X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/d9b0c58707c22850a104a8bb3789abb53ff109c9..HEAD:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index 31cf27c..f0a5bb1 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,93 +1,136 @@ -;---------------------------------------------------------------------------- -;---------------------- NEMESIS --------------------------------------------- -;---------------------------------------------------------------------------- - -;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org - -;Description : cool arcade-shoot-em-up-game -;Other games by author : Worm -;This source should only be used for learning practises, do not -;alter it, and certainly do not distribute an altered version!! - -;&&& marks uncertainties or things to optimize - -;---------------------- nemesis.z80 start ----------------------------------- - +;----------------------------------------------------------------------------- +;---------------------------- N E M E S I S -------------------------------- +;------------------------------------------------ cool arcade-shoot-em-up-game + +; --------- Version - 1.01.314 --------- +; --------- Release Date - 2002 March 14 --------- +; --------- Author(s) - Shiar --------- +; --------- Email Address - nemesis@shiar.org --------- +; --------- Web Page - www.shiar.org --------- +; --------- Description - cool shoot-em-up arcade --------- +; --------- Where to get this game - shiar.org --------- +; --------- Other games by author(s) - Wormy --------- + +; ---------------------------------------------------------------------- +; --- This source should only be used for learning practises, do not --- +; --- alter it, and certainly never distribute an altered version!! --- +; ---------------------------------------------------------------------- + +;---------------------- nemesis.z80 start ------------------------------------ + + #define TI86 ;TI83 + + #define cal call ;just to make it harder for you to understand + #define rcl call ;RemoteCaLl / RomCalL + #define rjp jp ;RomJumP + #define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero + #define psh push ; >:-> + +#ifdef TI83 ;----------------------------------------------------------------- +#include "ion.inc" ;standard TI-83 ROMcalls (Ion shell) + + #define halt or a + +scrwidth = 12 + +#define teacherkey ;compiled with teacher key: 92 bytes extra + +VIDEO_MEM = plotsscreen +dispbuffer = VIDEO_MEM ;virtual screen (MUST be mod$400=0!!) + +BUSY_OFF = _indicatorOff +_curRow = currow +_curCol = curcol +_penCol = pencol +;_clrLCD = _clrlcdf ;clears screen +_clrScrn = _clrscrf ;also clears TEXT_MEM +_clrWindow = _clrscrf +GET_KEY = $4014 ;_getcsc +CONTRAST = contrast +_dispahl = _disphl +UNPACK_HL = $4008 ;_divhlby10 +CP_HL_DE = _cphlde +Lpi = $C4 +Lneg = $1A +K_DOWN = 1 +K_LEFT = 2 +K_RIGHT = 3 +K_UP = 4 +K_ENTER = 9 +K_DEL = $20 +K_ALPHA = $30 ;48 +K_F1 = $35 ;Y= +K_SECOND = $36 ;54 +K_EXIT = $37 ;Mode +kEnter = 5 +kGrMenu = 44 + +storepos = saferam2 ;<1024 bytes needed to store things + + .org progstart + + ret + jr nc,init +Title: .db "Nemesis 83 TEST by SHIAR",0 +#endif ;---------------------------------------------------------------------- + + +#ifdef TI85 ;----------------------------------------------------------------- +#include "usgard.h" ;usgard shell + +scrwidth = 16 + +;#define clearbuffer ;clears the display buffer after usage +;#define fixkeys ;fixes left+down bug: 47 bytes extra size +;#define teacherkey ;compiled with teacher key: 92 bytes extra +;#define story ;storyline shown (w/ neat effect): 871 bytes +;#define shiscore ;save hiscore/savegame +;#define invertable + +dispbuffer = $8400 ;$C9FA ;virtual screen (MUST be mod$400=0!!) + ;8100-8C00 +;_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 = TEXT_MEM ;<1024 bytes needed to store things +saferam1 = DELC_MEM + + .org 0 +Title: .db "Nemesis 85 Alpha" ;Usgard description +; .db " - 4 Nunome",0 ;present + .db " by SHIAR",0 ;author +#endif ;---------------------------------------------------------------------- + + +#ifdef TI86 ;----------------------------------------------------------------- #include "asm86.h" #include "ti86asm.inc" ;standard ti86 romcalls -#include "ti86abs.inc" ;used to save hiscores and so - - .org _asm_exec_ram +#include "ti86abs.inc" ;used to save hiscores and stuff -#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 +scrwidth = 16 -dispbuffer = $81FA ;= $C9FA ;virtual screen -;VIDEO_MEM = $FC00 ;tha big scareen -TEXT_MEM = _textShadow ;text buffer; C0F9-C1A0 (167/$A7 bytes) +;#define clearbuffer ;clears the display buffer after usage +#define fixkeys ;fixes left+down bug: 47 bytes extra size +#define teacherkey ;compiled with teacher key: 92 bytes extra +;#define story ;storyline shown (w/ neat effect): 871 bytes +#define shiscore ;save hiscore/savegame +#define invertable +dispbuffer = $8400 ;$C9FA ;virtual screen (MUST be mod$400=0!!) + ;8100-8C00 _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 ;120 OF 165 -storepos2 = _asm_exec_ram+7200 ;141 OF 167 9000 BYTES - -;---------------------- in-game vars ---------------------------------------- - -just_fired = storepos ; +0 ;counts how long a blast lasts -menuitem = storepos ; +0 ;used to store menu location -hiscorepos = storepos ; +0 ;entering hiscore name - ; ;--------YOU -x = storepos+1 ; +1 ;your ship's position -y = x+1 ; +2 ;your y-pos -firex = y+1 ; +3 ;(1 byte) -firey = firex+1 ; +4 ;(1 byte) - ; ;--------LEVEL -eventleft = storepos+5 ; +5 ;nr. of enemies still to come -nextevent = eventleft+1 ; +6 ;time to next event -level_enemy = nextevent+1 ; +7 ;enemy type -level_info = level_enemy+1 ; +8 ;info (see below) -level_move = level_info+1 ; +9 ;= - ; ;--------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 -your_prevpos = starx2+(nrstars2*2) ;+87 ;save previous positions (32d) -mm = 4 - -;^-----------------------------------<1 ;-120=$78 - -enemies = storepos2 ; +0 ;info about each enemy -enemysize = 9 ;infobytes per enemy -nrenemies = 16 ;max. nr of enemies - -ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) -nrybuls = 64 ; +80\ -ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y) -nrebuls = 16 -lvlenemies = ebullets+(nrebuls*3) - -;^-----------------------------------<2 ;-141=$8D -;level_info: -; [0000:damage 0:diagfire 0:ground 0:ceiling 0:-] -;enemies: -; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)] -; [ship type or explosion frame] [x] [y] [movetype] [movecounter] [firecounter] [firefreq] +storepos = _asm_exec_ram+7800 ;<1024 bytes needed to store things + ;$F5C0..F9C0 (safe mem D748..FA6F) -;---------------------- introduction ---------------------------------------- + .org _asm_exec_ram nop ;hello yas/ase/rascall/whathever jp init ;here's the program, but first: a description @@ -95,9 +138,11 @@ lvlenemies = ebullets+(nrebuls*3) .dw Title ;pointer to description (all shells) .dw Icon ;pointer to YAS icon -Title: .db "Nemesis v0.98 by SHIAR",0 +Title: .db "Nemesis v1.0.C21" ;Ashell/Rascall/YAS/any shell description +; .db " - 4 Nunome",0 ;present + .db " by SHIAR",0 ;author -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 ; █████ @@ -105,10 +150,89 @@ 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 +#endif ;---------------------------------------------------------------------- + +;---------------------- in-game vars ----------------------------------------- + +just_fired = storepos ; +0 ;counts how long a blast lasts +#ifdef shiscore +hiscorepos = storepos ; +0 ;entering hiscore name +#endif + +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 ;ground (%0) present +spacespace = level_info+1 ; +8 +stars1 = spacespace+1 ; +9 ;slow stars byte (<< %1) +stars2 = stars1+1 ; +10 ;fast stars byte (<<< %1) +groundpos = stars2+1 ; +11 $10 +nrstars1 = 10 +starx1 = groundpos+16 ; +27 ;20 +nrstars2 = 10 +starx2 = starx1+(nrstars1*2) ; +47 ;20 + +mm = 4 ;max. number of multiples +your_prevpos = starx2+(nrstars2*2) ; +67 ;14*mm+2 ;previous positions + + +enemies = your_prevpos+(mm*14+4);+125 ;info about each enemy +enemysize = 11 ;infobytes per enemy +nrenemies = 16 ;max. nr of enemies + +#ifdef TI86 +ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) +#else +ybullets = saferam1 +#endif +nrybuls = 128 ;+301 +ebullets = ybullets+(nrybuls*4) ;+813 ;30 bytes = 10(state,x,y) +nrebuls = 48 +lvlenemies = ebullets+(nrebuls*3) ;-957 + +;enemies: +; [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] + +;---------------------------- save data -------------------------------------- + +;#ifdef shiscore +storehi_start: +hiscore .dw 0 ;default hiscore +hiname .db "by shiar",0,0 ; " " name +storehi_end: +;#endif + +invertmode: cpl ;/or a ;saves B<>W mode setting cpl + +storesave_start: ;--SAVED GAME-- defs: +your_ship .dw spr_ship03 ;your sprite (^invertmode^) sprs1 +level .db 4 ;level number 1 +levelp .dw level05 ;pointer to level data lev00 +pickuptimer .db 4 ;counts when to place a pickup 4 +your_score .dw 0 ;current score 0 +your_pickup .db 3 ;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 3 ;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: -;---------------------- init ------------------------------------------------ +time2invert: .db 0 ;time until b<>w switch (0 at startup) +;45+31=76 +;---------------------- init ------------------------------------------------- +#ifdef fixkeys int_handler: ;new interrupt proc ex af,af' ;just af only (no need for exx) in a,($03) ;read bit 3 port 3 @@ -117,161 +241,183 @@ int_handler: ;new interrupt proc 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: cal BUSY_OFF ;turns the run-indicator off, obviously - cal _clrScrn ;clean the screen - xor a ;ld a,0 +int_end: ;(size 15 bytes) +#endif + +init: rcl BUSY_OFF ;turns the run-indicator off, obviously +#ifdef TI83 + ld (iy+13),0 + res 6,(iy+9) ;TI-83 uses statmem + set textwrite,(iy+20) ;write text to gbuf + rcl _clrLCD +#endif +#ifdef TI86 res 2,(iy+13) ;don't scroll the screen - cal _flushallmenus ;remove TI menus + rcl _flushallmenus ;remove TI-86 menus + rcl _clrScrn ;clean the screen + ld hl,$8200 + ld c,10 +_clrmem: + ld b,0 +clrmem: ld (hl),-1 + inc hl + djnz clrmem + dec c + jr nz,_clrmem +#endif +#ifdef fixkeys FixKeys: ;fixes some key problems like left+down bug im 1 ld a,$D4 ld bc,$0100 ld h,a - ld l,c ;ld hl,$D400 + 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 + 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 + ldir ;load new handler at ($D3D3) inc a ;ld a,$D4 ld i,a im 2 +#endif -;---------------------- main menu ------------------------------------------- +;---------------------- main menu -------------------------------------------- LogoPut: xor a ;white bitmask (a=0) ld hl,logo_nemesis ;from... - ld de,VIDEO_MEM+16 ;...to one line from top + ld de,VIDEO_MEM+scrwidth;...to one line from top +#ifdef TI86 ld b,e ;ld b,16: one line +#else + ld b,scrwidth +#endif AboveLogo: ld (de),a ;clear/n byte inc de ;next dnz AboveLogo ;repeat for the first line - ld bc,16*19 ;logo size + ld bc,scrwidth*19 ;logo size ldir ;display one line of logo - ld hl,16*$33+VIDEO_MEM ;$33 rows down - ld b,16*7 ;draw black 7 lines + ld hl,scrwidth*$33+VIDEO_MEM ;$33 rows down + ld b,scrwidth*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) dnz underline ;repeat +#ifdef TI83 + cal fastCopy ;draw buffer on screen +#endif 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 ?:} + rcl _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 + rcl _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 - cal _puts + ld hl,txt_menu1 ;NEW GAME + rcl _puts ld de,$0305 ld (_curRow),de - ld hl,txt_menu2 - cal _puts - - xor a - ld (menuitem),a + ld hl,txt_menu2 ;CONTINUE GAME + rcl _puts 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 - cal _putc - - ld a,(menuitem) - ld h,$01 - sub 5 - neg - ld l,a - - ld a,32 - ld (_curRow),hl - cal _putc - - halt \ halt - - cal GET_KEY ;wait for keypress - cp K_UP - jr z,menuchange - cp K_DOWN - jr z,menuchange - cp K_EXIT - jr z,menuexit - cp K_F1 - cal z,do_invert - cp K_SECOND + ld l,a ;y-coord. = sel menu item + 4 = 4/5 + ld (_curRow),hl ;set position + ld a,5 ;'*' + rcl _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) + rcl _putc + + cal getsomekeys ;read keys (z if enter/2nd pressed) + ld hl,menuitem jr z,start_tha_freakin_game - cp K_ENTER - jr nz,menuloop -start_tha_freakin_game: + cp K_EXIT + 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,(hl) ;(menuitem) + xor 1 ;0=1; 1=0 + ld (hl),a ;set new menu item + jr menuloop ;continue looping - ld a,(menuitem) - dec a - cal nz,New_game ;NEW GAME +start_tha_freakin_game: + ld a,(hl) ;(menuitem) + dec a ;new game=0; so that gives -1 = NZ + jp nz,New_game ;NEW GAME jp samelevel ;CONTINUE: game_main_loop menuexit: - ld hl,0 - ld (your_score),hl - jp game_over + ld hl,0 ;reset score + ld (your_score),hl ;(prevents hiscore while never played) + jp game_over ;and go to game over screen -menuchange: - ld a,(menuitem) - xor 1 - ld (menuitem),a - jr menuloop - -do_invert: ;invert screen (b<>w); destr:b +do_invert: ;invert screen (b<>w) psh hl - ld b,a ;psh a + psh af ;can't destroy b ld hl,_invert ld a,$98 xor (hl) ;$2F (cpl) <-> $B7 (or a) ld (hl),a - ld a,b ;pop a + pop af pop hl ret -;---------------------------------------------------------------------------- -;---------------------- game loop ------------------------------------------- -;---------------------------------------------------------------------------- +#ifdef invertable +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 +#endif + +;----------------------------------------------------------------------------- +;---------------------- game loop -------------------------------------------- +;----------------------------------------------------------------------------- game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time inc (hl) ;increase by 1 - ld a,(hl) - and %11111 - ld hl,1 ;once every 32 frames, increase score by 1 - cal z,scoreInc ;do it Clear_screen: ld hl,dispbuffer ;move from (hl) = top left - ld (hl),$00 ;first pixel will be copied all over the screen + ld (hl),0 ;first pixel will be copied all over the screen ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen - ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) + ld bc,scrwidth*56-1 ;loop 896 times = (128/8) * (64-8 for scorebar) ldir ;all clear! ld a,0 ;current frame/turn 0-255 @@ -291,10 +437,8 @@ movestarsdone: cal DisplayStars ;use the same procedure to display back layer ld a,(level_info) ;level info - and %00000110 ;isolate ground&ceiling - jr z,game_stuff ;both non-present - and %00000010 ;bit representing the presence of any ceiling - cal nz,Handle_ceiling ;scroll the ceiling (if any) +check4collision + rra ;ground present? (%1) + jr nc,game_stuff ;no, continue game cal Handle_ground ;scroll the ground and check if we're dead game_stuff: @@ -314,7 +458,9 @@ check_exitkey: jp z,game_over ; pressed, so be it check_morekey: ;another unused label... poor compiler bit 7,a ;test bit 7 = more-key = PAUSE + psh af cal z,Pause ;yes, go to pause + pop af check_firekey: bit 5,a ;test bit 5 = 2nd-key = FIRE @@ -322,17 +468,19 @@ check_firekey: psh hl ;push hl on stack (instead of cal Fire_bullet) jp z,Fire_bullet ;fire smtn (bulletstaillasermultiples+stuff..) pop hl ;no cal to Fire_bullet made, so pop stack - xor a ;no: - ld (just_fired),a ;reset just_fired + ld hl,just_fired ;no: + ld (hl),5 ;able to fire (five turns = laser duration) +laserdur =$-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... + 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 @@ -349,11 +497,20 @@ _gamestuff1: cal Level_event ;insert enemies cal Display_Screen ;display all - ld b,1 -___: - halt ;delay - dnz ___ - jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ +#ifdef TI86 +delay: + halt ;delay and preserve batteries :) +#else ;halt doesn't work on TI-83 + ld b,0 +delay: + xor 1 + and 1 + jr z,delay + dnz delay +#endif + jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +;------- weapon ------- inc_weapdamage: ld a,0 @@ -378,47 +535,83 @@ weapdaminc =$-1 weapdamage =$-1 add a,b ;a=total damage ld (curweapdamage),a ;safe the current damage - cal disp_charge + + +disp_charge: ;display charge bar +#ifdef TI86 + ld hl,(58*scrwidth)+VIDEO_MEM+3 + ld b,3 ;bar width 3 +#else + ld hl,(58*scrwidth)+VIDEO_MEM+2 + ld b,2 ;bar width 1.5 +#endif +chargebarclr: + dec hl + ld (hl),0 ;clear (previous) bar + 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) +#ifdef TI83 + srl a ;and again if 83 (smaller screen) +#endif + 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 ----------------------------------------- +spr_bossA2: ;the following 51 bytes also function as the + .db 8,51 ; sprite for boss A2 (the fullscreen asteroid) + +;--------------------------- ground ------------------------------------------ Handle_ground: ld a,(timer) and %111 ;once every 8 frames jr nz,Display_ground ;otherwise skip the scroll - ld bc,15 ;scroll all 16 bytes minus one (teh new byte) + ld bc,scrwidth-1 ;scroll all 16 bytes minus one (teh new byte) ld hl,groundpos+1 ;from.. ld de,groundpos ;to (one byte to the left) ldir ;LoaDIncreaseRepeat = scroll! - ld a,(groundinfo) ;what kind of ground - dec a ;type 1: - jr z,ground_tunnel ;tunnel effect -ground_boring: - ld a,(groundpos) ;type 0 - jr newground+1 - -ground_tunnel: - ld a,(groundpos+14) - ld d,a + ld a,(groundpos+14) ;last ground on right + ld d,a ;as default ground ld hl,spacespace ld bc,$500 ;range=0..4 cal Random ;a=0..4 dec a ;a=-1..3 dec a ;a=-2..2 ld b,a - add a,(hl) ;add to spacesize (so +2..-2) - cp 10 - jr c,newground ;>=0 then don't change + add a,(hl) ;substract to spacesize + cp 128 + jr c,newground ;if nothing left then don't change ld c,a - ld a,d - add a,b ;new position - or a + ld a,d ;current grond height + add a,b ;add offset (2 higher/lower) => new position + or a ;=0? jr z,newground ;may not be 0 (=256) - cp -10 - jr nc,newground ;and not be <0 (>246) -diffground: + cp -10 ;>246? + jr nc,newground ;and not be <0 ld d,a ld (hl),c newground: @@ -426,10 +619,10 @@ newground: ld (groundpos+15),a ;save new byte on the right Display_ground: - ld b,16 ;screen width + ld b,scrwidth ;screen width ld de,groundpos-1 ;height of current byte (previous actually) psh de ;use later - ld hl,dispbuffer+(56*16)-1 ;screen position + ld hl,dispbuffer+(56*scrwidth)-1 ;screen position psh hl groundloopright: @@ -440,12 +633,11 @@ groundloopright: ld a,(de) ;height of current byte ld b,a ;save in b - ld de,16 ;to substract to go one line up + ld de,-scrwidth ;to substract to go one line up ld a,%11111111 ;bitmask black - or a groundloopup: ld (hl),a ;display black byte - sbc hl,de ;go up (sbc must be used for 16-bit sub) + add hl,de ;go up (sbc must be used for 16-bit sub) dnz groundloopup ;and loop >groundpos< times ld b,c ;pop b used by groundloopup @@ -467,99 +659,10 @@ CheckGround: ;check for collision with the ground neg cp (hl) ret nc - ld b,5 + ld b,auch_ground jp damage_you -;--------------------------- ceiling ---------------------------------------- - -Handle_ceiling: - ld a,(timer) - and %111 ;once every 8 frames - jr nz,Display_ceiling ;otherwise skip the scroll - ld bc,15 ;scroll all 15 bytes (16th is new position) - ld hl,ceilingpos+1 ;from.. - ld de,ceilingpos ;to (one byte to the left) - ldir ;LoaDIncreaseRepeat = scroll! - - ld a,(groundinfo) ;what kind of ceiling - dec a ;type 1: - jr z,ceiling_tunnel ;tunnel effect -ceiling_boring: - -ceiling_tunnel: - ld a,(ceilingpos+14) - ld d,a ;d=new ceiling - ld hl,spacespace - - 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 ;(spacespace)=0: - jr z,newceiling+2 ;keep same ceiling - inc (hl) - inc d - jr newceiling -ctunnelup: - ld a,1 - cp d ;if size=1 then don't - jr z,newceiling - dec d - dec (hl) -newceiling: - ld a,d - ld (ceilingpos+15),a ;save the new byte - -Display_ceiling: - ld b,16 ;screen width - ld de,ceilingpos-1 ;height of current byte - psh de ;use later - ld hl,dispbuffer-17 ;screen position - psh hl - -ceilingloopright: - ld c,b ;push b for groundloopup - pop hl \ inc hl ;get screen position and go one right - pop de \ inc de ;get height info and set to the next byte - psh de \ psh hl ;save these for the next time - ld a,(de) ;height of current byte - ld b,a ;save in b - - ld de,16 ;to substract to go one line up - ld a,%11111111 ;bitmask black - or a -ceilingloopdown: - ld (hl),a ;display black byte - add hl,de ;go down - dnz ceilingloopdown ;and loop >groundpos< times - - ld b,c ;pop b used by groundloopup - dnz ceilingloopright ;loop right for entire screen (16x) - pop hl \ pop hl ;restore stack - -CheckCeiling: ;check for collision with the ground - ld a,(x) ;your x - srl a ;x/2 - srl a ;x/4 - srl a ;x/8 (current ceiling-byte) - inc a ;correction - - ld l,a ;hl = a - ld h,0 ;" - ld de,ceilingpos ;first ceiling-byte - add hl,de ;current ceiling-byte - ld a,(y) ;your y-pos - inc a - cp (hl) ;compare with ceiling - ret nc ;carry if ceiling is above you - ld b,5 - 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) @@ -573,10 +676,10 @@ DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# 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: @@ -584,7 +687,7 @@ movestars1: ld a,(timer) rra ld a,(stars1) - ret c + ret c ;once every other turn... rlca ld (stars1),a ret nc @@ -592,48 +695,71 @@ movestars1: movestars_loop: ld h,(ix+1) - ld l,(ix) - dec hl + ld l,(ix) ;star (ix) pos in hl + dec hl ;one byte left (hl--) - ld a,l - and %00001111 - cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1 - jr nz,newstarok - cal RandomY + ld a,dispbuffer/256-1 ;screen high byte minus one (it may be equal) + cp h ;compare w/ star high byte + jr c,newstarok ;screen=0hp left so don't explode ld a,%01 ;occ %xxxxxx01 = explode ld (your_occ),a ;too bad, you're dead meat - ret +newarmor: + ld (hl),a ;save decreased hp + jp disp_armor ;and display new value -;------------------------- place multiples ---------------------------------- +;------------------------- place multiples ----------------------------------- Place_multiples: ld hl,your_prevpos ;place all previous positions @@ -907,69 +1088,60 @@ place_multiples: dnz place_multiples ;repeat ret -;------------------------- select upgrade ----------------------------------- +;------------------------- select upgrade ------------------------------------ inc_armor: ld a,(your_armor) ;load current armor - cp 25-6 ;may not become >=25 + cp maxarmor-5 ;may not become >=maxarmor jr c,doincarmor ;ok then just add 6 - ld a,24-6 ;set to maximum (6 will be added below) + ld a,maxarmor-6 ;set to maximum (6 will be added below) doincarmor: add a,6 ;add 6 to armor ld (your_armor),a ;change armor ret select: + ld de,your_weapon ;current weapon, required for most selections ld hl,your_pickup ;select pickups ld a,(hl) ;load pickups taken so far dec a ;is it 1? ret m ;return if it's 0 (no pickups) - jr nz,select2 ;no, carry on -select1: - ld (hl),a ;reset pickups - cal inc_armor - 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 (your_tail),a ;ready tail beam - 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 + + ld (hl),0 ;reset pickups + jr nz,selectlaser ;no, carry on again +selectbeam: + ld a,(de) ;(your_weapon) + inc a ;next cp maxweapon - jp nc,disp_icons ;weapon maxed out - ld (hl),a ;set new weapon + jr c,selectedbeam ;weapon OK + jr z,disp_icons ;weapon maxed out + xor a ;laser was selected: set to first weapon +selectedbeam: + ld (de),a ;set new weapon cal loadweapon ;load it (damage and stuff) - jp disp_icons ;display n return -select4: - dec a ;is it 4? - jr nz,select5 ;no, carry on again - ld (hl),a ;reset pickups - ld hl,your_weapon - ld a,(hl) - cp maxweapon ;upgrade from bullet + jr disp_icons ;display n return +selectlaser: + dec a ;is it 2? + jr nz,selectextra ;no, carry on + 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 - jp nc,disp_icons ;laser maxed out - ld (hl),a + jr nc,disp_icons ;laser maxed out + ld (de),a cal loadweapon - jp disp_icons ;display + return -select5: - dec a ;is it 5? - jr nz,select6 ;no, carry on once more - ld (hl),a ;reset pickups + 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 @@ -978,93 +1150,382 @@ enoughmultiples: ld de,(x) dec a ;if this is your first multiple then... cal z,Place_multiples ;reset multiples positions - jp disp_icons ;display, return -select6: - ld (hl),0 ;reset pickups - jp disp_icons ;display/return +; jr disp_icons ;display, return +;selectXbeam: +; ld a,1 ;updouble +; ld (your_extra),a ;ready extra beam +; jr disp_icons ;display 'n return -;------------------------- fire bullet -------------------------------------- - -fire_multiples: - ld hl,(your_prevpos+16);then, fire from multiple position - psh af - dec h ;one up (-2 height: keeps weapons centered) - cal fireany ;fire from multiple position - pop af ;number of multiples - dec a ;one just displayed - ret z ;return if none left - ld hl,(your_prevpos+30) - psh af - dec h - cal fireany - pop af - dec a - ret z - ld hl,(your_prevpos+44) - psh af - dec h - cal fireany - pop af - dec a - ret z - ld hl,(your_prevpos+58) - psh af - dec h - cal fireany - pop af - dec a - ret +;--------------------------- show icon --------------------------------------- -Fire_bullet: - ld hl,just_fired - ld a,(hl) ;just_fired - cp 5 ;already pressed? - ret z ;return when already pressed (=5) +disp_icons: ;destroyes: abcdehlix +#ifdef TI86 ;-------86 - inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5) - ld a,(your_weapon) ;if you have bullets..... - cp maxweapon - jr nc,fireOK ;>weapons = laser - ld (hl),5 ;.....then can't fire next turn (go to 5 imm.) + ld a,VIDEO_MEM/$400 ;directly on screen + ld (PutWhere),a ;place icons at normal screen + ld hl,VIDEO_MEM+(scrwidth*56);56 rows down = eight rows from bottom + ld b,scrwidth ;draw 16x (screen width) + ld a,%11111111 ;horizontal line mask + cal drawline ;draw divider-line -fireOK: - ld a,(your_multiples) ;any multiples? - and %111 ;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 a,(your_weapon) - ld ix,weapondata+2-(256*3) - add a,a ;weap*2 - add a,a ; *4 - add a,a ; *8 - ld c,a - ld b,3 ;go to current weapon (bc=a), b=3 :P - add ix,bc + ld b,scrwidth*7 ;draw 16x (screen width) 7x (height) + xor a ;blank line mask + cal drawline ;clear scorebar -fire_weapon: ;b=3 - psh bc ;save counter - ld a,(ix) ;load this weapon - cp %11100000 ;%11110000=laser - cal z,fire_laser ;fire laser (will set a=0 when done) - or a ;<>0=bullet - cal nz,fire_ybullet - inc ix - inc ix - pop bc ;weapon counter (do 3 weapons) - dnz fire_weapon +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 -fire_tail: - ld hl,your_tail - ld a,(hl) - dec a - ret nz - ld a,(ix-2) ;last weapon fired - cp %11100000 ;issit laser - ret z ;then return - xor %11111 ;smart way of going left instead of right :P - jr fire_ybullet ;fire tail bullet and return + ld ix,spr_icon00 ;emptyIcon + ld a,(your_weapon) ;ur weapon + cp maxweapon ;bullets? + psh af ;a=(your_weapon); cf=bullets + jr nc,no_bullets ;=laser + ld hl,$3945 ;position to display bullet-type digit + inc a ;1 = weapon #1 (=0) + ld (_penCol),hl ;set location + add a,'0' ;make digit + rcl _vputmap ;display char + ld ix,spr_icon04 ;bulletIcon +no_bullets: + ld de,$3939 ;icon #2 + cal putwidesprite ;(beamweap) + + ld ix,spr_icon00 + pop af ;ld a,(your_weapon) \ cp maxweapon + jr c,no_laser ;popped carry + ld hl,$3955 ;position to display laser-type digit + ld (_penCol),hl ;set location + sub maxweapon-1 ;1 = laser #1 (=maxweapon) + add a,'0' ;make digit + rcl _vputmap ;display char + ld ix,spr_icon03 ;laserIcon +no_laser: + ld de,$4939 ;icon #1 + cal putwidesprite ;display icon (laser) + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) ;number of multiples + and %111 ;<8 + jr z,no_multiples ;none (empty) + ld ix,spr_icon05 ;multiples-icon +no_multiples: ;no multiples + 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 + +#else ;-------------83 + + ld hl,VIDEO_MEM+(scrwidth*56);56 rows down = eight rows from bottom + ld b,scrwidth ;draw 12x (screen width) + ld a,%11111111 ;horizontal line mask + cal drawline ;draw divider-line + + ld b,scrwidth*7 ;draw 12x (screen width) 7x (height) + xor a ;blank line mask + cal drawline ;clear scorebar + +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 + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_weapon) ;ur weapon + cp maxweapon ;bullets? + psh af ;a=(your_weapon); cf=bullets + jr nc,no_bullets ;=laser + ld hl,$3935 ;position to display bullet-type digit + inc a ;1 = weapon #1 (=0) + ld (_penCol),hl ;set location + add a,'0' ;make digit + rcl _vputmap ;display char + ld ix,spr_icon04 ;bulletIcon +no_bullets: + ld de,$2F39 ;icon #2 + cal putwidesprite ;(beamweap) + + ld ix,spr_icon00 + pop af ;ld a,(your_weapon) \ cp maxweapon + jr c,no_laser ;popped carry + ld hl,$393F ;position to display laser-type digit + ld (_penCol),hl ;set location + sub maxweapon-1 ;1 = laser #1 (=maxweapon) + add a,'0' ;make digit + rcl _vputmap ;display char + ld ix,spr_icon03 ;laserIcon +no_laser: + ld de,$3939 ;icon #1 + cal putwidesprite ;display icon (laser) + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) ;number of multiples + and %111 ;<8 + jr z,no_multiples ;none (empty) + ld ix,spr_icon05 ;multiples-icon +no_multiples: ;no multiples + ld de,$4339 ;icon #3 + cal putwidesprite + + ld ix,spr_dividerline + ld de,$4D39 + cal putwidesprite + + ld a,(your_pickup) ;pickups taken + add a,a ;picks*2 (sets z-flag) + ld e,a ;save 2*picks + jr z,iconsdone ;return if no pickups + add a,a ;picks*4 + add a,a ;picks*8 + add a,e ;picks*10 (8+2=10) + add a,$26 ;add 26h + ld d,a ;y-pos = picks * 10 + $29 (3a,45,4e) + ld e,$39 ;x-pos = bottom (3a39,4539,4e39) + + ld ix,spr_icon + cal putwidesprite +iconsdone: + jp disp_charge ;display weapon charge bar + +#endif ;------------^^ + +drawline: + ld (hl),a ;draw one piece of the divider-line + inc hl ;move right (8 pixels = 1 byte) + dnz drawline ;repeat (16bytes * 8pixels =128= screen width) + ret + + +disp_armor: + ld de,scrwidth ;line size +#ifdef TI86 + ld hl,VIDEO_MEM+(58*scrwidth)+6 +#else + ld hl,VIDEO_MEM+(58*scrwidth)+5 +#endif + 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 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----- @@ -1079,10 +1540,14 @@ fire_laser: 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 +#ifdef TI86 + add a,a ;y*4 (86) +#else + add a,e ;y*3 (83) +#endif + add a,a ;y*8 (86) | y*6 (83) rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) - add a,a ;y*16 (width of screen) + add a,a ;width of screen (y*16 (86) | y*12 (83)) rl b ;b=b*2+overflow (if y>64 then bc=bc+512) inc a ;8 pixels to right (a=even so no overflow) @@ -1096,8 +1561,9 @@ fire_laser: _nolc: ld c,a ;c = (Y*16+X/8) mod 256 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 ^^) + ld a,scrwidth-1 ;128/8=16=screen width ** minus one (inc a ^^) sub d ;minus x-start (d=X/8) + jr z,handle_laser ;if size=0=256x (right edge) then skip display ld b,a drawlaser: ld (hl),%11111111 @@ -1113,19 +1579,17 @@ check_laserhits: ;de = (x,y) laserhits: ;hits with normal enemies psh hl ld a,(hl) ;occ+hp00 - and %00000010 ;normal/moving occ.