X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/e0378c87aa08bcb63e0abaed6d0162d69d902994..68c5a64ac96152091939da019e24abc26e199388:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index 76a0b6c..9b62f3a 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,96 +1,103 @@ -;------------------------------------------------------------------------------ -;---------------------- NEMESIS ----------------------------------------------- -;------------------------------------------------------------------------------ - -; >>> NEMESIS <<< Version 0.94 BETA by SHIAR -; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -; SHIAR *** shiar0@hotmail.com *** ICQ#43840958 *** come.to/shiar -; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -; DESCRIPTION: Fast+cool arcade-game based on the old MSX-game -; CALC: TI-86 only -; FILES: 86P (3624) Z80 (62443) -; BETA: I hope to release the full game around december 1999 -; ABOUT: This source should only be used for learning practises, do not -; alter it, and certainly do not distribute an altered version!! -; &&& marks uncertainties or things to optimize - -;---------------------- nemesis.z80 start ------------------------------------- - - .include "asm86.h" - .include "ti86asm.inc" - .include "ti86abs.inc" +;---------------------------------------------------------------------------- +;---------------------- NEMESIS --------------------------------------------- +;---------------------------------------------------------------------------- + +; Title : Nemesis +; Version : 0.97 +; Release Date : 25.VI.00 +; Filename : nemesis.86p (6kb) +; Author(s) : Shiar +; Email Address : shiar0@hotmail.com +; ICQ ; #43840958 +; Web Page : www.shiar.org +; Description : cool arcade-shoot-em-up-game +; Where to get this game : www.shiar.org | www.ticalc.org +; Other games by author : Worm + +; ABOUT: This source should only be used for learning practises, do not +; alter it, and certainly do not distribute an altered version!! +; NOTE: &&& marks uncertainties or things to optimize + +;---------------------- nemesis.z80 start ----------------------------------- + +#include "asm86.h" +#include "ti86asm.inc" ;standard ti86 romcalls +#include "ti86abs.inc" ;used to save hiscores and so .org _asm_exec_ram #define cal call ;just to make it harder for you to understand #define psh push ; ^:D - -_dispahl = $4A33 - -TEXT_MEM = $C0F9 ;-$C1A0 ;_textShadow ;167 bytes ($A7) -DELC_LEN = $C012 ;-$C076 ;_undelBufLen ;100 bytes ($64) - -;---------------------- in-game vars ------------------------------------------ - -just_fired = TEXT_MEM ;$C0F9 ;counts how long a blast lasts -curline = TEXT_MEM ;$C0F9 ;used to display SFX -menuitem = TEXT_MEM ;$C0F9 -temp1 = TEXT_MEM+1 ;$C0FA-C0FB ;(2 bytes) -RanPos = TEXT_MEM+3 ;$C0FC ;used for making random values -timer = TEXT_MEM+4 ;$C0FD ;frame counter - -x = TEXT_MEM+5 ;$C0FE ;your ship's position -y = x+1 ;$C0FF ;your y-pos -firex = TEXT_MEM+7 ;$C100 ;(1 byte) -firey = firex+1 ;$C101 ;(1 byte) -mx = TEXT_MEM+9 ;$C102 ;position of multiple#1 -my = mx+1 ;$C103 ;multiple y-pos - -bossx = $8001 -bossy = bossx+1 -bossmy = bossy+1 - -level_enemy = TEXT_MEM+11 ;$C104 ;enemy type -eventtime = TEXT_MEM+12 ;$C105 ;enemy frequency -eventleft = TEXT_MEM+13 ;$C106 ;nr. of enemies still to come -nextevent = TEXT_MEM+14 ;$C107 ;time to next event -pickuptimer = TEXT_MEM+15 ;$C108 ;counts when to place a pickup -level_occ = TEXT_MEM+16 ;$C109 -level_move = $8010 -level_fire = $8011 - -spacespace = $8012 -groundinfo = spacespace+1 ;$8013 -groundpos = groundinfo+1 ;$8014 $10 -ceilingpos = groundpos+16 ;$8023 $10 -stars1 = ceilingpos+16 ;$8033 -stars2 = stars1+1 ;$8034 - -nrybullets = 20 -ybullets = TEXT_MEM+17 ;$C10A ;60 bytes = 20(state,x,y) -nrebullets = 10 -ebullets = ybullets+(nrybullets*3) ;30 bytes = 10(state,x,y) - -your_locpos = ebullets+(nrebullets*3) ;position in your_prevpos table -your_prevpos = your_locpos+1 ;saves previous positions (32d) - +#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero + +;GRAPH_MEM = $C9FA ;display buffer +TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0 +_clrWindow = $4a86 ;a new procedure from AsmStudio86 inc. files +_ex_ahl_bde = $45f3 +_shracc = $4383 +_dispahl = $4a33 +_asapvar = $d6fc + +storepos = _asm_exec_ram+6000 ;120 OF 165 +storepos2 = _asm_exec_ram+6200 ;141 OF 167 + +;---------------------- 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 ;= +time2invert = level_move+1 ;+10 ;time until b<>w switch + ; ;--------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 = your_prevpos+32 ;ends at C192 +starx1 = storepos+55 ;+55 nrstars2 = 7 -starx2 = starx1+(nrstars1*2) ;ends at C1A0 - -nrenemies = 10 -enemies = DELC_LEN+1 -add2enemy = nrenemies*4 -enemiesxtra = enemies+add2enemy - +starx2 = starx1+(nrstars1*2) ;+69 + ; ;--------MULTIPLES +mx = starx2+(nrstars2*2) ;+83 ;position of multiple#1 +my = mx+1 ;+84 ;multiple y-pos +m2x = my+1 ;+85 +m2y = m2x+1 ;+86 +your_locpos = m2y+1 ;+87 ;position in your_prevpos tabl +your_prevpos = your_locpos+1 ;+88 ;save previous positions (32d) + +;^-----------------------------------<1 ;-120=$78 + +enemies = storepos2 ; +0 ;info about each enemy +enemysize = 8 ;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: -; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) -; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) -;enemiesxtra: -; $11 (move) $11 (fire) $11 (bullettype) +; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)] +; [ship type or explosion frame] [x] [y] [movecounter] [firecounter] [firefreq] -;---------------------- introduction ------------------------------------------ +;---------------------- introduction ---------------------------------------- nop ;hello yas/ase/rascall/whathever jp init ;here's the program, but first: a description @@ -98,7 +105,7 @@ enemiesxtra = enemies+add2enemy .dw Title ;pointer to description (all shells) .dw Icon ;pointer to YAS icon -Title: .db "Nemesis v0.94 by Shiar",0 +Title: .db "Nemesis v0.97 by SHIAR",0 Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes .db %11100000 ; ███ @@ -110,65 +117,77 @@ Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes .db %11100000 ; ███ ;recommend 80x50 screen mode .DB 0 ;clear stupid YAS-line -;---------------------- init -------------------------------------------------- - -init: - cal BUSY_OFF ;turns the run-indicator off, obviously - cal CLEARLCD ;clean the screen - xor a ;: reset: - ld (iy+13),a ;>system vars - ld (DELC_LEN),a ;>buffer so we can use the space to store vars - - ld a,(CONTRAST) ;load current contrast level - cp $1f ;if already at maximum... - jr z,skipdarken ;...then skip level increase - inc a ;otherwise increase contrast level -skipdarken: - out (2),a ;set it +;---------------------- init ------------------------------------------------ + +int_handler: + ex af,af' + in a,($03) + bit 3,a + jp z,$0039 + res 0,a + out ($03),a + jp $0039 +int_end: + +init: cal BUSY_OFF ;turns the run-indicator off, obviously + cal _clrScrn ;clean the screen + xor a ;ld a,0 + res 2,(iy+13) ;don't scroll the screen + cal _flushallmenus ;remove TI menus + +FixKeys: ;fixes some key problems like left+down bug + im 1 + ld a,$D4 + ld bc,$0100 + ld h,a + ld l,c ;ld hl,$D400 + ld d,a + ld e,b ;ld de,$D401 + dec a ;ld a,$D3 + ld (hl),a + ldir + ld hl,int_handler + ld d,a + ld e,a ;ld de,$D3D3 + ld bc,int_end-int_handler + ldir + inc a ;ld a,$D4 + ld i,a + im 2 -;---------------------- main menu --------------------------------------------- +;---------------------- main menu ------------------------------------------- LogoPut: xor a ;white bitmask (a=0) - ld b,16 ;one line ld hl,logo_nemesis ;from... ld de,VIDEO_MEM+16 ;...to one line from top + ld b,e ;ld b,16: one line AboveLogo: ld (de),a ;clear/n byte inc de ;next - djnz AboveLogo ;repeat for the first line - + dnz AboveLogo ;repeat for the first line ld bc,16*19 ;logo size ldir ;display one line of logo -; ld hl,GRAPH_MEM ;cleared line -; ld bc,16 ;size=one line -; ldir ;also clear one line below the logo - -; ld a,-1 ;first line is -1+1=0 -; ld b,21 ;with first 21 lines: -; cal DoSFX ;do special effect &&&skip - - ld hl,VIDEO_MEM+(16*$39)+4 ;$39 rows down, 4 cols right (4*8=$20) - ld b,8 ;draw 8x one byte = 8*8 = 64 pixels wide + ld hl,16*$33+VIDEO_MEM ;$33 rows down + ld b,16*7 ;draw black 7 lines ld a,%11111111 ;horizontal line mask underline: ld (hl),a ;draw one piece of the divider-line inc hl ;move right (8 pixels = 1 byte) - djnz underline ;repeat - - set 3,(iy+5) ;set white on black - ld hl,$3320 ;near the bottom of the screen - ld (_penCol),hl - ld hl,txt_about ;display version and author (yes, that's me!) - cal _vputs ;useful procedure if you want to display somtn - res 3,(iy+5) ;return to default black on white + dnz underline ;repeat - ld hl,$3a1e ;below previous stuff + ld hl,_txt_email ;at the very bottom of tha screen ld (_penCol),hl ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!! cal _vputs ;VERY important, so display in small font ?:} + set 3,(iy+5) ;set white on black + ld de,_txt_about ;near the bottom of the screen + ld (_penCol),de ;hl=txt_email++=txt_about + cal _vputs ;display version + me + res 3,(iy+5) ;return to default black on white + dispmenu: ld de,$0304 ld (_curRow),de @@ -202,7 +221,7 @@ menuloop: ld (_curRow),hl cal _putc - halt \ halt \ halt \ halt + halt \ halt cal GET_KEY ;wait for keypress cp K_UP @@ -210,15 +229,21 @@ menuloop: cp K_DOWN jr z,menuchange cp K_EXIT - jp z,game_over_nopop + jr z,menuexit + cp K_F1 + cal z,do_invert cp K_ENTER jr nz,menuloop ld a,(menuitem) dec a - cal z,Story - cal New_game ;prepare level - jr game_main_loop + cal nz,New_game ;NEW GAME + jp samelevel ;CONTINUE: game_main_loop + +menuexit: + ld hl,0 + ld (your_score),hl + jp game_over menuchange: ld a,(menuitem) @@ -226,80 +251,75 @@ menuchange: ld (menuitem),a jr menuloop -;------------------------------------------------------------------------------ -;---------------------- game loop --------------------------------------------- -;------------------------------------------------------------------------------ +do_invert: ;invert screen (b<>w); destr:b + psh hl + ld b,a ;psh a + ld hl,_invert + ld a,$98 + xor (hl) ;$2F (cpl) <-> $B7 (or a) + ld (hl),a + ld a,b ;pop a + pop hl + ret + +;---------------------------------------------------------------------------- +;---------------------- game loop ------------------------------------------- +;---------------------------------------------------------------------------- game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time inc (hl) ;increase by 1 - ld b,(hl) ;new time, save for rand# upd. (no flag change) - jr nz,updaterandom ;continue when new time <> 0 - ld hl,1 ;once every 256 frames, increase score by 1 - cal scoreInc ;do it - -updaterandom: - ld hl,RanPos ;random counter - ld a,r - add a,(hl) ;random value - add a,b ;even more random by adding timer -;.db $80+7 ; - ld (hl),a ;save even more random value back + 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,GRAPH_MEM ;move from (hl) = top left ld (hl),$00 ;first pixel will be copied all over the screen ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) - ldir ;clear! - - ld a,(timer) - and %11 - jr z,movestarsdone + ldir ;all clear! + ld a,0 ;current frame/turn 0-255 +timer =$-1 + and %11 ;a=0 once every 4 turns + jr z,movestarsdone ;don't move stars once every 4 frames cal movestars1 ;move the stars on the FRONT layer - cal movestars2 ;move the distant stars far, far away - + cal movestars2 ;move the distant stars movestarsdone: ld a,(stars1) ;star positions (the missing byte...) ld b,nrstars1 ;how many stars? now we know. ld hl,starx1 ;points to the position of the stars cal DisplayStars ;display front layer stars - ld a,(stars2) ;weren't you paying attention five lines ago? ld b,nrstars2 ;that many?! whow! ld hl,starx2 ;and there they are cal DisplayStars ;use the same procedure to display back layer - ld a,(level_move) ;level info - and %01100000 ;isolate ground&ceiling + ld a,(level_info) ;level info + and %00000110 ;isolate ground&ceiling jr z,game_stuff ;both non-present - and %00100000 ;bit representing the presence of any ceiling - cal nz,Handle_ceiling ;scroll the ceiling (if any) - cal Handle_ground ;scroll the ground + and %00000010 ;bit representing the presence of any ceiling + cal nz,Handle_ceiling ;scroll the ceiling (if any) +check4collision + cal Handle_ground ;scroll the ground and check if we're dead game_stuff: + cal Handle_Ship ;move you ld a,(your_occ) ;are you 100% OK? or a ;a=0?? jr nz,_gamestuff1 ;then don't check for movements/fires/... - ld a,(level_move) ;the same level