X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/e1af8ee582f9a52831f2460b2c7098d4ab629324..6182b2a8db0e125b903be3ca44c3a8227fdf4f9f:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index 259db9b..35f36c9 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,599 +1,1300 @@ - .include "asm86.h" + .include "asm86.h" .include "ti86asm.inc" - .include "ti86abs.inc" + .org _asm_exec_ram + nop jp Start - .dw $0000 + .dw $0001 .dw Title -Title: .db "Nemesis v0.01 by Shiar",0 -Start: call _runindicoff - -TEXT_MEM = $c0f9 -temp1 = $c120 -StringPlace = $c180 -jpf1 = $c200 + .dw spr_ship +Title: .db "Nemesis v0.6.820 by Shiar",0 +Start: jr init +just_fired = $c0f9 ;byte +temp1 = $c100 ;word -;-------------------- init ---------------------------------------------------- +;---------------------- init -------------------------------------------------- init: - set 0,(iy+3) - ld (iy+13),0 - -;-------------------- main menu ----------------------------------------------- - - jp play_game - -;-------------------- exit ---------------------------------------------------- - -exit_game: - ret - -;----------------------- game setup ------------------------------------------- - -play_game: - ld hl,stored_data_start - ld bc,variables_end-stored_data_start-1 - -;---------------------- display setup ---------------------------------------- - -set_up_display: - call _clrLCD - - ld hl,in_game_text - ld b,3 -l11: ld a,(hl) - ld (_curCol),a - inc hl - ld a,(hl) - ld (_curRow),a - inc hl - call _puts - djnz l11 - -;------------------------ in-game texts --------------------------------------- + call _runindicoff + +;---------------------- main menu --------------------------------------------- + +LogoPut: + ld hl,logo_nemesis ;from... + ld de,$FC00+16 ;...to one line from top + ld a,19 ;19 rows +LogoLoop: + ld bc,16 ;set screen width + ldir ;display one line + dec a ;decrease line-counter + jr nz,LogoLoop ;repeat when counter is not yet zero + +menutext: + ld hl,$1608 ;just below logo + ld (_penCol),hl + ld hl,txt_about ;display "by Shiar (ICQ#43840958)" + call _vputs -in_game_text: - .db 16,0,"LIVES",0 - .db 16,3,"LEVEL",0 - .db 16,6,"SCORE",0 + ld hl,$0705 ;located one row above bottom + ld (_curRow),hl ;go there + ld hl,txt_1player ;display "ONE PLAYER" + call _puts + ld hl,$0706 ;below oneplayer text + ld (_curRow),hl + ld hl,txt_2players ;display "TWO PLAYERS" + call _puts -str_question: - .db "-----",0 + call _getkey ;wait for keypress + call New_level ;prepare level -;-------------------------- game loop ----------------------------------------- +;------------------------------------------------------------------------------ +;---------------------- game loop --------------------------------------------- +;------------------------------------------------------------------------------ game_main_loop: - ld hl,timer + ld hl,timer ;update time inc (hl) - xor a - ld hl,GRAPH_MEM+(16*12) - ld b,a -csl: ld (hl),a +Clear_screen: + xor a ;empty bitmask + ld hl,GRAPH_MEM ;screen location (top left) + ld b,$E0 ;loop 0E0h = 224 times = 256-32 for score-bar) +clearloop: + ld (hl),a ;clear four times (total = 224*4 = 896 bytes) inc hl ld (hl),a inc hl ld (hl),a inc hl - djnz csl - - call Level_event - call Handle_Ship - call Handle_enemies - call Display_Screen - call Misc_Keys - jr game_main_loop + ld (hl),a + inc hl + djnz clearloop ;repeat 224x + +check_exitkey: + ld a,%00111111 ; pressed? + out (1),a + nop \ nop + in a,(1) + bit 6,a + jr z,quit ;yes: quit game + +game_stuff: + call Level_event ;insert enemies + call Handle_Ship ;move you + call Fire_bullet ;check for fire + call Handle_enemies ;move enemies + call Handle_bullets ;move your bullets + call Enemy_bullets ;move enemy bullets + call Enemies_hit ;check for collision with enemies + + call Display_Screen ;display all + halt \ halt ;delay + jr game_main_loop ;loop + +quit: ret ;---------------------- display ----------------------------------------------- Display_Screen: - ld a,64 ;Display Image - ld hl,GRAPH_MEM+(16*12) - ld de,$fc00 -dsl: ld bc,12 - ldir - inc de - inc de - inc de - inc de - dec a - jr nz,dsl - - ld hl,$1007 ;Display Score - ld (_curRow),hl - ld hl,(score) -; jp _D_HL_DECI + ld hl,GRAPH_MEM ;from storage (top left) + ld de,$fc00 ;to screen (top left) + ld a,56 ;display height = 64 bytes (minus 8 for bar) +displayloop: + ld bc,16 ;display width = 16 bytes (16*8bits=256pixels) + ldir ;16x de >> hl + dec a ;next line + jr nz,displayloop ;loop 64x + + ld hl,$3a6b ;Display Score + ld (_penCol),hl + ld hl,(timer) + ld h,0 + jp _D_HL_DECI ret ;------------------------- handle ship ---------------------------------------- Handle_Ship: - ld a,(your_status) - bit 4,a - jr nz,you_not_normal - or a - jr z,ok - dec a - ld (your_status),a - ld hl,(lives) - ld a,l - or h - jr nz,ok - pop af - ret + ld a,(your_occ) + or a + jr z,ok ;0 = normal stat + + inc a ;next (explosion)frame + ld (your_occ),a ;save + + cp 34 ;last explosion frame? + jr c,exploding_you ;not yet: display explosion + cp 40 ;delay finished? + jp z,game_over ;yes = game over + ret ;don't display anything + ok: - ld a,%01111110 - out (1),a - ld hl,y - in a,(1) - rra - ld b,a - - jr c,no_down - ld a,(hl) - inc a - cp 73 ;y < 73 - jr z,no_down - ld (hl),a -no_down: dec hl - rr b - jr c,no_left - ld a,(hl) - dec a - jr z,no_left ;x > 0 - ld (hl),a -no_left: rr b - jr c,no_right - ld a,(hl) - inc a - cp 89 ;x < 89 - jr z,no_right - ld (hl),a -no_right:ld d,(hl) - inc hl - rr b - jr c,no_up - ld a,(hl) - dec a - cp 15 ;y > 15 - jr z,no_up - ld (hl),a -no_up: - ld ix,spr_ship + ld a,%01111110 + out (1),a + nop \ nop + in a,(1) + ld hl,y + rra + ld b,a + + jr c,no_down + ld a,(hl) + inc a + cp 50 ;56-6 = bottom of screen + jr z,no_down + ld (hl),a +no_down: + dec hl + rr b + jr c,no_left + ld a,(hl) + sub 1 ; doesn't affect c-flag + jr c,no_left ;-1 = left side + ld (hl),a +no_left: + rr b + jr c,no_right + ld a,(hl) + inc a + cp 122 ;128-6 = right side + jr z,no_right + ld (hl),a +no_right: + ld d,(hl) + inc hl + rr b + jr c,no_up + ld a,(hl) + sub 1 ; doesn't affect carry-flag + jr c,no_up ;-1 = top of screen + ld (hl),a +no_up: ld ix,spr_ship01 display_common: - ld e,(hl) - jp drw_spr - -you_not_normal: - - ld hl,(score) - ld de,-6 - add hl,de - ld a,255 - cp h - jr nz,_ok_ - ld hl,0 -_ok_: ld (score),hl - ld a,(your_status) - dec a - ld (your_status),a - inc a - and 14 - xor 14 - ld hl,x-1 + ld e,(hl) + jp drw_spr ;ret -explosion_stuff: - rra - add a,a - add a,a - add a,a - ld c,a - ld b,0 - ld ix,spr_explosion - add ix,bc - inc hl - ld d,(hl) - inc hl - jr display_common - -;---------------------------- handle keys ------------------------------------- - -Misc_Keys: - ld a,$BF - out (1),a - nop - nop - in a,(1) - rla - rla - jr nc,e_exit +exploding_you: + srl a ;half the framerate + dec a ;first frame is 1>inc>srl>dec = 0 + ld hl,x-1 - ld a,$FD - out (1),a - nop - nop - in a,(1) +explosion_stuff: rra - bit 5,a - ret nz -e_exit: pop af + add a,a + add a,a + add a,a + ld c,a + ld b,0 + ld ix,spr_explosion + add ix,bc + inc hl + ld d,(hl) + inc hl + jr display_common + +damage_you: + ld a,1 ;set to explode (1st frame) + ld (your_occ),a ret -;--------------------------- level events ------------------------------------- +;------------------------- fire bullet ---------------------------------------- -Level_event: - ld a,(nextevent) - dec a - ld (nextevent),a +Fire_bullet: + ld a,%00111111 + out (1),a + ld a,(your_occ) or a + ret nz ;return if not normal stat + ld hl,just_fired + in a,(1) + bit 4,a + jr z,fire ;fire pressed? + ld (hl),0 ;not fired + ret + +fire: ld a,(hl) + or a ;can't fire when 1 ret nz + ld (hl),1 ;just fired -do_event: - ld hl,(curevent) + ld hl,ybullets + ld de,3 + ld b,10 +find_ybullet: + ld a,(hl) + or a + jr z,found_ybullet ;0 = no bullet here + add hl,de + djnz find_ybullet ;look next bullet + ret + +found_ybullet: + ld (hl),1 ;use bullet + inc hl + ld a,(x) + add