.include "asm86.h"
.include "ti86asm.inc"
+ .include "ram86.inc"
.org _asm_exec_ram
TEXT_MEM = _textShadow
+DELC_LEN = _undelBufLen ;$64 bytes long
- nop
- jp init
+ nop
+ jp init
.dw $0001 ;description type 2 (= +YASicon)
.dw Title ;pointer to description
.dw spr_ship ;pointer to YAS icon
-Title: .db "Nemesis v0.9.94 by Shiar",0
+Title: .db "Nemesis v0.91.95 by Shiar",0
just_fired = TEXT_MEM ;byte
temp1 = TEXT_MEM+1 ;word
RanPos = TEXT_MEM+3 ;byte
+firex = TEXT_MEM+4 ;byte
+firey = firex+1 ;byte
+mx = TEXT_MEM+6 ;byte
+my = mx+1 ;byte
+your_locpos = TEXT_MEM+8 ;byte
+your_prevpos = TEXT_MEM+9 ;16 words
+
+nrybullets = 10
+ybullets = your_prevpos+32 ;20 x (state,x,y)
+nrebullets = 10
+ebullets = ybullets+(nrybullets*3) ;10 x (state,x,y)
+
+nrenemies = 10
+enemies = DELC_LEN
+ ; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
+ ; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y)
+add2enemy = nrenemies*4
+enemiesxtra = enemies+add2enemy
;---------------------- init --------------------------------------------------
init:
call _runindicoff ;turn the run-indicator off, obviously
call _clrLCD ;clean the screen
+ ld (iy+13),0
+ xor a
+ ld (DELC_LEN),a
ld a,(CONTRAST) ;load current contrast level
cp $1f ;if already at maximum...
djnz clearloop ;repeat 224x
check_exitkey:
- ld a,%00111111 ;<exit> pressed?
- out (1),a
- nop \ nop
- in a,(1)
- bit 6,a ;test bit 6 = <EXIT>
- jr z,quit ;yes: quit game
+ call GET_KEY
+ cp K_EXIT
+ jr z,quit
+ cp K_MORE
+ call z,Pause
+; ld a,%00111111 ;<exit> pressed?
+; out (1),a
+; nop \ nop
+; in a,(1)
+; bit 6,a ;test bit 6 = <EXIT>
+; jr z,quit ;yes: quit game
game_stuff:
call Level_event ;insert enemies
call Handle_Ship ;move you
- call Fire_bullet ;check for fire
call Handle_enemies ;move enemies
+
+ call Fire_bullet ;check for fire
call Handle_bullets ;move your bullets
call Handle_torp ;move your torpedo
call Enemy_bullets ;move enemy bullets
call Enemies_hit ;check for collision with enemies
call Display_Screen ;display all
- halt ;\ halt ;delay
+ halt \ halt ;delay
jr game_main_loop ;loop
+;--------------------------- pause --------------------------------------------
+
+Pause:
+ ld hl,$0200 ;top left
+ ld (_curRow),hl
+ ld hl,txt_pressenter ;"Enter to continue"
+ call _puts ;display message
+pause:
+ call _getkey ;enter low-power mode and wait for key
+ cp kEnter ;keypressed = enter?
+ jr nz,pause ;no, wait some more
+ ret ;continue
+
;--------------------------- exit ---------------------------------------------
quit:
ld a,(CONTRAST) ;load original contrast level
out (2),a ;and set it back
+ ld (iy+13),6
ret ;quit Nemesis :(
;--------------------------- display ------------------------------------------
ld (your_occ),a ;save
cp 34 ;last explosion frame?
- jr c,exploding_you ;not yet: display explosion
+ jp c,exploding_you ;not yet: display explosion
cp 40 ;delay finished?
jp z,You_die ;yes = game over
ret ;don't display anything
ld hl,your_inv ;invulnerable?
ld a,(hl) ;load time in a
or a ;is it 0?
- jp z,putsprite ;yes so ship = normal (display \ ret)
+ jr z,handle_multiples ;yes so ship = normal (display \ continue)
ld b,a ;save inv-time
ld a,(timer) ;load frame nr.
jr z,no_flicker ;don't show normal sprite anyway
ld a,b ;pop inv-time
and %11110000 ;inv-time <16 ticks left?
- jp z,putsprite ;yes: display normal sprite
+ jr handle_multiples ;yes: display normal sprite and continue
no_flicker:
ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix)
- jp putsprite ;ret
+
+handle_multiples:
+ call putsprite ;display your ship
+
+ ld a,(your_multiples) ;do you have multiples
+ or a ;no?