=%1x - 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 + and %11 ;normal enemy occ = %11 + cp %11 + jr nz,nolashit ;no hit when enemy_occ <> 11 + inc hl ;@type cal find_sprite ;ix=sprite to enemy (hl) - inc hl + inc hl ;@x ld a,(hl) ;check x sub d - 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 @@ -1134,8 +1598,21 @@ laserhits: ;hits with normal enemies add a,(ix+1) ;add enemy height (according to sprite @ix) jp m,nolashit ;a-e>0 = hit enemy_lashit: + psh hl ;pointer to enemy destroyed by putsprite + psh bc ;safe enemy counter + psh de ; and Ur position (used for further compares) + dec e ;adjust y-position + dec e + dec e ;hit sprite centered at e (height=6) + dec hl ;@x + ld d,(hl) ;x-position of hit (enemy's x-pos) + ld ix,spr_lashit ;laserHit sprite + cal putsprite ;display this frame only unlike bullethit ani + pop de ;restore regs + pop bc + pop hl ld a,(curweapdamage) ;damage - cal enemy_hit ;hl=enemy+y + cal enemy_hit ;inflict (hl=enemy+y) nolashit: pop hl ;enemy+1 ld a,b ;psh bc @@ -1143,61 +1620,50 @@ nolashit: add hl,bc ;go to next enemy ld b,a ;pop bc dnz laserhits ;check all enemies - xor a ;a=0 otherwise weird things might happen :P + xor a ld (weapincs),a ;reset damage pop ix + ld c,a ;c=0 ret -;-----fire BULLETs----- +;------------------------ handle bullets ------------------------------------- -fire_ybullet: ;fire bullet type=C dam=(curweapdamage) at (firex/y) - ld c,a ;save bulletType in c - ld hl,ybullets ;check for unused bullet - ld de,4 +Handle_bullets: + ld hl,ybullets 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 +scan_bullets: + ld a,(hl) ;@bulletType + or a ;bulletType=0 >> no bullet + jp z,next_ybullet+2 ;skip pops (+2); jP for speed -found_ybullet: - ld (hl),c ;use the bullet and set correct bullet-type + psh bc ;bullet counter + psh hl ;save enemy+type + ld (temp1),hl ;needed for check_bullethits 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 - -;------------------------ handle bullets ------------------------------------ + ld c,(hl) ;damage + dec c ;c=damage-1 + jp m,bullethitbullet ;damage<=0 (=no bullet) + inc hl ;@x -bullet_left: +;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 + cp 8*scrwidth jr nc,remove_bullet ;or x>=128 ld (hl),a ;save new pos. ld d,a ;d = X inc hl ;@y-pos ld a,c - cal _shracc ;%11110000->1111 +#ifdef TI86 + rcl _shracc ;%11100000->1110 +;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster +#else + srl a \ srl a \ srl a \ srl a ;83 doesn't have a shracc call +#endif srl a ;%1110->111 dec a jr z,bullet_noymove ;1=straight forward @@ -1207,11 +1673,10 @@ bullet_left: jr z,bullet_halfup ;3=1/2up dec a 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 @@ -1220,8 +1685,8 @@ 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 @@ -1229,45 +1694,21 @@ bullet_up: ld (hl),a bullet_noymove: ld e,(hl) ;e = Y - ret - -remove_bullet: - pop hl ;cal bullet_left - pop hl ;enemy+type - ld (hl),0 ;dump this bullet! - jr next_ybullet+1 ;+1:skip pop hl at next_ybullet - -Handle_bullets: - ld hl,ybullets - ld b,nrybuls -scan_bullets: - psh bc ;bullet counter - psh hl ;save enemy+type - ld (temp1),hl ;needed for check_bullethits - ld a,(hl) ;@bulletType - inc hl ;@damage - inc hl ;@x - - or a - jp z,next_ybullet ;bulletType=0 >> no bullet - cal bullet_left ;move bullet left display_bullet: - psh de ;save de =position 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 d,0 - ld e,a ;->16bit (de=a) - add hl,de ;point to correct bullet offset + ld b,0 + ld c,a ;->16bit (de=a) + add hl,bc ;point to correct bullet offset ld a,(hl) ;load bullet offset - ld e,a ;convert to 16bit (d=0) + ld c,a ;convert to 16bit (d=0) ld ix,spr_bullet01 ;first sprite - add ix,de ;add offset (go to correct sprite) - pop de ;saved position + add ix,bc ;add offset (go to correct sprite) ld a,(ix) ;bullet x-size ld (bulletxsize),a ;used at check_bullethits @@ -1280,15 +1721,40 @@ display_bullet: next_ybullet: pop hl ;restore enemy+type - inc hl - inc hl - inc hl - inc hl ;skip type,dam,x,y: next 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 @@ -1299,14 +1765,11 @@ hit_enemies: ;Hits with normal enemies psh hl ld a,(hl) - and %00000010 - jr z,nohit ;no hit when enemy_occ <> 2/3 + and %11 + cp %11 + jr nz,nohit ;no hit when enemy_occ <> %11 inc hl ;enemy type - ld a,(hl) - or a ;enemy #0 = pickup - jr z,nohit ;yes: don't destroy - cal find_sprite ;set ix to the sprite of this enemy inc hl ;@x @@ -1336,9 +1799,9 @@ bulletysize =$-1 psh hl ld hl,0 ;@bulletType temp1 =$-2 - ld (hl),0 ;remove bullet inc hl ;@damage - ld a,(hl) ;set damage + ld a,(hl) ;damage to inflict on enemy + ld (hl),-(hitsprites+1);make this bullet exploding (damage = -5) pop hl ;enemy+y cal enemy_hit nohit: @@ -1355,7 +1818,8 @@ enemy_hit: ;*in:a=damage;hl=enemy+y ld b,a dec hl ;@x - dec hl ;@type + dec hl ;@sprite+1 + dec hl ;@sprite dec hl ;@hp00 (occ) ld a,(hl) ;load hp00 sub b ;decrease HP (if <0xx then c is set) @@ -1368,27 +1832,30 @@ enemy_hit: ;*in:a=damage;hl=enemy+y 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),%110 ;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),$00 ;explosionFrame 0 + inc hl ;@sprite (=explosionFrame) + ld (hl),0 ;explosionFrame 0 or enemy #0=pickup + pop af + cal z,place_enemy ;place pickup (enemy#=0=a cuz ZF) ld hl,1 ;increase score by one jp scoreInc ;+ret -;--------------------------- level events ----------------------------------- +;--------------------------- level events ------------------------------------ Level_event: - ld hl,nextevent ;time to next event 3 = place an enemy + jr nz,place_ranenemy ;nope: >3 = place an enemy inc hl ;nextevent located behind eventleft - ld (hl),123 ;set delay + ld (hl),193 ;3: set delay for next boss to appear ret ;don't place any more enemies standby_event: ld b,nrenemies ld hl,enemies+1-enemysize ld de,enemysize + xor a chk_enemyleft: - add hl,de - ld a,(hl) - or a ;0 = no enemy present - jr nz,enemyleft - dnz chk_enemyleft - ret + add hl,de ;go to next enemy + cp (hl) ;0 = no enemy present + jr nz,enemyleft ;if enemy present (<>0) then quit checking + dnz chk_enemyleft ;loop for all enemies + ld hl,nextevent ;time 'til next event + ld (hl),157 ;next time to check is in 157 turns/frames + ld a,(your_weapon) + cp maxweapon ;you have bullets? + jr nc,placebigupgrade ;if not just place the big upgrade + ld a,(level) + rra ;if level&1=0 (even levels) + ret nc ;then dont place a pickup (=50%) +placebigupgrade + ld a,1 ;no enemies left: place upgrade pickup + jr place_enemy ;place enemy #1(=a) = big pickup enemyleft: ld hl,eventleft inc (hl) ret +place_ranenemy: + ld hl,1 ;increase score by 1 + cal scoreInc + ld bc,0 ;0..nrlvlenemies +nrlvlenemies =$-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 a,1 - ld (nrlvlenemies),a ;just one enemy: the BOSS ld hl,(levelp) ;the leveldata (including the boss) dec hl ;points to leveldata\boss\enemynr - ld a,(hl) ;load it - ld (lvlenemies),a ;set new enemy (boss) + ld a,(hl) ;load enemy# of boss -do_event: +place_enemy: ;places enemy #=a (out:achl=?;b=0;de=@enemy+11) + psh af ld hl,enemies+1-enemysize ld bc,enemysize xor a ;a=0 -chk_noenemy: - add hl,bc +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 - -place_enemy: ;de = enemy+1 - ld bc,0 ;0..nrlvlenemies -nrlvlenemies =$-1 ;=nr of enemies minus 1 - cal Random ;random enemy b..b+c = 0..nrenemies-1 - ld b,0 - ld c,a ;bc=a - ld hl,lvlenemies - add hl,bc ;go to a random enemy - ld a,(hl) ;load enemy nr of this mysterious random enemy + ex de,hl ;de=hl=usable enemy +1 + pop af ;enemy# to place cal findenemyspecs ;hl = enemy #a specs dec de ;goto hp64 (before occ) ldi ;set hp64 ldi ;set hitpoints+occ of enemy class - ld a,(hl) ;save sprite-offset/2 (ldi decs bc so in a) + ld c,(hl) ldi ;set sprite + ld b,(hl) ;bc=@enemy_sprite + inc bc ;@sprite-height + ld a,(bc) + ld b,a ;b = sprite-height + ldi ;set sprite + 1 ldi ;set x-position - ld c,a ;c=sprite ld a,(hl) ;load placeInfo inc hl - dec a ;is it 1? + inc a ;is it -1? jr z,random_enemy ;yes: create random value <51 in a - dec a ;is it 2? + inc a ;is it -2? jr z,lure_enemy ;yes: create a 100% luring enemy + inc a ;is it -3? + jr z,lure_enemy ;yes: pick one (50% lure) + inc a ;is it -4? + jr z,ground_enemy ;yes: place @ current ground position ;otherwise? -halflure_enemy: ;yes (of course it is): pick one (50% lure) +yset_enemy: ;set 0+3..$FC+3 as y-position + ld (de),a + jr ypos_OK +ground_enemy: + ld a,(groundpos+15) ;ground height + neg ;negative (high ground, low y-pos) + add a,50 ;at the bottom + ld (de),a ;is turret's position + jr ypos_OK +halflure_enemy: 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. + rra ;...well make that frame/2 + 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,0 ;bc = enemy sprite offset / 2 - ld ix,spr_enemy00 ;first enemy sprite - add ix,bc ;add offset for current enemy - add ix,bc ;twice (offset stored as offset/2) ld a,64-8 ;=57=screen height (8 is scorebar) - sub (ix+1) ;minus sprite height=bottom - ld c,b ;range=0 to... + sub b ;minus sprite height=bottom + ld c,0 ;range=0 to... ld b,a ;...57-y cal Random ;random value on screen ypos_OK: ;random value successfully created @@ -1497,159 +1990,271 @@ ypos_OK: ;random value successfully created 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 dnz find_ebullet ;look next bullet ret found_ebullet: - ld b,%1100 - ld a,(level_info) - and %00001000 - jr z,bulletok + ld a,c + sub 6 + jp c,bulletok ;type #0-5 = done (normal/diag) + or a + jp 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,bulletwide5 ;type #9 = wide 5x + dec a + jr z,bulletdquad ;type #10 = double-quad + dec a + jr z,bulletran ;type #11 = random + dec a + jr z,firesenemies ;type #12 = mine + Dquad + dec a + jr z,basefiresenemies ;type #13 = enemies + 10 + dec a + jr z,randomfire ;type #14 = random @full height + dec a + jr z,bulletwide3 ;type #15 = wide triple + dec a + jr z,bulletfullfire ;type #16 = straight 5x + +randomfire: + ld c,0 + ld b,62 + cal Random ;a=0..62 + ld e,a + ld (hl),1 + jp _bulletok + +basefiresenemies: ;type #13 = base + ld bc,$3A00 + cal Random + ld e,a + cal random14 + ld c,a + cal bulletok ;find and fire bullet + + ld a,boss2enemy ;otherwise place enemy #[boss2enemy] + jp place_enemy + +firesenemies: ;type #12 = mine / Dquad + ld a,(timer) + rra ;if odd turn (50% chance) + jr c,bulletdquad ;then fire 6x + ld a,boss1enemy ;otherwise place enemy #[boss1enemy] + jp place_enemy + +bulletran: ;type #11 = fires bullets 1-5 at random + cal random14 + ld (hl),a ;set type a=1..5 + jr _bulletok + +bulletdquad: ;type #10 = double-quad + cal bulletwide5 ;fire type #1 to 5 +addedgebullets: + inc hl + ld a,e + sub 7 + ld e,a ;offset 7 up + ld c,1 ;type #1 = normal + cal enemy_fires_again + inc hl + ld a,e + add a,14 + ld e,a ;offset 14 down (7 total) +_enemy_fires_again: + jr enemy_fires_again + +bulletwide5: ;type #9 = wide 5x (fires 4 dirs + 1 straight) + 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 + +bulletfullfire: ;type #16 = straight 5 bullets + cal bullettriple ;fire 3 bullets at center (offset -2,+0,+2) + inc e \ inc e ;restore base (Y)position + jr addedgebullets ;fire 2 more bullets (at offsets -7 and +7) + +bullettriple: ;type #7 = triple + cal bulletdouble+1 ;fire double weapon (offset +0,+2) + dec e \ dec e ;two px back up + dec e \ dec e ;and another two up (offset -2) + inc hl ;next bullet position + ld c,1 ;type #1 = normal + jr _enemy_fires_again ;find and fire another bullet + +bulletdouble: ;type #8 = double + dec e ;one up (1st bullet not centered:offset -1,+1) + ld c,1 ;type #1 = straight + 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 + +bulletwide3: ;type #15 = spread (3 bullets) + 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 + sub e ;a = yourY-bulY = pixels bullet is above you add a,10 - jp p,bulletnotup - ld b,%1011 ;yourY-bulY = negative (=bullet below you) - add a,10 - jp p,bulletnotup - ld b,%1001 ;yourY-bulY = even more negative (going up) - + 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,(level_info) - and %11110000 - or b - ld (hl),a ;set bullet direction + ld (hl),c ;set bullet direction +_bulletok: inc hl ld (hl),d ;set x-pos inc hl + ld a,58-5 ;bottom + cp e ;bullet-y... + jr nc,bulletonscreen ; - pop bc - inc hl \ inc hl \ inc hl - dnz 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&%1111 - inc hl ;bullet x - ld a,(hl) ;check if it has reached the left side of scrn - bit 7,a ;x<0? + 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 (hl) ;move one left - dec (hl) ;and another one - ld d,(hl) ;d=x - inc hl ;@y + 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 ;is it a normal bullet? (cp = faster than bit) - jr z,ebullet_common ;type %1100: normal bullet - and %111 ;isolate important bits - jr z,ebullet_down ;type %1000: moving down dec a - jr z,ebullet_up ;type %1001: moving up - ld b,a + jr z,ebullet_common ;type 1: normal bullet + dec a + jr z,ebullet_down ;type 2: moving down + dec a + jr z,ebullet_up ;type 3: moving up - ld a,(timer) - rra - jr c,ebullet_common + 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 - ld a,b - dec a - jr z,ebullet_down ;type %1010: moving down 50% - ;type %1011: moving up 50% + dec b + jr z,ebullet_down ;type 4: moving down 50% + ;type 5: moving up 50% ebullet_up: - ld a,(hl) - dec a - jp m,ebullet_common - ld (hl),a + dec e ;move up + jp m,ebullet_common ;y=bottom? + jr nc,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 - pop hl ;points to bullettype again - psh hl ;and save it again (ivm call to damage_you) - ld a,(hl) ;load bullettype - cal _shracc ;isolate damage-bits (%1111???? -> %00001111) - ld b,a ;set damage-amount + 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+1 @@ -1660,19 +2265,19 @@ handle_enemy: psh hl ld a,(hl) - and %00000011 - jr z,next_enemy ;occ "no enemy" 0 + and %11 + jr z,next_enemy ;occ "no enemy" 00 dec a - jr z,exploding_enemy ;occ "exploding" 1 + jr z,exploding_enemy ;occ "exploding" 01 normal_enemy: - inc hl - ld c,(hl) ;c = enemy type = de + ld c,a ;c = occ-1 = %10 (normal) or %01 (pickup) + inc hl ;@sprite cal find_sprite - inc hl + inc hl ;@x ld d,(hl) ;x - inc hl + inc hl ;@y ld e,(hl) ;y inc hl ;@movetype @@ -1691,35 +2296,30 @@ enemyonscreenY: dec hl ;@x ld a,d ;new x value - cp 128 ;x<128 + 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: - inc hl ;@y - inc hl ;@movetype - inc hl ;@movecount - inc hl ;@firecount - dec (hl) ;decrease counter till next blast - ld a,(hl) ;&&&doesn't seem efficient to me - or a ;has it reached zero? - jr nz,firing_done ;finished if not + ld 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) + 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 @@ -1735,102 +2335,118 @@ next_enemy: dnz handle_enemy ret -remove_enemy: - pop hl - ld (hl),$0000 ;bye bye enemy - jr next_enemy+1 ;continue AFTER pop hl (already done) - exploding_enemy: inc hl ld a,(hl) cp 16 - jr z,remove_enemy ;remove when at last frame + jr nz,keep_enemy ;remove when at last frame +remove_enemy: + pop hl + 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: + dec d ;move left once ld a,(hl) ;how does this enemy move? - bit 7,a ;direction indicator - jr nz,moveright -moveleft: - dec d - jr moveXdone -moveright: - inc d -moveXdone: - res 7,a ;01111111=movetype: and a - ret z ;0 = don't move - dec a - jr z,movetype_updown ;1 = 0 >< up / down - dec a - jr z,movetype_vslow ;2 = .75 >> - dec a - jr z,movetype_slow ;3 = .5 >> - dec a - jr z,movetype_fast ;4 = .5 << - dec a - jr z,movetype_vfast ;5 = 1 << - dec a - jr z,movetype_smart ;6 - dec a - jr z,movetype_lure ;7 = 1 >> move y towards you - dec a - jr z,movetype_slowlure ;8 = 1 >> lure 1/2 speed - dec a -; jr z,movetype_stoplure ;9 = 1 >> slowlure; stop at x=99 -; dec a -; jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed + ret z ;0 = (1<) + ld b,a + ld a,(timer) + dec b + jp 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_mfast ;5 = (1.25<) + dec b + jr z,movetype_fast ;6 = (1.5<) + dec b + jr z,movetype_vfast ;7 = (2 <) + dec b + jr z,movetype_xfast ;8 = (3 <) + dec b + jr z,movetype_slowlure ;9 = (1<) move y towards you 50% + + inc d ;speed 0 + dec b + jr z,movetype_lure ;10 = (0) move y towards you + dec b + jr z,movetype_slowlure ;11 = (0) lure 1/2 speed + dec b + jr z,movetype_fulllure ;12 = x+y towards you 1/2 speed + dec b + jr z,movetype_right ;13 = (.5>) + dec b + jr z,movetype_fright ;14 = (1>) + dec b + jr z,movetype_right ;15 = (0) + dec b + ret z ;16 = + +movetype_lboss: + ld a,104 + cp d + jr c,dothemovethingy + inc d ;x<110: move right +dothemovethingy: + jr movetype_updown ;move up and down and up and down and... + +movetype_right: + rra + ret c ;speed 0 50% +movetype_fright: + inc d ;move right one px + ret movetype_fulllure: - ld a,(timer) - and 1 - ret z + rra + ret c ;50% speed cal movetype_lure ld a,(x) cp d - ret c ;move left (already did) + jr c,movetype_vfast ;moves left (again) lure_right: - inc d ;already moved left, so move right -moverightonce: - inc d ;twice (=+1) + inc d ;move right ret movetype_slowlure: - ld a,(timer) - and 1 ;half the time - jr z,moverightonce ;dont move at all (compensate move left +ret) + rra ;half the time + ret c movetype_lure: - ld a,104 + ld a,110 cp d - jr c,dothelurethingy - inc d ;x<106: full stop + jr nc,dothelurethingy + dec d ;x>109: move left dothelurethingy: ld a,(y) cp e - ret z ;don't move if equal + 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: - inc hl ;hl =@ - ld a,(timer) - and %1111 ; | - ld a,(hl) ;&&& \|/ - jr nz,smartupdate + inc hl ;@movecount + ld a,(hl) inc a -smartupdate: + and %1111 ld (hl),a or a ;reset carry flag @@ -1838,42 +2454,46 @@ smartupdate: and %11111100 jr z,movetype_fast +movetype_lslow: + and %11 + ret nz + inc d ;don't move 25% of the time + ret movetype_slow: - ld a,(timer) - and %1 - ret z + 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_mfast: + rra + ret c ;50% chance (makes it 25% total) 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_xfast: + dec d ;woowoo, now that's fast! + dec d ;move left trice! + ret movetype_updown: - inc hl ;@ + 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 - dec hl ;@ - 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 @@ -1885,28 +2505,28 @@ 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+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 cal find_sprite - inc hl + inc hl ;@x ld a,(hl) ;check x match sub e ;enemy position minus yours minus 7 jp p,check_next @@ -1914,372 +2534,172 @@ collide_enemy: ;&&& include in Handle_enemy proc add a,(ix) ;enemy width jp m,check_next - inc hl + inc hl ;@y ld a,(hl) ;check y match sub d ;same as with x-check - jp p,check_next + jr nc,check_next ;(=jp p) add a,6 add a,(ix+1) ;enemy height jp m,check_next - dec hl - dec hl + dec hl ;@x + dec hl ;@sprite+1 + dec hl ;@sprite + dec hl ;@occ take_pickup: - psh hl ;we need hl - ld hl,2 ;increase score by 2 - cal scoreInc - pop hl ;we're done - - ld a,(hl) ;load enemy type - or a - jr nz,collide ;enemy when <>0 - - psh hl + ld a,(hl) ;load enemy occ + rra ;if occ = %10 (can't be %00) then pickup + jr c,collide ;otherwise normal enemy so you collide + ld (hl),0 ;remove + rra ;skip this bit (=%1) + rra ;this bit specifies the pickup ID (big/small) + jr nc,armorpickup ;%0 = pickup increases armor and shield + ;%1 = pickup selects (next) upgrade ld hl,your_pickup ;your pickups ld a,(hl) ;current inc a ;go to next - cp 6 ;pickups >=6 + cp 4 ;pickups >=4? jr c,not_maxpickup - ld a,1 ;yes: reset to pickup 1 + psh hl ;too much pickups + ld hl,250 + cal scoreInc ;increase score by 250 + pop hl + ld a,1 ;and reset to pickup #1 not_maxpickup: ld (hl),a ;save new + psh de cal disp_icons ;display altered pickupicons - pop hl - - dec hl ;to enemy occ - xor a ;set to 0 = gone - ld (hl),a ;remove + pop de ;ld de,$0707 jr check_next ;all done, next.. -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 collidedamage + sub auch_ecollide ld (hl),a -collide_done: - ld b,collidedamage ;damage + 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 - ld a,b ;psh bc - ld bc,enemysize - add hl,bc - ld b,a ;pop bc - dnz check_collision + pop hl ;current enemy base (unaltered) + ld bc,enemysize ;bytes per enemy + add hl,bc ;pointer to next enemy + pop bc ;restore counter + dnz check_collision ;loop for all enemies ret -;--------------------------- story ------------------------------------------ +;--------------------------- story ------------------------------------------- -storyPage: - psh hl - cal _clrLCD - pop hl -storyLine: - inc hl - ld e,(hl) - inc hl - ld d,(hl) - ld (_penCol),de +dostory: +#ifdef story + 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 - cal _vputs - - ld a,(hl) - dec a - jr z,storyLine + inc hl ;set hl to beginning of the level + ld (levelp),hl ;set the level-pointer + ret ;and return - psh hl - ld hl,VIDEO_MEM ;copy text - ld de,dispbuffer ;to GRAPH_MEM - ld bc,1024 ;entire screen - ldir - cal _clrLCD +storyPage: + psh hl ;hl will be destroyed by _clrLCD + rcl _clrLCD ;clear screen pop hl - - inc hl ld a,(hl) + ld (curline),a ;begin line for special effect +storyLine: + ld d,(hl) ;vertical position of text inc hl - ld b,(hl) - psh hl - cal DoSFX - cal _getkey - pop hl - ret - -dostory: - cal storyPage ;do some story - inc hl ;look at next hl - ld a,(hl) ;load in a - dec hl ;restory hl - inc a ;set z-flag if a = $ff - jr nz,dostory ;otherwise loop - - ld bc,2+1 ;story ends - add hl,bc ;set hl to beginning of the level - ld (levelp),hl ;set the level-pointer - ret ;and return - -;--------------------------- SFX -------------------------------------------- - -DoSFX: ;in:a=beginLine;b=nrOfLines - ld (curline),a -SFXframe: - psh bc - - ld a,0 ;get line number -curline =$-1 - inc a ;go to the next line - ld (curline),a ;update - - ld l,a - ld h,0 ;hl=a - add hl,hl - add hl,hl - add hl,hl - add hl,hl ;*16 (a pixels down=a*16) - - ld b,h ;save hl for later - ld c,l - - ld de,VIDEO_MEM ;where to put sfx - add hl,de ;go to ymin - ex de,hl ;put into de again - - ld hl,dispbuffer - add hl,bc ;hl->logo - - sub 64 ;a=a-64 - neg ;a=64-a (lines from bottom) - -; ld c,a ;c=a=(curline) -; ld a,64 -; sub c ;lines from bottom - -SFXdisp: ;display this frame on screen - 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 - dec a ;counter - jr nz,SFXdisp ;repeat until whole screen is displayed - - ld b,8 -SFXdelay: - halt ;delay - dnz SFXdelay ;8x - - pop bc ;counter - dnz SFXframe - ret - -;--------------------------- show icon -------------------------------------- - -drawline: - ld (hl),a ;draw one piece of the divider-line - inc hl ;move right (8 pixels = 1 byte) - dnz drawline ;repeat (16bytes * 8pixels =128= screen width) - ret - -disp_icons: - psh bc \ psh de \ psh hl \ psh ix ;&&& - - 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 - -disp_lives: - ld de,5 ;(0,5) - 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: - - ld ix,spr_icon01 ;armorIcon - ld de,$1901 ;icon #1 - cal putwidesprite ;display icon - cal disp_armor ;display bar - - ld ix,spr_icon00 - ld a,(your_weapon) ;ur weapon - cp maxweapon ;laser? - psh af ;(your_weapon) - jr nc,no_tail ;if laser (nc) then tail ain't fired - ld a,(your_tail) - or a - jr z,no_tail - ld ix,spr_icon02 ;tailbeamIcon -no_tail: - ld de,$2901 ;icon #2 - cal putwidesprite ;display - - ld ix,spr_icon00 - pop af ;a=(your_weapon); cf=bullets - psh af - 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,$3901 ;icon #3 - cal putwidesprite ;display icon - - 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,$4901 ;icon #4 - cal putwidesprite - - ld ix,spr_icon00 ;emptyIcon - ld a,(your_multiples) - and %111 - jr z,no_multiples - ld ix,spr_icon05 -no_multiples: - ld de,$5901 ;icon #5 - 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 e,(hl) ;horizontal text-position + ld (_penCol),de ;set position + inc hl + rcl _vputs ;display text - ld ix,spr_icon - cal putwidesprite -iconsdone: - ld hl,dispbuffer ;normal game-screen - ld (PutWhere),hl ;set sprite-position to normal screen + ld a,(hl) ;load next byte + inc hl + or a ;0 means more text + jr z,storyLine ;loop if there is - pop ix \ pop hl \ pop de \ pop bc + psh af + psh hl + ld hl,VIDEO_MEM ;copy text + ld de,dispbuffer ;to GRAPH_MEM + ld bc,1024 ;entire screen + ldir + rcl _clrLCD ;clear VIDEO_MEM + pop hl + pop bc ;last byte (<>0) is lines to SFX + psh hl + cal DoSFX ;do special effects + cal getsomekeys ;wait for a key + pop hl ret -disp_armor: - ld de,16 ;line size - ld hl,(57*16)+VIDEO_MEM+3 - ld b,3 -armorbarclr: - dec hl - ld (hl),0 - add hl,de - ld (hl),0 - sbc hl,de - dnz armorbarclr - - ld a,(your_armor) ;load your armor (<25) - ld c,a ;psh a - srl a ;/2 - srl a ;/4 - srl a ;/8: don't display last 3 bits of a (later) - jr z,noarmorbar ;if a=0 then it would loop 256x so skip it - ld b,a ;loop b=a times -armorbar: ;starting at ($39*16)+VIDEO_MEM - ld (hl),%11111111 ;draw a piece of the bar - add hl,de ;one down (resets carry) - ld (hl),%11111111 ;same piece - sbc hl,de ;up again - inc hl ;next position - dnz armorbar ;loop it b times +DoSFX: psh bc ;in:(curline)=beginLine;b=nrOfLines -noarmorbar: - ld a,c ;pop a - and %111 ;display last bits of armor - ret z ;if armor=0 then bit = %00000000 (don't disp) - ld b,a ;into B - xor a ;bit = %00000000 -armorbarbit: - scf ;set carry flag - rra ;rotates A right and sets bit 7 (c-flag) - dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100) -armorbarready: ; (an if B=3 then a=%11100000) - ld (hl),a ;draw this last byte - add hl,de - ld (hl),a ;and just below - ret + ld a,0 ;get line number +curline =$-1 + inc a ;go to the next line + ld (curline),a ;update + ld l,a + ld h,0 ;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) -disp_charge: - ld hl,(59*16)+VIDEO_MEM+3 - ld b,3 -chargebarclr: - dec hl - ld (hl),0 - dnz chargebarclr + ld b,h ;save hl for later + ld c,l + ld de,VIDEO_MEM ;where to put sfx + add hl,de ;go to ymin + ex de,hl ;put into de again + ld hl,dispbuffer ;source of original + add hl,bc ;hl->source - 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 +sfxlaserdisp: ;display this frame on screen + 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 + dec a ;counter + jr nz,sfxlaserdisp ;repeat until whole screen is displayed -;--------------------------- proc ------------------------------------------- + ld b,11 ;11x 1/200sec = ~20 frames/s +sfxlaserdelay: + halt ;delay + dnz sfxlaserdelay ;8x + pop bc ;counter + dnz DoSFX + ret +#else + rcl _clrWindow + ld hl,welldone + rcl _puts + jp getsomekeys ;wait for a key +welldone: + .db "-CONGRATULATIONS!-",0 +#endif + +;--------------------------- proc -------------------------------------------- + +random14: ;random 1..1+4 + ld c,1 + ld b,4 +; cal Random Random: ;a=c!",0,0,0,0 ;down,L,R,up + .db 0,"xtoje0",0 ;enter..clear + .db " wsnid9",0 ;(-)..custom + .db "zvrmhc8",0 ;dot..del + .db "yuqlgb7#" ;0..xvar + .db $D9,"-pkfa6'" ;on..alpha + .db "54321",$D0,0,'*' ;F5..F1,2nd,exit,more -;--------------------------- game over / new game / death ------------------- -chartable: - .db 0,".<>!",0,0,0,0 ;down,L,R,up - .db 0,"xtoje0",0 ;enter..clear - .db " wsnid9",0 ;(-)..custom - .db "zvrmhc8",0 ;dot..del - .db "yuqlgb7#" ;0..xvar - .db $D9,"-pkfa6'" ;on..alpha - .db "54321*",0,$D0 ;F5..more +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,_asapvar ;find own variable - rst 20h ;cal _ABS_MOV10TOOP1 - rst 10h ;cal _FINDSYM - - xor a - ld hl,4+storehi_start-_asm_exec_ram - add hl,de ;hl=pointer to data in original prog - adc a,b - cal _SET_ABS_DEST_ADDR - xor a - ld hl,storehi_start - cal _SET_ABS_SRC_ADDR ld hl,storehi_end-storehi_start - cal _SET_MM_NUM_BYTES - cal _mm_ldir ;save done (cal \ ret) - jp _RAM_PAGE_1 + psh hl ;size + ld hl,storehi_start + psh hl ;destination + ld hl,4+storehi_start-_asm_exec_ram + psh hl ;source -save_lvl: +storesmtn: ;stores data [stack=src; stack+1=dest; stack+2=size] ld hl,_asapvar ;find own variable rst 20h ;cal _ABS_MOV10TOOP1 rst 10h ;cal _FINDSYM - xor a - ld hl,4+storesave_start-_asm_exec_ram - add hl,de ;hl=pointer to data in original prog - adc a,b - cal _SET_ABS_DEST_ADDR - xor a - ld hl,storesave_start - cal _SET_ABS_SRC_ADDR - ld hl,storesave_end-storesave_start - cal _SET_MM_NUM_BYTES - cal _mm_ldir ;save done (cal \ ret) - jp _RAM_PAGE_1 + xor a ;bde=pointer to begin of real program + pop hl ;data offset + add hl,de ;hl=pointer to data in real prog + adc a,b ;if hl overflow also increase a + rcl _SET_ABS_DEST_ADDR ;destination = real program = ahl + xor a ;RAM page #0 + pop hl ;data position in normal program ($D748+) + rcl _SET_ABS_SRC_ADDR ;set as source (ahl) + pop hl ;size + rcl _SET_MM_NUM_BYTES ;set + rcl _mm_ldir ;copy data to real program + jp _RAM_PAGE_1 ;and finally: reset ram page +#endif game_over: ;stack=+0 cal BLACKLCD ;clear screen - ld hl,$0603 +#ifdef TI86 + ld hl,$0603 ;centered on 86 +#else + ld hl,$0403 ;centered on 83 (smaller screen) +#endif ld (_curRow),hl ;center ld hl,txt_gameover - cal _puts ;display "GAME OVER" + rcl _puts ;display "GAME OVER" cal releasekeys ;wait for all keys to be released ld hl,$0007 ld (_curRow),hl - - ld de,(your_score) - ld hl,(hiscore) - cal CP_HL_DE - jr nc,no_hiscore - ld (hiscore),de - -ask_hiname: - ld ix,hiname - ld a,9 - ld (hiscorepos),a +#ifdef shiscore + ld de,(your_score) ;current score + ld hl,(hiscore) ;hiscore + rcl 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: ;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 + rcl _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 