keys: - cal GET_KEY - cp K_GRAPH - cal z,Teacher - - ld a,%00111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5) + ld a,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5) out (1),a ;ask for them nop \ nop ;delay 8 clocks - in a,(1) ;get zem! + in a,(1) ;gettem! check_exitkey: bit 6,a ;test bit 6 = exit-key = EXIT - jp z,game_over_nopop ; pressed, so be it + jp z,game_over ; pressed, so be it check_morekey: ;another unused label... poor compiler bit 7,a ;test bit 7 = more-key = PAUSE + psh af cal z,Pause ;yes, go to pause + pop af check_firekey: bit 5,a ;test bit 5 = 2nd-key = FIRE ld hl,check_selkey ;where to continue after executing Fire_bullet psh hl ;push hl on stack (instead of cal Fire_bullet) - jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..) + jp z,Fire_bullet ;fire smtn (bulletstaillasermultiples+stuff..) pop hl ;no cal to Fire_bullet made, so pop stack ld hl,just_fired ;no: - ld (hl),0 ;reset just_fired + ld (hl),5 ;able to fire (five turns = laser duration) +laserdur =$-1 ;SMC laser duration check_selkey: ld a,%01011111 ;look at first column of keys (ALPHA to STO) - out (1),a ;gimme - nop \ nop ;what's taking you so long - in a,(1) ;at last... our precious keyzzz... - ;old: now see this: + out (1),a + in a,(1) ;our precious keys + +#ifdef teacherkey ;should we check for the teacherkey? + bit 6,a ;'bout the GRAPH key... + cal z,Teacher ;you didn't _press_ it, did you?!? +#endif + rla ;test bit7 so we know f ALPHA has been pressed cal nc,select ;yeppy, select the currently selected upgrade cal Enemies_hit ;check for collision with enemies + cal inc_weapdamage _gamestuff1: - cal Handle_Ship ;move you - cal Handle_bullets ;move your bullets - cal Handle_torp ;move your torpedo - cal Handle_enemies ;move enemies + + cal Handle_bullets ;move your bullets + check for hits cal Enemy_bullets ;move enemy bullets cal Level_event ;insert enemies cal Display_Screen ;display all - halt ;delay - jp game_main_loop ;LOOP +delay: + halt ;delay and preserve batteries :) + jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +;------- weapon ------- + +inc_weapdamage: + ld a,0 +weapincs =$-1 + inc a + cp 97 ;max. 96 times (=96/16=6 increases) + ret nc ;return if already maxed + ld (weapincs),a ;save new incs + + and %11110000 ;clear last 4 bits so no cf when rotating + ;btw: AND resets cf + rra ;rotate acting as shift (srl a) but just 1B + rra + rra + rra ;increase once just every 16 turns + ld b,a ;times to increase +incthedamage: + add a,1 ;increase damage for one increase +weapdaminc =$-1 + dnz incthedamage ;a=total increase damage + ld b,1 ;minimal damage +weapdamage =$-1 + add a,b ;a=total damage + ld (curweapdamage),a ;safe the current damage + + +disp_charge: ;display charge bar + ld hl,(58*16)+VIDEO_MEM+3 + ld b,3 +chargebarclr: + dec hl + ld (hl),0 + dnz chargebarclr + + ld a,(weapincs) ;load bar size (0-80) + srl a ;half the size (0-40) + srl a ;again half that size (0-20 pixels) + ld c,a ;psh a + srl a ;/2 + srl a ;/4 + srl a ;/8: don't display last 3 bits of a (later) + jr z,nochargebar ;if a=0 then it would loop 256x so skip it + ld b,a ;loop b=a times +chargebar: ;starting at ($39*16)+VIDEO_MEM + ld (hl),%11111111 ;draw a piece of the bar + inc hl ;next position + dnz chargebar ;loop it b times +nochargebar: + ld a,c ;pop a + and %111 ;display last bits of chargebar + ret z ;if armor=0 then bit = %00000000 (don't disp) + ld b,a ;into B + xor a ;bit = %00000000 +chargebarbit: + scf ;set carry flag + rra ;rotates A right and sets bit 7 (c-flag) + dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100) +chargebarready: ; (an if B=3 then a=%11100000) + ld (hl),a ;draw this last byte + ret -;--------------------------- ground ------------------------------------------- +;--------------------------- ground ----------------------------------------- Handle_ground: ld a,(timer) @@ -403,57 +413,34 @@ 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 - jr ground_boring - -ground_tunnel: - ld a,(groundpos+14) - ld (groundpos+15),a + ld a,(groundpos+14) ;last ground on right + ld d,a ;as default ground ld hl,spacespace - - ld a,(RanPos) + ld bc,$500 ;range=0..4 + cal Random ;a=0..4 + dec a ;a=-1..3 + dec a ;a=-2..2 ld b,a - bit 1,a - jr z,ground_previous - bit 2,a - jr z,gtunneldown -gtunnelup: - ld a,(hl) - or a - jr z,ground_previous ;a>=0 (a=0 actually) - inc (hl) - ld a,(groundpos+15) - inc a - jr newground -gtunneldown: - ld a,(groundpos+15) - dec a - jr z,ground_previous - dec (hl) - jr newground - -ground_previous: - ld a,(groundpos+14) ;type 1 - jr newground -ground_boring: - ld a,(groundpos) ;type 0 + add a,(hl) ;substract to spacesize + cp 57 + jr nc,newground ;if nothing left then don't change + ld c,a + add a,b ;add offset (2 higher/lower) => new position + or a ;=0? + jr z,newground ;may not be 0 (=256) + cp -10 ;>246? + jr nc,newground ;and not be <0 + ld d,a + ld (hl),c newground: + ld a,d ld (groundpos+15),a ;save new byte on the right - ld a,(hl) - cp -25 - jr nc,Display_ground - ld a,b - and %1 - ld b,0 - jr nz,gtunnelup Display_ground: ld b,16 ;screen width ld de,groundpos-1 ;height of current byte (previous actually) psh de ;use later - ld hl,GRAPH_MEM+(56*16)-1 ;screen position + ld hl,dispbuffer+(56*16)-1 ;screen position psh hl groundloopright: @@ -464,18 +451,16 @@ 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) - djnz groundloopup ;and loop >groundpos< times + 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 - djnz groundloopright ;loop right for entire screen (16x) + dnz groundloopright ;loop right for entire screen (16x) pop hl \ pop hl ;restore stack - ret CheckGround: ;check for collision with the ground ld a,(x) @@ -492,9 +477,10 @@ CheckGround: ;check for collision with the ground neg cp (hl) ret nc + ld b,auch_ground jp damage_you -;--------------------------- ceiling ------------------------------------------ +;--------------------------- ceiling ---------------------------------------- Handle_ceiling: ld a,(timer) @@ -503,64 +489,44 @@ Handle_ceiling: ld bc,15 ;scroll all 15 bytes (16th is new position) ld hl,ceilingpos+1 ;from.. ld de,ceilingpos ;to (one byte to the left) - ld a,(de) ;load byte on left (will be lost after scroll) ldir ;LoaDIncreaseRepeat = scroll! - ld a,(groundinfo) ;what kind of ceiling - dec a ;type 1: - jr z,ceiling_tunnel ;tunnel effect - jr ceiling_boring - -ceiling_tunnel: ld a,(ceilingpos+14) - ld (ceilingpos+15),a + ld d,a ;d=new ceiling ld hl,spacespace - ld a,(RanPos) - ld b,a - bit 4,a - jr z,ceiling_previous - bit 5,a - jr z,ctunnelup -ctunneldown: + ld bc,$201 ;range=1..3 + cal Random ;a=1-3 + dec a + jr z,newceiling ;1:same + dec a + jr z,ctunnelup ;2:up +ctunneldown: ;3:down ld a,(hl) - or a - jr z,ceiling_previous + or a ;(spacespace)=0: + jr z,newceiling+2 ;keep same ceiling inc (hl) - ld a,(ceilingpos+15) - inc a + inc d jr newceiling ctunnelup: - ld a,(ceilingpos+15) - dec a - jr z,ceiling_previous + ld a,1 + cp d ;if size=1 then don't + jr z,newceiling + dec d dec (hl) - jr newceiling - -ceiling_previous: - ld a,(ceilingpos+14) ;type 1 - jr newceiling -ceiling_boring: - ld a,(ceilingpos) ;type 0 newceiling: + ld a,d ld (ceilingpos+15),a ;save the new byte - ld a,(hl) - cp -25 - jr nc,Display_ceiling - ld a,b - and %1 - ld b,0 - jr nz,ctunneldown Display_ceiling: ld b,16 ;screen width ld de,ceilingpos-1 ;height of current byte psh de ;use later - ld hl,GRAPH_MEM-17 ;screen position + ld hl,dispbuffer-17 ;screen position 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 @@ -573,19 +539,19 @@ ceilingloopright: ceilingloopdown: ld (hl),a ;display black byte add hl,de ;go down - djnz ceilingloopdown ;and loop >groundpos< times + dnz ceilingloopdown ;and loop >ceilingpos< times - ld b,c ;pop b used by groundloopup - djnz ceilingloopright ;loop right for entire screen (16x) + ld b,c ;pop b used by ceilingloopdown + dnz ceilingloopright ;loop right for entire screen (16x) pop hl \ pop hl ;restore stack - ret -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 srl a ;x/8 (current ceiling-byte) - inc a + inc a ;correction + ld l,a ;hl = a ld h,0 ;" ld de,ceilingpos ;first ceiling-byte @@ -594,9 +560,10 @@ CheckCeiling: ;check for collision with the ground inc a cp (hl) ;compare with ceiling ret nc ;carry if ceiling is above you + ld b,auch_ground jp damage_you ;otherwise you don't wanna be in that ship -;--------------------------- move stars --------------------------------------- +;--------------------------- move stars ------------------------------------- DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# ld e,(hl) @@ -604,16 +571,16 @@ DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# ld d,(hl) ld (de),a inc hl - djnz DisplayStars + dnz DisplayStars ret ;let's comment this: returns movestars2: ld ix,starx2 ld a,(stars2) - rlca + rlca ;move bits (star) left ld (stars2),a - ret nc - ld b,nrstars2 + ret nc ;if star didn't went from left to right bit + ld b,nrstars2 ;otherwise move all stars one byte left jr movestars_loop movestars1: @@ -634,48 +601,63 @@ movestars_loop: ld a,l and %00001111 - cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1 + cp (dispbuffer&15)-1 ;$C9FAand15-- = 9 jr nz,newstarok - cal Random5016 + cal RandomY newstarok: ld (ix),l ld (ix+1),h inc ix \ inc ix - djnz movestars_loop + dnz movestars_loop ret ;for stupid people, here's another comment... -;--------------------------- pause -------------------------------------------- +;--------------------------- pause ------------------------------------------ Pause: - ld hl,$0200 ;top left + ld hl,_txt_pause + ld (_penCol),hl + ld hl,txt_pause + cal _vputs ;display small font + ld hl,_txt_pressenter ;top centered ld (_curRow),hl ld hl,txt_pressenter ;"Enter to continue" cal _puts ;display message pause: - cal _getkey ;enter low-power mode and wait for key - cp kEnter ;keypressed = enter? - jr nz,pause ;no, wait some more - ret ;continue + cal getsomekeys ;GET_KEY w/ halts and checks for enter + ret z ;enter/second pressed: continue game + cp K_F1 ;F1 pressed? + 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 + jr nz,contr_not_up + inc b ;increase contrast + jr setcontrast ;set +contr_not_up: + cp K_DOWN ;- key + jr nz,pause ;nope: loop + dec b ;decrease contrast +setcontrast: + ld a,b + ld (hl),a + out (2),a ;and set it + cal releasekeys + jr pause ;and loop -;--------------------------- teacher ------------------------------------------ +;--------------------------- 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 _clrLCD - ld hl,$0000 ;top left - ld (_curRow),hl + cal _clrWindow ;top left ld hl,txt_teacher cal _puts ;display message - - ld hl,TEXT_MEM+15 - ld a,(hl) - psh af - ld a,(TEXT_MEM+42) - psh af - ld a,' ' - ld (hl),a - ld (TEXT_MEM+42),a + cal releasekeys teacherloop: cal _getkey ;enter low-power mode and wait for key @@ -685,63 +667,64 @@ teacherloop: jr nz,teacherloop ;no, wait some more ld (iy+12),0 ;disable cursor - pop af - ld (TEXT_MEM+42),a - pop af - ld (TEXT_MEM+15),a - cal disp_icons - ret ;continue + 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 --------------------------------------------- +;--------------------------- exit ------------------------------------------- -quit: - im 1 - ld a,(CONTRAST) ;load original contrast level - out (2),a ;and set it back - ld (iy+13),3 ;use textshadow (TEXT_MEM) and scrolling - - ld hl,GRAPH_MEM ;graph-screen location - ld de,GRAPH_MEM+1 - ld (hl),0 +quit: im 1 ;release keyfix procedure + set 2,(iy+13) ;set back screen scrolling + xor a + ld (_asapvar+1),a ;next Asm( run will reload the program + ld hl,dispbuffer ;graph-screen location + ld de,dispbuffer+1 + ld (hl),a ld bc,1024-1 ;do it 1024 times = entire screen ldir + jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the + ;_clrScrn) AND also executes _homeup and ret - cal _clrScrn ;as _clrLCD but also clears TEXT_MEM - cal _homeup ;set cursor to top-left - ret ;quit Nemesis :( - -;--------------------------- display ------------------------------------------ +;--------------------------- display ---------------------------------------- Display_Screen: - ld hl,GRAPH_MEM ;from storage (top left) - ld de,VIDEO_MEM ;to screen (top left) + ld hl,dispbuffer ;from buffer (top left) + ld de,VIDEO_MEM ;to real screen (top left) ld c,56 ;display height = 64 bytes (minus 8 for bar) displayloop: ld b,16 ;display width = 16 bytes (16*8bits=256pixels) displaytloop: ld a,(hl) ;copy byte from (hl) -_invert: - xor $ff ; } ;invert byte (white<=>black) &&&& +_invert: ;SMC: cpl <-> or a + cpl ;xor $ff: invert byte (white<=>black) ld (de),a ;to (de) inc hl \ inc de ;next byte - djnz displaytloop ;16x hl >> de + dnz displaytloop ;16x hl >> de dec c ;next line - jr nz,displayloop ;loop 64x + jr nz,displayloop ;loop 56x + + ld hl,time2invert + ld a,(hl) + or a ;(time2invert)=0: + jr z,noinvert ; do nothing + dec a ;otherwise decrease + cal z,do_invert ;if it became 0 then invert + ld (hl),a ;save new value +noinvert: ld hl,$396b ;Display Score ld (_penCol),hl ;bottom right of screen - ld hl,(score) + ld hl,(your_score) _D_HL_DECI: ;------- display 5-digit value ------- ld de,savestr+4 ;savenr saves number string @@ -750,16 +733,15 @@ ldhld: cal UNPACK_HL ;one digit of hl add a,'0' ;make number ld (de),a ;save into savenr dec de ;point to next digit - djnz ldhld ;repeat for all digits + dnz ldhld ;repeat for all digits ld hl,savestr ;we (the program) saved the value righthere - cal _vputs ;the only thing left to do is to display it - ret ;and we're done again + jp _vputs ;the only thing left to do is to display it savestr: ;@here the score will be stored .db "00000",0 ;don't worry, it's just temporary -;------------------------- handle ship ---------------------------------------- +;------------------------- handle ship -------------------------------------- Handle_Ship: ld a,(your_occ) ;are @@ -769,12 +751,13 @@ Handle_Ship: inc a ;no! next (explosion)frame ld (your_occ),a ;save - cp 34 ;last explosion frame? + cp 64+1 ;last explosion frame? (1-16=1st;49-64=4th) jp c,exploding_you ;not yet: display explosion - cp 40 ;delay finished? + cp 64+16 ;delay finished? jp z,You_die ;yes = game over ret ;don't display anything +;----move---- ok: ;we are ld a,%01111110 ;get arrow keys out (1),a ;it's cold outside @@ -782,57 +765,61 @@ ok: ;we are in a,(1) ;come back in ld b,a ;psh a (keys) - xor %11111111 ;inverted a = 0 if arrow-key has been pressed - ld a,(your_multiples) - jr z,no_adv ;if so, leave the multiples where they are - or %100 ;set move bit - jr adv_ok -no_adv: and %11111011 ;reset move bit - + xor -1 ;inverted a: 0 if arrow-key has been pressed + ld a,(your_multiples) ;(btw: CPL doesn't set any flags) + res 7,a ;reset move bit (no flags changed) + jr z,adv_ok ;if so, leave the multiples where they are + set 7,a ;set move bit adv_ok: ld (your_multiples),a - ld a,b ;pop a (keys) + ld a,(timer) ;framecounter + and %1 ;switches 0<>1 each frame + inc a ;a = 1 or 2 (1.5 avg) + ld c,a ;c = your_speed + + ld a,b ;pop a (keys) rra ;rotate right (put last bit in c) ld b,a ;we need a later jr c,no_down ld a,(hl) - cp 49 ;55-6 = bottom of screen - jr z,no_down - inc a + add a,c + cp 50 ;56-6 = bottom of screen + jr nc,no_down ld (hl),a no_down: dec hl rr b ;because we now use b, it's rr instead of rra jr c,no_left ld a,(hl) - sub 1 ; doesn't affect c-flag + sub c ; doesn't affect c-flag jr c,no_left ;-1 = left side ld (hl),a no_left: rr b jr c,no_right ld a,(hl) - cp 121 ;127-6 = right side - jr z,no_right - inc a + add a,c + cp 122 ;128-6 = right side + jr nc,no_right ld (hl),a no_right: - ld d,(hl) + ld d,(hl) ;d=x inc hl rr b jr c,no_up ld a,(hl) - sub 1 ; doesn't affect carry-flag + sub c ; doesn't affect carry-flag jr c,no_up ;-1 = top of screen ld (hl),a ;save new y -no_up: ld e,(hl) - ld ix,spr_ship01 ;ship sprite - ld hl,your_inv ;invulnerable? +no_up: ld e,(hl) ;e=y + ld ix,spr_ship01 ;normal ship sprite +your_shipspr =$-2 + ld hl,your_shield ;shielded? ld a,(hl) ;load time in a or a ;is it 0? - jr z,handle_multiples ;yes so ship = normal (display \ continue) + jr z,disp_ship ;yes so ship = normal (display \ continue) ld a,(timer) ;load frame nr. and %00000111 ;a=0 once every four frames @@ -840,251 +827,487 @@ no_up: ld e,(hl) dec (hl) ;decrease inv-time left not_time: and %00000100 ;a switches 0<->1 every 2 frames - jr z,handle_multiples ;show normal ship + jr z,disp_ship ;show normal ship inv_flicker: - ld ix,spr_ship01i ;don't display ship + ld bc,spr_ship01i-spr_ship01 + add ix,bc ;display invulnerable ship +disp_ship: + cal safeputsprite ;display your ship; save de -handle_multiples: - cal putsprite ;display your ship +;----multiples---- +handle_multiples: ld a,(your_multiples) ;do you have multiples ld b,a ;save a for 2nd check - and %11 ;no? (last two bits = nr of multiples) + and %1111 ;no? (last four bits = nr of multiples) ret z ;then don't handle them either - - ld hl,y - ld a,b ;restore a (your_multiples) - and %100 ;move the multiples??? - jr z,mult_adv ;nope, just let them (saves (y) in y, (x) in x) - - ld hl,your_locpos ;location to save this position - ld a,(hl) ;load a - inc a ;a=a+1 - and %00001111 ;if a>15 then a=a-16 - ld (hl),a ;save new a - add a,a ;a=a*2 - ld c,a ;bc=2a - ld b,0 - - ld hl,your_prevpos ;previous positions - add hl,bc ;16 turns ago - ld d,(hl) ;old x-pos - inc hl ;and - ld e,(hl) ;old y-pos - ld (mx),de ;save multiple position in (mx) - - ld a,(y) ;load new y-pos - ld (hl),a ;save it for 16 turns in the future - dec hl ;and - ld a,(x) ;load new x-pos - ld (hl),a ;save that too + bit 7,b ;move the multiples??? (=move bit set?) + jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x) + + psh de ;current position = needed later + ld hl,mm*14+1+your_prevpos ;previous positions + ld de,mm*14+3+your_prevpos ;move all positions one back + ld bc,mm*14+2 + lddr ;change 0-57 -> 2-59 (if mm=4 that is) + inc hl ;your_prevpos+0 + pop de + ld (hl),d ;x-pos + inc hl ;=current position + ld (hl),e ;y-pos mult_adv: - ld de,(mx) - ld ix,spr_multiple ;sprite of the multiple - jp putsprite ;display it + + ld ix,spr_multiple ;normal sprite + ld hl,timer + bit 3,(hl) ;change sprites every 8 turns + jr z,disp_multiples + ld ix,spr_multiple2 ;second sprite +disp_multiples: + ld hl,your_prevpos+16 ;first pos. +dispmultiplesloop: + psh af + psh hl + ld d,(hl) ;load coords + inc hl + ld e,(hl) + psh ix + cal putsprite ;display + pop ix ;same sprite next time ;) + pop hl + ld de,14 + add hl,de ;next multiple + pop af ;counter + dec a + ret z ;return if all done + jr dispmultiplesloop ;loop + +;----explode---- exploding_you: srl a ;half the framerate - dec a ;first frame is 1>inc>srl>dec = 0 + srl a ;half that framerate + srl a ;and half again that framerate ld hl,x-1 + ld ix,spr_yexplosion ;base sprite -explosion_stuff: - rra - add a,a - add a,a +explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite + and %11111110 add a,a + add a,a ;frame*8 ld c,a - ld b,0 - ld ix,spr_explosion - add ix,bc - inc hl - ld d,(hl) - inc hl - ld e,(hl) - jp putsprite + ld b,0 ;bc=a + add ix,bc ;go to correct sprite (each spr. is 8 bytes) + inc hl ;@x + ld d,(hl) ;load xpos + inc hl ;@y + ld e,(hl) ;and y + jp putsprite ;and display it too + +;----hit---- -damage_you: - ld a,(your_inv) ;invulnerability left? +damage_you: ;damages you B points + 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 - ret nz ;return if inv>0 + jr z,dothadamage ;no shield + srl b ;shield: half the damage +dothadamage: + ld hl,time2invert + xor a ;a=0 + cp (hl) ;not already inverted? + cal z,do_invert ;then invert screen + ld (hl),2 ;change back 2 frames from now + ld hl,your_armor ;armor left - ld a,(hl) ;check - dec a ;is it 0? - jp m,no_armor ;yes, 0hp left so explode - ld (hl),a ;no, so save decreased hp - cal disp_armor ;and display new value - - ld a,(your_pickup) ;how many pickups do you have? - dec a ;is the armor-icon selected - ret nz ;return if not - psh hl - ld hl,VIDEO_MEM+(16*56) - ld (PutWhere),hl - ld ix,spr_icon ;if so, highlight armorIcon again - ld de,$1901 ;position - cal putwidesprite ;display icon - ld hl,GRAPH_MEM - ld (PutWhere),hl - pop hl - ret ;and return -no_armor: + ld a,(hl) ;load hp in A + sub b ;decrease hp by B + jr nc,newarmor ;>=0hp left so don't explode ld a,%01 ;occ %xxxxxx01 = explode - ld (your_occ),a ;set to explode - ret + ld (your_occ),a ;too bad, you're dead meat +newarmor: + ld (hl),a ;save decreased hp + jp disp_armor ;and display new value -;------------------------- place multiples ------------------------------------ +;------------------------- place multiples ---------------------------------- Place_multiples: - ld (mx),de ;set last multiple-position ld hl,your_prevpos ;place all previous positions - ld b,16 ;all 16 of them + ld b,mm*7+2 ;all saved positions of them (14 per multiple) place_multiples: - ld (hl),d ;set prev-x to d + ld (hl),e ;set prev-x to d inc hl ;next - ld (hl),e ;set prev-y to e + ld (hl),d ;set prev-y to e inc hl ;next - djnz place_multiples ;repeat + dnz place_multiples ;repeat ret -;------------------------- select upgrade ------------------------------------- +;------------------------- select upgrade ----------------------------------- + +inc_armor: + ld a,(your_armor) ;load current armor + cp maxarmor-5 ;may not become >=maxarmor + jr c,doincarmor ;ok then just add 6 + 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? - 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 - ld hl,your_weapon - ld a,(hl) - inc a - cp 10 - jp nc,disp_icons ;>=10 - ld (hl),a - - add a,a ;weap*2 - add a,a ; *4 - add a,a ; *8 - ld c,a - ld b,0 - ld hl,weapons-7 - add hl,bc - ld a,(hl) - ld (ybuls),a + ret m ;return if it's 0 (no 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_weapon),a ;ready laser - jp disp_icons ;display + return -select5: - dec a ;is it 5? - jr nz,select6 ;no, carry on once more + jr nz,selectlaser ;no, carry on ld (hl),a ;reset pickups - inc a - ld (your_multiples),a - ld de,(x) - cal Place_multiples - jp disp_icons ;display, return -select6: + ld a,(de) ;(your_weapon) + inc a ;next + cp maxweapon + 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 +selectlaser: + dec a ;is it 2? ld (hl),0 ;reset pickups - jp disp_icons ;display/return + 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 (de),a + cal loadweapon + jr disp_icons ;display + return +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 + inc a ;one more + cp mm+1 + jr nc,enoughmultiples ;maxed out + ld (hl),a +enoughmultiples: + ld de,(x) + dec a ;if this is your first multiple then... + cal z,Place_multiples ;reset multiples positions + jr disp_icons ;display, return +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: ;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 b,16 ;draw 16x (screen width) + ld a,%11111111 ;horizontal line mask + cal drawline ;draw divider-line -;------------------------- fire bullet ---------------------------------------- + ld b,16*7 ;draw 16x (screen width) 7x (height) + xor a ;blank line mask + cal drawline ;clear scorebar -Fire_bullet: - 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_weapon) ;if you have bullets..... - dec a ;(1=laser) - jr z,fireOK - ld (hl),5 ;.....then can't fire next turn (go to 5 imm.) +disp_lives: + ld de,$003C ;(0,4) + ld a,(your_lives) ;nr of lives + or a + jr z,displivesdone ;no lives + ld b,a +displivesloop: + psh bc + ld ix,spr_lship + cal safeputsprite ;put li'l ship + ld a,lshipsize+1 + add a,d + ld d,a ;x=x+5 + pop bc + dnz displivesloop ;one ship per life +displivesdone: + cal disp_armor ;display bar -fireOK: - ld hl,(x) ;yes: first fire from ship position (x) - ld (firex),hl ;set firepos - ld a,(your_multiples) ;any multiples? - and %11 ;nope? - jr z,fireany ;then just fire somethin' - cal fireany ;and blast - ld hl,(my) ;then, fire from multiple position (mx) - ld a,(mx) ; - ld h,a ; ^^^^^^ - ld (firex),hl ;set firepos - ;blast again and -fireany: - cal fire_torp ;&&& - - ld a,(your_weapon) ;do you have laser? - dec a ;1=yes - jr z,fire_laser - - ld ix,weapons-6 - add a,a ;weap*2 - add a,a ; *4 - add a,a ; *8 - ld c,a - ld b,0 - add ix,bc + ld ix,spr_icon00 + ld a,(your_weapon) ;ur weapon + cp maxweapon ;laser? + 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) + psh af + inc a ;1 = weapon #1 (=0) + ld (_penCol),hl ;set location + add a,'0' ;make digit + cal _vputmap ;display char + ld ix,spr_icon03 ;bulletIcon +no_bullets: + ld de,$3939 ;icon #1 + cal putwidesprite ;display icon (beamweap) - ld c,(ix) - cal fire_ybullet - inc ix - inc ix - ld c,(ix) - xor a - cp c - cal nz,fire_ybullet - inc ix - inc ix - ld c,(ix) - xor a - cp c - jr nz,fire_ybullet + ld ix,spr_icon00 ;emptyIcon + pop af ;ld a,(your_weapon) + ld b,a + jr c,no_laser ;popped carry + ld hl,$3955 ;position to display bullet-type digit + ld (_penCol),hl ;set location + ld a,b ;(your_weapon) ;load = faster than push + sub maxweapon-1 ;1 = laser #1 (=maxweapon) + add a,'0' ;make digit + cal _vputmap ;display char + ld ix,spr_icon04 ;laserIcon +no_laser: + ld de,$4939 ;icon #2 + cal putwidesprite ;(laser) + + ld ix,spr_icon00 ;emptyIcon + 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,$6939 + cal putwidesprite + + ld a,(your_pickup) ;pickups taken + add a,a ;picks*2 (sets z-flag) + jr z,iconsdone ;return if no pickups + add a,a ;picks*4 + add a,a ;picks*8 + add a,a ;picks*$10 + add a,$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 a,dispbuffer/$400 ;normal game-screen + ld (PutWhere),a ;set sprite-position to normal screen + jp disp_charge ;display weapon charge bar + + +disp_armor: + ld de,16 ;line size + 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 (weapons = laser + ld (hl),1 ;bullet may last one turn (just fire 1 bullet) +fireOK: + ld a,(your_weapon) ;weapon nr. + ld ix,weapondata+2 + add a,a ;weap*2 + add a,a ; *4 + add a,a ; *8 + ld c,a + ld b,0 ;go to current weapon (bc=a) + add ix,bc ;ix=weapon ptr - ld hl,GRAPH_MEM ;save-location - ld a,(firey) ;y-coord - add a,3 ;at middle of your ship (y+3) + ld a,(your_multiples) ;any multiples? + and %1111 ;nr. of multiples + cal nz,fire_multiples ;if >0 then fire them too + ld hl,(x) ;fire from ship position (x) +fireany: ;HL=(x,y) + ld (firex),hl ;set position to fire from + ld b,3 ;or use the proc at fireOK with ld ix,weapondata+2-(256*3) +fire_weapon: + psh bc ;save counter + ld a,(ix) ;load this weapon + ld c,a ;save bulletType in c + and %11100000 ;%111?????