+ ret z ;then don't handle them either
+
+ ld hl,your_locpos ;location to save this position
+ ld a,(hl) ;load a
+ inc a ;a=a+1
+ and %00001111 ;if a>15 then a=a-16
+ ld (hl),a ;save new a
+ add a,a ;a=a*2
+ ld c,a ;de=a
+ ld b,0
+
+ ld hl,your_prevpos ;previous positions
+ add hl,bc ;16 turns ago
+ ld d,(hl) ;old x-pos
+ inc hl ;and
+ ld e,(hl) ;old y-pos
+ ld (mx),de ;save multiple position in (mx)
+
+ ld a,(y) ;load new y-pos
+ ld (hl),a ;save it for 16 turns in the future
+ dec hl ;and
+ ld a,(x) ;load new x-pos
+ ld (hl),a ;save that too
+
+ ld ix,spr_multiple ;sprite of the multiple
+ jp putsprite ;display it + <ret>
exploding_you:
srl a ;half the framerate
ld a,(hl) ;load pickups taken so far
dec a ;is it 1?
jr nz,select2 ;no, carry on
- ld (hl),a ;reset pickups
+ ld (hl),a ;reset pickups (a=0)
ld hl,your_armor ;change armor
inc (hl) ;increase HPs by one
jp disp_icons ;display and return
ld (torp_occ),a ;ready torpedoes
jp disp_icons ;display 'n return
select3:
- ld (hl),0 ;reset pickups
+ dec a ;is it 3?
+ jr nz,select4 ;no, carry on
+ ld (hl),a ;reset pickups
jp disp_icons ;display n return
+select4:
+ dec a ;is it 4?
+ jr nz,select5 ;no, carry on again
+ ld (hl),a ;reset pickups
+ inc a ;a=1
+ ld (your_laser),a ;ready laser
+ jp disp_icons ;display + return
+select5:
+ dec a ;is it 5?
+ jr nz,select6 ;no, carry on once more
+ ld (hl),a ;reset pickups
+ inc a
+ ld (your_multiples),a
+ jp disp_icons ;display, return
+select6:
+ ld (hl),0 ;reset pickups
+ jp disp_icons ;display/return
fire: ld hl,RanPos ;random
inc (hl) ;update random counter
ret nz ;return when already pressed
inc (hl) ;set just_fired to 1
+ ld hl,(x) ;yes: first fire from ship position (x)
+ ld (firex),hl ;set firepos
+ ld a,(your_multiples) ;any multiples?
+ dec a ;nope?
+ jr nz,fireany ;then just fire somethin'
+ call fireany ;and blast
+ ld hl,(my) ;then, fire from multiple position (mx)
+ ld a,(mx) ;<ex h,l>
+ ld h,a ; ^^^^^^
+ ld (firex),hl ;set firepos
+ ;blast again and <ret>
+fireany:
+ ld a,(your_laser) ;do you have laser?
+ dec a ;1=yes
+ jr nz,fire_ybullet ;no, just fire a bullet
+
+fire_laser: ;yes, fire that laser instead
+ ld a,(firex) ;a = your x-pos
+ ld d,a
+
+ ld hl,GRAPH_MEM ;save-location
+ ld a,(firey) ;y-coord
+ add a,3 ;at middle of your ship (y+3)
+ ld e,a ;save laser-y in e
+ add a,a ;y*2
+ add a,a ;y*4
+ add a,a ;y*8
+ rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256)
+ add a,a ;y*16 (width of screen)
+ rl b ;b=b*2+overflow (if y>64 then bc=bc+512)
+ inc a ;8 pixels to right (a=even so no overflow)
+
+ srl d ;X/2
+ srl d ;X/4
+ srl d ;X/8
+ add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow)
+ 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
+ add hl,bc ;bc = Y*16+X/8
+
+ ld a,15 ;128/8=16=screen width ** minus one (inc a ^^)
+ sub d ;minus x-start (d=X/8)
+ ld b,a
+ ld c,0
+drawlaser:
+ ld (hl),%11111111
+ inc hl ;Go to next byte
+ djnz drawlaser
+
+handle_laser:
+ ld a,(firex)
+ ld d,a ;d was divided, so reload the laser-x
+
+check_laserhits: ;de = (x,y)
+ ld ix,nolashit
+ ld b,nrenemies
+ ld hl,enemies
+
+laserhits: ;Hits with normal enemies
+ push hl
+
+ ld a,(hl)
+ and %00000010
