#define psh push ; ^:D
#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero
-;GRAPH_MEM = $C9FA ;display buffer (virtual screen)
+dispbuffer = $81FA ;= $C9FA ;virtual screen
;VIDEO_MEM = $FC00 ;tha big scareen
TEXT_MEM = _textShadow ;text buffer; C0F9-C1A0 (167/$A7 bytes)
.dw Title ;pointer to description (all shells)
.dw Icon ;pointer to YAS icon
-Title: .db "Nemesis v0.97 by SHIAR",0
+Title: .db "Nemesis v0.98 by SHIAR",0
Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes
.db %11100000 ; ███
;---------------------- init ------------------------------------------------
-int_handler:
- ex af,af'
- in a,($03)
- bit 3,a
- jp z,$0039
- res 0,a
- out ($03),a
- jp $0039
+int_handler: ;new interrupt proc
+ ex af,af' ;just af only (no need for exx)
+ in a,($03) ;read bit 3 port 3
+ bit 3,a ;is ON key pressed?
+ jp z,$0039 ;no: np, return
+ res 0,a ;yes: then we have a problem (freeze), so...
+ out ($03),a ;...mask the ON key interrupts!
+ jp $0039 ;all done, return
int_end:
init: cal BUSY_OFF ;turns the run-indicator off, obviously
dec a ;ld a,$D3
ld (hl),a
ldir
- ld hl,int_handler
+ ld hl,int_handler ;new interrupt handler
ld d,a
ld e,a ;ld de,$D3D3
ld bc,int_end-int_handler
cal z,scoreInc ;do it
Clear_screen:
- ld hl,GRAPH_MEM ;move from (hl) = top left
+ ld hl,dispbuffer ;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 de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen
ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar)
ldir ;all clear!
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
ld b,16 ;screen width
ld de,groundpos-1 ;height of current byte (previous actually)
psh de ;use later
- ld hl,GRAPH_MEM+(56*16)-1 ;screen position
+ ld hl,dispbuffer+(56*16)-1 ;screen position
psh hl
groundloopright:
ld b,16 ;screen width
ld de,ceilingpos-1 ;height of current byte
psh de ;use later
- ld hl,GRAPH_MEM-17 ;screen position
+ ld hl,dispbuffer-17 ;screen position
psh hl
ceilingloopright:
;--------------------------- pause ------------------------------------------
Pause:
+ psh af
ld hl,$0200 ;top left
ld (_curRow),hl
ld hl,txt_pressenter ;"Enter to continue"
cal _getkey ;enter low-power mode and wait for key
cp kEnter ;keypressed = enter?
jr nz,pause ;no, wait some more
+ pop af
ret ;continue
;--------------------------- teacher ----------------------------------------
Teacher:
ld (iy+12),5 ;enable flashing cursor
- cal _clrScrn
- cal _homeup ;top left
+ cal _clrWindow ;top left
ld hl,txt_teacher
cal _puts ;display message
+ cal releasekeys
teacherloop:
cal _getkey ;enter low-power mode and wait for key
jr nz,teacherloop ;no, wait some more
ld (iy+12),0 ;disable cursor
+ cal releasekeys
jp disp_icons ;+ret
teacherans:
set 2,(iy+13) ;set back screen scrolling
xor a
ld (_asapvar+1),a ;next Asm( run will reload the program
- ld hl,GRAPH_MEM ;graph-screen location
- ld de,GRAPH_MEM+1
+ ld hl,dispbuffer ;graph-screen location
+ ld de,dispbuffer+1
ld (hl),a
ld bc,1024-1 ;do it 1024 times = entire screen
ldir
;--------------------------- display ----------------------------------------
Display_Screen:
- ld hl,GRAPH_MEM ;from buffer (top left)
+ ld hl,dispbuffer ;from buffer (top left)
ld de,VIDEO_MEM ;to real screen (top left)
ld c,56 ;display height = 64 bytes (minus 8 for bar)
displayloop:
doincarmor:
add a,6 ;add 6 to armor
ld (your_armor),a ;change armor
+ ret
select:
ld hl,your_pickup ;select pickups
jr nc,_nolc ;jump if no carry = no overflow = a<=255
inc b ;a>255 so increase bc by 256
_nolc: ld c,a ;c = (Y*16+X/8) mod 256
- ld hl,GRAPH_MEM ;save-location
+ ld hl,dispbuffer ;save-location
add hl,bc ;bc = Y*16+X/8: hl=screen address
ld a,15 ;128/8=16=screen width ** minus one (inc a ^^)
sub d ;minus x-start (d=X/8)
ex de,hl ;de=hl=usable enemy
place_enemy: ;de = enemy+1
- ld bc,0 ;0..0
+ ld bc,0 ;0..nrlvlenemies
nrlvlenemies =$-1 ;=nr of enemies minus 1
cal Random ;random enemy b..b+c = 0..nrenemies-1
ld b,0
dec de ;goto hp64 (before occ)
ldi ;set hp64
ldi ;set hitpoints+occ of enemy class
- ldi ;set enemy class (nr)
+ ld a,(hl) ;save sprite-offset/2 (ldi decs bc so in a)
+ ldi ;set sprite
ldi ;set x-position
+ ld c,a ;c=sprite
ld a,(hl) ;load placeInfo
inc hl
dec a ;is it 1?
