version 0.2: fire bullets, exploding enemies
authorMischa Poslawsky <nemesis@shiar.org>
Sat, 17 Jul 1999 22:00:00 +0000 (00:00 +0200)
committerMischa Poslawsky <nemesis@shiar.org>
Wed, 18 Mar 2009 00:10:55 +0000 (01:10 +0100)
+ ability to fire bullets (F1). Enemies disappear on impact
* enemies explode instead of disappearing

nemesis.z80

index 79042be939f0f804ecceef5f77e9090cc0d2a771..fc84fb389d33019c6665fc204018bf7e15656fd8 100644 (file)
@@ -1,4 +1,4 @@
-       .include "asm86.h"           
+       .include "asm86.h"
        .include "ti86asm.inc"
        .include "ti86abs.inc"
        .org _asm_exec_ram
@@ -10,6 +10,9 @@ Title:        .db "Nemesis v0.1.718 by Shiar",0
 Start:
        jr init
 
+just_fired     = $c0f9         ;byte
+temp1          = $c100         ;word
+
 ;-------------------- init ----------------------------------------------------
 
 init:
@@ -87,6 +90,8 @@ check_exitkey:
 game_stuff:
        call Level_event        ;insert enemies
        call Handle_Ship        ;move you
+       call Fire_bullet        ;check for fire
+       call Handle_bullets
        call Handle_enemies     ;move enemies
        call Enemies_hit        ;check for collision with enemies
 
@@ -184,7 +189,7 @@ display_common:
 ;you_not_normal:
 ;      ld       hl,(score)
 ;      ld       de,-6
-;      add      hl,de    
+;      add      hl,de
 ;      ld       a,255
 ;      cp       h
 ;      jr       nz,_ok_
@@ -198,19 +203,155 @@ display_common:
 ;      xor      14
 ;      ld       hl,x-1
 
-;explosion_stuff:
-;      rra
-;      add a,a
-;      add a,a
-;      add a,a
-;      ld  c,a
-;      ld  b,0
-;      ld  ix,spr_explosion
-;      add ix,bc
-;      inc hl
-;      ld  d,(hl)
-;      inc hl
-;      jr  display_common
+explosion_stuff:
+       rra
+       add a,a
+       add a,a
+       add a,a
+       ld  c,a
+       ld  b,0
+       ld  ix,spr_explosion
+       add ix,bc
+       inc hl
+       ld  d,(hl)
+       inc hl
+       jr  display_common
+
+;------------------------- fire bullet ----------------------------------------
+
+Fire_bullet:
+       ld  a,%00111111
+       out (1),a
+;      ld  a,(your_status)
+;      or  a
+;      ret nz
+       ld  hl,just_fired
+       nop
+       in  a,(1)
+       bit 4,a
+       jr  z,fire
+       ld  (hl),0              ;not fired
+       ret
+
+fire:  ld  a,(hl)
+       or  a                   ;can't fire when 1
+       ret nz
+       ld  (hl),1              ;just fired
+
+       ld  hl,ybullets
+       ld  de,3
+       ld  b,10
+
+find_ybullet:
+       ld  a,(hl)
+       or  a
+       jr  z,found_ybullet     ;0 = no bullet here
+       add hl,de
+       djnz find_ybullet       ;look next bullet
+       ret
+
+found_ybullet:
+       ld  (hl),1              ;use bullet
+       inc hl
+       ld  a,(x)
+       add a,3
+       ld  (hl),a              ;set x
+       ld  a,(y)
+       add a,2
+       inc hl
+       ld  (hl),a              ;set y
+       ret
+
+;------------------------ handle bullets --------------------------------------
+
+remove_bullet:
+       dec hl
+       ld  (hl),0              ;dump this bullet!
+       ret
+
+Handle_bullets:
+       ld  hl,ybullets
+       ld  b,10
+scan_your_bullets:
+       push bc
+       push hl
+       ld  (temp1),hl
+       ld  a,(hl)
+       inc hl
+       dec a
+       call z,bullet_type1
+       pop hl
+       pop bc
+       ld  de,3
+       add hl,de
+       djnz scan_your_bullets
+       ret
+
+bullet_type1:
+       ld  a,(hl)              ;d = X
+       inc a                   ;move right
+       cp  $5a                 ;off screen?
+       jr  z,remove_bullet
+       inc a                   ;move right
+       cp  $5a                 ;off screen?
+       jr  z,remove_bullet
+       ld  (hl),a              ;save new pos.
+       ld  d,a
+       inc hl
+       ld  e,(hl)              ;e = Y
+       ld  ix,spr_bullet01
+       push de
+       call drw_spr            ;display bullet
+       pop de
+       ld  b,20
+       ld  hl,enemies
+
+hit_enemies:                   ;Hits with normal enemies
+       push hl
+
+       ld  a,(hl)
+       dec a
+       jr  nz,nohit            ;no hit when enemy_occ <> 1
+
+       inc hl
+       inc hl
+       ld  a,(hl)              ;check x
+       sub d
+       add a,5
+       jp  m,nohit
+       cp  8
+       jr  nc,nohit
+
+       inc hl
+       ld  a,(hl)              ;check y
+       sub e
+       add a,5
+       jp  m,nohit
+       cp  10
+       jr  nc,nohit
+
+       xor a
+       push hl
+       ld  hl,(temp1)
+       ld  (hl),a              ;remove bullet
+       pop hl
+
+       dec hl
+       dec hl
+       ld  (hl),a              ;explosionFrame 0
+       dec hl
+       ld  (hl),2              ;set to explode
+
+       pop hl
+       ret
+
+nohit: pop hl
+       inc hl
+       inc hl
+       inc hl
+       inc hl
+       djnz hit_enemies        ;check next enemy
+       ret
 
