X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/e795d0d9167d6d7de948e9db62eae7020462b591..HEAD:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index 24c7366..f0a5bb1 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,111 +1,136 @@ -;------------------------------------------------------------------------------ -;---------------------- NEMESIS ----------------------------------------------- -;------------------------------------------------------------------------------ -; >>> NEMESIS <<< Version 0.96 BETA by SHIAR -; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -; Title : Nemesis -; Version : 0.96 -; Release Date : 30.X.99 -; Filename : nemesis.86p (4836) nemesis0.86p (888) -; Author(s) : Shiar -; Email Address : shiar0@hotmail.com -; ICQ ; #43840958 -; Web Page : come.to/shiar -; Description : cool arcade-shoot-em-up-game (release 12/99) -; Where to get this game : www.ticalc.org -; Other games by author : N/A - -; ABOUT: This source should only be used for learning practises, do not -; alter it, and certainly do not distribute an altered version!! -; NOTE: &&& marks uncertainties or things to optimize - -;---------------------- nemesis.z80 start ------------------------------------- - +;----------------------------------------------------------------------------- +;---------------------------- N E M E S I S -------------------------------- +;------------------------------------------------ cool arcade-shoot-em-up-game + +; --------- Version - 1.01.314 --------- +; --------- Release Date - 2002 March 14 --------- +; --------- Author(s) - Shiar --------- +; --------- Email Address - nemesis@shiar.org --------- +; --------- Web Page - www.shiar.org --------- +; --------- Description - cool shoot-em-up arcade --------- +; --------- Where to get this game - shiar.org --------- +; --------- Other games by author(s) - Wormy --------- + +; ---------------------------------------------------------------------- +; --- This source should only be used for learning practises, do not --- +; --- alter it, and certainly never distribute an altered version!! --- +; ---------------------------------------------------------------------- + +;---------------------- nemesis.z80 start ------------------------------------ + + #define TI86 ;TI83 + + #define cal call ;just to make it harder for you to understand + #define rcl call ;RemoteCaLl / RomCalL + #define rjp jp ;RomJumP + #define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero + #define psh push ; >:-> + +#ifdef TI83 ;----------------------------------------------------------------- +#include "ion.inc" ;standard TI-83 ROMcalls (Ion shell) + + #define halt or a + +scrwidth = 12 + +#define teacherkey ;compiled with teacher key: 92 bytes extra + +VIDEO_MEM = plotsscreen +dispbuffer = VIDEO_MEM ;virtual screen (MUST be mod$400=0!!) + +BUSY_OFF = _indicatorOff +_curRow = currow +_curCol = curcol +_penCol = pencol +;_clrLCD = _clrlcdf ;clears screen +_clrScrn = _clrscrf ;also clears TEXT_MEM +_clrWindow = _clrscrf +GET_KEY = $4014 ;_getcsc +CONTRAST = contrast +_dispahl = _disphl +UNPACK_HL = $4008 ;_divhlby10 +CP_HL_DE = _cphlde +Lpi = $C4 +Lneg = $1A +K_DOWN = 1 +K_LEFT = 2 +K_RIGHT = 3 +K_UP = 4 +K_ENTER = 9 +K_DEL = $20 +K_ALPHA = $30 ;48 +K_F1 = $35 ;Y= +K_SECOND = $36 ;54 +K_EXIT = $37 ;Mode +kEnter = 5 +kGrMenu = 44 + +storepos = saferam2 ;<1024 bytes needed to store things + + .org progstart + + ret + jr nc,init +Title: .db "Nemesis 83 TEST by SHIAR",0 +#endif ;---------------------------------------------------------------------- + + +#ifdef TI85 ;----------------------------------------------------------------- +#include "usgard.h" ;usgard shell + +scrwidth = 16 + +;#define clearbuffer ;clears the display buffer after usage +;#define fixkeys ;fixes left+down bug: 47 bytes extra size +;#define teacherkey ;compiled with teacher key: 92 bytes extra +;#define story ;storyline shown (w/ neat effect): 871 bytes +;#define shiscore ;save hiscore/savegame +;#define invertable + +dispbuffer = $8400 ;$C9FA ;virtual screen (MUST be mod$400=0!!) + ;8100-8C00 +;_clrWindow = $4a86 ;_clrLCD and _clrScrn +;_ex_ahl_bde = $45f3 ;exchange values between AHL and BDE +;_shracc = $4383 ;like _shlacc but just the opposite :P +;_dispahl = $4a33 ;display value in ahl <100000 (cheap TI) +;_asapvar = $d6fc ;our own variable name (likely "nemesis") + +storepos = TEXT_MEM ;<1024 bytes needed to store things +saferam1 = DELC_MEM + + .org 0 +Title: .db "Nemesis 85 Alpha" ;Usgard description +; .db " - 4 Nunome",0 ;present + .db " by SHIAR",0 ;author +#endif ;---------------------------------------------------------------------- + + +#ifdef TI86 ;----------------------------------------------------------------- #include "asm86.h" #include "ti86asm.inc" ;standard ti86 romcalls -#include "ti86abs.inc" ;used to save hiscores and so +#include "ti86abs.inc" ;used to save hiscores and stuff - .org _asm_exec_ram +scrwidth = 16 -#define cal call ;just to make it harder for you to understand -#define psh push ; ^:D -#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero - -TEXT_MEM = _textShadow ;167 bytes ($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+2 ; +2 ;counts how long a blast lasts -curline = storepos+2 ; +2 ;used to display SFX -menuitem = storepos+2 ; +2 ;used to store menu location -hiscorepos = storepos+2 ; +2 -RanPos = storepos+3 ; +3 ;used for making random values -timer = storepos+4 ; +4 ;frame counter - ;--------YOU -x = storepos+5 ; +5 ;your ship's position -y = x+1 ; +6 ;your y-pos -firex = y+1 ; +7 ;(1 byte) -firey = firex+1 ; +8 ;(1 byte) - ; ** - ;--------LEVEL -eventtime = storepos+10 ;+10 ;enemy frequency -eventleft = eventtime+1 ;+11 ;nr. of enemies still to come -nextevent = eventleft+1 ;+12 ;time to next event -level_enemy = nextevent+1 ;+13 ;enemy type -level_info = level_enemy+1 ;+14 ;info (see below) -level_move = level_info+1 ;+15 ;= -level_fire = level_move+1 ;+16 - ; ** - ;--------OBJECTS -spacespace = storepos+19 ;+19 -groundinfo = spacespace+1 ;+20 -groundpos = groundinfo+1 ;+21 $10 -ceilingpos = groundpos+16 ;+37 $10 - ; ^^ ;--------STARS -stars1 = ceilingpos+16 ;+53 -stars2 = stars1+1 ;+54 -nrstars1 = 7 -starx1 = storepos+55 ;+55 -nrstars2 = 7 -starx2 = starx1+(nrstars1*2) ;+69 - ; ^^ ;--------MULTIPLES -mx = starx2+(nrstars2*2) ;+83 ;position of multiple#1 -my = mx+1 ;+84 ;multiple y-pos -m2x = my+1 ;+85 -m2y = m2x+1 ;+86 -your_locpos = m2y+1 ;+87 ;position in your_prevpos tabl -your_prevpos = your_locpos+1 ;+88 ;save previous positions (32d) - -;^-----------------------------------<1 ;-120=$78 - -enemies = storepos2 ; +0 ;info about each enemy (6byt) -enemysize = 7 -nrenemies = 10 ;max. nr of enemies - -ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,x,y) -nrybuls = 32 ; +80\ -ebullets = ybullets+(nrybuls*3) ;+110 ;30 bytes = 10(state,x,y) -nrebuls = 16 - -ybuls = ebullets+(nrebuls*3) ;+140 -maxbullets = 32 - -;^-----------------------------------<2 ;-141=$8D -;level_info: -; [0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire] -;enemies: -; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)] -; [ship type or explosion frame] [x] [y] [move] [fire] +;#define clearbuffer ;clears the display buffer after usage +#define fixkeys ;fixes left+down bug: 47 bytes extra size +#define teacherkey ;compiled with teacher key: 92 bytes extra +;#define story ;storyline shown (w/ neat effect): 871 bytes +#define shiscore ;save hiscore/savegame +#define invertable -;---------------------- introduction ------------------------------------------ +dispbuffer = $8400 ;$C9FA ;virtual screen (MUST be mod$400=0!!) + ;8100-8C00 +_clrWindow = $4a86 ;_clrLCD and _clrScrn +_ex_ahl_bde = $45f3 ;exchange values between AHL and BDE +_shracc = $4383 ;like _shlacc but just the opposite :P +_dispahl = $4a33 ;display value in ahl <100000 (cheap TI) +_asapvar = $d6fc ;our own variable name (likely "nemesis") + +storepos = _asm_exec_ram+7800 ;<1024 bytes needed to store things + ;$F5C0..F9C0 (safe mem D748..FA6F) + + .org _asm_exec_ram nop ;hello yas/ase/rascall/whathever jp init ;here's the program, but first: a description @@ -113,9 +138,11 @@ maxbullets = 32 .dw Title ;pointer to description (all shells) .dw Icon ;pointer to YAS icon -Title: .db "Nemesis v0.96 by Shiar",0 +Title: .db "Nemesis v1.0.C21" ;Ashell/Rascall/YAS/any shell description +; .db " - 4 Nunome",0 ;present + .db " by SHIAR",0 ;author -Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes +Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 7bytes .db %11100000 ; ███ .db %01111000 ; ████ .db %00111110 ; █████ @@ -123,249 +150,337 @@ Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes .db %00111110 ; █████ .db %01111000 ; ████ .db %11100000 ; ███ ;recommend 80x50 screen mode - .DB 0 ;clear stupid YAS-line + .db 0 ;YAS 0.92 compatibility +#endif ;---------------------------------------------------------------------- + +;---------------------- in-game vars ----------------------------------------- + +just_fired = storepos ; +0 ;counts how long a blast lasts +#ifdef shiscore +hiscorepos = storepos ; +0 ;entering hiscore name +#endif + +x = storepos+1 ; +1 ;your ship's position +y = x+1 ; +2 ;your y-pos +firex = y+1 ; +3 ;(1 byte) +firey = firex+1 ; +4 ;(1 byte) + +eventleft = firey+1 ; +5 ;nr. of enemies still to come +level_enemy = eventleft+1 ; +6 ;enemy type +level_info = level_enemy+1 ; +7 ;ground (%0) present +spacespace = level_info+1 ; +8 +stars1 = spacespace+1 ; +9 ;slow stars byte (<< %1) +stars2 = stars1+1 ; +10 ;fast stars byte (<<< %1) +groundpos = stars2+1 ; +11 $10 +nrstars1 = 10 +starx1 = groundpos+16 ; +27 ;20 +nrstars2 = 10 +starx2 = starx1+(nrstars1*2) ; +47 ;20 + +mm = 4 ;max. number of multiples +your_prevpos = starx2+(nrstars2*2) ; +67 ;14*mm+2 ;previous positions + + +enemies = your_prevpos+(mm*14+4);+125 ;info about each enemy +enemysize = 11 ;infobytes per enemy +nrenemies = 16 ;max. nr of enemies + +#ifdef TI86 +ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) +#else +ybullets = saferam1 +#endif +nrybuls = 128 ;+301 +ebullets = ybullets+(nrybuls*4) ;+813 ;30 bytes = 10(state,x,y) +nrebuls = 48 +lvlenemies = ebullets+(nrebuls*3) ;-957 -;---------------------- init -------------------------------------------------- +;enemies: +; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 1X=normal)] +; [ship sprite (DW!) or explosion frame] [x] [y] [movetype] +; [movecounter] [firecounter] [firefreq] [firetype] -level_name: .db 8,"nemesis0" +;---------------------------- save data -------------------------------------- -int_handler: - ex af,af' - in a,($03) - bit 3,a - jp z,$0039 - res 0,a - out ($03),a - jp $0039 -int_end: +;#ifdef shiscore +storehi_start: +hiscore .dw 0 ;default hiscore +hiname .db "by shiar",0,0 ; " " name +storehi_end: +;#endif + +invertmode: cpl ;/or a ;saves B<>W mode setting cpl + +storesave_start: ;--SAVED GAME-- defs: +your_ship .dw spr_ship03 ;your sprite (^invertmode^) sprs1 +level .db 4 ;level number 1 +levelp .dw level05 ;pointer to level data lev00 +pickuptimer .db 4 ;counts when to place a pickup 4 +your_score .dw 0 ;current score 0 +your_pickup .db 3 ;pickups already picked up 0 +your_occ .db 0 ;0=normal 1..16=exploding 0 +your_shield .db 0 ;invincibility left 0 +your_armor .db 24 ;HP left 24 +your_lives .db 3 ;lives left 3 +your_weapon .db 3 ;current weapon upgrade 0 +your_multiples .db 0 ;multiples present 0 +your_extra .db 0 ;extra beam present 0 +hardcore .db 0 ;hardcore mode if non-0 0 +storesave_end: -init: cal BUSY_OFF ;turns the run-indicator off, obviously - cal _clrScrn ;clean the screen - xor a ;ld a,0 - ld (iy+13),a ;don't affect TEXT_MEM and don't scroll screen - cal _flushallmenus ;remove TI menus - ld (_asapvar+1),a ;Asm( thinks it's the first time it runs Nems. +time2invert: .db 0 ;time until b<>w switch (0 at startup) +;45+31=76 +;---------------------- init ------------------------------------------------- + +#ifdef fixkeys +int_handler: ;new interrupt proc + ex af,af' ;just af only (no need for exx) + in a,($03) ;read bit 3 port 3 + bit 3,a ;is ON key pressed? + jp z,$0039 ;no: np, return + res 0,a ;yes: then we have a problem (freeze), so... + out ($03),a ;...mask the ON key interrupts! + jp $0039 ;all done, return +int_end: ;(size 15 bytes) +#endif + +init: rcl BUSY_OFF ;turns the run-indicator off, obviously +#ifdef TI83 + ld (iy+13),0 + res 6,(iy+9) ;TI-83 uses statmem + set textwrite,(iy+20) ;write text to gbuf + rcl _clrLCD +#endif +#ifdef TI86 + res 2,(iy+13) ;don't scroll the screen + rcl _flushallmenus ;remove TI-86 menus + rcl _clrScrn ;clean the screen + ld hl,$8200 + ld c,10 +_clrmem: + ld b,0 +clrmem: ld (hl),-1 + inc hl + djnz clrmem + dec c + jr nz,_clrmem +#endif +#ifdef fixkeys FixKeys: ;fixes some key problems like left+down bug im 1 ld a,$D4 ld bc,$0100 ld h,a - ld l,c ;ld hl,$D400 + ld l,c ;ld hl,$D400 (user silent link routine space) ld d,a ld e,b ;ld de,$D401 dec a ;ld a,$D3 ld (hl),a - ldir - ld hl,int_handler + ldir ;fill $D400-D500 with $D3s (slink/user on) + ld hl,int_handler ;new interrupt handler ld d,a ld e,a ;ld de,$D3D3 ld bc,int_end-int_handler - ldir + ldir ;load new handler at ($D3D3) inc a ;ld a,$D4 ld i,a im 2 +#endif -;---------------------- main menu --------------------------------------------- +;---------------------- main menu -------------------------------------------- LogoPut: xor a ;white bitmask (a=0) ld hl,logo_nemesis ;from... - ld de,VIDEO_MEM+16 ;...to one line from top + ld de,VIDEO_MEM+scrwidth;...to one line from top +#ifdef TI86 ld b,e ;ld b,16: one line +#else + ld b,scrwidth +#endif AboveLogo: ld (de),a ;clear/n byte inc de ;next dnz AboveLogo ;repeat for the first line - - ld bc,16*19 ;logo size + ld bc,scrwidth*19 ;logo size ldir ;display one line of logo - ld hl,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,scrwidth*$33+VIDEO_MEM ;$33 rows down + ld b,scrwidth*7 ;draw black 7 lines ld a,%11111111 ;horizontal line mask underline: ld (hl),a ;draw one piece of the divider-line inc hl ;move right (8 pixels = 1 byte) dnz underline ;repeat +#ifdef TI83 + cal fastCopy ;draw buffer on screen +#endif - 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 - - 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 ?:} + rcl _vputs ;VERY important, so display in small font ?:} + + set 3,(iy+5) ;set white on black + ld de,_txt_about ;near the bottom of the screen + ld (_penCol),de ;hl=txt_email++=txt_about + rcl _vputs ;display version + me + res 3,(iy+5) ;return to default black on white dispmenu: ld de,$0304 ld (_curRow),de - ld hl,txt_menu1 - cal _puts + ld hl,txt_menu1 ;NEW GAME + rcl _puts ld de,$0305 ld (_curRow),de - ld hl,txt_menu2 - cal _puts - - xor a - ld (menuitem),a + ld hl,txt_menu2 ;CONTINUE GAME + rcl _puts menuloop: - ld a,(menuitem) - ld h,$01 + ld a,0 ;current menu item (0 or 1); 0 by default +menuitem =$-1 + ld h,$01 ;selector (*) x-coord. = 1 add a,4 - ld l,a - - ld a,5 - ld (_curRow),hl - cal _putc - - ld a,(menuitem) - ld h,$01 - sub 5 - neg - ld l,a - - ld a,32 - ld (_curRow),hl - cal _putc - - halt \ halt - - cal GET_KEY ;wait for keypress - cp K_UP - jr z,menuchange - cp K_DOWN - jr z,menuchange + ld l,a ;y-coord. = sel menu item + 4 = 4/5 + ld (_curRow),hl ;set position + ld a,5 ;'*' + rcl _putmap ;mark selected menu item + + ld a,l ;y-pos 4/5 + xor 1 ;invert (4=5; 5=4) + ld (_curRow),a ;set new row position + ld a,32 ;' ' (empty, just remove any * present) + rcl _putc + + cal getsomekeys ;read keys (z if enter/2nd pressed) + ld hl,menuitem + jr z,start_tha_freakin_game cp K_EXIT - jp z,game_over_nopop - ld hl,_invert - cp K_F1 - cal z,undo_invert - cp K_F2 - cal z,do_invert - cp K_ENTER - jr nz,menuloop - - ld a,(menuitem) - dec a - jr nz,startnewgame - cal samelevel - jr game_main_loop - + jr z,menuexit ;exit goes to the g/o screen (first score=0) + cp K_UP + jr z,menuchange ;up changes selected menu item + cp K_DOWN ;down as well + jr nz,menuloop ;anything else just loops menuchange: - ld a,(menuitem) - xor 1 - ld (menuitem),a - jr menuloop - -do_invert: - ld (hl),$2F ;cpl - ret -undo_invert - ld (hl),$B7 ;or a + ld a,(hl) ;(menuitem) + xor 1 ;0=1; 1=0 + ld (hl),a ;set new menu item + jr menuloop ;continue looping + +start_tha_freakin_game: + ld a,(hl) ;(menuitem) + dec a ;new game=0; so that gives -1 = NZ + jp nz,New_game ;NEW GAME + jp samelevel ;CONTINUE: game_main_loop + +menuexit: + ld hl,0 ;reset score + ld (your_score),hl ;(prevents hiscore while never played) + jp game_over ;and go to game over screen + +do_invert: ;invert screen (b<>w) + psh hl + psh af ;can't destroy b + ld hl,_invert + ld a,$98 + xor (hl) ;$2F (cpl) <-> $B7 (or a) + ld (hl),a + pop af + pop hl ret -startnewgame: - cal New_game +#ifdef invertable +mode_invert: + ld hl,invertmode ;change invert mode (will be stored) + ld a,$98 + xor (hl) ;$2F (cpl) <-> $B7 (or a) + ld (hl),a + ld de,1 + psh de ;size + psh hl ;dest (invertmode) + ld hl,4+invertmode-_asm_exec_ram + psh hl ;src + jp storesmtn +#endif -;------------------------------------------------------------------------------ -;---------------------- game loop --------------------------------------------- -;------------------------------------------------------------------------------ +;----------------------------------------------------------------------------- +;---------------------- game loop -------------------------------------------- +;----------------------------------------------------------------------------- game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time inc (hl) ;increase by 1 - ld b,(hl) ;new time, save for rand# upd. (no flag change) - jr nz,updaterandom ;continue when new time <> 0 - ld hl,1 ;once every 256 frames, increase score by 1 - cal scoreInc ;do it - -updaterandom: - ld hl,RanPos ;random counter - ld a,r ;add r register to randomize - add a,(hl) ;add previous random value - add a,b ;even more random by adding timer - ld (hl),a ;save even more random value back Clear_screen: - ld hl,GRAPH_MEM ;move from (hl) = top left - ld (hl),$00 ;first pixel will be copied all over the screen - ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen - ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) - ldir ;clear! - - ld a,(timer) - and %11 + ld hl,dispbuffer ;move from (hl) = top left + ld (hl),0 ;first pixel will be copied all over the screen + ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen + ld bc,scrwidth*56-1 ;loop 896 times = (128/8) * (64-8 for scorebar) + ldir ;all clear! + + ld a,0 ;current frame/turn 0-255 +timer =$-1 + and %11 ;a=0 once every 4 turns jr z,movestarsdone ;don't move stars once every 4 frames - cal movestars1 ;move the stars on the FRONT layer cal movestars2 ;move the distant stars - movestarsdone: ld a,(stars1) ;star positions (the missing byte...) ld b,nrstars1 ;how many stars? now we know. ld hl,starx1 ;points to the position of the stars cal DisplayStars ;display front layer stars - ld a,(stars2) ;weren't you paying attention five lines ago? ld b,nrstars2 ;that many?! whow! ld hl,starx2 ;and there they are cal DisplayStars ;use the same procedure to display back layer ld a,(level_info) ;level info - and %00000110 ;isolate ground&ceiling - jr z,game_stuff ;both non-present - and %00000010 ;bit representing the presence of any ceiling - cal nz,Handle_ceiling ;scroll the ceiling (if any) - cal Handle_ground ;scroll the ground + rra ;ground present? (%1) + jr nc,game_stuff ;no, continue game + cal Handle_ground ;scroll the ground and check if we're dead game_stuff: + 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_info) ;the same level info - and %00000110 ;isolate ground&ceiling again - jr z,check_keys ;no ceiling nor ground - and %00000010 ;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,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5) out (1),a ;ask for them nop \ nop ;delay 8 clocks - in a,(1) ;get zem! + in a,(1) ;gettem! check_exitkey: bit 6,a ;test bit 6 = exit-key = EXIT - jp z,game_over_nopop ; pressed, so be it + jp z,game_over ; pressed, so be it check_morekey: ;another unused label... poor compiler bit 7,a ;test bit 7 = more-key = PAUSE + psh af cal z,Pause ;yes, go to pause + pop af check_firekey: bit 5,a ;test bit 5 = 2nd-key = FIRE ld hl,check_selkey ;where to continue after executing Fire_bullet psh hl ;push hl on stack (instead of cal Fire_bullet) - jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..) + jp z,Fire_bullet ;fire smtn (bulletstaillasermultiples+stuff..) pop hl ;no cal to Fire_bullet made, so pop stack - xor a ;no: - ld (just_fired),a ;reset just_fired + ld hl,just_fired ;no: + ld (hl),5 ;able to fire (five turns = laser duration) +laserdur =$-1 ;SMC laser duration check_selkey: ld a,%01011111 ;look at first column of keys (ALPHA to STO) - out (1),a ;gimme - nop \ nop ;what's taking you so long - in a,(1) ;at last... our precious keyzzz... + out (1),a + in a,(1) ;our precious keys +#ifdef teacherkey ;should we check for the teacherkey? bit 6,a ;'bout the GRAPH key... cal z,Teacher ;you didn't _press_ it, did you?!? +#endif rla ;test bit7 so we know f ALPHA has been pressed cal nc,select ;yeppy, select the currently selected upgrade @@ -374,96 +489,140 @@ check_selkey: cal inc_weapdamage _gamestuff1: - cal Handle_Ship ;move you - cal Handle_bullets ;move your bullets - cal Handle_torp ;move your torpedo - cal Handle_enemies ;move enemies + + cal Handle_bullets ;move your bullets + check for hits cal Enemy_bullets ;move enemy bullets cal Level_event ;insert enemies cal Display_Screen ;display all - halt ;delay - jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ +#ifdef TI86 +delay: + halt ;delay and preserve batteries :) +#else ;halt doesn't work on TI-83 + ld b,0 +delay: + xor 1 + and 1 + jr z,delay + dnz delay +#endif + jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +;------- weapon ------- inc_weapdamage: ld a,0 weapincs =$-1 