ld a,(y) ;place at same y-pos as YOUR ship
jr ypos_OK
random_enemy:
- ld bc,256*51 ;range=0..51
- cal Random
+ ld b,0 ;bc = enemy sprite offset / 2
+ ld ix,spr_enemy00 ;first enemy sprite
+ add ix,bc ;add offset for current enemy
+ add ix,bc ;twice (offset stored as offset/2)
+ ld a,64-8 ;=57=screen height (8 is scorebar)
+ sub (ix+1) ;minus sprite height=bottom
+ ld c,b ;range=0 to...
+ 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 ;@movecounter
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 128 ;x<128
- jr c,enemyonscreen ;=on screen
+ jr c,enemyonscreenX ;=on screen
cp -7 ;x<=-8
jr c,remove_enemy ;=off screen
-enemyonscreen:
-
- ld (hl),e ;store new y
- dec hl ;@x
+enemyonscreenX:
ld (hl),d ;store new x
ld a,c ;a = enemy type
or a ;type 0? (pickup)
moveright:
inc d
moveXdone:
- res 7,a
+ res 7,a ;01111111=movetype:
and a
- ret z ;type 0 = don't move
+ ret z ;0 = don't move
dec a
- jr z,movetype_updown ;1 = up / down
+ jr z,movetype_updown ;1 = 0 >< up / down
dec a
- jr z,movetype_vslow ;2 = 1/4 speed
+ jr z,movetype_vslow ;2 = .75 >>
dec a
- jr z,movetype_slow ;3 = 1/2 speed
+ jr z,movetype_slow ;3 = .5 >>
dec a
- jr z,movetype_fast ;3 = 1.5x speed
+ jr z,movetype_fast ;4 = .5 <<
dec a
- jr z,movetype_vfast ;4 = 2x speed
+ jr z,movetype_vfast ;5 = 1 <<
dec a
- jr z,movetype_smart ;5
+ jr z,movetype_smart ;6
dec a
- jr z,movetype_lure ;6 = move y towards you
+ jr z,movetype_lure ;7 = 1 >> move y towards you
dec a
- jr z,movetype_slowlure ;7 = lure 1/2 speed
+ jr z,movetype_slowlure ;8 = 1 >> lure 1/2 speed
dec a
- jr z,movetype_stoplure ;8 = slowlure; stop at x=99
+; jr z,movetype_stoplure ;9 = 1 >> slowlure; stop at x=99
; dec a
-; jr z,movetype_fulllure ;9 = x+y towards you 1/2 speed
+; jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed
movetype_fulllure:
ld a,(timer)
cal movetype_lure
ld a,(x)
cp d
- jr c,lure_left
+ ret c ;move left (already did)
lure_right:
- inc d
- ret
-lure_left:
- dec d
+ inc d ;already moved left, so move right
+moverightonce:
+ inc d ;twice (=+1)
ret
-movetype_stoplure:
- ld a,100
- cp d
- jr c,movetype_slowlure
- inc d ;x<100: full stop
movetype_slowlure:
ld a,(timer)
- and 1
- ret z
+ and 1 ;half the time
+ jr z,moverightonce ;dont move at all (compensate move left +ret)
movetype_lure:
+ ld a,104
+ cp d
+ jr c,dothelurethingy
+ inc d ;x<106: full stop
+dothelurethingy:
ld a,(y)
cp e
- jr c,lure_up
-lure_down:
+ ret z ;don't move if equal
+ jr c,lure_up ;below you then move up
+lure_down: ;above then move down
inc e
ret
lure_up:
psh hl
ld hl,VIDEO_MEM ;copy text
- ld de,GRAPH_MEM ;to GRAPH_MEM
+ ld de,dispbuffer ;to GRAPH_MEM
ld bc,1024 ;entire screen
ldir
cal _clrLCD
add hl,de ;go to ymin
ex de,hl ;put into de again
- ld hl,GRAPH_MEM
+ ld hl,dispbuffer
add hl,bc ;hl->logo
sub 64 ;a=a-64
ld ix,spr_icon
cal putwidesprite
iconsdone:
- ld hl,GRAPH_MEM ;normal game-screen
+ ld hl,dispbuffer ;normal game-screen
ld (PutWhere),hl ;set sprite-position to normal screen
pop ix \ pop hl \ pop de \ pop bc
add hl,hl
add hl,hl ;hl = 1..51 * 16 (left side at random y)
dec hl ;hl = 0..50 * 16 (" at right side of screen)
- ld de,GRAPH_MEM
+ ld de,dispbuffer
add hl,de ;position on screen
pop bc
ret
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+storehi_start-_asm_exec_ram
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
xor a
FPbit =$+1
set 0,a
- ld de,GRAPH_MEM ;screen base position (where x+y=0)
+ ld de,dispbuffer ;screen base position (where x+y=0)
PutWhere =$-2
add hl,de
ret