 ;--------------------------- level events -------------------------------------
 
@@ -222,7 +363,7 @@ Level_event:
        ret nz
 
 do_event:
-       ld  hl,(curevent)       ;+1
+       ld  hl,(curevent)
        ld  de,enemies-4
 chk_noenemy:
        inc de
@@ -234,20 +375,20 @@ chk_noenemy:
        jr  nz,chk_noenemy
 
        ld  a,$01
-       ld  (de),a      ;occ
+       ld  (de),a              ;occ
        inc de
 
        ld  a,(hl)
-       ld  (de),a      ;type
+       ld  (de),a              ;type
        inc de
 
        ld  a,$5a
-       ld  (de),a      ;x
+       ld  (de),a              ;x
        inc de
 
-       inc hl                  ;+2
+       inc hl
        ld  a,(hl)
-       ld  (de),a      ;y
+       ld  (de),a              ;y
 
        inc hl                  ;+0
        ld  a,(hl)
@@ -255,7 +396,7 @@ chk_noenemy:
        jp  z,Next_level
        ld  (nextevent),a
 
-       inc hl                  ;+1
+       inc hl
        ld  (curevent),hl
        ret
 
@@ -263,14 +404,20 @@ chk_noenemy:
 
 Handle_enemies:
        ld  hl,enemies
+       ld  b,20
 
 handle_enemy:
        push hl
+       push bc
 
        ld  a,(hl)
-       cp  1
-       jr  nz,next_enemy
+       dec a
+       jr  z,normal_enemy      ;occ "normal" 1
+       dec a
+       jr  z,exploding_enemy   ;occ "exploding" 2
+       jr  next_enemy          ;occ "no enemy" 0
 
+normal_enemy:
        inc hl
        ld  c,(hl)              ;type
        inc hl
@@ -297,21 +444,34 @@ handle_enemy:
 remove_enemy:
        dec hl
        dec hl
+enemy_gone:
        dec hl
-       ld  (hl),$0000
+       ld  (hl),$0000          ;bye bye enemy
 
 next_enemy:
+       pop bc
        pop hl
        inc hl
        inc hl
        inc hl
        inc hl
-       ld  a,(hl)
-       cp  $ff
-       jr  nz,handle_enemy
-
+       djnz handle_enemy
        ret
 