inc a - cp 31 - ret nc ;return if increased 16 times or more already - ld (weapincs),a + cp 97 ;max. 96 times (=96/16=6 increases) + ret nc ;return if already maxed + ld (weapincs),a ;save new incs - ld b,1 + 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 - - ld (curweapdamage),a + add a,b ;a=total damage + ld (curweapdamage),a ;safe the current damage + + +disp_charge: ;display charge bar +#ifdef TI86 + ld hl,(58*scrwidth)+VIDEO_MEM+3 + ld b,3 ;bar width 3 +#else + ld hl,(58*scrwidth)+VIDEO_MEM+2 + ld b,2 ;bar width 1.5 +#endif +chargebarclr: + dec hl + ld (hl),0 ;clear (previous) bar + dnz chargebarclr + + ld a,(weapincs) ;load bar size (0-80) + srl a ;half the size (0-40) + srl a ;again half that size (0-20 pixels) +#ifdef TI83 + srl a ;and again if 83 (smaller screen) +#endif + ld c,a ;psh a + srl a ;/2 + srl a ;/4 + srl a ;/8: don't display last 3 bits of a (later) + jr z,nochargebar ;if a=0 then it would loop 256x so skip it + ld b,a ;loop b=a times +chargebar: ;starting at ($39*16)+VIDEO_MEM + ld (hl),%11111111 ;draw a piece of the bar + inc hl ;next position + dnz chargebar ;loop it b times +nochargebar: + ld a,c ;pop a + and %111 ;display last bits of chargebar + ret z ;if armor=0 then bit = %00000000 (don't disp) + ld b,a ;into B + xor a ;bit = %00000000 +chargebarbit: + scf ;set carry flag + rra ;rotates A right and sets bit 7 (c-flag) + dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100) +chargebarready: ; (an if B=3 then a=%11100000) + ld (hl),a ;draw this last byte ret -;--------------------------- ground ------------------------------------------- +spr_bossA2: ;the following 51 bytes also function as the + .db 8,51 ; sprite for boss A2 (the fullscreen asteroid) + +;--------------------------- ground ------------------------------------------ Handle_ground: ld a,(timer) and %111 ;once every 8 frames jr nz,Display_ground ;otherwise skip the scroll - ld bc,15 ;scroll all 16 bytes minus one (teh new byte) + ld bc,scrwidth-1 ;scroll all 16 bytes minus one (teh new byte) ld hl,groundpos+1 ;from.. ld de,groundpos ;to (one byte to the left) ldir ;LoaDIncreaseRepeat = scroll! - ld a,(groundinfo) ;what kind of ground - dec a ;type 1: - jr z,ground_tunnel ;tunnel effect - jr ground_boring - -ground_tunnel: - ld a,(groundpos+14) - ld (groundpos+15),a + ld a,(groundpos+14) ;last ground on right + ld d,a ;as default ground ld hl,spacespace - - ld a,(RanPos) + ld bc,$500 ;range=0..4 + cal Random ;a=0..4 + dec a ;a=-1..3 + dec a ;a=-2..2 ld b,a - bit 1,a - jr z,ground_previous - bit 2,a - jr z,gtunneldown -gtunnelup: - ld a,(hl) - or a - jr z,ground_previous ;a>=0 (a=0 actually) - inc (hl) - ld a,(groundpos+15) - inc a - jr newground -gtunneldown: - ld a,(groundpos+15) - dec a - jr z,ground_previous - dec (hl) - jr newground - -ground_previous: - ld a,(groundpos+14) ;type 1 - jr newground -ground_boring: - ld a,(groundpos) ;type 0 + add a,(hl) ;substract to spacesize + cp 128 + jr c,newground ;if nothing left then don't change + ld c,a + ld a,d ;current grond height + add a,b ;add offset (2 higher/lower) => new position + or a ;=0? + jr z,newground ;may not be 0 (=256) + cp -10 ;>246? + jr nc,newground ;and not be <0 + ld d,a + ld (hl),c newground: + ld a,d ld (groundpos+15),a ;save new byte on the right - ld a,(hl) - cp -25 - jr nc,Display_ground - ld a,b - and %1 - ld b,0 - jr nz,gtunnelup Display_ground: - ld b,16 ;screen width + ld b,scrwidth ;screen width ld de,groundpos-1 ;height of current byte (previous actually) psh de ;use later - ld hl,GRAPH_MEM+(56*16)-1 ;screen position + ld hl,dispbuffer+(56*scrwidth)-1 ;screen position psh hl groundloopright: @@ -474,18 +633,16 @@ groundloopright: ld a,(de) ;height of current byte ld b,a ;save in b - ld de,16 ;to substract to go one line up + ld de,-scrwidth ;to substract to go one line up ld a,%11111111 ;bitmask black - or a groundloopup: ld (hl),a ;display black byte - sbc hl,de ;go up (sbc must be used for 16-bit sub) + add hl,de ;go up (sbc must be used for 16-bit sub) dnz groundloopup ;and loop >groundpos< times ld b,c ;pop b used by groundloopup 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) @@ -502,114 +659,10 @@ CheckGround: ;check for collision with the ground neg cp (hl) ret nc - ld b,5 + ld b,auch_ground jp damage_you -;--------------------------- ceiling ------------------------------------------ - -Handle_ceiling: - ld a,(timer) - and %111 ;once every 8 frames - jr nz,Display_ceiling ;otherwise skip the scroll - ld bc,15 ;scroll all 15 bytes (16th is new position) - ld hl,ceilingpos+1 ;from.. - ld de,ceilingpos ;to (one byte to the left) - ld a,(de) ;load byte on left (will be lost after scroll) - ldir ;LoaDIncreaseRepeat = scroll! - - ld a,(groundinfo) ;what kind of ceiling - dec a ;type 1: - jr z,ceiling_tunnel ;tunnel effect - jr ceiling_boring - -ceiling_tunnel: - ld a,(ceilingpos+14) - ld (ceilingpos+15),a - ld 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 - jr newceiling -ceiling_boring: - ld a,(ceilingpos) ;type 0 -newceiling: - ld (ceilingpos+15),a ;save the new byte - ld a,(hl) - cp -25 - jr nc,Display_ceiling - ld a,b - and %1 - ld b,0 - jr nz,ctunneldown - -Display_ceiling: - ld b,16 ;screen width - ld de,ceilingpos-1 ;height of current byte - psh de ;use later - ld hl,GRAPH_MEM-17 ;screen position - psh hl - -ceilingloopright: - ld c,b ;push b for groundloopup - pop hl \ inc hl ;get screen position and go one right - pop de \ inc de ;get height info and set to the next byte - psh de \ psh hl ;save these for the next time - ld a,(de) ;height of current byte - ld b,a ;save in b - - ld de,16 ;to substract to go one line up - ld a,%11111111 ;bitmask black - or a -ceilingloopdown: - ld (hl),a ;display black byte - add hl,de ;go down - dnz ceilingloopdown ;and loop >groundpos< times - - ld b,c ;pop b used by groundloopup - dnz ceilingloopright ;loop right for entire screen (16x) - pop hl \ pop hl ;restore stack - 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 ;correction - - ld l,a ;hl = a - ld h,0 ;" - ld de,ceilingpos ;first ceiling-byte - add hl,de ;current ceiling-byte - ld a,(y) ;your y-pos - inc a - cp (hl) ;compare with ceiling - ret nc ;carry if ceiling is above you - ld b,5 - jp damage_you ;otherwise you don't wanna be in that ship - -;--------------------------- move stars --------------------------------------- +;--------------------------- move stars -------------------------------------- DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# ld e,(hl) @@ -623,10 +676,10 @@ DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# movestars2: ld ix,starx2 ld a,(stars2) - rlca + rlca ;move bits (star) left ld (stars2),a - ret nc - ld b,nrstars2 + ret nc ;if star didn't went from left to right bit + ld b,nrstars2 ;otherwise move all stars one byte left jr movestars_loop movestars1: @@ -634,7 +687,7 @@ movestars1: ld a,(timer) rra ld a,(stars1) - ret c + ret c ;once every other turn... rlca ld (stars1),a ret nc @@ -642,106 +695,180 @@ movestars1: movestars_loop: ld h,(ix+1) - ld l,(ix) - dec hl + ld l,(ix) ;star (ix) pos in hl + dec hl ;one byte left (hl--) - ld a,l - and %00001111 - cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1 - jr nz,newstarok - cal Random5016 + ld a,dispbuffer/256-1 ;screen high byte minus one (it may be equal) + cp h ;compare w/ star high byte + jr c,newstarok ;screenblack) +_invert: ;SMC: cpl <-> or a + cpl ;xor $ff: invert byte (white<=>black) ld (de),a ;to (de) inc hl \ inc de ;next byte 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 ld b,5 ;five digits -ldhld: cal UNPACK_HL ;one digit of hl +ldhld: rcl UNPACK_HL ;one digit of hl add a,'0' ;make number ld (de),a ;save into savenr dec de ;point to next digit @@ -753,7 +880,7 @@ ldhld: cal UNPACK_HL ;one digit of hl 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 @@ -763,12 +890,14 @@ Handle_Ship: inc a ;no! next (explosion)frame ld (your_occ),a ;save - cp 34 ;last explosion frame? + cp 63+1 ;last explosion frame? jp c,exploding_you ;not yet: display explosion - cp 40 ;delay finished? + cp 64+16 ;delay finished? + ret nz ;no, don't display anything (&return) + pop hl ;restore stack (cuzzof call) 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 @@ -776,13 +905,11 @@ ok: ;we are in a,(1) ;come back in ld b,a ;psh a (keys) - xor %11111111 ;inverted a = 0 if arrow-key has been pressed - ld a,(your_multiples) - jr z,no_adv ;if so, leave the multiples where they are - or %100 ;set move bit - jr adv_ok -no_adv: and %11111011 ;reset move bit - + xor -1 ;inverted a: 0 if arrow-key has been pressed + ld a,(your_multiples) ;(btw: CPL doesn't set any flags) + res 7,a ;reset move bit (no flags changed) + jr z,adv_ok ;if so, leave the multiples where they are + set 7,a ;set move bit adv_ok: ld (your_multiples),a ld a,(timer) ;framecounter @@ -817,7 +944,7 @@ no_left: 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 @@ -826,12 +953,13 @@ no_right: jr c,no_up ;-1 = top of screen ld (hl),a ;save new y -no_up: ld e,(hl) - ld ix,spr_ship01 ;ship sprite - ld hl,your_inv ;invulnerable? +no_up: ld e,(hl) ;e=y + ld ix,spr_ship01 ;normal ship sprite +your_shipspr =$-2 + ld hl,your_shield ;shielded? ld a,(hl) ;load time in a or a ;is it 0? - jr z,handle_multiples ;yes so ship = normal (display \ continue) + jr z,disp_ship ;yes so ship = normal (display \ continue) ld a,(timer) ;load frame nr. and %00000111 ;a=0 once every four frames @@ -839,254 +967,587 @@ no_up: ld e,(hl) dec (hl) ;decrease inv-time left not_time: and %00000100 ;a switches 0<->1 every 2 frames - jr z,handle_multiples ;show normal ship + jr z,disp_ship ;show normal ship inv_flicker: - ld ix,spr_ship01i ;don't display ship + ld bc,spr_ship01i-spr_ship01 + add ix,bc ;display invulnerable ship +disp_ship: + cal safeputsprite ;display your ship; save de -handle_multiples: - cal putsprite ;display your ship +;----multiples---- +handle_multiples: ld a,(your_multiples) ;do you have multiples ld b,a ;save a for 2nd check - and %11 ;no? (last two bits = nr of multiples) + and %1111 ;no? (last four bits = nr of multiples) ret z ;then don't handle them either - - ld hl,y - ld a,b ;restore a (your_multiples) - and %100 ;move the multiples??? - jr z,mult_adv ;nope, just let them (saves (y) in y, (x) in x) - - ld hl,your_locpos ;location to save this position - ld a,(hl) ;load a - inc a ;a=a+1 - and %00001111 ;if a>15 then a=a-16 - ld (hl),a ;save new a - add a,a ;a=a*2 - ld c,a ;bc=2a - ld b,0 - - ld hl,your_prevpos ;previous positions - add hl,bc ;16 turns ago - ld d,(hl) ;old x-pos - inc hl ;and - ld e,(hl) ;old y-pos - ld (mx),de ;save multiple position in (mx) - - ld a,(y) ;load new y-pos - ld (hl),a ;save it for 16 turns in the future - dec hl ;and - ld a,(x) ;load new x-pos - ld (hl),a ;save that too + bit 7,b ;move the multiples??? (=move bit set?) + jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x) + + psh de ;current position = needed later + ld hl,mm*14+1+your_prevpos ;previous positions + ld de,mm*14+3+your_prevpos ;move all positions one back + ld bc,mm*14+2 + lddr ;change 0-57 -> 2-59 (if mm=4 that is) + inc hl ;your_prevpos+0 + pop de + ld (hl),d ;x-pos + inc hl ;=current position + ld (hl),e ;y-pos mult_adv: - ld de,(mx) - ld ix,spr_multiple ;sprite of the multiple - jp putsprite ;display it + + ld ix,spr_multiple ;normal sprite + ld hl,timer + bit 3,(hl) ;change sprites every 8 turns + jr z,disp_multiples + ld ix,spr_multiple2 ;second sprite +disp_multiples: + ld hl,your_prevpos+16 ;first pos. +dispmultiplesloop: + psh af + psh hl + ld d,(hl) ;load coords + inc hl + ld e,(hl) + psh ix + cal putsprite ;display + pop ix ;same sprite next time ;) + pop hl + ld de,14 + add hl,de ;next multiple + pop af ;counter + dec a + ret z ;return if all done + jr dispmultiplesloop ;loop + +;----explode---- exploding_you: srl a ;half the framerate - dec a ;first frame is 1>inc>srl>dec = 0 + srl a ;and half that framerate ld hl,x-1 + ld ix,spr_yexplosion ;base sprite -explosion_stuff: - rra - add a,a - add a,a +explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite + and %11111110 add a,a + add a,a ;frame*8 ld c,a - ld b,0 - ld ix,spr_explosion - add ix,bc - inc hl - ld d,(hl) - inc hl - ld e,(hl) - jp putsprite + ld b,0 ;bc=a + add ix,bc ;go to correct sprite (each spr. is 8 bytes) + inc hl ;@x + ld d,(hl) ;load xpos + inc hl ;@y + ld e,(hl) ;and y + jp putsprite ;and display it too + +;----hit---- damage_you: ;damages you B points - ld a,(your_inv) ;invulnerability left? + ld a,(your_occ) ;return if already dead (prevents exploding + or a ; twice, or stucking in exploding state) + ret nz ;0 = you're normal + + ld a,(hardcore) ;hardcore mode? + or a + jr z,damageok ;0 = no = don't modify +; sla b ;1 = yes = double tha damage (b shifted left) + .db $CB,$30 ;sll b ;damage=2b|1 (CB3r = unsupported SLL r) +damageok: + ld a,(your_shield) ;shield left? or a - ret nz ;return if inv>0 + jr z,dothadamage ;no shield + srl b ;shield: half the damage +dothadamage: + ld hl,time2invert + xor a ;a=0 + cp (hl) ;not already inverted? + cal z,do_invert ;then invert screen + ld (hl),2 ;change back 2 frames from now + ld hl,your_armor ;armor left ld a,(hl) ;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 - - ld a,(your_pickup) ;how many pickups do you have? - dec a ;is the armor-icon selected - ret nz ;return if not - - psh de \ psh ix ;&&& just2Bsave - ld hl,VIDEO_MEM+(16*56) - ld (PutWhere),hl - ld ix,spr_icon ;if so, highlight armorIcon again - ld de,$1901 ;position - cal putwidesprite ;display icon - ld hl,GRAPH_MEM - ld (PutWhere),hl - pop ix \ pop de - ret ;and return - -no_armor: + jr nc,newarmor ;>=0hp left so don't explode ld a,%01 ;occ %xxxxxx01 = explode - ld (your_occ),a ;set to explode - ret + ld (your_occ),a ;too bad, you're dead meat +newarmor: + ld (hl),a ;save decreased hp + jp disp_armor ;and display new value -;------------------------- place multiples ------------------------------------ +;------------------------- place multiples ----------------------------------- Place_multiples: - ld (mx),de ;set last multiple-position ld hl,your_prevpos ;place all previous positions - ld b,16 ;all 16 of them + ld b,mm*7+2 ;all saved positions of them (14 per multiple) place_multiples: - ld (hl),d ;set prev-x to d + ld (hl),e ;set prev-x to d inc hl ;next - ld (hl),e ;set prev-y to e + ld (hl),d ;set prev-y to e inc hl ;next dnz place_multiples ;repeat ret -;------------------------- select upgrade ------------------------------------- +;------------------------- select upgrade ------------------------------------ + +inc_armor: + ld a,(your_armor) ;load current armor + cp maxarmor-5 ;may not become >=maxarmor + jr c,doincarmor ;ok then just add 6 + ld a,maxarmor-6 ;set to maximum (6 will be added below) +doincarmor: + add a,6 ;add 6 to armor + ld (your_armor),a ;change armor + ret select: + ld de,your_weapon ;current weapon, required for most selections ld hl,your_pickup ;select pickups ld a,(hl) ;load pickups taken so far dec a ;is it 1? ret m ;return if it's 0 (no pickups) - jr nz,select2 ;no, carry on -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: + + ld (hl),0 ;reset pickups + jr nz,selectlaser ;no, carry on again +selectbeam: + ld a,(de) ;(your_weapon) + inc a ;next + cp maxweapon + jr c,selectedbeam ;weapon OK + jr z,disp_icons ;weapon maxed out + xor a ;laser was selected: set to first weapon +selectedbeam: + ld (de),a ;set new weapon + cal loadweapon ;load it (damage and stuff) + jr disp_icons ;display n return +selectlaser: dec a ;is it 2? - jr nz,select3 ;no, carry on - ld (hl),a ;reset pickups - inc a ;a=1 - ld (torp_occ),a ;ready torpedoes - jp disp_icons ;display 'n return -select3: - dec a ;is it 3? - jr nz,select4 ;no, carry on - ld (hl),a ;reset pickups - ld hl,your_weapon - ld a,(hl) - inc a - cp 10 - jp nc,disp_icons ;>=10 + jr nz,selectextra ;no, carry on + ld (your_extra),a ;no extra beams (tailbeam/up-double) + ld a,(de) ;(your_weapon) + cp maxweapon ;upgrade from bullet? + jr nc,upgradelaser ;nope, just upgrade + ld a,maxweapon-1 ;yes, set laser #1 +upgradelaser: + inc a ;next laser + cp maxlaser + jr nc,disp_icons ;laser maxed out + ld (de),a + cal loadweapon + jr disp_icons ;display + return +selectextra: +; ld a,(de) ;(your_weapon) +; cp maxweapon+1 ;laser or beams? +; jr c,selectXbeam ;if beamweap then no multiples but extra beam + ld hl,your_multiples + ld a,(hl) ;multiples you already got + and %1111 ;reset movebit so (your_multiples)=real value + inc a ;one more + cp mm+1 + jr nc,enoughmultiples ;maxed out ld (hl),a - cal loadweapon - jp disp_icons ;display n return -select4: - dec a ;is it 4? - jr nz,select5 ;no, carry on again - ld (hl),a ;reset pickups - inc a ;a=1 - ld (your_weapon),a ;ready laser - jp disp_icons ;display + return -select5: - dec a ;is it 5? - jr nz,select6 ;no, carry on once more - ld (hl),a ;reset pickups - inc a - ld (your_multiples),a +enoughmultiples: ld de,(x) - cal Place_multiples - jp disp_icons ;display, return -select6: - ld (hl),0 ;reset pickups - jp disp_icons ;display/return + dec a ;if this is your first multiple then... + cal z,Place_multiples ;reset multiples positions +; jr disp_icons ;display, return +;selectXbeam: +; ld a,1 ;updouble +; ld (your_extra),a ;ready extra beam +; jr disp_icons ;display 'n return + +;--------------------------- show icon --------------------------------------- + +disp_icons: ;destroyes: abcdehlix +#ifdef TI86 ;-------86 + + ld a,VIDEO_MEM/$400 ;directly on screen + ld (PutWhere),a ;place icons at normal screen + ld hl,VIDEO_MEM+(scrwidth*56);56 rows down = eight rows from bottom + ld b,scrwidth ;draw 16x (screen width) + ld a,%11111111 ;horizontal line mask + cal drawline ;draw divider-line -;------------------------- fire bullet ---------------------------------------- + ld b,scrwidth*7 ;draw 16x (screen width) 7x (height) + xor a ;blank line mask + cal drawline ;clear scorebar -Fire_bullet: - ld hl,just_fired - ld a,(hl) ;just_fired - cp 5 ;already pressed? - ret z ;return when already pressed (=5) +disp_lives: + ld de,$003C ;(0,4) + ld a,(your_lives) ;nr of lives + or a + jr z,displivesdone ;no lives + ld b,a +displivesloop: + psh bc + ld ix,spr_lship + cal safeputsprite ;put li'l ship + ld a,lshipsize+1 + add a,d + ld d,a ;x=x+5 + pop bc + dnz displivesloop ;one ship per life +displivesdone: + cal disp_armor ;display bar - inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5) - ld a,(your_weapon) ;if you have bullets..... - dec a ;(1=laser) - jr z,fireOK - ld (hl),5 ;.....then can't fire next turn (go to 5 imm.) + ld ix,spr_icon00 ;emptyIcon + ld a,(your_weapon) ;ur weapon + cp maxweapon ;bullets? + psh af ;a=(your_weapon); cf=bullets + jr nc,no_bullets ;=laser + ld hl,$3945 ;position to display bullet-type digit + inc a ;1 = weapon #1 (=0) + ld (_penCol),hl ;set location + add a,'0' ;make digit + rcl _vputmap ;display char + ld ix,spr_icon04 ;bulletIcon +no_bullets: + ld de,$3939 ;icon #2 + cal putwidesprite ;(beamweap) -fireOK: - ld hl,(x) ;yes: first fire from ship position (x) - ld (firex),hl ;set firepos - ld a,(your_multiples) ;any multiples? - and %11 ;nope? - jr z,fireany ;then just fire somethin' - cal fireany ;and blast - ld hl,(my) ;then, fire from multiple position (mx) - ld a,(mx) ; - ld h,a ; ^^^^^^ - ld (firex),hl ;set firepos - ;blast again and -fireany: - cal fire_torp ;&&& - - ld a,(your_weapon) ;do you have laser? - dec a ;1=yes - jr z,fire_laser - - ld ix,weapondata-6 - add a,a ;weap*2 - add a,a ; *4 - add a,a ; *8 - ld c,a - ld b,0 - add ix,bc + ld ix,spr_icon00 + pop af ;ld a,(your_weapon) \ cp maxweapon + jr c,no_laser ;popped carry + ld hl,$3955 ;position to display laser-type digit + ld (_penCol),hl ;set location + sub maxweapon-1 ;1 = laser #1 (=maxweapon) + add a,'0' ;make digit + rcl _vputmap ;display char + ld ix,spr_icon03 ;laserIcon +no_laser: + ld de,$4939 ;icon #1 + cal putwidesprite ;display icon (laser) - ld c,(ix) - cal fire_ybullet - inc ix - inc ix - ld c,(ix) - xor a - cp c - cal nz,fire_ybullet - inc ix - inc ix - ld c,(ix) - xor a - cp c - cal nz,fire_ybullet - ret + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) ;number of multiples + and %111 ;<8 + jr z,no_multiples ;none (empty) + ld ix,spr_icon05 ;multiples-icon +no_multiples: ;no multiples + ld de,$5939 ;icon #3 + cal putwidesprite -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 + ld ix,spr_dividerline + ld de,$6939 + cal putwidesprite + ld a,(your_pickup) ;pickups taken + add a,a ;picks*2 (sets z-flag) + jr z,iconsdone ;return if no pickups + add a,a ;picks*4 + add a,a ;picks*8 + add a,a ;picks*$10 + add a,$29 ;add 29h + ld d,a ;y-pos = picks * $10 + $29 (3a,4a,5a) + ld e,$39 ;x-pos = bottom (3a39,4a39,5a39) -fire_laser: ;yes, fire that laser instead - ld a,(firex) ;a = your x-pos - ld d,a + ld ix,spr_icon + cal putwidesprite +iconsdone: + ld a,dispbuffer/$400 ;normal game-screen + ld (PutWhere),a ;set sprite-position to normal screen + jp disp_charge ;display weapon charge bar + +#else ;-------------83 + + ld hl,VIDEO_MEM+(scrwidth*56);56 rows down = eight rows from bottom + ld b,scrwidth ;draw 12x (screen width) + ld a,%11111111 ;horizontal line mask + cal drawline ;draw divider-line + + ld b,scrwidth*7 ;draw 12x (screen width) 7x (height) + xor a ;blank line mask + cal drawline ;clear scorebar + +disp_lives: + ld de,$003C ;(0,4) + ld a,(your_lives) ;nr of lives + or a + jr z,displivesdone ;no lives + ld b,a +displivesloop: + psh bc + ld ix,spr_lship + cal safeputsprite ;put li'l ship + ld a,lshipsize+1 + add a,d + ld d,a ;x=x+5 + pop bc + dnz displivesloop ;one ship per life +displivesdone: + cal disp_armor ;display bar + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_weapon) ;ur weapon + cp maxweapon ;bullets? + psh af ;a=(your_weapon); cf=bullets + jr nc,no_bullets ;=laser + ld hl,$3935 ;position to display bullet-type digit + inc a ;1 = weapon #1 (=0) + ld (_penCol),hl ;set location + add a,'0' ;make digit + rcl _vputmap ;display char + ld ix,spr_icon04 ;bulletIcon +no_bullets: + ld de,$2F39 ;icon #2 + cal putwidesprite ;(beamweap) + + ld ix,spr_icon00 + pop af ;ld a,(your_weapon) \ cp maxweapon + jr c,no_laser ;popped carry + ld hl,$393F ;position to display laser-type digit + ld (_penCol),hl ;set location + sub maxweapon-1 ;1 = laser #1 (=maxweapon) + add a,'0' ;make digit + rcl _vputmap ;display char + ld ix,spr_icon03 ;laserIcon +no_laser: + ld de,$3939 ;icon #1 + cal putwidesprite ;display icon (laser) + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) ;number of multiples + and %111 ;<8 + jr z,no_multiples ;none (empty) + ld ix,spr_icon05 ;multiples-icon +no_multiples: ;no multiples + ld de,$4339 ;icon #3 + cal putwidesprite + + ld ix,spr_dividerline + ld de,$4D39 + cal putwidesprite + + ld a,(your_pickup) ;pickups taken + add a,a ;picks*2 (sets z-flag) + ld e,a ;save 2*picks + jr z,iconsdone ;return if no pickups + add a,a ;picks*4 + add a,a ;picks*8 + add a,e ;picks*10 (8+2=10) + add a,$26 ;add 26h + ld d,a ;y-pos = picks * 10 + $29 (3a,45,4e) + ld e,$39 ;x-pos = bottom (3a39,4539,4e39) + + ld ix,spr_icon + cal putwidesprite +iconsdone: + jp disp_charge ;display weapon charge bar + +#endif ;------------^^ + +drawline: + ld (hl),a ;draw one piece of the divider-line + inc hl ;move right (8 pixels = 1 byte) + dnz drawline ;repeat (16bytes * 8pixels =128= screen width) + ret + + +disp_armor: + ld de,scrwidth ;line size +#ifdef TI86 + ld hl,VIDEO_MEM+(58*scrwidth)+6 +#else + ld hl,VIDEO_MEM+(58*scrwidth)+5 +#endif + ld a,(your_armor) ;load your armor (weapons = laser + ld (hl),1 ;bullet may last one turn (just fire 1 bullet) +fireOK: + ld a,(your_weapon) ;weapon nr. + ld ix,weapondata+2 + add a,a ;weap*2 + add a,a ; *4 + add a,a ; *8 + ld c,a + ld b,0 ;go to current weapon (bc=a) + add ix,bc ;ix=weapon ptr + + ld a,(your_multiples) ;any multiples? + and %1111 ;nr. of multiples + cal nz,fire_multiples ;if >0 then fire them too + ld hl,(x) ;fire from ship position (x) +fireany: ;HL=(x,y) + ld (firex),hl ;set position to fire from + ld b,3 ;or use the proc at fireOK with ld ix,weapondata+2-(256*3) +fire_weapon: + psh bc ;save counter + ld a,(ix) ;load this weapon + ld c,a ;save bulletType in c + and %11100000 ;%111?????