spr_ship02:
.db 7,7 ;ship beta class
.db %11100000 ;███
- .db %11110000 ;████
+ .db %11111000 ;█████
.db %01111100 ; █████
.db %01110010 ; ███ █
.db %01111100 ; █████
- .db %11110000 ;████
+ .db %11111000 ;█████
.db %11100000 ;███
spr_ship02i:
.db 8,7
.db %11100010 ;███ █
- .db %11110001 ;████ █
+ .db %11111001 ;█████ █
.db %01111101 ; █████ █
.db %01110011 ; ███ ██
.db %01111101 ; █████ █
- .db %11110001 ;████ █
+ .db %11111001 ;█████ █
.db %11100010 ;███ █
spr_ship03:
.db %11001100 ; ██ ██
.db %01111000 ; ████
-;-------------------------------- explosion ---------------------------------
+;-------------------------------- explosions --------------------------------
spr_explosion:
.db 8,6 ;1
maxnrweapons = 8+1
weapondata:
.db 1,1,%00000000,0,%00000000,0,%00010010,3 ;1 single fire
- .db 6,1,%00000000,0,%00000000,0,%00010011,3 ;2 fast single
+ .db 4,1,%00000000,0,%00000000,0,%00010011,3 ;2 fast single
.db 1,1,%00000000,0,%00010010,0,%00010010,6 ;3 double
.db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple
.db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5
;------------------------------------ bar -----------------------------------
spr_lship:
- .db 5,3
- .db %11100000
- .db %01111000
- .db %11100000
-lshipsize = 5
+ .db 5,3 ;li'l ship indicating lives left
+ .db %11100000 ;███
+ .db %01111000 ; ████
+ .db %11100000 ;███
+lshipsize = 5 ;space between two ship icons
spr_icon:
- .db 16,7 ;selected .......:.......:
- .db %11111111 ; ████████████████
- .db %11000000 ; ██ █
- .db %11000000 ; ██ █
- .db %11000000 ; ██ █
- .db %11000000 ; ██ █
- .db %11000000 ; ██ █
- .db %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 %11111111
spr_icon00:
- .db 16,7 ;unused .......:.......:
- .db %10101010 ; █ █ █ █ █ █ █ █
- .db %11010101 ; ██ █ █ █ █ █ █ █
- .db %10101010 ; █ █ █ █ █ █ █ █
- .db %11010101 ; ██ █ █ █ █ █ █ █
- .db %10101010 ; █ █ █ █ █ █ █ █
- .db %11010101 ; ██ █ █ █ █ █ █ █
- .db %10101010 ; █ █ █ █ █ █ █ █
+ .db 16,7 ;unused .......:.......:
+ .db %10101010 ;█ █ █ █ █ █ █ █
+ .db %11010101 ;██ █ █ █ █ █ █ █
+ .db %10101010 ;█ █ █ █ █ █ █ █
+ .db %11010101 ;██ █ █ █ █ █ █ █
+ .db %10101010 ;█ █ █ █ █ █ █ █
+ .db %11010101 ;██ █ █ █ █ █ █ █
+ .db %10101010 ;█ █ █ █ █ █ █ █
.db 7
.db %10101010
.db %01010101
.db %01010101
.db %10101010
spr_icon01:
- .db 16,7 ;armor ; .......:.......:
- .db %10000111 ; █ ███████
- .db %10011000 ; █ ██ ██
- .db %10110011 ; █ ██ ████ ██
- .db %10110000 ; █ ██ ████ ██
- .db %10110011 ; █ ██ ████ ██
- .db %10011000 ; █ ██ ██
- .db %10000111 ; █ ███████
+ .db 16,7 ;armor ;.......:.......:
+ .db %10000111 ;█ ███████ ▒
+ .db %10011000 ;█ ██ ██ ▒
+ .db %10110011 ;█ ██ ████ ██ ▒
+ .db %10110000 ;█ ██ ████ ██ ▒
+ .db %10110011 ;█ ██ ████ ██ ▒
+ .db %10011000 ;█ ██ ██ ▒
+ .db %10000111 ;█ ███████ ▒
.db 7
.db %11110000
.db %00001100
.db %00001100
.db %11110000
spr_icon02:
- .db 16,7 ;tailbeam .......:.......:
- .db %10000000 ; █
- .db %10000011 ; █ ██
- .db %10000001 ; █ ███
- .db %10111011 ; █ ███ ██████ ██
- .db %10000001 ; █ ███
- .db %10000011 ; █ ██
- .db %10000000 ; █
+ .db 16,7 ;tailbeam.......:.......:
+ .db %10000000 ;█ ▒
+ .db %10000011 ;█ ██ ▒
+ .db %10000001 ;█ ███ ▒
+ .db %10111011 ;█ ███ ██████ ██▒
+ .db %10000001 ;█ ███ ▒
+ .db %10000011 ;█ ██ ▒
+ .db %10000000 ;█ ▒
.db 7
.db %00000000
.db %00000000
.db %00000000
.db %00000000
spr_icon02b:
- .db 16,7 ;torpedo .......:.......:
- .db %10111000 ; █ ███ █ █ █
- .db %10011100 ; █ ███ █ █ █
- .db %10111000 ; █ ███ █ █ █
- .db %10000000 ; █ ███ █ █