a,5 + ld (hl),a ;set x + ld a,(y) + add a,2 + inc hl + ld (hl),a ;set y + ret + +;------------------------ handle bullets -------------------------------------- + +remove_bullet: + dec hl + ld (hl),0 ;dump this bullet! + ret + +Handle_bullets: + ld hl,ybullets + ld b,10 +scan_bullets: + push bc + push hl + ld (temp1),hl + ld a,(hl) + inc hl + dec a + call z,bullet_type1 + pop hl + pop bc + ld de,3 + add hl,de + djnz scan_bullets + ret + +bullet_type1: + ld a,(hl) ;d = X + inc a ;move right + cp 121 ;off screen? (x=127-5-1) + jr z,remove_bullet + inc a ;move right + cp 121 ;off screen? + jr z,remove_bullet + ld (hl),a ;save new pos. + ld d,a inc hl + ld e,(hl) ;e = Y + ld ix,spr_bullet01 + push de + call drw_spr ;display bullet + pop de + ld b,nrenemies + ld hl,enemies + +hit_enemies: ;Hits with normal enemies + push hl - ld de,enemies - dec de - dec de -search_noenemy: + ld a,(hl) + and %00000010 + jr z,nohit ;no hit when enemy_occ <> 2/3 + + inc hl + inc hl + ld a,(hl) ;check x + sub d + add a,5 + jp m,nohit + cp 8 + jr nc,nohit + + inc hl + ld a,(hl) ;check y + sub e + add a,5 + jp m,nohit + cp 10 + jr nc,nohit + + xor a + push hl + ld hl,(temp1) + ld (hl),a ;remove bullet + pop hl + + dec hl + dec hl + dec hl + ld a,(hl) ;occ + ld b,a ;push occ + and %11111100 ;occ/4 = HP left ; jump + ld (hl),%01 ;set to explode + inc hl + ld b,(hl) ;save enemy type + ld (hl),a ;explosionFrame 0 + + pop hl + ret + +hpleft: + ld a,b ;pop occ + sub %00000100 ;decrease HP by one + ld (hl),a ;save + pop hl + ret + +nohit: pop hl + inc hl + inc hl + inc hl + inc hl + djnz hit_enemies ;check next enemy + ret + +;--------------------------- level events ------------------------------------- + +Level_event: + ld hl,nextevent ;time to next event unused + jr next_bullet + ;--------------------------- handle enemies ----------------------------------- Handle_enemies: ld hl,enemies + ld b,nrenemies ;handle all enemies handle_enemy: + push bc push hl - ld d,(hl) - inc hl - ld e,(hl) - ld a,d - or a - jr z,next_enemy + ld a,(hl) + and %00000011 + jr z,next_enemy ;occ "no enemy" 0 + dec a + jr z,exploding_enemy ;occ "exploding" 1 + ld b,1 dec a + jr z,normal_enemy ;occ "normal" 2 + +moving_enemy: ;occ "moving" 3 + ld b,0 + +normal_enemy: + inc hl + push hl + + ld e,(hl) ;e = enemy type + ld d,0 ;de = e + ld hl,sprites ;hl = @sprites offset-table + add hl,de ;points to offset of current enemy offset + ld e,(hl) ;de = @enemy offset + + ld ix,spr_enemy01 ;first enemy sprite + add ix,de ;add offset for current enemy + pop hl + + inc hl + ld a,(hl) ;x + dec a ;move left + jp m,remove_enemy ;off screen + jr z,remove_enemy ;" ld d,a - jr z,remove_enemy - ld (hl),e - dec hl - ld (hl),d - ld ix,spr_enemy01 - call drw_spr - jr next_enemy + inc hl + ld e,(hl) ;y + ld a,b ;%xxx00001=moving -0=normal + dec a + jr z,ymove_done ;skip y-move + +; srl a +; ld b,a ;b = %0xxx0000 (move stat) + ld a,(timer) + and %00010000 ;switches 0<>1 every 16 turns +; add a,b ;a = new move stat +; add a,a +; ld b,a ;b = %xxx00000 (new move stat*2) + +; dec hl \ dec hl +; ld a,(hl) ;type +; and %00011111 ;reset move-type +; add a,b ;set new move-type +; ld (hl),a +; inc hl \ inc hl ;@y + +; and %00100000 + jr z,movedown +moveup: dec (hl) ;decrease y-pos + jr ymove_done +movedown: + inc (hl) ;increase y-pos + +ymove_done: + dec hl ;@x + ld (hl),d ;store new x + + push de ;save registers + call drw_spr ;display sprite @ix + pop de ;restore (destroyed by drw_spr) + + ld a,$ff ;fire frequency + call Random ;random value < a + dec a ;fire if 1 + call z,Enemy_fires ;fires bullet + jr next_enemy ;finished remove_enemy: + pop hl + ld (hl),$0000 ;bye bye enemy + push hl +next_enemy: + pop hl + ld bc,$0004 + add hl,bc + pop bc + djnz handle_enemy + ret + +exploding_enemy: + inc hl + push hl + ld a,(hl) + call explosion_stuff ;display explosion + pop hl + + ld a,(hl) + cp 15 + jr z,remove_enemy ;remove when at last frame + inc a + ld (hl),a ;next frame + jr