=laser + cp %11100000 ;is it? + cal z,fire_laser ;fire laser (will set c=0 when done) + xor a ;<>0=bullet + cp c ;c<>0? + cal nz,fire_ybullet ;then fire bullet + inc ix ;otherwise fire next weapon + inc ix + pop bc ;weapon counter (do 3 weapons) + dnz fire_weapon + +fire_tail: + ld ix,extrabulletpos-1 ;extra bullet's position + ld hl,your_extra ;data + ld a,(hl) + or a + ret z +; ld c,tailbeam ;tailbeam weapon data +; dec a ;(your_extra)=1 +; jr z,fire_ybullet ;=tail + ld c,doublebeam ;up double data + ;(your_extra)=2 =double +;-----fire BULLETs----- + +fire_ybullet: ;fire bullet type=C dam=(curweapdamage) at (firex/y) + ld hl,ybullets ;check for unused bullet + ld de,4 + ld b,nrybuls +find_ybullet: + ld a,(hl) + or a + jr z,found_ybullet ;0 = no bullet here + add hl,de + dnz find_ybullet ;look next bullet + ret ;none found, return don't fire + +found_ybullet: + ld (hl),c ;use the bullet and set correct bullet-type + inc hl ;@damage + ld (hl),1 ;set bullet damage +curweapdamage =$-1 + ld a,(firex) ;your x-pos + add a,5 ;place bullet in front of you + inc hl ;go to bullet-x + ld (hl),a ;set x + + ld a,(firey) ;your y-pos + add a,(ix+1) ;place bullet at the middle of your ship + inc hl ;go to bullet-y + ld (hl),a ;set y + + xor a + ld (weapincs),a ;reset damage + ret + +;-----fire LASER----- - ld hl,GRAPH_MEM ;save-location - ld a,(firey) ;y-coord - add a,3 ;at middle of your ship (y+3) +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 +#ifdef TI86 + add a,a ;y*4 (86) +#else + add a,e ;y*3 (83) +#endif + add a,a ;y*8 (86) | y*6 (83) rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) - add a,a ;y*16 (width of screen) + add a,a ;width of screen (y*16 (86) | y*12 (83)) rl b ;b=b*2+overflow (if y>64 then bc=bc+512) inc a ;8 pixels to right (a=even so no overflow) @@ -1094,127 +1555,128 @@ 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 a,15 ;128/8=16=screen width ** minus one (inc a ^^) + ld hl,dispbuffer ;save-location + add hl,bc ;bc = Y*16+X/8: hl=screen address + ld a,scrwidth-1 ;128/8=16=screen width ** minus one (inc a ^^) sub d ;minus x-start (d=X/8) + jr z,handle_laser ;if size=0=256x (right edge) then skip display ld b,a drawlaser: ld (hl),%11111111 inc hl ;Go to next byte dnz drawlaser - -; ld a,(just_fired) ;fired for how long -; cp 4 ;if 4th turn -; ret nz ;then do damage, otherwise quit - handle_laser: - ld a,(firex) - ld d,a ;d was divided, so reload the laser-x + pop de ;de=(firex): x-pos unmodified check_laserhits: ;de = (x,y) - ld b,nrenemies - ld hl,enemies+1 - -laserhits: ;Hits with normal enemies + psh ix + ld b,nrenemies ;check all enemies + ld hl,enemies+1 ;enemy#1+occ/hp00 +laserhits: ;hits with normal enemies psh hl - - ld a,(hl) - and %00000010 - jr z,nolashit ;no hit when enemy_occ <> 2/3 - - inc hl ;enemy type - ld a,(hl) - or a ;enemy #0 = pickup - jr z,nolashit ;yes: don't destroy - - inc hl + ld a,(hl) ;occ+hp00 + and %11 ;normal enemy occ = %11 + cp %11 + jr nz,nolashit ;no hit when enemy_occ <> 11 + + inc hl ;@type + cal find_sprite ;ix=sprite to enemy (hl) + inc hl ;@x ld a,(hl) ;check x sub d - jp m,nolashit ;no hit when enemy is left of you - - inc hl + jr c,nolashit ;no hit when enemy is left of you + inc hl ;@y ld a,(hl) ;check y sub e jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit jr nc,nolashit ;a-e>0 = enemy above laser = no hit - add a,5 ;add enemy height - jp p,enemy_lashit ;a-e>0 = hit - -nolashit: + dec a ;minus one + add a,(ix+1) ;add enemy height (according to sprite @ix) + jp m,nolashit ;a-e>0 = hit +enemy_lashit: + psh hl ;pointer to enemy destroyed by putsprite + psh bc ;safe enemy counter + psh de ; and Ur position (used for further compares) + dec e ;adjust y-position + dec e + dec e ;hit sprite centered at e (height=6) + dec hl ;@x + ld d,(hl) ;x-position of hit (enemy's x-pos) + ld ix,spr_lashit ;laserHit sprite + cal putsprite ;display this frame only unlike bullethit ani + pop de ;restore regs + pop bc pop hl + ld a,(curweapdamage) ;damage + cal enemy_hit ;inflict (hl=enemy+y) +nolashit: + 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 - ret - -enemy_lashit: ;&&&before nolashit - cal enemy_hit - jr nolashit - -fire_ybullet: - ld hl,ybullets - ld de,3 - ld b,maxbullets -find_ybullet: - ld a,(hl) - or a - jr z,found_ybullet ;0 = no bullet here - add hl,de - dnz find_ybullet ;look next bullet - pop hl ;don't try to fire any other bullets - ret ;so ret twice - -found_ybullet: - ld (hl),c ;use the bullet and set correct bullet-type - ld a,(firex) ;your x-pos - add a,5 ;place bullet in front of you - inc hl ;go to bullet-x - ld (hl),a ;set x - - ld a,(firey) ;your y-pos - add a,(ix+1) ;place bullet at the middle of your ship - inc hl ;go to bullet-y - ld (hl),a ;set y - xor a ld (weapincs),a ;reset damage + pop ix + ld c,a ;c=0 ret -;------------------------ handle bullets -------------------------------------- +;------------------------ handle bullets ------------------------------------- -bullet_left: - ld a,124 - sub b +Handle_bullets: + ld hl,ybullets + ld b,nrybuls +scan_bullets: + ld a,(hl) ;@bulletType + or a ;bulletType=0 >> no bullet + jp z,next_ybullet+2 ;skip pops (+2); jP for speed - cp (hl) ;off screen? (x>128-5) - jr c,remove_bullet - ld a,(hl) ;a = X - add a,b ;move b to the right + psh bc ;bullet counter + psh hl ;save enemy+type + ld (temp1),hl ;needed for check_bullethits + inc hl ;@damage + ld c,(hl) ;damage + dec c ;c=damage-1 + jp m,bullethitbullet ;damage<=0 (=no bullet) + inc hl ;@x + +;move_bullet + ld c,a ;c=type + and %11111 ;pixels to move + add a,(hl) ;a = X + (hl) to the right + sub 16 ;and 16 to the left (so -16..+15) + jr c,remove_bullet ;remove if x<0 + cp 8*scrwidth + jr nc,remove_bullet ;or x>=128 ld (hl),a ;save new pos. ld d,a ;d = X - inc hl ;to y-pos + inc hl ;@y-pos ld a,c - cal _shracc +#ifdef TI86 + rcl _shracc ;%11100000->1110 +;Note: a _shracc procedure inside Nemesis itself would be 27 cycles faster +#else + srl a \ srl a \ srl a \ srl a ;83 doesn't have a shracc call +#endif + srl a ;%1110->111 dec a - jr z,bullet_noymove + jr z,bullet_noymove ;1=straight forward dec a - jr z,bullet_up + jr z,bullet_up ;2=up dec a - jr z,bullet_halfup + jr z,bullet_halfup ;3=1/2up dec a - jr z,bullet_down - -bullet_halfdown: + jr z,bullet_down ;4=down +bullet_halfdown: ;5=1/2down ld a,(timer) - and 1 - jr z,bullet_noymove + rra ;carry once every other turn + jr c,bullet_noymove bullet_down: ld a,(hl) inc a @@ -1223,8 +1685,8 @@ bullet_down: ld (hl),a bullet_halfup: ld a,(timer) - and 1 - jr z,bullet_noymove + rra ;CF every other turn + jr c,bullet_noymove bullet_up: ld a,(hl) dec a @@ -1232,64 +1694,66 @@ bullet_up: ld (hl),a bullet_noymove: ld e,(hl) ;e = Y - ret - -remove_bullet: - dec hl - ld (hl),0 ;dump this bullet! - pop hl - jr next_ybullet - -Handle_bullets: - ld hl,ybullets - ld b,maxbullets -scan_bullets: - psh bc - psh hl - ld (temp1),hl ;needed for check_bullethits - ld a,(hl) - inc hl - - or a - jp z,next_ybullet ;bulletType=0 >> no bullet - - ld c,a - and %1111 - ld b,a - cal bullet_left ;move bullet left display_bullet: - psh de - ld hl,XLbullettable ;pointer to first bullet - ld a,(curweapdamage) ;bullet damage=size + 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 - inc a ;must be at least 1 -nextbulletlook: - inc hl ;next bullet - dec a - jr nz,nextbulletlook - ld a,(hl) ;load pointer offset - ld d,0 - ld e,a ;convert to 16bit + ld b,0 + ld c,a ;->16bit (de=a) + add hl,bc ;point to correct bullet offset + ld a,(hl) ;load bullet offset + ld c,a ;convert to 16bit (d=0) ld ix,spr_bullet01 ;first sprite - add ix,de ;add offset (go to correct sprite) - pop de ;position saved - psh de ;but will be altered so save again - cal putsprite ;display bullet - pop de + add ix,bc ;add offset (go to correct sprite) + + 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 next_ybullet: - pop hl - pop bc - inc hl - inc hl - inc hl + pop hl ;restore enemy+type + pop bc ;b=counter + ld de,4 + add hl,de dnz scan_bullets ;next bullet (loop) ret +remove_bullet: + pop hl ;enemy+type + ld (hl),0 ;dump this bullet! + jr next_ybullet+1 ;+1:skip pop hl at next_ybullet + +bullethitbullet: ;"bullet" just displaying a bullet hit + inc c ;restore damage (to -5..0) + jp z,remove_bullet ;if it's 0 remove it + inc c ;increase to next frame + ld (hl),c ;save new + ld a,c + neg ;make positive value (frame nr. 0..4) + add a,a ;*2 + ld e,a + add a,a ;*4 + add a,e ;*6 + ld e,a + ld d,0 ;de=a + ld ix,spr_hit ;first hit sprite + add ix,de ;add frame nr*8 (goto correct sprite) + inc hl ;@x + ld d,(hl) + inc hl ;@y + ld e,(hl) ;load position into de + cal putsprite ;display hit-sprite + jr next_ybullet ;handle the other bullets + ;--------------------------- check bullethits -------------------------------- check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet @@ -1301,129 +1765,101 @@ hit_enemies: ;Hits with normal enemies psh hl ld a,(hl) - and %00000010 - jr z,nohit ;no hit when enemy_occ <> 2/3 + and %11 + cp %11 + jr nz,nohit ;no hit when enemy_occ <> %11 inc hl ;enemy type - ld a,(hl) - or a ;enemy #0 = pickup - jr z,nohit ;yes: don't destroy - - psh de - cal find_sprite - pop de + cal find_sprite ;set ix to the sprite of this enemy - inc hl + inc hl ;@x ld a,(hl) ;check x - sub d - sub 5 - jp p,nohit - add a,5 - add a,(ix) - jp m,nohit + sub d ;minus bullet x-position + ld b,a ;psh a + sub 5 ;minus bullet x-size +bulletxsize =$-1 + jp p,nohit ;miss + ld a,b ;pop a + add a,(ix) ;add enemy width + jp m,nohit ;miss - inc hl + inc hl ;@y ld a,(hl) ;check y - sub e - sub 3 - jp p,nohit - add a,3 - add a,(ix+1) - jp m,nohit - + sub e ;minus bullet y-position + ld b,a ;psh a + sub 3 ;substract bullet height +bulletysize =$-1 + jp p,nohit ;nope, missed it + ld a,b ;pop a + add a,(ix+1) ;add enemy height + dec a ;minus one + jp m,nohit ;missed after all + + ;---bullet hits enemy (auch-time!)--- psh hl - xor a - ld (0),a ;remove bullet + ld hl,0 ;@bulletType temp1 =$-2 - pop hl - + inc hl ;@damage + ld a,(hl) ;damage to inflict on enemy + ld (hl),-(hitsprites+1);make this bullet exploding (damage = -5) + pop hl ;enemy+y cal enemy_hit nohit: pop hl ld bc,enemysize add hl,bc pop bc - dnz hit_enemies ;check next enemy + dnz hit_enemies ;check next enemy ret -enemy_hit: - dec hl - dec hl - dec hl - - ld a,1 ;damage to inflict -curweapdamage =$-1 - rla - rla ;*4 +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 - ld a,(hl) ;load occ - sub b ;decrease HP (if <0 then c is set) + + dec hl ;@x + dec hl ;@sprite+1 + dec hl ;@sprite + dec hl ;@hp00 (occ) + ld a,(hl) ;load hp00 + sub b ;decrease HP (if <0xx then c is set) ld (hl),a ;save (no flag-changes) - dec hl ;goto hp64; no change in c + dec hl ;@hp64; no change in c ld a,(hl) ;load; no c-change - sbc a,0 ;if c then decrease a + sbc a,0 ;if cf then decrease a ld (hl),a ;save back the new value ret nc ;if a>=0 then return, otherwise explode inc hl ;goto occ again ld (hl),%01 ;set to explode + ld a,(pickuptimer) ;counts enemies destroyed dec a ;enough destroyed for a pickup? + psh af ;save flags and a=0 jr nz,pickupdone ;otherwise just explode - ld (hl),%110 ;change it into a pickup (with 2 HP) - ld a,18 ;reset enemies counter (18 hits = next) + ld a,pickupfreq ;reset enemies counter pickupdone: ld (pickuptimer),a ;save new enemiescounter value - inc hl - ld (hl),$00 ;explosionFrame 0 + inc hl ;@sprite (=explosionFrame) + ld (hl),0 ;explosionFrame 0 or enemy #0=pickup + pop af + cal z,place_enemy ;place pickup (enemy#=0=a cuz ZF) ld hl,1 ;increase score by one jp scoreInc ;+ret -;--------------------------- handle torpedo ---------------------------------- - -Handle_torp: - ld a,(torp_occ) - sub 2 - ret m ;return if occ=0/1 - - ld hl,torp_pos ;x-position - ld a,(hl) ;load in a - inc a ;move right - cp 125 ;right edge reached - jr nc,remove_torp ;remove if x>125 - ld (hl),a ;save new x - ld d,a - - inc hl ;y-position - ld a,(hl) - inc a ;move down - cp 56 ;bottom reached - jr nc,remove_torp ;remove if y>40 - ld (hl),a ;save new y - ld e,a - - ld ix,spr_bullett1 - psh de - cal putsprite ;display torpedo - pop de - jp check_bullethits ;check for hits with enemies - -remove_torp: - ld a,1 - ld (torp_occ),a - ret - -;--------------------------- level events ------------------------------------- +;--------------------------- level events ------------------------------------ Level_event: - ld hl,nextevent ;time to next event 3 = place an enemy + jr nz,place_ranenemy ;nope: >3 = place an enemy inc hl ;nextevent located behind eventleft - ld (hl),123 ;set delay + ld (hl),193 ;3: set delay for next boss to appear ret ;don't place any more enemies -place_boss: - ld hl,(levelp) ;the leveldata (including the boss) - dec hl ;points to leveldata\boss\enemynr - ld a,(hl) ;load it - ld (level_enemy),a ;set new enemy (boss) - dec hl ;points to level\boss\movement - ld a,(hl) ;load - ld (level_move),a ;set boss movement - dec hl ;@level\boss\firefreq - ld a,(hl) ;load in a - ld (level_fire),a ;set firefrequency - jp do_event ;+ret - standby_event: ld b,nrenemies ld hl,enemies+1-enemysize ld de,enemysize + xor a chk_enemyleft: - add hl,de - ld a,(hl) - or a ;0 = no enemy present - jr nz,enemyleft - dnz chk_enemyleft - ret + add hl,de ;go to next enemy + cp (hl) ;0 = no enemy present + jr nz,enemyleft ;if enemy present (<>0) then quit checking + dnz chk_enemyleft ;loop for all enemies + ld hl,nextevent ;time 'til next event + ld (hl),157 ;next time to check is in 157 turns/frames + ld a,(your_weapon) + cp maxweapon ;you have bullets? + jr nc,placebigupgrade ;if not just place the big upgrade + ld a,(level) + rra ;if level&1=0 (even levels) + ret nc ;then dont place a pickup (=50%) +placebigupgrade + ld a,1 ;no enemies left: place upgrade pickup + jr place_enemy ;place enemy #1(=a) = big pickup enemyleft: ld hl,eventleft inc (hl) ret -do_event: +place_ranenemy: + ld hl,1 ;increase score by 1 + cal scoreInc + ld bc,0 ;0..nrlvlenemies +nrlvlenemies =$-1 ;=nr of enemies minus 1 + cal Random ;random enemy b..b+c = 0..nrenemies-1 + ld b,0 + ld c,a ;bc=a + ld hl,lvlenemies + add hl,bc ;go to a random enemy + ld a,(hl) ;load enemy nr of this mysterious random enemy + jr place_enemy + +place_boss: + ld hl,(levelp) ;the leveldata (including the boss) + dec hl ;points to leveldata\boss\enemynr + ld a,(hl) ;load enemy# of boss + +place_enemy: ;places enemy #=a (out:achl=?;b=0;de=@enemy+11) + psh af ld hl,enemies+1-enemysize ld bc,enemysize xor a ;a=0 -chk_noenemy: - add hl,bc +chk_noenemy: ;find an unused (no) enemy + add hl,bc ;check next enemy cp (hl) ;(hl) = 0 ?? jr nz,chk_noenemy ;jump if enemy present (non-0) - ex de,hl ;de=hl=usable enemy + ex de,hl ;de=hl=usable enemy +1 + pop af ;enemy# to place + cal findenemyspecs ;hl = enemy #a specs -place_enemy: - ld a,(level_enemy) ;enemy type to place (lvl) - ld hl,XLenemyinfos-4 ;enemy "0" specs (1 before enemy #1) - add a,a ;a=type*2 - add a,a ;a=type*4 - ld c,a ;c=type - ld b,0 ;bc = enemy nr.&&&XX - add hl,bc ;hl = enemy specs - ld a,(hl) ;load hitpoints+occ of this enemy class - ld (de),a ;save occ - - inc hl ;next enemyInfo byte - dec de ;goto hp - ld a,(hl) ;load hp64 - ld (de),a ;save hp64 - inc de ;next byte (or previous): occ again - - inc hl ;next enemyInfo byte - inc de ;next byte of current enemy - ld a,(hl) ;load enemy class (nr) - ld (de),a ;save enemy type - - inc de ;set x-pos - psh de - cal find_sprite - pop de - ld a,128 ;appear at right edge of screen - sub (ix) ;minus the width of this enemy (not offscreen) - ld (de),a ;= x-position (save) + dec de ;goto hp64 (before occ) + ldi ;set hp64 + ldi ;set hitpoints+occ of enemy class + ld c,(hl) + ldi ;set sprite + ld b,(hl) ;bc=@enemy_sprite + inc bc ;@sprite-height + ld a,(bc) + ld b,a ;b = sprite-height + ldi ;set sprite + 1 + ldi ;set x-position - inc de ;set y-pos - inc hl ;where to place?? ld a,(hl) ;load placeInfo - dec a ;is it 1? + inc hl + inc a ;is it -1? jr z,random_enemy ;yes: create random value <51 in a - dec a ;is it 2? + inc a ;is it -2? jr z,lure_enemy ;yes: create a 100% luring enemy + inc a ;is it -3? + jr z,lure_enemy ;yes: pick one (50% lure) + inc a ;is it -4? + jr z,ground_enemy ;yes: place @ current ground position ;otherwise? -halflure_enemy: ;yes (of course it is): pick one (50% lure) +yset_enemy: ;set 0+3..$FC+3 as y-position + ld (de),a + jr ypos_OK +ground_enemy: + ld a,(groundpos+15) ;ground height + neg ;negative (high ground, low y-pos) + add a,50 ;at the bottom + ld (de),a ;is turret's position + jr ypos_OK +halflure_enemy: ld a,(timer) ;look at frame-number - and %00000001 ;make random if odd frame nr. - jr nz,random_enemy ;1st possibility: random enemy + rra ;make random if odd frame nr. + rra ;...well make that frame/2 + jr nc,random_enemy ;1st possibility: random enemy lure_enemy: ;2nd possibility: luring enemy ld a,(y) ;place at same y-pos as YOUR ship jr ypos_OK - random_enemy: - ld b,e ;b will be added to random-value - cal Random50 ;make a (in a) random value 0-51 - + ld a,64-8 ;=57=screen height (8 is scorebar) + sub b ;minus sprite height=bottom + ld c,0 ;range=0 to... + ld b,a ;...57-y + cal Random ;random value on screen ypos_OK: ;random value successfully created ld (de),a ;save y-position - - inc de ;set move + inc de ;@movecounter + ldi ;set move-type ld a,1 ;movecounter = 1 - ld (de),a ;&&&(hl),1 better? - - inc de ;set fire - ld a,(level_info) - and %00000001 ;bit meaning directfire - jr nz,ffireOK ;(a=time-to-fire) = 1 frame (fires directly) - ld a,(level_fire) ;set ttf to normal nr of frames -ffireOK:ld (de),a ;save fire + ld (de),a ;set + inc de ;@firecounter + ldi ;set time-to-1st-fire + ldi ;set firefreq + ldi ; " firetype ret ;return -;--------------------------- enemy fires -------------------------------------- +;--------------------------- enemy fires ------------------------------------- -Enemy_fires: ;de = x,y +Enemy_fires: ;de = x,y; c = type; ix = enemy_sprite + ld hl,ebullets ;first bullet to check + ld b,nrebuls dec d - dec d ;d = x-2 - inc e ;e = y+1 + dec d ;d = x of firing enemy minus 2 - ld b,nrebuls - ld hl,ebullets + ld a,(ix+1) ;the height of the enemy firing this bullet + srl a ;halved + add a,e ;added to his y-position + ld e,a ;into e + dec e ;minus one (bullet height) + +enemy_fires_again: ;same but hl = first bullet possibly free + xor a find_ebullet: - ld a,(hl) - or a + cp (hl) jr z,found_ebullet ;0 = not used inc hl \ inc hl \ inc hl dnz find_ebullet ;look next bullet ret found_ebullet: - ld b,%1100 - ld a,(level_info) - and %00001000 - jr z,bulletok + ld a,c + sub 6 + jp c,bulletok ;type #0-5 = done (normal/diag) + or a + jp z,bulletaiming ;type #6 = aiming = type#2..5 + dec a + jr z,bullettriple ;type #7 = triple + dec a + jr z,bulletdouble ;type #8 = double + dec a + jr z,bulletwide5 ;type #9 = wide 5x + dec a + jr z,bulletdquad ;type #10 = double-quad + dec a + jr z,bulletran ;type #11 = random + dec a + jr z,firesenemies ;type #12 = mine + Dquad + dec a + jr z,basefiresenemies ;type #13 = enemies + 10 + dec a + jr z,randomfire ;type #14 = random @full height + dec a + jr z,bulletwide3 ;type #15 = wide triple + dec a + jr z,bulletfullfire ;type #16 = straight 5x + +randomfire: + ld c,0 + ld b,62 + cal Random ;a=0..62 + ld e,a + ld (hl),1 + jp _bulletok + +basefiresenemies: ;type #13 = base + ld bc,$3A00 + cal Random + ld e,a + cal random14 + ld c,a + cal bulletok ;find and fire bullet + + ld a,boss2enemy ;otherwise place enemy #[boss2enemy] + jp place_enemy + +firesenemies: ;type #12 = mine / Dquad + ld a,(timer) + rra ;if odd turn (50% chance) + jr c,bulletdquad ;then fire 6x + ld a,boss1enemy ;otherwise place enemy #[boss1enemy] + jp place_enemy + +bulletran: ;type #11 = fires bullets 1-5 at random + cal random14 + ld (hl),a ;set type a=1..5 + jr _bulletok + +bulletdquad: ;type #10 = double-quad + cal bulletwide5 ;fire type #1 to 5 +addedgebullets: + inc hl + ld a,e + sub 7 + ld e,a ;offset 7 up + ld c,1 ;type #1 = normal + cal enemy_fires_again + inc hl + ld a,e + add a,14 + ld e,a ;offset 14 down (7 total) +_enemy_fires_again: + jr enemy_fires_again + +bulletwide5: ;type #9 = wide 5x (fires 4 dirs + 1 straight) + cal bullettriple ;fire type #1, 4 and 5 + inc hl ;next bullet + ld c,2 ;type #2 = down + cal enemy_fires_again + inc hl + ld c,3 ;type #3 = up + jr _enemy_fires_again + +bulletfullfire: ;type #16 = straight 5 bullets + cal bullettriple ;fire 3 bullets at center (offset -2,+0,+2) + inc e \ inc e ;restore base (Y)position + jr addedgebullets ;fire 2 more bullets (at offsets -7 and +7) + +bullettriple: ;type #7 = triple + cal bulletdouble+1 ;fire double weapon (offset +0,+2) + dec e \ dec e ;two px back up + dec e \ dec e ;and another two up (offset -2) + inc hl ;next bullet position + ld c,1 ;type #1 = normal + jr _enemy_fires_again ;find and fire another bullet + +bulletdouble: ;type #8 = double + dec e ;one up (1st bullet not centered:offset -1,+1) + ld c,1 ;type #1 = straight + cal bulletok ;fire bullet + inc hl ;next bullet position + inc e + inc e ;two px down + jr _enemy_fires_again ;find and fire another bullet + +bulletwide3: ;type #15 = spread (3 bullets) + ld (hl),1 ;type #1 = normal + cal _bulletok ;fire + inc hl ;next bullet + ld c,4 ;type #4 = down 50% + cal enemy_fires_again + inc hl + ld c,5 ;type #5 = up 50% + jr _enemy_fires_again +bulletaiming: ;type #6 = aiming = type#2..5 ld a,(y) - sub e - add a,10 - jp p,bulletnotup - ld b,%1011 ;yourY-bulY = negative (=bullet below you) + sub e ;a = yourY-bulY = pixels bullet is above you add a,10 - jp p,bulletnotup - ld b,%1001 ;yourY-bulY = even more negative (going up) - + jp p,bulletnotup ;jump when 10 pixels below you or higher + ld (hl),5 ;go slightly down + add a,10 ;10 to 20 pixels below you + jp p,_bulletok ;yes: all done. + ld (hl),3 ;otherwise move down even more + jr _bulletok bulletnotup: - sub 20 - jp m,bulletok - ld b,%1010 ;bullet going down - sub 10 - jp m,bulletok ;even more going down - ld b,%1000 + ld (hl),1 ;normal bullet... + sub 20 ;...when... + jp m,_bulletok ;...10 pixels below you to 20 pixels above + ld (hl),4 ;bullet going slightly up... + sub 10 ;...when... + jr c,_bulletok ;...20 to 30 pixels above you + ld c,2 ;else (more than 30 pixels) move up more bulletok: - ld a,(level_info) - and %11110000 - or b - ld (hl),a ;set bullet direction + ld (hl),c ;set bullet direction +_bulletok: inc hl ld (hl),d ;set x-pos inc hl + ld a,58-5 ;bottom + cp e ;bullet-y... + jr nc,bulletonscreen ; - pop bc - inc hl \ inc hl \ inc hl - dnz handle_bullet + or a ;bullet present? + cal nz,enemy_bullet ;non-0: handle bullet + pop hl ;enemy_bullet could've added one or two to hl + pop bc ;bullet counter + inc hl \ inc hl \ inc hl ;next bullet (3 bytes per bullet) + dnz handle_bullet ;loop for each and every bullet ret enemy_bullet: - ld b,a ;save type&%1111 - inc hl ;bullet x - ld a,(hl) ;check if it has reached the left side of scrn - and %11111110 ;it is <2 (0 or 1)? - jr z,remove_ebullet ;yes, remove bullet - dec (hl) ;move one left - dec (hl) ;and another one - ld d,(hl) ;d=x - inc hl ;@y + inc hl ;@x + ld d,(hl) ;check if it has reached the left side of scrn + bit 7,d ;x<0? + jr nz,remove_ebullet ;yes, remove bullet + dec d ;move one pixel left + dec d ;and another one (that makes 2) + ld (hl),d ;save new x-coordinate in (HL) and D + inc hl ;@y (BTW: x >= -2) + ld e,(hl) ;e=y - ld a,b ;restore type - cp %1100 ;is it a normal bullet? (cp = faster than bit) - jr z,ebullet_common ;type %1100: normal bullet - and %111 ;isolate important bits - jr z,ebullet_down ;type %1000: moving down dec a - jr z,ebullet_up ;type %1001: moving up - ld b,a + jr z,ebullet_common ;type 1: normal bullet + dec a + jr z,ebullet_down ;type 2: moving down + dec a + jr z,ebullet_up ;type 3: moving up - ld a,(timer) - rra - jr c,ebullet_common + ld b,a ;save bulletType + ld a,(timer) ;load timer + rra ;half speed (CF set every other turn) + jr c,ebullet_common ;if bit then normal bullet - ld a,b - dec a - jr z,ebullet_down ;type %1010: moving down 50% - ;type %1011: moving up 50% + dec b + jr z,ebullet_down ;type 4: moving down 50% + ;type 5: moving up 50% ebullet_up: - ld a,(hl) - dec a - jp m,ebullet_common - ld (hl),a + dec e ;move up + jp m,ebullet_common ;y=bottom? + jr nc,ebullet_common ;then keep it there + ld (hl),e ;otherwise save new y ebullet_common: - ld e,(hl) ;e=y ld ix,spr_bullete1 ;display enemy bullet + psh hl cal putsprite + pop hl ;we'll need it again ebullet_hits: ld a,(your_occ) or a - jr nz,next_bullet ;0 = you're normal + ret nz ;0 = you're normal - pop hl - psh hl - inc hl ;check x - ld a,(x) + ld a,(y) ;check y collision sub (hl) add a,6 - jp m,next_bullet + ret m cp 9 - jr nc,next_bullet + ret nc - inc hl ;check y - ld a,(y) + dec hl ;check x + ld a,(x) sub (hl) add a,6 - jp m,next_bullet + ret m cp 9 - jr nc,next_bullet + ret nc - pop hl ;points to bullettype again - psh hl ;and save it again (ivm call to damage_you) - ld a,(hl) ;load bullettype - cal _shracc ;isolate damage-bits (%1111???? -> %00001111) - ld b,a ;set damage-amount + ld b,auch_bullet ;set damage-amount + psh hl cal damage_you ;HIT!! + pop hl ;save hl to remove the bullet remove_ebullet: - pop hl ;hl could be destroyed by damage_you + dec hl ;points to bullettype again ld (hl),0 ;bullet > unused - jr next_bullet+1 ;next bullet (SKIP THE = one byte) + ret -;--------------------------- handle enemies ----------------------------------- +;--------------------------- handle enemies ---------------------------------- Handle_enemies: ld hl,enemies+1 @@ -1707,55 +2265,62 @@ handle_enemy: psh hl ld a,(hl) - and %00000011 - jr z,next_enemy ;occ "no enemy" 0 + and %11 + jr z,next_enemy ;occ "no enemy" 00 dec a - jr z,exploding_enemy ;occ "exploding" 1 - ld b,a ;b=2 if moving, otherwise b=1 + jr z,exploding_enemy ;occ "exploding" 01 -normal_enemy: ;occ "normal" 2 or "moving" 3 - inc hl - ld c,(hl) ;c = enemy type = de +normal_enemy: + ld c,a ;c = occ-1 = %10 (normal) or %01 (pickup) + inc hl ;@sprite cal find_sprite - inc hl - ld a,(hl) ;x - dec a ;move left - jr c,remove_enemy ;off screen - jr z,remove_enemy ;" - ld d,a - - inc hl + inc hl ;@x + ld d,(hl) ;x + inc hl ;@y ld e,(hl) ;y - ld a,b ;moving state was stored in b earlier - dec a ;is it 1? - cal nz,moving_enemy ;2 = moving enemy - ld (hl),e + inc hl ;@movetype + cal moving_enemy + dec hl + + ld a,e ;new y value + cp 57 + jr c,enemyonscreenY ;=on screen + cp -20 ;moved off at top + ld e,0 ;reset to top + jr nc,enemyonscreenY + ld e,57 ;otherwise reset to bottom +enemyonscreenY: + ld (hl),e ;store new y dec hl ;@x + + ld a,d ;new x value + cp 129 ;x<=128 + jr c,enemyonscreenX ;=on screen + cp -7 ;x<=-8 + jr c,remove_enemy ;=off screen +enemyonscreenX: ld (hl),d ;store new x - ld a,c ;a = enemy type - or a ;type 0? (pickup) + dec c ;is this a pickup? (c=%01 so ZF=1) jr nz,check_enemyfire ;no, a normal enemy; let em fire - ld a,(timer) ;load time - and %1 ;move left once every 2 turns - jr z,firing_done ;don't move now - inc d ;increase x-position (don't move this turn) - inc (hl) ;and save it jr firing_done ;continue check_enemyfire: - inc hl ;go to - inc hl ;go to - inc hl ;go to - dec (hl) ;decrease counter till next blast - ld a,(hl) ;&&&doesn't seem efficient to me - or a ;has it reached zero? - jr nz,firing_done ;finished if not - - ld a,(level_fire) ;re-set counter for next blast - ld (hl),a ;save time to fire - inc hl ;next byte = bullettype &&& + ld bc,4 ;4x inc hl + add hl,bc ;@firecount + ld a,(hl) ;counter till next blast + dec a ;decrease it + ld (hl),a ;save new value + jr nz,firing_done ;finished if not reached 0 yet + + inc hl ;@firefreq + ld a,(hl) ;=time 'til next blast + inc hl ;@firetype + ld c,(hl) ;in c + dec hl + dec hl ;@firecount again + ld (hl),a ;reset counter for next blast psh de ;save registers for firing-use cal Enemy_fires ;fires bullet pop de ;restore (destroyed by Enemy_fires) @@ -1770,92 +2335,118 @@ next_enemy: dnz handle_enemy ret -remove_enemy: - pop hl - ld (hl),$0000 ;bye bye enemy - jr next_enemy+1 ;continue AFTER pop hl (already done) - exploding_enemy: inc hl - psh hl ld a,(hl) - cal explosion_stuff ;display explosion + cp 16 + jr nz,keep_enemy ;remove when at last frame +remove_enemy: pop hl - - ld a,(hl) - cp 15 - jr z,remove_enemy ;remove when at last frame + ld (hl),$0000 ;bye bye enemy + jr next_enemy+1 ;continue AFTER pop hl (already done) +keep_enemy: inc a ld (hl),a ;next frame + dec a ;1-16 -> 0-15 + ld ix,spr_explosion ;base sprite + inc hl ;@x + cal explosion_stuff ;display explosion jr next_enemy -;--------------------------- moving enemies ----------------------------------- +;--------------------------- moving enemies ---------------------------------- moving_enemy: - ld a,(level_move) + dec d ;move left once + ld a,(hl) ;how does this enemy move? and a - jr z,movetype_updown ;type 0 - dec a - jr z,movetype_vslow ;1 - dec a - jr z,movetype_fast ;2 - dec a - jr z,movetype_vfast ;3 - dec a - jr z,movetype_smart ;4 - dec a - jr z,movetype_lure ;5 - dec a - jr z,movetype_slowlure ;6 - dec a - jr z,movetype_stoplure ;7 -; dec a -; jr z,movetype_fulllure ;8 + ret z ;0 = (1<) + ld b,a + ld a,(timer) + dec b + jp z,movetype_updown ;1 = (1<) up / down + dec b + jr z,movetype_vslow ;2 = (.25<) + dec b + jr z,movetype_slow ;3 = (.5 <) + dec b + jr z,movetype_lslow ;4 = (.75<) + dec b + jr z,movetype_mfast ;5 = (1.25<) + dec b + jr z,movetype_fast ;6 = (1.5<) + dec b + jr z,movetype_vfast ;7 = (2 <) + dec b + jr z,movetype_xfast ;8 = (3 <) + dec b + jr z,movetype_slowlure ;9 = (1<) move y towards you 50% + + inc d ;speed 0 + dec b + jr z,movetype_lure ;10 = (0) move y towards you + dec b + jr z,movetype_slowlure ;11 = (0) lure 1/2 speed + dec b + jr z,movetype_fulllure ;12 = x+y towards you 1/2 speed + dec b + jr z,movetype_right ;13 = (.5>) + dec b + jr z,movetype_fright ;14 = (1>) + dec b + jr z,movetype_right ;15 = (0) + dec b + ret z ;16 = + +movetype_lboss: + ld a,104 + cp d + jr c,dothemovethingy + inc d ;x<110: move right +dothemovethingy: + jr movetype_updown ;move up and down and up and down and... + +movetype_right: + rra + ret c ;speed 0 50% +movetype_fright: + inc d ;move right one px + ret movetype_fulllure: - inc d - ld a,(timer) - and 1 - ret z + rra + ret c ;50% speed cal movetype_lure ld a,(x) cp d - jr c,lure_left + jr c,movetype_vfast ;moves left (again) lure_right: - inc d + inc d ;move right ret -lure_left: - dec d - ret - -movetype_stoplure: - inc d - jr movetype_slowlure movetype_slowlure: - ld a,(timer) - and 1 - ret z - + rra ;half the time + ret c movetype_lure: + ld a,110 + cp d + jr nc,dothelurethingy + dec d ;x>109: move left +dothelurethingy: ld a,(y) cp e - jr c,lure_up -lure_down: + ret z ;don't move vertically if equal + jr c,lure_up ;below you then move up +lure_down: ;above then move down inc e ret -lure_up: - dec e +lure_up:dec e ret movetype_smart: - inc hl ;hl =@ - ld a,(timer) - and %1111 ; | - ld a,(hl) ;&&& \|/ - jr nz,smartupdate + inc hl ;@movecount + ld a,(hl) inc a -smartupdate: + and %1111 ld (hl),a or a ;reset carry flag @@ -1863,38 +2454,46 @@ smartupdate: and %11111100 jr z,movetype_fast +movetype_lslow: + and %11 + ret nz + inc d ;don't move 25% of the time + ret +movetype_slow: + rra + ret c + inc d ;don't move 50% + ret movetype_vslow: - ld a,(timer) and %11 ret z - inc d + inc d ;don't move 75% ret +movetype_mfast: + rra + ret c ;50% chance (makes it 25% total) movetype_fast: - ld a,(timer) - and %1 - ret z + rra + ret c ;once every other turn movetype_vfast: - dec d ;move left - ret nz ;finished - pop hl ;restore stack (no ret used) - jp remove_enemy ;remove this enemy (off screen) + dec d ;move left twice + ret +movetype_xfast: + dec d ;woowoo, now that's fast! + dec d ;move left trice! + ret movetype_updown: - inc hl ;@ + inc hl ;@movecount ld a,(hl) dec a - jr nz,move_updated - add a,128 -move_updated: - ld (hl),a - - or a ;reset carry flag - dec hl ;@ - and %00100000 - ld a,(hl);&&&ld a,e ;load current y-position + and 127 ;range 0..127 + ld (hl),a ;store new movecounter + dec hl ;reset hl to @movetype + and %00100000 ;ZF changes once every 64 turns + ld a,e ;load current y-position jr z,movedown - moveup: dec a ;decrease y-pos (=move up) ret m ;don't move off the screen (y<0) dec e ;save new y-pos @@ -1906,672 +2505,661 @@ movedown: inc e ;otherwise save new position ret ;and return -;--------------------------- check collision ---------------------------------- +;--------------------------- check collision --------------------------------- Enemies_hit: ld hl,(x) ;e = X, d = Y ld de,$0707 ;add 7 to both d and e add hl,de - ld d,h - ld e,l ;e = X+7, d = Y+7 + ex de,hl ;e = X+7, d = Y+7 ld hl,enemies+1 ld b,nrenemies ;check all 20 enemies check_collision: - psh hl + psh bc ;counter + psh hl ;pointer ld a,(hl) - and %00000010 - jr z,check_next ;2 or 3 = ok - inc hl + and %10 ;enemy status (%11=normal; %10=pickup) + jr z,check_next ;2 or 3 = ok, otherwise: next enemy + inc hl ;@sprite collide_enemy: ;&&& include in Handle_enemy proc - psh de cal find_sprite - pop de - inc hl + inc hl ;@x ld a,(hl) ;check x match sub e ;enemy position minus yours minus 7 jp p,check_next add a,6 - add a,(ix) + add a,(ix) ;enemy width jp m,check_next - inc hl + inc hl ;@y ld a,(hl) ;check y match sub d ;same as with x-check - jp p,check_next + jr nc,check_next ;(=jp p) add a,6 - add a,(ix+1) + add a,(ix+1) ;enemy height jp m,check_next - dec hl - dec hl + dec hl ;@x + dec hl ;@sprite+1 + dec hl ;@sprite + dec hl ;@occ take_pickup: - psh hl ;we need hl - ld hl,2 ;increase score by 2 - cal scoreInc - pop hl ;we're done - - ld a,(hl) ;load enemy type - or a - jr nz,collide ;enemy when <>0 - - psh hl + ld a,(hl) ;load enemy occ + rra ;if occ = %10 (can't be %00) then pickup + jr c,collide ;otherwise normal enemy so you collide + ld (hl),0 ;remove + rra ;skip this bit (=%1) + rra ;this bit specifies the pickup ID (big/small) + jr nc,armorpickup ;%0 = pickup increases armor and shield + ;%1 = pickup selects (next) upgrade ld hl,your_pickup ;your pickups ld a,(hl) ;current inc a ;go to next - cp 6 ;pickups >=6 + cp 4 ;pickups >=4? jr c,not_maxpickup - ld a,1 ;yes: reset to pickup 1 + psh hl ;too much pickups + ld hl,250 + cal scoreInc ;increase score by 250 + pop hl + ld a,1 ;and reset to pickup #1 not_maxpickup: ld (hl),a ;save new + psh de cal disp_icons ;display altered pickupicons - pop hl - - dec hl ;to enemy occ - xor a ;set to 0 = gone - ld (hl),a ;remove + pop de ;ld de,$0707 jr check_next ;all done, next.. -destroy_enemy: - ld (hl),%01 ;set to explode - inc hl - ld (hl),0 ;explosionFrame 0 - jr collide_done +armorpickup: + cal inc_armor ;increase armor (like at end of level) + ld a,30 ;activate shield for 30*4=120 frames + ld (your_shield),a + cal disp_icons ;display status bar (new armor value) + jr check_next collide: - dec hl - ld a,(hl) - and %11111100 - jr z,destroy_enemy ld a,(hl) - sub %00000100 + sub auch_ecollide ld (hl),a -collide_done: - ld b,4 ;damage + jr nc,enemydamaged ;enemy still ok (HP>=0) + ld (hl),%01 ;set to explode + inc hl + ld (hl),0 ;explosionFrame 0 +enemydamaged: ;damage to enemy delivered + ld b,auch_collide ;your damage cal damage_you check_next: - pop hl - ld a,b ;psh bc - ld bc,enemysize - add hl,bc - ld b,a ;pop bc - dnz check_collision + pop hl ;current enemy base (unaltered) + ld bc,enemysize ;bytes per enemy + add hl,bc ;pointer to next enemy + pop bc ;restore counter + dnz check_collision ;loop for all enemies ret ;--------------------------- story ------------------------------------------- +dostory: +#ifdef story + cal storyPage ;do some story + ld a,(hl) ;load next byte in a + inc a ;set z-flag if a = $ff + jr nz,dostory ;otherwise loop + inc hl + inc hl ;set hl to beginning of the level + ld (levelp),hl ;set the level-pointer + ret ;and return + storyPage: - psh hl - cal _clrLCD + psh hl ;hl will be destroyed by _clrLCD + rcl _clrLCD ;clear screen pop hl + ld a,(hl) + ld (curline),a ;begin line for special effect storyLine: + ld d,(hl) ;vertical position of text inc hl - ld e,(hl) - inc hl - ld d,(hl) - ld (_penCol),de + ld e,(hl) ;horizontal text-position + ld (_penCol),de ;set position inc hl - cal _vputs + rcl _vputs ;display text - ld a,(hl) - dec a - jr z,storyLine + ld a,(hl) ;load next byte + inc hl + or a ;0 means more text + jr z,storyLine ;loop if there is + psh af psh hl - ld hl,VIDEO_MEM - ld de,GRAPH_MEM - ld bc,1024 + ld hl,VIDEO_MEM ;copy text + ld de,dispbuffer ;to GRAPH_MEM + ld bc,1024 ;entire screen ldir - cal _clrLCD + rcl _clrLCD ;clear VIDEO_MEM pop hl - - inc hl - ld a,(hl) - inc hl - ld b,(hl) + pop bc ;last byte (<>0) is lines to SFX psh hl - cal DoSFX - cal _getkey + cal DoSFX ;do special effects + cal getsomekeys ;wait for a key pop hl ret -dostory: - cal storyPage ;do some story - inc hl ;look at next hl - ld a,(hl) ;load in a - dec hl ;restory hl - inc a ;set z-flag if a = $ff - jr nz,dostory ;otherwise loop - - ld bc,5 ;story ends - add hl,bc ;set hl to beginning of the level - ld (levelp),hl ;set the level-pointer - ret ;and return - -;--------------------------- SFX --------------------------------------------- - -CDoSFX: - ld hl,VIDEO_MEM - ld de,GRAPH_MEM - ld bc,1024 - ldir - ld b,64 - ld a,-1 - -DoSFX: ;ins: a=beginLine b=nrOfLines - ld (curline),a -SFXframe: - psh bc +DoSFX: psh bc ;in:(curline)=beginLine;b=nrOfLines - ld a,(curline) ;get line number + ld a,0 ;get line number +curline =$-1 inc a ;go to the next line ld (curline),a ;update - ld l,a - ld h,0 - add hl,hl + ld h,0 ;hl=a add hl,hl add hl,hl add hl,hl + add hl,hl ;*16 (a pixels down=a*16) + sub 64 ;a=a-64 + neg ;a=64-a (lines from bottom) ld b,h ;save hl for later ld c,l - - ld de,VIDEO_MEM + ld de,VIDEO_MEM ;where to put sfx add hl,de ;go to ymin - ld d,h - ld e,l - - ld hl,GRAPH_MEM - add hl,bc ;hl->logo + ex de,hl ;put into de again + ld hl,dispbuffer ;source of original + add hl,bc ;hl->source - ld a,(curline) ;Calculate how many lines to draw - ld c,a - ld a,64 - sub c - ld b,a - -SFXdisp: ;display this frame on screen - ld a,b ;psh b (a will not be used) +sfxlaserdisp: ;display this frame on screen ld bc,16 ;one line (=16 bytes, you'd know by now) ldir ;display (copy actually) ld bc,-16 ;go up one line (not on screen) add hl,bc ;so the same line will be displayed - ld b,a ;pop b - dnz SFXdisp ;repeat until whole screen is displayed - - ld b,8 -SFXdelay: - halt - dnz SFXdelay - - pop bc - dnz SFXframe - ret - -;--------------------------- show icon ---------------------------------------- - -drawline: - ld (hl),a ;draw one piece of the divider-line - inc hl ;move right (8 pixels = 1 byte) - dnz drawline ;repeat (16bytes * 8pixels =128= screen width) - ret - -disp_icons: - psh bc \ psh de \ psh hl \ psh ix ;&&& - - ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom - ld (PutWhere),hl ;place icons at bottom of normal screen - ld b,16 ;draw 16x (screen width) - ld a,%11111111 ;horizontal line mask - cal drawline ;draw divider-line - - ld b,16*7 ;draw 16x (screen width) 7x (height) - xor a ;blank line mask - cal drawline ;clear scorebar - - cal disp_lives - - ld ix,spr_icon01 ;armorIcon - ld de,$1901 ;icon #1 - cal putwidesprite ;display icon - cal disp_armor ;display bar - - ld ix,spr_icon00 - ld a,(torp_occ) - or a - jr z,no_torp - ld ix,spr_icon02 ;torpedoIcon -no_torp: - ld de,$2901 ;icon #2 - cal putwidesprite ;display - - ld ix,spr_icon03 ;bulletIcon - ld de,$3901 ;icon #3 - cal putwidesprite ;display icon - ld hl,$3945 ;position to display bullet-type digit - ld a,(your_weapon) ;digit - dec a ;minus one (1=laser) - ld (_penCol),hl ;set location - add a,'0' ;make digit - cal _vputmap ;display char - - ld ix,spr_icon00 ;emptyIcon - ld a,(your_weapon) - dec a - jr nz,no_laser - ld ix,spr_icon04 ;laserIcon -no_laser: - ld de,$4901 ;icon #4 - cal putwidesprite - - ld ix,spr_icon00 ;emptyIcon - ld a,(your_multiples) - and %11 - jr z,no_multiples - ld ix,spr_icon05 -no_multiples: - ld de,$5901 ;icon #5 - cal putwidesprite - - ld ix,spr_dividerline - ld de,$6901 - cal putwidesprite - - ld a,(your_pickup) ;pickups taken - add a,a ;picks*2 (sets z-flag) - jr z,iconsdone ;return if no pickups - add a,a ;picks*4 - add a,a ;picks*8 - add a,a ;picks*$10 - add a,$09 ;add 0ah - ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59) - ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) + dec a ;counter + jr nz,sfxlaserdisp ;repeat until whole screen is displayed - ld ix,spr_icon - cal putwidesprite -iconsdone: - ld hl,GRAPH_MEM ;normal game-screen - ld (PutWhere),hl ;set sprite-position to normal screen + ld b,11 ;11x 1/200sec = ~20 frames/s +sfxlaserdelay: + halt ;delay + dnz sfxlaserdelay ;8x - pop ix \ pop hl \ pop de \ pop bc + pop bc ;counter + dnz DoSFX ret - -disp_armor: - ld hl,(57*16)+VIDEO_MEM+3 - ld b,3 -armorbarclr: - dec hl - ld (hl),0 - 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 2 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 - 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 +#else + rcl _clrWindow + ld hl,welldone + rcl _puts + jp getsomekeys ;wait for a key +welldone: + .db "-CONGRATULATIONS!-",0 +#endif + +;--------------------------- proc -------------------------------------------- + +random14: ;random 1..1+4 + ld c,1 + ld b,4 +; cal Random +Random: ;a=c=b + jr nc,randomloop ;then add again + add a,c ;a=0 - add a,13+(50-12) ;a = -13..