- .db %11100001 ; ███ ████ █ █
- .db %10011000 ; █ ██ ████ █ █
- .db %11100110 ; ███ ██ ██ █
+ .db 16,7 ;torpedo .......:.......:
+ .db %10111000 ;█ ███ █ █ █▒
+ .db %10011100 ;█ ███ █ █ █▒
+ .db %10111000 ;█ ███ █ █ █ ▒
+ .db %10000000 ;█ ███ █ █ ▒
+ .db %11100001 ;███ ████ █ █▒
+ .db %10011000 ;█ ██ ████ █ █▒
+ .db %11100110 ;███ ██ ██ █ ▒
.db 7
.db %00010101
.db %00010101
.db %11110101
.db %00110010
spr_icon03:
- .db 16,7 ;bullets .......:.......:
- .db %10000000 ; █ ██
- .db %10000011 ; █ █████ ▒▒▒
- .db %10011000 ; █ ██ ██ ▒▒▒
- .db %11111100 ; ██████ ▒▒▒
- .db %10011000 ; █ ██ ██ ▒▒▒
- .db %10000011 ; █ █████ ▒▒▒
- .db %10000000 ; █ ██
+ .db 16,7 ;bullets .......:.......:
+ .db %10000000 ;█ ██ ▒
+ .db %10000011 ;█ █████ ▒▒▒ ▒
+ .db %10011000 ;█ ██ ██ ▒▒▒ ▒
+ .db %11111100 ;██████ ▒▒▒ ▒
+ .db %10011000 ;█ ██ ██ ▒▒▒ ▒
+ .db %10000011 ;█ █████ ▒▒▒ ▒
+ .db %10000000 ;█ ██ ▒
.db 7
.db %11000000
.db %11100000
.db %11100000
.db %11000000
spr_icon04:
- .db 16,7 ;laser .......:.......:
- .db %10000000 ; █
- .db %10001010 ; █ █ █ ▒▒▒
- .db %11101100 ; ███ ██ ▒▒▒
- .db %11110111 ; ████ ███████▒▒▒█
- .db %11101100 ; ███ ██ ▒▒▒
- .db %10001010 ; █ █ █ ▒▒▒
- .db %10000000 ; █
+ .db 16,7 ;laser .......:.......:
+ .db %10000000 ;█ ▒
+ .db %10001010 ;█ █ █ ▒▒▒ ▒
+ .db %11101100 ;███ ██ ▒▒▒ ▒
+ .db %11110111 ;████ ███████▒▒▒█▒
+ .db %11101100 ;███ ██ ▒▒▒ ▒
+ .db %10001010 ;█ █ █ ▒▒▒ ▒
+ .db %10000000 ;█ ▒
.db 7
.db %00000000
.db %00000000
.db %00000000
.db %00000000
spr_icon05:
- .db 16,7 ;multiple .......:.......:
- .db %10000011 ; █ ███
- .db %10000001 ; █ ████ ██
- .db %10000001 ; █ ████
- .db %10000011 ; █ ███
- .db %10011000 ; █ ██
- .db %10111100 ; █ ████ ██ ██
- .db %10011000 ; █ ██
+ .db 16,7 ;multiple.......:.......:
+ .db %10000011 ;█ ███ ▒
+ .db %10000001 ;█ ████ ██ ▒
+ .db %10000001 ;█ ████ ▒
+ .db %10000011 ;█ ███ ▒
+ .db %10011000 ;█ ██ ▒
+ .db %10111100 ;█ ████ ██ ██▒
+ .db %10011000 ;█ ██ ▒
.db 7
.db %10000000
.db %11100110
txt_email: .db "www.shiar.org ",127 ;title screen
.db " shiar0@hotmail.com",0
_txt_email = $3A01 ;$3A1E=just email
-txt_about: .db "v0.97.73 ",127," by Shiar",0 ;right behind txt_email
+txt_about: .db "v0.98.77 ",127," by Shiar",0 ;right behind txt_email
_txt_about = $3321
txt_menu1: .db "NEW GAME",0
txt_menu2: .db "CONTINUE",0
txt_hiscore: .db "Hiscore",0
txt_pressenter: .db "Enter to continue",0 ;pause
-txt_teacher: .db "(2",Lpi,"*.97)/sin 13",0 ;boss
-txt_teacherans: .db Lneg,"14.5053971725",0
+txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher
+txt_teacherans: .db Lneg,"14.6549373495",0
;---------------------------- save data -------------------------------------
storehi_start:
-hiscore .dw 0
-hiname .db "shiar.97",0
+hiscore .dw 0 ;default hiscore
+hiname .db "shiar.98",0 ; " " name
storehi_end:
-storesave_start:
-level .db $01 ;level number
-levelp .dw level01 ;pointer to level data
-pickuptimer .db $04 ;counts when to place a pickup
-your_ship .dw spr_ship01 ;your sprite
-your_score .dw $0000 ;current score
-
-your_pickup .db $04
-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 $00 ;current weapon upgrade
-your_multiples .db $00 ;multiples present
-your_tail .db $01 ;tail beam present
+storesave_start: ;--SAVED GAME-- defs:
+level .db 1 ;level number 1
+levelp .dw level01 ;pointer to level data l01
+pickuptimer .db 4 ;counts when to place a pickup 4
+your_ship .dw spr_ship01 ;your sprite sprs1
+your_score .dw 0 ;current score 0
+your_pickup .db 0 ;pickups already picked up 0