releasekeys - jr enter_name_loop - -backup: - ld hl,hiscorepos - ld a,(hl) - cp 9 - jr nc,nokeypressed - inc (hl) - - dec ix - ld (ix),' ' - ld a,32 - cal _putc + ld d,0 ;de = key pressed + add hl,de ;add so we know which char to add for this key + ld a,(hl) ;load in a + or a ;if it's 0 then + jr z,nokeypressed ;don't add anything afterall + + ld (ix),a ;save new char + rcl _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 + rcl _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 - cal _puts + dec (hl) ;cursor one back + jr enter_name_loop ;continue name loop + +nomore: ;name's done + ld a,' ' ;remove cursor + rcl _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 +#endif +no_hiscore: ;no new hiscore + ld hl,hiname ;just display old name + rcl _puts hiscoredone: xor a ;clear a (Ahl will be displayed) ld hl,$1006 ;bottom-1 right ld (_curRow),hl ;set ld hl,(your_score) ;your score - cal _dispahl ;display it (a=0) + rcl _dispahl ;display it (a=0) +#ifdef TI86 ld hl,$314b ;bottom-1 right before score ^^ +#else + ld hl,$312b +#endif ld (_penCol),hl ;set ld hl,txt_score ;"Score" - cal _vputs ;display (small) + rcl _vputs ;display (small) ld hl,$1007 ;bottom right ld (_curRow),hl ;set ld hl,(hiscore) ;hi-score - cal _dispahl ;display + rcl _dispahl ;display +#ifdef TI86 ld hl,$3946 ;bottom right before hiscore ^^ +#else + ld hl,$3926 +#endif ld (_penCol),hl ;set ld hl,txt_hiscore ;"Hiscore" - cal _vputs ;display (small) + rcl _vputs ;display (small) res 3,(iy+5) - ld b,16 - ld de,16 - ld hl,VIDEO_MEM+(49*16)-1 + ld b,scrwidth + ld de,scrwidth + ld hl,VIDEO_MEM+(49*scrwidth)-1 restore_line: set 1,(hl) add hl,de dnz restore_line - cal _getkey ;wait for keypress + cal getsomekeys ;wait for keypress jp quit ;restore some things and return to TI-OS/shell invship: ;procedure used in New_game psh af inc b - ld de,$C0 - ld hl,VIDEO_MEM+$30-$C0;begin pos + ld de,12*scrwidth + ld hl,scrwidth*(3-12)+VIDEO_MEM;begin pos invshipinit: add hl,de dnz invshipinit - ld b,$B0 ;12 lines down + ld b,12*scrwidth ;12 lines down invshiploop: ld a,(hl) cpl ;invert byte @@ -2546,18 +3007,54 @@ invshiploop: pop af ret -New_game: ;stack must be +1 (so change the jp in cal :) - cal _clrLCD - ld hl,VIDEO_MEM - ld (PutWhere),hl ;will be reset after displaying iconbar +New_game: ;start a new game (SP=+0) + rcl _clrLCD +#ifdef TI86 + ld a,VIDEO_MEM/$400 + ld (PutWhere),a ;will be reset after displaying iconbar +#endif ld ix,spr_ship01 ;first ship: sprite ld de,$0105 ;position ld b,4 ;number of ships to display dispshipsloop: psh bc ;counter psh de ;position - cal putwidesprite ;display + ld h,e +#ifdef TI86 + ld l,40 ;x=40 +#else + ld l,30 +#endif + 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: + rcl _vputs ;display difficulty +#ifdef TI86 + ld a,95 +#else + ld a,70 +#endif + ld (_penCol),a ;set x=95 + pop af ;ship nr (backwards 3..0) + ld hl,txt_shpbeam ;updouble for ships 1 + and %1 ;gives 0,1,0,1 (for ships 0,1,0,1) + jr nz,dispsbeam + ld hl,txt_shplaser ;tailbeam for ships 0 +dispsbeam: + rcl _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 @@ -2570,59 +3067,66 @@ dispshipsloop: selectship: psh bc cal invship -selectshiploop: - halt - cal GET_KEY - or a - jr z,selectshiploop +#ifdef TI83 + cal fastCopy +#endif + cal getsomekeys pop bc + jr z,startthenewgame ;enter/2nd + cp K_EXIT + jp z,menuexit ;go game over when exit was pressed psh bc - cal invship + cal invship ;display selection bar on current ship pop bc - cp K_SECOND - jr z,startthenewgame - cp K_ENTER - jr z,startthenewgame - cp K_DOWN + cp K_DOWN ;down pressed? jr nz,selnotdown - inc b + inc b ;move selection down selnotdown: - cp K_UP + cp K_UP ;up pressed? jr nz,selnotup - dec b + dec b ;move selection up selnotup: - ld a,b - and %11 - ld b,a - jr selectship + ld a,b ;new selection + and %11 ;must be 0..3 + ld b,a ;in b again + jr selectship ;loop startthenewgame: ld hl,spr_ship01-(spr_ship02-spr_ship01) ld de,spr_ship02-spr_ship01 + psh bc ;save b (ship#) inc b ;your ship #0-3++ + ld a,b ;ship #1-4 searchyourship: add hl,de ;next ship dnz searchyourship ld (your_ship),hl + and 1 ;gives: 1,0,1,0 for the ships + xor 1 ;well, make it 0,1,0,1 :) + jr z,whichship ;ships 0 have bullets + ld a,maxweapon ;ships 1 have lasers (0,8,0,8) +whichship: + ld (your_weapon),a ;set bullet#1 or laser#1 depending on ship + pop af ;ship# 0..3 + and %10 ;ships give 0,0,1,1 + ld (hardcore),a ;hardcore mode set for ships 3 and 4 xor a ;ld a,0 ld (your_score),a ;reset score ld (your_score+1),a ;reset score (0) - ld (your_tail),a ;no tail beam - ld (your_weapon),a ;no laser + ld (your_extra),a ;no extra beam ld (your_pickup),a ;reset pickups ld (your_multiples),a ;no multiples inc a ;ld a,1 ld (level),a ;reset level nr (#1) - ld hl,level00 ;set level pointer to level#1 + ld hl,levelstart ;set level pointer to level#1 ld (levelp),hl ;reset level pointer ld a,4 ld (your_lives),a ;3 lives (4 will be decreased @ You_die) ld (pickuptimer),a ;next pickup after 4 enemies destroyed You_die: ;stack must be +1 - pop hl ;restore stack - ld a,12 - ld (your_armor),a ;12 HPs/shields + ld a,24 + ld (your_armor),a ;24 HPs/shields ld a,(your_lives) ;load lives left dec a ;decrease lives ld (your_lives),a ;if lives=0ffh GO @@ -2630,16 +3134,32 @@ You_die: ;stack must be +1 jp z,game_over ;and game's over jr samelevel -;--------------------------- next level ------------------------------------- +;--------------------------- next level -------------------------------------- Next_level: ;stack must be +1 pop hl cal inc_armor ;increase armor - ld hl,level ;level number - ld a,(hl) - inc a - ld (hl),a + + ld hl,(levelp) ;level pointer + 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 c,gamenotdone ;no: continue game +gamedone: ;yes: + cal dostory ;display end (hl=(levelp)) + ld hl,500 + cal scoreInc ;game complete bonus: 500 + jp game_over ;game over (+hiscore) +gamenotdone: + ld (level),a add a,a add a,a @@ -2649,25 +3169,25 @@ Next_level: ;stack must be +1 add hl,bc ;plus 20 cal scoreInc ;update score - ld hl,(levelp) ;level pointer - ld b,0 ;advance one level - ld c,(hl) - add hl,bc ;passed the enemies - ld c,1+7+32+3 - add hl,bc ;update to point to next level - ld (levelp),hl ;save - samelevel: - ld hl,(your_ship) - ld (your_shipspr),hl + ld hl,invertmode + ld de,_invert ;sets B<>W mode + ldi ;ld (_invert),(invertmode) + ld de,your_shipspr ;sets your ship's sprite + ldi ;ld (your_shipspr),(your_ship) + ldi ;and second byte (heh it's a word) ld a,80 ld (nextevent),a ;time to first enemy appearance ld hl,(levelp) ;level pointer - xor a +#ifdef story + dec hl ;byte before level (boss byte) + xor a ;if it's zero it means here's a story cp (hl) - cal z,dostory + inc hl ;begin of level + cal z,dostory ;do the story and set (levelp) to real level +#endif ld a,(hl) ;number of (different) enemies in this level inc hl @@ -2685,16 +3205,15 @@ samelevel: ld a,(hl) ;load nr of enemies in this level ld (eventleft),a ;set nr of events left inc hl - ld a,(hl) - ld (level_info),a ; - inc hl - ld a,(hl) ;movement of enemies in this level - ld (level_move),a ;do it - - inc hl - ld de,spacespace - ld c,17+17+2 ;b=0 - ldir + ld de,level_info + ld c,4 ;5xLDI: loads (level_info) (spacespace) + ldir ; (stars1) (stars2) + ld a,1 + ld b,16 ;fill (groundpos) +fillground: + ld (de),a + inc de + dnz fillground ld ix,starx1 ld b,nrstars1 @@ -2707,61 +3226,73 @@ samelevel: 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 de,$1800 + 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) + xor a ld hl,enemies ;remove all enemies and bullets - ld (hl),0 ;clear first byte + ld (hl),a ;clear first byte ld de,enemies+1 ;copy this to the next byte +#ifdef TI86 ;on '86 everything's located here ld bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1 - ldir ;clear enemies + bullets (y/e) - -;--------------------------- setup game ------------------------------------- +#else ;on '83 it's a little harder... + ld bc,(nrenemies*enemysize)-1 + ldir ;just clear the enemies + ld hl,ybullets ;now remove all the bullets (different loc.) + ld (hl),a ;clear 1st byte + ld de,ybullets+1 ;copy2next + ld bc,(nrybuls*4)+(nrebuls*3)-1 +#endif + ldir ;clear enemies + ybullets + ebullets + +;--------------------------- setup game -------------------------------------- game_setup: cal BLACKLCD ;white on black ld hl,txt_level ld de,$0703 ld (_curRow),de ;center - cal _puts ;display "LEVEL " + rcl _puts ;display "LEVEL " ld a,(level) ;current level ld l,a ld h,0 ;in hl - cal UNPACK_HL ;create first digit + rcl UNPACK_HL ;create first digit add a,'0' ;0-9 ld b,a ;into b - cal UNPACK_HL ;second digit + rcl UNPACK_HL ;second digit add a,'0' ;0-9 - cal _putc ;display second digit + rcl _putc ;display second digit ld a,b - cal _putmap ;display first digit + rcl _putmap ;display first digit ld hl,txt_lives ;bar text: "Lx0"... ld de,$0904 ld (_curRow),de ;display lives left below level nr - cal _puts + rcl _puts ld a,(your_lives) ;lives left add a,'0' ;make value 0='0' - cal _putc + rcl _putc 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 + rcl _vputs res 3,(iy+5) ;set white on black - cal _getkey ;wait for keypress - cp kF1 + cal getsomekeys ;wait for keypress +#ifdef shiscore + cp K_F1 cal z,save_lvl +#endif - cal _clrLCD ;clear screen + rcl _clrLCD ;clear screen cal disp_icons ;display bottom icons +ret jp game_main_loop @@ -2772,7 +3303,7 @@ placestars: ld d,0 ld e,a ;de = a = 2-14 or a - sbc hl,de ;substract from random y => random pos anywhere + sbc hl,de ;substract from rand y => random pos anywhere ld (ix),l ;save x-pos (l) ld (ix+1),h ;save y-pos (h) @@ -2780,28 +3311,127 @@ placestars: dnz placestars ;repeat for all stars ret -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 - ld a,(hl) - ld (weapdamage),a ;damage of bullets - inc hl - ld a,(hl) - ld (weapdaminc),a ;damage increase - ret +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 + 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 + +;--misc-- +#ifdef TI83 +_clrLCD: + rcl _clrlcdf + 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,scrwidth*64-1 ;loop 896 times = (128/8) * (64-8 for scorebar) + ldir ;all clear! + ret +#endif + +;----------------------------------------------------------------------------- +;--------------------------- putsprite --------------------------------------- +;----------------------------------------------------------------------------- +;in: de=(x,y); ix=sprite +;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=? + +#ifdef TI86 +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 -;---------------------------------------------------------------------------- -;--------------------------- putsprite -------------------------------------- -;---------------------------------------------------------------------------- -;in: de=(x,y); ix=sprite -;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=? + 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 +#endif +#ifdef TI83 putsprite: ld c,(ix) ;save width _putsprite: ;putsprite with custom width @@ -2813,6 +3443,7 @@ _putsprite: ;putsprite with custom width 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 + psh bc ld a,%11111111 ;all bits set (draw everything) CSclipleft: srl a ;remove first bit in a for each b @@ -2823,12 +3454,17 @@ CSclipleft: ;b=5: a=%00000111 ;b=6: a=%00000011 ;b=7: a=%00000001 - res 7,d ;X+128 (right side of screen) + pop bc + psh af + ld a,96 + sub b + ld d,a + pop af dec e ;Y-- jr CSdisplay ;done clipping CSpositive: - sub 129-8 ;minus (screen width - byte width) + sub 97-8 ;minus (screen width - byte width) ld b,a ld a,%11111111 ;clipmask jr c,CSdisplay ;x+width<128 then entire sprite is on screen @@ -2876,13 +3512,14 @@ CSnodraw: CSbitdrawn: dnz CSxloop pop hl ;screen at x-offset=0 - ld bc,16 + ld bc,12 add hl,bc ;next line pop bc ;rows counter dnz CSyloop CSdone: ret +#endif -;--------------------------- putbigsprite ----------------------------------- +;--------------------------- putbigsprite -----------------------------------= putwidesprite: ;destr: abcdehl+ix (ix=behind sprite; hl:a=right below sprite; b=0; d=width) @@ -2911,14 +3548,16 @@ safeputsprite: ;cal putsprite with de intact pop de ret -;------------------------------- findpixel ---------------------------------- +;------------------------------- findpixel ----------------------------------- ;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de +#ifdef TI86 findpixel: ld a,e ;a=e=Y add a,a add a,a ;add a,a is 7 cycles faster than add hl,hl - ld h,0 ;switch to hl now (Y<64) + ld h,dispbuffer/$400 ;switch to hl (Y<64) & set base to dispbuffer +PutWhere =$-1 ;screen base position/$400 (where x+y=0) ld l,a ;hl=4*Y ld a,d ;a=d=X rra ;RRA: carry flag must be reset! @@ -2938,17 +3577,26 @@ findpixel: xor a FPbit =$+1 set 0,a - ld de,dispbuffer ;screen base position (where x+y=0) -PutWhere =$-2 - add hl,de ret +#endif + +#ifdef TI83 +findpixel: + psh bc + psh de + ld a,d + cal ionGetPixel + pop de + pop bc + ret +#endif -;---------------------------------------------------------------------------- -;------------------------------- sprites ------------------------------------ -;---------------------------------------------------------------------------- +;----------------------------------------------------------------------------- +;------------------------------- sprites ------------------------------------- +;----------------------------------------------------------------------------- -spr_ship01: - .db 7,7 ;ship alpha class +spr_ship01: ;(normal; up double) + .db 7,7 ;ship alpha class (vic viper) .db %11000000 ;██ .db %11110000 ;████ .db %01111110 ; ██████ @@ -2958,34 +3606,34 @@ spr_ship01: .db %11000000 ;██ spr_ship01i: .db 8,7 - .db %11000010 ;██ █ - .db %11110001 ;████ █ - .db %01111111 ; ███████ + .db %11001010 ;██ █ █ + .db %11110101 ;████ █ █ + .db %01111110 ; ██████ .db %11101001 ;███ █ █ - .db %01111111 ; ███████ - .db %11110001 ;████ █ - .db %11000010 ;██ █ + .db %01111110 ; ██████ + .db %11110101 ;████ █ █ + .db %11001010 ;██ █ █ -spr_ship02: - .db 7,7 ;ship beta class - .db %11100000 ;███ +spr_ship02: ;(normal; tail beam) + .db 7,7 ;ship gamma class .db %11111000 ;█████ - .db %01111100 ; █████ - .db %01110010 ; ███ █ - .db %01111100 ; █████ + .db %01100000 ; ██ + .db %11111100 ;██████ + .db %11100110 ;███ ██ + .db %11111100 ;██████ + .db %01100000 ; ██ .db %11111000 ;█████ - .db %11100000 ;███ spr_ship02i: .db 8,7 - .db %11100010 ;███ █ - .db %11111001 ;█████ █ - .db %01111101 ; █████ █ - .db %01110011 ; ███ ██ - .db %01111101 ; █████ █ - .db %11111001 ;█████ █ - .db %11100010 ;███ █ - -spr_ship03: + .db %11111010 ;█████ █ + .db %01100001 ; ██ █ + .db %11111101 ;██████ █ + .db %11100111 ;███ ███ + .db %11111101 ;██████ █ + .db %01100001 ; ██ █ + .db %11111010 ;█████ █ + +spr_ship03: ;(hardcore; up double) .db 7,7 ;ship gamma class .db %11111000 ;█████ .db %01100000 ; ██ @@ -3004,8 +3652,7 @@ spr_ship03i: .db %01100001 ; ██ █ .db %11111010 ;█████ █ -spr_ship04: - .db 7,7 ;ship delta class + .db 7,7 ;ship delta class (lord british) .db %11000000 ; ██ .db %11110000 ; ████ .db %11111100 ; ██████ @@ -3013,90 +3660,167 @@ spr_ship04: .db %11111100 ; ██████ .db %11110000 ; ████ .db %11000000 ; ██ -spr_ship04i: +;spr_ship03i: .db 8,7 - .db %11000010 ; ██ █ - .db %11110001 ; ████ █ + .db %11111100 ; ██████ + .db %11110010 ; ████ █ .db %11111101 ; ██████ █ .db %01100011 ; ██ ██ .db %11111101 ; ██████ █ - .db %11110001 ; ████ █ - .db %11000010 ; ██ █ + .db %11110010 ; ████ █ + .db %11111100 ; ██████ + +spr_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 but when you hit the ground +auch_collide = 4 ;when you hit an enemy +auch_ecollide = 2*4 ;damage to the enemy that hit you (skip bit 0/1) spr_multiple: - .db 6,5 ;multiples - .db %01111000 ; ████ - .db %11001100 ; ██ ██ - .db %10000100 ; █ █ - .db %11001100 ; ██ ██ - .db %01111000 ; ████ + .db 6,6 ;multiples + .db %00000000 ; + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %01111100 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_multiple2: +spr_lashit: + .db 7,7 ;multiples + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111110 ;███████ + .db %11111110 ;███████ + .db %11111110 ;███████ + .db %01111100 ; █████ + .db %00111000 ; ███ -;-------------------------------- explosions -------------------------------- +;-------------------------------- explosions --------------------------------- + +;spr_lashit: ;the same as spr_multiple2 +; .db 7,7 +; .db %00111000 ; ███ +; .db %01111100 ; █████ +; .db %11111110 ; ███████ +; .db %11111110 ;▒▒▒███████ +; .db %11111110 ; ███████ +; .db %01111100 ; █████ +; .db %00111000 ; ███ + +spr_hit: +hitsprites = 5 ;btw: sprites stored backwards + .db 5,4 ;5 + .db %10101000 ;█▒█ █ + .db %00001000 ;▒ ▒█ + .db %10000000 ;█ ▒ ▒ + .db %10101000 ;█▒█▒█ + + .db 5,4 ;4 + .db %01001000 ; █▒▒█ + .db %11010000 ;██ █▒ + .db %00101000 ;▒ █ █ + .db %11010000 ;██▒█ + + .db 5,4 ;3 + .db %00110000 ; ██ + .db %10011000 ;█ ██ + .db %10001000 ;█ ▒▒█ + .db %00110000 ; ▒██ + + .db 5,4 ;2 + .db %00100000 ;▒ █▒ + .db %00001000 ; ▒▒ █ + .db %10110000 ;█▒██ + .db %01000000 ;▒█ ▒ + + .db 4,4 ;1 + .db %10010000 ;█ █ + .db %01100000 ; ██ + .db %01100000 ; ██ + .db %10010000 ;█ █ spr_explosion: - .db 8,6 ;1 + .db 8,5 ;1 .db %00000000 - .db %00011100 ; ███ - .db %00111110 ; █████ - .db %01010110 ; █ █ ██ - .db %00111000 ; ███ + .db %00011100 ; ███ + .db %00111110 ; █████ + .db %01010110 ; █ █ ██ + .db %00111000 ; ███ .db %00000000 .db 8,6 ;2 - .db %00110000 ; ██ - .db %01001110 ; █ ▒███ - .db %10111110 ; █ █████ - .db %01001111 ; █ ▒████ - .db %00111000 ; ███ - .db %00011010 ; ██ █ + .db %00110000 ; ██ + .db %01001110 ; █ ▒███ + .db %10111110 ;█ █████ + .db %01001111 ; █ ▒████ + .db %00111000 ; ███ + .db %00011010 ; ██ █ .db 8,6 ;3 - .db %10110000 ; █ ██ - .db %01001110 ; █ ███ - .db %10110101 ; █ ██▒█▒█ - .db %01000101 ; █ ▒█▒█ - .db %00111110 ; █████ - .db %01011010 ; █ ██ █ + .db %10110000 ;█ ██ + .db %01001110 ; █ ███ + .db %10110101 ;█ ██▒█▒█ + .db %01000101 ; █ ▒█▒█ + .db %00111110 ; █████ + .db %01011010 ; █ ██ █ .db 8,6 ;4 - .db %00101010 ; ▒ █▒█ █ - .db %01000110 ; █ ▒██ - .db %10110101 ; █ ██ █ █ - .db %01100110 ; ██ ██▒ - .db %00111100 ; ████▒ - .db %01011001 ; █ ██ ▒█ + .db %00101010 ;▒ █▒█ █ + .db %01000110 ; █ ▒██ + .db %10110101 ;█ ██ █ █ + .db %01100110 ; ██ ██▒ + .db %00111100 ; ████▒ + .db %01011001 ; █ ██ ▒█ .db 8,6 ;5 - .db %01000000 ; █▒ ▒ ▒ - .db %00100101 ; ▒█ █▒█ - .db %00010100 ; ▒ ▒█ █ ▒ - .db %01000100 ; █▒ █ - .db %00010010 ; ▒█▒▒█ - .db %10011010 ; █▒ ██ █▒ + .db %01000000 ; █▒ ▒ ▒ + .db %00100101 ; ▒█ █▒█ + .db %00010100 ;▒ ▒█ █ ▒ + .db %01000100 ; █▒ █ + .db %00010010 ; ▒█▒▒█ + .db %10011010 ;█▒ ██ █▒ .db 8,6 ;6 - .db %01000100 ; █ █ - .db %00100000 ; ▒█ ▒ ▒ - .db %00000001 ; ▒ ▒ █ - .db %01000100 ; █ █ - .db %00100010 ; █▒ █ - .db %01001000 ; ▒█ ▒█ ▒ + .db %01000100 ; █ █ + .db %00100000 ; ▒█ ▒ ▒ + .db %00000001 ; ▒ ▒ █ + .db %01000100 ; █ █ + .db %00100010 ; █▒ █ + .db %01001000 ;▒█ ▒█ ▒ .db 8,6 ;7 - .db %00001000 ; ▒ █▒ - .db %11000010 ; ██ ▒ █ - .db %00000000 ; ▒ - .db %00100000 ; ▒█ ▒ - .db %00000001 ; ▒ ▒█ - .db %00110000 ; ▒██▒ + .db %00001000 ; ▒ █▒ + .db %11000010 ;██ ▒ █ + .db %00000000 ; ▒ + .db %00100000 ; ▒█ ▒ + .db %00000001 ; ▒ ▒█ + .db %00110000 ; ▒██▒ .db 8,6 ;8 - .db %00000100 ; ▒█ - .db %00000000 ; ▒▒ ▒ - .db %01000000 ; █ - .db %00000000 ; ▒ - .db %00000010 ; █▒ - .db %00100100 ; █▒ █ + .db %00000100 ; ▒█ + .db %00000000 ;▒▒ ▒ + .db %01000000 ; █ + .db %00000000 ; ▒ + .db %00000010 ; █▒ + .db %00100100 ; █▒ █ spr_yexplosion: .db 8,5 ;1 @@ -3108,6 +3832,22 @@ spr_yexplosion: .db %00000000 .db 8,5 ;2 + .db %00000000 + .db %00010100 ; █ █ + .db %00111010 ; ███ █ + .db %01110110 ; ███ ██ + .db %00011000 ; ██ + .db %00000000 + + .db 8,5 ;3 + .db %00000000 + .db %00101100 ; █ ██ + .db %01100110 ; ██ ██ + .db %01001011 ; █ █ ██ + .db %00111100 ; ████ + .db %00000000 + + .db 8,5 ;4 .db %00111000 ; ███ .db %01011100 ; █ ███ .db %10010111 ;█ █ ███ @@ -3115,7 +3855,7 @@ spr_yexplosion: .db %00111000 ; ███ .db %00000000 - .db 8,6 ;3 + .db 8,6 ;5 .db %00111100 ; ████ .db %01001111 ; █ ████ .db %10100011 ;█ █ ██ @@ -3123,15 +3863,46 @@ spr_yexplosion: .db %01110101 ; ███ █ █ .db %00111000 ; ███ - .db 8,6 ;4 + .db 8,6 ;6 + .db %00101110 ; █ ███ + .db %10000011 ;█ ██ + .db %01000101 ; █ █ █ + .db %10100011 ;█ █ ██ + .db %01000110 ; █ ██ + .db %00110000 ; ██ + + .db 8,6 ;7 .db %00110110 ; ██ ██ .db %00000101 ; █ █ - .db %11000001 ;██ █ + .db %10001001 ;█ █ █ .db %01100001 ; ██ █ .db %11000010 ;██ █ .db %01010001 ; █ █ █ -;--------------------------------- bullets ---------------------------------- + .db 8,6 ;8 + .db %00000110 ; ██ + .db %00100001 ; █ █ + .db %10000000 ;█ + .db %01000010 ; █ █ + .db %01000000 ; █ + .db %00010100 ; █ █ + +;--------------------------------- 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 @@ -3144,9 +3915,9 @@ spr_bullet03: .db %11000000 ;▒██ .db %11000000 ;▒██ spr_bullet04: - .db 3,2 - .db %11100000 ;▒███ - .db %11100000 ;▒███ + .db 4,2 + .db %10110000 ;▒█▒██ + .db %10110000 ;▒█▒██ spr_bullet05: .db 4,3 .db %01100000 ; ▒██ @@ -3203,6 +3974,7 @@ spr_bullet13: .db %01111111 ; ▒███████ .db %11111110 ;▒███████ .db %00111100 ; ▒████ + spr_bullett1: .db 4,3 ;▒▒▒ .db %11100000 ;▒███ @@ -3215,54 +3987,47 @@ spr_bullete1: .db %11110000 ;████▒ .db %01100000 ; ██▒ -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 - .db (spr_bullet13-spr_bullet01) ;52 - .db (spr_bullet13-spr_bullet01) ;56 - .db (spr_bullet13-spr_bullet01) ;60 - ;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset] ;damage = min.damage + dam.inc*incs (0<=incs<=6) ;speed in pixels/frame (>=%10010=forward; <=%01110=backwards) -;direction: 0=straight forward; 1=up; 2=1/2up; 3=down; 4=1/2down - -maxnrweapons = 8+1 -weapondata: - .db 1,1,%00000000,0,%00000000,0,%00010010,3 ;1 single fire - .db 4,1,%00000000,0,%00000000,0,%00010011,3 ;2 fast single - .db 1,1,%00000000,0,%00010010,0,%00010010,6 ;3 double - .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple - .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5 - .db 5,3,%01110011,2,%10010100,2,%00110011,2 ;6 - .db 7,4,%01110100,2,%10010100,2,%00110100,2 ;7 - .db 12,5,%01110110,2,%10010110,2,%00110110,2 ;8 -maxweapon = 8 - .db 1,1,%00000000,0,%00000000,0,%11100000,3 ;1 single laser - .db 1,1,%00000000,0,%11100000,0,%11100000,6 ;2 double laser - .db 1,1,%11100000,0,%11100000,6,%11100000,3 ;3 triple laser -maxlaser = 11 - -collidedamage = 4 - -;------------------------------------ bar ----------------------------------- +;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 (1x2+1) 2 + .db 3,1,%00110011,3,%00000000,0,%00000000,0 ;2 fast (1x3+1) 3 + .db 2,1,%00110010,0,%00110010,6,%00000000,0 ;3 double (2x2+1) 4 + .db 2,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple (3x2+1) 6 + .db 3,2,%00110011,2,%10010010,2,%01110010,2 ;5 (3x3+2) 9 + .db 4,2,%01110011,2,%10010011,2,%00110011,2 ;6 (3x4+2) 12 + .db 5,3,%01110100,2,%10010100,2,%00110100,2 ;7 (3x5+3) 15 + .db 7,4,%01110101,2,%10010101,2,%00110101,2 ;8 (3x7+4) 21 + .db 9,6,%01110110,2,%10010110,2,%00110110,2 ;9 (3x9+6) 27 +maxweapon = 9 + .db 1,1,%11100100,3,%00000000,0,%00000000,0 ;1 single (1x1x3) 3 + .db 2,3,%11100011,3,%00000000,0,%00000000,0 ;2 short (2x1x2) 4 + .db 1,2,%11100100,3,%11100000,4,%00000000,0 ;3 fat (1x2x3) 6 + .db 1,2,%11100101,0,%11100000,6,%00000000,0 ;4 double (1x2x4) 8 + .db 4,4,%11100011,3,%00000000,0,%00000000,0 ;5 short (4x1x2) 8 + .db 1,2,%11100100,3,%11100000,6,%11100000,0 ;6 triple (1x3x3) 9 + .db 1,3,%11101000,3,%11100000,6,%11100000,0 ;7 triple long(1x3x7) 21 + .db 2,5,%11100101,2,%11100000,4,%00000000,0 ;8 double (2x2x4) 32 + .db 1,9,%11101100,3,%11100000,2,%11100000,4 ;9 big fat lng(1x3xB) 33 +maxlaser = 18 +tailbeam = %00101101 ;180 degrees +doublebeam = %01010010 ;45 degrees +extrabulletpos: + .db 3 ;tail/double yposition + +;------------------------------------ bar ------------------------------------ + +#ifdef TI86 spr_lship: .db 5,3 ;li'l ship indicating lives left - .db %11100000 ;███ - .db %01111000 ; ████ - .db %11100000 ;███ + .db %11100000 ;███ ▒▒▒ + .db %01111000 ; ████ ▒▒▒▒ + .db %11100000 ;███ ▒▒▒ lshipsize = 5 ;space between two ship icons spr_icon: @@ -3283,75 +4048,85 @@ spr_icon: .db %00000001 .db %11111111 spr_icon00: - .db 16,7 ;unused .......:.......: - .db %10101010 ;█ █ █ █ █ █ █ █ - .db %11010101 ;██ █ █ █ █ █ █ █ + .db 15,7 ;unused .......:.......: + .db %10000000 ;█ + .db %10111111 ;█ █████████████ .db %10101010 ;█ █ █ █ █ █ █ █ - .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10110101 ;█ ██ █ █ █ █ ██ .db %10101010 ;█ █ █ █ █ █ █ █ - .db %11010101 ;██ █ █ █ █ █ █ █ - .db %10101010 ;█ █ █ █ █ █ █ █ - .db 7 - .db %10101010 - .db %01010101 - .db %10101010 - .db %01010101 + .db %10111111 ;█ █████████████ + .db %10000000 ;█ + .db 6 + .db %00000000 + .db %11111110 .db %10101010 - .db %01010101 + .db %01010110 .db %10101010 -spr_icon01: - .db 16,7 ;armor ;.......:.......: - .db %10000111 ;█ ███████ ▒ - .db %10011000 ;█ ██ ██ ▒ - .db %10110011 ;█ ██ ████ ██ ▒ - .db %10110000 ;█ ██ ████ ██ ▒ - .db %10110011 ;█ ██ ████ ██ ▒ - .db %10011000 ;█ ██ ██ ▒ - .db %10000111 ;█ ███████ ▒ - .db 7 - .db %11110000 - .db %00001100 - .db %11000110 - .db %11100110 - .db %11000110 - .db %00001100 - .db %11110000 + .db %11111110 +;spr_icon01: +; .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 16,6 ;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_icon02: - .db 16,7 ;tailbeam.......:.......: + .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 ;laser .......:.......: .db %10000000 ;█ ▒ - .db %10000011 ;█ ██ ▒ - .db %10000001 ;█ ███ ▒ - .db %10111011 ;█ ███ ██████ ██▒ - .db %10000001 ;█ ███ ▒ - .db %10000011 ;█ ██ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %11110111 ;████ ███████▒▒▒█▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ .db %10000000 ;█ ▒ - .db 7 + .db 4 .db %00000000 .db %00000000 - .db %11000000 - .db %11110011 - .db %11000000 - .db %00000000 .db %00000000 -spr_icon02b: - .db 16,7 ;torpedo .......:.......: - .db %10111000 ;█ ███ █ █ █▒ - .db %10011100 ;█ ███ █ █ █▒ - .db %10111000 ;█ ███ █ █ █ ▒ - .db %10000000 ;█ ███ █ █ ▒ - .db %11100001 ;███ ████ █ █▒ - .db %10011000 ;█ ██ ████ █ █▒ - .db %11100110 ;███ ██ ██ █ ▒ - .db 7 - .db %00010101 - .db %00010101 - .db %01001010 - .db %11101010 - .db %11100101 - .db %11110101 - .db %00110010 -spr_icon03: - .db 16,7 ;bullets .......:.......: + .db %11111111 +spr_icon04: + .db 11,7 ;bullets .......:.......: .db %10000000 ;█ ██ ▒ .db %10000011 ;█ █████ ▒▒▒ ▒ .db %10011000 ;█ ██ ██ ▒▒▒ ▒ @@ -3367,23 +4142,6 @@ spr_icon03: .db %11000000 .db %11100000 .db %11000000 -spr_icon04: - .db 16,7 ;laser .......:.......: - .db %10000000 ;█ ▒ - .db %10001010 ;█ █ █ ▒▒▒ ▒ - .db %11101100 ;███ ██ ▒▒▒ ▒ - .db %11110111 ;████ ███████▒▒▒█▒ - .db %11101100 ;███ ██ ▒▒▒ ▒ - .db %10001010 ;█ █ █ ▒▒▒ ▒ - .db %10000000 ;█ ▒ - .db 7 - .db %00000000 - .db %00000000 - .db %00000000 - .db %11111111 - .db %00000000 - .db %00000000 - .db %00000000 spr_icon05: .db 16,7 ;multiple.......:.......: .db %10000011 ;█ ███ ▒ @@ -3393,28 +4151,116 @@ spr_icon05: .db %10011000 ;█ ██ ▒ .db %10111100 ;█ ████ ██ ██▒ .db %10011000 ;█ ██ ▒ - .db 7 + .db 6 .db %10000000 .db %11100110 .db %11100000 .db %10000000 .db %00000000 .db %11000011 + +#endif +#ifdef TI83 + +spr_lship: + .db 3,3 ;li'l ship indicating lives left + .db %11000000 ;██ ▒▒ + .db %01100000 ; ██ ▒▒ + .db %11000000 ;██ ▒▒ +lshipsize = 3 ;space between two ship icons + +spr_icon: + .db 10,7 ;selected.......:.......: + .db %11111111 ;███████████ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11111111 ;███████████ + .db 7 + .db %11100000 + .db %00100000 + .db %00100000 + .db %00100000 + .db %00100000 + .db %00100000 + .db %11100000 +spr_icon00: + .db 9,7 ;unused .......:.......: + .db %10000000 ;█ + .db %10111111 ;█ ███████ + .db %10101010 ;█ █ █ █ █ + .db %10110101 ;█ ██ █ ██ + .db %10101010 ;█ █ █ █ █ + .db %10111111 ;█ ███████ + .db %10000000 ;█ + .db 6 .db %00000000 + .db %10000000 + .db %10000000 + .db %10000000 + .db %10000000 + .db %10000000 +maxarmor = 63 ;maximum HPs you can get +spr_icon03: + .db 5,7 ;laser .......:.......: + .db %10000000 ;█ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10111000 ;█ ███ ▒▒▒ ▒ + .db %10000000 ;█ ▒ +spr_icon04: + .db 5,7 ;bullets .......:.......: + .db %10000000 ;█ ▒ + .db %10110000 ;█ ██ ▒▒▒ ▒ + .db %10101000 ;█ █ █ ▒▒▒ ▒ + .db %10110000 ;█ ██ ▒▒▒ ▒ + .db %10101000 ;█ █ █ ▒▒▒ ▒ + .db %10110000 ;█ ██ ▒▒▒ ▒ + .db %10000000 ;█ ▒ +spr_icon05: + .db 7,7 ;multiple.......:.......: + .db %10000000 ;█ ▒ + .db %10100010 ;█ █ █ ▒ + .db %10110110 ;█ ██ ██ ▒ + .db %10101010 ;█ █ █ █ ▒ + .db %10100010 ;█ █ █ ▒ + .db %10100010 ;█ █ █ ▒ + .db %10000000 ;█ ▒ + +#endif + spr_dividerline: .db 8,7 .db 128,128,128,128,128,128,128 ;128 = %10000000 -;---------------------------- texts ----------------------------------------- +;---------------------------- texts ------------------------------------------ +#ifdef TI83 +txt_email: .db 127," www.shiar.org ",127,0 ;title screen +_txt_email = $3A20 +txt_about: .db "v1.0.C21 ",127," by Shiar",0 ;right behind txt_email +_txt_about = $3311 +#endif +#ifdef TI86 txt_email: .db "www.shiar.org ",127 ;title screen .db " shiar0@hotmail.com",0 -_txt_email = $3A01 ;$3A1E=just email -txt_about: .db "v0.98.79 ",127," by Shiar",0 ;right behind txt_email -_txt_about = $3321 +_txt_email = $3A01 ;$3A1E=just email +txt_about: .db "v1.0.C21 ",127," by Shiar",0 ;right behind txt_email +_txt_about = $3321 +#endif + txt_menu1: .db "NEW GAME",0 txt_menu2: .db "CONTINUE",0 +txt_difhardcore:.db "Hardcore!",0 +txt_difnormal: .db "Normal",0 +txt_shpbeam: .db "Beam",0 +txt_shplaser: .db "Laser",0 + txt_level: .db "LEVEL ",0 ;new level screen txt_lives: .db "Lx0",0 txt_savekey: .db "Press [F1] to save",0 @@ -3423,282 +4269,378 @@ txt_gameover: .db "GAME OVER!",0 ;game over screen txt_score: .db "Score",0 txt_hiscore: .db "Hiscore",0 +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.98",0 ; " " name -storehi_end: - -storesave_start: ;--SAVED GAME-- defs: -level .db 1 ;level number 1 -levelp .dw level01 ;pointer to level data l01 -pickuptimer .db 4 ;counts when to place a pickup 4 -your_ship .dw spr_ship01 ;your sprite sprs1 -your_score .dw 0 ;current score 0 -your_pickup .db 3 ;pickups already picked up 0 -your_occ .db 0 ;0=normal 1..16=exploding 0 -your_inv .db 0 ;invincibility left 0 -your_armor .db 12 ;HP left 12 -your_lives .db 3 ;lives left 3 -your_weapon .db 0 ;current weapon upgrade 0 -your_multiples .db 0 ;multiples present 0 -your_tail .db 0 ;tail beam present 0 -storesave_end: - -time2invert: .db 0 ;time until b<>w switch (0 at startup) - -;------------------------------ levels data --------------------------------- +;------------------------------ levels data ---------------------------------- ;format:boss: [moveType] [enemyType] ; @level: [nr.dif.enemies]x [enemy nr] -; [min. enemy frequency] [enemy frequency max.inc] [next lvl] -; [level_info: 0000:damage 0:diagfire 0:ground 0:ceiling 0:?] -; [level_move] [tunnel size] [groundtype] -; [16_ground] [16_ceiling] [stars1] [stars2] +; [min. enemy frequency] [enemy frequency max.inc] +; [next lvl (=nrenemies+4)] [level_info: 0000000 1:ground] +; [tunnel size] [groundtype] [stars1] [stars2] ;efrequency must be odd if halfluring! -level00: - .db 0 ;story identifier - .