-1 >=> 0..12 >=> 39..50 - ret - -Random: - ld a,(RanPos) ;a handy random-var. - ld hl,x ;add your x-coord for randomness - adc a,(hl) - inc hl ;add your y-coord for randomness - adc a,(hl) - ld (RanPos),a ;save altered random-var - ret ;RanPos also in #a - -scoreInc: +#else psh bc - ld bc,(score) - add hl,bc - ld (score),hl + ld bc,50*256+1 ;range=1..51 + cal Random ;a = 1..51 + ld d,a ;*1 + add a,a ;*2 + add a,d ;*3 + ld h,0 + ld l,a ;hl = 1..51 * 3 + add hl,hl + add hl,hl ;hl = 1..51 * 12 (left side at random y) + dec hl ;hl = 0..50 * 12 (" at right side of screen) + ld de,dispbuffer + add hl,de ;position on screen pop bc ret +#endif + +scoreInc: ;increase score by HL + psh bc ;don't destroy bc (or any registers Xcept hl) + ld bc,(your_score) ;your current score in bc + psh af ;don't destroy a either + ld a,(hardcore) ;load hardcore mode settings in a + or a ;is it zero? + jr z,scoreincok ;then skip the next instruction (score = ok) + add hl,hl ;otherwise (hardcore) double the inc.score +scoreincok: + pop af ;restore a register + add hl,bc ;add bc to hl (or vice versa) + ld (your_score),hl ;save new increased score + pop bc ;all registers to what they were + ret -find_sprite: ;destroyed: de ix - psh hl - ld e,(hl) ;e = enemy type - ld d,0 ;de = e - ld hl,XLenemytable ;hl = @sprites offset-table - add hl,de ;points to offset of current enemy offset - ld e,(hl) ;de = @enemy offset - ld d,0 - - ld ix,XLsprenemies ;first enemy sprite - add ix,de ;add offset for current enemy - add ix,de ;twice (offset stored as offset/2) - pop hl +find_sprite: ;in:hl=enemy+type | out:ix=sprite to enemy + ld a,(hl) ;sprite byte #1 + .db $DD,$6F ;ld hx,a + inc hl ;@sprite+1 + ld a,(hl) ;sprite byte #2 + .db $DD,$67 ;ld lx,a ;ld ix,(hl) ret BLACKLCD: ld hl,VIDEO_MEM ;screen location (top left) ld de,VIDEO_MEM+1 ld (hl),%11111111 - ld bc,1024-1 ;do it 1024 times = entire screen + ld bc,scrwidth*64-1 ;do it 1024 times = entire screen ldir +#ifdef TI83 + cal fastCopy +#endif set 3,(iy+5) ;set white on black ret -waitnokeypressed: - halt \ halt - cal GET_KEY - or a - jr nz,waitnokeypressed - ret - -Decompress: ;hl=source(compressed) de=dest(decompressed) - ld a,(hl) - bit 7,a - jr z,compressed - inc hl - and %01111111 - ld b,0 - ld c,a - ldir - jr Decompress -compressed: - psh af - or %11111100 - ld b,a - inc hl - ld c,(hl) - inc hl - pop af - and %01111100 - rrca - rrca +getsomekeys: + halt ;wait a li'l while and save batteries :P + halt + rcl GET_KEY ;input keys or a - ret z - psh hl - ld h,d - ld l,e - add hl,bc - inc a - inc a - ld b,0 - ld c,a - ldir - pop hl - jr Decompress + jr z,getsomekeys ;wait if none + cp K_SECOND ;2nd pressed? + ret z ;then return with zf set + cp K_ENTER ;enter pressed + ret ;then return with zf set, otherwise zf reset -;--------------------------- game over / new game / death --------------------- -chartable: - .db 0,"!<>^",0,0,0,0 +releasekeys: + halt + ld a,%10000000 ;all key-masks + out (1),a + in a,(1) + inc a ;cp %11111111 (no keys pressed) + jr nz,releasekeys ;keep waitin + jp GET_KEY ;clear buffer + +findenemyspecs: ;enemy #a specs in (hl); in:b=0; out:ac=? + ld hl,enemyspecs ;enemy "0" specs + add a,a ;a=type*2 + ld c,a ;b=0; bc=c=a=type*2 + add hl,bc ;hl = enm#0 + type*2 + add a,a ;a=type*4 (max.type<64) + ld c,a ;bc=type*4 + add hl,bc ;hl = enm#0 + type*6 + add hl,bc ;hl = enm#0 + type*10 + ret ;hl = enemy specs + +;--------------------------- game over / new game / death -------------------- + +#ifdef shiscore +chartable: ;use chartable-1 and add GET_KEY scancode + .db ".<>!",0,0,0,0 ;down,L,R,up .db 0,"xtoje0",0 ;enter..clear - .db " wsnid9",0 ;(-)..custom - .db "zvrmhc8",0 ;dot..del - .db "yuqlgb7x" ;0..xvar - .db 0,"-pkfa6'" ;on..alpha - .db "54321.",0,0 ;F5..more + .db " wsnid9",0 ;(-)..custom + .db "zvrmhc8",0 ;dot..del + .db "yuqlgb7#" ;0..xvar + .db $D9,"-pkfa6'" ;on..alpha + .db "54321",$D0,0,'*' ;F5..F1,2nd,exit,more -own_name: - .db 7,"nemesis" +save_lvl: + ld hl,storesave_end-storesave_start + psh hl ;size + ld hl,storesave_start + psh hl ;dest + ld hl,4+storesave_start-_asm_exec_ram + psh hl ;src + jr storesmtn save_hi: - ld hl,own_name-1 ;find own variable - rst 20h ;cal _ABS_MOV10TOOP1 - rst 10h ;cal _FINDSYM - ret c ;not found? who cares... - - xor a - ld hl,4+storehi_start-_asm_exec_ram - add hl,de ;hl=pointer to data in original prog - adc a,b - cal _SET_ABS_DEST_ADDR - xor a - ld hl,storehi_start - cal _SET_ABS_SRC_ADDR ld hl,storehi_end-storehi_start - cal _SET_MM_NUM_BYTES - cal _mm_ldir ;save done (cal \ ret) - jp _RAM_PAGE_1 + psh hl ;size + ld hl,storehi_start + psh hl ;destination + ld hl,4+storehi_start-_asm_exec_ram + psh hl ;source -save_lvl: - ld hl,own_name-1 ;find own variable +storesmtn: ;stores data [stack=src; stack+1=dest; stack+2=size] + ld hl,_asapvar ;find own variable rst 20h ;cal _ABS_MOV10TOOP1 rst 10h ;cal _FINDSYM - ret c ;not found? who cares... - xor a - ld hl,4+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: - pop hl ;=ret (game_over was called from a procedure) -game_over_nopop: + xor a ;bde=pointer to begin of real program + pop hl ;data offset + add hl,de ;hl=pointer to data in real prog + adc a,b ;if hl overflow also increase a + rcl _SET_ABS_DEST_ADDR ;destination = real program = ahl + xor a ;RAM page #0 + pop hl ;data position in normal program ($D748+) + rcl _SET_ABS_SRC_ADDR ;set as source (ahl) + pop hl ;size + rcl _SET_MM_NUM_BYTES ;set + rcl _mm_ldir ;copy data to real program + jp _RAM_PAGE_1 ;and finally: reset ram page +#endif + +game_over: ;stack=+0 cal BLACKLCD ;clear screen - cal waitnokeypressed - ld hl,$0603 +#ifdef TI86 + ld hl,$0603 ;centered on 86 +#else + ld hl,$0403 ;centered on 83 (smaller screen) +#endif ld (_curRow),hl ;center ld hl,txt_gameover - cal _puts ;display "GAME OVER" + rcl _puts ;display "GAME OVER" + cal releasekeys ;wait for all keys to be released ld hl,$0007 ld (_curRow),hl - - ld de,(score) - ld hl,(hiscore) - cal CP_HL_DE - jr nc,no_hiscore - ld (hiscore),de - -ask_hiname: - ld ix,hiname - ld a,9 - ld (hiscorepos),a +#ifdef shiscore + ld de,(your_score) ;current score + ld hl,(hiscore) ;hiscore + rcl CP_HL_DE ;de<=hl means no hiscore (or same) + jr nc,no_hiscore ;skip the new hiscore part + ld (hiscore),de ;otherwise save current score as new hiscore + +ask_hiname: ;and ask for new hiscore name + ld ix,hiname ;where to store the hiscore name + ld a,9 ;max. length <9 + ld (hiscorepos),a ;current char (counts backwards 9-1) enter_name_loop: - ld a,'_' - cal _putc - ld hl,_curCol - dec (hl) + ld a,'_' ;cursor appearance + rcl _putmap ;display (do not advance cursorpos) nokeypressed: - halt \ halt - cal GET_KEY - or a - jr z,nokeypressed + cal getsomekeys ;wait for any key + jr z,nomore ;if [enter] or [2nd] pressed we're all done - cp K_DEL - jr z,backup - cp K_ENTER - jr z,nomore - cp K_EXIT + ld hl,hiscorepos ;string position + cp K_DEL ;[DEL] functions as "backspace" + jr z,backup ;delete previous char if pressed + cp K_EXIT ;exit also ends name jr z,nomore - ld hl,hiscorepos - ld b,(hl) - dec b - jr z,nokeypressed - ld (hl),b + ld b,(hl) ;(hiscorepos) + dec b ;next position (counts backwards) + jr z,nokeypressed ;if it's 1 (became 0) then don't add no more + ld (hl),b ;otherwise save new string position - ld hl,chartable + ld hl,chartable-1 ;chars to add for each key ld e,a - ld d,0 - add hl,de - ld a,(hl) - or a - jr z,nokeypressed - - ld (ix),a - cal _putc - inc ix - cal waitnokeypressed - jr enter_name_loop - -backup: - ld hl,hiscorepos - ld a,(hl) - cp 9 - jr nc,nokeypressed - inc (hl) - - dec ix - ld (ix),' ' - ld a,32 - cal _putc + ld d,0 ;de = key pressed + add hl,de ;add so we know which char to add for this key + ld a,(hl) ;load in a + or a ;if it's 0 then + jr z,nokeypressed ;don't add anything afterall + + ld (ix),a ;save new char + rcl _putc ;and also display on screen + inc ix ;goto next char + cal releasekeys ;wait for the key to be released + jr enter_name_loop ;and continue the loop + +backup: ;backspace + ld a,(hl) ;(hiscorepos) + cp 9 ;9 means begin (0 total chars) + jr nc,nokeypressed ;nothing to remove so continue loop + inc (hl) ;otherwise pos one back + + dec ix ;and string to previous char as well + ld a,32 ;remove cursor + rcl _putmap ;by replacing it by ' ' ld hl,_curCol - dec (hl) - dec (hl) - jr enter_name_loop - -nomore: - ld a,' ' - cal _putc - ld (ix),0 - cal save_hi - jr hiscoredone - -no_hiscore: - ld hl,hiname - cal _puts + dec (hl) ;cursor one back + jr enter_name_loop ;continue name loop + +nomore: ;name's done + ld a,' ' ;remove cursor + rcl _putc ;(or actually replace with ' ') + ld (ix),0 ;end of string marker (zero-terminated) + cal save_hi ;store hiscore with name in real program + jr hiscoredone ;continue with game over screen +#endif +no_hiscore: ;no new hiscore + ld hl,hiname ;just display old name + rcl _puts hiscoredone: xor a ;clear a (Ahl will be displayed) ld hl,$1006 ;bottom-1 right ld (_curRow),hl ;set - ld hl,(score) ;your score - cal _dispahl ;display it (a=0) + ld hl,(your_score) ;your score + rcl _dispahl ;display it (a=0) +#ifdef TI86 ld hl,$314b ;bottom-1 right before score ^^ +#else + ld hl,$312b +#endif ld (_penCol),hl ;set ld hl,txt_score ;"Score" - cal _vputs ;display (small) + rcl _vputs ;display (small) ld hl,$1007 ;bottom right ld (_curRow),hl ;set ld hl,(hiscore) ;hi-score - cal _dispahl ;display + rcl _dispahl ;display +#ifdef TI86 ld hl,$3946 ;bottom right before hiscore ^^ +#else + ld hl,$3926 +#endif ld (_penCol),hl ;set ld hl,txt_hiscore ;"Hiscore" - cal _vputs ;display (small) + rcl _vputs ;display (small) res 3,(iy+5) - ld b,16 - ld de,16 - ld hl,VIDEO_MEM+(49*16)-1 + ld b,scrwidth + ld de,scrwidth + ld hl,VIDEO_MEM+(49*scrwidth)-1 restore_line: set 1,(hl) add hl,de dnz restore_line - cal _getkey ;wait for keypress - jp quit ;restore some things and return to TI-OS/shell + cal getsomekeys ;wait for keypress + jp quit ;restore some things and return to TI-OS/shell + +invship: ;procedure used in New_game + psh af + inc b + ld de,12*scrwidth + ld hl,scrwidth*(3-12)+VIDEO_MEM;begin pos +invshipinit: + add hl,de + dnz invshipinit + ld b,12*scrwidth ;12 lines down +invshiploop: + ld a,(hl) + cpl ;invert byte + ld (hl),a + inc hl + dnz invshiploop ;loop + pop af + ret + +New_game: ;start a new game (SP=+0) + rcl _clrLCD +#ifdef TI86 + ld a,VIDEO_MEM/$400 + ld (PutWhere),a ;will be reset after displaying iconbar +#endif + ld ix,spr_ship01 ;first ship: sprite + ld de,$0105 ;position + ld b,4 ;number of ships to display +dispshipsloop: + psh bc ;counter + psh de ;position + ld h,e +#ifdef TI86 + ld l,40 ;x=40 +#else + ld l,30 +#endif + ld (_penCol),hl ;small cursor position + psh ix ;ix destroyed by _vputmap + ld hl,txt_difhardcore ;hardcore ships text + ld a,b ;ship displaying (4 to 1) + dec a ;minus 1 (3..0) + psh af + and %10 ;gives 1,1,0,0 (for ships 0,0,1,1) + jr z,dispdifficulty ;0 indicates hardcore difficulty ship + ld hl,txt_difnormal ;normal difficulty ships text +dispdifficulty: + rcl _vputs ;display difficulty +#ifdef TI86 + ld a,95 +#else + ld a,70 +#endif + ld (_penCol),a ;set x=95 + pop af ;ship nr (backwards 3..0) + ld hl,txt_shpbeam ;updouble for ships 1 + and %1 ;gives 0,1,0,1 (for ships 0,1,0,1) + jr nz,dispsbeam + ld hl,txt_shplaser ;tailbeam for ships 0 +dispsbeam: + rcl _vputs ;display special beam type + pop ix + pop de + psh de ;peek de + cal putwidesprite ;display ship + pop de + + ld bc,spr_ship01i-spr_ship01+2 + add ix,bc ;go to next ship + ld a,12 ;below the previous one + add a,e + ld e,a + pop bc + dnz dispshipsloop ;loop -New_game: + ld b,0 ;menu pos. +selectship: + psh bc + cal invship +#ifdef TI83 + cal fastCopy +#endif + cal getsomekeys + pop bc + jr z,startthenewgame ;enter/2nd + cp K_EXIT + jp z,menuexit ;go game over when exit was pressed + psh bc + cal invship ;display selection bar on current ship + pop bc + cp K_DOWN ;down pressed? + jr nz,selnotdown + inc b ;move selection down +selnotdown: + cp K_UP ;up pressed? + jr nz,selnotup + dec b ;move selection up +selnotup: + ld a,b ;new selection + and %11 ;must be 0..3 + ld b,a ;in b again + jr selectship ;loop + +startthenewgame: + ld hl,spr_ship01-(spr_ship02-spr_ship01) + ld de,spr_ship02-spr_ship01 + psh bc ;save b (ship#) + inc b ;your ship #0-3++ + ld a,b ;ship #1-4 +searchyourship: + add hl,de ;next ship + dnz searchyourship + ld (your_ship),hl + and 1 ;gives: 1,0,1,0 for the ships + xor 1 ;well, make it 0,1,0,1 :) + jr z,whichship ;ships 0 have bullets + ld a,maxweapon ;ships 1 have lasers (0,8,0,8) +whichship: + ld (your_weapon),a ;set bullet#1 or laser#1 depending on ship + pop af ;ship# 0..3 + and %10 ;ships give 0,0,1,1 + ld (hardcore),a ;hardcore mode set for ships 3 and 4 xor a ;ld a,0 - ld (score),a ;reset score - ld (score+1),a ;reset score (0) - ld (torp_occ),a ;no torpedoes - ld (your_weapon),a ;no laser + ld (your_score),a ;reset score + ld (your_score+1),a ;reset score (0) + ld (your_extra),a ;no extra beam ld (your_pickup),a ;reset pickups ld (your_multiples),a ;no multiples inc a ;ld a,1 ld (level),a ;reset level nr (#1) - ld hl,XLlevelsdata ;set level pointer to level#1 + ld hl,levelstart ;set level pointer to level#1 ld (levelp),hl ;reset level pointer - inc a ;ld a,2 - ld (your_weapon),a ;default weapon ld a,4 ld (your_lives),a ;3 lives (4 will be decreased @ You_die) ld (pickuptimer),a ;next pickup after 4 enemies destroyed -You_die: - ld a,12 - ld (your_armor),a ;12 HPs/shields +You_die: ;stack must be +1 + ld a,24 + ld (your_armor),a ;24 HPs/shields ld a,(your_lives) ;load lives left dec a ;decrease lives ld (your_lives),a ;if lives=0ffh GO - jp c,game_over + inc a ;if -1 then zf set now + jp z,game_over ;and game's over jr samelevel -;--------------------------- next level --------------------------------------- +;--------------------------- next level -------------------------------------- -Next_level: - 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: ;stack must be +1 + pop hl - ld hl,level ;level number - ld a,(hl) - inc a - ld (hl),a + cal inc_armor ;increase armor + + ld hl,(levelp) ;level pointer + ld b,0 ;advance one level + ld c,(hl) + add hl,bc ;passed the enemies + ld c,9 + add hl,bc ;update to point to next level + ld (levelp),hl ;save + + ld a,(level) ;level number + inc a ;next level # + cp endlevel+1 ;last level done? + jr c,gamenotdone ;no: continue game +gamedone: ;yes: + cal dostory ;display end (hl=(levelp)) + ld hl,500 + cal scoreInc ;game complete bonus: 500 + jp game_over ;game over (+hiscore) +gamenotdone: + ld (level),a add a,a add a,a @@ -2581,48 +3169,55 @@ addok: add hl,bc ;plus 20 cal scoreInc ;update score - ld hl,(levelp) ;level pointer - ld bc,5+32+4+4 ;advance one level - add hl,bc ;update to point to next level - ld (levelp),hl ;save - samelevel: + ld hl,invertmode + ld de,_invert ;sets B<>W mode + ldi ;ld (_invert),(invertmode) + ld de,your_shipspr ;sets your ship's sprite + ldi ;ld (your_shipspr),(your_ship) + ldi ;and second byte (heh it's a word) + ld a,80 ld (nextevent),a ;time to first enemy appearance ld hl,(levelp) ;level pointer - xor a +#ifdef story + dec hl ;byte before level (boss byte) + xor a ;if it's zero it means here's a story cp (hl) - cal z,dostory + inc hl ;begin of level + cal z,dostory ;do the story and set (levelp) to real level +#endif - ld a,(hl) ;load new level-enemy type - ld (level_enemy),a ;set level-enemy + 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,17+17+2 - ldir + ld de,level_info + ld c,4 ;5xLDI: loads (level_info) (spacespace) + ldir ; (stars1) (stars2) + ld a,1 + ld b,16 ;fill (groundpos) +fillground: + ld (de),a + inc de + dnz fillground ld ix,starx1 ld b,nrstars1 cal placestars - ld hl,RanPos - inc (hl) ld ix,starx2 ld b,nrstars2 cal placestars @@ -2631,74 +3226,84 @@ samelevel: ld (timer),a ;reset time ld hl,your_occ ;hl = your_occ ld (hl),a ;reset your ship (not exploding) - inc hl ;hl = your_inv - ld (hl),25 ;set 25*4=100 frames invulnerable - ld hl,x ;begin position x=... - ld (hl),a ;...=a=0=left - inc hl ;y=... - ld a,24 ;...=24=middle - ld (hl),a ;your y - - ld a,(torp_occ) - or a ;no torpedoes? - jr z,torpsclear ;then just continue (=0) - ld a,1 ;if so, set to "ready to fire" (=1) -torpsclear: - - ld de,$0018 ;x=0, y=24 (like you..) -; cal Place_multiples ;place all multiple-positions at (0,24) + inc hl ;hl = your_shield + ld (hl),25 ;set 25*4=100 frames shielded + ld de,$1820 + ld (x),de ;begin position (x,y) + cal Place_multiples ;place all multiple-positions at that (0,24) + + cal loadweapon ;load (your_weapon) + xor a ld hl,enemies ;remove all enemies and bullets - ld (hl),0 ;clear first byte + ld (hl),a ;clear first byte ld de,enemies+1 ;copy this to the next byte - ld bc,(nrenemies*enemysize)+((nrybuls+nrebuls)*3)-1 - ldir ;clear enemies + bullets (y/e) - -;--------------------------- setup game --------------------------------------- +#ifdef TI86 ;on '86 everything's located here + ld bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1 +#else ;on '83 it's a little harder... + ld bc,(nrenemies*enemysize)-1 + ldir ;just clear the enemies + ld hl,ybullets ;now remove all the bullets (different loc.) + ld (hl),a ;clear 1st byte + ld de,ybullets+1 ;copy2next + ld bc,(nrybuls*4)+(nrebuls*3)-1 +#endif + ldir ;clear enemies + ybullets + ebullets + +;--------------------------- setup game -------------------------------------- game_setup: - cal BLACKLCD - ld hl,$0703 - ld (_curRow),hl ;center + cal BLACKLCD ;white on black ld hl,txt_level - cal _puts ;display "LEVEL " + ld de,$0703 + ld (_curRow),de ;center + rcl _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' - cal _putc ;display second digit + ld h,0 ;in hl + rcl UNPACK_HL ;create first digit + add a,'0' ;0-9 + ld b,a ;into b + rcl UNPACK_HL ;second digit + add a,'0' ;0-9 + rcl _putc ;display second digit ld a,b - cal _putmap ;display first digit + rcl _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 + rcl _puts ld a,(your_lives) ;lives left - add a,'0' ;make value - ld (txt_lives+3),a ;add to text - cal _puts ;display the string - res 3,(iy+5) ;set white on black + add a,'0' ;make value 0='0' + rcl _putc + + cal releasekeys ;wait for user to release all keys + ld hl,txt_savekey ;"Press [F1] to save" + ld de,$3A46 ;bottom-right + ld (_penCol),de + rcl _vputs - cal _getkey ;wait for keypress - cp kF1 + res 3,(iy+5) ;set white on black + cal getsomekeys ;wait for keypress +#ifdef shiscore + cp K_F1 cal z,save_lvl +#endif - cal _clrLCD ;clear screen - jp disp_icons ;display bottom icons +ret + rcl _clrLCD ;clear screen + cal disp_icons ;display bottom icons +ret + jp game_main_loop placestars: - cal Random5016 ;a = (0..50)*16 = random y-pos + cal RandomY ;a = random y-pos 1..bottom ld a,b ;a = b = star nr. = 1..7 add a,a ;a = 2b = 2..14 ld d,0 ld e,a ;de = a = 2-14 - add hl,de ;add to random y => random pos anywhere + or a + sbc hl,de ;substract from rand y => random pos anywhere ld (ix),l ;save x-pos (l) ld (ix+1),h ;save y-pos (h) @@ -2713,690 +3318,1948 @@ loadweapon: add a,a ; *8 ld c,a ld b,0 - ld hl,weapondata-16 + ld hl,weapondata add hl,bc ld a,(hl) ld (weapdamage),a ;damage of bullets inc hl ld a,(hl) -; ld (weapdaminc),a ;damage increase + ld (weapdaminc),a ;damage increase + inc hl + ld a,(hl) + and %00011111 ;laser duration + ld (laserdur),a + ret + +;--misc-- +#ifdef TI83 +_clrLCD: + rcl _clrlcdf + ld hl,dispbuffer ;move from (hl) = top left + ld (hl),0 ;first pixel will be copied all over the screen + ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen + ld bc,scrwidth*64-1 ;loop 896 times = (128/8) * (64-8 for scorebar) + ldir ;all clear! ret +#endif -;--------------------------- putsprite ---------------------------------------- -;--------------------------- 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 $80,$40,$20,$10,8,4,2,1 +#ifdef TI86 putsprite: - ld a,d ;a = X - and %00000111 ;a = X mod 8 = bit nr. to mask - ld hl,offsets_table ;pixel mask table - ld c,a ;bit nr. - ld b,0 ;word - add hl,bc ;add to table - ld a,(hl) ;a = pixel mask - ld (_smc1+1),a ;alter pixel mask - - ld hl,GRAPH_MEM ;save-location - ld a,e ;y-coord - add a,a ;y*2 - add a,a ;y*4 - add a,a ;y*8 - rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) - add a,a ;y*16 (width of screen) - rl b ;b=b*2+overflow (if y>64 then bc=bc+512) - srl d ;d/2 - srl d ;d/4 - srl d ;d/8 (8 bits in byte) ** c is set when overflow - add a,d ;a = (Y*16+X/8) mod 256 - jr nc,_n1 ;jump if no carry = no overflow = a<=255 - inc b ;a>255 so increase bc by 256 -_n1: ld c,a ;c = (Y*16+X/8) mod 256 - add hl,bc ;bc = Y*16+X/8 - - ld d,(ix) - ld b,(ix+1) -_oloop: psh bc ;Save # of rows - psh hl ;Save screen address - ld b,d ;Load width - ld c,(ix+2) ;Load one line of image - inc ix -_smc1: ld a,1 ;Load pixel mask -_iloop: sla c ;Test leftmost pixel - jr nc,_noplot ;See if a plot is needed - ld e,a ;OR pixel with screen + 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 - ld a,e -_noplot:rrca - jr nc,_notedge ;Test if edge of byte reached - inc hl ;Go to next byte -_notedge: - dnz _iloop - pop hl ;Restore address - ld bc,16 ;Go to next line - add hl,bc - pop bc ;Restore data - dnz _oloop - ret ;s are used instead of = faster + ld (hl),a ;OR pixel with screen + ld a,e ;pop af +CSnodraw: + rrca ;next bit + jr nc,CSbitdrawn ;carry set if bit "jumped" + inc hl ;next byte +CSbitdrawn: + dnz CSxloop + pop hl ;screen at x-offset=0 + ld bc,16 + add hl,bc ;next line + pop bc ;rows counter + dnz CSyloop +CSdone: ret +#endif + +#ifdef TI83 +putsprite: + ld c,(ix) ;save width +_putsprite: ;putsprite with custom width + 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 + psh bc + 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 + pop bc + psh af + ld a,96 + sub b + ld d,a + pop af + dec e ;Y-- + jr CSdisplay ;done clipping -;--------------------------- putbigsprite ------------------------------------- +CSpositive: + sub 97-8 ;minus (screen width - byte width) + ld b,a + ld a,%11111111 ;clipmask + jr c,CSdisplay ;x+width<128 then entire sprite is on screen + 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,12 + add hl,bc ;next line + pop bc ;rows