+your_occ .db 0 ;0=normal 1..16=exploding 0
+your_inv .db 0 ;invincibility left 0
+your_armor .db 12 ;HP left 12
+your_lives .db 3 ;lives left 3
+your_weapon .db 0 ;current weapon upgrade 0
+your_multiples .db 0 ;multiples present 0
+your_tail .db 0 ;tail beam present 0
storesave_end:
time2invert: .db 0 ;time until b<>w switch (0 at startup)
-;XLlevelsdata:---------------------------------------------------------------
+;------------------------------ levels data ---------------------------------
;format:boss: [moveType] [enemyType]
; @level: [nr.dif.enemies]x [enemy nr]
.db $52,$36,"by Shiar" ,0,0,$19,$23
.db $ff ;story end
+ .db 20 ;boss for level01
+level01: ;intro-like, just a few enemies to begin with
+ .db 2,6,8
+ .db 26,70,20,%00010000,0,0,0
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
.db 21
-level01: ;first wave of enemies; easeey
- .db 2,6,7
- .db 20,60,60,%00010000,0,0,0
+level02: ;first wave of enemies; easeey
+ .db 3,6,7,8
+ .db 20,60,60,%00100000,0,0,0
.db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
.db 1,1
.db 22
-level02: ;some more enemies
- .db 4,6,7,7,8
- .db 17,40,75,%00010000,0,0,0
+level03: ;some more enemies
+ .db 4,7,8,9,10
+ .db 17,40,75,%00110000,0,0,0
.db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
.db 1,1
- .db 0
-
- .db 0
+ .db 0,0 ;storyline ID
.db 1,1,"Long-Range scanners are ",
.db "showing",0,1
.db 1,8,"lots of enemy vessels on ",
.db 1,38+5,$FF
.db 23
-level04: ;light asteroid belt
+level04: ;light asteroid belt
.db 3,1,2,4
- .db 12,24,80,%00011000
+ .db 12,24,80,%00111000
.db 2,0,0
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
.db 1,1
.db 24
-level05: ;inside asteroid belt
+level05: ;inside asteroid belt
.db 5,1,2,3,4,5
- .db 6,10,180,%00101000
+ .db 6,10,180,%01011000
.db 2,0,0
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
.db 25
level02a:
.db 3,4,5,6
- .db 30,1,40,%00010000
+ .db 30,1,40,%01000000
.db 0,0,0
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)]
; [movetype] [time2fire] [firefreq]
+;appearances: 1=random; 2=lure; 3=halflure
;case movetype:
; 1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure;
; 8=y-lure 1/2x; 9=8 stop at x=99; 10=x+y-lure 1/2x
.db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,4,0,0
.db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,3,0,0
.db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,5,0,0
-;6=basic enemy
- .db 0,%00100110,(spr_enemy13-spr_enemy00)/2,128,1,0,1,0
-;7=normal enemy
- .db 0,%00101110,(spr_enemy04-spr_enemy00)/2,128,3,0,19,39
-;8=jumping bug (up/down)
- .db 0,%00001111,(spr_enemy12-spr_enemy00)/2,128,2,1,87,5
-
- .db 0,%00000110,(spr_enemy04-spr_enemy00)/2,2,0,0,0,0 ;9=
- .db 0,%00000111,(spr_enemy05-spr_enemy00)/2,3,0,0,0,0 ;10=
- .db 0,%00001011,(spr_enemy06-spr_enemy00)/2,2,0,0,0,0 ;11=
-
- .db 0,%00011011,(spr_enemy07-spr_enemy00)/2,3,0,0,0,0 ;12=
- .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;13=
- .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;14=
- .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;15=
- .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;16=
- .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;17=
- .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;18=
- .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;19=
- .db 0,%00000011,(spr_enemy07-spr_enemy00)/2,1,0,0,0,0 ;20=
-
- .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,128,1,7,15,10 ;21=sm_boss1
- .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,128,3,9,10,9 ;22=sm_boss2