=laser + cp %11100000 ;is it? + cal z,fire_laser ;fire laser (will set c=0 when done) + xor a ;<>0=bullet + cp c ;c<>0? + cal nz,fire_ybullet ;then fire bullet + inc ix ;otherwise fire next weapon + inc ix + pop bc ;weapon counter (do 3 weapons) + dnz fire_weapon + +fire_tail: + ld ix,extrabulletpos-1 ;extra bullet's position + ld hl,your_extra ;data + ld a,(hl) + or a + ret z + ld c,tailbeam ;tailbeam weapon data + dec a ;(your_extra)=1 + jr z,fire_ybullet ;=tail + ld c,doublebeam ;up double data + ;(your_extra)=2 =double +;-----fire BULLETs----- + +fire_ybullet: ;fire bullet type=C dam=(curweapdamage) at (firex/y) + ld hl,ybullets ;check for unused bullet + ld de,4 + ld b,nrybuls +find_ybullet: + ld a,(hl) + or a + jr z,found_ybullet ;0 = no bullet here + add hl,de + dnz find_ybullet ;look next bullet + ret ;none found, return don't fire + +found_ybullet: + ld (hl),c ;use the bullet and set correct bullet-type + inc hl ;@damage + ld (hl),1 ;set bullet damage +curweapdamage =$-1 + ld a,(firex) ;your x-pos + add a,5 ;place bullet in front of you + inc hl ;go to bullet-x + ld (hl),a ;set x + + ld a,(firey) ;your y-pos + add a,(ix+1) ;place bullet at the middle of your ship + inc hl ;go to bullet-y + ld (hl),a ;set y + + xor a + ld (weapincs),a ;reset damage + ret + +;-----fire LASER----- + +fire_laser: + ld b,0 ;overflow counter + ld hl,firex + ld d,(hl) ;d = your x-pos + inc hl + + ld a,(hl) ;base y-coord (firey) + add a,(ix+1) ;at specified offset (most likely the middle) ld e,a ;save laser-y in e + psh de ;save unmodified (x,y) add a,a ;y*2 add a,a ;y*4 add a,a ;y*8 @@ -1097,124 +1320,110 @@ fire_laser: ;yes, fire that laser instead 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 hl,dispbuffer ;save-location + add hl,bc ;bc = Y*16+X/8: hl=screen address ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) sub d ;minus x-start (d=X/8) ld b,a drawlaser: ld (hl),%11111111 inc hl ;Go to next byte - djnz drawlaser - - ld a,(just_fired) ;fired for how long - cp 4 ;if 4th turn - ret nz ;then do damage, otherwise quit - + dnz drawlaser handle_laser: - ld a,(firex) - ld d,a ;d was divided, so reload the laser-x + pop de ;de=(firex): x-pos unmodified check_laserhits: ;de = (x,y) - ld b,nrenemies - ld hl,enemies - -laserhits: ;Hits with normal enemies + psh ix + ld b,nrenemies ;check all enemies + ld hl,enemies+1 ;enemy#1+occ/hp00 +laserhits: ;hits with normal enemies psh hl - - ld a,(hl) - 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) ;occ+hp00 + 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 ;@x ld a,(hl) ;check x sub d - jp m,nolashit ;no hit when enemy is left of you - - inc hl + jr c,nolashit ;no hit when enemy is left of you + inc hl ;@y ld a,(hl) ;check y sub e jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit jr nc,nolashit ;a-e>0 = enemy above laser = no hit - add a,5 ;add enemy height - jp p,enemy_lashit ;a-e>0 = hit - + dec a ;minus one + add a,(ix+1) ;add enemy height (according to sprite @ix) + jp m,nolashit ;a-e>0 = hit +enemy_lashit: + ld a,(curweapdamage) ;damage + cal enemy_hit ;hl=enemy+y nolashit: - pop hl - inc hl ;go to next enemy - inc hl - inc hl - inc hl - djnz laserhits ;check all enemies + pop hl ;enemy+1 + ld a,b ;psh bc + ld bc,enemysize + add hl,bc ;go to next enemy + ld b,a ;pop bc + dnz laserhits ;check all enemies + xor a + ld (weapincs),a ;reset damage + pop ix + ld c,a ;c=0 ret -enemy_lashit: - cal enemy_hit - jr nolashit +;------------------------ handle bullets ------------------------------------ -fire_ybullet: +Handle_bullets: ld hl,ybullets - ld de,3 - ld a,(ybuls) - ld b,a -find_ybullet: - ld a,(hl) - or a - jr z,found_ybullet ;0 = no bullet here - add hl,de - djnz find_ybullet ;look next bullet - ret - -found_ybullet: - ld (hl),c ;use the bullet and set correct bullet-type - ld a,(firex) ;your x-pos - add a,5 ;place bullet in front of you - inc hl ;go to bullet-x - ld (hl),a ;set x - - ld a,(firey) ;your y-pos - add a,(ix+1) ;place bullet at the middle of your ship - inc hl ;go to bullet-y - ld (hl),a ;set y - ret - -;------------------------ handle bullets -------------------------------------- + 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 -bullet_left: - ld a,125 - sub b + 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 - cp (hl) ;off screen? (x>128-5) - jr c,remove_bullet - ld a,(hl) ;a = X - add a,b ;move 2 2 the right +;move_bullet + ld c,a ;c=type + and %11111 ;pixels to move + add a,(hl) ;a = X + (hl) to the right + sub 16 ;and 16 to the left (so -16..+15) + jr c,remove_bullet ;remove if x<0 + cp 128 + jr nc,remove_bullet ;or x>=128 ld (hl),a ;save new pos. ld d,a ;d = X - inc hl ;to y-pos + inc hl ;@y-pos ld a,c - cal _shracc + cal _shracc ;%11100000->1110 +;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster + srl a ;%1110->111 dec a - jr z,bullet_noymove + jr z,bullet_noymove ;1=straight forward dec a - jr z,bullet_up + jr z,bullet_up ;2=up dec a - jr z,bullet_halfup + jr z,bullet_halfup ;3=1/2up dec a - jr z,bullet_down - -bullet_halfdown: + jr z,bullet_down ;4=down +bullet_halfdown: ;5=1/2down ld a,(timer) - and 1 - jr z,bullet_noymove + rra ;carry once every other turn + jr c,bullet_noymove bullet_down: ld a,(hl) inc a @@ -1223,8 +1432,8 @@ bullet_down: ld (hl),a bullet_halfup: ld a,(timer) - and 1 - jr z,bullet_noymove + rra ;CF every other turn + jr c,bullet_noymove bullet_up: ld a,(hl) dec a @@ -1232,180 +1441,172 @@ bullet_up: ld (hl),a bullet_noymove: ld e,(hl) ;e = Y - ret - -remove_bullet: - dec hl - ld (hl),0 ;dump this bullet! - pop hl ;&&& - jr next_ybullet - -Handle_bullets: ;&&&>> - ld hl,ybullets - ld a,(ybuls) - ld b,a -scan_bullets: - psh bc - psh hl - ld (temp1),hl ;needed for check_bullethits - ld a,(hl) - inc hl - or a - jp z,next_ybullet ;bulletType=0 >> no bullet +display_bullet: + dec hl ;@x + dec hl ;@damage + ld a,(hl) ;bullet damage=size + ld hl,bullettable ;pointer to first bullet + srl a + srl a ;per 4 + ld b,0 + ld c,a ;->16bit (de=a) + add hl,bc ;point to correct bullet offset + ld a,(hl) ;load bullet offset + ld c,a ;convert to 16bit (d=0) + ld ix,spr_bullet01 ;first sprite + add ix,bc ;add offset (go to correct sprite) - ld c,a - and %1111 - ld b,a - cal bullet_left ;move bullet left + ld a,(ix) ;bullet x-size + ld (bulletxsize),a ;used at check_bullethits + ld a,(ix+1) ;bullet y-size... + ld (bulletysize),a ;...too -display_bullet: - ld ix,spr_bullet01 - psh de - cal putsprite ;display bullet - pop de + cal safeputsprite ;display bullet; DE used for check_bullethits cal check_bullethits next_ybullet: - pop hl - pop bc - inc hl - inc hl - inc hl - djnz scan_bullets ;next bullet (loop) + pop hl ;restore enemy+type + pop bc ;b=counter + ld de,4 + add hl,de + dnz scan_bullets ;next bullet (loop) ret -;--------------------------- check bullethits -------------------------------- +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 ld b,nrenemies - ld hl,enemies + ld hl,enemies+1 hit_enemies: ;Hits with normal enemies + psh bc ;enemy counter psh hl ld a,(hl) - and %00000010 - jr z,nohit ;no hit when enemy_occ <> 2/3 + 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 - psh de - cal find_sprite - pop de - - inc hl + inc hl ;@x ld a,(hl) ;check x - sub d - sub 5 - jp p,nohit - add a,5 - add a,(ix) - jp m,nohit + sub d ;minus bullet x-position + ld b,a ;psh a + sub 5 ;minus bullet x-size +bulletxsize =$-1 + jp p,nohit ;miss + ld a,b ;pop a + add a,(ix) ;add enemy width + jp m,nohit ;miss - inc hl + inc hl ;@y ld a,(hl) ;check y - sub e - sub 3 - jp p,nohit - add a,3 - add a,(ix+1) - jp m,nohit - + sub e ;minus bullet y-position + ld b,a ;psh a + sub 3 ;substract bullet height +bulletysize =$-1 + jp p,nohit ;nope, missed it + ld a,b ;pop a + add a,(ix+1) ;add enemy height + dec a ;minus one + jp m,nohit ;missed after all + + ;---bullet hits enemy (auch-time!)--- psh hl - ld hl,(temp1) - ld (hl),$00 ;remove bullet - pop hl - + ld hl,0 ;@bulletType +temp1 =$-2 + inc hl ;@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: pop hl - inc hl - inc hl - inc hl - inc hl - djnz hit_enemies ;check next enemy + ld bc,enemysize + add hl,bc + pop bc + dnz hit_enemies ;check next enemy ret -enemy_hit: - dec hl - dec hl - dec hl - ld a,(hl) ;occ - ld c,a ;psh occ - and %11111100 ;occ/4 = HP left ; jump +enemy_hit: ;*in:a=damage;hl=enemy+y + add a,a ;a=damage to inflict + add a,a ;first 2 bits used for occ. + ld b,a + + dec hl ;@x + dec hl ;@sprite+1 + dec hl ;@sprite + dec hl ;@hp00 (occ) + ld a,(hl) ;load hp00 + sub b ;decrease HP (if <0xx then c is set) + ld (hl),a ;save (no flag-changes) + dec hl ;@hp64; no change in c + ld a,(hl) ;load; no c-change + sbc a,0 ;if cf then decrease a + ld (hl),a ;save back the new value + ret nc ;if a>=0 then return, otherwise explode + + inc hl ;goto occ again ld (hl),%01 ;set to explode ld a,(pickuptimer) ;counts enemies destroyed dec a ;enough destroyed for a pickup? + psh af ;save flags and a=0 jr nz,pickupdone ;otherwise just explode - ld (hl),%00000110 ;change it into a pickup (with 2 HP) - 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 - ld (hl),$00 ;explosionFrame 0 + 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) ld hl,1 ;increase score by one - cal scoreInc - ret + jp scoreInc ;+ret -hpleft: - ld a,c ;pop occ - sub %00000100 ;decrease HP by one - ld (hl),a ;save - ret - -;--------------------------- handle torpedo ---------------------------------- - -Handle_torp: - ld a,(torp_occ) - sub 2 - ret m ;return if occ=0/1 - - ld hl,torp_pos ;x-position - ld a,(hl) ;load in a - inc a ;move right - cp 125 ;right edge reached - jr nc,remove_torp ;remove if x>125 - ld (hl),a ;save new x - ld d,a - - inc hl ;y-position - ld a,(hl) - inc a ;move down - cp 56 ;bottom reached - jr nc,remove_torp ;remove if y>40 - ld (hl),a ;save new y - ld e,a - - ld ix,spr_bullett1 - psh de - cal putsprite ;display torpedo - pop de - jp check_bullethits ;check for hits with enemies - -remove_torp: - ld a,1 - ld (torp_occ),a - ret - -;--------------------------- level events ------------------------------------- +;--------------------------- level events ----------------------------------- Level_event: - ld hl,nextevent ;time to next event 3 = place an enemy + 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 -place_boss: ;&&& - ld hl,(levelp) - dec hl - ld a,(hl) - ld (level_enemy),a ;set new enemy (boss) - dec hl - ld a,(hl) - ld (level_move),a ;set boss movement (very slow) - dec hl - ld a,(hl) - ld (level_fire),a ;set rapid fire - cal do_event - ret - standby_event: ld b,nrenemies - ld de,enemies-4 + ld hl,enemies+1-enemysize + ld de,enemysize + xor a chk_enemyleft: - inc de - inc de - inc de - inc de - ld a,(de) - or a ;0 = no enemy present - jr nz,enemyleft - djnz chk_enemyleft - ret + add hl,de ;go to next enemy + cp (hl) ;0 = no enemy present + 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) ret -do_event: - ld de,enemies-4 -chk_noenemy: - inc de - inc de - inc de - inc de - ld a,(de) - or a ;0 = no enemy present - jr nz,chk_noenemy - -place_enemy: - ld a,(level_enemy) ;enemy type to place (lvl) - ld hl,enemy00 ;enemy 1 specs - add a,a ;a=type*2 - add a,a ;a=type*4 - ld c,a ;c=type - ld b,0 ;bc = enemy nr. - add hl,bc ;hl = enemy specs - ld a,(hl) ;load hitpoints+occ of this enemy class - ld (de),a ;occ - - inc hl ;next enemyInfo byte - inc de ;next byte of current enemy - ld a,(hl) ;load enemy class (nr) - ld (de),a ;enemy type - - inc de ;set x-pos - psh de - cal find_sprite - pop de - ld a,128 ;appear at right edge of screen - sub (ix) ;minus the width of this enemy (not offscreen) - ld (de),a ;= x-position +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 + ld b,0 + ld c,a ;bc=a + ld hl,lvlenemies + add hl,bc ;go to a random enemy + ld a,(hl) ;load enemy nr of this mysterious random enemy + jr place_enemy + +place_boss: + ld hl,(levelp) ;the leveldata (including the boss) + dec hl ;points to leveldata\boss\enemynr + ld a,(hl) ;load enemy# of boss + +place_enemy: ;places enemy #=a + psh af + ld hl,enemies+1-enemysize + ld bc,enemysize + xor a ;a=0 +chk_noenemy: ;find an unused (no) enemy + add hl,bc ;check next enemy + cp (hl) ;(hl) = 0 ?? + jr nz,chk_noenemy ;jump if enemy present (non-0) + ex de,hl ;de=hl=usable enemy +1 + pop af ;enemy# to place + cal findenemyspecs ;hl = enemy #a specs + + dec de ;goto hp64 (before occ) + ldi ;set hp64 + ldi ;set hitpoints+occ of enemy class + ld a,(hl) + .