+;------------------------------------------------------------------------------
+;---------------------- NEMESIS -----------------------------------------------
+;------------------------------------------------------------------------------
+
+; >>> NEMESIS <<< Version 0.94 BETA by SHIAR
+; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+; SHIAR *** shiar0@hotmail.com *** ICQ#43840958 *** come.to/shiar
+; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+; DESCRIPTION: Fast+cool arcade-game based on the old MSX-game
+; CALC: TI-86 only
+; FILES: 86P (3624) Z80 (62443)
+; BETA: I hope to release the full game around december 1999
+; ABOUT: This source should only be used for learning practises, do not
+; alter it, and certainly do not distribute an altered version!!
+; &&& marks uncertainties or things to optimize
+
+;---------------------- nemesis.z80 start -------------------------------------
+
.include "asm86.h"
.include "ti86asm.inc"
- .include "ram86.inc"
.include "ti86abs.inc"
.org _asm_exec_ram
-TEXT_MEM = _textShadow
-DELC_LEN = _undelBufLen ;$64 bytes long
-_dispahl = $4a33
-
- nop
- jp init
- .dw $0001 ;description type 2 (= +YASicon)
- .dw Title ;pointer to description
- .dw spr_ship ;pointer to YAS icon
-
-Title: .db "Nemesis v0.93.911 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
+#define cal call ;just to make it harder for you to understand
+#define psh push ; ^:D
+
+_dispahl = $4A33
+
+TEXT_MEM = $C0F9 ;-$C1A0 ;_textShadow ;167 bytes ($A7)
+DELC_LEN = $C012 ;-$C076 ;_undelBufLen ;100 bytes ($64)
+
+;---------------------- in-game vars ------------------------------------------
+
+just_fired = TEXT_MEM ;$C0F9 ;counts how long a blast lasts
+curline = TEXT_MEM ;$C0F9 ;used to display SFX
+menuitem = TEXT_MEM ;$C0F9
+temp1 = TEXT_MEM+1 ;$C0FA-C0FB ;(2 bytes)
+RanPos = TEXT_MEM+3 ;$C0FC ;used for making random values
+timer = TEXT_MEM+4 ;$C0FD ;frame counter
+
+x = TEXT_MEM+5 ;$C0FE ;your ship's position
+y = x+1 ;$C0FF ;your y-pos
+firex = TEXT_MEM+7 ;$C100 ;(1 byte)
+firey = firex+1 ;$C101 ;(1 byte)
+mx = TEXT_MEM+9 ;$C102 ;position of multiple#1
+my = mx+1 ;$C103 ;multiple y-pos
+
+bossx = $8001
+bossy = bossx+1
+bossmy = bossy+1
+
+level_enemy = TEXT_MEM+11 ;$C104 ;enemy type
+eventtime = TEXT_MEM+12 ;$C105 ;enemy frequency
+eventleft = TEXT_MEM+13 ;$C106 ;nr. of enemies still to come
+nextevent = TEXT_MEM+14 ;$C107 ;time to next event
+pickuptimer = TEXT_MEM+15 ;$C108 ;counts when to place a pickup
+level_occ = TEXT_MEM+16 ;$C109
+level_move = $8010
+level_fire = $8011
+
+spacespace = $8012
+groundinfo = spacespace+1 ;$8013
+groundpos = groundinfo+1 ;$8014 $10
+ceilingpos = groundpos+16 ;$8023 $10
+stars1 = ceilingpos+16 ;$8033
+stars2 = stars1+1 ;$8034
nrybullets = 20
-ybullets = your_prevpos+32 ;20 x (state,x,y)
+ybullets = TEXT_MEM+17 ;$C10A ;60 bytes = 20(state,x,y)
nrebullets = 10
-ebullets = ybullets+(nrybullets*3) ;10 x (state,x,y)
+ebullets = ybullets+(nrybullets*3) ;30 bytes = 10(state,x,y)
+
+your_locpos = ebullets+(nrebullets*3) ;position in your_prevpos table
+your_prevpos = your_locpos+1 ;saves previous positions (32d)
+
+nrstars1 = 7
+starx1 = your_prevpos+32 ;ends at C192
+nrstars2 = 7
+starx2 = starx1+(nrstars1*2) ;ends at C1A0
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)
+enemies = DELC_LEN+1
add2enemy = nrenemies*4
enemiesxtra = enemies+add2enemy
- ; $11 (move) $11 (fire)
+
+;enemies:
+; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
+; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y)
+;enemiesxtra:
+; $11 (move) $11 (fire) $11 (bullettype)
+
+;---------------------- introduction ------------------------------------------
+
+ nop ;hello yas/ase/rascall/whathever
+ jp init ;here's the program, but first: a description
+ .dw $0001 ;description type 2 (description + YASicon)
+ .dw Title ;pointer to description (all shells)
+ .dw Icon ;pointer to YAS icon
+
+Title: .db "Nemesis v0.94 by Shiar",0
+
+Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes
+ .db %11100000 ; ███
+ .db %01111000 ; ████
+ .db %00111110 ; █████
+ .db %01111001 ; ████ █
+ .db %00111110 ; █████
+ .db %01111000 ; ████
+ .db %11100000 ; ███ ;recommend 80x50 screen mode
+ .DB 0 ;clear stupid YAS-line
;---------------------- 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
+ cal BUSY_OFF ;turns the run-indicator off, obviously
+ cal CLEARLCD ;clean the screen
+ xor a ;<ld a,0>: reset:
+ ld (iy+13),a ;>system vars
+ ld (DELC_LEN),a ;>buffer so we can use the space to store vars
ld a,(CONTRAST) ;load current contrast level
cp $1f ;if already at maximum...
;---------------------- main menu ---------------------------------------------
LogoPut:
- ld hl,logo_nemesis ;from...
- ld de,VIDEO_MEM+16 ;...to one line from top
- ld a,19 ;19 rows
-LogoLoop:
- ld bc,16 ;set screen width
- ldir ;display one line
- dec a ;decrease line-counter
- jr nz,LogoLoop ;repeat when counter is not yet zero
+ xor a ;white bitmask (a=0)
+ ld b,16 ;one line
+ ld hl,logo_nemesis ;from...
+ ld de,VIDEO_MEM+16 ;...to one line from top
+AboveLogo:
+ ld (de),a ;clear/n byte
+ inc de ;next
+ djnz AboveLogo ;repeat for the first line
+
+ ld bc,16*19 ;logo size
+ ldir ;display one line of logo
+
+; ld hl,GRAPH_MEM ;cleared line
+; ld bc,16 ;size=one line
+; ldir ;also clear one line below the logo
+
+; ld a,-1 ;first line is -1+1=0
+; ld b,21 ;with first 21 lines:
+; cal DoSFX ;do special effect &&&skip
ld hl,VIDEO_MEM+(16*$39)+4 ;$39 rows down, 4 cols right (4*8=$20)
- ld b,$8 ;draw 8x one byte = 8*8 = 64 pixels wide
+ ld b,8 ;draw 8x one byte = 8*8 = 64 pixels wide
ld a,%11111111 ;horizontal line mask
underline:
ld (hl),a ;draw one piece of the divider-line
inc hl ;move right (8 pixels = 1 byte)
- djnz underline ;repeat (16bytes * 8pixels =128= screen width)
+ djnz underline ;repeat
- set 3,(iy+5)
+ set 3,(iy+5) ;set white on black
ld hl,$3320 ;near the bottom of the screen
ld (_penCol),hl
ld hl,txt_about ;display version and author (yes, that's me!)