counter + dnz CSyloop +CSdone: ret +#endif + +;--------------------------- putbigsprite -----------------------------------= putwidesprite: - ld a,d - and 7 - ld hl,offsets_table - ld c,a - ld b,0 - add hl,bc - ld a,(hl) - ld (wsmc1+1),a - ld (wsmc2+1),a - ld hl,(PutWhere) +;destr: abcdehl+ix (ix=behind sprite; hl:a=right below sprite; b=0; d=width) + ld a,(ix) ;width + cp 9 + jr c,putsprite ;width<=8: just draw the sprite - ld a,e - add a,a - add a,a - add a,a + ld a,(ix) + sub 8 ;width>8 + psh af + ld c,8 + psh de + cal _putsprite ;otherwise draw one column (8 pixels wide) + pop de + inc ix ;no x-size to load + ld a,8 ;next + add a,d ;8 pixels right + ld d,a + pop bc ;then draw the remaining pixels (c=width-8) + ld c,b + jr _putsprite - 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 +safeputsprite: ;cal putsprite with de intact + psh de + cal putsprite + pop de + ret - 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 +;------------------------------- findpixel ----------------------------------- +;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de - dnz wiloop - pop hl ;Restore address - ld bc,16 ;Go to next line - add hl,bc - pop bc ;Restore data - dnz woloop +#ifdef TI86 +findpixel: + ld a,e ;a=e=Y + add a,a + add a,a ;add a,a is 7 cycles faster than add hl,hl + ld h,dispbuffer/$400 ;switch to hl (Y<64) & set base to dispbuffer +PutWhere =$-1 ;screen base position/$400 (where x+y=0) + ld l,a ;hl=4*Y + ld a,d ;a=d=X + rra ;RRA: carry flag must be reset! + add hl,hl ;that's what the adds are for :P + rra + add hl,hl ;hl=16*Y + rra ;a=X/8 + or l + ld l,a ;hl=hl+a + ld a,d + and 7 ;a=X\8 + cpl + rlca + rlca + rlca + ld (FPbit),a + xor a +FPbit =$+1 + set 0,a ret -wover_1: - ld c,(ix+2) - inc ix - dnz wiloop - dec ix - pop hl - ld bc,16 - add hl,bc +#endif + +#ifdef TI83 +findpixel: + psh bc + psh de + ld a,d + cal ionGetPixel + pop de pop bc - dnz woloop ret +#endif -;------------------------------------------------------------------------------ -;------------------------------- sprites -------------------------------------- -;------------------------------------------------------------------------------ +;----------------------------------------------------------------------------- +;------------------------------- sprites ------------------------------------- +;----------------------------------------------------------------------------- -spr_ship01: - .db 7,7 ;ship alpha class - .db %01111000 ; ████ - .db %11100000 ; ███ - .db %01111100 ; █████ - .db %11110010 ; ████ █ - .db %01111100 ; █████ - .db %11100000 ; ███ - .db %01111000 ; ████ +spr_ship01: ;(normal; up double) + .db 7,7 ;ship alpha class (vic viper) + .db %11000000 ;██ + .db %11110000 ;████ + .db %01111110 ; ██████ + .db %11101000 ;███ █ + .db %01111110 ; ██████ + .db %11110000 ;████ + .db %11000000 ;██ spr_ship01i: - .db 7,7 ;ship alpha class - .db %01010000 ; █ █ - .db %10100000 ; █ █ - .db %01010100 ; █ █ █ - .db %10100010 ; █ █ █ - .db %01010100 ; █ █ █ - .db %10100000 ; █ █ - .db %01010000 ; █ █ - -spr_ship02: -; .db 7,7 ;ship beta class -; .db %11100000 ; ███ -; .db %11110000 ; ████ -; .db %01111100 ; █████ -; .db %01110010 ; ███ █ -; .db %01111100 ; █████ -; .db %11110000 ; ████ -; .db %11100000 ; ███ + .db 8,7 + .db %11001010 ;██ █ █ + .db %11110101 ;████ █ █ + .db %01111110 ; ██████ + .db %11101001 ;███ █ █ + .db %01111110 ; ██████ + .db %11110101 ;████ █ █ + .db %11001010 ;██ █ █ + +spr_ship02: ;(normal; tail beam) + .db 7,7 ;ship gamma class + .db %11111000 ;█████ + .db %01100000 ; ██ + .db %11111100 ;██████ + .db %11100110 ;███ ██ + .db %11111100 ;██████ + .db %01100000 ; ██ + .db %11111000 ;█████ spr_ship02i: -; .db 7,7 ;ship beta class -; .db %01000000 ; █ -; .db %10100000 ; █ █ -; .db %01010100 ; █ █ █ -; .db %00100010 ; █ █ -; .db %01010100 ; █ █ █ -; .db %10100000 ; █ █ -; .db %01000000 ; █ - -spr_multiple: - .db 6,4 ;multiples - .db %01111000 ; ████ + .db 8,7 + .db %11111010 ;█████ █ + .db %01100001 ; ██ █ + .db %11111101 ;██████ █ + .db %11100111 ;███ ███ + .db %11111101 ;██████ █ + .db %01100001 ; ██ █ + .db %11111010 ;█████ █ + +spr_ship03: ;(hardcore; up double) + .db 7,7 ;ship 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 ;█████ █ + + .db 7,7 ;ship delta class (lord british) + .db %11000000 ; ██ + .db %11110000 ; ████ .db %11111100 ; ██████ + .db %01100010 ; ██ █ .db %11111100 ; ██████ - .db %01111000 ; ████ - -spr_bullet01: - .db 5,3 ;your bullets - .db %00110000 ; ░▒▓█▒ - .db %11111000 ; ░▒▓████▒ - .db %00110000 ; ░▒▓█▒ -spr_bullet02: - .db 5,3 - .db %11110000 ; ░▒▓███▒ - .db %11111000 ; ░▒▓████▒ - .db %11110000 ; ░▒▓███▒ -spr_bullett1: - .db 4,3 ;▒▒▒ - .db %11100000 ;▒███ .db %11110000 ; ████ - .db %01110000 ; ███ + .db %11000000 ; ██ +;spr_ship03i: + .db 8,7 + .db %11111100 ; ██████ + .db %11110010 ; ████ █ + .db %11111101 ; ██████ █ + .db %01100011 ; ██ ██ + .db %11111101 ; ██████ █ + .db %11110010 ; ████ █ + .db %11111100 ; ██████ -spr_bullete1: - .db 4,3 ;enemy bullets - .db %01100000 ; ▒█▓▒░ - .db %11110000 ; ▒███▓▒░ - .db %01100000 ; ▒█▓▒░ +spr_ship04: ;(hardcore; tail beam) + .db 7,7 ;XC1701II ship + .db %11110000 ;████ + .db %10001100 ;█ ██ + .db %11110010 ;████ █ + .db %01011110 ; █ ████ + .db %11110010 ;████ █ + .db %10001100 ;█ ██ + .db %11110000 ;████ +spr_ship04i: + .db 7,7 + .db %11110000 ;████ + .db %10011100 ;█ ███ + .db %11111110 ;███████ + .db %01011110 ; █ ████ + .db %11111110 ;███████ + .db %10011100 ;█ ███ + .db %11110000 ;████ + +auch_bullet = 1 ;damage to you when hit by an enemy bullet +auch_ground = 5 ;the same but when you hit the ground +auch_collide = 4 ;when you hit an enemy +auch_ecollide = 2*4 ;damage to the enemy that hit you (skip bit 0/1) -;---------------------------------------- explosion ------------------------------------------- +spr_multiple: + .db 6,6 ;multiples + .db %00000000 ; + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %01111100 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_multiple2: +spr_lashit: + .db 7,7 ;multiples + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111110 ;███████ + .db %11111110 ;███████ + .db %11111110 ;███████ + .db %01111100 ; █████ + .db %00111000 ; ███ + +;-------------------------------- explosions --------------------------------- + +;spr_lashit: ;the same as spr_multiple2 +; .db 7,7 +; .db %00111000 ; ███ +; .db %01111100 ; █████ +; .db %11111110 ; ███████ +; .db %11111110 ;▒▒▒███████ +; .db %11111110 ; ███████ +; .db %01111100 ; █████ +; .db %00111000 ; ███ + +spr_hit: +hitsprites = 5 ;btw: sprites stored backwards + .db 5,4 ;5 + .db %10101000 ;█▒█ █ + .db %00001000 ;▒ ▒█ + .db %10000000 ;█ ▒ ▒ + .db %10101000 ;█▒█▒█ + + .db 5,4 ;4 + .db %01001000 ; █▒▒█ + .db %11010000 ;██ █▒ + .db %00101000 ;▒ █ █ + .db %11010000 ;██▒█ + + .db 5,4 ;3 + .db %00110000 ; ██ + .db %10011000 ;█ ██ + .db %10001000 ;█ ▒▒█ + .db %00110000 ; ▒██ + + .db 5,4 ;2 + .db %00100000 ;▒ █▒ + .db %00001000 ; ▒▒ █ + .db %10110000 ;█▒██ + .db %01000000 ;▒█ ▒ + + .db 4,4 ;1 + .db %10010000 ;█ █ + .db %01100000 ; ██ + .db %01100000 ; ██ + .db %10010000 ;█ █ spr_explosion: - .db 8,6 ;1 + .db 8,5 ;1 .db %00000000 - .db %00011100 ; ███ - .db %00111110 ; █████ - .db %01010110 ; █ █ ██ - .db %00111000 ; ███ + .db %00011100 ; ███ + .db %00111110 ; █████ + .db %01010110 ; █ █ ██ + .db %00111000 ; ███ .db %00000000 .db 8,6 ;2 - .db %00110000 ; ██ - .db %01001110 ; █ ▒███ - .db %10111110 ; █ █████ - .db %01001111 ; █ ▒████ - .db %00111000 ; ███ - .db %00011010 ; ██ █ + .db %00110000 ; ██ + .db %01001110 ; █ ▒███ + .db %10111110 ;█ █████ + .db %01001111 ; █ ▒████ + .db %00111000 ; ███ + .db %00011010 ; ██ █ .db 8,6 ;3 - .db %10110000 ; █ ██ - .db %01001110 ; █ ███ - .db %10110101 ; █ ██▒█▒█ - .db %01000101 ; █ ▒█▒█ - .db %00111110 ; █████ - .db %01011010 ; █ ██ █ + .db %10110000 ;█ ██ + .db %01001110 ; █ ███ + .db %10110101 ;█ ██▒█▒█ + .db %01000101 ; █ ▒█▒█ + .db %00111110 ; █████ + .db %01011010 ; █ ██ █ .db 8,6 ;4 - .db %00101010 ; ▒ █▒█ █ - .db %01000110 ; █ ▒██ - .db %10110101 ; █ ██ █ █ - .db %01100110 ; ██ ██▒ - .db %00111100 ; ████▒ - .db %01011001 ; █ ██ ▒█ + .db %00101010 ;▒ █▒█ █ + .db %01000110 ; █ ▒██ + .db %10110101 ;█ ██ █ █ + .db %01100110 ; ██ ██▒ + .db %00111100 ; ████▒ + .db %01011001 ; █ ██ ▒█ .db 8,6 ;5 - .db %01000000 ; █▒ ▒ ▒ - .db %00100101 ; ▒█ █▒█ - .db %00010100 ; ▒ ▒█ █ ▒ - .db %01000100 ; █▒ █ - .db %00010010 ; ▒█▒▒█ - .db %10011010 ; █▒ ██ █▒ + .db %01000000 ; █▒ ▒ ▒ + .db %00100101 ; ▒█ █▒█ + .db %00010100 ;▒ ▒█ █ ▒ + .db %01000100 ; █▒ █ + .db %00010010 ; ▒█▒▒█ + .db %10011010 ;█▒ ██ █▒ .db 8,6 ;6 - .db %01000100 ; █ █ - .db %00100000 ; ▒█ ▒ ▒ - .db %00000001 ; ▒ ▒ █ - .db %01000100 ; █ █ - .db %00100010 ; █▒ █ - .db %01001000 ; ▒█ ▒█ ▒ + .db %01000100 ; █ █ + .db %00100000 ; ▒█ ▒ ▒ + .db %00000001 ; ▒ ▒ █ + .db %01000100 ; █ █ + .db %00100010 ; █▒ █ + .db %01001000 ;▒█ ▒█ ▒ .db 8,6 ;7 - .db %00001000 ; ▒ █▒ - .db %11000010 ; ██ ▒ █ - .db %00000000 ; ▒ - .db %00100000 ; ▒█ ▒ - .db %00000001 ; ▒ ▒█ - .db %00110000 ; ▒██▒ + .db %00001000 ; ▒ █▒ + .db %11000010 ;██ ▒ █ + .db %00000000 ; ▒ + .db %00100000 ; ▒█ ▒ + .db %00000001 ; ▒ ▒█ + .db %00110000 ; ▒██▒ .db 8,6 ;8 - .db %00000100 ; ▒█ - .db %00000000 ; ▒▒ ▒ - .db %01000000 ; █ - .db %00000000 ; ▒ - .db %00000010 ; █▒ - .db %00100100 ; █▒ █ + .db %00000100 ; ▒█ + .db %00000000 ;▒▒ ▒ + .db %01000000 ; █ + .db %00000000 ; ▒ + .db %00000010 ; █▒ + .db %00100100 ; █▒ █ spr_yexplosion: + .db 8,5 ;1 + .db %00000000 + .db %00101100 ; █ ██ + .db %00011110 ; ████ + .db %00110100 ; ██ █ + .db %00011000 ; ██ + .db %00000000 + + .db 8,5 ;2 + .db %00000000 + .db %00010100 ; █ █ + .db %00111010 ; ███ █ + .db %01110110 ; ███ ██ + .db %00011000 ; ██ + .db %00000000 + + .db 8,5 ;3 + .db %00000000 + .db %00101100 ; █ ██ + .db %01100110 ; ██ ██ + .db %01001011 ; █ █ ██ + .db %00111100 ; ████ + .db %00000000 + + .db 8,5 ;4 + .db %00111000 ; ███ + .db %01011100 ; █ ███ + .db %10010111 ;█ █ ███ + .db %01000110 ; █ ██ + .db %00111000 ; ███ + .db %00000000 + + .db 8,6 ;5 + .db %00111100 ; ████ + .db %01001111 ; █ ████ + .db %10100011 ;█ █ ██ + .db %11000110 ;██ ██ + .db %01110101 ; ███ █ █ + .db %00111000 ; ███ + + .db 8,6 ;6 + .db %00101110 ; █ ███ + .db %10000011 ;█ ██ + .db %01000101 ; █ █ █ + .db %10100011 ;█ █ ██ + .db %01000110 ; █ ██ + .db %00110000 ; ██ + + .db 8,6 ;7 + .db %00110110 ; ██ ██ + .db %00000101 ; █ █ + .db %10001001 ;█ █ █ + .db %01100001 ; ██ █ + .db %11000010 ;██ █ + .db %01010001 ; █ █ █ + .db 8,6 ;8 - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; + .db %00000110 ; ██ + .db %00100001 ; █ █ + .db %10000000 ;█ + .db %01000010 ; █ █ + .db %01000000 ; █ + .db %00010100 ; █ █ + +;--------------------------------- bullets ----------------------------------- + +bullettable: + .db (spr_bullet01-spr_bullet01) ;0 + .db (spr_bullet02-spr_bullet01) ;4 + .db (spr_bullet03-spr_bullet01) ;8 + .db (spr_bullet04-spr_bullet01) ;12 + .db (spr_bullet05-spr_bullet01) ;16 + .db (spr_bullet06-spr_bullet01) ;20 + .db (spr_bullet07-spr_bullet01) ;24 + .db (spr_bullet08-spr_bullet01) ;28 + .db (spr_bullet09-spr_bullet01) ;32 + .db (spr_bullet10-spr_bullet01) ;36 + .db (spr_bullet11-spr_bullet01) ;40 + .db (spr_bullet12-spr_bullet01) ;44 + .db (spr_bullet13-spr_bullet01) ;48 + +spr_bullet01: + .db 2,1 + .db %11000000 ;▒██ +spr_bullet02: + .db 4,1 + .db %11110000 ;▒████ +spr_bullet03: + .db 2,2 + .db %11000000 ;▒██ + .db %11000000 ;▒██ +spr_bullet04: + .db 4,2 + .db %10110000 ;▒█▒██ + .db %10110000 ;▒█▒██ +spr_bullet05: + .db 4,3 + .db %01100000 ; ▒██ + .db %11110000 ;▒████ + .db %01100000 ; ▒██ +spr_bullet06: + .db 5,3 + .db %00110000 ; ▒██ + .db %11111000 ;▒█████ + .db %00110000 ; ▒██ +spr_bullet07: + .db 5,3 + .db %01110000 ; ▒███ + .db %11111000 ;▒█████ + .db %01110000 ; ▒███ +spr_bullet08: + .db 5,3 + .db %11110000 ;▒████ + .db %11111000 ;▒█████ + .db %11110000 ;▒████ +spr_bullet09: + .db 5,4 + .db %00010000 ; ▒█ + .db %10111000 ;▒█▒███ + .db %01111000 ; ▒████ + .db %00010000 ; ▒█ +spr_bullet10: + .db 6,4 + .db %00111000 ; ▒███ + .db %01111100 ; ▒█████ + .db %11111100 ;▒██████ + .db %00110000 ; ▒██ +spr_bullet11: + .db 7,5 + .db %00011000 ; ▒██ + .db %11111100 ;▒██████ + .db %00111110 ; ▒█████ + .db %01111100 ; ▒█████ + .db %00011000 ; ▒██ +spr_bullet12: + .db 7,6 + .db %00110000 ; ▒██ + .db %11111100 ;▒██████ + .db %00111110 ; ▒█████ + .db %01111110 ; ▒██████ + .db %11111100 ;▒██████ + .db %00111000 ; ▒███ +spr_bullet13: + .db 8,8 + .db %00111100 ; ▒████ + .db %11111110 ;▒███████ + .db %01111111 ; ▒███████ + .db %00011111 ; ▒█████ + .db %01111111 ; ▒███████ + .db %11111110 ;▒███████ + .db %00111100 ; ▒████ + +spr_bullett1: + .db 4,3 ;▒▒▒ + .db %11100000 ;▒███ + .db %11110000 ; ████ + .db %01110000 ; ███ + +spr_bullete1: + .db 4,3 ;enemy bullets + .db %01100000 ; ██▒ + .db %11110000 ;████▒ + .db %01100000 ; ██▒ + +;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset] +;damage = min.damage + dam.inc*incs (0<=incs<=6) +;speed in pixels/frame (>=%10010=forward; <=%01110=backwards) +;direction: 001=straight forward; 010=up; 011=1/2up; 100=down; 101=1/2down +; 111=laser (speed=duration 00010-00000) + +weapondata: ;max = 9x6; 15x5; 21x4; 27x3 + .db 2,1,%00110010,3,%00000000,0,%00000000,0 ;1 single (1x2+1) 2 + .db 3,1,%00110011,3,%00000000,0,%00000000,0 ;2 fast (1x3+1) 3 + .db 2,1,%00110010,0,%00110010,6,%00000000,0 ;3 double (2x2+1) 4 + .db 2,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple (3x2+1) 6 + .db 3,2,%00110011,2,%10010010,2,%01110010,2 ;5 (3x3+2) 9 + .db 4,2,%01110011,2,%10010011,2,%00110011,2 ;6 (3x4+2) 12 + .db 5,3,%01110100,2,%10010100,2,%00110100,2 ;7 (3x5+3) 15 + .db 7,4,%01110101,2,%10010101,2,%00110101,2 ;8 (3x7+4) 21 + .db 9,6,%01110110,2,%10010110,2,%00110110,2 ;9 (3x9+6) 27 +maxweapon = 9 + .db 1,1,%11100100,3,%00000000,0,%00000000,0 ;1 single (1x1x3) 3 + .db 2,3,%11100011,3,%00000000,0,%00000000,0 ;2 short (2x1x2) 4 + .db 1,2,%11100100,3,%11100000,4,%00000000,0 ;3 fat (1x2x3) 6 + .db 1,2,%11100101,0,%11100000,6,%00000000,0 ;4 double (1x2x4) 8 + .db 4,4,%11100011,3,%00000000,0,%00000000,0 ;5 short (4x1x2) 8 + .db 1,2,%11100100,3,%11100000,6,%11100000,0 ;6 triple (1x3x3) 9 + .db 1,3,%11101000,3,%11100000,6,%11100000,0 ;7 triple long(1x3x7) 21 + .db 2,5,%11100101,2,%11100000,4,%00000000,0 ;8 double (2x2x4) 32 + .db 1,9,%11101100,3,%11100000,2,%11100000,4 ;9 big fat lng(1x3xB) 33 +maxlaser = 18 +tailbeam = %00101101 ;180 degrees +doublebeam = %01010010 ;45 degrees +extrabulletpos: + .db 3 ;tail/double yposition + +;------------------------------------ bar ------------------------------------ + +#ifdef TI86 + +spr_lship: + .db 5,3 ;li'l ship indicating lives left + .db %11100000 ;███ ▒▒▒ + .db %01111000 ; ████ ▒▒▒▒ + .db %11100000 ;███ ▒▒▒ +lshipsize = 5 ;space between two ship icons -;--------------------------------------- bar ----------------------------------- - -spr_iconhalf: - .db 16,7 ;selected .......: - .db %11111111 ; ████████ - .db %00000001 ; █ - .db %00000001 ; █ - .db %00000001 ; █ - .db %00000001 ; █ - .db %00000001 ; █ - .db %11111111 ; ████████ spr_icon: - .db 16,7 ;selected .......:.......: - .db %11111111,%11111111 ; ████████████████ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11111111,%11111111 ; ████████████████ + .db 16,7 ;selected.......:.......: + .db %11111111 ;████████████████ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11111111 ;████████████████ + .db 7 + .db %11111111 + .db %00000001 + .db %00000001 + .db %00000001 + .db %00000001 + .db %00000001 + .db %11111111 spr_icon00: - .db 16,7 ;unused .......:.......: - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ -spr_icon01: - .db 16,7 ;armor ; .......:.......: - .db %10000111,%11110000 ; █ ███████ - .db %10011000,%00001100 ; █ ██ ██ - .db %10110011,%11000110 ; █ ██ ████ ██ - .db %10110000,%11110110 ; █ ██ ████ ██ - .db %10110011,%11000110 ; █ ██ ████ ██ - .db %10011000,%00001100 ; █ ██ ██ - .db %10000111,%11110000 ; █ ███████ + .db 15,7 ;unused .......:.......: + .db %10000000 ;█ + .db %10111111 ;█ █████████████ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %10110101 ;█ ██ █ █ █ █ ██ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %10111111 ;█ █████████████ + .db %10000000 ;█ + .db 6 + .db %00000000 + .db %11111110 + .db %10101010 + .db %01010110 + .db %10101010 + .db %11111110 +;spr_icon01: +; .db 16,7 ;shield .......:.......: +; .db %10001111 ;█ ███████ █ ▒ +; .db %10011001 ;█ ██ █████ █ ▒ +; .db %10111100 ;█ ████ ████ █ ▒ +; .db %10111000 ;█ ███ █ ██ █ ▒ +; .db %10111100 ;█ ████ ████ █ ▒ +; .db %10011001 ;█ ██ █████ █ ▒ +; .db %10001111 ;█ ███████ █ ▒ +; .db 7 +; .db %11100100 +; .db %11110010 +; .db %01111010 +; .db %10011010 +; .db %01111010 +; .db %11110010 +; .db %11100100 +maxarmor = 63 ;maximum HPs you can get +;spr_icon02a: +; .db 16,6 ;tailbeam.......:.......: +; .db %10000000 ;█ ▒ +; .db %10000011 ;█ ██ ▒ +; .db %10000001 ;█ ███ ▒ +; .db %10111011 ;█ ███ ███ ██ ██▒ +; .db %10000001 ;█ ███ ▒ +; .db %10000011 ;█ ██ ▒ +; .db %10000000 ;█ ▒ +; .db 5 +; .db %00000000 +; .db %00000000 +; .db %11000000 +; .db %10110011 +; .db %11000000 spr_icon02: - .db 16,7 ;torpedo .......:.......: - .db %10111000,%00010101 ; █ ███ █ █ █ - .db %10011100,%00010101 ; █ ███ █ █ █ - .db %10111000,%01001010 ; █ ███ █ █ █ - .db %10000000,%11101010 ; █ ███ █ █ - .db %11100001,%11100101 ; ███ ████ █ █ - .db %10011000,%11110101 ; █ ██ ████ █ █ - .db %11100110,%00110010 ; ███ ██ ██ █ + .db 16,7 ;updouble.......:.......: + .db %10000000 ;█ ██ ▒ + .db %10000000 ;█ ██ ▒ + .db %10110000 ;█ ██ ██ ▒ + .db %10011100 ;█ ███ ▒ + .db %10111011 ;█ ███ ██ ████ ▒ + .db %10011100 ;█ ███ ▒ + .db %10110000 ;█ ██ ▒ + .db 5 + .db %00011000 + .db %00110000 + .db %01100000 + .db %00000000 + .db %00011110 +spr_icon03: + .db 16,7 ;laser .......:.......: + .db %10000000 ;█ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %11110111 ;████ ███████▒▒▒█▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %10000000 ;█ ▒ + .db 4 + .db %00000000 + .db %00000000 + .db %00000000 + .db %11111111 +spr_icon04: + .db 11,7 ;bullets .......:.......: + .db %10000000 ;█ ██ ▒ + .db %10000011 ;█ █████ ▒▒▒ ▒ + .db %10011000 ;█ ██ ██ ▒▒▒ ▒ + .db %11111100 ;██████ ▒▒▒ ▒ + .db %10011000 ;█ ██ ██ ▒▒▒ ▒ + .db %10000011 ;█ █████ ▒▒▒ ▒ + .db %10000000 ;█ ██ ▒ + .db 7 + .db %11000000 + .db %11100000 + .db %11000000 + .db %00000000 + .db %11000000 + .db %11100000 + .db %11000000 +spr_icon05: + .db 16,7 ;multiple.......:.......: + .db %10000011 ;█ ███ ▒ + .db %10000001 ;█ ████ ██ ▒ + .db %10000001 ;█ ████ ▒ + .db %10000011 ;█ ███ ▒ + .db %10011000 ;█ ██ ▒ + .db %10111100 ;█ ████ ██ ██▒ + .db %10011000 ;█ ██ ▒ + .db 6 + .db %10000000 + .db %11100110 + .db %11100000 + .db %10000000 + .db %00000000 + .db %11000011 + +#endif +#ifdef TI83 + +spr_lship: + .db 3,3 ;li'l ship indicating lives left + .db %11000000 ;██ ▒▒ + .db %01100000 ; ██ ▒▒ + .db %11000000 ;██ ▒▒ +lshipsize = 3 ;space between two ship icons + +spr_icon: + .db 10,7 ;selected.......:.......: + .db %11111111 ;███████████ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11111111 ;███████████ + .db 7 + .db %11100000 + .db %00100000 + .db %00100000 + .db %00100000 + .db %00100000 + .db %00100000 + .db %11100000 +spr_icon00: + .db 9,7 ;unused .......:.......: + .db %10000000 ;█ + .db %10111111 ;█ ███████ + .db %10101010 ;█ █ █ █ █ + .db %10110101 ;█ ██ █ ██ + .db %10101010 ;█ █ █ █ █ + .db %10111111 ;█ ███████ + .db %10000000 ;█ + .db 6 + .db %00000000 + .db %10000000 + .db %10000000 + .db %10000000 + .db %10000000 + .db %10000000 +maxarmor = 63 ;maximum HPs you can get spr_icon03: - .db 16,7 ;bullets .......:.......: - .db %10000000,%11000000 ; █ ██ - .db %10000011,%11100000 ; █ █████ ▒▒▒ - .db %10011000,%11000000 ; █ ██ ██ ▒▒▒ - .db %11111100,%00000000 ; ██████ ▒▒▒ - .db %10011000,%11000000 ; █ ██ ██ ▒▒▒ - .db %10000011,%11100000 ; █ █████ ▒▒▒ - .db %10000000,%11000000 ; █ ██ + .db 5,7 ;laser .......:.......: + .db %10000000 ;█ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10100000 ;█ █ ▒▒▒ ▒ + .db %10111000 ;█ ███ ▒▒▒ ▒ + .db %10000000 ;█ ▒ 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 5,7 ;bullets .......:.......: + .db %10000000 ;█ ▒ + .db %10110000 ;█ ██ ▒▒▒ ▒ + .db %10101000 ;█ █ █ ▒▒▒ ▒ + .db %10110000 ;█ ██ ▒▒▒ ▒ + .db %10101000 ;█ █ █ ▒▒▒ ▒ + .db %10110000 ;█ ██ ▒▒▒ ▒ + .db %10000000 ;█ ▒ spr_icon05: - .db 16,7 ;multiple .......:.......: - .db %10000011,%10000000 ; █ ███ - .db %10000001,%11100110 ; █ ████ ██ - .db %10000001,%11100000 ; █ ████ - .db %10000011,%10000000 ; █ ███ - .db %10011000,%00000000 ; █ ██ - .db %10111100,%11000011 ; █ ████ ██ ██ - .db %10011000,%00000000 ; █ ██ + .db 7,7 ;multiple.......:.......: + .db %10000000 ;█ ▒ + .db %10100010 ;█ █ █ ▒ + .db %10110110 ;█ ██ ██ ▒ + .db %10101010 ;█ █ █ █ ▒ + .db %10100010 ;█ █ █ ▒ + .db %10100010 ;█ █ █ ▒ + .db %10000000 ;█ ▒ + +#endif + spr_dividerline: .db 8,7 .db 128,128,128,128,128,128,128 ;128 = %10000000 -;-------------------------- weapondata ---------------------------------------- - -;format:[unused] [ybuls(max.bullets)] [0000:direction 0000:speed] [offset] -weapondata: - .db 2,1,%00000010,2,%00000000,0,%00000000,0 ;single fire - .db 2,1,%00000011,2,%00000000,0,%00000000,0 ;fast single - .db 16,2,%00000010,0,%00000010,5,%00000000,0 ;double - .db 16,1,%00010010,2,%00110010,2,%01000010,2 ;triple - .db 16,1,%00010011,2,%00110011,2,%01000011,2 - .db 16,1,%00010011,2,%00110011,2,%01000100,2 - .db 16,1,%00010100,2,%00110100,2,%01000101,2 - .db 16,1,%00010100,2,%00110100,2,%01000101,2 +;---------------------------- texts ------------------------------------------ + +#ifdef TI83 +txt_email: .db 127," www.shiar.org ",127,0 ;title screen +_txt_email = $3A20 +txt_about: .db "v1.0.C21 ",127," by Shiar",0 ;right behind txt_email +_txt_about = $3311 +#endif +#ifdef TI86 +txt_email: .db "www.shiar.org ",127 ;title screen + .db " shiar0@hotmail.com",0 +_txt_email = $3A01 ;$3A1E=just email +txt_about: .db "v1.0.C21 ",127," by Shiar",0 ;right