+exploding_enemy:
+       inc  hl
+       push hl
+       ld   a,(hl)
+       call explosion_stuff    ;display explosion
+       pop  hl
+
+       ld  a,(hl)
+       cp  15
+       jr  z,enemy_gone        ;remove when at last frame
+       inc a
+       ld  (hl),a              ;next frame
+       jr  next_enemy
+
 ;--------------------------- check collision ----------------------------------
 
 Enemies_hit:
@@ -349,7 +509,7 @@ check_next:
 
        dec hl
        dec hl
-       ld  (hl),0
+       ld  (hl),0              ;explosionFrame 0
        dec hl
        ld  (hl),2              ;set to explode
 
@@ -452,46 +612,54 @@ up_data: .db      "PAD98",0
 ;------------------------------- sprites --------------------------------------
 
 spr_ship:
-       .db 7,7
-       .db %11111000
-       .db %11000000
-       .db %11111100
-       .db %11111110
-       .db %11111100
-       .db %11000000
-       .db %11111000
+       .db 7,7         ;your ship:
+       .db %01110000   ;  ███
+       .db %11100000   ; ███
+       .db %11111100   ; ██████
+       .db %11110010   ; ████  █
+       .db %11111100   ; ██████
+       .db %11100000   ; ███
+       .db %01110000   ;  ███
 
 spr_bullet01:
-       .db 5,3
-       .db %11110000
-       .db %11111000
-       .db %11110000
+       .db 5,3         ;your bullets
+       .db %11110000   ; ████
+       .db %11111000   ; █████
+       .db %11110000   ; ████
 
 spr_bullet02:
-       .db 3,3
-       .db %01000000
-       .db %11100000
-       .db %01000000
+       .db 3,3         ;enemy bullets
+       .db %01000000   ;  █
+       .db %11100000   ; ███
+       .db %01000000   ;  █
 
 spr_enemy01:
-       .db 6,6
-       .db %00111100
-       .db %01110000
-       .db %11110000
-       .db %11110000
-       .db %01110000
-       .db %00111100
+       .db 6,6         ;enemy type one
+       .db %00111100   ;   ████
+       .db %01110000   ;  ███
+       .db %11110000   ; ████
+       .db %11110000   ; ████
+       .db %01110000   ;  ███
+       .db %00111100   ;   ████
 spr_enemy02:
-       .db 6,6
-       .db %01111100
-       .db %11110000
-       .db %10111000
-       .db %10111000
-       .db %11110000
-       .db %01111100
+       .db 6,6         ;enemy type two
+       .db %01111100   ;  █████
+       .db %11110000   ; ████
+       .db %10111000   ; █ ███
+       .db %10111000   ; █ ███
+       .db %11110000   ; ████
+       .db %01111100   ;  █████
+spr_enemy03:
+       .db 6,6         ;enemy type three
+       .db %00111000   ;   ███
+       .db %01111100   ;  █████
+       .db %11111000   ; █████
+       .db %11111000   ; █████
+       .db %01111100   ;  █████
+       .db %00111000   ;   ███
 
 spr_explosion:                               
-       .db 8,6
+       .db 8,6         ;1
        .db %00000000
        .db %00011100
        .db %00111110
@@ -499,7 +667,7 @@ spr_explosion:
        .db %00111000
        .db %00000000
 
-       .db 8,6
+       .db 8,6         ;2
        .db %00110000
        .db %01001110
        .db %10111110
@@ -507,7 +675,7 @@ spr_explosion:
        .db %00111000
        .db %00011010
 
-       .db 8,6
+       .db 8,6         ;3
        .db %11110011
        .db %01001110
        .db %10110101
@@ -515,7 +683,7 @@ spr_explosion:
        .db %00111110
        .db %11011010
 
-       .db 8,6
+       .db 8,6         ;4
        .db %11110010
        .db %01001110
        .db %10110101
@@ -523,7 +691,7 @@ spr_explosion:
        .db %00111110
        .db %01011010
 