info - and %01100000 ;isolate ground&ceiling again - jr z,check_keys ;no ceiling nor ground - and %00100000 ;this bit will tell us if there is a ceiling - cal nz,CheckCeiling ;if there is, check it - cal CheckGround ;check for collision with the ground - check_keys: - ld a,%00111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5) + ld a,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5) out (1),a ;ask for them nop \ nop ;delay 8 clocks in a,(1) ;get zem! -check_exitkey: ;why give it a label? i dunno, i'm just crazy +check_exitkey: bit 6,a ;test bit 6 = exit-key = EXIT - jp z,game_over_nopop ; pressed, so be it -check_morekey: ;again, another unused label... poor compiler + jp z,game_over ; pressed, so be it +check_morekey: ;another unused label... poor compiler bit 7,a ;test bit 7 = more-key = PAUSE cal z,Pause ;yes, go to pause @@ -309,43 +329,67 @@ check_firekey: psh hl ;push hl on stack (instead of cal Fire_bullet) jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..) pop hl ;no cal to Fire_bullet made, so pop stack - ld hl,just_fired ;no: - ld (hl),0 ;reset just_fired + xor a ;no: + ld (just_fired),a ;reset just_fired check_selkey: ld a,%01011111 ;look at first column of keys (ALPHA to STO) - out (1),a ;gimme gimme + out (1),a ;gimme nop \ nop ;what's taking you so long in a,(1) ;at last... our precious keyzzz... - ;old: now see this: + + bit 6,a ;'bout the GRAPH key... + cal z,Teacher ;you didn't _press_ it, did you?!? + rla ;test bit7 so we know f ALPHA has been pressed cal nc,select ;yeppy, select the currently selected upgrade cal Enemies_hit ;check for collision with enemies + cal inc_weapdamage _gamestuff1: - cal Handle_Ship ;move you - cal Handle_bullets ;move your bullets - cal Handle_torp ;move your torpedo + cal Handle_enemies ;move enemies - cal Handle_enemies ;move enemies + cal Handle_bullets ;move your bullets + check for hits cal Enemy_bullets ;move enemy bullets - -; ld a,(level_occ) -; or a -; jr nz,bosslevel ;levelocc<>0 so no + cal Handle_torp ;the same for your torpedo (assuming u have 1) cal Level_event ;insert enemies - jr _gamestuff2 -bosslevel: - cal Handle_boss -_gamestuff2: cal Display_Screen ;display all + + ld b,1 +___: halt ;delay + dnz ___ + jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ - jp game_main_loop ;LOOP +inc_weapdamage: + ld a,0 +weapincs =$-1 + inc a + cp 97 ;max. 96 times (=96/16=6 increases) + ret nc ;return if already maxed + ld (weapincs),a ;save new incs + + and %11110000 ;clear last 4 bits so no cf when rotating + ;btw: AND resets cf + rra ;rotate acting as shift (srl a) but just 1B + rra + rra + rra ;increase once just every 16 turns + ld b,a ;times to increase +incthedamage: + add a,1 ;increase damage for one increase +weapdaminc =$-1 + dnz incthedamage ;a=total increase damage + ld b,1 ;minimal damage +weapdamage =$-1 + add a,b ;a=total damage + ld (curweapdamage),a ;safe the current damage + cal disp_charge + ret -;--------------------------- ground ------------------------------------------- +;--------------------------- ground ----------------------------------------- Handle_ground: ld a,(timer) @@ -354,54 +398,40 @@ Handle_ground: ld bc,15 ;scroll all 16 bytes minus one (teh new byte) ld hl,groundpos+1 ;from.. ld de,groundpos ;to (one byte to the left) -; ld a,(de) ;load byte on left (will be lost after scroll) ldir ;LoaDIncreaseRepeat = scroll! ld a,(groundinfo) ;what kind of ground dec a ;type 1: jr z,ground_tunnel ;tunnel effect - jr ground_boring - -ground_tunnel: - ld a,(groundpos+14) - ld (groundpos+15),a - ld hl,spacespace - - ld a,(RanPos) - ld b,a - bit 1,a - jr z,ground_previous - bit 2,a - jr z,gtunneldown -gtunnelup: - ld a,(hl) - or a - jr z,ground_previous ;a>=0 (a=0 actually, because a<0 = a>0) - inc (hl) - ld a,(groundpos+15) - inc a - jr newground -gtunneldown: - ld a,(groundpos+15) - dec a - jr z,ground_previous - dec (hl) - jr newground - -ground_previous: - ld a,(groundpos+14) ;type 1 - jr newground ground_boring: ld a,(groundpos) ;type 0 + jr newground+1 + +ground_tunnel: + ld a,(groundpos+14) + ld d,a + 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 + ld c,a + ld a,d + add a,b ;new position + or a + jr z,newground ;may not be 0 (=256) + cp -10 + jr nc,newground ;and not be <0 (>246) +diffground: + ld d,a + ld (hl),c newground: + ld a,d ld (groundpos+15),a ;save new byte on the right - ld a,(hl) - cp -25 - jr nc,Display_ground - ld a,b - and %1 - ld b,0 - jr nz,gtunnelup Display_ground: ld b,16 ;screen width @@ -424,12 +454,11 @@ groundloopright: groundloopup: ld (hl),a ;display black byte sbc hl,de ;go up (sbc must be used for 16-bit sub) - djnz groundloopup ;and loop >groundpos< times + dnz groundloopup ;and loop >groundpos< times ld b,c ;pop b used by groundloopup - djnz groundloopright ;loop right for entire screen (16x) + dnz groundloopright ;loop right for entire screen (16x) pop hl \ pop hl ;restore stack - ret CheckGround: ;check for collision with the ground ld a,(x) @@ -446,9 +475,10 @@ CheckGround: ;check for collision with the ground neg cp (hl) ret nc + ld b,5 jp damage_you -;--------------------------- ceiling ------------------------------------------ +;--------------------------- ceiling ---------------------------------------- Handle_ceiling: ld a,(timer) @@ -457,54 +487,40 @@ Handle_ceiling: ld bc,15 ;scroll all 15 bytes (16th is new position) ld hl,ceilingpos+1 ;from.. ld de,ceilingpos ;to (one byte to the left) - ld a,(de) ;load byte on left (will be lost after scroll) ldir ;LoaDIncreaseRepeat = scroll! ld a,(groundinfo) ;what kind of ceiling dec a ;type 1: jr z,ceiling_tunnel ;tunnel effect - jr ceiling_boring +ceiling_boring: ceiling_tunnel: - ld a,(ceilingpos+14) - ld (ceilingpos+15),a - ld hl,spacespace - - ld a,(RanPos) - ld b,a - bit 4,a - jr z,ceiling_previous - bit 5,a - jr z,ctunnelup -ctunneldown: - ld a,(hl) - or a - jr z,ceiling_previous - inc (hl) - ld a,(ceilingpos+15) - inc a - jr newceiling -ctunnelup: - ld a,(ceilingpos+15) - dec a - jr z,ceiling_previous - dec (hl) - jr newceiling - -ceiling_previous: - ld a,(ceilingpos+14) ;type 1 + 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 -ceiling_boring: - ld a,(ceilingpos) ;type 0 +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 - ld a,(hl) - cp -25 - jr nc,Display_ceiling - ld a,b - and %1 - ld b,0 - jr nz,ctunneldown Display_ceiling: ld b,16 ;screen width @@ -527,19 +543,19 @@ ceilingloopright: ceilingloopdown: ld (hl),a ;display black byte add hl,de ;go down - djnz ceilingloopdown ;and loop >groundpos< times + dnz ceilingloopdown ;and loop >groundpos< times ld b,c ;pop b used by groundloopup - djnz ceilingloopright ;loop right for entire screen (16x) + dnz ceilingloopright ;loop right for entire screen (16x) pop hl \ pop hl ;restore stack - ret 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 + inc a ;correction + ld l,a ;hl = a ld h,0 ;" ld de,ceilingpos ;first ceiling-byte @@ -548,9 +564,10 @@ CheckCeiling: ;check for collision with the ground inc a cp (hl) ;compare with ceiling ret nc ;carry if ceiling is above you + ld b,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) @@ -558,7 +575,7 @@ DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# ld d,(hl) ld (de),a inc hl - djnz DisplayStars + dnz DisplayStars ret ;let's comment this: returns movestars2: @@ -590,17 +607,16 @@ movestars_loop: and %00001111 cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1 jr nz,newstarok - ld de,16 - add hl,de + cal RandomY newstarok: ld (ix),l ld (ix+1),h inc ix \ inc ix - djnz movestars_loop + dnz movestars_loop ret ;for stupid people, here's another comment... -;--------------------------- pause -------------------------------------------- +;--------------------------- pause ------------------------------------------ Pause: ld hl,$0200 ;top left @@ -613,36 +629,80 @@ pause: jr nz,pause ;no, wait some more ret ;continue -;--------------------------- exit --------------------------------------------- +;--------------------------- teacher ---------------------------------------- -quit: - cal CLEARLCD ;clears screen - cal _homeup ;set cursor to top-left - ld a,(CONTRAST) ;load original contrast level - out (2),a ;and set it back - ld (iy+13),6 ;restore system-flags - ret ;quit Nemesis :( +Teacher: + ld (iy+12),5 ;enable flashing cursor + cal _clrScrn + cal _homeup ;top left + ld hl,txt_teacher + cal _puts ;display message + +teacherloop: + cal _getkey ;enter low-power mode and wait for key + cp kEnter ;enter pressed? + jr z,teacherans + cp kGrMenu ;keypressed = graph? + jr nz,teacherloop ;no, wait some more + + ld (iy+12),0 ;disable cursor + jp disp_icons ;+ret + +teacherans: + ld a,' ' + cal _putc + + ld hl,$0701 + ld (_curRow),hl + ld hl,txt_teacherans + cal _puts + jr teacherloop + + +;--------------------------- exit ------------------------------------------- + +quit: im 1 ;release keyfix procedure + set 2,(iy+13) ;set back screen scrolling + xor a + ld (_asapvar+1),a ;next Asm( run will reload the program + ld hl,GRAPH_MEM ;graph-screen location + ld de,GRAPH_MEM+1 + ld (hl),a + ld bc,1024-1 ;do it 1024 times = entire screen + ldir + jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the + ;_clrScrn) AND also executes _homeup and ret -;--------------------------- display ------------------------------------------ +;--------------------------- display ---------------------------------------- Display_Screen: - ld hl,GRAPH_MEM ;from storage (top left) - ld de,VIDEO_MEM ;to screen (top left) + ld hl,GRAPH_MEM ;from buffer (top left) + ld de,VIDEO_MEM ;to real screen (top left) ld c,56 ;display height = 64 bytes (minus 8 for bar) displayloop: ld b,16 ;display width = 16 bytes (16*8bits=256pixels) displaytloop: ld a,(hl) ;copy byte from (hl) -; xor $ff ; } ;invert byte (white<=>black) &&&& +_invert: ;SMC: cpl <-> or a + cpl ;xor $ff: invert byte (white<=>black) ld (de),a ;to (de) inc hl \ inc de ;next byte - djnz displaytloop ;16x hl >> de + dnz displaytloop ;16x hl >> de dec c ;next line - jr nz,displayloop ;loop 64x + jr nz,displayloop ;loop 56x + + ld hl,time2invert + ld a,(hl) + or a ;(time2invert)=0: + jr z,noinvert ; do nothing + dec a ;otherwise decrease + cal z,do_invert ;if it became 0 then invert + ld (hl),a ;save new value +noinvert: ld hl,$396b ;Display Score ld (_penCol),hl ;bottom right of screen - ld hl,(score) + ld hl,(your_score) _D_HL_DECI: ;------- display 5-digit value ------- ld de,savestr+4 ;savenr saves number string @@ -651,16 +711,15 @@ ldhld: cal UNPACK_HL ;one digit of hl add a,'0' ;make number ld (de),a ;save into savenr dec de ;point to next digit - djnz ldhld ;repeat for all digits + dnz ldhld ;repeat for all digits ld hl,savestr ;we (the program) saved the value righthere - cal _vputs ;the only thing left to do is to display it - ret ;and we're done again + jp _vputs ;the only thing left to do is to display it savestr: ;@here the score will be stored .db "00000",0 ;don't worry, it's just temporary -;------------------------- handle ship ---------------------------------------- +;------------------------- handle ship -------------------------------------- Handle_Ship: ld a,(your_occ) ;are @@ -670,12 +729,13 @@ Handle_Ship: inc a ;no! next (explosion)frame ld (your_occ),a ;save - cp 34 ;last explosion frame? + cp 64+1 ;last explosion frame? (1-16=1st;49-64=4th) jp c,exploding_you ;not yet: display explosion - cp 40 ;delay finished? + cp 64+16 ;delay finished? jp z,You_die ;yes = game over ret ;don't display anything +;----move---- ok: ;we are ld a,%01111110 ;get arrow keys out (1),a ;it's cold outside @@ -691,81 +751,84 @@ ok: ;we are no_adv: and %11111011 ;reset move bit adv_ok: ld (your_multiples),a - ld a,b ;pop a (keys) + ld a,(timer) ;framecounter + and %1 ;switches 0<>1 each frame + inc a ;a = 1 or 2 (1.5 avg) + ld c,a ;c = your_speed + + ld a,b ;pop a (keys) rra ;rotate right (put last bit in c) ld b,a ;we need a later jr c,no_down ld a,(hl) - cp 49 ;55-6 = bottom of screen - jr z,no_down - inc a + add a,c + cp 50 ;56-6 = bottom of screen + jr nc,no_down ld (hl),a no_down: dec hl rr b ;because we now use b, it's rr instead of rra jr c,no_left ld a,(hl) - sub 1 ; doesn't affect c-flag + sub c ; doesn't affect c-flag jr c,no_left ;-1 = left side ld (hl),a no_left: - rr b + rr b jr c,no_right ld a,(hl) - cp 121 ;127-6 = right side - jr z,no_right - inc a + add a,c + cp 122 ;128-6 = right side + jr nc,no_right ld (hl),a no_right: - ld d,(hl) + ld d,(hl) ;d=x inc hl rr b jr c,no_up ld a,(hl) - sub 1 ; doesn't affect carry-flag + sub c ; doesn't affect carry-flag jr c,no_up ;-1 = top of screen ld (hl),a ;save new y -no_up: ld e,(hl) - ld ix,spr_ship01 ;ship sprite +no_up: ld e,(hl) ;e=y + ld ix,spr_ship01 ;normal ship sprite +your_shipspr =$-2 ld hl,your_inv ;invulnerable? ld a,(hl) ;load time in a or a ;is it 0? - jr z,handle_multiples ;yes so ship = normal (display \ continue) + jr z,disp_ship ;yes so ship = normal (display \ continue) - ld b,a ;save inv-time ld a,(timer) ;load frame nr. - and %00000011 ;a=0 once every four frames + and %00000111 ;a=0 once every four frames jr nz,not_time ;a<>0 = not time to update counter dec (hl) ;decrease inv-time left not_time: - and %00000010 ;a switches 0<->1 every 2 frames - jr z,no_flicker ;don't show normal sprite anyway - ld a,b ;pop inv-time - and %11110000 ;inv-time <16 ticks left? - jr z,handle_multiples ;yes: display normal sprite and continue + and %00000100 ;a switches 0<->1 every 2 frames + jr z,disp_ship ;show normal ship +inv_flicker: + ld bc,spr_ship01i-spr_ship01 + add ix,bc ;display invulnerable ship +disp_ship: + cal safeputsprite ;display your ship; save de -no_flicker: - ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix) +;----multiples---- handle_multiples: - cal putsprite ;display your ship - ld a,(your_multiples) ;do you have multiples ld b,a ;save a for 2nd check and %11 ;no? (last two bits = nr of multiples) ret z ;then don't handle them either - ld hl,y ld a,b ;restore a (your_multiples) - and %100 ;move the multiples??? - jr z,mult_adv ;nope, just let them (saves (y) in y, (x) in x) + and %100 ;move the multiples??? (=move bit set?) + jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x) ld hl,your_locpos ;location to save this position ld a,(hl) ;load a - inc a ;a=a+1 + inc a ;a=a+1 (next position) and %00001111 ;if a>15 then a=a-16 ld (hl),a ;save new a add a,a ;a=a*2 @@ -774,59 +837,71 @@ handle_multiples: ld hl,your_prevpos ;previous positions add hl,bc ;16 turns ago - ld d,(hl) ;old x-pos + ld b,(hl) ;old x-pos inc hl ;and - ld e,(hl) ;old y-pos - ld (mx),de ;save multiple position in (mx) - - ld a,(y) ;load new y-pos - ld (hl),a ;save it for 16 turns in the future - dec hl ;and - ld a,(x) ;load new x-pos - ld (hl),a ;save that too + ld c,(hl) ;old y-pos + ld (mx),bc ;save multiple position in (mx) + ld (hl),d ;save current pos. for 16 turns into the future + dec hl ;yes... + ld (hl),e ;...both mult_adv: - ld de,(mx) + ld de,(mx) + ld a,d + ld d,e + ld e,a ;ex d,e ld ix,spr_multiple ;sprite of the multiple jp putsprite ;display it + +;----explode---- + exploding_you: srl a ;half the framerate - dec a ;first frame is 1>inc>srl>dec = 0 + srl a ;half that framerate + srl a ;and half again that framerate ld hl,x-1 + ld ix,spr_yexplosion ;base sprite -explosion_stuff: - rra - add a,a - add a,a +explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite + and %11111110 add a,a + add a,a ;frame*8 ld c,a - ld b,0 - ld ix,spr_explosion - add ix,bc + ld b,0 ;bc=a + add ix,bc ;go to correct sprite (each spr. is 8 bytes) inc hl - ld d,(hl) + ld d,(hl) ;load xpos inc hl - ld e,(hl) - jp putsprite + ld e,(hl) ;and y + jp putsprite ;and display it too -damage_you: - ld a,(your_inv) ;invulnerability left? +;----hit---- + +damage_you: ;damages you B points + ld a,(your_inv) ;shield left? or a - ret nz ;return if inv>0 + jr z,dothadamage ;no shield + srl b ;shield: half the damage +dothadamage: + ld hl,time2invert + xor a ;a=0 + cp (hl) ;no already inverted? + cal z,do_invert ;then invert screen + ld a,2 + ld (hl),a ;change back 2 frames from now + ld hl,your_armor ;armor left - ld a,(hl) ;check - dec a ;is it 0? - jp m,no_armor ;yes, 0hp left so explode + ld a,(hl) ;load hp in A + sub b ;decrease hp by B + jp m,no_armor ;<0hp left so explode ld (hl),a ;no, so save decreased hp - cal disp_armor ;and display new value - ret ;and return + jp disp_armor ;and display new value no_armor: ld a,%01 ;occ %xxxxxx01 = explode - ld (your_occ),a ;set to explode + ld (your_occ),a ;too bad, you're dead meat ret -;------------------------- place multiples ------------------------------------ +;------------------------- place multiples ---------------------------------- Place_multiples: ld (mx),de ;set last multiple-position @@ -837,19 +912,27 @@ place_multiples: inc hl ;next ld (hl),e ;set prev-y to e inc hl ;next - djnz place_multiples ;repeat + dnz place_multiples ;repeat ret -;------------------------- select upgrade ------------------------------------- +;------------------------- select upgrade ----------------------------------- select: 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 - ld (hl),a ;reset pickups (a=0) - ld hl,your_armor ;change armor - inc (hl) ;increase HPs by one +select1: + ld a,(your_armor) ;load current armor + cp 25-6 ;may not become >=25 + jr c,select1_ ;ok then just add 6 + ld a,25-6 ;set to maximum (6 will be added below) +select1_: + add a,6 ;add 6 to armor + ld (your_armor),a ;change armor + xor a ;ld a,0 + ld (your_pickup),a ;reset pickups jp disp_icons ;display and return select2: dec a ;is it 2? @@ -862,13 +945,20 @@ select3: dec a ;is it 3? jr nz,select4 ;no, carry on ld (hl),a ;reset pickups + ld hl,your_weapon + ld a,(hl) + inc a + cp maxnrweapons + jp nc,disp_icons ;weapon maxed out + ld (hl),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 inc a ;a=1 - ld (your_laser),a ;ready laser + ld (your_weapon),a ;ready laser jp disp_icons ;display + return select5: dec a ;is it 5? @@ -883,47 +973,67 @@ select6: ld (hl),0 ;reset pickups jp disp_icons ;display/return -;------------------------- fire bullet ---------------------------------------- +;------------------------- fire bullet -------------------------------------- Fire_bullet: - ld hl,RanPos ;random - inc (hl) ;update random counter - ld hl,just_fired ld a,(hl) ;just_fired cp 5 ;already pressed? ret z ;return when already pressed (=5) + inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5) - ld a,(your_laser) ;if you have bullets..... - or a ;(0=no laser) - jr nz,fireOK + ld a,(your_weapon) ;if you have bullets..... + dec a ;(1=laser) + jr z,fireOK ld (hl),5 ;.....then can't fire next turn (go to 5 imm.) fireOK: ld hl,(x) ;yes: first fire from ship position (x) - ld (firex),hl ;set firepos ld a,(your_multiples) ;any multiples? and %11 ;nope? jr z,fireany ;then just fire somethin' cal fireany ;and blast - ld hl,(my) ;then, fire from multiple position (mx) - ld a,(mx) ; - ld h,a ; ^^^^^^ - ld (firex),hl ;set firepos + ld hl,(mx) ;then, fire from multiple position (mx) + dec h ;one up (-2 height: keeps weapons centered) ;blast again and -fireany: - ld a,(your_laser) ;do you have laser? - dec a ;1=yes - jr nz,fire_ybullet ;no, just fire a bullet +fireany: ;HL=(x,y) + ld (firex),hl ;set position to fire from + cal fire_torp ;&&& + + ld a,(your_weapon) ;do you have laser? + ld ix,weapondata-6-(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) + add ix,bc -fire_laser: ;yes, fire that laser instead - ld a,(firex) ;a = your x-pos - ld d,a +fire_weapon: ;b=3 + psh bc ;save counter + ld a,(ix) ;load this weapon + cp %11110000 ;%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 + ret - ld hl,GRAPH_MEM ;save-location - ld a,(firey) ;y-coord - add a,3 ;at middle of your ship (y+3) +;-----fire LASER----- + +fire_laser: + ld b,0 ;overflow counter + ld hl,firex + ld d,(hl) ;d = your x-pos + inc hl + + ld a,(hl) ;base y-coord (firey) + add a,(ix+1) ;at specified offset (most likely the middle) ld e,a ;save laser-y in e + psh de ;save unmodified (x,y) add a,a ;y*2 add a,a ;y*4 add a,a ;y*8 @@ -936,149 +1046,220 @@ fire_laser: ;yes, fire that laser instead srl d ;X/4 srl d ;X/8 add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow) + jr nc,_nolc ;jump if no carry = no overflow = a<=255 inc b ;a>255 so increase bc by 256 _nolc: ld c,a ;c = (Y*16+X/8) mod 256 - add hl,bc ;bc = Y*16+X/8 - + ld hl,GRAPH_MEM ;save-location + add hl,bc ;bc = Y*16+X/8: hl=screen address ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) sub d ;minus x-start (d=X/8) ld b,a drawlaser: ld (hl),%11111111 inc hl ;Go to next byte - djnz drawlaser - + dnz drawlaser handle_laser: - ld a,(firex) - ld d,a ;d was divided, so reload the laser-x + pop de ;de=(firex): x-pos unmodified check_laserhits: ;de = (x,y) - ld ix,nolashit - ld b,nrenemies - ld hl,enemies - -laserhits: ;Hits with normal enemies + ld b,nrenemies ;check all enemies + ld hl,enemies+1 ;enemy#1+occ/hp00 +laserhits: ;hits with normal enemies psh hl - - ld a,(hl) - and %00000010 + 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 - inc hl ld a,(hl) ;check x sub d jp m,nolashit ;no hit when enemy is left of you - inc hl ld a,(hl) ;check y sub e - jp z,enemy_hit ;a-e=0 = laser on top line of enemy = hit + jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit jr nc,nolashit ;a-e>0 = enemy above laser = no hit - add a,5 ;add enemy height - jp p,enemy_hit ;a-e>0 = hit - + add a,5 ;add enemy height&&& + jp m,nolashit ;a-e>0 = hit +enemy_lashit: + ld a,(curweapdamage) ;damage + cal enemy_hit ;hl=enemy+y nolashit: - pop hl - inc hl ;go to next enemy - inc hl - inc hl - inc hl - djnz laserhits ;check all enemies + pop hl ;enemy+1 + ld a,b ;psh bc + ld bc,enemysize + add hl,bc ;go to next enemy + ld b,a ;pop bc + dnz laserhits ;check all enemies + xor a ;a=0 otherwise weird things might happen :P + ld (weapincs),a ;reset damage + ret - ld a,d ; - ld d,e - ld e,a - jr fire_torp ;fire torpedoes as well +;-----misc----- + +fire_torp: + ld de,(firex) + ld hl,torp_occ ;torpedo... + ld a,(hl) ;load torpInfo + dec a ;do you have (unused) torpedoes? + ret nz ;nope (a must be 1) + ld (hl),2 ;yes; use torpedo + ld (torp_pos),de ;save torpedo position (in de) + ret + +;-----fire BULLETs----- fire_ybullet: - ld hl,ybullets - ld de,3 - ld b,nrybullets + ld c,a ;save bulletType in c + 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 - djnz find_ybullet ;look next bullet - ret + dnz find_ybullet ;look next bullet + ret ;none found, return don't fire found_ybullet: - ld (hl),1 ;use bullet + 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 e,a ;save torp-x in e ld a,(firey) ;your y-pos - add a,2 ;place bullet at the middle of your ship + add a,(ix+1) ;place bullet at the middle of your ship inc hl ;go to bullet-y ld (hl),a ;set y - add a,3 ;place torpedo at bottom of ship - ld d,a ;save torp-y in d -fire_torp: - ld hl,torp_occ ;torpedo... - ld a,(hl) ;load torpInfo - dec a ;do you have (unused) torpedoes? - ret nz ;nope (a must be 1) - ld (hl),2 ;yes; use torpedo - ld (torp_pos),de ;save torpedo position (in de) + xor a + ld (weapincs),a ;reset damage ret -;------------------------ handle bullets -------------------------------------- +;------------------------ handle bullets ------------------------------------ + +bullet_left: + ld c,a ;c=type + and %1111 + ld b,a ;b=0000type + + ld a,128 + cp (hl) ;off screen? (x>=128) + jr c,remove_bullet + ld a,(hl) ;a = X + add a,b ;move b to the right + ld (hl),a ;save new pos. + ld d,a ;d = X + + inc hl ;@y-pos + ld a,c + cal _shracc + dec a + jr z,bullet_noymove + dec a + jr z,bullet_up + dec a + jr z,bullet_halfup + dec a + jr z,bullet_down + +bullet_halfdown: + ld a,(timer) + and 1 + jr z,bullet_noymove +bullet_down: + ld a,(hl) + inc a + cp 55 + jr z,bullet_noymove + ld (hl),a +bullet_halfup: + ld a,(timer) + and 1 + jr z,bullet_noymove +bullet_up: + ld a,(hl) + dec a + jr z,bullet_noymove + ld (hl),a +bullet_noymove: + ld e,(hl) ;e = Y + ret remove_bullet: - dec hl + pop hl ;cal bullet_left + pop hl ;enemy+type ld (hl),0 ;dump this bullet! - ret + jr next_ybullet+1 ;+1:skip pop hl at next_ybullet Handle_bullets: ld hl,ybullets - ld b,nrybullets + ld b,nrybuls scan_bullets: - psh bc - psh hl - ld (temp1),hl - ld a,(hl) - inc hl - dec a ;type 1? - cal z,bullet_2left ;yes: 2left - pop hl - pop bc - ld de,3 - add hl,de ;3 x - djnz scan_bullets ;next bullet (loop) - ret + 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 -bullet_2left: - ld a,(hl) ;d = X - cp 122 ;off screen? (x>128-5) - jr nc,remove_bullet - add a,2 ;move 2 2 the right - ld (hl),a ;save new pos. - ld d,a + or a + jp z,next_ybullet ;bulletType=0 >> no bullet + cal bullet_left ;move bullet left - inc hl ;to y-pos - ld e,(hl) ;e = Y +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 a,(hl) ;load bullet offset + ld e,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 - ld ix,spr_bullet01 - psh de - cal putsprite ;display bullet - pop de + ld a,(ix) ;bullet x-size + ld (bulletxsize),a ;used at check_bullethits + ld a,(ix+1) ;bullet y-size... + ld (bulletysize),a ;...too + + cal safeputsprite ;display bullet; DE used for check_bullethits + + cal check_bullethits -check_bullethits: ;INPUT: de=X,Y +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 + dnz scan_bullets ;next bullet (loop) + ret + +;--------------------------- check bullethits ------------------------------- + +check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet ld b,nrenemies - ld hl,enemies - ld ix,nohit + ld hl,enemies+1 hit_enemies: ;Hits with normal enemies + psh bc ;enemy counter psh hl ld a,(hl) @@ -1090,41 +1271,71 @@ hit_enemies: ;Hits with normal enemies or a ;enemy #0 = pickup jr z,nohit ;yes: don't destroy - inc hl + cal find_sprite ;set ix to the sprite of this enemy + + inc hl ;@x ld a,(hl) ;check x - sub d - add a,5 - jp m,nohit - cp 8 - jr nc,nohit + sub d ;minus bullet x-position + ld b,a ;psh a + sub 5 ;minus bullet x-size +bulletxsize =$-1 + jp p,nohit ;miss + ld a,b ;pop a + add a,(ix) ;add enemy width + jp m,nohit ;miss - inc hl + inc hl ;@y ld a,(hl) ;check y - sub e - add a,5 - jp m,nohit - cp 10 - jr nc,nohit - + sub e ;minus bullet y-position + ld b,a ;psh a + sub 3 ;substract bullet height +bulletysize =$-1 + jp p,nohit ;nope, missed it + ld a,b ;pop a + add a,(ix+1) ;add enemy height + dec a ;minus one + jp m,nohit ;missed after all + + ;---bullet hits enemy (auch-time!)