- call _vputs
- res 3,(iy+5)
+ cal _vputs ;useful procedure if you want to display somtn
+ res 3,(iy+5) ;return to default black on white
ld hl,$3a1e ;below previous stuff
ld (_penCol),hl
ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!!
- call _vputs ;VERY important, so display in small font ?:}
+ cal _vputs ;VERY important, so display in small font ?:}
+
+dispmenu:
+ ld de,$0304
+ ld (_curRow),de
+ ld hl,txt_menu1
+ cal _puts
+ ld de,$0305
+ ld (_curRow),de
+ ld hl,txt_menu2
+ cal _puts
- call _getkey ;wait for keypress
- call New_game ;prepare level
+ xor a
+ ld (menuitem),a
+
+menuloop:
+ ld a,(menuitem)
+ ld h,$01
+ add a,4
+ ld l,a
+
+ ld a,5
+ ld (_curRow),hl
+ cal _putc
+
+ ld a,(menuitem)
+ ld h,$01
+ sub 5
+ neg
+ ld l,a
+
+ ld a,32
+ ld (_curRow),hl
+ cal _putc
+
+ halt \ halt \ halt \ halt
+
+ cal GET_KEY ;wait for keypress
+ cp K_UP
+ jr z,menuchange
+ cp K_DOWN
+ jr z,menuchange
+ cp K_EXIT
+ jp z,game_over_nopop
+ cp K_ENTER
+ jr nz,menuloop
+
+ ld a,(menuitem)
+ dec a
+ cal z,Story
+ cal New_game ;prepare level
+ jr game_main_loop
+
+menuchange:
+ ld a,(menuitem)
+ xor 1
+ ld (menuitem),a
+ jr menuloop
;------------------------------------------------------------------------------
;---------------------- game loop ---------------------------------------------
ld b,(hl) ;new time, save for rand# upd. (no flag change)
jr nz,updaterandom ;continue when new time <> 0
ld hl,1 ;once every 256 frames, increase score by 1
- call scoreInc ;do it
+ cal scoreInc ;do it
updaterandom:
ld hl,RanPos ;random counter
- ld a,(hl) ;random value
+ ld a,r
+ add a,(hl) ;random value
add a,b ;even more random by adding timer
-.db $80+7 ;<add a,r>
+;.db $80+7 ;<add a,r>
ld (hl),a ;save even more random value back
Clear_screen:
ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar)
ldir ;clear!
+ ld a,(timer)
+ and %11
+ jr z,movestarsdone
+
+ cal movestars1 ;move the stars on the FRONT layer
+ cal movestars2 ;move the distant stars far, far away
+
+movestarsdone:
+ ld a,(stars1) ;star positions (the missing byte...)
+ ld b,nrstars1 ;how many stars? now we know.
+ ld hl,starx1 ;points to the position of the stars
+ cal DisplayStars ;display front layer stars
+
+ ld a,(stars2) ;weren't you paying attention five lines ago?
+ ld b,nrstars2 ;that many?! whow!
+ ld hl,starx2 ;and there they are
+ cal DisplayStars ;use the same procedure to display back layer
+
+ ld a,(level_move) ;level info
+ and %01100000 ;isolate ground&ceiling
+ jr z,game_stuff ;both non-present
+ and %00100000 ;bit representing the presence of any ceiling
+ cal nz,Handle_ceiling ;scroll the ceiling (if any)
+ cal Handle_ground ;scroll the ground
+
+game_stuff:
+ ld a,(your_occ) ;are you 100% OK?
+ or a ;a=0??
+ jr nz,_gamestuff1 ;then don't check for movements/fires/...
+
+ ld a,(level_move) ;the same level info
+ and %01100000 ;isolate ground&ceiling again
+ jr z,check_keys ;no ceiling nor ground
+ and %00100000 ;this bit will tell us if there is a ceiling
+ cal nz,CheckCeiling ;if there is, check it
+ cal CheckGround ;check for collision with the ground
+
check_keys:
ld a,%00111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
out (1),a ;ask for them
nop \ nop ;delay 8 clocks
in a,(1) ;get zem!
-check_exitkey:
+check_exitkey: ;why give it a label? i dunno, i'm just crazy
bit 6,a ;test bit 6 = exit-key = EXIT
jp z,game_over_nopop ;<exit> pressed, so be it
-check_morekey:
+check_morekey: ;again, another unused label... poor compiler
bit 7,a ;test bit 7 = more-key = PAUSE
- call z,Pause ;yes, go to pause
+ cal z,Pause ;yes, go to pause
check_firekey:
bit 5,a ;test bit 5 = 2nd-key = FIRE
- ld hl,game_stuff ;where to continue after executing Fire_bullet
- push hl ;push hl on stack (instead of call Fire_bullet)
- jp z,Fire_bullet ;fire smtn (bulletstorplasersmultiples+stuff..)
- pop hl ;no call to Fire_bullet made, so pop stack
+ ld hl,check_selkey ;where to continue after executing Fire_bullet
+ psh hl ;push hl on stack (instead of cal Fire_bullet)
+ jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..)
+ pop hl ;no cal to Fire_bullet made, so pop stack
ld hl,just_fired ;no:
ld (hl),0 ;reset just_fired
-game_stuff:
- call Level_event ;insert enemies
- call Handle_Ship ;move you
- call Handle_enemies ;move enemies
-
- ld a,(your_occ) ;are you 100% OK?
- or a ;a=0??
- jr nz,activesdone ;then don't check for movements/fires/...
-
+check_selkey:
ld a,%01011111 ;look at first column of keys (ALPHA to STO)
out (1),a ;gimme gimme
nop \ nop ;what's taking you so long
in a,(1) ;at last... our precious keyzzz...
- ;old: <bit 7,a \ call z,select> now see this:
- rla ;test bit 7 so we know f ALPHA has been pressed
- call nc,select ;yeppy, select the currently selected upgrade
- call Enemies_hit ;check for collision with enemies
+ ;old: <bit 7,a \ cal z,select> now see this:
+ rla ;test bit7 so we know f ALPHA has been pressed
+ cal nc,select ;yeppy, select the currently selected upgrade
+
+ cal Enemies_hit ;check for collision with enemies
+
+_gamestuff1:
+ cal Handle_Ship ;move you
+ cal Handle_bullets ;move your bullets
+ cal Handle_torp ;move your torpedo
+
+ cal Handle_enemies ;move enemies
+ cal Enemy_bullets ;move enemy bullets
+
+; ld a,(level_occ)
+; or a
+; jr nz,bosslevel ;levelocc<>0 so no
+
+ cal Level_event ;insert enemies
+ jr _gamestuff2
+bosslevel:
+ cal Handle_boss
+_gamestuff2:
+ cal Display_Screen ;display all
+ halt ;delay
-activesdone:
- call Handle_bullets ;move your bullets
- call Handle_torp ;move your torpedo
- call Enemy_bullets ;move enemy bullets
+ jp game_main_loop ;LOOP
- call Display_Screen ;display all
- halt ;delay
+;--------------------------- ground -------------------------------------------
+
+Handle_ground:
+ ld a,(timer)
+ and %111 ;once every 8 frames
+ jr nz,Display_ground ;otherwise skip the scroll
+ ld bc,15 ;scroll all 16 bytes minus one (teh new byte)
+ ld hl,groundpos+1 ;from..
+ ld de,groundpos ;to (one byte to the left)
+; ld a,(de) ;load byte on left (will be lost after scroll)
+ ldir ;LoaDIncreaseRepeat = scroll!
