- .include "asm86.h"
+ .include "asm86.h"
.include "ti86asm.inc"
.include "ti86abs.inc"
.org _asm_exec_ram
Start:
jr init
+just_fired = $c0f9 ;byte
+temp1 = $c100 ;word
+
;-------------------- init ----------------------------------------------------
init:
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
;you_not_normal:
; ld hl,(score)
; ld de,-6
-; add hl,de
+; add hl,de
; ld a,255
; cp h
; jr nz,_ok_
; 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 -------------------------------------
ret nz
do_event:
- ld hl,(curevent) ;+1
+ ld hl,(curevent)
ld de,enemies-4
chk_noenemy:
inc de
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)
jp z,Next_level
ld (nextevent),a
- inc hl ;+1
+ inc hl
ld (curevent),hl
ret
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
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:
dec hl
dec hl
- ld (hl),0
+ ld (hl),0 ;explosionFrame 0
dec hl
ld (hl),2 ;set to explode
;------------------------------- 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
.db %00111000
.db %00000000
- .db 8,6
+ .db 8,6 ;2
.db %00110000
.db %01001110
.db %10111110
.db %00111000
.db %00011010
- .db 8,6
+ .db 8,6 ;3
.db %11110011
.db %01001110
.db %10110101
.db %00111110
.db %11011010
- .db 8,6
+ .db 8,6 ;4
.db %11110010
.db %01001110
.db %10110101
.db %00111110
.db %01011010
- .db 8,6
+ .db 8,6 ;5
.db %01000001
.db %00100110
.db %00010101
.db %00010010
.db %10011010
- .db 8,6
+ .db 8,6 ;6
.db %01000100
.db %00100000
.db %00000001
.db %00100010
.db %10001000
- .db 8,6
+ .db 8,6 ;7
.db %00001000
.db %11000010
.db %00000000
.db %00000001
.db %00110000
- .db 8,6
+ .db 8,6 ;8
.db %00000100
.db %00000000
.db %01000000
.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:
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
;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