+ jr z,nolashit ;no hit when enemy_occ <> 2/3
+
+ inc hl ;enemy type
+ ld a,(hl)
+ or a ;enemy #0 = pickup
+ jr z,nolashit ;yes: don't destroy
+
+ inc hl
+ ld a,(hl) ;check x
+ sub d
+ jp m,nolashit ;no hit when enemy is left of you
+
+ inc hl
+ ld a,(hl) ;check y
+ sub e
+ jp z,enemy_hit ;a-e=0 = laser on top line of enemy = hit
+ jr nc,nolashit ;a-e>0 = enemy above laser = no hit
+ add a,5 ;add enemy height
+ jp p,enemy_hit ;a-e>0 = hit
+
+nolashit:
+ pop hl
+ inc hl ;go to next enemy
+ inc hl
+ inc hl
+ inc hl
+ djnz laserhits ;check all enemies
+
+ ld a,d ;<ex d,e>
+ ld d,e
+ ld e,a
+ jr fire_torp ;fire torpedoes as well
+
+fire_ybullet:
ld hl,ybullets
ld de,3
- ld b,10
+ ld b,nrybullets
find_ybullet:
ld a,(hl)
or a
found_ybullet:
ld (hl),1 ;use bullet
- ld a,(x) ;your x-pos
+ ld a,(firex) ;your x-pos
add a,5 ;place bullet in front of you
inc hl ;go to bullet-x
ld (hl),a ;set x
ld e,a ;save torp-x in e
- ld a,(y) ;your y-pos
+ ld a,(firey) ;your y-pos
add a,2 ;place bullet at the middle of your ship
inc hl ;go to bullet-y
ld (hl),a ;set y
add a,3 ;place torpedo at bottom of ship
ld d,a ;save torp-y in d
+fire_torp:
ld hl,torp_occ ;torpedo...
ld a,(hl) ;load torpInfo
dec a ;do you have (unused) torpedoes?
ret nz ;nope (a must be 1)
ld (hl),2 ;yes; use torpedo
ld (torp_pos),de ;save torpedo position (in de)
-
ret
;------------------------ handle bullets --------------------------------------
Handle_bullets:
ld hl,ybullets
- ld b,10
+ ld b,nrybullets
scan_bullets:
push bc
push hl
check_bullethits: ;INPUT: de=X,Y
ld b,nrenemies
ld hl,enemies
+ ld ix,nohit
hit_enemies: ;Hits with normal enemies
push hl
ld (hl),$00 ;remove bullet
pop hl
+enemy_hit:
dec hl
dec hl
dec hl
ld a,(hl) ;occ
- ld b,a ;push occ
+ ld c,a ;push occ
and %11111100 ;occ/4 = HP left ;<srl a\srl a
jr nz,hpleft ;not zero -> jump
ld (hl),%01 ;set to explode
ld (hl),%00000110 ;change it into a pickup (with 2 HP)
pickupdone:
inc hl
- ld b,(hl) ;save enemy type
ld (hl),$00 ;explosionFrame 0
-
- pop hl
- ret
+ jp (ix)
hpleft:
- ld a,b ;pop occ
+ ld a,c ;pop occ
sub %00000100 ;decrease HP by one
ld (hl),a ;save
- pop hl
- ret
+ jp (ix)
nohit:
pop hl
dec d ;d = x-2
inc e ;e = y+1
- ld b,10
+ ld b,nrebullets
ld hl,ebullets
find_ebullet:
ld a,(hl)
Enemy_bullets:
ld hl,ebullets
- ld b,10
+ ld b,nrebullets
handle_bullet:
push bc
push hl
ld hl,your_pickup ;your pickups
ld a,(hl) ;current
inc a ;go to next
- cp 3 ;pickups >3
+ cp 5 ;pickups >=5
jr c,not_maxpickup
ld a,1 ;yes: reset to pickup 1
not_maxpickup:
ld ix,spr_icon00 ;
ld de,$3a01 ;icon #3
call putwidesprite
+
ld ix,spr_icon00 ;emptyIcon
+ ld a,(your_laser)
+ or a
+ jr z,no_laser
+ ld ix,spr_icon04 ;laserIcon
+no_laser:
ld de,$4a01 ;icon #4
call putwidesprite
+
ld ix,spr_icon00 ;emptyIcon
+ ld a,(your_multiples)
+ or a
+ jr z,no_multiples
+ ld ix,spr_icon05
+no_multiples:
ld de,$5a01 ;icon #5
call putwidesprite
xor a ;a=0
ld (your_armor),a ;no armor
ld (torp_occ),a ;no torpedoes
+ inc a
+ ld (your_laser),a ;no laser
+ xor a
ld (your_pickup),a ;reset pickups
+ ld (your_multiples),a ;no multiples
jr nonext_level
;--------------------------- next level ---------------------------------------
inc hl ;y=...