+
+ ld a,(groundinfo) ;what kind of ground
+ dec a ;type 1:
+ jr z,ground_tunnel ;tunnel effect
+ jr ground_boring
+
+ground_tunnel:
+ ld a,(groundpos+14)
+ ld (groundpos+15),a
+ ld hl,spacespace
+
+ ld a,(RanPos)
+ ld b,a
+ bit 1,a
+ jr z,ground_previous
+ bit 2,a
+ jr z,gtunneldown
+gtunnelup:
+ ld a,(hl)
+ or a
+ jr z,ground_previous ;a>=0 (a=0 actually, because a<0 = a>0)
+ inc (hl)
+ ld a,(groundpos+15)
+ inc a
+ jr newground
+gtunneldown:
+ ld a,(groundpos+15)
+ dec a
+ jr z,ground_previous
+ dec (hl)
+ jr newground
+
+ground_previous:
+ ld a,(groundpos+14) ;type 1
+ jr newground
+ground_boring:
+ ld a,(groundpos) ;type 0
+newground:
+ ld (groundpos+15),a ;save new byte on the right
+ ld a,(hl)
+ cp -25
+ jr nc,Display_ground
+ ld a,b
+ and %1
+ ld b,0
+ jr nz,gtunnelup
+
+Display_ground:
+ ld b,16 ;screen width
+ ld de,groundpos-1 ;height of current byte (previous actually)
+ psh de ;use later
+ ld hl,GRAPH_MEM+(56*16)-1 ;screen position
+ psh hl
+
+groundloopright:
+ ld c,b ;push b for groundloopup
+ pop hl \ inc hl ;get screen position and go one right
+ pop de \ inc de ;get height info and set to the next byte
+ psh de \ psh hl ;save these for the next time
+ ld a,(de) ;height of current byte
+ ld b,a ;save in b
+
+ ld de,16 ;to substract to go one line up
+ ld a,%11111111 ;bitmask black
+ or a
+groundloopup:
+ ld (hl),a ;display black byte
+ sbc hl,de ;go up (sbc must be used for 16-bit sub)
+ djnz groundloopup ;and loop >groundpos< times
+
+ ld b,c ;pop b used by groundloopup
+ djnz groundloopright ;loop right for entire screen (16x)
+ pop hl \ pop hl ;restore stack
+ ret
+
+CheckGround: ;check for collision with the ground
+ ld a,(x)
+ srl a
+ srl a
+ srl a
+ inc a
+ ld l,a
+ ld h,0
+ ld de,groundpos
+ add hl,de
+ ld a,(y)
+ sub 57-7
+ neg
+ cp (hl)
+ ret nc
+ jp damage_you
- jr game_main_loop ;LOOP
+;--------------------------- ceiling ------------------------------------------
+
+Handle_ceiling:
+ ld a,(timer)
+ and %111 ;once every 8 frames
+ jr nz,Display_ceiling ;otherwise skip the scroll
+ ld bc,15 ;scroll all 15 bytes (16th is new position)
+ ld hl,ceilingpos+1 ;from..
+ ld de,ceilingpos ;to (one byte to the left)
+ ld a,(de) ;load byte on left (will be lost after scroll)
+ ldir ;LoaDIncreaseRepeat = scroll!
+
+ ld a,(groundinfo) ;what kind of ceiling
+ dec a ;type 1:
+ jr z,ceiling_tunnel ;tunnel effect
+ jr ceiling_boring
+
+ceiling_tunnel:
+ ld a,(ceilingpos+14)
+ ld (ceilingpos+15),a
+ ld hl,spacespace
+
+ ld a,(RanPos)
+ ld b,a
+ bit 4,a
+ jr z,ceiling_previous
+ bit 5,a
+ jr z,ctunnelup
+ctunneldown:
+ ld a,(hl)
+ or a
+ jr z,ceiling_previous
+ inc (hl)
+ ld a,(ceilingpos+15)
+ inc a
+ jr newceiling
+ctunnelup:
+ ld a,(ceilingpos+15)
+ dec a
+ jr z,ceiling_previous
+ dec (hl)
+ jr newceiling
+
+ceiling_previous:
+ ld a,(ceilingpos+14) ;type 1
+ jr newceiling
+ceiling_boring:
+ ld a,(ceilingpos) ;type 0
+newceiling:
+ ld (ceilingpos+15),a ;save the new byte
+ ld a,(hl)
+ cp -25
+ jr nc,Display_ceiling
+ ld a,b
+ and %1
+ ld b,0
+ jr nz,ctunneldown
+
+Display_ceiling:
+ ld b,16 ;screen width
+ ld de,ceilingpos-1 ;height of current byte
+ psh de ;use later
+ ld hl,GRAPH_MEM-17 ;screen position
+ psh hl
+
+ceilingloopright:
+ ld c,b ;push b for groundloopup
+ pop hl \ inc hl ;get screen position and go one right
+ pop de \ inc de ;get height info and set to the next byte
+ psh de \ psh hl ;save these for the next time
+ ld a,(de) ;height of current byte
+ ld b,a ;save in b
+
+ ld de,16 ;to substract to go one line up
+ ld a,%11111111 ;bitmask black
+ or a
+ceilingloopdown:
+ ld (hl),a ;display black byte
+ add hl,de ;go down
+ djnz ceilingloopdown ;and loop >groundpos< times
+
+ ld b,c ;pop b used by groundloopup
+ djnz ceilingloopright ;loop right for entire screen (16x)
+ pop hl \ pop hl ;restore stack
+ ret
+
+CheckCeiling: ;check for collision with the ground
+ ld a,(x) ;your x
+ srl a ;x/2
+ srl a ;x/4
+ srl a ;x/8 (current ceiling-byte)
+ inc a
+ ld l,a ;hl = a
+ ld h,0 ;"
+ ld de,ceilingpos ;first ceiling-byte
+ add hl,de ;current ceiling-byte
+ ld a,(y) ;your y-pos
+ inc a
+ cp (hl) ;compare with ceiling
+ ret nc ;carry if ceiling is above you
+ jp damage_you ;otherwise you don't wanna be in that ship
+
+;--------------------------- move stars ---------------------------------------
+
+DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars#
+ ld e,(hl)
+ inc hl
+ ld d,(hl)
+ ld (de),a
+ inc hl
+ djnz DisplayStars
+ ret ;let's comment this: returns
+
+movestars2:
+ ld ix,starx2
+ ld a,(stars2)
+ rlca
+ ld (stars2),a
+ ret nc
+ ld b,nrstars2
+ jr movestars_loop
+
+movestars1:
+ ld ix,starx1
+ ld a,(timer)
+ rra
+ ld a,(stars1)
+ ret c
+ rlca
+ ld (stars1),a
+ ret nc
+ ld b,nrstars1
+
+movestars_loop:
+ ld h,(ix+1)
+ ld l,(ix)
+ dec hl
+
+ ld a,l
+ and %00001111
+ cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1
+ jr nz,newstarok
+ ld de,16
+ add hl,de
+
+newstarok:
+ ld (ix),l
+ ld (ix+1),h
+ inc ix \ inc ix
+ djnz movestars_loop
+ ret ;for stupid people, here's another comment...