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06 - .db $1b,$1d,"STORYLINE COMING SOON" ,0,0,$1d,$06 - .db $09,$19,"STORYLINE COMING SOON" ,0,1 - .db $2e,$21,"**** NEMESIS 86" ,0,1 - .db $52,$36,"by Shiar" ,0,0,$19,$23 - .db $ff ;story end - - .db 20 ;boss for level01 -level01: ;intro-like, just a few enemies to begin with - .db 2,6,8 - .db 26,70,20,%00010000,0,0,0 - .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - - .db 21 -level02: ;first wave of enemies; easeey - .db 3,6,7,8 - .db 20,60,60,%00100000,0,0,0 - .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - - .db 22 -level03: ;some more enemies - .db 4,7,8,9,10 - .db 17,40,75,%00110000,0,0,0 - .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - - .db 0,0 ;storyline ID - .db 1,1,"Long-Range scanners are ", - .db "showing",0,1 - .db 1,8,"lots of enemy vessels on ", - .db "an intercept",0,1 - .db 1,15,"course.",0,1 - .db 1,24,"I'm changing course to a", - .db " nearby ",0,1 - .db 1,31,"asteroid belt and try to",0,1 - .db 1,38,"lose them inthere.",0,0 - .db 1,38+5,$FF - - .db 23 -level04: ;light asteroid belt - .db 3,1,2,4 - .db 12,24,80,%00111000 - .db 2,0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - - .db 24 -level05: ;inside asteroid belt - .db 5,1,2,3,4,5 - .db 6,10,180,%01011000 - .db 2,0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - - .db 25 -level02a: - .db 3,4,5,6 - .db 30,1,40,%01000000 - .db 0,0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - +#ifdef story + .db 0 ;storyline ID +levelstart: ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end] + .db 28,35,"COSMIC YEAR 6718",0,28-28+6 + .db 10,8,"INTELLIGENCE REPORTS ", + .db "BACTERION",0,0 + .db 17,7,"FORCES ARE BUILDING A ", + .db "NEW VESSEL",0,0 + .db 33,32,"A POWERFUL VESSEL",0,0 + .db 40,15,"THAT COULD EASILY DESTROY", + .db " US",0,0 + .db 47,36,"ONCE COMPLETED",0,47-10+6 + + .db 22,1,"YOU HAVE TO GO INTO THE ", + .db "HEART OF THEIR",0,0 + .db 28,1,"SPACE AND DESTROY THE VESSEL", + .db " BEFORE",0,0 + .db 34,22,"IT BECOMES OPERATIONAL.",0,34-22+6 + .db 25,56,"GOOD",0,0 + .db 32,56,"LUCK",0,32-25+6 + .db -1 +#endif + .db 40 +#ifndef story +levelstart: +#endif +level00: ;intro + .db 5,3,5,3,2,2 + .db 28,73,13 + .db %0,0,1,1 + + .db 41 +level01:.db 2,3,5 + .db 26,70,20 + .db %0,0,1,1 + + .db 42 +level02:.db 3,3,4,5 + .db 20,60,60 + .db %0,0,1,1 + + .db 43 +level03:.db 4,4,5,6,7 + .db 17,40,75 + .db %0,0,1,1 +#ifdef story + .db 0 + .db 25,2,"LONG-RANGE SCANNERS ARE ", + .db "SHOWING",0,0 + .db 32,2,"LOTS OF ENEMY VESSELS ", + .db "APPROACHING",0,32-25+6 + .db 22,9,"I'M CHANGING COURSE TO A", + .db " NEARBY",0,0 + .db 28,4,"ASTEROID BELT AND TRY TO ", + .db "LOSE THEM",0,0 + .db 34,48,"INTHERE...",0,34-22+6 + .db -1 +#endif + .db 44 +level04: ;approaching asteroid belt + .db 5,8,8,9,11,12 + .db 17,27,70 + .db %0,0,1,1 + + .db 45 +level05: ;inside belt + .db 7,10,11,9,11,12,12,14 + .db 12,24,80 + .db %0,0,1,1 + + .db 46 +level06: ;(deep inside) + .db 10,10,11,12,12,14,13,13,14,15,15 + .db 7,18,180 + .db %0,0,1,1 +#ifdef story + .db 0 + .db 28,6,"APPROACHING BACTERION ", + .db "TERRATORY",0,6 + .db 25,10,"READING LOTS OF ENEMY ", + .db "VESSELS",0,0 + .db 32,24,"ON AN INTERCEPT COURSE",0,32-25+6 + .db -1 +#endif + .db 47 +level07:.db 4,16,17,18,6 + .db 22,29,62 + .db %0,0,1,1 ;-1=%11111111=line + + .db 48 +level08:.db 5,16,17,18,19,19 + .db 20,38,57 + .db %0,0,1,1 + + .db 49 +level09: ;lot of triples + .db 3,19,20,21 + .db 19,63,57 + .db %0,0,1,1 + + .db 50 +level10: ;likely no pickups here (hard) + .db 7,22,23,24,24,24,25,26 + .db 22,26,51 + .db %0,0,1,1 +#ifdef story .db 0 - + .db 24,18,"REACHED THEIR HOMEPLANET",0,0 + .db 33,18,"SCANNING FOR THE VESSEL...",0,33-24+6 + .db -1 +#endif + .db 50 +level11: ;planet level + .db 8,27,27,28,28,29,29,29,30 + .db 6,8,108 + .db %1,-7,-1,-1 + + .db 50 +level12: ;planet level 2 + .db 4,39,30,31,31 + .db 16,8,49 + .db %1,-10,1,1 +#ifdef story .db 0 - .db $01,01,"And the storyline conti", - .db "nues.....",0,1 - .db $01,09,"You decide to fly close", - .db " to the",0,1 - .db $01,15,"surface of a nearby pl", - .db "anet =)",0,0,1,20 - .db $FF - - .db 26 -level03b: - .db 1,$02 - .db $13,40,$4b,%00100100,0,-5,1 - .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - - .db 0 - + .db 18,11,"ENEMY VESSEL STRAIGHT " + .db "AHEAD...",0,0 + .db 25,16,"IT SEEMS TO BE " + .db "OPERATIONAL!!",0,0 + .db 33,19,"WELL YOU'VE COME THIS " + .db "FAR;",0,0 + .db 39,8,"TRY TO DESTROY IT, OR DIE " + .db "TRYING....",0,39-18+6 + .db -1 +#endif + .db 51 +level13: ;endlevel + .db 1,26 + .db 5,20,18 + .db %0,0,1,1 +#ifdef story .db 0 - .db $01,01,"Blablabla...",0,1 - .db $01,34,"this storyline sux",0,0,1,39 - .db $FF - - .db 27 -level03a: - .db 1,$03 - .db $2d,$3f,%00010110,0,-9,1 - .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20 - .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18 - .db -1,-1 ;=%11111111=line - - .db $07,$08 -level04b: - .db 1,$04 - .db $11,$41,%00100001,0,0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - .db $07,$09 -level05a: - .db 1,$05 - .db $11,$45,%00100101,%10,-7,1 - .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2 - .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - .db $07,$08 -level06c: - .db 1,$06 - .db $19,$3a,%00100111,0,-4,1 - .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 - .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - - .db $07,$09 -level07: - .db 1,$07 - .db $09,$ff,%00100001,0,0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 - -;------------------------------ enemies ------------------------------------- - -;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)] -; [movetype] [time2fire] [firefreq] -;appearances: 1=random; 2=lure; 3=halflure -;case movetype: -; 1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure; -; 8=y-lure 1/2x; 9=8 stop at x=99; 10=x+y-lure 1/2x -enemyspecs: -;1-5=asteroids - .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,0,0,0 - .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,0,0,0 - .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,4,0,0 - .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,3,0,0 - .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,5,0,0 -;6-10=basic enemies - .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,0,10,0 ;weak - .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,3,6,50 ;slow - .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,0,1,0 - .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,0,19,39 - .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,4,1,0 ;fast -;11=jumping bug (up/down) - .db 0,%00001111,(spr_enemyN3-spr_enemy00)/2,128,2,1,87,5 - - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;12 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;13 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;14 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;15 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;16 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;17 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;18 - .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;19 -;20-22=first bosses - .db 1,%00101011,(spr_boss0_1-spr_enemy00)/2,127,1,8,20,12 ;20 - .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,127,1,8,15,10 ;21 - .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,127,3,9,10,9 ;22 -;23-24=asteroid bosses - .db 2,%00001011,(spr_boss0_3-spr_enemy00)/2,127,1,10,36,14 - .db 2,%00110011,(spr_boss0_3-spr_enemy00)/2,127,2,10,28,12 -;25-26=big bosses - .db 2,%00000111,(spr_boss0_4-spr_enemy00)/2,127,3,7,18,7 ;25=bigboss1 - .db 2,%01001011,(spr_boss0_5-spr_enemy00)/2,127,3,7,18,7 ;26=bigboss2 + .db 1,1,"Thats all folks...",0,0 + .db 20,50,"for now...",0,20-1+6 + .db -1 +#endif +endlevel = 13+1 + +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: 0+=ypos; -1=random; -2=lure; -3=halflure +;movetypes: 0=1x; 1=updown; 2=0.25x; 3=0.5x; 4=0.75x; 5=1.25x; 6=1.5x; +; 7=2x; 8=3x; 9=ylure50%; 10=ylure; 11=ylure50%; 12=x+y-lure 50%; +; 13=-1/2x; 14=-1x; 16=boss; 17=right+1 +;firetypes: 1=normal; 2=down; 3=up; 4=1/2down; 5=1/2up; 6=aiming(2-5); +; 7=triple; 8=double; 9=wide5; 10=wide7; 11=ran; 12=10+enemies +; 13=base; 14=ranY; 15=wide3; 16=5x + +enemyspecs: ;10 bytes/enemy | max.enemies <64 | sprites use <768 bytes +#ifdef TI86 +;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 ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .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 ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%00111011,spr_enemyB1&255,spr_enemyB1/256,000,-3,13,19,92,1 + .db 0,%01011011,spr_enemyB2&255,spr_enemyB2/256,000,-1,14,11,45,1 + .db 0,%01101011,spr_enemyB3&255,spr_enemyB3/256,000,-1,13,10,41,8 ;small +;11-15=asteroid ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .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,-1,06, 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,-1,07, 0, 0,1 +;16-21=improved enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .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, 7,99,15 ;3x + .db 1,%01101011,spr_enemyG4&255,spr_enemyG4/256,128,-2,01,17, 0,15 ;updown3x + .db 1,%00010011,spr_enemyG6&255,spr_enemyG6/256,128,-2,09,62,60,8 ;lure +;22-26=hi-speed ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00010011,spr_enemyS2&255,spr_enemyS2/256,128,-2,06, 3,32,8 ;fast + .db 0,%11111011,spr_enemyS1&255,spr_enemyS1/256,128,-3,09, 2,28,1 ;lure + .db 1,%00101011,spr_enemyS4&255,spr_enemyS4/256,128,-3,07, 0, 0,1 ;vfast+nofire + .db 1,%01110011,spr_enemyS3&255,spr_enemyS3/256,128,-1,09, 1,20,8 ;lure+ + .db 0,%11011011,spr_enemyS2&255,spr_enemyS2/256,128,-2,01, 3,7,11 ;updown+ran +;27-29=hyper ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00001011,spr_enemyN1&255,spr_enemyN1/256,128,-1,07, 0, 0,1 + .db 1,%00010111,spr_enemyN2&255,spr_enemyN2/256,128,-2,07, 0, 0,1 + .db 1,%00001111,spr_enemyN3&255,spr_enemyN3/256,128,-1,08, 0, 0,1 ;xfast +;30-31=turrets,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%10001111,spr_enemyT1&255,spr_enemyT1/256,128,-4,00, 1,15,3 ;turret L + .db 1,%11011011,spr_enemyT1&255,spr_enemyT1/256,128,-4,00, 1,16,5 ;turret l + + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 +;37-38=final boss' enemy,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,128,-3,01, 0, 0,1 ;moving + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,128,23,11, 0, 0,1 ;mid+lure +;39=misc ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db -1,%11111111,spr_enemyM2&255,spr_enemyM2/256,128,-2,08, 0, 0,1 ;bullet +boss1enemy = 37 +boss2enemy = 38 +;40-44=first bosses ,spr_ &255,spr_ /256, X, Y, d,WT,WF,W + .db 2,%01000111,spr_boss01&255,spr_boss01 /256,127,-1,11,35,48,15 ;triple + .db 2,%01010011,spr_boss02&255,spr_boss02 /256,127,-1,11,20,12,1 ;single + .db 2,%11011011,spr_boss03&255,spr_boss03 /256,127,-1,10,15, 8,8 ;double + .db 3,%00111111,spr_boss04&255,spr_boss04 /256,127,-3,12,10,11,1 ;Flure + .db 4,%01011011,spr_boss05&255,spr_boss05 /256,000,-2,17, 1,3,11 ;ranfire +;45-46=asteroid bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 5,%01101111,spr_bossA1&255,spr_bossA1 /256,127,-2,12,28,14,7 ;Flure + .db 20,%00011111,spr_bossA2&255,spr_bossA2 /256,119,00,16,31, 3,14 ;fullscreen +;47-51=big bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 4,%00010111,spr_boss07&255,spr_boss07 /256,127,-3,10,31, 8,16 ;5x + .db 6,%10001111,spr_boss08&255,spr_boss08 /256,127,-1,10,18, 8,9 ;quad + .db 3,%10111011,spr_boss06&255,spr_boss06 /256,127,-2,12, 1, 4,1 ;weak+rapidfire + .db 7,%11101011,spr_boss09&255,spr_boss09 /256,127,-1,10,21, 9,10 ;6x + .db 9,%11011011,spr_boss10&255,spr_boss10 /256,127,-1,10,12,11,12 ;enemies +#else +;0-1=pickups + .db 0,%00000010,spr_enemyP1&255,spr_enemyP1/256,96,-2,03, 0, 0,1 ;pickup + .db 0,%00000110,spr_enemyP2&255,spr_enemyP2/256,96,-2,03, 0, 0,1 ;bigpickup +;2-7=basic enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%00001011,spr_enemyE0&255,spr_enemyE0/256,96,-1,00,12, 0,1 ;intro + .db 0,%00100011,spr_enemyE1&255,spr_enemyE1/256,96,-1,00,10, 0,1 ;weak + .db 0,%01100011,spr_enemyE4&255,spr_enemyE4/256,96,-1,03, 6,50,1 ;slow + .db 0,%01001011,spr_enemyE2&255,spr_enemyE2/256,96,-1,00, 1, 0,1 + .db 0,%01011011,spr_enemyE3&255,spr_enemyE3/256,96,-3,00,19,39,8 ;heavy + .db 0,%01010011,spr_enemyE5&255,spr_enemyE5/256,96,-3,05, 1, 0,1 ;fast +;8-10=backwards enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%00111011,spr_enemyB1&255,spr_enemyB1/256,00,-3,13,19,92,1 + .db 0,%01011011,spr_enemyB2&255,spr_enemyB2/256,00,-1,14,11,45,1 + .db 0,%01101011,spr_enemyB3&255,spr_enemyB3/256,00,-1,13,10,41,8 ;small +;11-15=asteroid ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%01001011,spr_enemyA1&255,spr_enemyA1/256,96,-1,04, 0, 0,1 + .db 0,%01111011,spr_enemyA2&255,spr_enemyA2/256,96,-1,00, 0, 0,1 + .db 0,%10110011,spr_enemyA3&255,spr_enemyA3/256,96,-1,06, 0, 0,1 + .db 1,%00010011,spr_enemyA4&255,spr_enemyA4/256,96,-1,03, 0, 0,1 ;slow+hard + .db 0,%01111011,spr_enemyA4&255,spr_enemyA4/256,96,-1,07, 0, 0,1 +;16-21=improved enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%10010011,spr_enemyG1&255,spr_enemyG1/256,96,-3,00, 3,40,1 + .db 0,%10111011,spr_enemyG2&255,spr_enemyG2/256,96,-3,00, 1,36,1 + .db 0,%01100011,spr_enemyG5&255,spr_enemyG5/256,96,-1,01, 9,52,1 ;updown + .db 0,%11110011,spr_enemyG3&255,spr_enemyG3/256,96,-3,04, 7,99,15 ;3x + .db 1,%01101011,spr_enemyG4&255,spr_enemyG4/256,96,-2,01,17, 0,15 ;updown3x + .db 1,%00010011,spr_enemyG6&255,spr_enemyG6/256,96,-2,09,62,60,8 ;lure +;22-26=hi-speed ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00010011,spr_enemyS2&255,spr_enemyS2/256,96,-2,06, 3,32,8 ;fast + .db 0,%11111011,spr_enemyS1&255,spr_enemyS1/256,96,-3,09, 2,28,1 ;lure + .db 1,%00101011,spr_enemyS4&255,spr_enemyS4/256,96,-3,07, 0, 0,1 ;vfast+nofire + .db 1,%01110011,spr_enemyS3&255,spr_enemyS3/256,96,-1,09, 1,20,8 ;lure+ + .db 0,%11011011,spr_enemyS2&255,spr_enemyS2/256,96,-2,01, 3,7,11 ;updown+ran +;27-29=hyper ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00001011,spr_enemyN1&255,spr_enemyN1/256,96,-1,07, 0, 0,1 + .db 1,%00010111,spr_enemyN2&255,spr_enemyN2/256,96,-2,07, 0, 