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 - inc de ;set y-pos - inc hl ;where to place?? ld a,(hl) ;load placeInfo + inc hl dec a ;is it 1? jr z,random_enemy ;yes: create random value <51 in a dec a ;is it 2? @@ -1500,192 +1695,247 @@ place_enemy: ;otherwise? halflure_enemy: ;yes (of course it is): pick one (50% lure) ld a,(timer) ;look at frame-number - and %00000001 ;make random if odd frame nr. - jr nz,random_enemy ;1st possibility: random enemy + rra ;make random if odd frame nr. + jr nc,random_enemy ;1st possibility: random enemy lure_enemy: ;2nd possibility: luring enemy ld a,(y) ;place at same y-pos as YOUR ship jr ypos_OK - random_enemy: - ld b,e ;b will be added to random-value - cal Random50 ;make a (in a) random value 0-51 - + ld a,64-8 ;=57=screen height (8 is scorebar) + sub (ix+1) ;minus sprite height=bottom + ld c,b ;range=0 to... + ld b,a ;...57-y + cal Random ;random value on screen ypos_OK: ;random value successfully created ld (de),a ;save y-position - - ld hl,add2enemy-3 ;offset to xtra enemy info - add hl,de ;hl points to - ld (hl),1 ;set move-counter to 1 - inc hl ;hl to - - ld a,(level_move) - and %00010000 - jr z,ffiredelayed - ld a,1 ;set time-to-fire to 1 frame (fires directly) - jr ffireOK -ffiredelayed: - ld a,(level_fire) ;set "ttf" to normal nr of frames -ffireOK: - ld (hl),a - inc hl ;hl to - ld (hl),1 ;type 1 - inc hl ;hl to - ld a,(RanPos) - and %01111111 - ld (hl),a ;type 1 + inc de ;@movecounter + ldi ;set move-type + ld a,1 ;movecounter = 1 + ld (de),a ;set + inc de ;@firecounter + ldi ;set time-to-1st-fire + ldi ;set firefreq + ldi ; " firetype ret ;return -;--------------------------- enemy fires -------------------------------------- +;--------------------------- enemy fires ------------------------------------ -Enemy_fires: ;de = x,y +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 b,nrebuls - ld hl,ebullets + 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: - ld a,(hl) - or a + cp (hl) jr z,found_ebullet ;0 = not used inc hl \ inc hl \ inc hl - djnz find_ebullet ;look next bullet + dnz find_ebullet ;look next bullet ret found_ebullet: - ld b,%1100 - ld a,(level_move) - and %10000000 - jr z,bulletok + ld a,c + sub 6 + 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 - ld a,(y) - sub e - add a,10 - jp p,bulletnotup - ld b,%1011 ;yourY-bulY = negative (=bullet below you) +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 + +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 - jp p,bulletnotup - ld b,%1001 ;yourY-bulY = even more negative (going up) + 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 bulletok ;fire bullet + inc hl ;next bullet position + inc e + inc e ;two px down + jr enemy_fires_again ;find and fire another bullet + +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 enemy_fires_again +bulletaiming: ;type #6 = aiming = type#2..5 + ld a,(y) + sub e ;a = yourY-bulY = pixels bullet is above you + add a,10 + 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 - jp m,bulletok - ld b,%1010 ;bullet going down - sub 10 - jp m,bulletok ;even more going down - ld b,%1000 + 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 a,c ;load bullet type -; add a,a ;type*2 %..Btype. -; add a,a ;type*4 %.Btype.. -; add a,a ;type*8 %Btype... - ;add bullet direction %BtypeDir - ld (hl),b ;set bullet direction + ld (hl),c ;set bullet direction +_bulletok: inc hl ld (hl),d ;set x-pos inc hl ld (hl),e ;set y-pos ret -;----------------------------- enemy bullets ---------------------------------- +;----------------------------- enemy bullets -------------------------------- Enemy_bullets: - ld hl,ebullets - ld b,nrebuls + ld hl,ebullets ;hl=bullet pointer + ld b,nrebuls ;number of bullets (or _possible_ bullets) handle_bullet: psh bc psh hl ld a,(hl) ;load bulletType in a - or a ;is it 0? - jr nz,enemy_bullet ;no: handle bullet -next_bullet: - pop hl ;do not move the - pop bc - inc hl \ inc hl \ inc hl - djnz handle_bullet + or a ;bullet present? + cal nz,enemy_bullet ;non-0: handle bullet + pop hl ;enemy_bullet could've added one or two to hl + pop bc ;bullet counter + inc hl \ inc hl \ inc hl ;next bullet (3 bytes per bullet) + dnz handle_bullet ;loop for each and every bullet ret enemy_bullet: - ld b,a ;save type - inc hl ;bullet x - ld a,(hl) ;check if it has reached the left side of scrn - and %11111110 ;it is <2 (0 or 1)? - jr z,remove_ebullet ;yes, remove bullet - dec (hl) ;move one left - dec (hl) ;and another one - ld d,(hl) ;d=x - inc hl ;@y + inc hl ;@x + ld d,(hl) ;check if it has reached the left side of scrn + bit 7,d ;x<0? + jr nz,remove_ebullet ;yes, remove bullet + dec d ;move one pixel left + dec d ;and another one (that makes 2) + ld (hl),d ;save new x-coordinate in (HL) and D + inc hl ;@y (BTW: x >= -2) + ld e,(hl) ;e=y - ld a,b ;restore type - cp %1100 ;&&& use - jr z,ebullet_common ;type %1100: normal bullet - and %111 - jr z,ebullet_down ;type %1000: moving down dec a - jr z,ebullet_up ;type %1001: moving up - ld b,a - - ld a,(timer) - rra - jr c,ebullet_common - - ld a,b + jr z,ebullet_common ;type 1: normal bullet dec a - jr z,ebullet_down ;type %1010: moving down 50% - ;type %1011: moving up 50% -ebullet_up: - ld a,(hl) + jr z,ebullet_down ;type 2: moving down dec a - jp m,ebullet_common - ld (hl),a + jr z,ebullet_up ;type 3: moving up + + ld b,a ;save bulletType + ld a,(timer) ;load timer + rra ;half speed (CF set every other turn) + jr c,ebullet_common ;if bit then normal bullet + + dec b + jr z,ebullet_down ;type 4: moving down 50% + ;type 5: moving up 50% +ebullet_up: + dec e ;move up + jp m,ebullet_common ;ybottom? + jr z,ebullet_common ;then keep it there + ld (hl),e ;otherwise save new y ebullet_common: - ld e,(hl) ;e=y ld ix,spr_bullete1 ;display enemy bullet + psh hl cal putsprite + pop hl ;we'll need it again ebullet_hits: ld a,(your_occ) or a - jr nz,next_bullet ;0 = you're normal + ret nz ;0 = you're normal - pop hl - psh hl - inc hl ;check x - ld a,(x) + ld a,(y) ;check y collision sub (hl) add a,6 - jp m,next_bullet + ret m cp 9 - jr nc,next_bullet + ret nc - inc hl ;check y - ld a,(y) + dec hl ;check x + ld a,(x) sub (hl) add a,6 - jp m,next_bullet + ret m cp 9 - jr nc,next_bullet + ret nc + ld b,auch_bullet ;set damage-amount + psh hl cal damage_you ;HIT!! + pop hl ;save hl to remove the bullet remove_ebullet: - pop hl ;hl could be destroyed by damage_you + dec hl ;points to bullettype again ld (hl),0 ;bullet > unused - jr next_bullet+1 ;next bullet (SKIP THE = one byte) + ret -;--------------------------- handle enemies ----------------------------------- +;--------------------------- handle enemies --------------------------------- Handle_enemies: - ld hl,enemies + ld hl,enemies+1 ld b,nrenemies ;handle all enemies handle_enemy: @@ -1693,199 +1943,212 @@ 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 - ld b,a ;b=2 if moving, otherwise b=1 + jr z,exploding_enemy ;occ "exploding" 01 -normal_enemy: ;occ "normal" 2 or "moving" 3 - inc hl - ld c,(hl) ;c = enemy type = de +normal_enemy: + ld c,a ;c = occ-1 = %10 (normal) or %01 (pickup) + inc hl ;@sprite cal find_sprite - inc hl - ld a,(hl) ;x - dec a ;move left - jr c,remove_enemy ;off screen - jr z,remove_enemy ;" - ld d,a - - inc hl + inc hl ;@x + ld d,(hl) ;x + inc hl ;@y ld e,(hl) ;y - ld a,b ;moving state was stored in b earlier - dec a ;is it 1? - cal nz,moving_enemy ;2 = moving enemy - ld (hl),e + inc hl ;@movetype + cal moving_enemy + dec hl + + ld a,e ;new y value + cp 57 + jr c,enemyonscreenY ;=on screen + cp -20 ;moved off at top + ld e,0 ;reset to top + jr nc,enemyonscreenY + ld e,57 ;otherwise reset to bottom +enemyonscreenY: + ld (hl),e ;store new y dec hl ;@x + + ld a,d ;new x value + cp 129 ;x<=128 + jr c,enemyonscreenX ;=on screen + cp -7 ;x<=-8 + jr c,remove_enemy ;=off screen +enemyonscreenX: ld (hl),d ;store new x - ld a,c ;a = enemy type - or a ;type 0? (pickup) + dec c ;is this a pickup? (c=%01 so ZF=1) jr nz,check_enemyfire ;no, a normal enemy; let em fire - ld a,(timer) ;load time - and %1 ;move left once every 2 turns - jr z,firing_done ;don't move now - inc d ;increase x-position (don't move this turn) - inc (hl) ;and save it jr firing_done ;continue check_enemyfire: - ld bc,add2enemy+1-2 ;offset of - add hl,bc ;go there (@hl) - dec (hl) ;decrease counter till next blast - ld a,(hl) ;load new counter - or a ;has it reached zero? - jr nz,firing_done ;finished if not - - ld a,(level_fire) ;re-set counter for next blast - ld (hl),a ;save time to fire - inc hl ;next byte = bullettype - ld c,(hl) ;c = bullet type + ld bc,4 ;4x inc hl + add hl,bc ;@firecount + 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) ;=time 'til next blast + inc hl ;@firetype + ld c,(hl) ;in c + dec hl + dec hl ;@firecount again + ld (hl),a ;reset counter for next blast psh de ;save registers for firing-use cal Enemy_fires ;fires bullet pop de ;restore (destroyed by Enemy_fires) firing_done: - cal putwidesprite ;display sprite @ix + cal putwidesprite ;display sprite @ix next_enemy: pop hl - ld bc,$0004 + ld bc,enemysize add hl,bc pop bc - djnz handle_enemy + dnz handle_enemy ret -remove_enemy: - pop hl - ld (hl),$0000 ;bye bye enemy - psh hl - jr next_enemy - exploding_enemy: inc hl - psh hl ld a,(hl) - cal explosion_stuff ;display explosion + cp 16 + jr nz,keep_enemy ;remove when at last frame +remove_enemy: pop hl - - ld a,(hl) - cp 15 - jr z,remove_enemy ;remove when at last frame + ld (hl),$0000 ;bye bye enemy + jr next_enemy+1 ;continue AFTER pop hl (already done) +keep_enemy: inc a ld (hl),a ;next frame + dec a ;1-16 -> 0-15 + ld ix,spr_explosion ;base sprite + inc hl ;@x + cal explosion_stuff ;display explosion jr next_enemy -;--------------------------- moving enemies ----------------------------------- +;--------------------------- moving enemies --------------------------------- moving_enemy: - ld a,(level_move) - and %1111 - jr z,movetype_updown ;type 0 - dec a - jr z,movetype_vslow ;1 - dec a - jr z,movetype_fast ;2 - dec a - jr z,movetype_vfast ;3 - dec a - jr z,movetype_smart ;4 - dec a - jr z,movetype_lure ;5 - dec a - jr z,movetype_slowlure ;6 - dec a - jr z,movetype_stoplure ;7 -; dec a -; jr z,movetype_fulllure ;8 + dec d ;move left once + ld a,(hl) ;how does this enemy move? + and a + ret z ;0 = (1<) + ld b,a + ld a,(timer) + dec b + jr z,movetype_updown ;1 = (1<) up / down + dec b + jr z,movetype_vslow ;2 = (.25<) + dec b + jr z,movetype_slow ;3 = (.5 <) + dec b + jr z,movetype_lslow ;4 = (.75<) + dec b + jr z,movetype_fast ;5 = (1.5<) + dec b + jr z,movetype_vfast ;6 = (2 <) + dec b + jr z,movetype_slowlure ;7 = (1<) move y towards you 50% + + inc d ;speed 0 + dec b + 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 + jr z,movetype_right ;11 = (.5>) + dec b + jr z,movetype_fright ;12 = (1>) + +movetype_right: + rra + ret c ;speed 0 50% +movetype_fright: + inc d ;move right one px + ret movetype_fulllure: - inc d - ld a,(timer) - and 1 - ret z + rra + ret c ;50% speed cal movetype_lure ld a,(x) cp d - jr c,lure_left + jr c,movetype_vfast ;moves left (again) lure_right: - inc d - ret -lure_left: - dec d + inc d ;move right ret -movetype_stoplure: - inc d - jr movetype_slowlure - movetype_slowlure: - ld a,(timer) - and 1 - ret z - + rra ;half the time + ret c movetype_lure: + ld a,110 + cp d + jr nc,dothelurethingy + dec d ;x>109: move left +dothelurethingy: ld a,(y) cp e - jr c,lure_up -lure_down: + ret z ;don't move vertically if equal + jr c,lure_up ;below you then move up +lure_down: ;above then move down inc e ret -lure_up: - dec e +lure_up:dec e ret movetype_smart: - ld bc,add2enemy - add hl,bc - - ld a,(timer) - and %1111 + inc hl ;@movecount ld a,(hl) - jr nz,smartupdate inc a -smartupdate: + and %1111 ld (hl),a or a ;reset carry flag - sbc hl,bc + dec hl ;reset hl to 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 50% + ret movetype_vslow: - ld a,(timer) and %11 ret z - inc d + inc d ;don't move 75% ret movetype_fast: - ld a,(timer) - and %1 - ret z + rra + ret c ;once every other turn movetype_vfast: - dec d ;move left - ret nz ;finished - pop hl ;restore stack (no ret used) - jp remove_enemy ;remove this enemy (off screen) + dec d ;move left twice + ret movetype_updown: - ld bc,add2enemy - add hl,bc - + inc hl ;@movecount ld a,(hl) dec a - jr nz,move_updated - add a,128 -move_updated: - ld (hl),a - - or a ;reset carry flag - sbc hl,bc - and %00100000 - ld a,(hl);&&&ld a,e ;load current y-position + and 127 ;range 0..127 + ld (hl),a ;store new movecounter + dec hl ;reset hl to @movetype + and %00100000 ;ZF changes once every 64 turns + ld a,e ;load current y-position jr z,movedown - moveup: dec a ;decrease y-pos (=move up) ret m ;don't move off the screen (y<0) dec e ;save new y-pos @@ -1897,375 +2160,248 @@ movedown: inc e ;otherwise save new position ret ;and return -;--------------------------- check collision ---------------------------------- +;--------------------------- check collision -------------------------------- Enemies_hit: ld hl,(x) ;e = X, d = Y ld de,$0707 ;add 7 to both d and e add hl,de - ld d,h - ld e,l ;e = X+7, d = Y+7 + ex de,hl ;e = X+7, d = Y+7 - ld hl,enemies + ld hl,enemies+1 ld b,nrenemies ;check all 20 enemies check_collision: - psh hl + psh bc ;counter + psh hl ;pointer ld a,(hl) - and %00000010 - jr z,check_next ;2 or 3 = ok - inc hl + and %10 ;enemy status (%11=normal; %10=pickup) + jr z,check_next ;2 or 3 = ok, otherwise: next enemy + inc hl ;@sprite collide_enemy: ;&&& include in Handle_enemy proc - psh de cal find_sprite - pop de - inc hl + inc hl ;@x ld a,(hl) ;check x match sub e ;enemy position minus yours minus 7 jp p,check_next add a,6 - add a,(ix) + 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 - jp p,check_next + jr nc,check_next ;(=jp p) add a,6 - add a,(ix+1) + 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.. -destroy_enemy: - ld (hl),%01 ;set to explode - inc hl - ld (hl),0 ;explosionFrame 0 - jr collide_done +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) - and %11111100 - jr z,destroy_enemy ld a,(hl) - sub %00000100 + sub auch_ecollide ld (hl),a -collide_done: + jr nc,enemydamaged ;enemy still ok (HP>=0) + ld (hl),%01 ;set to explode + inc hl + ld (hl),0 ;explosionFrame 0 +enemydamaged: ;damage to enemy delivered + ld b,auch_collide ;your damage cal damage_you check_next: - pop hl - inc hl - inc hl - inc hl - inc hl - djnz 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 ------------------------------------------- +;--------------------------- story ------------------------------------------ storyPage: - psh hl - cal _clrLCD + psh hl ;hl will be destroyed by _clrLCD + cal _clrLCD ;clear screen pop hl + ld a,(hl) + ld (curline),a ;begin line for special effect storyLine: + ld d,(hl) ;vertical position of text inc hl - ld e,(hl) - inc hl - ld d,(hl) - ld (_penCol),de + ld e,(hl) ;horizontal text-position + ld (_penCol),de ;set position inc hl - cal _vputs + cal _vputs ;display text - ld a,(hl) - dec a - jr z,storyLine + ld a,(hl) ;load next byte + inc hl + or a ;0 means more text + jr z,storyLine ;loop if there is + psh af psh hl - ld hl,VIDEO_MEM - ld de,GRAPH_MEM - ld bc,1024 + ld hl,VIDEO_MEM ;copy text + ld de,dispbuffer ;to GRAPH_MEM + ld bc,1024 ;entire screen ldir - cal _clrLCD + cal _clrLCD ;clear VIDEO_MEM pop hl - - inc hl - ld a,(hl) - inc hl - ld b,(hl) + pop bc ;last byte (<>0) is lines to SFX psh hl - cal DoSFX - cal _getkey + cal DoSFX ;do special effects + cal getsomekeys ;wait for a key pop hl ret -Story: - ld hl,story01-1 - cal storyPage - cal storyPage - cal storyPage - ret - -story01: - .