;--------------------------- pause --------------------------------------------
ld hl,$0200 ;top left
ld (_curRow),hl
ld hl,txt_pressenter ;"Enter to continue"
- call _puts ;display message
+ cal _puts ;display message
pause:
- call _getkey ;enter low-power mode and wait for key
+ cal _getkey ;enter low-power mode and wait for key
cp kEnter ;keypressed = enter?
jr nz,pause ;no, wait some more
ret ;continue
;--------------------------- exit ---------------------------------------------
quit:
- call _clrLCD ;clears screen
- call _homeup ;set cursor to top-left
+ cal CLEARLCD ;clears screen
+ cal _homeup ;set cursor to top-left
ld a,(CONTRAST) ;load original contrast level
out (2),a ;and set it back
ld (iy+13),6 ;restore system-flags
Display_Screen:
ld hl,GRAPH_MEM ;from storage (top left)
ld de,VIDEO_MEM ;to screen (top left)
- ld a,56 ;display height = 64 bytes (minus 8 for bar)
+ ld c,56 ;display height = 64 bytes (minus 8 for bar)
displayloop:
- ld bc,16 ;display width = 16 bytes (16*8bits=256pixels)
- ldir ;16x de >> hl
- dec a ;next line
+ ld b,16 ;display width = 16 bytes (16*8bits=256pixels)
+displaytloop:
+ ld a,(hl) ;copy byte from (hl)
+; xor $ff ; } ;invert byte (white<=>black) &&&&
+ ld (de),a ;to (de)
+ inc hl \ inc de ;next byte
+ djnz displaytloop ;16x hl >> de
+ dec c ;next line
jr nz,displayloop ;loop 64x
ld hl,$396b ;Display Score
ld (_penCol),hl ;bottom right of screen
ld hl,(score)
-_D_HL_DECI: ;------- display 5-digit value -------
- ld de,savestr+4 ;savenr saves number string
- ld b,5 ;five digits
-ldhld: call UNPACK_HL ;one digit of hl
- add a,'0' ;make number
- ld (de),a ;save into savenr
- dec de ;point to next digit
+_D_HL_DECI: ;------- display 5-digit value -------
+ ld de,savestr+4 ;savenr saves number string
+ ld b,5 ;five digits
+ldhld: cal UNPACK_HL ;one digit of hl
+ add a,'0' ;make number
+ ld (de),a ;save into savenr
+ dec de ;point to next digit
djnz ldhld ;repeat for all digits
- ld hl,savestr
- call _vputs ;display string
- ret
+ ld hl,savestr ;we (the program) saved the value righthere
+ cal _vputs ;the only thing left to do is to display it
+ ret ;and we're done again
-savestr:
- .db "00000",0
+savestr: ;@here the score will be stored
+ .db "00000",0 ;don't worry, it's just temporary
;------------------------- handle ship ----------------------------------------
Handle_Ship:
- ld a,(your_occ)
- or a
- jr z,ok ;0 = normal stat
+ ld a,(your_occ) ;are
+ or a ;you
+ jr z,ok ;ok?
- inc a ;next (explosion)frame
+ inc a ;no! next (explosion)frame
ld (your_occ),a ;save
cp 34 ;last explosion frame?
jp z,You_die ;yes = game over
ret ;don't display anything
-ok:
- ld a,%01111110
- out (1),a
+ok: ;we are
+ ld a,%01111110 ;get arrow keys
+ out (1),a ;it's cold outside
ld hl,y ;instead of nop\nop do something usefull
- in a,(1)
+ in a,(1) ;come back in
- ld b,a ;push a (keys)
+ ld b,a ;psh a (keys)
xor %11111111 ;inverted a = 0 if arrow-key has been pressed
ld a,(your_multiples)
jr z,no_adv ;if so, leave the multiples where they are
or %100 ;set move bit
jr adv_ok
-no_adv:
- and %11111011 ;reset move bit
-adv_ok:
- ld (your_multiples),a
+no_adv: and %11111011 ;reset move bit
+
+adv_ok: ld (your_multiples),a
ld a,b ;pop a (keys)
rra ;rotate right (put last bit in c)
- ld b,a ;we need a
+ ld b,a ;we need a later
jr c,no_down
ld a,(hl)
ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix)
handle_multiples:
- call putsprite ;display your ship
+ cal putsprite ;display your ship
ld a,(your_multiples) ;do you have multiples
ld b,a ;save a for 2nd check
dec a ;is it 0?
jp m,no_armor ;yes, 0hp left so explode
ld (hl),a ;no, so save decreased hp
- call disp_armor ;and display new value
+ cal disp_armor ;and display new value
ret ;and return
no_armor:
ld a,%01 ;occ %xxxxxx01 = explode
;------------------------- place multiples ------------------------------------
-Place_multiples
+Place_multiples:
ld (mx),de ;set last multiple-position
ld hl,your_prevpos ;place all previous positions
ld b,16 ;all 16 of them
inc a
ld (your_multiples),a
ld de,(x)
- call Place_multiples
+ cal Place_multiples
jp disp_icons ;display, return
select6:
ld (hl),0 ;reset pickups
ld a,(your_multiples) ;any multiples?
and %11 ;nope?
jr z,fireany ;then just fire somethin'
- call fireany ;and blast
+ cal fireany ;and blast
ld hl,(my) ;then, fire from multiple position (mx)
ld a,(mx) ;<ex h,l>
ld h,a ; ^^^^^^
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
ld hl,enemies
laserhits: ;Hits with normal enemies
- push hl
+ psh hl
ld a,(hl)
and %00000010
ld hl,ybullets
ld b,nrybullets
scan_bullets:
- push bc
- push hl
+ psh bc
+ psh hl
ld (temp1),hl
ld a,(hl)
inc hl
dec a ;type 1?
- call z,bullet_2left ;yes: 2left
+ cal z,bullet_2left ;yes: 2left
pop hl
pop bc
ld de,3
ld e,(hl) ;e = Y
ld ix,spr_bullet01
- push de
- call putsprite ;display bullet
+ psh de
+ cal putsprite ;display bullet
pop de
check_bullethits: ;INPUT: de=X,Y
ld ix,nohit
hit_enemies: ;Hits with normal enemies
- push hl
+ psh hl
ld a,(hl)
and %00000010
cp 10
jr nc,nohit
- push hl
+ psh hl
ld hl,(temp1)
ld (hl),$00 ;remove bullet
pop hl
dec hl
dec hl
ld a,(hl) ;occ
- ld c,a ;push occ
+ ld c,a ;psh 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),$00 ;explosionFrame 0
ld hl,1 ;increase score by one
- call scoreInc
+ cal scoreInc
jp (ix)
hpleft:
ld e,a
ld ix,spr_bullett1
- push de
- call putsprite ;display torpedo
+ psh de
+ cal putsprite ;display torpedo
pop de
jp check_bullethits ;check for hits with enemies
dec a ;has it reached 1?
jr nz,do_event ;nope: wait for enemies to leave
inc hl ;nextevent located behind eventleft
- ld (hl),119 ;set delay
+ ld (hl),123 ;set delay
ret ;don't place any more enemies
do_event:
jr nz,chk_noenemy
place_enemy:
- ld a,(eventenemy) ;enemy type to place (lvl)
+ ld a,(level_enemy) ;enemy type to place (lvl)
ld hl,enemy00 ;enemy 1 specs
add a,a ;a=type*2
add a,a ;a=type*4
jr ypos_OK
random_enemy:
- call Random ;make a (in a) random value 0-255
+ cal Random ;make a (in a) random value 0-255
cp 51 ;y may not be more than 51
jr c,ypos_OK ;OK if a<51
and %00111111 ;a = 0..63
add hl,de ;hl points to <xtra info: move>
ld (hl),1 ;set move-counter to 1
inc hl ;hl to <xtra info: fire>
- ld (hl),1 ;set time-to-fire to 1 frame (fires directly)
+
+ ld a,(level_move)
+ and %00010000
+ jr z,ffiredelayed
+ ld a,1 ;set time-to-fire to 1 frame (fires directly)
+ jr ffireOK
+ffiredelayed:
+ ld a,(level_fire) ;set "ttf" to normal nr of frames
+ffireOK:
+ ld (hl),a
+ inc hl ;hl to <xtra info: bullettype>
+ ld (hl),1 ;type 1
+ inc hl ;hl to <xtra info: bullettype>
+ ld a,(RanPos)
+ and %01111111
+ ld (hl),a ;type 1
ret ;return
Random:
;--------------------------- enemy fires --------------------------------------
Enemy_fires: ;de = x,y
- push de
dec d
dec d ;d = x-2
inc e ;e = y+1
ret
found_ebullet:
- ld (hl),1 ;use bullet &&&
+ ld b,%1100
+ ld a,(level_move)
+ and %10000000
+ jr z,bulletok
+
+ ld a,(y)
+ sub e
+ add a,10
+ jp p,bulletnotup
+ ld b,%1011 ;yourY-bulY = negative (=bullet below you)
+ add a,10
+ jp p,bulletnotup
+ ld b,%1001 ;yourY-bulY = even more negative (going up)
+
+bulletnotup:
+ sub 20
+ jp m,bulletok
+ ld b,%1010 ;bullet going down
+ sub 10
+ jp m,bulletok ;even more going down
+ ld b,%1000
+
+bulletok:
+; ld a,c ;load bullet type
+; add a,a ;type*2 %..Btype.