- .db 2,%00001011,(spr_boss0_3-spr_enemy00)/2,128,1,0,36,14 ;23=asteroid
- .db 2,%00110011,(spr_boss0_3-spr_enemy00)/2,128,2,0,28,12 ;24=asteroid
- .db 2,%00000111,(spr_boss0_4-spr_enemy00)/2,128,3,0,18,7 ;25=bigboss1
- .db 2,%01001011,(spr_boss0_5-spr_enemy00)/2,128,3,0,18,7 ;26=bigboss2
-
- .db 0,%00000000,0,0,0,0,0,0
- .db 0,%00000000,0,0,0,0,0,0
- .db 0,%00000000,0,0,0,0,0,0
- .db 0,%00000000,0,0,0,0,0,0
- .db 0,%00000000,0,0,0,0,0,0
- .db 0,%00000000,0,0,0,0,0,0
- .db 0,%00000000,0,0,0,0,0,0
+;6-10=basic enemies
+ .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,0,10,0 ;weak
+ .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,3,6,50 ;slow
+ .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,0,1,0
+ .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,0,19,39
+ .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,4,1,0 ;fast
+;11=jumping bug (up/down)
+ .db 0,%00001111,(spr_enemyN3-spr_enemy00)/2,128,2,1,87,5
+
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;12
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;13
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;14
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;15
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;16
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;17
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;18
+ .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;19
+;20-22=first bosses
+ .db 1,%00101011,(spr_boss0_1-spr_enemy00)/2,127,1,8,20,12 ;20
+ .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,127,1,8,15,10 ;21
+ .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,127,3,9,10,9 ;22
+;23-24=asteroid bosses
+ .db 2,%00001011,(spr_boss0_3-spr_enemy00)/2,127,1,10,36,14
+ .db 2,%00110011,(spr_boss0_3-spr_enemy00)/2,127,2,10,28,12
+;25-26=big bosses
+ .db 2,%00000111,(spr_boss0_4-spr_enemy00)/2,127,3,7,18,7 ;25=bigboss1
+ .db 2,%01001011,(spr_boss0_5-spr_enemy00)/2,127,3,7,18,7 ;26=bigboss2
spr_enemy00:
.db 16,8 ;pickup
.db %01111011 ; ████ ██
.db %01001110 ; █ ███
.db %00110000 ; ██
-spr_enemy04:
- .db 6,6 ;enemy type one
- .db %00111100 ; ████
- .db %01110000 ; ███
- .db %11110000 ; ████
- .db %11110000 ; ████
- .db %01110000 ; ███
- .db %00111100 ; ████
-spr_enemy05:
- .db 8,6 ;enemy type two
- .db %00111111 ; █████
- .db %01111000 ; ████
- .db %11111100 ; ██████
- .db %11111100 ; ██████
- .db %01111000 ; ████
- .db %00111111 ; █████
-spr_enemy06:
- .db 6,6 ;enemy type three
- .db %01111100 ; █████
- .db %11110000 ; ████
- .db %11111000 ; █████
- .db %11111000 ; █████
- .db %11110000 ; ████
- .db %01111100 ; █████
-spr_enemy06A:
- .db 6,6 ;enemy type four
+
+spr_enemyE1:
+ .db 6,7 ;weak
+ .db %00111100 ; ████
+ .db %01000100 ; █ █
+ .db %10111000 ;█ ███
+ .db %11100000 ;███
+ .db %10111000 ;█ ███
+ .db %01000100 ; █ █
+ .db %00111100 ; ████
+ .db 0
+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 %01110000 ; ███
+ .db %11110000 ;████
+ .db %11110000 ;████
+ .db %01110000 ; ███
+ .db %00111100 ; ████
+spr_enemyE4:
+ .db 6,7
+ .db %00011100 ; ███
+ .db %01101000 ; ██ █
+ .db %10011000 ;█ ██
+ .db %01110000 ; ███
+ .db %10011000 ;█ ██
+ .db %01101000 ; ██ █
+ .db %00011100 ; ███
+ .db 0
+spr_enemyE5:
+ .db 6,6 ;speedy
+ .db %00011100 ; ███
+ .db %01111000 ; ████
+ .db %11100000 ;███
+ .db %11100000 ;███
+ .db %01111000 ; ████
+ .db %00011100 ; ███
+
+spr_enemyG1:
+ .db 8,6 ;G-Type
+ .db %00111111 ; █████
+ .db %01001000 ; █ █
+ .db %10110100 ;█ ██ █
+ .db %10110100 ;█ ██ █