--- psh hl - ld hl,(temp1) - ld (hl),$00 ;remove bullet + ld hl,0 ;@bulletType +temp1 =$-2 + ld (hl),0 ;remove bullet + inc hl ;@damage + ld a,(hl) ;set damage + pop hl ;enemy+y + cal enemy_hit +nohit: pop hl + ld bc,enemysize + add hl,bc + pop bc + dnz hit_enemies ;check next enemy + ret -enemy_hit: - dec hl - dec hl - dec hl - ld a,(hl) ;occ - ld c,a ;psh occ - and %11111100 ;occ/4 = HP left ; jump - ld (hl),%01 ;set to explode +enemy_hit: ;*in:a=damage;hl=enemy+y + add a,a ;a=damage to inflict + add a,a ;first 2 bits used for occ. + ld b,a + dec hl ;@x + dec hl ;@type + dec hl ;@hp00 (occ) + ld a,(hl) ;load hp00 + sub b ;decrease HP (if <0xx then c is set) + ld (hl),a ;save (no flag-changes) + dec hl ;@hp64; no change in c + ld a,(hl) ;load; no c-change + sbc a,0 ;if cf then decrease a + ld (hl),a ;save back the new value + ret nc ;if a>=0 then return, otherwise explode + + inc hl ;goto occ again + ld (hl),%01 ;set to explode ld a,(pickuptimer) ;counts enemies destroyed dec a ;enough destroyed for a pickup? jr nz,pickupdone ;otherwise just explode - ld (hl),%00000110 ;change it into a pickup (with 2 HP) + ld (hl),%110 ;change it into a pickup (with 2 HP) ld a,18 ;reset enemies counter (18 hits = next) pickupdone: ld (pickuptimer),a ;save new enemiescounter value @@ -1132,25 +1343,9 @@ pickupdone: ld (hl),$00 ;explosionFrame 0 ld hl,1 ;increase score by one - cal scoreInc - jp (ix) - -hpleft: - ld a,c ;pop occ - sub %00000100 ;decrease HP by one - ld (hl),a ;save - jp (ix) - -nohit: - pop hl - inc hl - inc hl - inc hl - inc hl - djnz hit_enemies ;check next enemy - ret + jp scoreInc ;+ret -;--------------------------- handle torpedo ----------------------------------- +;--------------------------- handle torpedo --------------------------------- Handle_torp: ld a,(torp_occ) @@ -1174,9 +1369,7 @@ Handle_torp: ld e,a ld ix,spr_bullett1 - psh de - cal putsprite ;display torpedo - pop de + cal safeputsprite ;display torpedo jp check_bullethits ;check for hits with enemies remove_torp: @@ -1184,7 +1377,7 @@ remove_torp: ld (torp_occ),a ret -;--------------------------- level events ------------------------------------- +;--------------------------- level events ----------------------------------- Level_event: ld hl,nextevent ;time to next event 3 = place an enemy inc hl ;nextevent located behind eventleft ld (hl),123 ;set delay ret ;don't place any more enemies -do_event: - ld de,enemies-4 -chk_noenemy: - inc de - inc de - inc de - inc de - ld a,(de) - or a ;0 = no enemy present - jr nz,chk_noenemy +place_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) + dec hl ;points to level\boss\movement + ld a,(hl) ;load + ld (level_move),a ;set boss movement + jp do_event ;+ret + +standby_event: + ld b,nrenemies + ld hl,enemies+1-enemysize + ld de,enemysize +chk_enemyleft: + add hl,de + ld a,(hl) + or a ;0 = no enemy present + jr nz,enemyleft + dnz chk_enemyleft + ret +enemyleft: + ld hl,eventleft + inc (hl) + ret -place_enemy: - ld a,(level_enemy) ;enemy type to place (lvl) - ld hl,enemy00 ;enemy 1 specs - add a,a ;a=type*2 - add a,a ;a=type*4 - ld c,a ;c=type - ld b,0 ;bc = enemy nr. - add hl,bc ;hl = enemy specs - ld a,(hl) ;load hitpoints+occ of this enemy class - ld (de),a ;occ - inc hl ;next enemyInfo byte - inc de ;next byte of current enemy - ld a,(hl) ;load movement+type of this enemy class - ld (de),a ;enemy type +do_event: + ld hl,enemies+1-enemysize + ld bc,enemysize + xor a ;a=0 +chk_noenemy: + add hl,bc + 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..0 +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 + cal findenemyspecs ;hl = enemy #a specs + + dec de ;goto hp64 (before occ) + ldi ;set hp64 + ldi ;set hitpoints+occ of enemy class + ldi ;set enemy class (nr) - inc de ;set x-pos - ld a,122 ;appear at right edge of screen (128-6) - ld (de),a ;= x-position + ld a,128 ;appear at right edge of screen + ld (de),a ;= x-position (save) + inc de ;@y-pos - inc de ;set y-pos - inc hl ;where to place?? ld a,(hl) ;load placeInfo + inc hl dec a ;is it 1? jr z,random_enemy ;yes: create random value <51 in a dec a ;is it 2? @@ -1253,70 +1479,42 @@ halflure_enemy: ;yes (of course it is): pick one (50% lure) lure_enemy: ;2nd possibility: luring enemy ld a,(y) ;place at same y-pos as YOUR ship jr ypos_OK - random_enemy: - cal Random ;make a (in a) random value 0-255 - cp 51 ;y may not be more than 51 - jr c,ypos_OK ;OK if a<51 - and %00111111 ;a = 0..63 - sub 13 ;a = -13..50 - jr c,random_enemy ;not OK if a<0 - + ld bc,256*51 ;range=0..51 + cal Random ypos_OK: ;random value successfully created ld (de),a ;save y-position + inc de ;@movecounter - ld hl,add2enemy-3 ;offset to xtra enemy info - add hl,de ;hl points to - ld (hl),1 ;set move-counter to 1 - inc hl ;hl to + ld a,1 ;movecounter = 1 + ld (de),a ;set + inc de ;@firecounter - ld a,(level_move) - and %00010000 - jr z,ffiredelayed - ld a,1 ;set time-to-fire to 1 frame (fires directly) - jr ffireOK -ffiredelayed: - ld a,(level_fire) ;set "ttf" to normal nr of frames -ffireOK: - ld (hl),a - inc hl ;hl to - ld (hl),1 ;type 1 - inc hl ;hl to - ld a,(RanPos) - and %01111111 - ld (hl),a ;type 1 + ldi ;set time-to-1st-fire + ldi ;set firefreq ret ;return -Random: - ld a,(RanPos) ;a handy random-var. - ld hl,x ;add your x-coord for randomness - adc a,(hl) - ld hl,y ;add your y-coord for randomness - adc a,(hl) - ld (RanPos),a ;save altered random-var - ret ;RanPos also in #a - -;--------------------------- enemy fires -------------------------------------- +;--------------------------- enemy fires ------------------------------------ Enemy_fires: ;de = x,y dec d dec d ;d = x-2 inc e ;e = y+1 - ld b,nrebullets + ld b,nrebuls ld hl,ebullets find_ebullet: ld a,(hl) or a jr z,found_ebullet ;0 = not used inc hl \ inc hl \ inc hl - djnz find_ebullet ;look next bullet + dnz find_ebullet ;look next bullet ret found_ebullet: ld b,%1100 - ld a,(level_move) - and %10000000 + ld a,(level_info) + and %00001000 jr z,bulletok ld a,(y) @@ -1337,51 +1535,49 @@ bulletnotup: ld b,%1000 bulletok: -; ld a,c ;load bullet type -; add a,a ;type*2 %..Btype. -; add a,a ;type*4 %.Btype.. -; add a,a ;type*8 %Btype... - ;add bullet direction %BtypeDir - ld (hl),b ;set bullet direction + ld a,(level_info) + and %11110000 + or b + ld (hl),a ;set bullet direction inc hl ld (hl),d ;set x-pos inc hl ld (hl),e ;set y-pos ret -;----------------------------- enemy bullets ---------------------------------- +;----------------------------- enemy bullets -------------------------------- Enemy_bullets: ld hl,ebullets - ld b,nrebullets + ld b,nrebuls handle_bullet: psh bc psh hl ld a,(hl) ;load bulletType in a - or a ;is it 0? - jr nz,enemy_bullet ;no: handle bullet + and %1111 ;select direction-bits + jr nz,enemy_bullet ;non-0: handle bullet next_bullet: pop hl ;do not move the pop bc inc hl \ inc hl \ inc hl - djnz handle_bullet + dnz handle_bullet ret enemy_bullet: - ld b,a ;save type + ld b,a ;save type&%1111 inc hl ;bullet x ld a,(hl) ;check if it has reached the left side of scrn - and %11111110 ;it is <2 (0 or 1)? - jr z,remove_ebullet ;yes, remove bullet + bit 7,a ;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 ld a,b ;restore type - cp %1100 ;&&& use + cp %1100 ;is it a normal bullet? (cp = faster than bit) jr z,ebullet_common ;type %1100: normal bullet - and %111 + and %111 ;isolate important bits jr z,ebullet_down ;type %1000: moving down dec a jr z,ebullet_up ;type %1001: moving up @@ -1437,16 +1633,21 @@ ebullet_hits: cp 9 jr nc,next_bullet + 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 cal damage_you ;HIT!! remove_ebullet: pop hl ;hl could be destroyed by damage_you ld (hl),0 ;bullet > unused jr next_bullet+1 ;next bullet (SKIP THE = one byte) -;--------------------------- handle enemies ----------------------------------- +;--------------------------- handle enemies --------------------------------- Handle_enemies: - ld hl,enemies + ld hl,enemies+1 ld b,nrenemies ;handle all enemies handle_enemy: @@ -1462,32 +1663,25 @@ handle_enemy: normal_enemy: ;occ "normal" 2 or "moving" 3 inc hl - psh hl - - ld e,(hl) ;e = enemy type - ld c,e ;c = e - ld d,0 ;de = e - ld hl,sprites ;hl = @sprites offset-table - add hl,de ;points to offset of current enemy offset - ld e,(hl) ;de = @enemy offset - - ld ix,spr_enemy00 ;first enemy sprite - add ix,de ;add offset for current enemy - pop hl + ld c,(hl) ;c = enemy type = de + cal find_sprite inc hl ld a,(hl) ;x dec a ;move left - jr c,remove_enemy ;off screen - jr z,remove_enemy ;" ld d,a - + bit 7,d ;x<0 + jr z,enemy_onscreen + cp -7 ;x<=-8 + jr c,remove_enemy ;=off screen +enemy_onscreen: inc hl ld e,(hl) ;y ld a,b ;moving state was stored in b earlier dec a ;is it 1? cal nz,moving_enemy ;2 = moving enemy + ld (hl),e dec hl ;@x ld (hl),d ;store new x ld a,c ;a = enemy type @@ -1501,78 +1695,123 @@ normal_enemy: ;occ "normal" 2 or "moving" 3 jr firing_done ;continue check_enemyfire: - ld bc,add2enemy+1-2 ;offset of - add hl,bc ;go there (@hl) + inc hl ;@y + inc hl ;@movecount + inc hl ;@firecount dec (hl) ;decrease counter till next blast - ld a,(hl) ;load new counter + ld a,(hl) ;&&&doesn't seem efficient to me or a ;has it reached zero? jr nz,firing_done ;finished if not - ld a,(level_fire) ;re-set counter for next blast - ld (hl),a ;save time to fire - inc hl ;next byte = bullettype - ld c,(hl) ;c = bullet type + inc hl ;@firefreq + ld a,(hl) + dec hl + ld (hl),a ;reset counter for next blast psh de ;save registers for firing-use cal Enemy_fires ;fires bullet pop de ;restore (destroyed by Enemy_fires) firing_done: - cal putsprite ;display sprite @ix + cal putwidesprite ;display sprite @ix next_enemy: pop hl - ld bc,$0004 + ld bc,enemysize add hl,bc pop bc - djnz handle_enemy + dnz handle_enemy ret remove_enemy: pop hl ld (hl),$0000 ;bye bye enemy - psh hl - jr next_enemy + jr next_enemy+1 ;continue AFTER pop hl (already done) exploding_enemy: inc hl - psh hl - ld a,(hl) - cal explosion_stuff ;display explosion - pop hl - ld a,(hl) - cp 15 + cp 16 jr z,remove_enemy ;remove when at last frame inc a ld (hl),a ;next frame + dec a ;1-16 -> 0-15 + ld ix,spr_explosion ;base sprite + cal explosion_stuff ;display explosion jr next_enemy -;--------------------------- moving enemies ----------------------------------- +;--------------------------- moving enemies --------------------------------- moving_enemy: ld a,(level_move) - and %1111 - jr z,movetype_updown + and a + jr z,movetype_updown ;type 0 dec a - jr z,movetype_vslow + jr z,movetype_vslow ;1 dec a - jr z,movetype_fast + jr z,movetype_fast ;2 dec a - jr z,movetype_vfast + jr z,movetype_vfast ;3 + dec a + jr z,movetype_smart ;4 + dec a + jr z,movetype_lure ;5 + dec a + jr z,movetype_slowlure ;6 + dec a + jr z,movetype_stoplure ;7 +; dec a +; jr z,movetype_fulllure ;8 -movetype_smart: - ld bc,add2enemy - add hl,bc +movetype_fulllure: + inc d + ld a,(timer) + and 1 + ret z + cal movetype_lure + ld a,(x) + cp d + jr c,lure_left +lure_right: + inc d + ret +lure_left: + dec d + ret +movetype_stoplure: + ld a,100 + cp d + jr c,movetype_slowlure + inc d ;x<100: full stop + jr movetype_slowlure + +movetype_slowlure: ld a,(timer) - and %1111 - ld a,(hl) + and 1 + ret z + +movetype_lure: + ld a,(y) + cp e + jr c,lure_up +lure_down: + inc e + ret +lure_up: + dec e + ret + +movetype_smart: + inc hl ;hl =@ + ld a,(timer) + and %1111 ; | + ld a,(hl) ;&&& \|/ jr nz,smartupdate inc a smartupdate: ld (hl),a or a ;reset carry flag - sbc hl,bc + dec hl ;reset hl to and %11111100 jr z,movetype_fast @@ -1591,12 +1830,10 @@ movetype_vfast: dec d ;move left ret nz ;finished