+; add a,a ;type*4 %.Btype..
+; add a,a ;type*8 %Btype...
+ ;add bullet direction %BtypeDir
+ ld (hl),b ;set bullet direction
inc hl
ld (hl),d ;set x-pos
inc hl
ld (hl),e ;set y-pos
- pop de
- ret
+ ret
;----------------------------- enemy bullets ----------------------------------
ld hl,ebullets
ld b,nrebullets
handle_bullet:
- push bc
- push hl
+ psh bc
+ psh hl
ld a,(hl) ;load bulletType in a
or a ;is it 0?
jr nz,enemy_bullet ;no: handle bullet
inc hl ;@y
ld a,b ;restore type
- dec a ;type 1?
- jr z,ebullet_common ;normal bullet
+ cp %1100 ;&&& use <bit ?,a>
+ jr z,ebullet_common ;type %1100: normal bullet
+ and %111
+ jr z,ebullet_down ;type %1000: moving down
+ dec a
+ jr z,ebullet_up ;type %1001: moving up
+ ld b,a
-ebullet_down:
ld a,(timer)
rra
jr c,ebullet_common
- inc (hl)
+
+ ld a,b
+ dec a
+ jr z,ebullet_down ;type %1010: moving down 50%
+ ;type %1011: moving up 50%
+ebullet_up:
+ ld a,(hl)
+ dec a
+ jp m,ebullet_common
+ ld (hl),a
+ jr ebullet_common
+
+ebullet_down:
+ ld a,(hl)
+ inc a
+ cp 55
+ jr z,ebullet_common
+ ld (hl),a
ebullet_common:
ld e,(hl) ;e=y
ld ix,spr_bullete1 ;display enemy bullet
- call putsprite
+ cal putsprite
ebullet_hits:
ld a,(your_occ)
jr nz,next_bullet ;0 = you're normal
pop hl
- push hl
+ psh hl
inc hl ;check x
ld a,(x)
sub (hl)
cp 9
jr nc,next_bullet
- call damage_you ;HIT!!
+ cal damage_you ;HIT!!
remove_ebullet:
pop hl ;hl could be destroyed by damage_you
ld (hl),0 ;bullet > unused
ld b,nrenemies ;handle all enemies
handle_enemy:
- push bc
- push hl
+ psh bc
+ psh hl
ld a,(hl)
and %00000011
normal_enemy: ;occ "normal" 2 or "moving" 3
inc hl
- push hl
+ psh hl
ld e,(hl) ;e = enemy type
ld c,e ;c = e
ld e,(hl) ;y
ld a,b ;moving state was stored in b earlier
dec a ;is it 1?
- call nz,moving_enemy ;2 = moving enemy
+ cal nz,moving_enemy ;2 = moving enemy
dec hl ;@x
ld (hl),d ;store new x
or a ;has it reached zero?
jr nz,firing_done ;finished if not
- add a,64 ;re-set counter for next blast
- ld (hl),a ;save
- call Enemy_fires ;fires bullet
-
+ ld a,(level_fire) ;re-set counter for next blast
+ ld (hl),a ;save time to fire
+ inc hl ;next byte = bullettype
+ ld c,(hl) ;c = bullet type
+ psh de ;save registers for firing-use
+ cal Enemy_fires ;fires bullet
+ pop de ;restore (destroyed by Enemy_fires)
firing_done:
- push de ;save registers for firing-use
- call putsprite ;display sprite @ix
- pop de ;restore (destroyed by putsprite)
+ cal putsprite ;display sprite @ix
next_enemy:
pop hl
remove_enemy:
pop hl
ld (hl),$0000 ;bye bye enemy
- push hl
+ psh hl
jr next_enemy
exploding_enemy:
- inc hl
- push hl
- ld a,(hl)
- call explosion_stuff ;display explosion
- pop hl
+ inc hl
+ psh hl
+ ld a,(hl)
+ cal explosion_stuff ;display explosion
+ pop hl
ld a,(hl)
cp 15
;--------------------------- moving enemies -----------------------------------
moving_enemy:
+ ld a,(level_move)
+ and %1111
+ jr z,movetype_updown
+ dec a
+ jr z,movetype_vslow
+ dec a
+ jr z,movetype_fast
+ dec a
+ jr z,movetype_vfast
+
+movetype_smart:
+ ld bc,add2enemy
+ add hl,bc
+
+ ld a,(timer)
+ and %1111
+ ld a,(hl)
+ jr nz,smartupdate
+ inc a
+smartupdate:
+ ld (hl),a
+
+ or a ;reset carry flag
+ sbc hl,bc
+ and %11111100
+ jr z,movetype_fast
+
+movetype_vslow:
+ ld a,(timer)
+ and %11
+ ret z
+ inc d
+ ret
+
+movetype_fast:
+ ld a,(timer)
+ and %1
+ ret z
+movetype_vfast:
+ dec d ;move left
+ ret nz ;finished
+ pop hl ;restore stack (no ret used)
+ jr remove_enemy ;remove this enemy (off screen)
+
movetype_updown:
ld bc,add2enemy
add hl,bc
or a ;reset carry flag
sbc hl,bc
and %00100000
+ ld a,(hl) ;load current y-position
jr z,movedown
-moveup:
- ld a,(hl) ;load y-position
- dec a ;decrease y-pos (=move up)
+moveup: dec a ;decrease y-pos (=move up)
ret m ;don't move off the screen (y<0)
ld (hl),a ;save new y-pos
ret ;finish
movedown:
- ld a,(hl) ;load current y
inc a ;increase y-pos
cp 55 ;compare with bottom
ret nc ;return if it has passed that line (>40)
ld hl,enemies
ld b,nrenemies ;check all 20 enemies
check_collision:
- push hl
+ psh hl
ld a,(hl)
and %00000010
jr z,check_next ;2 or 3 = ok
inc hl
collide_enemy:
-; push hl
-; push bc
+; psh hl
+; psh bc
; ld hl,enemy00 ;enemy 1 specs
; add a,a ;a=type*2
; add a,a ;a=type*4
take_pickup:
ld a,(hl) ;load enemy type
- push hl ;we need hl
- ld hl,2 ;increase score by 2
- call scoreInc
- pop hl ;we're done
+ psh hl ;we need hl
+ ld hl,2 ;increase score by 2
+ cal scoreInc
+ pop hl ;we're done
or a
jr nz,collide ;enemy when <>0
- push hl
+ psh hl
ld hl,your_pickup ;your pickups
ld a,(hl) ;current
inc a ;go to next
ld a,1 ;yes: reset to pickup 1
not_maxpickup:
ld (hl),a ;save new
- call disp_icons ;display altered pickupicons
+ cal disp_icons ;display altered pickupicons
pop hl
dec hl ;to enemy occ
dec hl
inc a
ld (hl),a ;set to explode
- call damage_you ;auch!