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06 - .db $1b,$1d,"storyline coming soon..." ,0,0,$1d,$06 - .db $09,$19,"the Nemesis saga continues",0,1 - .db $2e,$21,"with NEMESIS 86" ,0,1 - .db $52,$36,"by Shiar" ,0,0,$19,$23 - -;--------------------------- SFX --------------------------------------------- +dostory: + cal storyPage ;do some story + ld a,(hl) ;load next byte in a + inc a ;set z-flag if a = $ff + jr nz,dostory ;otherwise loop + inc hl + inc hl ;set hl to beginning of the level + ld (levelp),hl ;set the level-pointer + ret ;and return -CDoSFX: - ld hl,VIDEO_MEM - ld de,GRAPH_MEM - ld bc,1024 - ldir - ld b,64 - ld a,-1 +;--------------------------- SFX -------------------------------------------- -DoSFX: ;ins: a=beginLine b=nrOfLines - ld (curline),a -SFXframe: +DoSFX: ;in:(curline)=beginLine;b=nrOfLines +SFXloop: psh bc - ld a,(curline) ;get line number + ld a,0 ;get line number +curline =$-1 inc a ;go to the next line ld (curline),a ;update - ld l,a - ld h,0 - add hl,hl + ld h,0 ;hl=a add hl,hl add hl,hl add hl,hl + add hl,hl ;*16 (a pixels down=a*16) + sub 64 ;a=a-64 + neg ;a=64-a (lines from bottom) ld b,h ;save hl for later ld c,l - - ld de,VIDEO_MEM + ld de,VIDEO_MEM ;where to put sfx add hl,de ;go to ymin - ld d,h - ld e,l - - ld hl,GRAPH_MEM - add hl,bc ;hl->logo - - ld a,(curline) ;Calculate how many lines to draw - ld c,a - ld a,64 - sub c - ld b,a + ex de,hl ;put into de again + ld hl,dispbuffer ;source of original + add hl,bc ;hl->source SFXdisp: ;display this frame on screen - ld a,b ;psh b (a will not be used) ld bc,16 ;one line (=16 bytes, you'd know by now) ldir ;display (copy actually) ld bc,-16 ;go up one line (not on screen) add hl,bc ;so the same line will be displayed - ld b,a ;pop b - djnz SFXdisp ;repeat until whole screen is displayed + dec a ;counter + jr nz,SFXdisp ;repeat until whole screen is displayed ld b,8 SFXdelay: - halt - djnz SFXdelay - - pop bc - djnz SFXframe - ret - -;--------------------------- show icon ---------------------------------------- - -drawline: - ld (hl),a ;draw one piece of the divider-line - inc hl ;move right (8 pixels = 1 byte) - djnz drawline ;repeat (16bytes * 8pixels =128= screen width) - ret - -disp_icons: - ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom - ld (PutWhere),hl ;place icons at bottom of normal screen - ld b,16 ;draw 16x (screen width) - ld a,%11111111 ;horizontal line mask - cal drawline ;draw divider-line - - ld b,16*7 ;draw 16x (screen width) 7x (height) - xor a ;blank line mask - cal drawline ;clear scorebar - - cal disp_lives - - ld ix,spr_icon01 ;armorIcon - ld de,$1901 ;icon #1 - cal putwidesprite ;display icon - cal disp_armor ;display value - - ld ix,spr_icon00 - ld a,(torp_occ) - or a - jr z,no_torp - ld ix,spr_icon02 ;torpedoIcon -no_torp: - ld de,$2901 ;icon #2 - cal putwidesprite ;display - - ld ix,spr_icon03 ;bulletIcon - ld de,$3901 ;icon #3 - cal putwidesprite ;display icon - ld hl,$3945 ;position to display bullet-type digit - ld a,(your_weapon) ;digit - dec a ;minus one (1=laser) - cal _disp_armor ;display digit - - ld ix,spr_icon00 ;emptyIcon - ld a,(your_weapon) - dec a - jr nz,no_laser - ld ix,spr_icon04 ;laserIcon -no_laser: - ld de,$4901 ;icon #4 - cal putwidesprite - - ld ix,spr_icon00 ;emptyIcon - ld a,(your_multiples) - and %11 - jr z,no_multiples - ld ix,spr_icon05 -no_multiples: - ld de,$5901 ;icon #5 - cal putwidesprite - - ld ix,spr_dividerline - ld de,$6901 - cal putwidesprite - - ld a,(your_pickup) ;pickups taken - add a,a ;picks*2 (sets z-flag) - jr z,iconsdone ;return if no pickups - add a,a ;picks*4 - add a,a ;picks*8 - add a,a ;picks*$10 - add a,$09 ;add 0ah - ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59) - ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) - - ld ix,spr_icon - cal putwidesprite -iconsdone: - ld hl,GRAPH_MEM ;normal game-screen - ld (PutWhere),hl ;set sprite-position to normal screen - ret + halt ;delay + dnz SFXdelay ;8x -disp_armor: - ld hl,$3925 ;Display Armor left - ld a,(your_armor) ;load armor left -_disp_armor: - ld (_penCol),hl ;place @ armorIcon - add a,'0' ;make digit - cal _vputmap ;display char + pop bc ;counter + dnz SFXloop 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 +;--------------------------- proc ------------------------------------------- - ld a,(your_lives) ;nr of lives in a - add a,'0' ;make digit - ld (hl),a - dec hl \ dec hl - cal _vputs ;display on screen +Random: ;a=c=b + jr nc,randomloop ;then add again + add a,c ;a=0 - add a,13+(50-12) ;a = -13..-1 >=> 0..12 >=> 39..50 - ret - -Random: - ld a,(RanPos) ;a handy random-var. - ld hl,x ;add your x-coord for randomness - adc a,(hl) - inc hl ;add your y-coord for randomness - adc a,(hl) - ld (RanPos),a ;save altered random-var - ret ;RanPos also in #a - -scoreInc: - psh bc - ld bc,(score) - add hl,bc - ld (score),hl pop bc ret -find_sprite: ;destroyed: de ix - psh hl - ld e,(hl) ;e = enemy type - ld d,0 ;de = e - ld hl,sprites ;hl = @sprites offset-table - add hl,de ;points to offset of current enemy offset - ld e,(hl) ;de = @enemy offset - ld d,0 +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 - 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 +find_sprite: ;in:hl=enemy+type | out:ix=sprite to enemy + 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: @@ -2273,176 +2409,168 @@ BLACKLCD: ld de,VIDEO_MEM+1 ld (hl),%11111111 ld bc,1024-1 ;do it 1024 times = entire screen - ldir - set 3,(iy+5) ;set white on black - ret - -waitnokeypressed: - halt \ halt - cal GET_KEY - or a - jr nz,waitnokeypressed + ldir + set 3,(iy+5) ;set white on black ret -Decompress: - ld a,(hl) - bit 7,a - jr z,Compressed - inc hl - and 01111111b - ld b,0 - ld c,a - ldir - jr Decompress -Compressed: - psh af - or %11111100 - ld b,a - inc hl - ld c,(hl) - inc hl - pop af - and %01111100 - rrca - rrca +getsomekeys: + halt ;wait a li'l while and save batteries :P + halt + cal GET_KEY ;input keys or a - ret z - psh hl - ld h,d - ld l,e - add hl,bc - inc a - inc a - ld b,0 - ld c,a - ldir - pop hl - jr Decompress + 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 -;--------------------------- game over / new game / death --------------------- -chartable: - .db 0,"!<>^",0,0,0,0 +releasekeys: + halt + ld a,%10000000 ;all key-masks + out (1),a + in a,(1) + inc a ;cp %11111111 (no keys pressed) + jr nz,releasekeys ;keep waitin + jp GET_KEY ;clear buffer + +findenemyspecs: ;enemy #a specs in (hl); in:b=0; out:ac=? + ld hl,enemyspecs ;enemy "0" specs + add a,a ;a=type*2 + 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: ;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 "yuqlgb7x" ;0..xvar - .db 0,"-pkfa6'" ;on..alpha - .db "54321.",0,0 ;F5..more - -own_name: - .db 7,"nemesis" + .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,own_name-1 ;find own variable + 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 - ret c ;not found? who cares... - xor a - ld hl,4+stored_data_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,stored_data_start - cal _SET_ABS_SRC_ADDR - ld hl,stored_data_end-stored_data_start - cal _SET_MM_NUM_BYTES - jp _mm_ldir ;save done (cal \ ret) - -game_over: - pop hl ;=ret (game_over was called from a procedure) -game_over_nopop: + 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 - cal waitnokeypressed ld hl,$0603 ld (_curRow),hl ;center ld hl,txt_gameover cal _puts ;display "GAME OVER" + cal releasekeys ;wait for all keys to be released ld hl,$0007 ld (_curRow),hl - ld de,(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: - halt \ halt - cal GET_KEY - 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_ENTER - jr z,nomore - 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 waitnokeypressed - 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 ld (_curRow),hl ;set - ld hl,(score) ;your score + ld hl,(your_score) ;your score cal _dispahl ;display it (a=0) ld hl,$314b ;bottom-1 right before score ^^ @@ -2466,90 +2594,222 @@ hiscoredone: restore_line: set 1,(hl) add hl,de - djnz restore_line + dnz restore_line - cal _getkey ;wait for keypress + cal getsomekeys ;wait for keypress jp quit ;restore some things and return to TI-OS/shell -New_game: - xor a ;score 0 - ld (score),a ;reset score - ld (score+1),a ;reset score - ld (torp_occ),a ;no torpedoes +invship: ;procedure used in New_game + psh af + inc b + ld de,$C0 + ld hl,VIDEO_MEM+$30-$C0;begin pos +invshipinit: + add hl,de + dnz invshipinit + ld b,$B0 ;12 lines down +invshiploop: + ld a,(hl) + cpl ;invert byte + ld (hl),a + inc hl + dnz invshiploop ;loop + pop af + ret + +New_game: ;stack must be +1 (so change the jp in cal :) + cal _clrLCD + 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 + 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 + add a,e + ld e,a + pop bc + dnz dispshipsloop ;loop + + ld b,0 ;menu pos. +selectship: + psh bc + cal invship +selectshiploop: + cal getsomekeys + pop bc + jr z,startthenewgame ;enter/2nd + psh bc + cal invship + pop bc + cp K_DOWN + jr nz,selnotdown + inc b ;move selection down +selnotdown: + cp K_UP + jr nz,selnotup + dec b ;move selection up +selnotup: + 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_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 ;level #1 - ld (level),a ;reset level nr - ld hl,level01 ;set level pointer to level#1 + inc a ;ld a,1 + ld (level),a ;reset level nr (#1) + ld hl,levelstart ;set level pointer to level#1 ld (levelp),hl ;reset level pointer - inc a ;ld a,2 - ld (your_weapon),a ;default weapon ld a,4 ld (your_lives),a ;3 lives (4 will be decreased @ You_die) ld (pickuptimer),a ;next pickup after 4 enemies destroyed - inc a ;ld a,5 - ld (your_armor),a - ld a,(weapons+1) ;max number of bullets (varies per weap.class) - ld (ybuls),a - -You_die: - ld hl,your_lives - dec (hl) ;decrease lives - ld a,(hl) ;load lives left - inc a ;if lives=0ffh then a=0 - jp z,game_over ;if so, game's over - jr nonext_level - -;--------------------------- next level --------------------------------------- - -Next_level: - ld hl,level ;level number - ld a,(hl) - inc a - ld (hl),a + +You_die: ;stack must be +1 + pop hl ;restore stack + 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 + inc a ;if -1 then zf set now + jp z,game_over ;and game's over + jr samelevel + +gamedone: + cal dostory ;display end (hl=(levelp)) + ld hl,250 + cal scoreInc ;game complete bonus: 250 + jp game_over ;game over (+hiscore) + +;--------------------------- next level ------------------------------------- + +Next_level: ;stack must be +1 + pop hl + + cal inc_armor ;increase armor ld hl,(levelp) ;level pointer - ld bc,5+32+4+3 ;advance one level + ld b,0 ;advance one level + ld c,(hl) + add hl,bc ;passed the enemies + ld c,9 add hl,bc ;update to point to next level ld (levelp),hl ;save + ld a,(level) ;level number + inc a ;next level # + cp endlevel+1 ;last level done? + jr nc,gamedone ;yes: display end story and quit + ld (level),a + + add a,a + add a,a ld h,0 ;increase score.... - ld l,a ;by level number + ld l,a ;by level number * 4 ld bc,20 add hl,bc ;plus 20 cal scoreInc ;update score -nonext_level: +samelevel: + 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 ld hl,(levelp) ;level pointer - ld a,(hl) ;load new level-enemy type - ld (level_enemy),a ;set level-enemy + dec hl ;byte before level (boss byte) + xor a ;if it's zero it means here's a story + cp (hl) + inc hl ;begin of level + cal z,dostory ;do the story and set (levelp) to real level + + ld a,(hl) ;number of (different) enemies in this level inc hl + ld c,a + ld (nrlvlenemies),a ;set nr of enemies-1 + ld b,0 ;bc=c so we can use ldir + ld de,lvlenemies ;table of enemies + ldir ;load enemies to table ld a,(hl) ;load new appearance-time - ld (eventtime),a ;set + ld (eventtime),a + inc hl + ld a,(hl) + ld (eventtime+1),a ;set inc hl ld a,(hl) ;load nr of enemies in this level ld (eventleft),a ;set nr of events left inc hl - ld a,(hl) ;movement of enemies in this level - ld (level_move),a ;do it - inc hl - ld a,(hl) ;how frequent the enemies fire a bullet - ld (level_fire),a ;consider it done - - inc hl - ld de,spacespace - ld bc,17+17+2 - ldir + ld de,level_info + ld c,4 ;5xLDI: loads (level_info) (spacespace) + ldir ; (stars1) (stars2) + ld a,1 + ld b,32 ;fill (groundpos) and (ceilingpos) +fillground: + ld (de),a + inc de + dnz fillground ld ix,starx1 ld b,nrstars1 cal placestars - ld hl,RanPos - inc (hl) ld ix,starx2 ld b,nrstars2 cal placestars @@ -2558,493 +2818,1572 @@ nonext_level: ld (timer),a ;reset time ld hl,your_occ ;hl = your_occ ld (hl),a ;reset your ship (not exploding) - inc hl ;hl = your_inv - ld (hl),25 ;set 25*4=100 frames invulnerable - ld hl,x ;begin position x=... - ld (hl),a ;...=a=0=left - inc hl ;y=... - ld a,24 ;...