pop hl ;restore stack (no ret used) - jr remove_enemy ;remove this enemy (off screen) + jp remove_enemy ;remove this enemy (off screen) movetype_updown: - ld bc,add2enemy - add hl,bc - + inc hl ;@ ld a,(hl) dec a jr nz,move_updated @@ -1605,27 +1842,32 @@ move_updated: ld (hl),a or a ;reset carry flag - sbc hl,bc + dec hl ;@ and %00100000 - ld a,(hl) ;load current y-position + ld a,(hl);&&&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) - ld (hl),a ;save new y-pos + dec e ;save new y-pos ret ;finish movedown: inc a ;increase y-pos cp 55 ;compare with bottom ret nc ;return if it has passed that line (>40) - ld (hl),a ;otherwise save new position + inc e ;otherwise save new position ret ;and return -;--------------------------- check collision ---------------------------------- +;--------------------------- check collision -------------------------------- Enemies_hit: - ld de,(x) ;e = X, d = Y - ld hl,enemies + 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 + + ld hl,enemies+1 ld b,nrenemies ;check all 20 enemies check_collision: psh hl @@ -1634,46 +1876,34 @@ check_collision: jr z,check_next ;2 or 3 = ok inc hl -collide_enemy: -; psh hl -; psh bc -; ld hl,enemy00 ;enemy 1 specs -; add a,a ;a=type*2 -; add a,a ;a=type*4 -; ld c,a ;c=type -; ld b,0 ;bc = 4 * enemy nr. -; add hl,bc ;hl = enemy specs -; ld a,(hl) ;load size byte -; pop bc -; pop hl -; ld c,a ;save size in c +collide_enemy: ;&&& include in Handle_enemy proc + cal find_sprite inc hl ld a,(hl) ;check x match - sub e ;enemy position minus yours + sub e ;enemy position minus yours minus 7 + jp p,check_next add a,6 + add a,(ix) ;enemy width jp m,check_next - cp 12 - jr nc,check_next inc hl ld a,(hl) ;check y match sub d ;same as with x-check + jp p,check_next add a,6 + add a,(ix+1) ;enemy height jp m,check_next - cp 12 - jr nc,check_next dec hl dec hl take_pickup: - ld a,(hl) ;load enemy type - psh hl ;we need hl ld hl,2 ;increase score by 2 cal scoreInc pop hl ;we're done + ld a,(hl) ;load enemy type or a jr nz,collide ;enemy when <>0 @@ -1694,24 +1924,34 @@ not_maxpickup: ld (hl),a ;remove jr check_next ;all done, next.. +destroy_enemy: + ld (hl),%01 ;set to explode + inc hl + ld (hl),0 ;explosionFrame 0 + jr collide_done + collide: - xor a - ld (hl),a ;explosionFrame 0 dec hl - inc a - ld (hl),a ;set to explode - cal damage_you ;auch! + ld a,(hl) + and %11111100 + jr z,destroy_enemy + ld a,(hl) + sub collidedamage + ld (hl),a +collide_done: + ld b,collidedamage ;damage + cal damage_you check_next: pop hl - inc hl - inc hl - inc hl - inc hl - djnz check_collision + ld a,b ;psh bc + ld bc,enemysize + add hl,bc + ld b,a ;pop bc + dnz check_collision ret -;--------------------------- story ------------------------------------------- +;--------------------------- story ------------------------------------------ storyPage: psh hl @@ -1731,9 +1971,9 @@ storyLine: jr z,storyLine psh hl - ld hl,VIDEO_MEM - ld de,GRAPH_MEM - ld bc,1024 + ld hl,VIDEO_MEM ;copy text + ld de,GRAPH_MEM ;to GRAPH_MEM + ld bc,1024 ;entire screen ldir cal _clrLCD pop hl @@ -1748,123 +1988,114 @@ storyLine: pop hl ret -Story: - ld hl,story01-1 - cal storyPage - cal storyPage - cal storyPage - ret - -story01: - .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06 - .db $1b,$1d,"storyline coming soon..." ,0,0,$1d,$06 - .db $09,$19,"the Nemesis saga continues",0,1 - .db $2e,$21,"with NEMESIS 86" ,0,1 - .db $52,$36,"by Shiar" ,0,0,$19,$23 +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 = $ff + jr nz,dostory ;otherwise loop -;--------------------------- SFX --------------------------------------------- + ld bc,3+1 ;story ends + add hl,bc ;set hl to beginning of the level + ld (levelp),hl ;set the level-pointer + ret ;and return -CDoSFX: - ld hl,VIDEO_MEM - ld de,GRAPH_MEM - ld bc,1024 - ldir - ld b,64 - ld a,-1 +;--------------------------- SFX -------------------------------------------- -DoSFX: ;ins: a=beginLine b=nrOfLines +DoSFX: ;in:a=beginLine;b=nrOfLines ld (curline),a SFXframe: psh bc - ld a,(curline) ;get line number + ld a,0 ;get line number +curline =$-1 inc a ;go to the next line ld (curline),a ;update ld l,a - ld h,0 - add hl,hl + ld h,0 ;hl=a add hl,hl add hl,hl add hl,hl + add hl,hl ;*16 (a pixels down=a*16) ld b,h ;save hl for later ld c,l - ld de,VIDEO_MEM + ld de,VIDEO_MEM ;where to put sfx add hl,de ;go to ymin - ld d,h - ld e,l + ex de,hl ;put into de again ld hl,GRAPH_MEM add hl,bc ;hl->logo - ld a,(curline) ;Calculate how many lines to draw - ld c,a - ld a,64 - sub c - ld b,a + 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 a,b ;psh b (a will not be used) ld bc,16 ;one line (=16 bytes, you'd know by now) ldir ;display (copy actually) ld bc,-16 ;go up one line (not on screen) add hl,bc ;so the same line will be displayed - ld b,a ;pop b - djnz SFXdisp ;repeat until whole screen is displayed + dec a ;counter + jr nz,SFXdisp ;repeat until whole screen is displayed ld b,8 SFXdelay: - halt - djnz SFXdelay + halt ;delay + dnz SFXdelay ;8x - pop bc - djnz SFXframe + pop bc ;counter + dnz SFXframe ret -;--------------------------- handle boss ------------------------------------- - -Handle_boss: - ld hl,GRAPH_MEM - ld (PutWhere),hl - ld ix,spr_boss01 - ld hl,bossx - ld d,(hl) - inc hl - ld e,(hl) - jp putwidesprite - -;--------------------------- update score ------------------------------------ +;--------------------------- show icon -------------------------------------- -scoreInc: - psh bc - ld bc,(score) - add hl,bc - ld (score),hl - pop bc +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 -;--------------------------- show icon ---------------------------------------- - disp_icons: - ld hl,VIDEO_MEM+(16*57);57 rows down = seven rows from bottom + 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 -cleanline: - ld (hl),a ;draw one piece of the divider-line - inc hl ;move right (8 pixels = 1 byte) - djnz cleanline ;repeat (16bytes * 7rows * 8pixels) + cal drawline ;clear scorebar - ld hl,VIDEO_MEM+(56*16) - ld (PutWhere),hl - - cal disp_lives +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 value + cal disp_armor ;display bar ld ix,spr_icon00 ld a,(torp_occ) @@ -1875,14 +2106,25 @@ no_torp: ld de,$2901 ;icon #2 cal putwidesprite ;display - ld ix,spr_icon03 ;emptyIcon + ld ix,spr_icon00 + ld a,(your_weapon) ;ur weapon + dec a ;1=laser + jr z,no_bullets + ld hl,$3945 ;position to display bullet-type digit + ld a,(your_weapon) ;digit + dec a ;minus one (1=laser) + 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 + cal putwidesprite ;display icon ld ix,spr_icon00 ;emptyIcon - ld a,(your_laser) - or a - jr z,no_laser + ld a,(your_weapon) + dec a + jr nz,no_laser ld ix,spr_icon04 ;laserIcon no_laser: ld de,$4901 ;icon #4 @@ -1897,13 +2139,13 @@ no_multiples: ld de,$5901 ;icon #5 cal putwidesprite - ld ix,spr_icon03 + ld ix,spr_dividerline ld de,$6901 cal putwidesprite ld a,(your_pickup) ;pickups taken add a,a ;picks*2 (sets z-flag) - ret z ;return if no pickups + jr z,iconsdone ;return if no pickups add a,a ;picks*4 add a,a ;picks*8 add a,a ;picks*$10 @@ -1913,84 +2155,317 @@ no_multiples: ld ix,spr_icon cal putwidesprite +iconsdone: + ld hl,GRAPH_MEM ;normal game-screen + ld (PutWhere),hl ;set sprite-position to normal screen + + pop ix \ pop hl \ pop de \ pop bc ret disp_armor: - ld hl,$3925 ;Display Armor left - ld (_penCol),hl ;place @ armorIcon - ld a,(your_armor) ;load armor left - add a,'0' ;make digit - cal _vputmap ;display char + 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 + ld c,a ;psh a + srl a ;/2 + srl a ;/4 + srl a ;/8: don't display last 3 bits of a (later) + jr z,noarmorbar ;if a=0 then it would loop 256x so skip it + ld b,a ;loop b=a times +armorbar: ;starting at ($39*16)+VIDEO_MEM + ld (hl),%11111111 ;draw a piece of the bar + add hl,de ;one down (resets carry) + ld (hl),%11111111 ;same piece + sbc hl,de ;up again + inc hl ;next position + dnz armorbar ;loop it b times + +noarmorbar: + ld a,c ;pop a + 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 -disp_lives: - ld hl,$3900 ;display Lives - ld (_penCol),hl ;bottom left - ld hl,savestr+2 - ld (hl),'L' - inc hl - ld (hl),'x' - inc hl +disp_charge: + ld hl,(59*16)+VIDEO_MEM+3 + ld b,3 +chargebarclr: + dec hl + ld (hl),0 + dnz chargebarclr + + ld a,(weapincs) ;load bar size (0-80) + srl a ;half the size (0-40) + srl a ;again half that size (0-20 pixels) + ld c,a ;psh a + srl a ;/2 + srl a ;/4 + srl a ;/8: don't display last 3 bits of a (later) + jr z,nochargebar ;if a=0 then it would loop 256x so skip it + ld b,a ;loop b=a times +chargebar: ;starting at ($39*16)+VIDEO_MEM + ld (hl),%11111111 ;draw a piece of the bar + inc hl ;next position + dnz chargebar ;loop it b times +nochargebar: + ld a,c ;pop a + and %111 ;display last bits of chargebar + ret z ;if armor=0 then bit = %00000000 (don't disp) + ld b,a ;into B + xor a ;bit = %00000000 +chargebarbit: + scf ;set carry flag + rra ;rotates A right and sets bit 7 (c-flag) + dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100) +chargebarready: ; (an if B=3 then a=%11100000) + ld (hl),a ;draw this last byte + ret - ld a,(your_lives) ;nr of lives in a - add a,'0' ;make digit - ld (hl),a - dec hl \ dec hl - cal _vputs ;display on screen +;--------------------------- proc ------------------------------------------- + +Random: ;a=c=b + jr nc,randomloop ;then add again + add a,c ;a!",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_hi: - ld hl,own_name ;find own variable - xor a - cal _ABS_MOV10TOOP1 - cal _FINDSYM + ld hl,_asapvar ;find own variable + rst 20h ;cal _ABS_MOV10TOOP1 + rst 10h ;cal _FINDSYM ret c ;not found? who cares... - ld a,b ;save the stored section - ld h,d - ld l,e - ld b,0 - ld de,4+stored_data_start-_asm_exec_ram - add hl,de + 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 - ld a,0 - ld hl,stored_data_start + xor a + ld hl,storehi_start cal _SET_ABS_SRC_ADDR - ld hl,stored_data_end-stored_data_start + ld hl,storehi_end-storehi_start cal _SET_MM_NUM_BYTES - cal _mm_ldir - ret ;save done + cal _mm_ldir ;save done (cal \ ret) + jp _RAM_PAGE_1 -game_over: - pop hl ;=ret (game_over was called from a procedure) -game_over_nopop: +save_lvl: + ld hl,_asapvar ;find own variable + rst 20h ;cal _ABS_MOV10TOOP1 + rst 10h ;cal _FINDSYM + ret c ;not found? who cares... + + xor a + ld hl,4+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 + +game_over: ;stack=+0 cal BLACKLCD ;clear screen ld hl,$0603 ld (_curRow),hl ;center ld hl,txt_gameover cal _puts ;display "GAME OVER" + cal releasekeys ;wait for all keys to be released + + ld hl,$0007 + ld (_curRow),hl + + ld de,(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 +enter_name_loop: + ld a,'_' + cal _putc + ld hl,_curCol + dec (hl) +nokeypressed: + halt \ halt + cal GET_KEY + or a + jr z,nokeypressed + + cp K_DEL + jr z,backup + cp K_ENTER + jr z,nomore + cp K_EXIT + jr z,nomore + + ld hl,hiscorepos + ld b,(hl) + dec b + jr z,nokeypressed + ld (hl),b + + ld hl,chartable + 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) - xor a ;clear a (AHL will be displayed) + dec ix + ld (ix),' ' + ld a,32 + cal _putc + 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 + +hiscoredone: + xor a ;clear a (Ahl will be displayed) ld hl,$1006 ;bottom-1 right ld (_curRow),hl ;set - ld hl,(score) ;your score + ld hl,(your_score) ;your score cal _dispahl ;display it (a=0) + ld hl,$314b ;bottom-1 right before score ^^ ld (_penCol),hl ;set ld hl,txt_score ;"Score" @@ -2006,102 +2481,122 @@ game_over_nopop: cal _vputs ;display (small) res 3,(iy+5) - ld de,(score) - ld hl,(hiscore) - cal CP_HL_DE - jr nc,no_hiscore - ld (hiscore),de - -no_hiscore: - cal save_hi + ld b,16 + ld de,16 + ld hl,VIDEO_MEM+(49*16)-1 +restore_line: + set 1,(hl) + add hl,de + dnz restore_line - ld b,$20 -wait2: halt \ halt - djnz wait2 ;delay cal _getkey ;wait for keypress jp quit ;restore some things and return to TI-OS/shell -New_game: - xor a ;score 0 - ld (score),a ;reset score - ld (score+1),a ;reset score - inc a ;level #1 - ld (level),a ;reset level nr - ld hl,level01 ;set level pointer to level#1 +New_game: ;stack must be +1 (so change the jp in cal :) + xor a ;ld a,0 + ld (time2invert),a ;keep the screen as it is + ld (your_score),a ;reset score + ld (your_score+1),a ;reset score (0) + ld (torp_occ),a ;no torpedoes + ld (your_weapon),a ;no laser + ld (your_pickup),a ;reset pickups + ld (your_multiples),a ;no multiples + inc a ;ld a,1 + ld (level),a ;reset level nr (#1) + ld hl,level00 ;set level pointer to level#1 ld (levelp),hl ;reset level pointer + inc a ;ld a,2 + ld (your_weapon),a ;default weapon ld a,4 ld (your_lives),a ;3 lives (4 will be decreased @ You_die) ld (pickuptimer),a ;next pickup after 4 enemies destroyed -You_die: - ld hl,your_lives - dec (hl) ;decrease lives - ld a,(hl) ;load lives left - inc a ;if lives=0ffh then a=0 - jp z,game_over ;if so, game's over +You_die: ;stack must be +1 + pop hl ;restore stack + ld a,12 + ld (your_armor),a ;12 HPs/shields + ld a,(your_lives) ;load lives left + dec a ;decrease lives + ld (your_lives),a ;if lives=0ffh GO + inc a ;if -1 then zf set now + jp z,game_over ;and game's over + jr samelevel - xor a ;a=0 -; ld (your_armor),a ;no armor - ld (torp_occ),a ;no torpedoes - ld (your_laser),a ;no laser - ld (your_pickup),a ;reset pickups - ld (your_multiples),a ;no multiples - ld a,5 ;&&& betatest; remove when released! - ld (your_armor),a - jr nonext_level +;--------------------------- next level ------------------------------------- -;--------------------------- next level --------------------------------------- +Next_level: ;stack must be +1 + pop hl + ld a,(your_armor) ;load current armor + cp 25-8 ;may not become >=25 + jr c,addok ;ok then just add 8 + ld a,25-8 ;set to maximum (8 will be added below) +addok: + add a,8 ;add 8 to armor + ld (your_armor),a ;change armor -Next_level: ld hl,level ;level number ld a,(hl) inc a ld (hl),a - ld hl,(levelp) ;level pointer - ld bc,5+32+4 ;advance four bytes (=one level) - add hl,bc ;update to point to next level - ld (levelp),hl ;save - - ld h,0 ;increase score.... - ld l,a ;by level number + add a,a + add a,a + ld h,0 ;increase score.... + ld l,a ;by level number * 4 ld bc,20 add hl,bc ;plus 20 cal scoreInc ;update score -nonext_level: + 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+4 + add hl,bc ;update to point to next level + ld (levelp),hl ;save + +samelevel: + ld hl,(your_ship) + ld (your_shipspr),hl + ld a,80 ld (nextevent),a ;time to first enemy appearance ld hl,(levelp) ;level pointer - ld a,(hl) ;load new level-enemy type - ld (level_enemy),a ;set level-enemy + xor a + cp (hl) + cal z,dostory + + ld a,(hl) ;number of (different) enemies in this level inc hl + ld c,a + ld (nrlvlenemies),a ;set nr of enemies-1 + ld b,0 ;bc=c so we can use ldir + ld de,lvlenemies ;table of enemies + ldir ;load enemies to table ld a,(hl) ;load new appearance-time - ld (eventtime),a ;set + ld (eventtime),a + inc hl + ld a,(hl) + ld (eventtime+1),a ;set inc hl ld a,(hl) ;load nr of enemies in this level ld (eventleft),a ;set nr of events left inc hl + ld a,(hl) + ld (level_info),a ; + inc hl ld a,(hl) ;movement of enemies in this level ld (level_move),a ;do it - inc hl - ld a,(hl) ;how frequent the enemies fire a bullet - ld (level_fire),a ;consider it done inc hl ld de,spacespace - ld bc,36 + ld c,17+17+2 ;b=0 ldir -; xor a -; ld (level_occ),a ;no boss (yet) - ld ix,starx1 ld b,nrstars1 cal placestars - ld hl,RanPos - inc (hl) ld ix,starx2 ld b,nrstars2 cal placestars @@ -2111,15 +2606,10 @@ nonext_level: ld hl,your_occ ;hl = your_occ ld (hl),a ;reset your ship (not exploding) inc hl ;hl = your_inv - ld (hl),50 ;set 50 frames invulnerable - ld hl,x ;begin position x=... - ld (hl),a ;...=a=0=left - inc hl ;y=... - ld a,24 ;...=24=middle - ld (hl),a ;your y - ld (bossy),a ;and y of boss - ld a,80 - ld (bossx),a + ld (hl),25 ;set 25*4=100 frames invulnerable + ld de,$1800 + ld (x),de ;begin position (x,y) + cal Place_multiples ;place all multiple-positions at that (0,24) ld a,(torp_occ) or a ;no torpedoes? @@ -2127,305 +2617,326 @@ nonext_level: ld a,1 ;if so, set to "ready to fire" (=1) torpsclear: - ld de,$0018 ;x=0, y=24 (like you..) - cal Place_multiples ;place all multiple-positions at (0,24) - - ld hl,ybullets ;clear your/enemy bullets - ld (hl),a ;clear first byte - ld de,ybullets+1 ;and copy this byte to the next byte - ld bc,(nrybullets+nrebullets)*3-1 ;bc times (all bullets) - ldir + ld a,(your_weapon) + cal loadweapon - ld hl,enemies ;and remove all enemies as well - ld (hl),a ;clear first byte - ld de,enemies+1 ;point to the next - ld bc,add2enemy+nrenemies*2 ;clear enemy-info + enemiesxtra - ldir + ld hl,enemies ;remove all enemies and bullets + ld (hl),0 ;clear first byte + ld de,enemies+1 ;copy this to the next byte + ld bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1 + ldir ;clear enemies + bullets (y/e) -;--------------------------- setup game --------------------------------------- +;--------------------------- setup game ------------------------------------- game_setup: - cal BLACKLCD - ld hl,$0703 - ld (_curRow),hl ;center + cal BLACKLCD ;white on black ld hl,txt_level + ld de,$0703 + ld (_curRow),de ;center cal _puts ;display "LEVEL " - ld a,(level) + ld a,(level) ;current level ld l,a - ld h,$00 - - cal UNPACK_HL - add a,'0' - ld b,a - cal UNPACK_HL - add a,'0' + ld h,0 ;in hl + cal UNPACK_HL ;create first digit + add a,'0' ;0-9 + ld b,a ;into b + cal UNPACK_HL ;second digit + add a,'0' ;0-9 cal _putc ;display second digit ld a,b cal _putmap ;display first digit - ld hl,$0904 - ld (_curRow),hl ;display lives left below level nr ld hl,txt_lives ;bar text: "Lx0"... + ld de,$0904 + ld (_curRow),de ;display lives left below level nr + cal _puts ld a,(your_lives) ;lives left - add a,'0' ;make value - ld (txt_lives+3),a ;add to text - cal _puts ;display the string - res 3,(iy+5) ;set white on black - - ld b,$20 -wait: halt \ halt - djnz wait ;delay - cal _getkey ;wait for keypress + add a,'0' ;make value 0='0' + cal _putc - cal CLEARLCD ;clear screen - cal disp_icons ;display bottom icons + 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 - ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom - ld b,16 ;draw 16x (screen width) - ld a,%11111111 ;horizontal line mask -drawline: - ld (hl),a ;draw one piece of the divider-line - inc hl ;move right (8 pixels = 1 byte) - djnz drawline ;repeat (16bytes * 8pixels =128= screen width) - ret + res 3,(iy+5) ;set white on black + cal _getkey ;wait for keypress + cp kF1 + cal z,save_lvl + cal _clrLCD ;clear screen + cal disp_icons ;display bottom icons +ret + jp game_main_loop placestars: - add a,b - rlca \ rlca - ld hl,(RanPos) - add a,(hl) - xor %00100100 - rlca - ld (hl),a - - ld h,0 ; l = 0 - ld l,a ;hl = 0..255 - add hl,hl ;hl = 0..510 - ld c,a ;hl = 0..765 - - ld a,r ;a = 0..255 - rra ;a = 0..127 + cal RandomY ;a = random y-pos 1..bottom + ld a,b ;a = b = star nr. = 1..7 + add a,a ;a = 2b = 2..14 ld d,0 - ld e,a - add hl,de - ld e,c - add hl,de + ld e,a ;de = a = 2-14 + or a + sbc hl,de ;substract from random y => random pos anywhere - ld de,GRAPH_MEM - add hl,de + ld (ix),l ;save x-pos (l) + ld (ix+1),h ;save y-pos (h) + inc ix \ inc ix ;next star + dnz placestars ;repeat for all stars + ret - ld (ix),l - ld (ix+1),h - inc ix \ inc ix - djnz placestars +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-16 + add hl,bc + ld a,(hl) + ld (weapdamage),a ;damage of bullets + inc hl + ld a,(hl) + ld (weapdaminc),a ;damage increase ret -;--------------------------- putsprite ---------------------------------------- -;--------------------------- de =(X,Y) ---------------------------------------- +;---------------------------------------------------------------------------- +;--------------------------- putsprite -------------------------------------- +;---------------------------------------------------------------------------- +;in: de=(x,y); ix=sprite +;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=? -offsets_table: - .db 128,64,32,%10000,%01000,%00100,%00010,%00001 putsprite: - ld a,d ;a = X - and %00000111 ;a = X mod 8 = bit nr. to mask - ld hl,offsets_table ;pixel mask table - ld c,a ;bit nr. - ld b,0 ;word - add hl,bc ;add to table - ld a,(hl) ;a = pixel mask - ld (_smc1+1),a ;alter pixel mask + ld c,(ix) ;save width +_putsprite: ;putsprite with custom width + ld a,d ;a=X + bit 7,d ;check sign bit of X + jr z,CSpositive ;X>=0 + + neg ;a=|X| + cp (ix) ;off screen? + ret nc ;X<=-width: don't draw at all + ld b,a ;b=|X|mod 8=1..7=bits to draw + ld a,%11111111 ;all bits set (draw everything) +CSclipleft: + srl a ;remove first bit in a for each b + dnz CSclipleft ;b=1: a=%01111111 + ;b=2: a=%00111111 + ;b=3: a=%00011111 + ;b=4: a=%00001111 + ;b=5: a=%00000111 + ;b=6: a=%00000011 + ;b=7: a=%00000001 + res 7,d ;X+128 (right side of screen) + dec e ;Y-- + jr CSdisplay ;done clipping + +CSpositive: + sub 129-8 ;minus (screen width - byte width) + ld b,a + ld a,%11111111 ;clipmask + jr c,CSdisplay ;x+width<128 then entire sprite is on screen + inc b ;b = number of pixels off screen +CSclipright: + add a,a ;remove last bit in a for each b + dnz CSclipright ;b=1: a=%11111110 + ;b=2: a=%11111100 + ;b=3: a=%11111000 + ;b=4: a=%11110000 + ;b=5: a=%11100000 + ;b=6: a=%11000000 + ;b=7: a=%10000000 + ;b>7: a=%00000000 = off screen + +CSdisplay: ;display the sprite ix at (d,e) masked + ld (CSclipmask),a ;set mask + cal findpixel ;convert de to screen location hl:a + ld (CSbitmask),a + + ld d,c ;width + ld b,(ix+1) ;height +CSyloop: + psh bc ;save rows to go + psh hl ;screen + ld b,d ;width + ld a,(ix+2) ;load image line + and 255 ;mask +CSclipmask =$-1 + ld c,a ;c=image + inc ix ;next +CSbitmask =$+1 + ld a,1 ;saved bitmask +CSxloop: + sla c ;test leftmost pixel + jr nc,CSnodraw ;don't draw if it's 0 + ld e,a ;psh af: save bitmask + or (hl) + ld (hl),a ;OR pixel with screen + ld a,e ;pop af +CSnodraw: + rrca ;next bit + jr nc,CSbitdrawn ;carry set if bit "jumped" + inc hl ;next byte +CSbitdrawn: + dnz CSxloop + pop hl ;screen at x-offset=0 + ld bc,16 + add hl,bc ;next line + pop bc ;rows counter + dnz CSyloop +CSdone: ret + +;--------------------------- putbigsprite ----------------------------------- - ld hl,GRAPH_MEM ;save-location - ld a,e ;y-coord - add a,a ;y*2 - add a,a ;y*4 - add a,a ;y*8 - rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) - add a,a ;y*16 (width of screen) - rl b ;b=b*2+overflow (if y>64 then bc=bc+512) - srl d ;d/2 - srl d ;d/4 - srl d ;d/8 (8 bits in byte) ** c is set when overflow - add a,d ;a = (Y*16+X/8) mod 256 - jr nc,_n1 ;jump if no carry = no overflow = a<=255 - inc b ;a>255 so increase bc by 256 -_n1: ld c,a ;c = (Y*16+X/8) mod 256 - add hl,bc ;bc = Y*16+X/8 - - ld d,(ix) - ld b,(ix+1) -_oloop: psh bc ;Save # of rows - psh hl ;Save screen address - ld b,d ;Load width - ld c,(ix+2) ;Load one line of image +putwidesprite: + ld a,(ix) ;width + cp 9 + jr c,putsprite ;width<=8: just draw the sprite + + ld a,(ix) + sub 8 ;width>8 + psh af + ld c,8 + psh de + cal _putsprite ;otherwise draw one column (8 pixels wide) + pop de inc ix -_smc1: ld a,1 ;Load pixel mask -_iloop: sla c ;Test leftmost pixel - jr nc,_noplot ;See if a plot is needed - ld e,a ;OR pixel with screen - or (hl) - ld (hl),a - ld a,e -_noplot:rrca - jr nc,_notedge ;Test if edge of byte reached - inc hl ;Go to next byte -_notedge: - djnz _iloop - pop hl ;Restore address - ld bc,16 ;Go to next line - add hl,bc - pop bc ;Restore data - djnz _oloop + ld a,8 ;next + add a,d ;8 pixels right + ld d,a + pop bc ;then draw the remaining pixels (c=width-8) + jr _putsprite + +safeputsprite: ;cal putsprite with de intact + psh de + cal putsprite + pop de ret -;--------------------------- putbigsprite ------------------------------------- +;------------------------------- findpixel ---------------------------------- +;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de -putwidesprite: - ld a,d - and 7 - ld hl,offsets_table - ld c,a - ld b,0 - add hl,bc - ld a,(hl) - ld (wsmc1+1),a - ld (wsmc2+1),a - ld hl,(PutWhere) - - ld a,e - add a,a - add a,a - add a,a - - rl b - add a,a - rl b - srl d - srl d - srl d - add a,d - jr nc,n1 - inc b -n1: ld c,a - add hl,bc - - ld d,(ix) - ld b,(ix+1) -woloop: psh bc ;Save # of rows - psh hl ;Save screen address - ld b,d ;Load width - ld c,(ix+2) ;Load one line of image - inc ix -wsmc1: ld a,1 ;Load pixel mask -wiloop: sla c ;Test leftmost pixel - jr nc,wnoplot ;See if a plot is needed - ld e,a ;OR pixel with screen - or (hl) - ld (hl),a - ld a,e -wnoplot: - rrca - jr nc,wnotedge ;Test if edge of byte reached - inc hl ;Go to next byte -wnotedge: -wsmc2: cp 1 - jr z,wover_1 - - djnz wiloop - pop hl ;Restore address - ld bc,16 ;Go to next line - add hl,bc - pop bc ;Restore data - djnz woloop - ret -wover_1: - ld c,(ix+2) - inc ix - djnz wiloop - dec ix - pop hl - ld bc,16 - add hl,bc - pop bc - djnz woloop +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 l,a ;hl=4*Y + ld a,d ;a=d=X + rra ;RRA: carry flag must be reset! + add hl,hl ;that's what the adds are for :P + rra + add hl,hl ;hl=16*Y + rra ;a=X/8 + or l + ld l,a ;hl=hl+a + ld a,d + and 7 ;a=X\8 + cpl + rlca + rlca + rlca + ld (FPbit),a + xor a +FPbit =$+1 + set 0,a + ld de,GRAPH_MEM ;screen base position (where x+y=0) +PutWhere =$-2 + add hl,de ret -;------------------------------------------------------------------------------ -;------------------------------- sprites -------------------------------------- -;------------------------------------------------------------------------------ +;---------------------------------------------------------------------------- +;------------------------------- sprites ------------------------------------ +;---------------------------------------------------------------------------- spr_ship01: .db 7,7 ;ship alpha class - .db %01111000 ; ████ - .db %11100000 ; ███ - .db %11111100 ; ██████ - .db %11110010 ; ████ █ - .db %11111100 ; ██████ - .db %11100000 ; ███ - .db %01111000 ; ████ + .db %01111000 ; ████ + .db %11100000 ;███ + .db %01111100 ; █████ + .db %11110010 ;████ █ + .db %01111100 ; █████ + .db %11100000 ;███ + .db %01111000 ; ████ spr_ship01i: - .db 7,7 ;ship alpha class - .db %01010000 ; █ █ - .db %10100000 ; █ █ - .db %01010100 ; █ █ █ - .db %10100010 ; █ █ █ - .db %01010100 ; █ █ █ - .db %10100000 ; █ █ - .db %01010000 ; █ █ + .db 8,7 + .db %01111010 ; ████ █ + .db %11100001 ;███ █ + .db %01111101 ; █████ █ + .db %11110011 ;████ ██ + .db %01111101 ; █████ █ + .db %11100001 ;███ █ + .db %01111010 ; ████ █ spr_ship02: -; .db 7,7 ;ship beta class -; .db %11100000 ; ███ -; .db %11110000 ; ████ -; .db %01111100 ; █████ -; .db %01110010 ; ███ █ -; .db %01111100 ; █████ -; .db %11110000 ; ████ -; .db %11100000 ; ███ + .db 7,7 ;ship beta class + .db %11100000 ;███ + .db %11110000 ;████ + .db %01111100 ; █████ + .db %01110010 ; ███ █ + .db %01111100 ; █████ + .db %11110000 ;████ + .db %11100000 ;███ spr_ship02i: -; .db 7,7 ;ship beta class -; .db %01000000 ; █ -; .db %10100000 ; █ █ -; .db %01010100 ; █ █ █ -; .db %00100010 ; █ █ -; .db %01010100 ; █ █ █ -; .db %10100000 ; █ █ -; .db %01000000 ; █ - -spr_multiple: - .db 6,4 ;multiples - .db %01111000 ; ████ + .db 8,7 + .db %11100010 ;███ █ + .db %11110001 ;████ █ + .db %01111101 ; █████ █ + .db %01110011 ; ███ ██ + .db %01111101 ; █████ █ + .db %11110001 ;████ █ + .db %11100010 ;███ █ + +spr_ship03: + .db 7,7 ;ship gamma class + .db %11111000 ;█████ + .db %01100000 ; ██ + .db %11111100 ;██████ + .db %11100110 ;███ ██ + .db %11111100 ;██████ + .db %01100000 ; ██ + .db %11111000 ;█████ +spr_ship03i: + .db 8,7 + .db %11111010 ;█████ █ + .db %01100001 ; ██ █ + .db %11111101 ;██████ █ + .db %11100111 ;███ ███ + .db %11111101 ;██████ █ + .db %01100001 ; ██ █ + .db %11111010 ;█████ █ + +spr_ship04: + .db 7,7 ;ship delta class + .db %11000000 ; ██ + .db %11110000 ; ████ .db %11111100 ; ██████ + .db %01100010 ; ██ █ .db %11111100 ; ██████ - .db %01111000 ; ████ - -spr_bullet01: - .db 5,3 ;your bullets - .db %00110000 ; ░▒▓█▒ - .db %11111000 ; ░▒▓████▒ - .db %00110000 ; ░▒▓█▒ -spr_bullet02: - .db 5,3 - .db %11110000 ; ░▒▓███▒ - .db %11111000 ; ░▒▓████▒ - .db %11110000 ; ░▒▓███▒ -spr_bullett1: - .db 4,3 ;▒▒▒ - .db %11100000 ;▒███ .db %11110000 ; ████ - .db %01110000 ; ███ + .db %11000000 ; ██ +spr_ship04i: + .db 8,7 + .db %11000010 ; ██ █ + .db %11110001 ; ████ █ + .db %11111101 ; ██████ █ + .db %01100011 ; ██ ██ + .db %11111101 ; ██████ █ + .db %11110001 ; ████ █ + .db %11000010 ; ██ █ -spr_bullete1: - .db 4,3 ;enemy bullets - .db %01100000 ; ▒█▓▒░ - .db %11110000 ; ▒███▓▒░ - .db %01100000 ; ▒█▓▒░ +spr_multiple: + .db 6,5 ;multiples + .db %01111000 ; ████ + .db %11001100 ; ██ ██ + .db %10000100 ; █ █ + .db %11001100 ; ██ ██ + .db %01111000 ; ████ -;---------------------------------------- explosion ------------------------------------------- +;-------------------------------- explosion --------------------------------- -spr_explosion: +spr_explosion: .db 8,6 ;1 .db %00000000 .db %00011100 ; ███ @@ -2490,130 +3001,506 @@ spr_explosion: .db %00000010 ; █▒ .db %00100100 ; █▒ █ -;--------------------------------------- bar ----------------------------------- +spr_yexplosion: + .db 8,5 ;1 + .db %00000000 + .db %00101100 ; █ ██ + .db %00011110 ; ████ + .db %00110100 ; ██ █ + .db %00011000 ; ██ + .db %00000000 + + .db 8,5 ;2 + .db %00111000 ; ███ + .db %01011100 ; █ ███ + .db %10010111 ;█ █ ███ + .db %01000110 ; █ ██ + .db %00111000 ; ███ + .db %00000000 + + .db 8,6 ;3 + .db %00111100 ; ████ + .db %01001111 ; █ ████ + .db %10100011 ;█ █ ██ + .db %11000110 ;██ ██ + .db %01110101 ; ███ █ █ + .db %00111000 ; ███ + + .db 8,6 ;4 + .db %00110110 ; ██ ██ + .db %00000101 ; █ █ + .db %11000001 ;██ █ + .db %01100001 ; ██ █ + .db %11000010 ;██ █ + .db %01010001 ; █ █ █ + +;--------------------------------- bullets ---------------------------------- + +spr_bullet01: + .db 2,1 + .db %11000000 ;▒██ +spr_bullet02: + .db 4,1 + .db %11110000 ;▒████ +spr_bullet03: + .db 2,2 + .db %11000000 ;▒██ + .db %11000000 ;▒██ +spr_bullet04: + .db 3,2 + .db %11100000 ;▒███ + .db %11100000 ;▒███ +spr_bullet05: + .db 4,3 + .db %01100000 ; ▒██ + .db %11110000 ;▒████ + .db %01100000 ; ▒██ +spr_bullet06: + .db 5,3 + .db %00110000 ; ▒██ + .db %11111000 ;▒█████ + .db %00110000 ; ▒██ +spr_bullet07: + .db 5,3 + .db %01110000 ; ▒███ + .db %11111000 ;▒█████ + .db %01110000 ; ▒███ +spr_bullet08: + .db 5,3 + .db %11110000 ;▒████ + .db %11111000 ;▒█████ + .db %11110000 ;▒████ +spr_bullet09: + .db 5,4 + .db %00010000 ; ▒█ + .db %10111000 ;▒█▒███ + .db %01111000 ; ▒████ + .db %00010000 ; ▒█ +spr_bullet10: + .db 6,4 + .db %00111000 ; ▒███ + .db %01111100 ; ▒█████ + .db %11111100 ;▒██████ + .db %00110000 ; ▒██ +spr_bullet11: + .db 7,5 + .db %00011000 ; ▒██ + .db %11111100 ;▒██████ + .db %00111110 ; ▒█████ + .db %01111100 ; ▒█████ + .db %00011000 ; ▒██ +spr_bullet12: + .db 7,6 + .db %00110000 ; ▒██ + .db %11111100 ;▒██████ + .db %00111110 ; ▒█████ + .db %01111110 ; ▒██████ + .db %11111100 ;▒██████ + .db %00111000 ; ▒███ +spr_bullet13: + .db 8,8 + .db %00111100 ; ▒████ + .db %11111110 ;▒███████ + .db %01111111 ; ▒███████ + .db %00011111 ; ▒█████ + .db %01111111 ; ▒███████ + .db %11111110 ;▒███████ + .db %00111100 ; ▒████ +spr_bullett1: + .db 4,3 ;▒▒▒ + .db %11100000 ;▒███ + .db %11110000 ; ████ + .db %01110000 ; ███ + +spr_bullete1: + .db 4,3 ;enemy bullets + .db %01100000 ; ██▒ + .db %11110000 ;████▒ + .db %01100000 ; ██▒ + +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] [0000:direction 0000:speed] [offset] +;damage = min.damage + dam.inc*incs (0<=incs<=6) +maxnrweapons = 8+1 +weapondata: + .db 1,1,%11110000,0,%11110000,6,%00000000,0 ;LASER + .db 1,1,%00000010,3,%00000000,0,%00000000,0 ;single fire + .db 3,1,%00000011,3,%00000000,0,%00000000,0 ;fast single + .db 1,1,%00000010,0,%00000010,6,%00000000,0 ;double + .db 1,1,%00010010,2,%00110010,2,%01000010,2 ;triple + .db 3,2,%00010011,2,%00110011,2,%01000011,2 + .db 5,3,%00010011,2,%00110011,2,%01000100,2 + .db 7,4,%00010100,2,%00110100,2,%01000100,2 + .db 12,5,%00010110,2,%00110110,2,%01000110,2 + +collidedamage = 4 + +;------------------------------------ bar ----------------------------------- + +spr_lship: + .db 5,3 + .db %11100000 + .db %01111000 + .db %11100000 +lshipsize = 5 spr_icon: .db 16,7 ;selected .......:.......: - .db %11111111,%11111111 ; ████████████████ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11111111,%11111111 ; ████████████████ + .db %11111111 ; ████████████████ + .db %11000000 ; ██ █ + .db %11000000 ; ██ █ + .db %11000000 ; ██ █ + .db %11000000 ; ██ █ + .db %11000000 ; ██ █ + .db %11111111 ; ████████████████ + .db 7 + .db %11111111 + .db %00000001 + .db %00000001 + .db %00000001 + .db %00000001 + .db %00000001 + .db %11111111 spr_icon00: .db 16,7 ;unused .......:.......: - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %10101010 ; █ █ █ █ █ █ █ █ + .db %11010101 ; ██ █ █ █ █ █ █ █ + .db %10101010 ; █ █ █ █ █ █ █ █ + .db %11010101 ; ██ █ █ █ █ █ █ █ + .db %10101010 ; █ █ █ █ █ █ █ █ + .db %11010101 ; ██ █ █ █ █ █ █ █ + .db %10101010 ; █ █ █ █ █ █ █ █ + .db 7 + .db %10101010 + .db %01010101 + .db %10101010 + .db %01010101 + .db %10101010 + .db %01010101 + .db %10101010 spr_icon01: .db 16,7 ;armor ; .......:.......: - .db %10001111,%10000000 ; █ █████ - .db %10010000,%01000000 ; █ █ █ ▒▒▒ - .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒ - .db %10100111,%10100000 ; █ █ ████ █ ▒▒▒ - .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒ - .db %10010000,%01000000 ; █ █ █ ▒▒▒ - .db %10001111,%10000000 ; █ █████ + .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 spr_icon02: .db 16,7 ;torpedo .......:.......: - .db %10111000,%00010101 ; █ ███ █ █ █ - .db %10011100,%00010101 ; █ ███ █ █ █ - .db %10111000,%01001010 ; █ ███ █ █ █ - .db %10000000,%11101010 ; █ ███ █ █ - .db %11100001,%11100101 ; ███ ████ █ █ - .db %10011000,%11110101 ; █ ██ ████ █ █ - .db %11100110,%00110010 ; ███ ██ ██ █ + .db %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 8,7 ;empty .......: - .db %10000000 ;00000000 ; █ - .db %10000000 ;00000000 ; █ - .db %10000000 ;00000000 ; █ - .db %10000000 ;00000000 ; █ - .db %10000000 ;00000000 ; █ - .db %10000000 ;00000000 ; █ - .db %10000000 ;00000000 ; █ + .db 16,7 ;bullets .......:.......: + .db %10000000 ; █ ██ + .db %10000011 ; █ █████ ▒▒▒ + .db %10011000 ; █ ██ ██ ▒▒▒ + .db %11111100 ; ██████ ▒▒▒ + .db %10011000 ; █ ██ ██ ▒▒▒ + .db %10000011 ; █ █████ ▒▒▒ + .db %10000000 ; █ ██ + .db 7 + .db %11000000 + .db %11100000 + .db %11000000 + .db %00000000 + .db %11000000 + .db %11100000 + .db %11000000 spr_icon04: .db 16,7 ;laser .......:.......: - .db %10000000,%00000000 ; █ - .db %10110010,%10000000 ; █ ██ █ █ - .db %10111011,%00000000 ; █ ███ ██ - .db %10011101,%11111111 ; █ ███ █████████ - .db %10111011,%00000000 ; █ ███ ██ - .db %10110010,%10000000 ; █ ██ █ █ - .db %10000000,%00000000 ; █ + .db %10000000 ; █ + .db %10110010 ; █ ██ █ █ + .db %10111011 ; █ ███ ██ + .db %10011101 ; █ ███ █████████ + .db %10111011 ; █ ███ ██ + .db %10110010 ; █ ██ █ █ + .db %10000000 ; █ + .db 7 + .db %00000000 + .db %10000000 + .db %00000000 + .db %11111111 + .db %00000000 + .db %10000000 + .db %00000000 spr_icon05: .db 16,7 ;multiple .......:.......: - .db %10000011,%10000000 ; █ ███ - .db %10000001,%11100110 ; █ ████ ██ - .db %10000001,%11100000 ; █ ████ - .db %10000011,%10000000 ; █ ███ - .db %10011000,%00000000 ; █ ██ - .db %10111100,%11000011 ; █ ████ ██ ██ - .db %10011000,%00000000 ; █ ██ - -;---------------------------- texts ------------------------------------------- - -txt_about: .db " v0.94.A08",127,"by Shiar",0 -txt_email: .db "shiar0@hotmail.com",0 -txt_menu1: .db "CONTINUE",0 -txt_menu2: .db "NEW GAME",0 - -txt_level: .db "LEVEL ",0 -txt_gameover: .db "GAME OVER!",0 + .db %10000011 ; █ ███ + .db %10000001 ; █ ████ ██ + .db %10000001 ; █ ████ + .db %10000011 ; █ ███ + .db %10011000 ; █ ██ + .db %10111100 ; █ ████ ██ ██ + .db %10011000 ; █ ██ + .db 7 + .db %10000000 + .db %11100110 + .db %11100000 + .db %10000000 + .db %00000000 + .db %11000011 + .db %00000000 +spr_dividerline: + .db 8,7 + .db 128,128,128,128,128,128,128 ;128 = %10000000 + +;---------------------------- texts ----------------------------------------- + +txt_email: .db "www.shiar.org ",127 ;title screen + .db " shiar0@hotmail.com",0 +_txt_email = $3A01 ;$3A1E=just email +txt_about: .db " v0.97.625 ",127," by Shiar",0 ;right behind txt_email +_txt_about = $331F +txt_menu1: .db "NEW GAME",0 +txt_menu2: .db "CONTINUE",0 + +txt_level: .db "LEVEL ",0 ;new level screen +txt_lives: .db "Lx0",0 +txt_savekey: .db "Press [F1] to save",0 + +txt_gameover: .db "GAME OVER!",0 ;game over screen txt_score: .db "Score",0 txt_hiscore: .db "Hiscore",0 -txt_lives: .db "Lx0?",0 -txt_pressenter: .db "Enter to continue",0 -;---------------------------- save data --------------------------------------- +txt_pressenter: .db "Enter to continue",0 ;pause +txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0 ;boss +txt_teacherans: .db Lneg,"14.2063168184",0 -PutWhere .dw GRAPH_MEM ;where to put the wide sprites -level .db $00 ;level number -levelp .dw $0000 ;pointer to level data +;---------------------------- save data ------------------------------------- -score .dw $0000 - -stored_data_start: +storehi_start: hiscore .dw $0000 -stored_data_end: +hiname .db "Shiar.97",0 +storehi_end: + +storesave_start: +level .db $01 ;level number +levelp .dw level01 ;pointer to level data +pickuptimer .db $04 ;counts when to place a pickup +your_ship .dw spr_ship04 ;your sprite +your_score .dw $0000 ;current score -your_pickup .db $00 +your_pickup .db $04 your_occ .db $00 ;0=normal 1..16=exploding your_inv .db $00 ;invincibility left -your_armor .db $00 ;HP left -your_lives .db $00 ; +your_armor .db $0a ;HP left +your_lives .db $03 ; -your_laser .db $00 ;laser avail: 0=no, 1=yes +your_weapon .db $02 ;weapon: 0=no, 1=laser, 2+=bullet n+1 your_multiples .db $00 ;multiples present torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt torp_pos .dw $0000 ;torpedo position (x,y) +storesave_end: + +;XLlevelsdata:--------------------------------------------------------------- + +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 + +;format:[nr.dif.enemies]x [enemy nr] +; [min. enemy frequency] [enemy frequency max.inc] [next lvl] +; [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire] +; [level_move] [tunnel size] [groundtype] +; [16_ground] [16_ceiling] [stars1] [stars2] + + .db $07,$08 ;moveType; enemyType +level01: ;efrequency must be odd if halfluring! + .db 3,1,2,3 + .db 6,10,180,%00000000 + .