.dw $0001
.dw Title
.dw spr_ship
-Title: .db "Nemesis v0.4.720 by Shiar",0
+Title: .db "Nemesis v0.5.725 by Shiar",0
Start:
jr init
just_fired = $c0f9 ;byte
temp1 = $c100 ;word
-;-------------------- init ----------------------------------------------------
+;---------------------- init --------------------------------------------------
init:
call _runindicoff
-;-------------------- main menu -----------------------------------------------
+;---------------------- main menu ---------------------------------------------
- call Next_level
- jp play_game
-
-;-------------------- exit ----------------------------------------------------
-
-exit_game:
- ret
-
-;----------------------- game setup -------------------------------------------
+;---------------------- game setup --------------------------------------------
play_game:
-
-;---------------------- display setup ----------------------------------------
-
-set_up_display:
- call _clrLCD
- ld (_curCol),16
- ld (_curRow),6
- ld hl,txt_score
- call _puts
+ call Next_level
;------------------------------------------------------------------------------
-;-------------------------- game loop -----------------------------------------
+;---------------------- game loop ---------------------------------------------
;------------------------------------------------------------------------------
game_main_loop:
call Level_event ;insert enemies
call Handle_Ship ;move you
call Fire_bullet ;check for fire
- call Handle_bullets ;move bullets
call Handle_enemies ;move enemies
- call Enemy_fires ;check for enemy fire
- call Enemy_bullets ;move bullets
+ call Handle_bullets ;move your bullets
+ call Enemy_bullets ;move enemy bullets
call Enemies_hit ;check for collision with enemies
call Display_Screen ;display all
ld hl,$1006 ;Display Score
ld (_curRow),hl
ld hl,(timer)
-; jp _D_HL_DECI
+ ld h,0
+ jp _D_HL_DECI
ret
;------------------------- handle ship ----------------------------------------
or a
jr z,ok ;0 = normal stat
-; dec a
-; ld (your_status),a
-; ld hl,(lives)
-; ld a,l
-; or h
-; jr nz,ok
-; pop af
-; ret
+ inc a ;next (explosion)frame
+ ld (your_occ),a ;save
+
+ cp 34 ;last explosion frame?
+ jr c,exploding_you ;not yet: display explosion
+ cp 54 ;delay finished?
+ jp z,game_over ;yes = game over
+ ret ;don't display anything
ok:
ld a,%01111110
display_common:
ld e,(hl)
- jp drw_spr
+ jp drw_spr ;ret
-;you_not_normal:
-; ld a,(your_status)
-; dec a
-; ld (your_status),a
-; inc a
-; and 14
-; xor 14
-; ld hl,x-1
+exploding_you:
+ srl a ;half the framerate
+ dec a ;first frame is 1>inc>srl>dec = 0
+ ld hl,x-1
explosion_stuff:
rra
jr display_common
damage_you:
+ ld a,1 ;set to explode (1st frame)
+ ld (your_occ),a
ret
;------------------------- fire bullet ----------------------------------------
push de
call drw_spr ;display bullet
pop de
- ld b,20
+ ld b,nrenemies
ld hl,enemies
hit_enemies: ;Hits with normal enemies
dec hl
dec hl
ld a,(hl) ;occ
- ld b,a
+ ld b,a ;push occ
srl a
srl a ;occ/4 = HP left
jr nz,hpleft
ret
hpleft:
- ld a,b
+ ld a,b ;pop occ
sub %00000100 ;decrease HP by one
ld (hl),a ;save
pop hl
ld c,a
ld b,0
add hl,bc
+ add hl,bc
add hl,bc ;hl = enemy specs
ld a,(hl) ;load hitpoints+occ of this enemy class
ld (de),a ;occ
inc hl
ld (curevent),hl ;update pointer
- ret
+
+ or a ;no delay
+ jr z,do_event
+ ret ;no more events for now
;--------------------------- enemy fires --------------------------------------
-Enemy_fires:
- ld a,r
- and %01111111
- cp 19
- ret p
-
- add a,a
- add a,a
- ld c,a
- ld b,0 ;bc = a*4
- ld hl,enemies
- add hl,bc ;hl = enemy
- ld a,(hl)
- or a
- ret z ;return if no enemy
- dec a
- dec a
- ret z ;or exploding enemy
- inc hl
- inc hl
- ld c,(hl) ;enemy x-pos
- dec c
- dec c ;c = x-2
- inc hl
- ld a,(hl) ;y-pos
- inc a
- ld e,a ;e = y+1
+Enemy_fires: ;de = x,y
+ dec d
+ dec d ;d = x-2
+ inc e ;e = y+1
ld b,10
ld hl,ebullets
found_ebullet:
ld (hl),1 ;use bullet
inc hl
- ld (hl),c ;set x-pos
+ ld (hl),d ;set x-pos
inc hl
ld (hl),e ;set y-pos
ret
djnz handle_bullet
ret
-
enemy_bullet:
inc hl
ld a,(hl) ;bullet x
jr nc,next_bullet
call damage_you ;HIT!!