next_enemy + +;--------------------------- check collision ---------------------------------- + +Enemies_hit: + ld a,(your_occ) + or a ;0 = you're normal + ret nz + + ld de,(x) ;e = X, d = Y + ld hl,enemies + ld b,nrenemies ;check all 20 enemies +check_collision: + push hl + ld a,(hl) + and %00000010 + jr z,check_next ;2 or 3 = ok + + inc hl + inc hl + ld a,(hl) ;check x match + sub e + add a,6 + jp m,check_next + cp 12 + jr nc,check_next + + inc hl + ld a,(hl) ;check y match + sub d + add a,6 + jp m,check_next + cp 12 + jr nc,check_next + dec hl - ld (hl),$0000 + dec hl + xor a + ld (hl),a ;explosionFrame 0 + dec hl + inc a + ld (hl),a ;set to explode + call damage_you ;auch! -next_enemy: +check_next: pop hl inc hl inc hl - ld a,(hl) - cp $ff - jr nz,handle_enemy + inc hl + inc hl + djnz check_collision + ret + +;--------------------------- game over ---------------------------------------- + +game_over: + call _clrLCD ;clear screen + ld hl,$0603 + ld (_curRow),hl ;center + ld hl,txt_gameover + call _puts ;display "GAME OVER" + + ld b,$20 +wait2: halt \ halt + djnz wait2 ;delay + call _getkey ;wait for keypress + +;--------------------------- new game ----------------------------------------- + +New_level: + xor a ;a=0 + ld hl,x ;begin position x=... + ld (hl),a ;...=a=0=left + inc hl ;y=... + ld (hl),24 ;...=24=middle + ld (level),a ;reset level nr + ld (score),a ;reset score + ld hl,level01-3 ;set level pointer to level#1 + ld (levelp),hl ;reset level pointer + +;--------------------------- next level --------------------------------------- + +Next_level: + ld hl,level + inc (hl) ;increase level nr. + ld a,80 + ld (nextevent),a ;time to first enemy appearance + + ld hl,(levelp) ;level pointer + inc hl + inc hl + inc hl ;update to point to next level + ld (levelp),hl ;save + + ld a,(hl) ;load new level-enemy type + ld (eventenemy),a ;set level-enemy + inc hl + ld a,(hl) ;load new appearance-time + ld (eventtime),a ;set + inc hl + ld a,(hl) ;load nr of enemies in this level + ld (eventleft),a ;set nr of events left + + xor a + ld (timer),a ;reset time + +;--------------------------- setup game --------------------------------------- + +game_setup: + call _clrLCD ;clear screen + ld a,%10111011 + ld hl,$fc00 ;screen location (top left) + ld b,0 ;b = 0 (loop 0-1 = 0FFh = 256 times) +clearloop2: + inc a + ld (hl),a ;clear four times (total = 256*4 = 1024 bytes) + inc hl + ld (hl),a + inc hl + xor $ff + ld (hl),a + inc hl + ld (hl),a + inc hl + xor $ff + djnz clearloop2 ;repeat 256x + + ld hl,$0703 + ld (_curRow),hl ;center + ld hl,txt_level + call _puts ;display "LEVEL " + ld a,(level) + ld l,a + ld h,$00 + + call UNPACK_HL + add a,'0' + ld b,a + call UNPACK_HL + add a,'0' + call _putc ;display second digit + ld a,b + call _putmap ;display first digit + + ld hl,$0904 + ld (_curRow),hl ;display lives left below level nr + ld hl,txt_lives ;bar text: "Lx0"... + ld a,(lives) ;lives left + add a,'0' ;make value + ld (txt_lives+3),a ;add to text + call _puts ;display the string + + ld b,$20 +wait: halt \ halt + djnz wait ;delay + call _getkey ;wait for keypress + + ld ix,spr_icon00 ;display icons + ld de,$1802 ;bottom left + call drw_spr + ld ix,spr_icon00 ;display icons + ld de,$2002 ;bottom left + call drw_spr + ld ix,spr_icon00 ;display icons + ld de,$2802 ;bottom left + call drw_spr + ld ix,spr_icon00 ;display icons + ld de,$3002 ;bottom left + call drw_spr + ld ix,spr_icon00 ;display icons + ld de,$3802 ;bottom left + call drw_spr + + ld hl,GRAPH_MEM ;from storage (top left) + ld de,$fc00+(56*16) ;to screen (top left) + ld a,8 ;display height = 64 bytes (minus 8 for bar) +displayloop3: + ld bc,16 ;display width = 16 bytes (16*8bits=256pixels) + ldir ;16x de >> hl + dec a ;next line + jr nz,displayloop3 ;loop 8x + + ld hl,$3a00 ;display Lives + ld (_penCol),hl ;bottom left + ld hl,savestr+2 + ld (hl),'L' + inc hl + ld (hl),'x' + inc hl + + ld a,(lives) ;nr of lives in a + add a,'0' ;make digit + ld (hl),a + dec hl \ dec hl + call _vputs ;display on screen + + ld hl,$fc00+(16*57) ;56 rows down = eight rows from bottom + ld b,15 ;draw 16x (screen width) +drawline: + ld a,%11111111 ;horizontal line mask + 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 +;--------------------------- exit --------------------------------------------- + +exit_game: ret ;--------------------------- putsprite ---------------------------------------- +;--------------------------- de =(X,Y) ---------------------------------------- offsets_table: - .db 128,64,32,16,8,4,2,1 -drw_spr: ld a,d - and 7 - ld hl,offsets_table - ld c,a - ld b,0 - add hl,bc - ld a,(hl) - ld (_smc1+1),a - - ld (_smc1+1),a - ld hl,GRAPH_MEM - ld a,e - add a,a - add a,e - 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) -_oloop: push bc ;Save # of rows - push hl ;Save screen address - ld b,d ;Load width - ld c,(ix+2) ;Load one line of image - inc ix -_smc1 ld a,1 ;Load pixel mask -_iloop: sla c ;Test leftmost pixel - jr nc,_noplot ;See if a plot is needed - ld e,a ;OR pixel with screen - or (hl) - ld (hl),a - ld a,e -_noplot: rrca - jr nc,_notedge ;Test if edge of byte reached - inc hl ;Go to next byte -_notedge:djnz _iloop - pop hl ;Restore address - ld bc,12 ;Go to next line - add hl,bc - pop bc ;Restore data - djnz _oloop - ret - -;drw_sprw: - 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,GRAPH_MEM - - ld a,e - add a,a - add a,e - 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 + .db 128,64,32,16,%1000,%0100,%0010,%0001 +drw_spr: + 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 (_smc1+1),a + + 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 + ;b=0 + rl b + add a,a ;y*16 (width of screen) + rl b + 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 + ;optimize tip: reverse hl <-> bc (??) - ld d,(ix) - ld b,(ix+1) -woloop: push bc ;Save # of rows - push 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,12 ;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,12 - add hl,bc - pop bc - djnz woloop - ret - - -HL_Decimal: - ld (_penCol),de ;set display position - ld de,StringPlace+4 ;end of location to store string - ld b,5 ;digits -ConvLoop: - call UNPACK_HL ;value to string - add a,'0' - ld (de),a ;store char - dec de - djnz ConvLoop ;loop - ld hl,StringPlace ;display stored chars - call _vputs + ld d,(ix) + ld b,(ix+1) +_oloop: push bc ;Save # of rows + push hl ;Save screen address + ld b,d ;Load width + ld c,(ix+2) ;Load one line of image + inc ix +_smc1: ld a,1 ;Load pixel mask +_iloop: sla c ;Test leftmost pixel + jr nc,_noplot ;See if a plot is needed + ld e,a ;OR pixel with screen + or (hl) + ld (hl),a + ld a,e +_noplot:rrca + jr nc,_notedge ;Test if edge of byte reached + inc hl ;Go to next byte +_notedge: + djnz _iloop + pop hl ;Restore address + ld bc,16 ;Go to next line + add hl,bc + pop bc ;Restore data + djnz _oloop ret +;---------------------- random ------------------------------------------------ +Random: ; Creates a random number 0 <= x < A + push bc + push de + push hl + ld b,a + ld a,r + add a,a + ld hl,0 + ld d,0 + ld e,a +RMul: + add hl,de + djnz RMul + ld a,h + pop hl + pop de + pop bc + ret + +;---------------------- display 5digit number --------------------------------- + +_D_HL_DECI: + push bc ;save bc + ld de,savestr+4 ;savenr saves number string + ld b,5 ;five digits +ldhld: call 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 +dis: ld hl,savestr + call _vputs + pop bc + ret + +savestr: + .db "PAD98",0 +;------------------------------------------------------------------------------ ;------------------------------- sprites -------------------------------------- +;------------------------------------------------------------------------------ spr_ship: - .db 7,7 - .db %11111000 - .db %11000000 - .db %11111100 - .db %11111110 - .db %11111100 - .db %11000000 - .db %11111000 + .db 9,1 ;ship icon + .db %11100000 ; ███ + .db %11111000 ; █████ + .db %00111110 ; █████ + .db %11111001 ; █████ █ + .db %11111001 ; █████ █ + .db %11111001 ; █████ █ + .db %00111110 ; █████ + .db %11111000 ; █████ + .db %11100000 ; ███ + +spr_ship01: + .db 7,7 ;ship alpha class + .db %01111000 ; ████ + .db %11100000 ; ███ + .db %11111100 ; ██████ + .db %11110010 ; ████ █ + .db %11111100 ; ██████ + .db %11100000 ; ███ + .db %01111000 ; ████ +spr_ship02: + .db 7,7 ;ship beta class + .db %11000000 ; ██ + .db %11110000 ; ████ + .db %01111100 ; █████ + .db %01110010 ; ███ █ + .db %01111100 ; █████ + .db %11110000 ; ████ + .db %11000000 ; ██ spr_bullet01: - .db 3,5 - .db %01000000 - .db %11100000 - .db %11100000 - .db %11100000 - .db %11100000 - + .db 5,3 ;your bullets + .db %00110000 ; ░▒▓█▒ + .db %11111000 ; ░▒▓████▒ + .db %00110000 ; ░▒▓█▒ spr_bullet02: - .db 3,3 - .db %01000000 - .db %11100000 - .db %01000000 + .db 5,3 ;your bullets + .db %11110000 ; ░▒▓███▒ + .db %11111000 ; ░▒▓████▒ + .db %11110000 ; ░▒▓███▒ -spr_enemy01: - .db 6,6 - .db %00111100 - .db %01110000 - .db %11110000 - .db %11110000 - .db %01110000 - .db %00111100 +spr_bullet11: + .db 3,3 ;enemy bullets + .db %01000000 ; ▒▓▒░ + .db %11100000 ; ▒██▓▒░ + .db %01000000 ; ▒▓▒░ + +;---------------------------------------- explosion ------------------------------------------- spr_explosion: - .db 8,6 - .db %00000000 - .db %00011100 - .DB %00111110 - .DB %01010110 - .DB %00111000 - .DB %00000000 - .db 8,6 - .db %00110000 - .db %01001110 - .DB %10111110 - .DB %01001111 - .DB %00111000 - .DB %00011010 - .db 8,6 - .db %11110011 - .db %01001110 - .DB %10110101 - .DB %01000101 - .DB %00111110 - .DB %11011010 - .db 8,6 - .db %11110011 - .db %01001110 - .DB %10110101 - .DB %01000101 - .DB %00111110 - .DB %11011010 - .db 8,6 - .db %01000001 - .db %00100110 - .DB %00010101 - .DB %01000100 - .DB %00010010 - .DB %10011010 - .db 8,6 - .db %01000010 - .db %00100000 - .DB %00000001 - .DB %01000100 - .DB %00100010 - .DB %10001010 - .db 8,6 - .db %00001000 - .db %11000010 - .DB %00000000 - .db %00100000 - .db %00000001 - .db %00110000 - .db 8,6 - .db %00000100 - .DB %00000000 - .DB %01000000 - .DB %00000000 - .db %00000001 - .db %00100100 - -;---------------------------- level data ------------------------------------- -Leveldata: - .db $90,$40 - .db $90,$30 - .db $90,$20 - .db $90,$10 - .db $00,$00 - -;---------------------------- texts ------------------------------------------ - -title_message: - .db "G A L A X I A N",0 - -;---------------------------- save data -------------------------------------- + .db 8,6 ;1 + .db %00000000 + .db %00011100 ; ███ + .db %00111110 ; █████ + .db %01010110 ; █ █ ██ + .db %00111000 ; ███ + .db %00000000 + + .db 8,6 ;2 + .db %00110000 ; ██ + .db %01001110 ; █ ▒███ + .db %10111110 ; █ █████ + .db %01001111 ; █ ▒████ + .db %00111000 ; ███ + .db %00011010 ; ██ █ + + .db 8,6 ;3 + .db %10110011 ; █ ██ ██ + .db %01001110 ; █ ███ + .db %10110101 ; █ ██▒█▒█ + .db %01000101 ; █ ▒█▒█ + .db %00111110 ; █████ + .db %11011010 ; ██ ██ █ + + .db 8,6 ;4 + .db %00101010 ; ▒ █▒█ █▒ + .db %01000110 ; █ ▒██ + .db %10110101 ; █ ██ █ █ + .db %01100110 ; ██ ██▒ + .db %00111100 ; ████▒ + .db %01011001 ; ▒█ ██ ▒█ + + .db 8,6 ;5 + .db %01000001 ; █▒ ▒ ▒█ + .db %00100101 ; ▒█ █▒█ + .db %00010100 ; ▒ ▒█ █ ▒ + .db %01000100 ; █▒ █ + .db %00010010 ; ▒█▒▒█ + .db %10011010 ; █▒ ██ █▒ + + .db 8,6 ;6 + .db %01000100 ; █ █ ▒ + .db %00100000 ; ▒█ ▒ ▒ + .db %00000001 ; ▒ ▒ █ + .db %01000100 ; █ █ + .db %00100010 ; █▒ █ + .db %01001000 ; ▒█ ▒█ ▒ + + .db 8,6 ;7 + .db %00001000 ; ▒ █▒ + .db %11000010 ; ██ ▒ █ + .db %00000000 ; ▒ + .db %00100000 ; ▒█ ▒ + .db %00000001 ; ▒ ▒█ + .db %00110000 ; ▒██▒ + + .db 8,6 ;8 + .db %00000100 ; ▒█ + .db %00000000 ; ▒▒ ▒ + .db %01000000 ; █ + .db %00000000 ; ▒ + .db %00000010 ; █▒ + .db %00100100 ; █▒ █ + +;--------------------------------------- bar ----------------------------------- + +spr_icon00: + .db 8,7 + .db %10101010 ; █ █ █ █ + .db %11010101 ; ██ █ █ █ + .db %10101010 ; █ █ █ █ + .db %11010101 ; ██ █ █ █ + .db %10101010 ; █ █ █ █ + .db %11010101 ; ██ █ █ █ + .db %10101010 ; █ █ █ █ +spr_icon01: + .db 8,7 + .db %10000000 ; █....... + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ +spr_icon02: + .db 8,7 + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ + .db %10000000 ; █ + +;---------------------------- texts ------------------------------------------- + +txt_about: .db "v0.6.820 ","by Shiar " + .db "(ICQ#43840958)",0 +txt_1player: .db "1 PLAYER",0 +txt_2players: .db "2 PLAYERS",0 +txt_level: .db "LEVEL ",0 +txt_gameover: .db "GAME OVER!",0 +txt_lives: .db "Lx0?",0 + +;---------------------------- save data --------------------------------------- stored_data_start: -curevent .dw Leveldata ;next event -nextevent .db (Leveldata) ;time to next event +timer .db $00 ;frame counter +level .db $00 ;level number +levelp .dw level01 ;pointer to level data + +eventenemy .db $02 ;enemy type +eventtime .db $15 ;enemy frequency +eventleft .db $00 ;nr. of enemies still to come +nextevent .db $50 ;time to next event + score .dw $0000 -lives .dw $0003 -level .dw $0003 -x .db $46 -y .db $46 -lasers .db $03 -ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 -ebuls .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 -enemies .dw $3335,$2323,$4040,$ffff,$ffff - .dw $ffff,$ffff,$ffff,$ffff,$ffff - .dw 0,0,0,0,0 - .dw 0,0,0,0,0 - .dw 0,0,0,0,0,0,0,0,0,0 - .dw 0,0,0,0,0,0,0,0,0,$ffff - -boss_status .db 00 -boss_pwr .db 00 -boss_x .db 00 -boss_y .db 00 -boss_2bytes .dw 0000 - -timer .dw $0000 -your_status .db $00 - .db $00 -warped_status .db $00 - -variables_end: - -stored_data_end: +your_occ .db $00 ;0=normal 1..16=exploding +lives .dw $0003 ;unused +x .db $16 ;x-pos +y .db $46 ;think about it.. +hp .db $00 ;hitpoints left + +ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y) +ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y) + +nrenemies = 20 +enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + +; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) +; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) + +;---------------------------- enemy data -------------------------------------- + +sprites: + .db $00 + .db spr_enemy02-spr_enemy01 + .db spr_enemy03-spr_enemy01 + .db spr_enemy04-spr_enemy01 + +spr_enemy01: + .db 6,6 ;enemy type one + .db %00111100 ; ████ + .db %01110000 ; ███ + .db %11110000 ; ████ + .db %11110000 ; ████ + .db %01110000 ; ███ + .db %00111100 ; ████ +spr_enemy02: + .db 8,7 ;enemy type two + .db %00111111 ; █████ + .db %01111000 ; ████ + .db %11111100 ; ██████ + .db %11111110 ; ███████ + .db %11111100 ; ██████ + .db %01111000 ; ████ + .db %00111111 ; █████ +spr_enemy03: + .db 6,6 ;enemy type three + .db %01111100 ; █████ + .db %11110000 ; ████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %11110000 ; ████ + .db %01111100 ; █████ +spr_enemy04: + .db 6,6 ;enemy type four + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_enemy05: + .db 7,6 ;enemy type four + .db %00011110 ; ████ + .db %01111110 ; ██████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111110 ; ██████ + .db %00011110 ; ████ + +enemy01: ;HP:1 move:- fire:- + .db %00000010,%00000000 ;first two enemy bytes +enemy02: ;HP:1 move:1 fire:1.5% + .db %00000010,%00000001 +enemy03: ;HP:2 move:- fire:3% + .db %00000110,%00000010 +enemy04: ;HP:5 move:- fire:6% + .db %00010010,%00000011 +enemy05: ;HP:10 move:- fire:25% + .db %00100111,%00000100 + +;----------------------------- level info ------------------------------------- + +level01: + .db $00,$15,$30 ;enemy nr ; enemy frequency ; next lvl +level02: + .db $01,$11,$4c +level03: + .db $02,$19,$40 +level04: + .db $03,$0f,$50 +level05: + .db $04,$2e,$3e + +;----------------------------- logo ------------------------------------------- + +logo_nemesis: +.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000 +.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000 +.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000 +.