+ .db %01001000 ; █ █
+ .db %00111111 ; █████
+spr_enemyG2:
+ .db 8,6 ;smaller nacelles
+ .db %00000111 ; ███
+ .db %01101100 ; ██ ██
+ .db %10110100 ;█ ██ █
+ .db %10110100 ;█ ██ █
+ .db %01101100 ; ██ ██
+ .db %00000111 ; ███
+spr_enemyG3:
+ .db 8,6 ;shuttle
+ .db %00001111 ; ████
+ .db %01111100 ; █████
+ .db %10011100 ;█ ███
+ .db %10011100 ;█ ███
+ .db %01111100 ; █████
+ .db %00001111 ; ████
+spr_enemyG4:
+ .db 8,6 ;G-Type solid
+ .db %00111111 ; █████
+ .db %01111000 ; ████
+ .db %11111100 ;██████
+ .db %11111100 ;██████
+ .db %01111000 ; ████
+ .db %00111111 ; █████
+spr_enemyG5:
+ .db 6,6 ;G lost his head; large window ;)
+ .db %01111100 ; █████
+ .db %10110000 ;█ ██
+ .db %10111000 ;█ ███
+ .db %10111000 ;█ ███
+ .db %10110000 ;█ ██
+ .db %01111100 ; █████
+spr_enemyG6:
+ .db 7,6 ;small G-type
+ .db %00011110 ; ████
+ .db %01111000 ; ████
+ .db %11110000 ;████
+ .db %11110000 ;████
+ .db %01111000 ; ████
+ .db %00011110 ; ████
+
+spr_enemyS1:
+ .db 6,6 ;solid
.db %00111000 ; ███
.db %01111100 ; █████
.db %11111000 ; █████
.db %11111000 ; █████
.db %01111100 ; █████
.db %00111000 ; ███
-spr_enemy07:
- .db 7,6 ;enemy type five
- .db %00011110 ; ████
- .db %01111110 ; ██████
- .db %11111100 ; ██████
- .db %11111100 ; ██████
- .db %01111110 ; ██████
- .db %00011110 ; ████
-spr_enemy08:
- .db 7,6 ;enemy type six
+spr_enemyS2:
+ .db 7,6 ;some attack vessel
.db %00011100 ; ███
.db %01110010 ; ███ █
.db %10101100 ; █ █ ██
.db %10101100 ; █ █ ██
.db %01110010 ; ███ █
.db %00011100 ; ███
-spr_enemy09:
- .db 8,6 ;enemy type seven
+spr_enemyS3:
+ .db 7,6 ;interceptor
+ .db %00011110 ; ████
+ .db %01111110 ; ██████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111110 ; ██████
+ .db %00011110 ; ████
+spr_enemyS4:
+ .db 8,6 ;cheap intercept
.db %00011011 ; ██ ██
.db %01110110 ; ███ ██
.db %10111100 ; █ ████
.db %10111100 ; █ ████
.db %01110110 ; ███ ██
.db %00011011 ; ██ ██
-spr_enemy10:
- .db 8,7 ;enemy type eight
+
+spr_enemyN1:
+ .db 8,7 ;some cool Nemesis-MSX enemy
.db %00111110 ; █████
.db %11110001 ;████ █
.db %00001110 ; ███
.db %11110001 ;████ █
.db %00111110 ; █████
.db 0
-spr_enemy11:
- .db 8,7 ;enemy type nine
+spr_enemyN2:
+ .db 8,7 ;
.db %00111110 ; █████
.db %00011101 ; ███ █
.db %11111111 ;████ ███
.db %00011101 ; ███ █
.db %00111110 ; █████
.db 0
-spr_enemy12:
- .db 8,7 ;enemy type ten
+spr_enemyN3:
+ .db 8,7 ;Nem3MSX jumper lvl#3
.db %10111110 ;█ █████
.db %01011101 ; █ ███ █
.db %01111110 ; ██████
.db %01011101 ; █ ███ █
.db %10111110 ;█ █████
.db 0
-spr_enemy13:
- .db 6,6 ;enemy type eleven
- .db %00111100 ; ████
- .db %01010000 ; █ █
- .db %10100000 ; █ █
- .db %10100000 ; █ █
- .db %01010000 ; █ █
- .db %00111100 ; ████
spr_boss0_1:
- .db 16,10 ;boss type one :
- .db %00000001 ; █████████
- .db %00001111 ; ███████████
- .db %00111111 ; ██████████
- .db %01011111 ; █ ██████
- .db %10011111 ; █ █████ █
- .db %10011111 ; █ █████ █
- .db %01011111 ; █ ██████
- .db %00111111 ; ██████████
- .db %00001111 ; ███████████
- .db %00000001 ; █████████
+ .db 16,10 ;boss type one..:.......:
+ .db %00000001 ; ██████ ██
+ .db %00001110 ; ███ █ ███
+ .db %00110010 ; ██ █ ████
+ .db %01001101 ; █ ██ ██
+ .db %11101011 ;███ █ ██ █
+ .db %11101011 ;███ █ ██ █
+ .db %01001101 ; █ ██ ██
+ .db %00110010 ; ██ █ ████
+ .db %00001110 ; ███ █ ███
+ .db %00000001 ; ██████ ██
.db 10
- .db %11111111
- .db %11111110
+ .db %11111011
+ .db %00101110
.db %11110000
.db %10000000
.db %01000000
.db %01000000
.db %10000000
.db %11110000
- .db %11111110