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 $07,$08 ;moveType; enemyType +level02: ;efrequency must be odd if halfluring! + .db 3,4,5,6 + .db 30,1,40,%00010000 + .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 + + .db 0,0 + + .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 $07,$09 +level03: + .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 0,0 + + .db 0 + .db $01,01,"Blablabla...",0,1 + .db $01,34,"this storyline sux",0,0,1,39 + .db $FF + + .db $07,$09 +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 +level04: + .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 +level05: + .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 +level06: + .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 ------------------------------------- -;---------------------------- enemy data -------------------------------------- +;format: [HP64] [000000:HP 00:occ] [sprite] [appearance(ypos)] +; [time2fire] [firefreq] [0] [0] +enemyspecs: + .db 0,%00100110,(spr_enemy01-spr_enemy00)/2,1,0,0,0,0 ;#1 + .db 0,%00111111,(spr_enemy02-spr_enemy00)/2,1,0,0,0,0 ;#2 + .db 0,%01011010,(spr_enemy03-spr_enemy00)/2,1,0,0,0,0 ;#2 -sprites: - .db $00 - .db spr_enemy01-spr_enemy00 - .db spr_enemy02-spr_enemy00 - .db spr_enemy03-spr_enemy00 - .db spr_enemy04-spr_enemy00 - .db spr_enemy05-spr_enemy00 - .db spr_enemy06-spr_enemy00 - .db spr_enemy07-spr_enemy00 - .db spr_enemy08-spr_enemy00 + .db 0,%00100110,(spr_enemy04-spr_enemy00)/2,1,1,46,0,0 ;#1 + .db 0,%00101010,(spr_enemy05-spr_enemy00)/2,3,39,13,0,0 ;#2 + .db 0,%00001111,(spr_enemy06-spr_enemy00)/2,2,87,5,0,0 ;#3 + + .db 0,%00000110,(spr_enemy04-spr_enemy00)/2,2,0,0,0,0 ;#4 + .db 0,%00000111,(spr_enemy05-spr_enemy00)/2,3,0,0,0,0 ;#5 + .db 0,%00001011,(spr_enemy06-spr_enemy00)/2,2,0,0,0,0 ;#6 + + .db 0,%00011011,(spr_enemy07-spr_enemy00)/2,3,0,0,0,0 ;#7 + + .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,1,15,10,0,0 ;boss1 + .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,3,10,8,0,0 ;boss2 + + .db 0,%00000000,0,0,0,0,0,0 + .db 0,%00000000,0,0,0,0,0,0 + .db 0,%00000000,0,0,0,0,0,0 + .db 0,%00000000,0,0,0,0,0,0 + .db 0,%00000000,0,0,0,0,0,0 + .db 0,%00000000,0,0,0,0,0,0 + .db 0,%00000000,0,0,0,0,0,0 spr_enemy00: - .db 7,5 ;pickup - .db %11111110 ; ███████ - .db %11111110 ; ███████ - .db %11000110 ; ██ ██ - .db %11111110 ; ███████ - .db %11111110 ; ███████ + .db 8,8 ;pickup + .db %00011000 ; ██ + .db %00011000 ; ██ + .db %00011000 ; ██ + .db %11111111 ; ████████ + .db %11111111 ; ████████ + .db %00011000 ; ██ + .db %00011000 ; ██ + .db %00011000 ; ██ + spr_enemy01: + .db 7,6 ;enemy type one + .db %00011000 ; ██ + .db %01111100 ; █████ + .db %11111110 ;███████ + .db %11111110 ;███████ + .db %11111100 ;██████ + .db %01110000 ; ███ +spr_enemy02: + .db 8,7 ;enemy type two + .db %00111100 ; ████ + .db %01111110 ; ██████ + .db %01111111 ; ███████ + .db %11111111 ;████████ + .db %11111111 ;████████ + .db %11110110 ;████ ██ + .db %01100000 ; ██ + .db 0 +spr_enemy03: + .db 8,8 ;enemy type three + .db %00011110 ; ████ + .db %01110011 ; ███ ██ + .db %01111101 ; █████ █ + .db %11111111 ;████████ + .db %11111110 ;███████ + .db %11111110 ;████████ + .db %01111110 ; ███████ + .db %00011100 ; ███ +spr_enemy04: .db 6,6 ;enemy type one .db %00111100 ; ████ .db %01110000 ; ███ @@ -2621,7 +3508,7 @@ spr_enemy01: .db %11110000 ; ████ .db %01110000 ; ███ .db %00111100 ; ████ -spr_enemy02: +spr_enemy05: .db 8,6 ;enemy type two .db %00111111 ; █████ .db %01111000 ; ████ @@ -2629,7 +3516,7 @@ spr_enemy02: .db %11111100 ; ██████ .db %01111000 ; ████ .db %00111111 ; █████ -spr_enemy03: +spr_enemy06: .db 6,6 ;enemy type three .db %01111100 ; █████ .db %11110000 ; ████ @@ -2637,7 +3524,7 @@ spr_enemy03: .db %11111000 ; █████ .db %11110000 ; ████ .db %01111100 ; █████ -spr_enemy04: +spr_enemy06A: .db 6,6 ;enemy type four .db %00111000 ; ███ .db %01111100 ; █████ @@ -2645,7 +3532,7 @@ spr_enemy04: .db %11111000 ; █████ .db %01111100 ; █████ .db %00111000 ; ███ -spr_enemy05: +spr_enemy07: .db 7,6 ;enemy type five .db %00011110 ; ████ .db %01111110 ; ██████ @@ -2653,7 +3540,7 @@ spr_enemy05: .db %11111100 ; ██████ .db %01111110 ; ██████ .db %00011110 ; ████ -spr_enemy06: +spr_enemy08: .db 7,6 ;enemy type six .db %00011100 ; ███ .db %01111110 ; ██████ @@ -2661,7 +3548,15 @@ spr_enemy06: .db %10111000 ; █ ███ .db %01111110 ; ██████ .db %00011100 ; ███ -spr_enemy07: +spr_enemy09: + .db 8,6 ;enemy type seven + .db %00011110 ; ████ + .db %01111111 ; ███████ + .db %10011100 ; █ ███ + .db %10011100 ; █ ███ + .db %01111111 ; ███████ + .db %00011110 ; ████ +spr_enemy10: .db 8,6 ;enemy type seven .db %00011110 ; ████ .db %01111111 ; ███████ @@ -2669,90 +3564,101 @@ spr_enemy07: .db %10011100 ; █ ███ .db %01111111 ; ███████ .db %00011110 ; ████ -spr_boss01: - .db 16,10 ;boss type one - .db %00000001,%11111111 ; █████████ - .db %00001111,%11111110 ; ███████████ - .db %00111111,%11110000 ; ██████████ - .db %01011111,%10000000 ; █ ██████ - .db %10011111,%01000000 ; █ █████ █ - .db %10011111,%01000000 ; █ █████ █ - .db %01011111,%10000000 ; █ ██████ - .db %00111111,%11110000 ; ██████████ - .db %00001111,%11111110 ; ███████████ - .db %00000001,%11111111 ; █████████ - - -spr_enemy08: - .db 8,6 ;enemy type eight - .db %00011110 ; ████ - .db %01111111 ; ███████ -enemy00:.db %10011100 ; █ ███ - .db %10011100 ; █ ███ - .db %01111111 ; ███████ - .db %00011110 ; ████ - - ;enemyInfo: %000000:HP %10:occ $00:type $00:app $00:unused -enemy01: ;#1 HP:1 app:random - .db %00000010,1,1,0 -enemy02: ;#2 HP:1 app:halflure - .db %00000010,2,3,0 -enemy03: ;#3 HP:1 app:lure - .db %00001111,3,2,0 - -enemy04: ;#4 HP:2 app:lure - .db %00000110,4,2,0 -enemy05: ;#5 HP:2 app:random moving - .db %00000111,5,3,0 -enemy06: ;#6 HP:3 app:lure moving - .db %00001011,6,2,0 - -enemy07: ;#7 HP:7 app:halflure moving - .db %00011011,7,3,0 - -;----------------------------- level info ------------------------------------- - - ;format: enemy nr; enemy frequency; next lvl; level_move; level_fire - ;tunnel size; groundtype; 17_ground; 17_ceiling; stars1; stars2 -level01: ;efrequency must be odd if halfluring! - .db $01,$1b,$2f,%00010000,255,0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 -level02: - .db $02,$13,$4b,%01010000,064,0,0 - .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 -level03: - .db $03,$2d,$3f,%01100000,255,-9,1 - .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20 - .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18 - .db -1,-1 - -level04: - .db $04,$11,$41,%00010000,057,0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 -level05: - .db $05,$11,$45,%01010010,031,-7,1 - .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2 - .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 -level06: - .db $06,$19,$3a,%01110000,255,-4,1 - .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 - .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 -level07: - .db $07,$09,$ff,%00010000,043,0,0 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 - .db 1,1 +spr_boss0_1: + .db 16,19 ;boss type one : + .db %00000000 ; █ █ + .db %00000111 ; ███ ███ + .db %00000011 ; ████ █ + .db %00000001 ; ██ ██ + .db %00000011 ; ███ ██ + .db %00000000 ; █████ + .db %00010111 ; █ ██████████ + .db %00111111 ; ██████ ██ ██ + .db %11111000 ;█████ ██ █ ███ + .db %00001111 ; █████ ██ █ █ + .db %11111000 ;█████ ██ █ ███ + .db %00111111 ; ██████ ██ ██ + .db %00010111 ; █ ██████████ + .db %00000000 ; █████ + .db %00000011 ; ███ ██ + .db %00000001 ; ██ ██ + .db %00000011 ; ████ █ + .db %00000111 ; ███ ███ + .db %00000000 ; █ █ + .db 19 + .db %01010000 + .db %01110000 + .db %11010000 + .db %10110000 + .db %10110000 + .db %11111000 + .db %11111110 + .db %01101100 + .db %11010111 + .db %10110101 + .db %11010111 + .db %01101100 + .db %11111110 + .db %11111000 + .db %10110000 + .db %10110000 + .db %11010000 + .db %01110000 + .db %01010000 + .db 0 +spr_boss0_2: + .db 16,10 ;boss type one : + .db %00000001 ; █████████ + .db %00001111 ; ███████████ + .db %00111111 ; ██████████ + .db %01011111 ; █ ██████ + .db %10011111 ; █ █████ █ + .db %10011111 ; █ █████ █ + .db %01011111 ; █ ██████ + .db %00111111 ; ██████████ + .db %00001111 ; ███████████ + .db %00000001 ; █████████ + .db 10 + .db %11111111 + .db %11111110 + .db %11110000 + .db %10000000 + .db %01000000 + .db %01000000 + .db %10000000 + .db %11110000 + .db %11111110 + .db %11111111 + .db 0 +spr_boss0_3: + .db 16,10 ;boss type:one : + .db %11111110 ; ███████ + .db %00001111 ; █████ ████ + .db %00111111 ; █████████ ██ + .db %01001111 ; █ ███████████ + .db %10001101 ; █ ██ █ █████ + .db %10001101 ; █ ██ █ █████ + .db %01001111 ; █ ███████████ + .db %00111111 ; █████████ ██ + .db %00001111 ; █████ ████ + .db %11111110 ; ███████ + .db 10 + .db %00000000 + .db %10001111 + .db %11100011 + .db %11111110 + .db %01111100 + .db %01111100 + .db %11111110 + .db %11100011 + .db %10001111 + .db %00000000 + .db 0 -;----------------------------- logo ------------------------------------------- +;---------------------------------------------------------------------------- +;----------------------------- logo ------------------------------------------ +;---------------------------------------------------------------------------- logo_nemesis: .db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000 @@ -2775,42 +3681,66 @@ logo_nemesis: .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001 -;----------------------------- end -------------------------------------------- +;----------------------------- end ------------------------------------------ .end .end -;------------------------------------------------------------------------------ +;---------------------------------------------------------------------------- +;---------------------------------------------------------------------------- +;---------------------------------------------------------------------------- -;0.94.1008 -- 08.X.99 -- size 4531 (4456) +; 0.97.625 -- 25.VI.00 -- size 5729 ; -; + starfield background scrolling left (2 layers (front and back)) -; * enemies aim their bullets towards you: 5 different directions! -; # removed some unintended instructions -; * gamefield is now white on black instead of normal black on white! -; + enemies can also move slowly, fast, very fast, or 1st fast then slow -; # you can't fire when you're exploding -; + GROUND scrolling at bottom. You die if you hit the ground (!!!) -; (unlike the ground in version 0.925test there are NO bugs) -; + ceiling scrolling at top, just like the ground -; * ground and ceiling profile are different each level -; * ground and/or ceiling can be non-present (speeding up cause skipped) -; # no more BIG crash if enemies fire too much bullets ( >10) -; + frequency of enemies firing bullets differs per level -; * stars scroll at alternate speeds, different than any ship/pick (3/4) -; + special effect displaying titlescreen (stole from Spaze Invaders'83) -; * enemies can fire either directly on entering the level, or not -; + "tunnel" (playfield) can narrow/grow at random (depending on level) -; * minimum size of "tunnel" can be different per level -; + menu at startup. select "NEW GAME" and "LOAD GAME" with up/down -; - nemesis doesn't use the SpazeInvaders effect anymore (took too long) -; + choosing new game will display a demo first (text will be displayed -; with special effect [SI] saying the storyline will come soon) -; * levels altered to be more challenging and different (seven levels) -; # the usual bugs that come with new features removed (i think?) -; * you get 5 shield-points at start and after death +; # 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 +; + 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 doesn't freeze 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 +; * new (big) boss; "asteroids" level #1 +; * score increased once every 32 frames (instead of 256) +; # ground fixed for new random routine (smaller routine; incs -2 to 2) ; ; -; + added - removed * changed # bug fixed - +; + added - removed * changed # bug fixed \ No newline at end of file