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000 +.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001 + +;----------------------------- end -------------------------------------------- .end +.end +;----------------------------- NEMESIS'86 by Shiar ---------------------------- +;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS +;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.6.820 +;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · 20.IIX.99 +;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only +;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2077 bytes on calc +;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR +;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958 +;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar@wishmail.net +;Homepage · · · · · · · · · · · · · · · · · · coming soon (www.wish.net/~shiar) -;NEMESIS'86 by Shiar +;Beta: yes · · still to come: lives, armor, powerups, more levels, enemies... +;Sound: no · · · · · · · · · · · · don't know if i'll make sounds... we'll see +;Fun: yes · · · · · although not yet finished, the game is playable: 5 levels +;Bugs: yes crashes after death; press at GameOver-screen. Send me more +;Source: no · · · · · · · · not yet, will be released when Nemesis is finished +;----------------------------- version history -------------------------------- ;0.01.717 -- 17.VII.99 -- size 984 ; ; + movement of ship over whole screen ; + enemies moving from right to left, appearing right at specified times - - - - +; +; 0.1.718 -- 18.VII.99 -- size 907 +; +; # no crash when level restarts for the third time +; * exit-procedure updated, unnecessary stuff/keychecks removed +; * alot of unused code removed +; + different types of enemies (just look different) +; + collision detection!! enemy ships disappear when you hit them +; +; 0.2.718 -- 18.VII.99 -- size 1153 +; +; + ability to fire bullets (F1). Enemies disappear on impact +; * enemies explode instead of disappearing +; +; 0.3.719 -- 19.VII.99 -- size 1401 +; +; * bullets appear correctly (not INSIDE your ship) +; + some enemies can take multiple hits (differs per class) +; + all enemies fire bullets at random +; + if you're hit by bullet/enemy, you'll lose one hitpoint +; +; 0.4.720 -- 20.VII.99 -- size 1481 +; +; # collision detection fixed and optimized (much faster now!) +; + shell-icon added (YAS type) +; * code optimizations, some data "compression" +; * explosion looks better, and some vars removed/smaller +; # enemies are removed when at left side (instead of becoming invisible) +; + displays level number before each level begins +; +; 0.5.725 -- 25.VII.99 -- size 1778 +; +; * waits a sec at level display (in case of accidental keypress) +; * moving enemies (move up&down) +; # bullets removed correctly so they can be used again later +; * first level made +; # enemy weaponfire is fired from correct positions +; + your ship explodes on impact with ships/bullets +; * game over screen will be displayed just *after* your ship's gone +; + frame counter onscreen +; +; 0.6.820 -- 20.IIX.99 -- size 2152 (2077 on calc) +; +; * play field increased to full screen instead of 3/4 +; + bottom eight lines used for score (etc) display +; - no more solid levels, enemies are placed at random +; + enemies appear every x turns (depends on level) +; # fixed bullets so they don't disappear at 3/4 of the screen +; * A LOT of optimizations both in speed and size!! +; + enemy type, frequency, and number specified per level +; + bottom score bar displays score, lives and icons (to be used later) +; * smarter enemy handling (so enemies have different sizes) +; + bottom bar divided from playing field by a horizontal line +; + five levels (and five enemies) made +; # game vars reset at start and game over +; + NEMESIS LOGO displayed at startup!! (also, program grew 350bytes ): +; + version/credits string displayed below logo: v0.6.820 by shiar (ICQ#) + +; + added - removed * changed # bug fixed