-
remove_ebullet:
- dec hl
dec hl
ld (hl),0 ;bullet > unused
jr next_bullet
Handle_enemies:
ld hl,enemies
- ld b,20 ;loop 20x
+ ld b,nrenemies ;loop 20x
handle_enemy:
push bc
jr z,next_enemy ;occ "no enemy" 0
dec a
jr z,exploding_enemy ;occ "exploding" 1
- ld b,0
+ ld b,1
dec a
jr z,normal_enemy ;occ "normal" 2
moving_enemy: ;occ "moving" 3
- ld b,1
+ ld b,0
normal_enemy:
inc hl
ld a,(hl) ;type
+ and %11100000 ;move-type
+ add a,b ;add move bit from occ
+ ld b,a ;save in b
+ ld a,(hl) ;type
add a,a
add a,a
add a,a
ld d,a
inc hl
- ld a,(hl) ;y
- ;;;;;;;;;;;;;;;; ;
- ld (hl),a ;store new y
- ld e,a
-
- dec hl
+ ld e,(hl) ;y
+ ld a,b ;%xxx00001=moving -0=normal
+ dec a
+ jr z,ymove_done ;skip y-move
+
+; srl a
+; ld b,a ;b = %0xxx0000 (move stat)
+ ld a,(timer)
+ and %00010000 ;switches 0<>1 every 16 turns
+; add a,b ;a = new move stat
+; add a,a
+; ld b,a ;b = %xxx00000 (new move stat*2)
+
+; dec hl \ dec hl
+; ld a,(hl) ;type
+; and %00011111 ;reset move-type
+; add a,b ;set new move-type
+; ld (hl),a
+; inc hl \ inc hl ;@y
+
+; and %00100000
+ jr z,movedown
+moveup: dec (hl) ;decrease y-pos
+ jr ymove_done
+movedown:
+ inc (hl) ;increase y-pos
+
+ymove_done:
+ dec hl ;@x
ld (hl),d ;store new x
ld ix,spr_enemy01
ld b,$00
add ix,bc
- call drw_spr
- jr next_enemy
+
+; push hl ;save registers
+ push de
+ call drw_spr ;display
+ pop de ;restore (destroyed by drw_spr)
+; pop hl
+
+; dec hl
+; ld b,(hl) ;type
+; and %00011111 ;enemy class
+; ld hl,enemy01 ;all enemies' specs
+; inc b ;next enemy's specs
+; ld c,$00
+; add hl,bc
+; add hl,bc
+; add hl,bc ;go there
+; dec hl ;last byte of this enemy's specs
+
+ ld a,$ff ;fire frequency
+ call Random ;random value < a
+ dec a ;fire if 1
+ call z,Enemy_fires ;fires bullet
+ jr next_enemy
remove_enemy:
pop hl
ld de,(x) ;e = X, d = Y
ld hl,enemies
- ld b,20 ;check all 20 enemies
+ ld b,nrenemies ;check all 20 enemies
check_collision:
push hl
ld a,(hl)
wait: halt \ halt
djnz wait ;delay
call _getkey ;wait for keypress
+ jr game_setup ;prepare display and vars
+ ret
+
+;--------------------------- game over ----------------------------------------
+
+game_over:
+ ld hl,Leveldata+1 ;reset level data
+ ld (curevent),hl
+
+ call _clrLCD ;clear screen
+ ld hl,$0603
+ ld (_curRow),hl ;center
+ ld hl,txt_gameover
+ call _puts ;display "GAME OVER"
+
+ ld b,$20
+wait2: halt \ halt
+ djnz wait2 ;delay
+ call _getkey ;wait for keypress
+ jr game_setup ;prepare display and vars
+ ret
+
+;---------------------- setup game --------------------------------------------
+
+game_setup:
+ call _clrLCD
+ ld hl,$1005
+ ld (_curRow),hl
+ ld hl,txt_score ;display "SCORE"
+ call _puts ;display texts
+ xor a
+ ld (timer),a ;reset time
+ ld (level),a ;level 1
+ ld hl,Leveldata+1
+ ld (curevent),hl ;reset level
+ ld hl,(Leveldata)
+ ld (nextevent),hl
+ ;ret
+;---------------------- exit --------------------------------------------------
+
+exit_game:
ret
;--------------------------- putsprite ----------------------------------------
djnz _oloop
ret
-
+;---------------------- random ------------------------------------------------
+
+Random: ; Creates a random number 0 <= x < A
+ push bc
+ push de
+ push hl
+ ld b,a
+ ld a,r
+ add a,a
+ ld hl,0
+ ld d,0
+ ld e,a
+RMul:
+ add hl,de
+ djnz RMul
+ ld a,h
+ pop hl
+ pop de
+ pop bc
+ ret
+
+;------------------------
_D_HL_DECI:
push bc
;------------------------------- sprites --------------------------------------
spr_ship:
- .db 7,1 ;ship icon
- .db %11000000 ; ██
- .db %11110000 ; ████
- .db %01111100 ; █████
- .db %01110010 ; ███ █
- .db %01111100 ; █████
- .db %11110000 ; ████
- .db %11000000 ; ██
+ .db 9,1 ;ship icon
+ .db %11100000 ; ███
+ .db %11111000 ; █████
+ .db %00111110 ; █████
+ .db %11111001 ; █████ █
+ .db %11111101 ; ██████ █
+ .db %11111001 ; █████ █
+ .db %00111110 ; █████
+ .db %11111000 ; █████
+ .db %11100000 ; ███
spr_ship01:
.db 7,7 ;ship alpha class
txt_title: .db "* * NEMESIS * *",0
txt_level: .db "LEVEL ",0
+txt_gameover: .db "GAME OVER!",0
txt_score: .db "SCORE",0
;---------------------------- save data ---------------------------------------
score .dw $0000
-your_occ .db $00 ;0=normal 1=exploding 2=gone
-lives .dw $0003 ;unused
+your_occ .db $00 ;0=normal 1..16=exploding
+;lives .dw $0003 ;unused
x .db $16 ;x-pos
y .db $46 ;think about it..