+ cal damage_you ;auch!
check_next:
pop hl
djnz check_collision
ret
-;--------------------------- update score -------------------------------------
+;--------------------------- story -------------------------------------------
+
+storyPage:
+ psh hl
+ cal _clrLCD
+ pop hl
+storyLine:
+ inc hl
+ ld e,(hl)
+ inc hl
+ ld d,(hl)
+ ld (_penCol),de
+ inc hl
+ cal _vputs
+
+ ld a,(hl)
+ dec a
+ jr z,storyLine
+
+ psh hl
+ ld hl,VIDEO_MEM
+ ld de,GRAPH_MEM
+ ld bc,1024
+ ldir
+ cal _clrLCD
+ pop hl
+
+ inc hl
+ ld a,(hl)
+ inc hl
+ ld b,(hl)
+ psh hl
+ cal DoSFX
+ cal _getkey
+ pop hl
+ ret
+
+Story:
+ ld hl,story01-1
+ cal storyPage
+ cal storyPage
+ cal storyPage
+ ret
+
+story01:
+ .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06
+ .db $1b,$1d,"storyline coming soon..." ,0,0,$1d,$06
+ .db $09,$19,"the Nemesis saga continues",0,1
+ .db $2e,$21,"with NEMESIS 86" ,0,1
+ .db $52,$36,"by Shiar" ,0,0,$19,$23
+
+;--------------------------- SFX ---------------------------------------------
+
+CDoSFX:
+ ld hl,VIDEO_MEM
+ ld de,GRAPH_MEM
+ ld bc,1024
+ ldir
+ ld b,64
+ ld a,-1
+
+DoSFX: ;ins: a=beginLine b=nrOfLines
+ ld (curline),a
+SFXframe:
+ psh bc
+
+ ld a,(curline) ;get line number
+ inc a ;go to the next line
+ ld (curline),a ;update
+
+ ld l,a
+ ld h,0
+ add hl,hl
+ add hl,hl
+ add hl,hl
+ add hl,hl
+
+ ld b,h ;save hl for later
+ ld c,l
+
+ ld de,VIDEO_MEM
+ add hl,de ;go to ymin
+ ld d,h
+ ld e,l
+
+ ld hl,GRAPH_MEM
+ add hl,bc ;hl->logo
+
+ ld a,(curline) ;Calculate how many lines to draw
+ ld c,a
+ ld a,64
+ sub c
+ ld b,a
+
+SFXdisp: ;display this frame on screen
+ ld a,b ;psh b (a will not be used)
+ ld bc,16 ;one line (=16 bytes, you'd know by now)
+ ldir ;display (copy actually)
+ ld bc,-16 ;go up one line (not on screen)
+ add hl,bc ;so the same line will be displayed
+ ld b,a ;pop b
+ djnz SFXdisp ;repeat until whole screen is displayed
+
+ ld b,8
+SFXdelay:
+ halt
+ djnz SFXdelay
+
+ pop bc
+ djnz SFXframe
+ ret
+
+;--------------------------- handle boss -------------------------------------
+
+Handle_boss:
+ ld hl,GRAPH_MEM
+ ld (PutWhere),hl
+ ld ix,spr_boss01
+ ld hl,bossx
+ ld d,(hl)
+ inc hl
+ ld e,(hl)
+ jp putwidesprite
+
+;--------------------------- update score ------------------------------------
scoreInc:
- push bc
+ psh bc
ld bc,(score)
add hl,bc
ld (score),hl
ld hl,VIDEO_MEM+(56*16)
ld (PutWhere),hl
- call disp_lives
+ cal disp_lives
ld ix,spr_icon01 ;armorIcon
ld de,$1901 ;icon #1
- call putwidesprite ;display icon
- call disp_armor ;display value
+ cal putwidesprite ;display icon
+ cal disp_armor ;display value
ld ix,spr_icon00
ld a,(torp_occ)
ld ix,spr_icon02 ;torpedoIcon
no_torp:
ld de,$2901 ;icon #2
- call putwidesprite ;display
+ cal putwidesprite ;display
ld ix,spr_icon03 ;emptyIcon
ld de,$3901 ;icon #3
- call putwidesprite
+ cal putwidesprite
ld ix,spr_icon00 ;emptyIcon
ld a,(your_laser)
ld ix,spr_icon04 ;laserIcon
no_laser:
ld de,$4901 ;icon #4
- call putwidesprite
+ cal putwidesprite
ld ix,spr_icon00 ;emptyIcon
ld a,(your_multiples)
ld ix,spr_icon05
no_multiples:
ld de,$5901 ;icon #5
- call putwidesprite
+ cal putwidesprite
ld ix,spr_icon03
ld de,$6901
- call putwidesprite
+ cal putwidesprite
ld a,(your_pickup) ;pickups taken
- add a,a ;picks*2
+ add a,a ;picks*2 (sets z-flag)
ret z ;return if no pickups
add a,a ;picks*4
add a,a ;picks*8
ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01)
ld ix,spr_icon
- call putwidesprite
+ cal putwidesprite
ret
disp_armor:
ld (_penCol),hl ;place @ armorIcon
ld a,(your_armor) ;load armor left
add a,'0' ;make digit
- call _vputmap ;display char
+ cal _vputmap ;display char
ret
disp_lives:
ld (hl),'x'
inc hl
- ld a,(lives) ;nr of lives in a
+ ld a,(your_lives) ;nr of lives in a
add a,'0' ;make digit
ld (hl),a
dec hl \ dec hl
- call _vputs ;display on screen
+ cal _vputs ;display on screen
+ ret
+
+;--------------------------- proc ---------------------------------------------
+
+BLACKLCD:
+ ld hl,VIDEO_MEM ;screen location (top left)
+ ld de,VIDEO_MEM+1
+ ld (hl),%11111111
+ ld bc,1024 ;loop 1024 times = entire screen
+ ldir
+ set 3,(iy+5) ;set white on black
ret
;--------------------------- game over / new game / death ---------------------
.db $12,7,"nemesis"
save_hi:
- ld hl,own_name ; Find own variable
- xor a
- call _ABS_MOV10TOOP1
- call _FINDSYM
- ret c ; If not found, give up
+ ld hl,own_name ;find own variable
+ xor a
+ cal _ABS_MOV10TOOP1
+ cal _FINDSYM
+ ret c ;not found? who cares...