-       .db 8,6
+       .db 8,6         ;5
        .db %01000001
        .db %00100110
        .db %00010101
@@ -531,7 +699,7 @@ spr_explosion:
        .db %00010010
        .db %10011010
 
-       .db 8,6
+       .db 8,6         ;6
        .db %01000100
        .db %00100000
        .db %00000001
@@ -539,7 +707,7 @@ spr_explosion:
        .db %00100010
        .db %10001000
 
-       .db 8,6
+       .db 8,6         ;7
        .db %00001000
        .db %11000010
        .db %00000000
@@ -547,7 +715,7 @@ spr_explosion:
        .db %00000001
        .db %00110000
 
-       .db 8,6
+       .db 8,6         ;8
        .db %00000100
        .db %00000000
        .db %01000000
@@ -555,20 +723,42 @@ spr_explosion:
        .db %00000001
        .db %00100100
 
-;---------------------------- level data -------------------------------------
+;---------------------------- enemy types -------------------------------------
+
+;enemy01:      .db $01,$00,$00         ;$hits   $fire frequency
+;enemy02:      .db $02,$00,$00
+;enemy03:      .db $04,$00,$00
+
+;---------------------------- level data --------------------------------------
+
 Leveldata:
        .db $10,$00,$40         ;$time (ff=end)    $type    $y-pos
-       .db $10,$08,$30
-       .db $10,$08,$20
+       .db $10,$00,$30
+       .db $10,$00,$20
        .db $40,$00,$10
+       .db $01,$00,$44
+       .db $15,$00,$31
+       .db $04,$00,$38
+       .db $05,$00,$40
+       .db $03,$00,$2f
+       .db $04,$00,$3a
+       .db $12,$00,$10
+       .db $10,$00,$18
+       .db $0e,$00,$20
+       .db $0c,$00,$28
+       .db $0a,$00,$30
+       .db $08,$00,$38
+       .db $06,$00,$40
+       .db $04,$00,$48
+       .db $2a,$00,$20
        .db $ff,$ff,$ff
 
-;---------------------------- texts ------------------------------------------
+;---------------------------- texts -------------------------------------------
 
 title_message:
          .db      "* * NEMESIS * *",0
 
-;---------------------------- save data --------------------------------------
+;---------------------------- save data ---------------------------------------
 
 stored_data_start:
 
@@ -580,21 +770,16 @@ level             .dw $0000
 x              .db $16
 y              .db $46
 shield         .db $00
-ybullets       .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-ebuls          .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
+ybullets       .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0       ;10 x (state,x,y)
+;ebuls         .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
 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,$0000,$ffff,$ffff
+               .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
+               .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
 ; 0011 2233 >> 0=occupation (0=no enemy 1=normal 2=exploding)
 ;              1=frame/ship 2=x 3=y
 
-boss_status    .db 00
-boss_pwr          .db 00
-boss_x            .db 00
-boss_y            .db 00
-boss_2bytes       .dw 0000
-
 timer          .dw $0000
 your_status    .db $00
                .db $00
@@ -613,17 +798,22 @@ stored_data_end:
 ;NEMESIS'86 by Shiar
 
 
-; 0.01.717 -- 17.VII.99 -- size 984
+;0.01.717 -- 17.VII.99 -- size 984
 ;
 ;      + movement of ship over whole screen
 ;      + enemies moving from right to left, appearing right at specified times
 ;
-; 0.1.718  -- 18.VII.99 -- size 907
+; 0.1.718 -- 18.VII.99 -- size 907
 ;
 ;      * no crash when level restarts for the third time
 ;      * exit-procedure updated, unnecessary stuff/keychecks removed
 ;      * alot of unused code removed
 ;      + different types of enemies (just look different)
 ;      + collision detection!! enemy ships disappear when you hit them
+;
+; 0.2.718 -- 18.VII.99 -- size 1153
+;
+;      + ability to fire bullets (F1). Enemies disappear on impact
+;      * enemies explode instead of disappearing