ld (hl),24 ;...=24=middle
+ xor a ;reset previous positions
+ ld hl,your_prevpos ;place all previous positions
+ ld b,16 ;all 16 of them
+place_multiples:
+ ld (hl),a ;set prev-x to 0
+ inc hl ;next
+ ld (hl),24 ;set prev-y to 24
+ inc hl ;next
+ djnz place_multiples ;repeat
+
;--------------------------- setup game ---------------------------------------
game_setup:
.db %10100000 ; █ █
.db %01000000 ; █
+spr_multiple:
+ .db 6,4 ;multiples
+ .db %01111000 ; ████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111000 ; ████
+
spr_bullet01:
.db 5,3 ;your bullets
.db %00110000 ; ░▒▓█▒
.db %10011000,%11110101 ; █ ██ ████ █ █
.db %11100110,%00110010 ; ███ ██ ██ █
spr_icon03:
- .db 16,7 ;laser ........:.......:
+ .db 16,7 ; .......:.......:
+ .db %10000000,%01010100 ; █
+ .db %10011110,%00101010 ; █
+ .db %10111000,%00010101 ; █
+ .db %10111111,%10101010 ; █
+ .db %10111111,%00010101 ; █
+ .db %10111000,%00101010 ; █
+ .db %10011110,%01010100 ; █
+spr_icon04:
+ .db 16,7 ;laser .......:.......:
.db %10000000,%00000000 ; █
- .db %10110001,%01000000 ; █ ██ █ █
- .db %10111011,%10000000 ; █ ███ ███
- .db %10011101,%11111111 ; █ ███ ██████████
- .db %10111011,%10000000 ; █ ███ ███
- .db %10110001,%01000000 ; █ ██ █ █
+ .db %10110010,%10000000 ; █ ██ █ █
+ .db %10111011,%00000000 ; █ ███ ██
+ .db %10011101,%11111111 ; █ ███ █████████
+ .db %10111011,%00000000 ; █ ███ ██
+ .db %10110010,%10000000 ; █ ██ █ █
.db %10000000,%00000000 ; █
-spr_icon04:
- .db 16,7 ;invulnerable....:.......:
- .db %10000000,%01010100 ; █ O O O
- .db %10011110,%00101010 ; █ OOOO O O O
- .db %10111000,%00010101 ; █ OOO O O O
- .db %10111111,%10101010 ; █ OOOOOOO O O O
- .db %10111111,%00010101 ; █ OOOOOOO O O O
- .db %10111000,%00101010 ; █ OOO O O O
- .db %10011110,%01010100 ; █ OOOO O O O
+spr_icon05:
+ .db 16,7 ;multiple .......:.......:
+ .db %10000011,%10000000 ; █ ███
+ .db %10000001,%11100111 ; █ ████ ███
+ .db %10000001,%11100000 ; █ ████
+ .db %10000011,%10000000 ; █ ███
+ .db %10011000,%00000000 ; █ ██
+ .db %10111100,%01110000 ; █ ████ ███
+ .db %10011000,%00000000 ; █ ██
;---------------------------- texts -------------------------------------------
-txt_about: .db "v0.9.94 ","by Shiar "
+txt_about: .db "v0.91.95 ","by Shiar "
.db "(ICQ#43840958)",0
txt_1player: .db "1 PLAYER",0
txt_2players: .db "2 PLAYERS",0
txt_level: .db "LEVEL ",0
txt_gameover: .db "GAME OVER!",0
txt_lives: .db "Lx0?",0
+txt_pressenter: .db "Enter to continue",0
;---------------------------- save data ---------------------------------------
y .db $46 ;think about it..
hp .db $00 ;hitpoints left
+your_laser .db $01 ;laser avail: 0=no, 1=yes
+your_multiples .db $00 ;multiples present
torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt
torp_pos .dw $0000 ;torpedo position (x,y)
-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 = 10
-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
-
-enemiesxtra .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
-add2enemy = 40
-
-; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
-; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y)
-
;---------------------------- enemy data --------------------------------------
sprites:
; - no more armor to start with. you'll have to collect them on your own
; * of course optimizations and a few tiny bug fixes (not important)
; * increased the size of the enemy bullets so they're better to see
+;
+; 0.91.95 -- 05.IX .99 -- size 2797
+;
+; + LASERS!!!!! four pickups and you fire laserbeams instead of bullets
+; * multiple enemies can be hit at once, very usefull when firing lasers
+; + MULTIPLE!! like the (shadow-)multiple from MSX-Nemesis. for 5 pickups
+; you get an multiple following you, firing bullets and lasers like you
+; * most data (enemy positions) stored at TEXT_MEM and DELC_LEN positions
+; instead of in program, saving A LOT of bytes in program-size
+; - at release of 0.91 bullets didn't work, laser is used instead
; + added - removed * changed # bug fixed