- .db %11111111
+ .db %00101110
+ .db %11111011
.db 0
spr_boss0_2:
- .db 16,10 ;boss type two :
- .db %11111110 ; ███████
- .db %00001111 ; █████ ████
- .db %00111111 ; █████████ ██
- .db %01001111 ; █ ███████████
- .db %10001101 ; █ ██ █ █████
- .db %10001101 ; █ ██ █ █████
- .db %01001111 ; █ ███████████
- .db %00111111 ; █████████ ██
- .db %00001111 ; █████ ████
- .db %11111110 ; ███████
+ .db 16,10 ;boss type two..:.......:
+ .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 %11100011
- .db %11111110
- .db %01111100
- .db %01111100
- .db %11111110
- .db %11100011
+ .db %11100001
+ .db %10010110
+ .db %01101100
+ .db %01101100
+ .db %10010110
+ .db %11100001
.db %10001111
spr_boss0_3:
.db 16,11 ;bigasteroid one
.db %01111111 ; ███████ █
.db %01111111 ; █████████
.db %11111110 ;███████ ███
- .db %11111110 ;███████████
+ .db %11111111 ;███████████
.db %11111111 ;████████████
- .db %11111110 ;███████ ████
- .db %01111110 ; █████████
- .db %00111110 ; ██████
- .db %00011100 ; ███
+ .db %10111110 ;█ █████ ████
+ .db %01011111 ; █ ███████
+ .db %00110111 ; ██ ███
+ .db %00001110 ; ███
.db 9
.db %00000000
.db %10000000
.db %00000011 ; ████ █
.db %00000111 ; ███ ███
.db 19 ; █ █
- .db %01010000
+ .db %01010000 ;modelled after a Nemesis][MSX boss
.db %01110000
.db %11010000
.db %10110000
.db %01111101 ; █████ █ ███████
.db %00111110 ; █████ █████
.db %00001111 ; █████
- .db 15
+ .db 15 ;modelled after a Nemesis][MSX boss
.db %10000000
.db %11111000
.db %01111111
;----------------------------------------------------------------------------
logo_nemesis:
-.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000
-.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000
-.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000
-.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000
+.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111110
+.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11111100
+.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11111000
+.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11110000
.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000
.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000
.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000
;----------------------------------------------------------------------------
;----------------------------------------------------------------------------
-; 0.97.73 -- 3.VII.00 -- size 6612
+; 0.98.77 -- 7.VII.00 -- size 6707
;
; # bullets do damage in all levels
; * more armor at armor-upgrade and extra armor at end of a level
; + enemies can appear at any x-position and move both left and right
; + move patterns given per enemy, not per level
; * new (faster) enemy-move system; 10 basic moves (x2 left+right)
-;
-; ! game sometimes crashes after running Nemesis:
-; (in TI-OS: screen misformed + freeze)
+; # enemies can _never_ move above or below visible screen
+; * "randomY"-enemies are placed entirely on screen (height calced)
+; # the major TI-OS crash bug WAS afterall caused by sprites drawn
+; (partially) outside screen memory. temporarily fixed by setting
+; virtual screen buffer to $8200 (enough mem there)
+; + upto 29 cool enemy sprites and redone first five levels
+; * improved enemy-move routine; smooth luring, five speeds+backwards
+; # after pause weapon will not be fired
+; # teacher key fixed (waits for GRAPH to be release before&after)
;
; + added - removed * changed # bug fixed
\ No newline at end of file