=24=middle - ld (hl),a ;your y - - ld a,(torp_occ) - or a ;no torpedoes? - jr z,torpsclear ;then just continue (=0) - ld a,1 ;if so, set to "ready to fire" (=1) -torpsclear: - - ld de,$0018 ;x=0, y=24 (like you..) -; cal Place_multiples ;place all multiple-positions at (0,24) + 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) + + cal loadweapon ;load (your_weapon) ld hl,enemies ;remove all enemies and bullets ld (hl),0 ;clear first byte ld de,enemies+1 ;copy this to the next byte - ld bc,(add2enemy*2)+((nrybuls+nrebuls)*3)-1 - ldir ;clear enemy-info + enemiesxtra + all bullets + ld bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1 + ldir ;clear enemies + bullets (y/e) -;--------------------------- setup game --------------------------------------- +;--------------------------- setup game ------------------------------------- game_setup: - cal BLACKLCD - ld hl,$0703 - ld (_curRow),hl ;center + cal BLACKLCD ;white on black ld hl,txt_level + ld de,$0703 + ld (_curRow),de ;center cal _puts ;display "LEVEL " - ld a,(level) + ld a,(level) ;current level ld l,a - ld h,$00 - - cal UNPACK_HL - add a,'0' - ld b,a - cal UNPACK_HL - add a,'0' + ld h,0 ;in hl + cal UNPACK_HL ;create first digit + add a,'0' ;0-9 + ld b,a ;into b + cal UNPACK_HL ;second digit + add a,'0' ;0-9 cal _putc ;display second digit ld a,b cal _putmap ;display first digit - ld hl,$0904 - ld (_curRow),hl ;display lives left below level nr ld hl,txt_lives ;bar text: "Lx0"... + ld de,$0904 + ld (_curRow),de ;display lives left below level nr + cal _puts ld a,(your_lives) ;lives left - add a,'0' ;make value - ld (txt_lives+3),a ;add to text - cal _puts ;display the string - res 3,(iy+5) ;set white on black + add a,'0' ;make value 0='0' + cal _putc - cal _getkey ;wait for keypress + cal releasekeys ;wait for user to release all keys + ld hl,txt_savekey ;"Press [F1] to save" + ld de,$3A46 ;bottom-right + ld (_penCol),de + cal _vputs - cal CLEARLCD ;clear screen - cal disp_icons ;display bottom icons - ret + res 3,(iy+5) ;set white on black + cal getsomekeys ;wait for keypress + cp K_F1 + cal z,save_lvl + + cal _clrLCD ;clear screen + cal disp_icons ;display bottom icons +ret + jp game_main_loop placestars: - cal Random5016 ;a = (0..50)*16 = random y-pos + cal RandomY ;a = random y-pos 1..bottom ld a,b ;a = b = star nr. = 1..7 add a,a ;a = 2b = 2..14 ld d,0 ld e,a ;de = a = 2-14 - add hl,de ;add to random y => random pos anywhere + or a + sbc hl,de ;substract from random y => random pos anywhere ld (ix),l ;save x-pos (l) ld (ix+1),h ;save y-pos (h) inc ix \ inc ix ;next star - djnz placestars ;repeat for all stars + dnz placestars ;repeat for all stars ret -;--------------------------- putsprite ---------------------------------------- -;--------------------------- de =(X,Y) ---------------------------------------- - -offsets_table: - .db 128,64,32,%10000,%01000,%00100,%00010,%00001 -putsprite: - ld a,d ;a = X - and %00000111 ;a = X mod 8 = bit nr. to mask - ld hl,offsets_table ;pixel mask table - ld c,a ;bit nr. - ld b,0 ;word - add hl,bc ;add to table - ld a,(hl) ;a = pixel mask - ld (_smc1+1),a ;alter pixel mask - - ld hl,GRAPH_MEM ;save-location - ld a,e ;y-coord - add a,a ;y*2 - add a,a ;y*4 - add a,a ;y*8 - rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) - add a,a ;y*16 (width of screen) - rl b ;b=b*2+overflow (if y>64 then bc=bc+512) - srl d ;d/2 - srl d ;d/4 - srl d ;d/8 (8 bits in byte) ** c is set when overflow - add a,d ;a = (Y*16+X/8) mod 256 - jr nc,_n1 ;jump if no carry = no overflow = a<=255 - inc b ;a>255 so increase bc by 256 -_n1: ld c,a ;c = (Y*16+X/8) mod 256 - add hl,bc ;bc = Y*16+X/8 - - ld d,(ix) - ld b,(ix+1) -_oloop: psh bc ;Save # of rows - psh hl ;Save screen address - ld b,d ;Load width - ld c,(ix+2) ;Load one line of image - inc ix -_smc1: ld a,1 ;Load pixel mask -_iloop: sla c ;Test leftmost pixel - jr nc,_noplot ;See if a plot is needed - ld e,a ;OR pixel with screen - or (hl) - ld (hl),a - ld a,e -_noplot:rrca - jr nc,_notedge ;Test if edge of byte reached - inc hl ;Go to next byte -_notedge: - djnz _iloop - pop hl ;Restore address - ld bc,16 ;Go to next line +loadweapon: + ld a,(your_weapon) + add a,a ;weap*2 + add a,a ; *4 + add a,a ; *8 + ld c,a + ld b,0 + ld hl,weapondata add hl,bc - pop bc ;Restore data - djnz _oloop + ld a,(hl) + ld (weapdamage),a ;damage of bullets + inc hl + ld a,(hl) + ld (weapdaminc),a ;damage increase + inc hl + ld a,(hl) + and %00011111 ;laser duration + ld (laserdur),a ret -;--------------------------- putbigsprite ------------------------------------- +;---------------------------------------------------------------------------- +;--------------------------- putsprite -------------------------------------- +;---------------------------------------------------------------------------- +;in: de=(x,y); ix=sprite +;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=? + +putsprite: + ld c,(ix) ;save width +_putsprite: ;putsprite with custom width + ld a,d ;a=X + bit 7,d ;check sign bit of X + jr z,CSpositive ;X>=0 + + neg ;a=|X| + cp (ix) ;off screen? + ret nc ;X<=-width: don't draw at all + ld b,a ;b=|X|mod 8=1..7=bits to draw + ld a,%11111111 ;all bits set (draw everything) +CSclipleft: + srl a ;remove first bit in a for each b + dnz CSclipleft ;b=1: a=%01111111 + ;b=2: a=%00111111 + ;b=3: a=%00011111 + ;b=4: a=%00001111 + ;b=5: a=%00000111 + ;b=6: a=%00000011 + ;b=7: a=%00000001 + res 7,d ;X+128 (right side of screen) + dec e ;Y-- + jr CSdisplay ;done clipping + +CSpositive: + sub 129-8 ;minus (screen width - byte width) + ld b,a + ld a,%11111111 ;clipmask + jr c,CSdisplay ;x+width<128 then entire sprite is on screen + inc b ;b = number of pixels off screen +CSclipright: + add a,a ;remove last bit in a for each b + dnz CSclipright ;b=1: a=%11111110 + ;b=2: a=%11111100 + ;b=3: a=%11111000 + ;b=4: a=%11110000 + ;b=5: a=%11100000 + ;b=6: a=%11000000 + ;b=7: a=%10000000 + ;b>7: a=%00000000 = off screen + +CSdisplay: ;display the sprite ix at (d,e) masked + ld (CSclipmask),a ;set mask + cal findpixel ;convert de to screen location hl:a + ld (CSbitmask),a + + ld d,c ;width + ld b,(ix+1) ;height +CSyloop: + psh bc ;save rows to go + psh hl ;screen + ld b,d ;width + ld a,(ix+2) ;load image line + and 255 ;mask +CSclipmask =$-1 + ld c,a ;c=image + inc ix ;next +CSbitmask =$+1 + ld a,1 ;saved bitmask +CSxloop: + sla c ;test leftmost pixel + jr nc,CSnodraw ;don't draw if it's 0 + ld e,a ;psh af: save bitmask + or (hl) + ld (hl),a ;OR pixel with screen + ld a,e ;pop af +CSnodraw: + rrca ;next bit + jr nc,CSbitdrawn ;carry set if bit "jumped" + inc hl ;next byte +CSbitdrawn: + dnz CSxloop + pop hl ;screen at x-offset=0 + ld bc,16 + add hl,bc ;next line + pop bc ;rows counter + dnz CSyloop +CSdone: ret + +;--------------------------- putbigsprite ----------------------------------- putwidesprite: - ld a,d - and 7 - ld hl,offsets_table - ld c,a - ld b,0 - add hl,bc - ld a,(hl) - ld (wsmc1+1),a - ld (wsmc2+1),a - ld hl,(PutWhere) - - ld a,e - add a,a - add a,a - add a,a - - rl b - add a,a - rl b - srl d - srl d - srl d - add a,d - jr nc,n1 - inc b -n1: ld c,a - add hl,bc - - ld d,(ix) - ld b,(ix+1) -woloop: psh bc ;Save # of rows - psh hl ;Save screen address - ld b,d ;Load width - ld c,(ix+2) ;Load one line of image - inc ix -wsmc1: ld a,1 ;Load pixel mask -wiloop: sla c ;Test leftmost pixel - jr nc,wnoplot ;See if a plot is needed - ld e,a ;OR pixel with screen - or (hl) - ld (hl),a - ld a,e -wnoplot: - rrca - jr nc,wnotedge ;Test if edge of byte reached - inc hl ;Go to next byte -wnotedge: -wsmc2: cp 1 - jr z,wover_1 - - djnz wiloop - pop hl ;Restore address - ld bc,16 ;Go to next line - add hl,bc - pop bc ;Restore data - djnz woloop - ret -wover_1: - ld c,(ix+2) - inc ix - djnz wiloop - dec ix - pop hl - ld bc,16 - add hl,bc - pop bc - djnz woloop +;destr: abcdehl+ix (ix=behind sprite; hl:a=right below sprite; b=0; d=width) + ld a,(ix) ;width + cp 9 + jr c,putsprite ;width<=8: just draw the sprite + + ld a,(ix) + sub 8 ;width>8 + psh af + ld c,8 + psh de + cal _putsprite ;otherwise draw one column (8 pixels wide) + pop de + inc ix ;no x-size to load + ld a,8 ;next + add a,d ;8 pixels right + ld d,a + pop bc ;then draw the remaining pixels (c=width-8) + ld c,b + jr _putsprite + +safeputsprite: ;cal putsprite with de intact + psh de + cal putsprite + pop de ret -;------------------------------------------------------------------------------ -;------------------------------- sprites -------------------------------------- -;------------------------------------------------------------------------------ +;------------------------------- findpixel ---------------------------------- +;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de -spr_ship01: - .db 7,7 ;ship alpha class - .db %01111000 ; ████ - .db %11100000 ; ███ - .db %01111100 ; █████ - .db %11110010 ; ████ █ - .db %01111100 ; █████ - .db %11100000 ; ███ - .db %01111000 ; ████ -spr_ship01i: - .db 7,7 ;ship alpha class - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; +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,dispbuffer/$400 ;switch to hl (Y<64) & set base to dispbuffer +PutWhere =$-1 ;screen base position/$400 (where x+y=0) + ld l,a ;hl=4*Y + ld a,d ;a=d=X + rra ;RRA: carry flag must be reset! + add hl,hl ;that's what the adds are for :P + rra + add hl,hl ;hl=16*Y + rra ;a=X/8 + or l + ld l,a ;hl=hl+a + ld a,d + and 7 ;a=X\8 + cpl + rlca + rlca + rlca + ld (FPbit),a + xor a +FPbit =$+1 + set 0,a + ret - .db %01010000 ; █ █ - .db %10100000 ; █ █ - .db %01010100 ; █ █ █ - .db %10100010 ; █ █ █ - .db %01010100 ; █ █ █ - .db %10100000 ; █ █ - .db %01010000 ; █ █ - -spr_ship02: -; .db 7,7 ;ship beta class -; .db %11100000 ; ███ -; .db %11110000 ; ████ -; .db %01111100 ; █████ -; .db %01110010 ; ███ █ -; .db %01111100 ; █████ -; .db %11110000 ; ████ -; .db %11100000 ; ███ +;---------------------------------------------------------------------------- +;------------------------------- sprites ------------------------------------ +;---------------------------------------------------------------------------- + +spr_ship01: ;(normal; up double) + .db 7,7 ;ship alpha class (vic viper) + .db %11000000 ;██ + .db %11110000 ;████ + .db %01111110 ; ██████ + .db %11101000 ;███ █ + .db %01111110 ; ██████ + .db %11110000 ;████ + .db %11000000 ;██ +spr_ship01i: + .db 8,7 + .db %11001010 ;██ █ █ + .db %11110101 ;████ █ █ + .db %01111110 ; ██████ + .db %11101001 ;███ █ █ + .db %01111110 ; ██████ + .db %11110101 ;████ █ █ + .db %11001010 ;██ █ █ + +spr_ship02: ;(normal; tail beam) + .db 7,7 ;ship gamma class + .db %11111000 ;█████ + .db %01100000 ; ██ + .db %11111100 ;██████ + .db %11100110 ;███ ██ + .db %11111100 ;██████ + .db %01100000 ; ██ + .db %11111000 ;█████ 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 8,7 + .db %11111010 ;█████ █ + .db %01100001 ; ██ █ + .db %11111101 ;██████ █ + .db %11100111 ;███ ███ + .db %11111101 ;██████ █ + .db %01100001 ; ██ █ + .db %11111010 ;█████ █ + +spr_ship03: ;(hardcore; up double) + .db 7,7 ;ship delta class (lord british) + .db %11000000 ; ██ + .db %11110000 ; ████ .db %11111100 ; ██████ + .db %01100010 ; ██ █ .db %11111100 ; ██████ - .db %01111000 ; ████ - -spr_bullet01: - .db 5,3 ;your bullets - .db %00110000 ; ░▒▓█▒ - .db %11111000 ; ░▒▓████▒ - .db %00110000 ; ░▒▓█▒ -spr_bullet02: - .db 5,3 - .db %11110000 ; ░▒▓███▒ - .db %11111000 ; ░▒▓████▒ - .db %11110000 ; ░▒▓███▒ -spr_bullett1: - .db 4,3 ;▒▒▒ - .db %11100000 ;▒███ .db %11110000 ; ████ - .db %01110000 ; ███ + .db %11000000 ; ██ +spr_ship03i: + .db 8,7 + .db %11111100 ; ██████ + .db %11110010 ; ████ █ + .db %11111101 ; ██████ █ + .db %01100011 ; ██ ██ + .db %11111101 ; ██████ █ + .db %11110010 ; ████ █ + .db %11111100 ; ██████ -spr_bullete1: - .db 4,3 ;enemy bullets - .db %01100000 ; ▒█▓▒░ - .db %11110000 ; ▒███▓▒░ - .db %01100000 ; ▒█▓▒░ +spr_ship04: ;(hardcore; tail beam) + .db 7,7 ;XC1701II ship + .db %11110000 ;████ + .db %10001100 ;█ ██ + .db %11110010 ;████ █ + .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 = 4 ;when you hit an enemy +auch_ecollide = 2*4 ;damage to the enemy that hit you (skip bit 0/1) -;---------------------------------------- explosion ------------------------------------------- +spr_multiple: + .db 6,6 ;multiples + .db %00000000 ; + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %01111100 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_multiple2: + .db 7,7 ;multiples + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111110 ;███████ + .db %11111110 ;███████ + .db %11111110 ;███████ + .db %01111100 ; █████ + .db %00111000 ; ███ + +;-------------------------------- explosions -------------------------------- + +spr_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 8,6 ;8 - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; + .db 8,5 ;1 + .db %00000000 + .db %00101100 ; █ ██ + .db %00011110 ; ████ + .db %00110100 ; ██ █ + .db %00011000 ; ██ + .db %00000000 + + .db 8,5 ;2 + .db %00111000 ; ███ + .db %01011100 ; █ ███ + .db %10010111 ;█ █ ███ + .db %01000110 ; █ ██ + .db %00111000 ; ███ + .db %00000000 + + .db 8,6 ;3 + .db %00111100 ; ████ + .db %01001111 ; █ ████ + .db %10100011 ;█ █ ██ + .db %11000110 ;██ ██ + .db %01110101 ; ███ █ █ + .db %00111000 ; ███ + + .db 8,6 ;4 + .db %00110110 ; ██ ██ + .db %00000101 ; █ █ + .db %11000001 ;██ █ + .db %01100001 ; ██ █ + .db %11000010 ;██ █ + .db %01010001 ; █ █ █ + +;--------------------------------- bullets ---------------------------------- + +bullettable: + .db (spr_bullet01-spr_bullet01) ;0 + .db (spr_bullet02-spr_bullet01) ;4 + .db (spr_bullet03-spr_bullet01) ;8 + .db (spr_bullet04-spr_bullet01) ;12 + .db (spr_bullet05-spr_bullet01) ;16 + .db (spr_bullet06-spr_bullet01) ;20 + .db (spr_bullet07-spr_bullet01) ;24 + .db (spr_bullet08-spr_bullet01) ;28 + .db (spr_bullet09-spr_bullet01) ;32 + .db (spr_bullet10-spr_bullet01) ;36 + .db (spr_bullet11-spr_bullet01) ;40 + .db (spr_bullet12-spr_bullet01) ;44 + .db (spr_bullet13-spr_bullet01) ;48 + +spr_bullet01: + .db 2,1 + .db %11000000 ;▒██ +spr_bullet02: + .db 4,1 + .db %11110000 ;▒████ +spr_bullet03: + .db 2,2 + .db %11000000 ;▒██ + .db %11000000 ;▒██ +spr_bullet04: + .db 4,2 + .db %10110000 ;▒█▒██ + .db %10110000 ;▒█▒██ +spr_bullet05: + .db 4,3 + .db %01100000 ; ▒██ + .db %11110000 ;▒████ + .db %01100000 ; ▒██ +spr_bullet06: + .db 5,3 + .db %00110000 ; ▒██ + .db %11111000 ;▒█████ + .db %00110000 ; ▒██ +spr_bullet07: + .db 5,3 + .db %01110000 ; ▒███ + .db %11111000 ;▒█████ + .db %01110000 ; ▒███ +spr_bullet08: + .db 5,3 + .db %11110000 ;▒████ + .db %11111000 ;▒█████ + .db %11110000 ;▒████ +spr_bullet09: + .db 5,4 + .db %00010000 ; ▒█ + .db %10111000 ;▒█▒███ + .db %01111000 ; ▒████ + .db %00010000 ; ▒█ +spr_bullet10: + .db 6,4 + .db %00111000 ; ▒███ + .db %01111100 ; ▒█████ + .db %11111100 ;▒██████ + .db %00110000 ; ▒██ +spr_bullet11: + .db 7,5 + .db %00011000 ; ▒██ + .db %11111100 ;▒██████ + .db %00111110 ; ▒█████ + .db %01111100 ; ▒█████ + .db %00011000 ; ▒██ +spr_bullet12: + .db 7,6 + .db %00110000 ; ▒██ + .db %11111100 ;▒██████ + .db %00111110 ; ▒█████ + .db %01111110 ; ▒██████ + .db %11111100 ;▒██████ + .db %00111000 ; ▒███ +spr_bullet13: + .db 8,8 + .db %00111100 ; ▒████ + .db %11111110 ;▒███████ + .db %01111111 ; ▒███████ + .db %00011111 ; ▒█████ + .db %01111111 ; ▒███████ + .db %11111110 ;▒███████ + .db %00111100 ; ▒████ + +spr_bullett1: + .db 4,3 ;▒▒▒ + .db %11100000 ;▒███ + .db %11110000 ; ████ + .db %01110000 ; ███ + +spr_bullete1: + .db 4,3 ;enemy bullets + .db %01100000 ; ██▒ + .db %11110000 ;████▒ + .db %01100000 ; ██▒ + +;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset] +;damage = min.damage + dam.inc*incs (0<=incs<=6) +;speed in pixels/frame (>=%10010=forward; <=%01110=backwards) +;direction: 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 ----------------------------------- + +spr_lship: + .db 5,3 ;li'l ship indicating lives left + .db %11100000 ;███ + .db %01111000 ; ████ + .db %11100000 ;███ +lshipsize = 5 ;space between two ship icons -;--------------------------------------- bar ----------------------------------- - -spr_iconhalf: - .db 16,7 ;selected .......: - .db %11111111 ; ████████ - .db %00000001 ; █ - .db %00000001 ; █ - .db %00000001 ; █ - .db %00000001 ; █ - .db %00000001 ; █ - .db %11111111 ; ████████ spr_icon: - .db 16,7 ;selected .......:.......: - .db %11111111,%11111111 ; ████████████████ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11111111,%11111111 ; ████████████████ + .db 16,7 ;selected.......:.......: + .db %11111111 ;████████████████ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11111111 ;████████████████ + .db 7 + .db %11111111 + .db %00000001 + .db %00000001 + .db %00000001 + .db %00000001 + .db %00000001 + .db %11111111 spr_icon00: - .db 16,7 ;unused .......:.......: - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db 16,7 ;unused .......:.......: + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db 7 + .db %10101010 + .db %01010101 + .db %10101010 + .db %01010101 + .db %10101010 + .db %01010101 + .db %10101010 spr_icon01: - .db 16,7 ;armor ; .......:.......: - .db %10001111,%10000000 ; █ █████ - .db %10010000,%01000000 ; █ █ █ ▒▒▒ - .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒ - .db %10100111,%10100000 ; █ █ ████ █ ▒▒▒ - .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒ - .db %10010000,%01000000 ; █ █ █ ▒▒▒ - .db %10001111,%10000000 ; █ █████ -spr_icon02: - .db 16,7 ;torpedo .......:.......: - .db %10111000,%00010101 ; █ ███ █ █ █ - .db %10011100,%00010101 ; █ ███ █ █ █ - .db %10111000,%01001010 ; █ ███ █ █ █ - .db %10000000,%11101010 ; █ ███ █ █ - .db %11100001,%11100101 ; ███ ████ █ █ - .db %10011000,%11110101 ; █ ██ ████ █ █ - .db %11100110,%00110010 ; ███ ██ ██ █ + .db 16,7 ;shield .......:.......: + .db %10001111 ;█ ███████ █ ▒ + .db %10011001 ;█ ██ █████ █ ▒ + .db %10111100 ;█ ████ ████ █ ▒ + .db %10111000 ;█ ███ █ ██ █ ▒ + .db %10111100 ;█ ████ ████ █ ▒ + .db %10011001 ;█ ██ █████ █ ▒ + .db %10001111 ;█ ███████ █ ▒ + .db 7 + .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 %10000001 ;█ ███ ▒ + .db %10000011 ;█ ██ ▒ + .db %10000000 ;█ ▒ + .db 5 + .db %00000000 + .db %00000000 + .db %11000000 + .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 16,7 ;bullets .......:.......: - .db %10000000,%11000000 ; █ ██ - .db %10000011,%11100000 ; █ █████ ▒▒▒ - .db %10011000,%11000000 ; █ ██ ██ ▒▒▒ - .db %11111100,%00000000 ; ██████ ▒▒▒ - .db %10011000,%11000000 ; █ ██ ██ ▒▒▒ - .db %10000011,%11100000 ; █ █████ ▒▒▒ - .db %10000000,%11000000 ; █ ██ + .db 11,7 ;bullets .......:.......: + .db %10000000 ;█ ██ ▒ + .db %10000011 ;█ █████ ▒▒▒ ▒ + .db %10011000 ;█ ██ ██ ▒▒▒ ▒ + .db %11111100 ;██████ ▒▒▒ ▒ + .db %10011000 ;█ ██ ██ ▒▒▒ ▒ + .db %10000011 ;█ █████ ▒▒▒ ▒ + .db %10000000 ;█ ██ ▒ + .db 7 + .db %11000000 + .db %11100000 + .db %11000000 + .db %00000000 + .db %11000000 + .db %11100000 + .db %11000000 spr_icon04: - .db 16,7 ;laser .......:.......: - .db %10000000,%00000000 ; █ - .db %10110010,%10000000 ; █ ██ █ █ - .db %10111011,%00000000 ; █ ███ ██ - .db %10011101,%11111111 ; █ ███ █████████ - .db %10111011,%00000000 ; █ ███ ██ - .db %10110010,%10000000 ; █ ██ █ █ - .db %10000000,%00000000 ; █ + .db 16,7 ;laser .......:.......: + .db %10000000 ;█ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %11110111 ;████ ███████▒▒▒█▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %10000000 ;█ ▒ + .db 4 + .db %00000000 + .db %00000000 + .db %00000000 + .db %11111111 spr_icon05: - .db 16,7 ;multiple .......:.......: - .db %10000011,%10000000 ; █ ███ - .db %10000001,%11100110 ; █ ████ ██ - .db %10000001,%11100000 ; █ ████ - .db %10000011,%10000000 ; █ ███ - .db %10011000,%00000000 ; █ ██ - .db %10111100,%11000011 ; █ ████ ██ ██ - .db %10011000,%00000000 ; █ ██ + .db 16,7 ;multiple.......:.......: + .db %10000011 ;█ ███ ▒ + .db %10000001 ;█ ████ ██ ▒ + .db %10000001 ;█ ████ ▒ + .db %10000011 ;█ ███ ▒ + .db %10011000 ;█ ██ ▒ + .db %10111100 ;█ ████ ██ ██▒ + .db %10011000 ;█ ██ ▒ + .db 6 + .db %10000000 + .db %11100110 + .db %11100000 + .db %10000000 + .db %00000000 + .db %11000011 spr_dividerline: .db 8,7 .db 128,128,128,128,128,128,128 ;128 = %10000000 -;---------------------------- texts ------------------------------------------- - -txt_about: .db " v0.95.A22",127,"by Shiar",0 -txt_email: .db "shiar0@hotmail.com",0 -txt_menu1: .db "CONTINUE",0 -txt_menu2: .db "NEW GAME",0 - -txt_level: .db "LEVEL ",0 -txt_gameover: .db "GAME OVER!",0 -txt_score: .db "Score",0 -txt_hiscore: .db "Hiscore",0 -txt_lives: .db "Lx0?",0 - -txt_pressenter: .db "Enter to continue",0 -txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0 -txt_teacherans: .db Lneg,"14.2063168184",0 - -;---------------------------- save data --------------------------------------- - -PutWhere .dw GRAPH_MEM ;where to put the wide sprites -level .db $00 ;level number -levelp .dw $0000 ;pointer to level data +;---------------------------- texts ----------------------------------------- -score .dw $0000 +txt_email: .db "www.shiar.org ",127 ;title screen + .db " shiar0@hotmail.com",0 +_txt_email = $3A01 ;$3A1E=just email +txt_about: .db "v0.99.99 ",127," by Shiar",0 ;right behind txt_email +_txt_about = $3321 +txt_menu1: .db "NEW GAME",0 +txt_menu2: .db "CONTINUE",0 -stored_data_start: -hiscore .dw $0000 -hiname .db "Shiar.95",0 -stored_data_end: +txt_difhardcore:.db "Hardcore!",0 +txt_difnormal: .db "Normal",0 +txt_updouble: .db "Up Double",0 +txt_tailbeam: .db "Tail Beam",0 -your_pickup .db $00 -your_occ .db $00 ;0=normal 1..16=exploding -your_inv .db $00 ;invincibility left -your_armor .db $05 ;HP left -your_lives .db $00 ; +txt_level: .db "LEVEL ",0 ;new level screen +txt_lives: .db "Lx0",0 +txt_savekey: .db "Press [F1] to save",0 -your_weapon .db $00 ;laser avail: 0=no, 1=yes -your_multiples .db $00 ;multiples present -torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt -torp_pos .dw $0000 ;torpedo position (x,y) - -#include nemesis0.z80 +txt_gameover: .db "GAME OVER!",0 ;game over screen +txt_score: .db "Score",0 +txt_hiscore: .db "Hiscore",0 -;----------------------------- logo ------------------------------------------- +txt_pause: .db " ",6,"/",7," ",$1C,"contrast; " + .db "F1",$1C,"B",$CF,5,"W Mode",0 +_txt_pause = $020B +txt_pressenter: .db "Enter to continue",0 ;pause +_txt_pressenter = $0201 +#ifdef teacherkey +txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher +txt_teacherans: .db Lneg,"14.6549373495",0 +#endif + +;---------------------------- save data ------------------------------------- + +storehi_start: +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 level00 ;pointer to level data lev00 +pickuptimer .db 4 ;counts when to place a pickup 4 +your_extramode .db 1 ;you have tail or double 1 +your_score .dw 0 ;current score 0 +your_pickup .db 0 ;pickups already picked up 0 +your_occ .db 0 ;0=normal 1..16=exploding 0 +your_shield .db 0 ;invincibility left 0 +your_armor .db 24 ;HP left 24 +your_lives .db 3 ;lives left 3 +your_weapon .db 17 ;current weapon upgrade 0 +your_multiples .db 0 ;multiples 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) + +;------------------------------ levels data --------------------------------- + +;format:boss: [moveType] [enemyType] +; @level: [nr.dif.enemies]x [enemy nr] +; [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 +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 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 32 +level02:.db 3,3,4,5 + .db 20,60,60 + .db %00,0,1,1 + + .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 ", + .db "showing",0,0 + .db 8,1,"lots of enemy vessels ", + .db "advancing fast.",0,8-1+6 + .db 24,1,"I'm changing course to a", + .db " nearby ",0,0 + .db 31,1,"asteroid belt and try to",0,0 + .db 38,1,"lose them inthere.",0,38-24+6,-1 + +;---- 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=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: +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 ; ████ + .db %01000100 ; █ █ + .db %10111000 ;█ ███ + .db %11100000 ;███ + .db %10111000 ;█ ███ + .db %01000100 ; █ █ + .db %00111100 ; ████ +spr_enemyE2: + .db 6,6 ;weak + .db %00111100 ; ████ + .db %01010000 ; █ █ + .db %10100000 ;█ █ + .db %10100000 ;█ █ + .db %01010000 ; █ █ + .db %00111100 ; ████ +spr_enemyE3: + .db 6,6 ;normal solid (Galaxian enemy) + .db %00111100 ; ████ + .db %01010000 ; █ █ + .db %11010000 ;██ █ + .db %11010000 ;██ █ + .db %01010000 ; █ █ + .db %00111100 ; ████ +spr_enemyE4: + .db 6,7 + .db %00011100 ; ███ + .db %01101000 ; ██ █ + .db %10011000 ;█ ██ + .db %01110000 ; ███ + .db %10011000 ;█ ██ + .db %01101000 ; ██ █ + .db %00011100 ; ███ +spr_enemyE5: + .db 6,6 ;speedy + .db %00010100 ; █ █ + .db %01111000 ; ████ + .db %10100000 ;█ █ + .db %10100000 ;█ █ + .db %01111000 ; ████ + .db %00010100 ; █ █ + +spr_enemyB1: + .db 6,6 ;solid backwards + .db %11110000 ;████ + .db %00101000 ; █ █ + .db %01010100 ; █ █ █ + .db %01010100 ; █ █ █ + .db %00101000 ; █ █ + .db %11110000 ;████ +spr_enemyB2: + .db 6,7 + .db %11110000 ;████ + .db %01001000 ; █ █ + .db %01110100 ; ███ █ + .db %00100100 ; █ █ + .db %01110100 ; ███ █ + .db %01001000 ; █ █ + .db %11110000 ;████ +spr_enemyB3: + .db 5,7 + .db %11100000 ;███ + .db %01010000 ; █ █ + .db %01111000 ; ████ + .db %01000000 ; █ + .db %01111000 ; ████ + .db %01010000 ; █ █ + .db %11100000 ;███ + +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 %00011111 ; █████ + .db %01001000 ; █ █ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01001000 ; █ █ + .db %00011111 ; █████ +spr_enemyG2: + .db 8,6 ;smaller nacelles + .db %00010111 ; █ ███ + .db %01101100 ; ██ ██ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01101100 ; ██ ██ + .db %00010111 ; █ ███ +spr_enemyG3: + .db 8,6 ;shuttle + .db %00001111 ; ████ + .db %01110100 ; ███ █ + .db %10011100 ;█ ███ + .db %10011100 ;█ ███ + .db %01110100 ; ███ █ + .db %00001111 ; ████ +spr_enemyG4: + .db 8,6 ;G-Type solid + .db %00111101 ; ███ █ + .db %01111000 ; ████ + .db %11110100 ;████ █ + .db %11110100 ;████ █ + .db %01111000 ; ████ + .db %00111101 ; ███ █ +spr_enemyG5: + .db 6,6 + .db %01111100 ; █████ + .db %10110000 ;█ ██ + .db %10101000 ;█ █ █ + .db %10101000 ;█ █ █ + .db %10110000 ;█ ██ + .db %01111100 ; █████ +spr_enemyG6: + .db 8,5 ;shuttle + .db %00001111 ; ████ + .db %01110100 ; ███ █ + .db %10011010 ;█ ██ █ + .db %01110100 ; ███ █ + .db %00001111 ; ████ + +spr_enemyS1: + .db 6,6 ;solid + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_enemyS2: + .db 7,6 ;some attack vessel + .db %00011100 ; ███ + .db %01110010 ; ███ █ + .db %10101100 ; █ █ ██ + .db %10101100 ; █ █ ██ + .db %01110010 ; ███ █ + .db %00011100 ; ███ +spr_enemyS3: + .db 7,6 ;interceptor + .db %00011110 ; ████ + .db %01111110 ; ██████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111110 ; ██████ + .db %00011110 ; ████ +spr_enemyS4: + .db 8,6 ;cheap intercept + .db %00011011 ; ██ ██ + .db %01110110 ; ███ ██ + .db %10111100 ; █ ████ + .db %10111100 ; █ ████ + .db %01110110 ; ███ ██ + .db %00011011 ; ██ ██ + +spr_enemyN1: + .db 8,7 ;some cool Nemesis-MSX enemy + .db %00111110 ; █████ + .db %11110001 ;████ █ + .db %00001110 ; ███ + .db %00010101 ; █ █ █ + .db %00001110 ; ███ + .db %11110001 ;████ █ + .db %00111110 ; █████ +spr_enemyN2: + .db 8,7 ; + .db %00111110 ; █████ + .db %00011101 ; ███ █ + .db %11111111 ;████ ███ + .db %01110110 ; ██ ███ + .db %11111111 ;████ ███ + .db %00011101 ; ███ █ + .db %00111110 ; █████ +spr_enemyN3: + .db 8,7 ;Nem3MSX jumper lvl#3 + .db %10111110 ;█ █████ + .db %01011101 ; █ ███ █ + .db %01111110 ; ██████ + .db %00010100 ; █ █ + .db %01111110 ; ██████ + .db %01011101 ; █ ███ █ + .db %10111110 ;█ █████ +spr_enemyN4: + .db 8,8 ;Stolen from XC1701II + .db %01111110 ; ██████ + .db %11110101 ;████ █ █ + .db %00011111 ; █████ + .db %00111101 ; ████ █ + .db %00111001 ; ███ █ + .db %00011111 ; █████ + .db %11110101 ;████ █ █ + .db %01111110 ; ██████ +spr_enemyN5: + .db 7,8 ;Stolen from XC1701II + .db %00111100 ; ████ + .db %01010010 ; █ █ █ + .db %11111110 ;███████ + .db %01001010 ; █ █ █ + .db %01011010 ; █ ██ █ + .db %11111110 ;███████ + .db %01010010 ; █ █ █ + .db %01111100 ; ████ + +spr_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 %00000000 + .db %00000000 + .db %00000000 + .db %10000000 + .