+ BOSSES! at the end of a level a huge enemy will appear
* bosses will move towards you, slowly. level=done when boss destroyed
+ normal enemies can also try to ram your ship (like bosses do)
* when colliding with an enemy, his armor will decrease (if any)
^ point release .A13
# fix: bullets at right side weren't removed on time (1pix too late)
* each level has it's own boss
+ your bullets can have different speeds/directions
+ third icon selects bullet-upgrade: single, faster, double, triple
* number of bullets varies per bullet-class (type 1 is max. 2 bullets)
* all temp. vars are stored in TEXT_MEM and TEXT_MEM2 (anti-crash:)
^ point release .A17
# vertical line next to score at game over screen removed (minor)
# some unintended pixels at icon bar now gone (joy, joy)
# number of bullets of a new weapon is loaded correctly
# cleans GRAPH_MEM (Graph-screen) and TEXT_MEM (calculate screen)!
# data not stored at TEXT_MEM2 but now at _asm_exec_ram+5100
^ point release .A18
* 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!
^ point release .A22