0,1 + .db 1,%00001111,spr_enemyN3&255,spr_enemyN3/256,96,-1,08, 0, 0,1 ;xfast +;30-31=turrets,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%10001111,spr_enemyT1&255,spr_enemyT1/256,96,-4,00, 1,15,3 ;turret L + .db 1,%11011011,spr_enemyT1&255,spr_enemyT1/256,96,-4,00, 1,16,5 ;turret l + + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 +;37-38=final boss' enemy,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,96,-3,01, 0, 0,1 ;moving + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,96,23,11, 0, 0,1 ;mid+lure +;39=misc ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db -1,%11111111,spr_enemyM2&255,spr_enemyM2/256,96,-2,08, 0, 0,1 ;bullet +boss1enemy = 37 +boss2enemy = 38 +;40-44=first bosses ,spr_ &255,spr_ /256, X, Y, d,WT,WF,W + .db 2,%01000111,spr_boss01&255,spr_boss01 /256,95,-1,11,35,48,15 ;triple + .db 2,%01010011,spr_boss02&255,spr_boss02 /256,95,-1,11,20,12,1 ;single + .db 2,%11011011,spr_boss03&255,spr_boss03 /256,95,-1,10,15, 8,8 ;double + .db 3,%00111111,spr_boss04&255,spr_boss04 /256,95,-3,12,10,11,1 ;Flure + .db 4,%01011011,spr_boss05&255,spr_boss05 /256,00,-2,17, 1,3,11 ;ranfire +;45-46=asteroid bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 5,%01101111,spr_bossA1&255,spr_bossA1 /256,95,-2,12,28,14,7 ;Flure + .db 20,%00011111,spr_bossA2&255,spr_bossA2 /256,87,00,16,31, 3,14 ;fullscreen +;47-51=big bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 4,%00010111,spr_boss07&255,spr_boss07 /256,95,-3,10,31, 8,16 ;5x + .db 6,%10001111,spr_boss08&255,spr_boss08 /256,95,-1,10,18, 8,9 ;quad + .db 3,%10111011,spr_boss06&255,spr_boss06 /256,95,-2,12, 1, 4,1 ;weak+rapidfire + .db 7,%11101011,spr_boss09&255,spr_boss09 /256,95,-1,10,21, 9,10 ;6x + .db 9,%11011011,spr_boss10&255,spr_boss10 /256,95,-1,10,12,11,12 ;enemies +#endif spr_enemy00: - .db 16,8 ;pickup - .db %11111111 ; ████████████ - .db %10000110 ; █ ██ █ - .db %10000110 ; █ ██ █ - .db %10111111 ; █ ████████ █ - .db %10111111 ; █ ████████ █ - .db %10000110 ; █ ██ █ - .db %10000110 ; █ ██ █ - .db %11111111 ; ████████████ - .db 8 - .db %11110000 - .db %00010000 - .db %00010000 - .db %11010000 - .db %11010000 - .db %00010000 - .db %00010000 - .db %11110000 - .db 0 - -spr_enemyA1: - .db 7,6 ;asteroid one - .db %00011000 ; ██ - .db %01101100 ; ██ ██ - .db %10011110 ;█ ████ - .db %11111010 ;█████ █ - .db %10111100 ;█ ████ - .db %01110000 ; ███ -spr_enemyA2: - .db 8,7 ;asteroid two - .db %00111100 ; ████ - .db %01011010 ; █ ██ █ - .db %01101101 ; ██ ██ █ - .db %11111101 ;██████ █ - .db %11111111 ;████████ - .db %10110110 ;█ ██ ██ - .db %01100000 ; ██ - .db 0 -spr_enemyA3: - .db 8,8 ;asteroid three - .db %00011110 ; ████ - .db %01110011 ; ███ ██ - .db %01111101 ; █████ █ - .db %10110111 ;█ ██ ███ - .db %11111110 ;███████ - .db %11111101 ;██████ █ - .db %01010111 ; █ █ ███ - .db %00001110 ; ███ -spr_enemyA4: - .db 7,6 ;asteroid four - .db %01111000 ; ████ - .db %10110110 ;█ ██ ██ - .db %11111101 ;██████ █ - .db %01111011 ; ████ ██ - .db %01001110 ; █ ███ - .db %00110000 ; ██ +spr_enemyP1: + .db 10,8 ;pickup + .db %00111111 ; ██████ + .db %01100001 ; ██ ██ + .db %10001100 ;█ ██ █ + .db %10111111 ;█ ██████ █ + .db %10111111 ;█ ██████ █ + .db %10001100 ;█ ██ █ + .db %01100001 ; ██ ██ + .db %00111111 ; ██████ + .db 7 + .db %00000000 + .db %10000000 + .db %01000000 + .db %01000000 + .db %01000000 + .db %01000000 + .db %10000000 +spr_enemyP2: + .db 11,9 ;big pickup + .db %00111111 ; ███████ + .db %01100000 ; ██ ██ + .db %10001110 ;█ ███ █ + .db %10111011 ;█ ███ ███ █ + .db %10100000 ;█ █ █ █ + .db %10111011 ;█ ███ ███ █ + .db %10001110 ;█ ███ █ + .db %01100000 ; ██ ██ + .db %00111111 ; ███████ + .db 9 + .db %10000000 + .db %11000000 + .db %00100000 + .db %10100000 + .db %10100000 + .db %10100000 + .db %00100000 + .db %11000000 + .db %10000000 +spr_enemyE0: + .db 6,7 ;weak + .db %00011100 ; ███ + .db %00100100 ; █ █ + .db %01101000 ; ██ █ + .db %10110100 ;█ ██ █ + .db %01101000 ; ██ █ + .db %00100100 ; █ █ + .db %00011100 ; ███ spr_enemyE1: .db 6,7 ;weak .db %00111100 ; ████ @@ -3708,7 +4650,6 @@ spr_enemyE1: .db %10111000 ;█ ███ .db %01000100 ; █ █ .db %00111100 ; ████ - .db 0 spr_enemyE2: .db 6,6 ;weak .db %00111100 ; ████ @@ -3720,10 +4661,10 @@ spr_enemyE2: spr_enemyE3: .db 6,6 ;normal solid (Galaxian enemy) .db %00111100 ; ████ - .db %01110000 ; ███ - .db %11110000 ;████ - .db %11110000 ;████ - .db %01110000 ; ███ + .db %01010000 ; █ █ + .db %11010000 ;██ █ + .db %11010000 ;██ █ + .db %01010000 ; █ █ .db %00111100 ; ████ spr_enemyE4: .db 6,7 @@ -3734,64 +4675,125 @@ spr_enemyE4: .db %10011000 ;█ ██ .db %01101000 ; ██ █ .db %00011100 ; ███ - .db 0 spr_enemyE5: .db 6,6 ;speedy - .db %00011100 ; ███ + .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 %00011100 ; ███ + .db %10110110 ;█ ██ ██ + .db %11111101 ;██████ █ + .db %01111011 ; ████ ██ + .db %01001110 ; █ ███ + .db %00110000 ; ██ spr_enemyG1: .db 8,6 ;G-Type - .db %00111111 ; █████ + .db %00011111 ; █████ .db %01001000 ; █ █ .db %10110100 ;█ ██ █ .db %10110100 ;█ ██ █ .db %01001000 ; █ █ - .db %00111111 ; █████ + .db %00011111 ; █████ spr_enemyG2: .db 8,6 ;smaller nacelles - .db %00000111 ; ███ + .db %00010111 ; █ ███ .db %01101100 ; ██ ██ .db %10110100 ;█ ██ █ .db %10110100 ;█ ██ █ .db %01101100 ; ██ ██ - .db %00000111 ; ███ + .db %00010111 ; █ ███ spr_enemyG3: .db 8,6 ;shuttle .db %00001111 ; ████ - .db %01111100 ; █████ + .db %01110100 ; ███ █ .db %10011100 ;█ ███ .db %10011100 ;█ ███ - .db %01111100 ; █████ + .db %01110100 ; ███ █ .db %00001111 ; ████ spr_enemyG4: .db 8,6 ;G-Type solid - .db %00111111 ; █████ + .db %00111101 ; ███ █ .db %01111000 ; ████ - .db %11111100 ;██████ - .db %11111100 ;██████ + .db %11110100 ;████ █ + .db %11110100 ;████ █ .db %01111000 ; ████ - .db %00111111 ; █████ + .db %00111101 ; ███ █ spr_enemyG5: - .db 6,6 ;G lost his head; large window ;) + .db 6,6 .db %01111100 ; █████ .db %10110000 ;█ ██ - .db %10111000 ;█ ███ - .db %10111000 ;█ ███ + .db %10101000 ;█ █ █ + .db %10101000 ;█ █ █ .db %10110000 ;█ ██ .db %01111100 ; █████ spr_enemyG6: - .db 7,6 ;small G-type - .db %00011110 ; ████ - .db %01111000 ; ████ - .db %11110000 ;████ - .db %11110000 ;████ - .db %01111000 ; ████ - .db %00011110 ; ████ + .db 8,5 ;shuttle + .db %00001111 ; ████ + .db %01110100 ; ███ █ + .db %10011010 ;█ ██ █ + .db %01110100 ; ███ █ + .db %00001111 ; ████ spr_enemyS1: .db 6,6 ;solid @@ -3818,7 +4820,7 @@ spr_enemyS3: .db %01111110 ; ██████ .db %00011110 ; ████ spr_enemyS4: - .db 8,6 ;cheap intercept + .db 8,6 ;fast interceptor .db %00011011 ; ██ ██ .db %01110110 ; ███ ██ .db %10111100 ; █ ████ @@ -3835,7 +4837,6 @@ spr_enemyN1: .db %00001110 ; ███ .db %11110001 ;████ █ .db %00111110 ; █████ - .db 0 spr_enemyN2: .db 8,7 ; .db %00111110 ; █████ @@ -3845,7 +4846,6 @@ spr_enemyN2: .db %11111111 ;████ ███ .db %00011101 ; ███ █ .db %00111110 ; █████ - .db 0 spr_enemyN3: .db 8,7 ;Nem3MSX jumper lvl#3 .db %10111110 ;█ █████ @@ -3855,10 +4855,119 @@ spr_enemyN3: .db %01111110 ; ██████ .db %01011101 ; █ ███ █ .db %10111110 ;█ █████ - .db 0 +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_enemyT1: + .db 8,7 ;turret left + .db %11000000 ;██ + .db %01100000 ; ██ + .db %00110000 ; ██ + .db %01011100 ; █ ███ + .db %10110110 ;█ ██ ██ + .db %01011010 ; █ ██ █ + .db %11111111 ;████████ +spr_enemyT2: + .db 8,7 ;turret right + .db %00000011 ; ██ + .db %00000110 ; ██ + .db %00001100 ; ██ + .db %00111010 ; ███ █ + .db %01101101 ; ██ ██ █ + .db %01011010 ; █ ██ █ + .db %11111111 ;████████ -spr_boss0_1: - .db 16,10 ;boss type one..:.......: +spr_enemyM1: + .db 8,7 ;mine + .db %00111100 ; ████ + .db %01011010 ; █ ██ █ + .db %11111111 ;████████ + .db %01001010 ; █ █ █ + .db %11111111 ;████████ + .db %01011010 ; █ ██ █ + .db %00111100 ; ████ +spr_enemyM2: + .db 7,6 ;giant bullet + .db %00011000 ; ██▒ + .db %01111110 ; ██████▒ + .db %11111000 ;█████▒ + .db %11111100 ;██████▒ + .db %01111110 ; ██████▒ + .db %00111000 ; ███▒ + +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 ; ██ █ ████ @@ -3880,15 +4989,39 @@ spr_boss0_1: .db %11110000 .db %00101110 .db %11111011 - .db 0 -spr_boss0_2: - .db 16,10 ;boss type two..:.......: +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 %10001101 ;█ ██ █ ██ ██ █ + .db %10001101 ;█ ██ █ ██ ██ █ .db %01111010 ; ████ █ █ █ ██ .db %00110101 ; ██ █ ████ █ .db %00000011 ; ███ ████ @@ -3898,13 +5031,13 @@ spr_boss0_2: .db %10001111 .db %11100001 .db %10010110 - .db %01101100 - .db %01101100 + .db %01101101 + .db %01101101 .db %10010110 .db %11100001 .db %10001111 -spr_boss0_3: - .db 16,11 ;bigasteroid one +spr_bossA1: + .db 12,11 ;AsteroidBoss one .db %00011110 ; ████ .db %01110011 ; ███ ███ .db %01111111 ; ███████ █ @@ -3926,9 +5059,64 @@ spr_boss0_3: .db %11110000 .db %11110000 .db %11000000 - .db 0 -spr_boss0_4: - .db 16,18 ;bigboss one : +spr_boss06: + .db 16,10 ;.......:.......: + .db %10111110 ;█ █████ ███ + .db %00000011 ; ███ ████ + .db %01110101 ; ███ █ ████ ██ █ + .db %11111101 ;██████ █ ███ █ + .db %00000110 ; ██ █ █ ██ █ + .db %00000110 ; ██ █ █ ██ █ + .db %11111101 ;██████ █ ███ █ + .db %01110101 ; ███ █ ████ ██ █ + .db %00000011 ; ███ ████ + .db %10111110 ;█ █████ ███ + .db 10 + .db %00111000 + .db %10001111 + .db %11101101 + .db %01110010 + .db %10101101 + .db %10101101 + .db %01110010 + .db %11101101 + .db %10001111 + .db %00111000 +spr_boss07: ;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_boss08: ;modelled after a Nemesis][MSX boss + .db 16,18 ;.......:.......: .db %00000000 ; █ █ .db %00000111 ; ███ ███ .db %00000011 ; ████ █ @@ -3948,7 +5136,7 @@ spr_boss0_4: .db %00000011 ; ████ █ .db %00000111 ; ███ ███ .db 19 ; █ █ - .db %01010000 ;modelled after a Nemesis][MSX boss + .db %01010000 .db %01110000 .db %11010000 .db %10110000 @@ -3967,46 +5155,107 @@ spr_boss0_4: .db %11010000 .db %01110000 .db %01010000 -spr_boss0_5: - .db 16,15 ;bigboss two : - .db %00001111 ; █████ - .db %00111110 ; █████ █████ - .db %01111101 ; █████ █ ███████ - .db %00000011 ; ██ - .db %00000100 ; █ █ - .db %00000011 ; █████ - .db %00011110 ; ████ ██ ████ - .db %11110011 ;████ ██ █ █ - .db %00011110 ; ████ ██ ████ - .db %00000011 ; █████ - .db %00000100 ; █ █ - .db %00000011 ; ██ - .db %01111101 ; █████ █ ███████ - .db %00111110 ; █████ █████ - .db %00001111 ; █████ - .db 15 ;modelled after a Nemesis][MSX boss +spr_boss09: + .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_boss10: + .db 16,19 ;.......:.......: + .db %01111011 ; ████ ███ + .db %10000110 ;█ ██ █████ + .db %00000011 ; ███ █ + .db %00111011 ; ███ ██ ███ + .db %00000111 ; ███ ███ + .db %00001100 ; ██ ███ █ + .db %00110111 ; ██ █████ █ ██ + .db %01111011 ; ████ ██ █ ██ █ + .db %11100100 ;███ █ ██ ██ █ + .db %00000001 ; ██████ ██ █ + .db %11100100 ;███ █ ██ ██ █ + .db %01111011 ; ████ ██ █ ██ █ + .db %00110111 ; ██ █████ █ ██ + .db %00001100 ; ██ ███ █ + .db %00000111 ; ███ ██ + .db %00111011 ; ███ ██ ███ + .db %00000011 ; ███ █ + .db %10000110 ;█ ██ █████ + .db %01111011 ; ████ ███ + .db 19 .db %10000000 .db %11111000 - .db %01111111 - .db %00000000 - .db %10000000 - .db %11100000 - .db %11011110 - .db %01010000 - .db %11011110 - .db %11100000 - .db %10000000 - .db %00000000 - .db %01111111 + .db %10100000 + .db %00011100 + .db %01110000 + .db %11101000 + .db %11010110 + .db %00101101 + .db %11011001 + .db %11011001 + .db %11011001 + .db %00101101 + .db %11010110 + .db %11101000 + .db %01100000 + .db %00011100 + .db %10100000 .db %11111000 .db %10000000 - .db 0 +;spr_bossA2: ;in asm code -;---------------------------------------------------------------------------- +;----------------------------------------------------------------------------- ;----------------------------- logo ------------------------------------------ -;---------------------------------------------------------------------------- +;----------------------------------------------------------------------------- logo_nemesis: +#ifdef TI83 +.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011 +.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011 +.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011 +.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000 +.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000 +.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +#endif +#ifdef TI86 .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 @@ -4026,94 +5275,114 @@ logo_nemesis: .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001 +#endif -;----------------------------- end ------------------------------------------ +;----------------------------- end ------------------------------------------- .end .end -;---------------------------------------------------------------------------- -;---------------------------------------------------------------------------- -;---------------------------------------------------------------------------- +;----------------------------------------------------------------------------- +;----------------------------------------------------------------------------- +;----------------------------------------------------------------------------- -; 0.98.77 -- 7.VII.00 -- size 6707 +; 0.99.99 -- 9.IX.00 -- size 6936 +; +; + you can have upto FOUR multiples! (~20 pixels apart) +; * some optimizations: keycall, menu handling, port nops removed, +; 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 ; -; # 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) +; 1.00.C21 -- 21.XII.00 -- size 6797 ; -; 0.99.79 -- 9.VII.00 -- size 6747 +; * armor-bar background, empty upgrades sprites changed +; + shows sprite when laser hits an enemy (his "shield"?) +; + exit-key also quits out of ship selection screen +; # fixed direct-quit on death bug (bug since recent optimization) +; * armor-bar background changed (more elegant and smaller code) +; # "flash" when end-boss spawns mine fixed +; + enemy's y start position can be specified per enemy +; + when bullets selected, upgrade icons won't appear half the time +; # remainder pixels in armor bar (appeared after heavy damage) removed +; + your ship's explosion is now also 8 frames (half enemy expl. speed) +; + does NOT display Done after running in TI-OS! (anti-teacher ;) +; * storyline completed (probably the crappiest story ever!) +; # only first byte of ship's sprite altered; now loads whole word +; - tail beam removed (up double only); odd ships now contain laser +; # fixed laserbeam display when firing at right edge +; # star relocation altered to work correctly w/ new screen location +; # halfluring wasn't 50% (more like 75%) since random enemy spawning +; * restored multiples for bullets (since it's unlikely you'll select 1) +; # fixed mem overlapping causing "weird stuff" when moving multiples +; # bullets fired below screen bottom are moved up onto screen +; + SOURCE ALSO TI-83 COMPATIBLE (still few bugs like hiscore, bullets) +; # upgrading beam weapon removed multiples +; # clipping at left side wrong in TI-83 version fixed ; -; + you can have upto FOUR multiples! (~20 pixels apart) ; ; + added - removed * changed # bug fixed -;bullet handling: (255/enemy)+419+putsprite cycles per bullet +;bullet handling: (255/enemy)+419+putsprite cycles per bullet \ No newline at end of file