behind txt_email +_txt_about = $3321 +#endif -;---------------------------- texts ------------------------------------------- - -txt_about: .db " v0.96.A30",127,"by Shiar",0 -txt_email: .db "shiar0@hotmail.com",0 txt_menu1: .db "NEW GAME",0 txt_menu2: .db "CONTINUE",0 -txt_level: .db "LEVEL ",0 -txt_gameover: .db "GAME OVER!",0 -txt_score: .db "Score",0 -txt_hiscore: .db "Hiscore",0 -txt_lives: .db "Lx0?",0 - -txt_pressenter: .db "Enter to continue",0 -txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0 -txt_teacherans: .db Lneg,"14.2063168184",0 - -;---------------------------- save data --------------------------------------- - -PutWhere .dw GRAPH_MEM ;where to put the wide sprites -laserlasts .db 5 - -storehi_start: -hiscore .dw $0000 -hiname .db "Shiar.97",0 -storehi_end: - -storesave_start: -level .db $01 ;level number -levelp .dw XLlevelsdata ;pointer to level data -pickuptimer .db $04 ;counts when to place a pickup -score .dw $0000 - -your_pickup .db $00 -your_occ .db $00 ;0=normal 1..16=exploding -your_inv .db $00 ;invincibility left -your_armor .db $0a ;HP left -your_lives .db $03 ; - -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: +txt_difhardcore:.db "Hardcore!",0 +txt_difnormal: .db "Normal",0 +txt_shpbeam: .db "Beam",0 +txt_shplaser: .db "Laser",0 +txt_level: .db "LEVEL ",0 ;new level screen +txt_lives: .db "Lx0",0 +txt_savekey: .db "Press [F1] to save",0 -;XLlevelsdata:---------------------------------------------------------------- -XLlevelsdata: +txt_gameover: .db "GAME OVER!",0 ;game over screen +txt_score: .db "Score",0 +txt_hiscore: .db "Hiscore",0 +txt_pause: .db " ",6,"/",7," ",$1C,"contrast; " + .db "F1",$1C,"B",$CF,5,"W Mode",0 +_txt_pause = $020B +txt_pressenter: .db "Enter to continue",0 ;pause +_txt_pressenter = $0201 +#ifdef teacherkey +txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher +txt_teacherans: .db Lneg,"14.6549373495",0 +#endif + +;------------------------------ levels data ---------------------------------- + +;format:boss: [moveType] [enemyType] +; @level: [nr.dif.enemies]x [enemy nr] +; [min. enemy frequency] [enemy frequency max.inc] +; [next lvl (=nrenemies+4)] [level_info: 0000000 1:ground] +; [tunnel size] [groundtype] [stars1] [stars2] +;efrequency must be odd if halfluring! + +#ifdef story + .db 0 ;storyline ID +levelstart: ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end] + .db 28,35,"COSMIC YEAR 6718",0,28-28+6 + .db 10,8,"INTELLIGENCE REPORTS ", + .db "BACTERION",0,0 + .db 17,7,"FORCES ARE BUILDING A ", + .db "NEW VESSEL",0,0 + .db 33,32,"A POWERFUL VESSEL",0,0 + .db 40,15,"THAT COULD EASILY DESTROY", + .db " US",0,0 + .db 47,36,"ONCE COMPLETED",0,47-10+6 + + .db 22,1,"YOU HAVE TO GO INTO THE ", + .db "HEART OF THEIR",0,0 + .db 28,1,"SPACE AND DESTROY THE VESSEL", + .db " BEFORE",0,0 + .db 34,22,"IT BECOMES OPERATIONAL.",0,34-22+6 + .db 25,56,"GOOD",0,0 + .db 32,56,"LUCK",0,32-25+6 + .db -1 +#endif + .db 40 +#ifndef story +levelstart: +#endif +level00: ;intro + .db 5,3,5,3,2,2 + .db 28,73,13 + .db %0,0,1,1 + + .db 41 +level01:.db 2,3,5 + .db 26,70,20 + .db %0,0,1,1 + + .db 42 +level02:.db 3,3,4,5 + .db 20,60,60 + .db %0,0,1,1 + + .db 43 +level03:.db 4,4,5,6,7 + .db 17,40,75 + .db %0,0,1,1 +#ifdef story .db 0 - .db $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 - .db $ff - -;format:[enemy nr] [enemy frequency] [next lvl] -; [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire] -; [level_move] [level_fire] [tunnel size] [groundtype] [16_ground] -; [16_ceiling] [stars1] [stars2] - - .db $15,$07,$08 ;fireFreq; moveType; enemyType -level01: ;efrequency must be odd if halfluring! - .db $01,$1b,$2f,%00010001,0,255,0,0 ;0f>>2f ; 7 - .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 ;16 - .db 1,1 ; 2 - .db $10,$07,$09 ; 3 - + .db 25,2,"LONG-RANGE SCANNERS ARE ", + .db "SHOWING",0,0 + .db 32,2,"LOTS OF ENEMY VESSELS ", + .db "APPROACHING",0,32-25+6 + .db 22,9,"I'M CHANGING COURSE TO A", + .db " NEARBY",0,0 + .db 28,4,"ASTEROID BELT AND TRY TO ", + .db "LOSE THEM",0,0 + .db 34,48,"INTHERE...",0,34-22+6 + .db -1 +#endif + .db 44 +level04: ;approaching asteroid belt + .db 5,8,8,9,11,12 + .db 17,27,70 + .db %0,0,1,1 + + .db 45 +level05: ;inside belt + .db 7,10,11,9,11,12,12,14 + .db 12,24,80 + .db %0,0,1,1 + + .db 46 +level06: ;(deep inside) + .db 10,10,11,12,12,14,13,13,14,15,15 + .db 7,18,180 + .db %0,0,1,1 +#ifdef story .db 0 - .db $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 $10,$07,$09 ; 3 -level02: ;44 - .db $02,$13,$4b,%00100101,0,064,0,0 - .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 - .db $0E,$07,$09 - + .db 28,6,"APPROACHING BACTERION ", + .db "TERRATORY",0,6 + .db 25,10,"READING LOTS OF ENEMY ", + .db "VESSELS",0,0 + .db 32,24,"ON AN INTERCEPT COURSE",0,32-25+6 + .db -1 +#endif + .db 47 +level07:.db 4,16,17,18,6 + .db 22,29,62 + .db %0,0,1,1 ;-1=%11111111=line + + .db 48 +level08:.db 5,16,17,18,19,19 + .db 20,38,57 + .db %0,0,1,1 + + .db 49 +level09: ;lot of triples + .db 3,19,20,21 + .db 19,63,57 + .db %0,0,1,1 + + .db 50 +level10: ;likely no pickups here (hard) + .db 7,22,23,24,24,24,25,26 + .db 22,26,51 + .db %0,0,1,1 +#ifdef story + .db 0 + .db 24,18,"REACHED THEIR HOMEPLANET",0,0 + .db 33,18,"SCANNING FOR THE VESSEL...",0,33-24+6 + .db -1 +#endif + .db 50 +level11: ;planet level + .db 8,27,27,28,28,29,29,29,30 + .db 6,8,108 + .db %1,-7,-1,-1 + + .db 50 +level12: ;planet level 2 + .db 4,39,30,31,31 + .db 16,8,49 + .db %1,-10,1,1 +#ifdef story .db 0 - .db $01,01,"Blablabla...",0,1 - .db $01,34,"this storyline sux",0,0,1,39 - .DB $FF - - .db $0E,$07,$09 -level03: - .db $03,$2d,$3f,%00010110,0,255,-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 - - .db $0D,$07,$08 -level04: - .db $04,$11,$41,%00100001,0,057,0,0 - .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 - .db $0C,$07,$09 -level05: - .db $05,$11,$45,%00100101,%10,031,-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 - .db $0B,$07,$08 -level06: - .db $06,$19,$3a,%00100111,0,255,-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 - - .db $08,$07,$09 -level07: - .db $07,$09,$ff,%00100001,0,043,0,0 - .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 - -;XLenemytable:---------------------------------------------------------------- -XLbullettable: - .db (spr_bullet01-spr_bullet01) - .db (spr_bullet01-spr_bullet01) - .db (spr_bullet01-spr_bullet01) - .db (spr_bullet01-spr_bullet01) - .db (spr_bullet01-spr_bullet01) - .db (spr_bullet01-spr_bullet01) - .db (spr_bullet02-spr_bullet01) - .db (spr_bullet02-spr_bullet01) - .db (spr_bullet02-spr_bullet01) - .db (spr_bullet02-spr_bullet01) - .db (spr_bullet02-spr_bullet01) - .db (spr_bullet02-spr_bullet01) - .db (spr_bullet02-spr_bullet01) - .db (spr_bullet02-spr_bullet01) - .db (spr_bullet02-spr_bullet01) - .db (spr_bullet02-spr_bullet01) - .db (spr_bullet02-spr_bullet01) - .db (spr_bullet02-spr_bullet01) - .db (spr_bullet02-spr_bullet01) - .db (spr_bullet02-spr_bullet01) - .db (spr_bullet02-spr_bullet01) - -XLenemytable: - .db $00 ;00 - .db (spr_enemy01-spr_enemy00)/2 ;01 - .db (spr_enemy02-spr_enemy00)/2 ;02 - .db (spr_enemy03-spr_enemy00)/2 ;03 - .db (spr_enemy04-spr_enemy00)/2 ;04 - .db (spr_enemy05-spr_enemy00)/2 ;05 - .db (spr_enemy06-spr_enemy00)/2 ;06 - .db (spr_enemy07-spr_enemy00)/2 ;07 - .db (spr_boss01 -spr_enemy00)/2 ;08 - .db (spr_boss02 -spr_enemy00)/2 ;09 - .db (spr_enemy08-spr_enemy00)/2 ;0A - .db (spr_enemy00-spr_enemy00)/2 ;0B - .db (spr_enemy00-spr_enemy00)/2 ;0C - .db (spr_enemy00-spr_enemy00)/2 ;0D - .db (spr_enemy00-spr_enemy00)/2 ;0E - .db (spr_enemy00-spr_enemy00)/2 ;0F - -;XLenemyinfos:---------------------------------------------------------------- -XLenemyinfos: - -;format: [000000:HP 00:occ] [HP64] [appearance(ypos)] [unused] - - .db %00100110,0,1,1 ;#1 HP:1 app:random - .db %00101010,0,2,3 ;#2 HP:1 app:halflure - .db %00001111,0,3,2 ;#3 HP:1 app:lure - - .db %00000110,0,4,2 ;#4 HP:2 app:lure - .db %00000111,0,5,3 ;#5 HP:2 app:random moving - .db %00001011,0,6,2 ;#6 HP:3 app:lure moving - - .db %00011011,0,7,3 ;#7 HP:7 app:halflure moving - - .db %00110011,1,8,1 ;boss1 - .db %00111011,0,9,3 ;boss2 - - .db %00000000,0,0,0 - .db %00000000,0,0,0 - .db %00000000,0,0,0 - .db %00000000,0,0,0 - .db %00000000,0,0,0 - .db %00000000,0,0,0 - .db %00000000,0,0,0 - -;XLsprenemies:---------------------------------------------------------------- -XLsprenemies: + .db 18,11,"ENEMY VESSEL STRAIGHT " + .db "AHEAD...",0,0 + .db 25,16,"IT SEEMS TO BE " + .db "OPERATIONAL!!",0,0 + .db 33,19,"WELL YOU'VE COME THIS " + .db "FAR;",0,0 + .db 39,8,"TRY TO DESTROY IT, OR DIE " + .db "TRYING....",0,39-18+6 + .db -1 +#endif + .db 51 +level13: ;endlevel + .db 1,26 + .db 5,20,18 + .db %0,0,1,1 +#ifdef story + .db 0 + .db 1,1,"Thats all folks...",0,0 + .db 20,50,"for now...",0,20-1+6 + .db -1 +#endif +endlevel = 13+1 + +pickupfreq = 19 + +;------------------------------ enemies -------------------------------------- + +;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)] +; [movetype] [time2fire] [firefreq] [firetype] +;occ: %00=no enemy; 01=exploding (sprite=frame); 10=pickup; 11=enemy +;appearances: 0+=ypos; -1=random; -2=lure; -3=halflure +;movetypes: 0=1x; 1=updown; 2=0.25x; 3=0.5x; 4=0.75x; 5=1.25x; 6=1.5x; +; 7=2x; 8=3x; 9=ylure50%; 10=ylure; 11=ylure50%; 12=x+y-lure 50%; +; 13=-1/2x; 14=-1x; 16=boss; 17=right+1 +;firetypes: 1=normal; 2=down; 3=up; 4=1/2down; 5=1/2up; 6=aiming(2-5); +; 7=triple; 8=double; 9=wide5; 10=wide7; 11=ran; 12=10+enemies +; 13=base; 14=ranY; 15=wide3; 16=5x + +enemyspecs: ;10 bytes/enemy | max.enemies <64 | sprites use <768 bytes +#ifdef TI86 +;0-1=pickups + .db 0,%00000010,spr_enemyP1&255,spr_enemyP1/256,128,-2,03, 0, 0,1 ;pickup + .db 0,%00000110,spr_enemyP2&255,spr_enemyP2/256,128,-2,03, 0, 0,1 ;bigpickup +;2-7=basic enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%00001011,spr_enemyE0&255,spr_enemyE0/256,128,-1,00,12, 0,1 ;intro + .db 0,%00100011,spr_enemyE1&255,spr_enemyE1/256,128,-1,00,10, 0,1 ;weak + .db 0,%01100011,spr_enemyE4&255,spr_enemyE4/256,128,-1,03, 6,50,1 ;slow + .db 0,%01001011,spr_enemyE2&255,spr_enemyE2/256,128,-1,00, 1, 0,1 + .db 0,%01011011,spr_enemyE3&255,spr_enemyE3/256,128,-3,00,19,39,8 ;heavy + .db 0,%01010011,spr_enemyE5&255,spr_enemyE5/256,128,-3,05, 1, 0,1 ;fast +;8-10=backwards enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%00111011,spr_enemyB1&255,spr_enemyB1/256,000,-3,13,19,92,1 + .db 0,%01011011,spr_enemyB2&255,spr_enemyB2/256,000,-1,14,11,45,1 + .db 0,%01101011,spr_enemyB3&255,spr_enemyB3/256,000,-1,13,10,41,8 ;small +;11-15=asteroid ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%01001011,spr_enemyA1&255,spr_enemyA1/256,128,-1,04, 0, 0,1 + .db 0,%01111011,spr_enemyA2&255,spr_enemyA2/256,128,-1,00, 0, 0,1 + .db 0,%10110011,spr_enemyA3&255,spr_enemyA3/256,128,-1,06, 0, 0,1 + .db 1,%00010011,spr_enemyA4&255,spr_enemyA4/256,128,-1,03, 0, 0,1 ;slow+hard + .db 0,%01111011,spr_enemyA4&255,spr_enemyA4/256,128,-1,07, 0, 0,1 +;16-21=improved enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%10010011,spr_enemyG1&255,spr_enemyG1/256,128,-3,00, 3,40,1 + .db 0,%10111011,spr_enemyG2&255,spr_enemyG2/256,128,-3,00, 1,36,1 + .db 0,%01100011,spr_enemyG5&255,spr_enemyG5/256,128,-1,01, 9,52,1 ;updown + .db 0,%11110011,spr_enemyG3&255,spr_enemyG3/256,128,-3,04, 7,99,15 ;3x + .db 1,%01101011,spr_enemyG4&255,spr_enemyG4/256,128,-2,01,17, 0,15 ;updown3x + .db 1,%00010011,spr_enemyG6&255,spr_enemyG6/256,128,-2,09,62,60,8 ;lure +;22-26=hi-speed ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00010011,spr_enemyS2&255,spr_enemyS2/256,128,-2,06, 3,32,8 ;fast + .db 0,%11111011,spr_enemyS1&255,spr_enemyS1/256,128,-3,09, 2,28,1 ;lure + .db 1,%00101011,spr_enemyS4&255,spr_enemyS4/256,128,-3,07, 0, 0,1 ;vfast+nofire + .db 1,%01110011,spr_enemyS3&255,spr_enemyS3/256,128,-1,09, 1,20,8 ;lure+ + .db 0,%11011011,spr_enemyS2&255,spr_enemyS2/256,128,-2,01, 3,7,11 ;updown+ran +;27-29=hyper ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00001011,spr_enemyN1&255,spr_enemyN1/256,128,-1,07, 0, 0,1 + .db 1,%00010111,spr_enemyN2&255,spr_enemyN2/256,128,-2,07, 0, 0,1 + .db 1,%00001111,spr_enemyN3&255,spr_enemyN3/256,128,-1,08, 0, 0,1 ;xfast +;30-31=turrets,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%10001111,spr_enemyT1&255,spr_enemyT1/256,128,-4,00, 1,15,3 ;turret L + .db 1,%11011011,spr_enemyT1&255,spr_enemyT1/256,128,-4,00, 1,16,5 ;turret l + + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128, 0, 0, 0, 0,0 +;37-38=final boss' enemy,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,128,-3,01, 0, 0,1 ;moving + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,128,23,11, 0, 0,1 ;mid+lure +;39=misc ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db -1,%11111111,spr_enemyM2&255,spr_enemyM2/256,128,-2,08, 0, 0,1 ;bullet +boss1enemy = 37 +boss2enemy = 38 +;40-44=first bosses ,spr_ &255,spr_ /256, X, Y, d,WT,WF,W + .db 2,%01000111,spr_boss01&255,spr_boss01 /256,127,-1,11,35,48,15 ;triple + .db 2,%01010011,spr_boss02&255,spr_boss02 /256,127,-1,11,20,12,1 ;single + .db 2,%11011011,spr_boss03&255,spr_boss03 /256,127,-1,10,15, 8,8 ;double + .db 3,%00111111,spr_boss04&255,spr_boss04 /256,127,-3,12,10,11,1 ;Flure + .db 4,%01011011,spr_boss05&255,spr_boss05 /256,000,-2,17, 1,3,11 ;ranfire +;45-46=asteroid bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 5,%01101111,spr_bossA1&255,spr_bossA1 /256,127,-2,12,28,14,7 ;Flure + .db 20,%00011111,spr_bossA2&255,spr_bossA2 /256,119,00,16,31, 3,14 ;fullscreen +;47-51=big bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 4,%00010111,spr_boss07&255,spr_boss07 /256,127,-3,10,31, 8,16 ;5x + .db 6,%10001111,spr_boss08&255,spr_boss08 /256,127,-1,10,18, 8,9 ;quad + .db 3,%10111011,spr_boss06&255,spr_boss06 /256,127,-2,12, 1, 4,1 ;weak+rapidfire + .db 7,%11101011,spr_boss09&255,spr_boss09 /256,127,-1,10,21, 9,10 ;6x + .db 9,%11011011,spr_boss10&255,spr_boss10 /256,127,-1,10,12,11,12 ;enemies +#else +;0-1=pickups + .db 0,%00000010,spr_enemyP1&255,spr_enemyP1/256,96,-2,03, 0, 0,1 ;pickup + .db 0,%00000110,spr_enemyP2&255,spr_enemyP2/256,96,-2,03, 0, 0,1 ;bigpickup +;2-7=basic enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%00001011,spr_enemyE0&255,spr_enemyE0/256,96,-1,00,12, 0,1 ;intro + .db 0,%00100011,spr_enemyE1&255,spr_enemyE1/256,96,-1,00,10, 0,1 ;weak + .db 0,%01100011,spr_enemyE4&255,spr_enemyE4/256,96,-1,03, 6,50,1 ;slow + .db 0,%01001011,spr_enemyE2&255,spr_enemyE2/256,96,-1,00, 1, 0,1 + .db 0,%01011011,spr_enemyE3&255,spr_enemyE3/256,96,-3,00,19,39,8 ;heavy + .db 0,%01010011,spr_enemyE5&255,spr_enemyE5/256,96,-3,05, 1, 0,1 ;fast +;8-10=backwards enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%00111011,spr_enemyB1&255,spr_enemyB1/256,00,-3,13,19,92,1 + .db 0,%01011011,spr_enemyB2&255,spr_enemyB2/256,00,-1,14,11,45,1 + .db 0,%01101011,spr_enemyB3&255,spr_enemyB3/256,00,-1,13,10,41,8 ;small +;11-15=asteroid ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%01001011,spr_enemyA1&255,spr_enemyA1/256,96,-1,04, 0, 0,1 + .db 0,%01111011,spr_enemyA2&255,spr_enemyA2/256,96,-1,00, 0, 0,1 + .db 0,%10110011,spr_enemyA3&255,spr_enemyA3/256,96,-1,06, 0, 0,1 + .db 1,%00010011,spr_enemyA4&255,spr_enemyA4/256,96,-1,03, 0, 0,1 ;slow+hard + .db 0,%01111011,spr_enemyA4&255,spr_enemyA4/256,96,-1,07, 0, 0,1 +;16-21=improved enemies ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%10010011,spr_enemyG1&255,spr_enemyG1/256,96,-3,00, 3,40,1 + .db 0,%10111011,spr_enemyG2&255,spr_enemyG2/256,96,-3,00, 1,36,1 + .db 0,%01100011,spr_enemyG5&255,spr_enemyG5/256,96,-1,01, 9,52,1 ;updown + .db 0,%11110011,spr_enemyG3&255,spr_enemyG3/256,96,-3,04, 7,99,15 ;3x + .db 1,%01101011,spr_enemyG4&255,spr_enemyG4/256,96,-2,01,17, 0,15 ;updown3x + .db 1,%00010011,spr_enemyG6&255,spr_enemyG6/256,96,-2,09,62,60,8 ;lure +;22-26=hi-speed ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00010011,spr_enemyS2&255,spr_enemyS2/256,96,-2,06, 3,32,8 ;fast + .db 0,%11111011,spr_enemyS1&255,spr_enemyS1/256,96,-3,09, 2,28,1 ;lure + .db 1,%00101011,spr_enemyS4&255,spr_enemyS4/256,96,-3,07, 0, 0,1 ;vfast+nofire + .db 1,%01110011,spr_enemyS3&255,spr_enemyS3/256,96,-1,09, 1,20,8 ;lure+ + .db 0,%11011011,spr_enemyS2&255,spr_enemyS2/256,96,-2,01, 3,7,11 ;updown+ran +;27-29=hyper ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%00001011,spr_enemyN1&255,spr_enemyN1/256,96,-1,07, 0, 0,1 + .db 1,%00010111,spr_enemyN2&255,spr_enemyN2/256,96,-2,07, 0, 0,1 + .db 1,%00001111,spr_enemyN3&255,spr_enemyN3/256,96,-1,08, 0, 0,1 ;xfast +;30-31=turrets,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 1,%10001111,spr_enemyT1&255,spr_enemyT1/256,96,-4,00, 1,15,3 ;turret L + .db 1,%11011011,spr_enemyT1&255,spr_enemyT1/256,96,-4,00, 1,16,5 ;turret l + + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 + .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,96, 0, 0, 0, 0,0 +;37-38=final boss' enemy,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,96,-3,01, 0, 0,1 ;moving + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,96,23,11, 0, 0,1 ;mid+lure +;39=misc ,% ,spr_enemy &255,spr_enemy /256, X, Y, d,WT,WF,W + .db -1,%11111111,spr_enemyM2&255,spr_enemyM2/256,96,-2,08, 0, 0,1 ;bullet +boss1enemy = 37 +boss2enemy = 38 +;40-44=first bosses ,spr_ &255,spr_ /256, X, Y, d,WT,WF,W + .db 2,%01000111,spr_boss01&255,spr_boss01 /256,95,-1,11,35,48,15 ;triple + .db 2,%01010011,spr_boss02&255,spr_boss02 /256,95,-1,11,20,12,1 ;single + .db 2,%11011011,spr_boss03&255,spr_boss03 /256,95,-1,10,15, 8,8 ;double + .db 3,%00111111,spr_boss04&255,spr_boss04 /256,95,-3,12,10,11,1 ;Flure + .db 4,%01011011,spr_boss05&255,spr_boss05 /256,00,-2,17, 1,3,11 ;ranfire +;45-46=asteroid bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 5,%01101111,spr_bossA1&255,spr_bossA1 /256,95,-2,12,28,14,7 ;Flure + .db 20,%00011111,spr_bossA2&255,spr_bossA2 /256,87,00,16,31, 3,14 ;fullscreen +;47-51=big bosses ,spr_ &255,spr_ /256, X, Y, , , , + .db 4,%00010111,spr_boss07&255,spr_boss07 /256,95,-3,10,31, 8,16 ;5x + .db 6,%10001111,spr_boss08&255,spr_boss08 /256,95,-1,10,18, 8,9 ;quad + .db 3,%10111011,spr_boss06&255,spr_boss06 /256,95,-2,12, 1, 4,1 ;weak+rapidfire + .db 7,%11101011,spr_boss09&255,spr_boss09 /256,95,-1,10,21, 9,10 ;6x + .db 9,%11011011,spr_boss10&255,spr_boss10 /256,95,-1,10,12,11,12 ;enemies +#endif spr_enemy00: - .db 8,8 ;pickup - .db %00011000 ; ██ - .db %00011000 ; ██ - .db %00011000 ; ██ - .db %11111111 ; ████████ - .db %11111111 ; ████████ - .db %00011000 ; ██ - .db %00011000 ; ██ - .db %00011000 ; ██ - -spr_enemy01: - .db 6,6 ;enemy type one - .db %00111100 ; ████ - .db %01110000 ; ███ - .db %11110000 ; ████ - .db %11110000 ; ████ - .db %01110000 ; ███ - .db %00111100 ; ████ -spr_enemy02: - .db 8,6 ;enemy type two - .db %00111111 ; █████ - .db %01111000 ; ████ - .db %11111100 ; ██████ - .