- ld a,b ; Save the stored section
+ ld a,b ;save the stored section
ld h,d
ld l,e
ld b,0
ld de,4+stored_data_start-_asm_exec_ram
add hl,de
adc a,b
- call _SET_ABS_DEST_ADDR
- ld a,0
- ld hl,stored_data_start
- call _SET_ABS_SRC_ADDR
- ld hl,stored_data_end-stored_data_start
- call _SET_MM_NUM_BYTES
- call _mm_ldir
-
- ret
+ cal _SET_ABS_DEST_ADDR
+ ld a,0
+ ld hl,stored_data_start
+ cal _SET_ABS_SRC_ADDR
+ ld hl,stored_data_end-stored_data_start
+ cal _SET_MM_NUM_BYTES
+ cal _mm_ldir
+ ret ;save done
game_over:
pop hl ;=ret (game_over was called from a procedure)
game_over_nopop:
- call _clrLCD ;clear screen
+ cal BLACKLCD ;clear screen
ld hl,$0603
ld (_curRow),hl ;center
ld hl,txt_gameover
- call _puts ;display "GAME OVER"
+ cal _puts ;display "GAME OVER"
- xor a ;clear a (AHL will be displayed)
- ld hl,$1006 ;bottom-1 right
- ld (_curRow),hl ;set
- ld hl,(score) ;your score
- call _dispahl ;display it (a=0)
+ xor a ;clear a (AHL will be displayed)
+ ld hl,$1006 ;bottom-1 right
+ ld (_curRow),hl ;set
+ ld hl,(score) ;your score
+ cal _dispahl ;display it (a=0)
ld hl,$314b ;bottom-1 right before score ^^
ld (_penCol),hl ;set
ld hl,txt_score ;"Score"
- call _vputs ;display (small)
+ cal _vputs ;display (small)
- ld hl,$1007 ;bottom right
- ld (_curRow),hl ;set
- ld hl,(hiscore) ;hi-score
- call _dispahl ;display
+ ld hl,$1007 ;bottom right
+ ld (_curRow),hl ;set
+ ld hl,(hiscore) ;hi-score
+ cal _dispahl ;display
ld hl,$3946 ;bottom right before hiscore ^^
ld (_penCol),hl ;set
ld hl,txt_hiscore ;"Hiscore"
- call _vputs ;display (small)
+ cal _vputs ;display (small)
+ res 3,(iy+5)
ld de,(score)
ld hl,(hiscore)
- call CP_HL_DE
+ cal CP_HL_DE
jr nc,no_hiscore
ld (hiscore),de
no_hiscore:
- call save_hi
+ cal save_hi
ld b,$20
wait2: halt \ halt
djnz wait2 ;delay
- call _getkey ;wait for keypress
+ cal _getkey ;wait for keypress
jp quit ;restore some things and return to TI-OS/shell
New_game:
ld (level),a ;reset level nr
ld hl,level01 ;set level pointer to level#1
ld (levelp),hl ;reset level pointer
- ld hl,lives ;starting lives
- ld (hl),4 ;3 lives (will be decreased @ You_die)
+ ld a,4
+ ld (your_lives),a ;3 lives (4 will be decreased @ You_die)
+ ld (pickuptimer),a ;next pickup after 4 enemies destroyed
You_die:
- ld hl,lives
+ ld hl,your_lives
dec (hl) ;decrease lives
ld a,(hl) ;load lives left
inc a ;if lives=0ffh then a=0
- jr z,game_over ;if so, game's over
+ jp z,game_over ;if so, game's over
xor a ;a=0
- ld (your_armor),a ;no armor
+; ld (your_armor),a ;no armor
ld (torp_occ),a ;no torpedoes
ld (your_laser),a ;no laser
ld (your_pickup),a ;reset pickups
ld (your_multiples),a ;no multiples
+ ld a,5 ;&&& betatest; remove when released!
+ ld (your_armor),a
jr nonext_level
;--------------------------- next level ---------------------------------------
ld (hl),a
ld hl,(levelp) ;level pointer
- inc hl
- inc hl
- inc hl ;update to point to next level
+ ld bc,5+32+4 ;advance four bytes (=one level)
+ add hl,bc ;update to point to next level
ld (levelp),hl ;save
ld h,0 ;increase score....
ld l,a ;by level number
ld bc,20
add hl,bc ;plus 20
- call scoreInc ;update score
+ cal scoreInc ;update score
nonext_level:
ld a,80
ld hl,(levelp) ;level pointer
ld a,(hl) ;load new level-enemy type
- ld (eventenemy),a ;set level-enemy
+ ld (level_enemy),a ;set level-enemy
inc hl
ld a,(hl) ;load new appearance-time
ld (eventtime),a ;set
inc hl
ld a,(hl) ;load nr of enemies in this level
ld (eventleft),a ;set nr of events left
+ inc hl
+ ld a,(hl) ;movement of enemies in this level
+ ld (level_move),a ;do it
+ inc hl
+ ld a,(hl) ;how frequent the enemies fire a bullet
+ ld (level_fire),a ;consider it done
+
+ inc hl
+ ld de,spacespace
+ ld bc,36
+ ldir
+
+; xor a
+; ld (level_occ),a ;no boss (yet)
+
+ ld ix,starx1
+ ld b,nrstars1
+ cal placestars
+ ld hl,RanPos
+ inc (hl)
+ ld ix,starx2
+ ld b,nrstars2
+ cal placestars
xor a
ld (timer),a ;reset time
ld hl,x ;begin position x=...
ld (hl),a ;...=a=0=left
inc hl ;y=...
- ld (hl),24 ;...=24=middle
+ ld a,24 ;...=24=middle
+ ld (hl),a ;your y
+ ld (bossy),a ;and y of boss
+ ld a,80
+ ld (bossx),a
ld a,(torp_occ)
or a ;no torpedoes?
torpsclear:
ld de,$0018 ;x=0, y=24 (like you..)
- call Place_multiples ;place all multiple-positions at (0,24)
+ cal Place_multiples ;place all multiple-positions at (0,24)
ld hl,ybullets ;clear your/enemy bullets
ld (hl),a ;clear first byte
;--------------------------- setup game ---------------------------------------
game_setup:
- call _clrLCD ;clear screen
- ld a,%10111011
- ld hl,VIDEO_MEM ;screen location (top left)
- ld b,0 ;b = 0 (loop 0-1 = 0FFh = 256 times)
-clearloop2:
- inc a
- ld (hl),a ;clear four times (total = 256*4 = 1024 bytes)
- inc hl
- ld (hl),a
- inc hl
- xor $ff
- ld (hl),a
- inc hl
- ld (hl),a
- inc hl
- xor $ff
- djnz clearloop2 ;repeat 256x
-
+ cal BLACKLCD
ld hl,$0703
ld (_curRow),hl ;center
ld hl,txt_level
- call _puts ;display "LEVEL "
+ cal _puts ;display "LEVEL "
ld a,(level)
ld l,a
ld h,$00
- call UNPACK_HL
+ cal UNPACK_HL
add a,'0'
ld b,a
- call UNPACK_HL
+ cal UNPACK_HL
add a,'0'
- call _putc ;display second digit
+ cal _putc ;display second digit
ld a,b
- call _putmap ;display first digit
+ cal _putmap ;display first digit
ld hl,$0904
ld (_curRow),hl ;display lives left below level nr
ld hl,txt_lives ;bar text: "Lx0"...