hp .db $00 ;hitpoints left
ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y)
+nrenemies = 32
enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
.dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
.dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
.dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
- .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+ .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
; %111 (move ptrn) 11111 (ship or explosion frame) %11111111 (x) %11111111 (y)
.db %01111100 ; █████
.db %00111000 ; ███
-enemy01:
- .db %00000010,%00000000 ;first two enemy bytes
-enemy02:
- .db %00000010,%00100001
-enemy03:
- .db %00000110,%00000010
-enemy04:
- .db %00010010,%00000010
+enemy01: ;HP:1 move:- fire:-
+ .db %00000010,%00000000,%00000000 ;first two enemy bytes
+enemy02: ;HP:1 move:1 fire:1.5%
+ .db %00000011,%00100001,%01111111
+enemy03: ;HP:2 move:- fire:3%
+ .db %00000110,%00000010,%00001111
+enemy04: ;HP:5 move:- fire:6%
+ .db %00010010,%00000011,%00000011
+enemy05: ;HP:10 move:- fire:25%
+ .db %00100111,%00000100,%00000011
;---------------------------- level data --------------------------------------
-Leveldata:
- .db $01,$01,$40 ;$time (ff=end) $type $y-pos
+Leveldata: ;time,enemyclass,ypos
+ .db $0d,$00,$38 ;first wave (bottom)
+ .db $00,$00,$40
+ .db $00,$00,$48
+ .db $1e,$00,$10 ;second wave (top)
+ .db $00,$00,$18
+ .db $00,$00,$20
+ .db $1e,$00,$24 ;third wave (middle)
+ .db $00,$02,$2c
+ .db $00,$00,$34
+
+ .db $0d,$00,$10 ;top & bottom
+ .db $00,$00,$4a
+ .db $2a,$01,$2d ;middle: moving
+ .db $0c,$02,$2d ; 3HP
+ .db $0b,$02,$2d ; 3HP
+ .db $09,$00,$27 ;two 1HP behind him
+ .db $00,$00,$33
+ .db $09,$02,$21 ;two 3HP behind them
+ .db $00,$02,$39
+ .db $09,$02,$1b ;and two 3HP behind them
+ .db $00,$02,$3f
+
+ .db $15,$03,$11 ;one vertical line of 8HPs
+ .db $00,$03,$19
+ .db $00,$03,$21
+ .db $00,$03,$29
+ .db $00,$03,$31
+ .db $00,$03,$39
+ .db $00,$03,$41
+ .db $00,$03,$49
+
+ .db $0c,$02,$11 ;one vertical line of 3HPs
+ .db $00,$02,$19
+ .db $00,$02,$21
+ .db $00,$02,$29
+ .db $00,$02,$31
+ .db $00,$02,$39
+ .db $00,$02,$41
+ .db $00,$02,$49
+
+ .db $0c,$00,$11 ;one vertical line of 1HPs
+ .db $00,$00,$19
+ .db $00,$00,$21
+ .db $00,$00,$29
+ .db $00,$00,$31
+ .db $00,$00,$39
+ .db $00,$00,$41
+ .db $00,$00,$49
+
+
+
+
+
+
+
+ .db $f1,$01,$40
.db $10,$00,$30
.db $10,$02,$20
.db $40,$01,$10
;
; 0.1.718 -- 18.VII.99 -- size 907
;
-; * no crash when level restarts for the third time
+; # no crash when level restarts for the third time
; * exit-procedure updated, unnecessary stuff/keychecks removed
; * alot of unused code removed
; + different types of enemies (just look different)
;
; 0.4.720 -- 20.VII.99 -- size 1481
;
-; * collision detection fixed and optimized (much faster now!)
+; # collision detection fixed and optimized (much faster now!)
; + shell-icon added (YAS type)
; * code optimizations, some data "compression"
; * explosion looks better, and some vars removed/smaller
-; * enemies are removed if at left side (instead of becoming invisible)
+; # enemies are removed if at left side (instead of becoming invisible)
; + displays level number before each level begins
+;
+; 0.5.725 -- 25.VII.99 -- size 1778
+;
+; * waits a sec at level display (in case of accidental keypress)
+; * moving enemies (move up&down)
+; # bullets removed correctly so they can be used again later
+; * first level made
+; # enemy weaponfire is fired from correct positions
+; + your ship explodes on impact with ships/bullets
+; * game over screen will be displayed just *after* your ship's gone
+; + frame counter onscreen
+;
-
+; + added - removed * changed # bug fixed