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 ; ██ ██ + .db %10110010 ;█ ██ █ ██ + .db %00000101 ; █ ██ █ + .db %00001010 ; █ █ ██ + .db %00011010 ; ██ █ █ █ + .db %00011010 ; ██ █ █ █ + .db %00001010 ; █ █ ██ + .db %00000101 ; █ ██ █ + .db %10110010 ;█ ██ █ ██ + .db %01100001 ; ██ ██ + .db %00011110 ; ████ + .db 11 + .db %00000000 + .db %10000000 + .db %01100000 + .db %10100000 + .db %01100000 + .db %10010000 + .db %10010000 + .db %01100000 + .db %10100000 + .db %01100000 + .db %10000000 +spr_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 ; ███ ████ + .db %00110101 ; ██ █ ████ █ + .db %01111010 ; ████ █ █ █ ██ + .db %10001101 ;█ ██ █ ██ ██ █ + .db %10001101 ;█ ██ █ ██ ██ █ + .db %01111010 ; ████ █ █ █ ██ + .db %00110101 ; ██ █ ████ █ + .db %00000011 ; ███ ████ + .db %11111110 ;███████ + .db 9 + .db %00000000 + .db %10001111 + .db %11100001 + .db %10010110 + .db %01101101 + .db %01101101 + .db %10010110 + .db %11100001 + .db %10001111 +spr_bossA1: + .db 12,11 ;AsteroidBoss one + .db %00011110 ; ████ + .db %01110011 ; ███ ███ + .db %01111111 ; ███████ █ + .db %01111111 ; █████████ + .db %11111110 ;███████ ███ + .db %11111111 ;███████████ + .db %11111111 ;████████████ + .db %10111110 ;█ █████ ████ + .db %01011111 ; █ ███████ + .db %00110111 ; ██ ███ + .db %00001110 ; ███ + .db 9 + .db %00000000 + .db %10000000 + .db %01000000 + .db %11000000 + .db %11100000 + .db %11100000 + .db %11110000 + .db %11110000 + .db %11000000 +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 ; ████ █ + .db %00000001 ; ██ ██ + .db %00000011 ; ███ ██ + .db %00000000 ; █████ + .db %00010111 ; █ ██████████ + .db %00111111 ; ██████ ██ ██ + .db %11111000 ;█████ ██ █ ███ + .db %00001111 ; █████ ██ █ █ + .db %11111000 ;█████ ██ █ ███ + .db %00111111 ; ██████ ██ ██ + .db %00010111 ; █ ██████████ + .db %00000000 ; █████ + .db %00000011 ; ███ ██ + .db %00000001 ; ██ ██ + .db %00000011 ; ████ █ + .db %00000111 ; ███ ███ + .db 19 ; █ █ + .db %01010000 + .db %01110000 + .db %11010000 + .db %10110000 + .db %10110000 + .db %11111000 + .db %11111110 + .db %01101100 + .db %11010111 + .db %10110101 + .db %11010111 + .db %01101100 + .db %11111110 + .db %11111000 + .db %10110000 + .db %10110000 + .db %11010000 + .db %01110000 + .db %01010000 +spr_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 %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 + +;---------------------------------------------------------------------------- +;----------------------------- logo ------------------------------------------ +;---------------------------------------------------------------------------- logo_nemesis: -.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000 -.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000 -.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000 -.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000 +.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111110 +.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11111100 +.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11111000 +.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11110000 .db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000 .db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000 .db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000 @@ -3061,84 +4400,163 @@ logo_nemesis: .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001 -;----------------------------- end -------------------------------------------- +;----------------------------- end ------------------------------------------ .end .end -;------------------------------------------------------------------------------ +;---------------------------------------------------------------------------- +;---------------------------------------------------------------------------- +;---------------------------------------------------------------------------- -; 0.94.A08 -- 08.X.99 -- size 4531 (4456) -; -; + starfield background scrolling left (2 layers (front and back)) -; * enemies aim their bullets towards you: 5 different directions! -; # removed some unintended instructions -; * gamefield is now white on black instead of normal black on white! -; + enemies can also move slowly, fast, very fast, or 1st fast then slow -; # you can't fire when you're exploding -; + GROUND scrolling at bottom. You die if you hit the ground (!!!) -; (unlike the ground in version 0.925test there are NO bugs) -; + ceiling scrolling at top, just like the ground -; * ground and ceiling profile are different each level -; * ground and/or ceiling can be non-present (speeding up cause skipped) -; # no more BIG crash if enemies fire too much bullets ( >10) -; + frequency of enemies firing bullets differs per level -; * stars scroll at alternate speeds, different than any ship/pick (3/4) -; + special effect displaying titlescreen (stole from Spaze Invaders'83) -; * enemies can fire either directly on entering the level, or not -; + "tunnel" (playfield) can narrow/grow at random (depending on level) -; * minimum size of "tunnel" can be different per level -; + menu at startup. select "NEW GAME" and "LOAD GAME" with up/down -; - nemesis doesn't use the SpazeInvaders effect anymore (took too long) -; + choosing new game will display a demo first (text will be displayed -; with special effect [SI] saying the storyline will come soon) -; * levels altered to be more challenging and different (seven levels) -; # the usual bugs that come with new features removed (i think?) -; * you get 5 shield-points at start and after death -; -; 0.95.A13 -- 13.X.99 -- size 4656 -; -; + BOSSES! at the end of a level a huge enemy will appear -; * bosses will move towards you, slowly. level=done when boss destroyed -; + normal enemies can also try to ram your ship (like bosses do) -; * when colliding with an enemy, his armor will decrease (if any) -; -; 0.95.A17 -- 17.X.99 -- size 4965 +; 0.98.77 -- 7.VII.00 -- size 6707 ; -; # fix: bullets at right side weren't removed on time (1pix too late) -; * each level has it's own boss -; + your bullets can have different speeds/directions -; + third icon selects bullet-upgrade: single, faster, double, triple -; * number of bullets varies per bullet-class (type 1 is max. 2 bullets) -; * all temp. vars are stored in TEXT_MEM and TEXT_MEM2 (anti-crash:) +; # bullets do damage in all levels +; * more armor at armor-upgrade and extra armor at end of a level +; - internal levels again (no need 4 external, safer/smaller) +; # some registers not correctly pushed/popped +; * several optimizations (init.procs some bytes smaller) +; # enemies hit with hitpoints left disappeared (one pop too much...) +; + bullets "charge up" (more damage) when not firing +; - removed contrast changes +; + more powerful bullets have different sprites (larger=more damage) +; # multiples appear at your position (begin level/just selected) +; # when invulnerable multiples acted weird +; # no more error at activation after APD off after running Nemesis +; # saves correctly if own name ain't "nemesis" + some bytes smaller +; # screen wasn't always entirely cleared after quit +; * waits until all keys have been released after death +; + different bullets sizes will miss if they're too small +; + at level start "press F1 to save"-text will be displayed +; * w3.shiar.org displayed at title screen, black bar behind version nr +; # score to 0 when exit pressed at main menu +; # no residual story-text in first frame of game +; # game doesn't continue again after death (stack messed up) +; # game over when lives<0 (didn't work in v0.96+) +; * using some self-modifiing code (so it's smaller) +; # new random procedure: stars don't appear on one line anymore +; * weapons appear centered at multiples +; * laser properties can be changed (damage, charge) +; + weapon can be combination of bullets/lasers (max. of 3 per weapon) +; * bullet-icon is removed when laser is selected +; * enemy sprite table integrated in enemy specs (-1 byte/enemy) +; + random enemy is chosen from any number of enemies per level +; * time to first enemy fire defined per enemy, not per level +; + CLIPPED sprites!! no more in/out popping enemies! wow... +; * bullets/enemies removed when _entirely_ off screen +; # enemies would sometimes be hit by bullets going right below them +; # size of the second bullet was too big (invisible hit) +; * the frequency an enemy fires bullets is defined per enemy +; + wide clipped sprites implemented (width 1-16 pixels) +; # bosses first move left until x=100, otherwise they'd be off-screen +; * at status bar left below ships are displayed for lives left +; * armor bar is two pixels high (better visible) +; # bullet overflow fixed again (>63 bullets fired) +; # correct weapon loaded when continuing a saved game +; # game freezed when generating a random value <=1 +; * you explode in a different way than the enemies +; + screen inverts for a brief time when you are hit! +; # stats-bar was messed up when ya got 0 lives left +; * two new (big) bosses modeled after a common MSX Nemesis2-boss +; * score increased once every 32 frames (instead of every 256) +; # ground fixed for new random routine (smaller routine; incs -2 to 2) +; + laser will upgrade as well when you reselect it +; * 2nd can be used in main menu (wow!) +; # altered variable storage space because of Nemesis grew beyond 6kb +; # fixed armor bar display when at maximum +; + a few new enemies (asteroids) and remade 1st 4 levels; new pickup +; - torpedo since it was kinda useless +; + second icon now selects TAIL BEAM: bullet going backwards +; # armor increase at the end of a level doesn't overflow armorbar +; + you can choose your own ship out of four vessel after NEW GAME! +; + enemies can appear at any x-position and move both left and right +; + move patterns given per enemy, not per level +; * new (faster) enemy-move system; 10 basic moves (x2 left+right) +; # enemies can _never_ move above or below visible screen +; * "randomY"-enemies are placed entirely on screen (height calced) +; # the major TI-OS crash bug WAS afterall caused by sprites drawn +; (partially) outside screen memory. temporarily fixed by setting +; virtual screen buffer to $8200 (enough mem there) +; + upto 29 cool enemy sprites and redone first five levels +; * improved enemy-move routine; smooth luring, five speeds+backwards +; # after pause weapon will not be fired +; # teacher key fixed (waits for GRAPH to be release before&after) ; -; 0.95.A18 -- 18.X.99 -- size 5052 +; 0.99.99 -- 9.IX.00 -- size 6936 ; -; # vertical line next to score at game over screen removed (minor) -; # some unintended pixels at icon bar now gone (joy, joy) -; # number of bullets of a new weapon is loaded correctly -; # cleans GRAPH_MEM (Graph-screen) and TEXT_MEM (calculate screen)! -; # data not stored at TEXT_MEM2 but now at _asm_exec_ram+5100 +; + you can have upto FOUR multiples! (~20 pixels apart) +; * some optimizations: keycall, menu handling, port nops removed, +; more SMC, fire handling, fast bullet handling, enemy movement +; * better "backwards" enemies handling (and implemented in game) +; # when enemy changed into a pickup, movement is set to vslow +; * instead of turning into a pickup, enemies explode and a pickup +; appears at the right side of the screen (moves left slowly) +; # bullets do damage again (screenflash made damage become 0) +; + when destroyed by bullets, the armor bar will show 0HP left +; * all enemy bullets do the same damage in all levels +; * you now appear at (*32*,30) because enemies can come from left +; * improved bullet handling (faster, smaller, etc.) +; + multiples are animated like real Nemesis (grow-shrink-grow-shrink>) +; # fixed a bug that didn't select multiples when you were moving +; # enemy collision screwed up invert and some other weird stuff +; + in pause screen change contrast with up/down and B/W mode with F1 +; + lasers can have different durations (beams last longer) +; * some sign-flag checkings replaced by carry-flag (thus reducing size) +; # slow enemies (including pickups) didn't always appear (just 25-50%) +; + enemies can fire different kinds of bullets: aiming, double, triple +; * maximum number of bullets increased (48 for enemies, 128 for you) +; * 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 ; -; 0.95.A22 -- 22.X.99 -- size 5321 +; 1.00.99 -- 9.IX.00 -- size 6936 ; -; * total size of enemy-sprites can now be 510 bytes (space = doubled!) -; # bullets hit enemies correctly that aren't 6x6; even the 16x10 bosses! -; * at g/o or nextlevel checks for keys released instead of waiting abit -; + name stored with hiscore (max. 8 chars, Shiar.95 by default) -; + when entering hi-name DEL goes back one char (with check 4 no chars) -; # program is reloaded at start so some score-bugs solved! (_asapvar=0) -; * at death, upgrades and pickups AREN'T removed! (just armor=0) -; # bullet is not displayed after being removed anymore -; # armor-icon stays hilighted when armor is decreased -; * when stars move off screen, they are placed at a NEW y-pos! -; * the starting x-positions of stars are not random, so the stars are -; spread all over screen. y is still random and changes during game -; * make_random functions smaller and used by different procs -; # MAJOR BUG! a "random" value was placed somewhere in mem thus -; creating bugs like unexplained loss of armor and stuff! +; + ... ; ; ; + added - removed * changed # bug fixed +;bullet handling: (255/enemy)+419+putsprite cycles per bullet \ No newline at end of file