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 +spr_enemyP1: + .db 10,8 ;pickup + .db %00111111 ; ██████ + .db %01100001 ; ██ ██ + .db %10001100 ;█ ██ █ + .db %10111111 ;█ ██████ █ + .db %10111111 ;█ ██████ █ + .db %10001100 ;█ ██ █ + .db %01100001 ; ██ ██ + .db %00111111 ; ██████ + .db 7 + .db %00000000 + .db %10000000 + .db %01000000 + .db %01000000 + .db %01000000 + .db %01000000 + .db %10000000 +spr_enemyP2: + .db 11,9 ;big pickup + .db %00111111 ; ███████ + .db %01100000 ; ██ ██ + .db %10001110 ;█ ███ █ + .db %10111011 ;█ ███ ███ █ + .db %10100000 ;█ █ █ █ + .db %10111011 ;█ ███ ███ █ + .db %10001110 ;█ ███ █ + .db %01100000 ; ██ ██ + .db %00111111 ; ███████ + .db 9 + .db %10000000 + .db %11000000 + .db %00100000 + .db %10100000 + .db %10100000 + .db %10100000 + .db %00100000 + .db %11000000 + .db %10000000 + +spr_enemyE0: + .db 6,7 ;weak + .db %00011100 ; ███ + .db %00100100 ; █ █ + .db %01101000 ; ██ █ + .db %10110100 ;█ ██ █ + .db %01101000 ; ██ █ + .db %00100100 ; █ █ + .db %00011100 ; ███ +spr_enemyE1: + .db 6,7 ;weak + .db %00111100 ; ████ + .db %01000100 ; █ █ + .db %10111000 ;█ ███ + .db %11100000 ;███ + .db %10111000 ;█ ███ + .db %01000100 ; █ █ + .db %00111100 ; ████ +spr_enemyE2: + .db 6,6 ;weak + .db %00111100 ; ████ + .db %01010000 ; █ █ + .db %10100000 ;█ █ + .db %10100000 ;█ █ + .db %01010000 ; █ █ + .db %00111100 ; ████ +spr_enemyE3: + .db 6,6 ;normal solid (Galaxian enemy) + .db %00111100 ; ████ + .db %01010000 ; █ █ + .db %11010000 ;██ █ + .db %11010000 ;██ █ + .db %01010000 ; █ █ + .db %00111100 ; ████ +spr_enemyE4: + .db 6,7 + .db %00011100 ; ███ + .db %01101000 ; ██ █ + .db %10011000 ;█ ██ + .db %01110000 ; ███ + .db %10011000 ;█ ██ + .db %01101000 ; ██ █ + .db %00011100 ; ███ +spr_enemyE5: + .db 6,6 ;speedy + .db %00010100 ; █ █ + .db %01111000 ; ████ + .db %10100000 ;█ █ + .db %10100000 ;█ █ + .db %01111000 ; ████ + .db %00010100 ; █ █ + +spr_enemyB1: + .db 6,6 ;solid backwards + .db %11110000 ;████ + .db %00101000 ; █ █ + .db %01010100 ; █ █ █ + .db %01010100 ; █ █ █ + .db %00101000 ; █ █ + .db %11110000 ;████ +spr_enemyB2: + .db 6,7 + .db %11110000 ;████ + .db %01001000 ; █ █ + .db %01110100 ; ███ █ + .db %00100100 ; █ █ + .db %01110100 ; ███ █ + .db %01001000 ; █ █ + .db %11110000 ;████ +spr_enemyB3: + .db 5,7 + .db %11100000 ;███ + .db %01010000 ; █ █ + .db %01111000 ; ████ + .db %01000000 ; █ + .db %01111000 ; ████ + .db %01010000 ; █ █ + .db %11100000 ;███ + +spr_enemyA1: + .db 7,6 ;asteroid one + .db %00011000 ; ██ + .db %01101100 ; ██ ██ + .db %10011110 ;█ ████ + .db %11111010 ;█████ █ + .db %10111100 ;█ ████ + .db %01110000 ; ███ +spr_enemyA2: + .db 8,7 ;asteroid two + .db %00111100 ; ████ + .db %01011010 ; █ ██ █ + .db %01101101 ; ██ ██ █ + .db %11111101 ;██████ █ + .db %11111111 ;████████ + .db %10110110 ;█ ██ ██ + .db %01100000 ; ██ +spr_enemyA3: + .db 8,8 ;asteroid three + .db %00011110 ; ████ + .db %01110011 ; ███ ██ + .db %01111101 ; █████ █ + .db %10110111 ;█ ██ ███ + .db %11111110 ;███████ + .db %11111101 ;██████ █ + .db %01010111 ; █ █ ███ + .db %00001110 ; ███ +spr_enemyA4: + .db 7,6 ;asteroid four + .db %01111000 ; ████ + .db %10110110 ;█ ██ ██ + .db %11111101 ;██████ █ + .db %01111011 ; ████ ██ + .db %01001110 ; █ ███ + .db %00110000 ; ██ + +spr_enemyG1: + .db 8,6 ;G-Type + .db %00011111 ; █████ + .db %01001000 ; █ █ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01001000 ; █ █ + .db %00011111 ; █████ +spr_enemyG2: + .db 8,6 ;smaller nacelles + .db %00010111 ; █ ███ + .db %01101100 ; ██ ██ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01101100 ; ██ ██ + .db %00010111 ; █ ███ +spr_enemyG3: + .db 8,6 ;shuttle + .db %00001111 ; ████ + .db %01110100 ; ███ █ + .db %10011100 ;█ ███ + .db %10011100 ;█ ███ + .db %01110100 ; ███ █ + .db %00001111 ; ████ +spr_enemyG4: + .db 8,6 ;G-Type solid + .db %00111101 ; ███ █ + .db %01111000 ; ████ + .db %11110100 ;████ █ + .db %11110100 ;████ █ + .db %01111000 ; ████ + .db %00111101 ; ███ █ +spr_enemyG5: + .db 6,6 + .db %01111100 ; █████ + .db %10110000 ;█ ██ + .db %10101000 ;█ █ █ + .db %10101000 ;█ █ █ + .db %10110000 ;█ ██ + .db %01111100 ; █████ +spr_enemyG6: + .db 8,5 ;shuttle + .db %00001111 ; ████ + .db %01110100 ; ███ █ + .db %10011010 ;█ ██ █ + .db %01110100 ; ███ █ + .db %00001111 ; ████ + +spr_enemyS1: + .db 6,6 ;solid .db %00111000 ; ███ .db %01111100 ; █████ .db %11111000 ; █████ .db %11111000 ; █████ .db %01111100 ; █████ .db %00111000 ; ███ -spr_enemy05: - .db 7,6 ;enemy type five +spr_enemyS2: + .db 7,6 ;some attack vessel + .db %00011100 ; ███ + .db %01110010 ; ███ █ + .db %10101100 ; █ █ ██ + .db %10101100 ; █ █ ██ + .db %01110010 ; ███ █ + .db %00011100 ; ███ +spr_enemyS3: + .db 7,6 ;interceptor .db %00011110 ; ████ .db %01111110 ; ██████ .db %11111100 ; ██████ .db %11111100 ; ██████ .db %01111110 ; ██████ .db %00011110 ; ████ -spr_enemy06: - .db 7,6 ;enemy type six - .db %00011100 ; ███ - .db %01111110 ; ██████ - .db %10111000 ; █ ███ - .db %10111000 ; █ ███ - .db %01111110 ; ██████ - .db %00011100 ; ███ -spr_enemy07: - .db 8,6 ;enemy type seven - .db %00011110 ; ████ - .db %01111111 ; ███████ - .db %10011100 ; █ ███ - .db %10011100 ; █ ███ - .db %01111111 ; ███████ - .db %00011110 ; ████ +spr_enemyS4: + .db 8,6 ;fast interceptor + .db %00011011 ; ██ ██ + .db %01110110 ; ███ ██ + .db %10111100 ; █ ████ + .db %10111100 ; █ ████ + .db %01110110 ; ███ ██ + .db %00011011 ; ██ ██ + +spr_enemyN1: + .db 8,7 ;some cool Nemesis-MSX enemy + .db %00111110 ; █████ + .db %11110001 ;████ █ + .db %00001110 ; ███ + .db %00010101 ; █ █ █ + .db %00001110 ; ███ + .db %11110001 ;████ █ + .db %00111110 ; █████ +spr_enemyN2: + .db 8,7 ; + .db %00111110 ; █████ + .db %00011101 ; ███ █ + .db %11111111 ;████ ███ + .db %01110110 ; ██ ███ + .db %11111111 ;████ ███ + .db %00011101 ; ███ █ + .db %00111110 ; █████ +spr_enemyN3: + .db 8,7 ;Nem3MSX jumper lvl#3 + .db %10111110 ;█ █████ + .db %01011101 ; █ ███ █ + .db %01111110 ; ██████ + .db %00010100 ; █ █ + .db %01111110 ; ██████ + .db %01011101 ; █ ███ █ + .db %10111110 ;█ █████ +spr_enemyN4: + .db 8,8 ;Stolen from XC1701II + .db %01111110 ; ██████ + .db %11110101 ;████ █ █ + .db %00011111 ; █████ + .db %00111101 ; ████ █ + .db %00111001 ; ███ █ + .db %00011111 ; █████ + .db %11110101 ;████ █ █ + .db %01111110 ; ██████ +spr_enemyN5: + .db 7,8 ;Stolen from XC1701II + .db %00111100 ; ████ + .db %01010010 ; █ █ █ + .db %11111110 ;███████ + .db %01001010 ; █ █ █ + .db %01011010 ; █ ██ █ + .db %11111110 ;███████ + .db %01010010 ; █ █ █ + .db %01111100 ; ████ + +spr_enemyT1: + .db 8,7 ;turret left + .db %11000000 ;██ + .db %01100000 ; ██ + .db %00110000 ; ██ + .db %01011100 ; █ ███ + .db %10110110 ;█ ██ ██ + .db %01011010 ; █ ██ █ + .db %11111111 ;████████ +spr_enemyT2: + .db 8,7 ;turret right + .db %00000011 ; ██ + .db %00000110 ; ██ + .db %00001100 ; ██ + .db %00111010 ; ███ █ + .db %01101101 ; ██ ██ █ + .db %01011010 ; █ ██ █ + .db %11111111 ;████████ + +spr_enemyM1: + .db 8,7 ;mine + .db %00111100 ; ████ + .db %01011010 ; █ ██ █ + .db %11111111 ;████████ + .db %01001010 ; █ █ █ + .db %11111111 ;████████ + .db %01011010 ; █ ██ █ + .db %00111100 ; ████ +spr_enemyM2: + .db 7,6 ;giant bullet + .db %00011000 ; ██▒ + .db %01111110 ; ██████▒ + .db %11111000 ;█████▒ + .db %11111100 ;██████▒ + .db %01111110 ; ██████▒ + .db %00111000 ; ███▒ spr_boss01: - .db 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 ; █████████ + .db 9,12 ;.......:.2.....: + .db %00000111 ; ████ + .db %00011100 ; ███ + .db %00101010 ; █ █ █ + .db %01011011 ; █ ██ ██ + .db %10100110 ;█ █ ██ █ + .db %11010101 ;██ █ █ █ + .db %11010101 ;██ █ █ █ + .db %10100110 ;█ █ ██ █ + .db %01011011 ; █ ██ ██ + .db %00101010 ; █ █ █ + .db %00011100 ; ███ + .db %00000111 ; ████ + .db 12 + .db %10000000 + .db %00000000 + .db %00000000 + .db %00000000 + .db %10000000 + .db %00000000 ;...what a waste of space... + .db %00000000 + .db %10000000 + .db %00000000 + .db %00000000 + .db %00000000 + .db %10000000 spr_boss02: - .db 16,10 ;boss type:one : - .db %11111110,%00000000 ; ███████ - .db %00001111,%10001111 ; █████ ████ - .db %00111111,%11100011 ; █████████ ██ - .db %01001111,%11111110 ; █ ███████████ - .db %10001101,%01111100 ; █ ██ █ █████ - .db %10001101,%01111100 ; █ ██ █ █████ - .db %01001111,%11111110 ; █ ███████████ - .db %00111111,%11100011 ; █████████ ██ - .db %00001111,%10001111 ; █████ ████ - .db %11111110,%00000000 ; ███████ - - -spr_enemy08: - .db 8,6 ;enemy type eight - .db %00011110 ; ████ - .db %01111111 ; ███████ - .db %10011100 ; █ ███ - .db %10011100 ; █ ███ - .db %01111111 ; ███████ - .db %00011110 ; ████ + .db 12,12 ;.......:....5..: + .db %00011110 ; ████ + .db %01100001 ; ██ ██ + .db %10110010 ;█ ██ █ ██ + .db %00000101 ; █ ██ █ + .db %00001010 ; █ █ ██ + .db %00011010 ; ██ █ █ █ + .db %00011010 ; ██ █ █ █ + .db %00001010 ; █ █ ██ + .db %00000101 ; █ ██ █ + .db %10110010 ;█ ██ █ ██ + .db %01100001 ; ██ ██ + .db %00011110 ; ████ + .db 11 + .db %00000000 + .db %10000000 + .db %01100000 + .db %10100000 + .db %01100000 + .db %10010000 + .db %10010000 + .db %01100000 + .db %10100000 + .db %01100000 + .db %10000000 +spr_boss03: + .db 16,10 ;.......:.......: + .db %00000001 ; ██████ ██ + .db %00001110 ; ███ █ ███ + .db %00110010 ; ██ █ ████ + .db %01001101 ; █ ██ ██ + .db %11101011 ;███ █ ██ █ + .db %11101011 ;███ █ ██ █ + .db %01001101 ; █ ██ ██ + .db %00110010 ; ██ █ ████ + .db %00001110 ; ███ █ ███ + .db %00000001 ; ██████ ██ + .db 10 + .db %11111011 + .db %00101110 + .db %11110000 + .db %10000000 + .db %01000000 + .db %01000000 + .db %10000000 + .db %11110000 + .db %00101110 + .db %11111011 +spr_boss04: + .db 16,10 ;.......:.......: + .db %00000000 ; █████ + .db %00000000 ; ███ █ + .db %00000111 ; ████ █████ + .db %00111101 ; ████ █ █ ████ + .db %01001010 ; █ █ █ ██ ███ █ + .db %10110110 ;█ ██ ██ ███ █ █ + .db %10110110 ;█ ██ ██ ███ █ █ + .db %01001010 ; █ █ █ ██ ███ █ + .db %00111101 ; ████ █ █ ████ + .db %00000111 ; ████ █████ + .db 12 ; ███ █ + .db %00011111 ; █████ + .db %11100001 + .db %10111110 + .db %01011110 + .db %11011101 + .db %11100101 + .db %11100101 + .db %11011101 + .db %01011110 + .db %10111110 + .db %11100001 + .db %00011111 +spr_boss05: + .db 16,10 ;.......:.......: + .db %11111110 ;███████ + .db %00000011 ; ███ ████ + .db %00110101 ; ██ █ ████ █ + .db %01111010 ; ████ █ █ █ ██ + .db %10001101 ;█ ██ █ ██ ██ █ + .db %10001101 ;█ ██ █ ██ ██ █ + .db %01111010 ; ████ █ █ █ ██ + .db %00110101 ; ██ █ ████ █ + .db %00000011 ; ███ ████ + .db %11111110 ;███████ + .db 9 + .db %00000000 + .db %10001111 + .db %11100001 + .db %10010110 + .db %01101101 + .db %01101101 + .db %10010110 + .db %11100001 + .db %10001111 +spr_bossA1: + .db 12,11 ;AsteroidBoss one + .db %00011110 ; ████ + .db %01110011 ; ███ ███ + .db %01111111 ; ███████ █ + .db %01111111 ; █████████ + .db %11111110 ;███████ ███ + .db %11111111 ;███████████ + .db %11111111 ;████████████ + .db %10111110 ;█ █████ ████ + .db %01011111 ; █ ███████ + .db %00110111 ; ██ ███ + .db %00001110 ; ███ + .db 9 + .db %00000000 + .db %10000000 + .db %01000000 + .db %11000000 + .db %11100000 + .db %11100000 + .db %11110000 + .db %11110000 + .db %11000000 +spr_boss06: + .db 16,10 ;.......:.......: + .db %10111110 ;█ █████ ███ + .db %00000011 ; ███ ████ + .db %01110101 ; ███ █ ████ ██ █ + .db %11111101 ;██████ █ ███ █ + .db %00000110 ; ██ █ █ ██ █ + .db %00000110 ; ██ █ █ ██ █ + .db %11111101 ;██████ █ ███ █ + .db %01110101 ; ███ █ ████ ██ █ + .db %00000011 ; ███ ████ + .db %10111110 ;█ █████ ███ + .db 10 + .db %00111000 + .db %10001111 + .db %11101101 + .db %01110010 + .db %10101101 + .db %10101101 + .db %01110010 + .db %11101101 + .db %10001111 + .db %00111000 +spr_boss07: ;modelled after a Nemesis][MSX boss + .db 16,15 ;.......:.......: + .db %00001111 ; █████ + .db %00111110 ; █████ █████ + .db %01111101 ; █████ █ ███████ + .db %00000011 ; ██ + .db %00000100 ; █ █ + .db %00000011 ; █████ + .db %00011110 ; ████ ██ ████ + .db %11110011 ;████ ██ █ █ + .db %00011110 ; ████ ██ ████ + .db %00000011 ; █████ + .db %00000100 ; █ █ + .db %00000011 ; ██ + .db %01111101 ; █████ █ ███████ + .db %00111110 ; █████ █████ + .db %00001111 ; █████ + .db 15 + .db %10000000 + .db %11111000 + .db %01111111 + .db %00000000 + .db %10000000 + .db %11100000 + .db %11011110 + .db %01010000 + .db %11011110 + .db %11100000 + .db %10000000 + .db %00000000 + .db %01111111 + .db %11111000 + .db %10000000 +spr_boss08: ;modelled after a Nemesis][MSX boss + .db 16,18 ;.......:.......: + .db %00000000 ; █ █ + .db %00000111 ; ███ ███ + .db %00000011 ; ████ █ + .db %00000001 ; ██ ██ + .db %00000011 ; ███ ██ + .db %00000000 ; █████ + .db %00010111 ; █ ██████████ + .db %00111111 ; ██████ ██ ██ + .db %11111000 ;█████ ██ █ ███ + .db %00001111 ; █████ ██ █ █ + .db %11111000 ;█████ ██ █ ███ + .db %00111111 ; ██████ ██ ██ + .db %00010111 ; █ ██████████ + .db %00000000 ; █████ + .db %00000011 ; ███ ██ + .db %00000001 ; ██ ██ + .db %00000011 ; ████ █ + .db %00000111 ; ███ ███ + .db 19 ; █ █ + .db %01010000 + .db %01110000 + .db %11010000 + .db %10110000 + .db %10110000 + .db %11111000 + .db %11111110 + .db %01101100 + .db %11010111 + .db %10110101 + .db %11010111 + .db %01101100 + .db %11111110 + .db %11111000 + .db %10110000 + .db %10110000 + .db %11010000 + .db %01110000 + .db %01010000 +spr_boss09: + .db 14,14 ;.......:......7: + .db %01100111 ; ██ ████ ██ + .db %11001011 ;██ █ ██ █ ██ + .db %10110000 ;█ ██ ██ █ + .db %10101111 ;█ █ ██████ █ █ + .db %01010000 ; █ ██ ██ █ + .db %01010011 ; █ █ ██ █ █ + .db %10100111 ;█ █ ████ ██ █ + .db %10100111 ;█ █ ████ ██ █ + .db %01010011 ; █ █ ██ █ █ + .db %01010000 ; █ ██ ██ █ + .db %10101111 ;█ █ ██████ █ █ + .db %10110000 ;█ ██ ██ █ + .db %11001001 ;██ █ ██ █ ██ + .db %01100111 ; ██ ████ ██ + .db 14 + .db %10011000 + .db %01001100 + .db %00110100 + .db %11010100 + .db %00101000 + .db %00010100 + .db %10110100 + .db %10110100 + .db %00010100 + .db %00101000 + .db %11010100 + .db %00110100 + .db %01001100 + .db %10011000 +spr_boss10: + .db 16,19 ;.......:.......: + .db %01111011 ; ████ ███ + .db %10000110 ;█ ██ █████ + .db %00000011 ; ███ █ + .db %00111011 ; ███ ██ ███ + .db %00000111 ; ███ ███ + .db %00001100 ; ██ ███ █ + .db %00110111 ; ██ █████ █ ██ + .db %01111011 ; ████ ██ █ ██ █ + .db %11100100 ;███ █ ██ ██ █ + .db %00000001 ; ██████ ██ █ + .db %11100100 ;███ █ ██ ██ █ + .db %01111011 ; ████ ██ █ ██ █ + .db %00110111 ; ██ █████ █ ██ + .db %00001100 ; ██ ███ █ + .db %00000111 ; ███ ██ + .db %00111011 ; ███ ██ ███ + .db %00000011 ; ███ █ + .db %10000110 ;█ ██ █████ + .db %01111011 ; ████ ███ + .db 19 + .db %10000000 + .db %11111000 + .db %10100000 + .db %00011100 + .db %01110000 + .db %11101000 + .db %11010110 + .db %00101101 + .db %11011001 + .db %11011001 + .db %11011001 + .db %00101101 + .db %11010110 + .db %11101000 + .db %01100000 + .db %00011100 + .db %10100000 + .db %11111000 + .db %10000000 +;spr_bossA2: ;in asm code ;----------------------------------------------------------------------------- -;----------------------------- logo ------------------------------------------- +;----------------------------- 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 +#ifdef TI83 +.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011 +.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011 +.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011 +.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000 +.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000 +.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011 +#endif +#ifdef TI86 +.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111110 +.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11111100 +.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11111000 +.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11110000 .db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000 .db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000 .db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000 @@ -3412,61 +5275,114 @@ logo_nemesis: .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001 +#endif -;----------------------------- end -------------------------------------------- +;----------------------------- end ------------------------------------------- .end .end -;------------------------------------------------------------------------------ +;----------------------------------------------------------------------------- +;----------------------------------------------------------------------------- +;----------------------------------------------------------------------------- -; 0.95.A22 -- 22.X.99 -- size 5321 -; -; * total size of enemy-sprites can now be 510 bytes (space = doubled!) -; # bullets hit enemies correctly that aren't 6x6; even the 16x10 bosses! -; * at g/o or nextlevel checks for keys released instead of waiting abit -; + name stored with hiscore (max. 8 chars, Shiar.95 by default) -; + when entering hi-name DEL goes back one char (with check 4 no chars) -; # program is reloaded at start so some score-bugs solved! (_asapvar=0) -; * at death, upgrades and pickups AREN'T removed! (just armor=0) -; # bullet is not displayed after being removed anymore -; # armor-icon stays hilighted when armor is decreased -; * when stars move off screen, they are placed at a NEW y-pos! -; * the starting x-positions of stars are not random, so the stars are -; spread all over screen. y is still random and changes during game -; * make_random functions smaller and used by different procs -; # MAJOR BUG! a "random" value was placed somewhere in mem thus -; creating bugs like unexplained loss of armor and stuff! (I think) -; -; 0.96.A31 -- 31.X.99 -- size 4836 + 888 +; 0.99.99 -- 9.IX.00 -- size 6936 ; -; # if you were hit when armor-icon selected, prog did weird stuff -; + armor-bar (shows armor as a black line left at bottom) -; # bugs involving armor-bar changing armor to a wrong value -; # YES!!! the saving-bugs were caused by mmldir: it reset all data -; at mem $8000, so data is now stored at asmexecram+6000 instead! -; * external levels. All leveldata is loaded from "nemesis0"-var -; * some optimization (like cal\ret>jp + unused code removed/shortened) -; * storyline is loaded from level-file (will be compressed later..) -; + story can be _between_ levels, not only at the start of a new game -; * "new game" and "continue" in main menu are swapped (new comes 1st) -; * enemy bullets can do more than one damage: differs per level -; * collision does 4 damage, ground does 5, you start with 12 armor -; # running the level-file no longer crashes your calc but just returns -; * you now move 1.5 pixels per frame! this way you can outrun enemies -; * hellofajob but enemy-data is now stored at one location in 6 bytes, -; instead of two 4-byte spaces 40 bytes apart! (cleaner code; faster) -; * ground/ceiling/stars are continued when at boss (c00l level 3 boss) +; + you can have upto FOUR multiples! (~20 pixels apart) +; * some optimizations: keycall, menu handling, port nops removed, +; more SMC, fire handling, fast bullet handling, enemy movement +; * better "backwards" enemies handling (and implemented in game) +; # when enemy changed into a pickup, movement is set to vslow +; * instead of turning into a pickup, enemies explode and a pickup +; appears at the right side of the screen (moves left slowly) +; # bullets do damage again (screenflash made damage become 0) +; + when destroyed by bullets, the armor bar will show 0HP left +; * all enemy bullets do the same damage in all levels +; * you now appear at (*32*,30) because enemies can come from left +; * improved bullet handling (faster, smaller, etc.) +; + multiples are animated like real Nemesis (grow-shrink-grow-shrink>) +; # fixed a bug that didn't select multiples when you were moving +; # enemy collision screwed up invert and some other weird stuff +; + in pause screen change contrast with up/down and B/W mode with F1 +; + lasers can have different durations (beams last longer) +; * some sign-flag checkings replaced by carry-flag (thus reducing size) +; # slow enemies (including pickups) didn't always appear (just 25-50%) +; + enemies can fire different kinds of bullets: aiming, double, triple +; * maximum number of bullets increased (48 for enemies, 128 for you) +; * beamweapon can be selected when you got laser (like vice versa) +; * selecting laser removes tailbeam or up-double +; # tail beam/up-double correctly centered +; # disappearing bullets (when enemies fired multiple bullets) fixed +; + bullets and lasers both upgradable upto level 9 +; # fixed end story (_vputs didn't recognize 0-end when "'" in string) +; # stars couldn't be altered anymore since recent levelformat changes +; * maximum different enemies increased from 28 to 63 +; * pickup sprite altered, small changes to some enemies +; + new moves implemented: 75% speed and lure-while-moving +; # fixed the enemy aiming bullets procedure +; * enemies fire their bullets centered too! (even the large bosses) +; * you may NOT have any multiples together with beams, just lasers +; + added new enemy guns: quad- and 6x-fire!! +; * sprite table length increased to 768 bytes (stored DIV3) +; + ships 3/4 select hardcore mode: score and damage are doubled +; + first icon not only increases armor, but also activates shield for +; some time (shield halves damage and absorbs bullets in normal mode) +; + ship selection screen also shows ship specs (hardcore/tailbeam/etc) +; * shield looks different for each ship +; * hiscore/savegame procedure optimized (several bytes smaller) +; + B<>W mode setting will be stored +; * enemy sprite pointers stored as words (thus increasing sprite table +; length from 768B to 65kB, and increasing sprite calculation speed) +; * hardcore mode does _more_ than doubled damage (bulletsdamage +1) +; * 10 bytes off by optimizing main menu a little +; * and optimizations to hiscore name handling saved another 17 bytes! +; * score increased by 1 per placed enemy, instead of time (otherwise +; you could just evade bosses for a long time for very high score) +; * findpixel optimized (or rather un-unoptimized: restored to original) +; # ground fixed again (and optimized for tunnel only) +; # prevents exploding more than once (not dieing while inside ground) +; * some unneccessary pushes removed +; + final boss also fires moving mines (just up/down-enemies) +; * on collision less damage to enemy, more to you (bosses too simple) +; * normal pickups will increase armor and shield directly (no [alpha]) +; + a large pickup'll appear at the end of a level which will select +; your next upgrade: beamweapon, laser, multiple/tailbeam/up-double +; + a small explosion is displayed when enemy's hit but not destroyed +; # _all_ multiples appear at your position at start of level +; # bug in selecting multiples fixed (recent bug) +; + getting passed 3rd upgrade (4 pickups) increases score by 250! +; - second icon integrated in 5th, first two icons removed (unused now) +; * the armor bar is now 5 pixels in height; very visible +; # if selecting upgrade or starting level, charge bar wasn't displayed ; -; 0.97.B12 -- 12.XI.99 -- size +; 1.00.C21 -- 21.XII.00 -- size 6797 ; -; # bullets do damage in all levels -; * more armor at armor-upgrade and extra armor at end of a level -; - internal levels again (no need, safer/smaller) -; # some registers not correctly pushed/popped -; * several optimizations (init.procs some bytes smaller) +; * armor-bar background, empty upgrades sprites changed +; + shows sprite when laser hits an enemy (his "shield"?) +; + exit-key also quits out of ship selection screen +; # fixed direct-quit on death bug (bug since recent optimization) +; * armor-bar background changed (more elegant and smaller code) +; # "flash" when end-boss spawns mine fixed +; + enemy's y start position can be specified per enemy +; + when bullets selected, upgrade icons won't appear half the time +; # remainder pixels in armor bar (appeared after heavy damage) removed +; + your ship's explosion is now also 8 frames (half enemy expl. speed) +; + does NOT display Done after running in TI-OS! (anti-teacher ;) +; * storyline completed (probably the crappiest story ever!) +; # only first byte of ship's sprite altered; now loads whole word +; - tail beam removed (up double only); odd ships now contain laser +; # fixed laserbeam display when firing at right edge +; # star relocation altered to work correctly w/ new screen location +; # halfluring wasn't 50% (more like 75%) since random enemy spawning +; * restored multiples for bullets (since it's unlikely you'll select 1) +; # fixed mem overlapping causing "weird stuff" when moving multiples +; # bullets fired below screen bottom are moved up onto screen +; + SOURCE ALSO TI-83 COMPATIBLE (still few bugs like hiscore, bullets) +; # upgrading beam weapon removed multiples +; # clipping at left side wrong in TI-83 version fixed ; ; ; + added - removed * changed # bug fixed +;bullet handling: (255/enemy)+419+putsprite cycles per bullet \ No newline at end of file