- ld a,(lives) ;lives left
+ ld a,(your_lives) ;lives left
add a,'0' ;make value
ld (txt_lives+3),a ;add to text
- call _puts ;display the string
+ cal _puts ;display the string
+ res 3,(iy+5) ;set white on black
ld b,$20
wait: halt \ halt
djnz wait ;delay
- call _getkey ;wait for keypress
+ cal _getkey ;wait for keypress
- call _clrLCD ;clear screen
- call disp_icons ;display bottom icons
+ cal CLEARLCD ;clear screen
+ cal disp_icons ;display bottom icons
ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom
ld b,16 ;draw 16x (screen width)
djnz drawline ;repeat (16bytes * 8pixels =128= screen width)
ret
+
+placestars:
+ add a,b
+ rlca \ rlca
+ ld hl,(RanPos)
+ add a,(hl)
+ xor %00100100
+ rlca
+ ld (hl),a
+
+ ld h,0 ; l = 0
+ ld l,a ;hl = 0..255
+ add hl,hl ;hl = 0..510
+ ld c,a ;hl = 0..765
+
+ ld a,r ;a = 0..255
+ rra ;a = 0..127
+ ld d,0
+ ld e,a
+ add hl,de
+ ld e,c
+ add hl,de
+
+ ld de,GRAPH_MEM
+ add hl,de
+
+ ld (ix),l
+ ld (ix+1),h
+ inc ix \ inc ix
+ djnz placestars
+ ret
+
;--------------------------- putsprite ----------------------------------------
;--------------------------- de =(X,Y) ----------------------------------------
ld d,(ix)
ld b,(ix+1)
-_oloop: push bc ;Save # of rows
- push hl ;Save screen address
+_oloop: psh bc ;Save # of rows
+ psh hl ;Save screen address
ld b,d ;Load width
ld c,(ix+2) ;Load one line of image
inc ix
ld d,(ix)
ld b,(ix+1)
-woloop: push bc ;Save # of rows
- push hl ;Save screen address
+woloop: psh bc ;Save # of rows
+ psh hl ;Save screen address
ld b,d ;Load width
ld c,(ix+2) ;Load one line of image
inc ix
;------------------------------- sprites --------------------------------------
;------------------------------------------------------------------------------
-spr_ship:
- .db 9,1 ;ship icon
- .db %11100000 ; ███
- .db %01111000 ; ████
- .db %00111110 ; █████
- .db %01111001 ; ████ █
- .db %01111001 ; ████ █
- .db %01111001 ; ████ █
- .db %00111110 ; █████
- .db %01111000 ; ████
- .db %11100000 ; ███
-
spr_ship01:
.db 7,7 ;ship alpha class
.db %01111000 ; ████
.db %01010000 ; █ █
spr_ship02:
- .db 7,7 ;ship beta class
- .db %11100000 ; ███
- .db %11110000 ; ████
- .db %01111100 ; █████
- .db %01110010 ; ███ █
- .db %01111100 ; █████
- .db %11110000 ; ████
- .db %11100000 ; ███
+; .db 7,7 ;ship beta class
+; .db %11100000 ; ███
+; .db %11110000 ; ████
+; .db %01111100 ; █████
+; .db %01110010 ; ███ █
+; .db %01111100 ; █████
+; .db %11110000 ; ████
+; .db %11100000 ; ███
spr_ship02i:
- .db 7,7 ;ship beta class
- .db %01000000 ; █
- .db %10100000 ; █ █
- .db %01010100 ; █ █ █
- .db %00100010 ; █ █
- .db %01010100 ; █ █ █
- .db %10100000 ; █ █
- .db %01000000 ; █
+; .db 7,7 ;ship beta class
+; .db %01000000 ; █
+; .db %10100000 ; █ █
+; .db %01010100 ; █ █ █
+; .db %00100010 ; █ █
+; .db %01010100 ; █ █ █
+; .db %10100000 ; █ █
+; .db %01000000 ; █
spr_multiple:
.db 6,4 ;multiples
.db %10011000,%11110101 ; █ ██ ████ █ █
.db %11100110,%00110010 ; ███ ██ ██ █
spr_icon03:
- .db 16,7 ;empty .......:.......:
- .db %10000000,%00000000 ; █
- .db %10000000,%00000000 ; █
- .db %10000000,%00000000 ; █
- .db %10000000,%00000000 ; █
- .db %10000000,%00000000 ; █
- .db %10000000,%00000000 ; █
- .db %10000000,%00000000 ; █
+ .db 8,7 ;empty .......:
+ .db %10000000 ;00000000 ; █
+ .db %10000000 ;00000000 ; █
+ .db %10000000 ;00000000 ; █
+ .db %10000000 ;00000000 ; █
+ .db %10000000 ;00000000 ; █
+ .db %10000000 ;00000000 ; █
+ .db %10000000 ;00000000 ; █
spr_icon04:
.db 16,7 ;laser .......:.......:
.db %10000000,%00000000 ; █
.db %10000000,%00000000 ; █
spr_icon05:
.db 16,7 ;multiple .......:.......:
- .db %10000011,%10000000 ; █ ███
- .db %10000001,%11100110 ; █ ████ ██
- .db %10000001,%11100000 ; █ ████
- .db %10000011,%10000000 ; █ ███
- .db %10011000,%00000000 ; █ ██
+ .db %10000011,%10000000 ; █ ███
+ .db %10000001,%11100110 ; █ ████ ██
+ .db %10000001,%11100000 ; █ ████
+ .db %10000011,%10000000 ; █ ███
+ .db %10011000,%00000000 ; █ ██
.db %10111100,%11000011 ; █ ████ ██ ██
- .db %10011000,%00000000 ; █ ██
+ .db %10011000,%00000000 ; █ ██
;---------------------------- texts -------------------------------------------
-txt_about: .db " v0.93.911",127,"by Shiar",0
+txt_about: .db " v0.94.A08",127,"by Shiar",0
txt_email: .db "shiar0@hotmail.com",0
+txt_menu1: .db "CONTINUE",0
+txt_menu2: .db "NEW GAME",0
+
txt_level: .db "LEVEL ",0
txt_gameover: .db "GAME OVER!",0
txt_score: .db "Score",0
;---------------------------- save data ---------------------------------------
PutWhere .dw GRAPH_MEM ;where to put the wide sprites
-
-timer .db $00 ;frame counter
level .db $00 ;level number
-levelp .dw level01 ;pointer to level data
-
-eventenemy .db $02 ;enemy type
-eventtime .db $15 ;enemy frequency
-eventleft .db $00 ;nr. of enemies still to come
-nextevent .db $50 ;time to next event
-pickuptimer .db $04
+levelp .dw $0000 ;pointer to level data
score .dw $0000
+
stored_data_start:
hiscore .dw $0000
stored_data_end:
your_pickup .db $00
your_occ .db $00 ;0=normal 1..16=exploding
-your_inv .db $50 ;invincibility left
-your_armor .db $13 ;HP left
-lives .db $04 ;
-x .db $16 ;x-pos
-y .db $46 ;think about it..
-hp .db $00 ;hitpoints left
-
-your_laser .db $01 ;laser avail: 0=no, 1=yes
+your_inv .db $00 ;invincibility left
+your_armor .db $00 ;HP left
+your_lives .db $00 ;
+
+your_laser .db $00 ;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)
.db spr_enemy05-spr_enemy00
.db spr_enemy06-spr_enemy00
.db spr_enemy07-spr_enemy00
+ .db spr_enemy08-spr_enemy00
spr_enemy00:
- .db 7,5 ;pickup
- .db %11111110 ; ███████
- .db %11111110 ; ███████
- .db %11000110 ; ██ ██
- .db %11111110 ; ███████
- .db %11111110 ; ███████
+ .db 7,5 ;pickup
+ .db %11111110 ; ███████
+ .db %11111110 ; ███████
+ .db %11000110 ; ██ ██
+ .db %11111110 ; ███████
+ .db %11111110 ; ███████
spr_enemy01:
- .db 6,6 ;enemy type one
- .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 8,6 ;enemy type two
- .db %00111111 ; █████
- .db %01111000 ; ████
- .db %11111100 ; ██████
- .db %11111100 ; ██████
- .db %01111000 ; ████
- .db %00111111 ; █████
+ .db 8,6 ;enemy type two
+ .db %00111111 ; █████
+ .db %01111000 ; ████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111000 ; ████
+ .db %00111111 ; █████
spr_enemy03:
- .db 6,6 ;enemy type three
- .db %01111100 ; █████
- .db %11110000 ; ████
- .db %11111000 ; █████
- .db %11111000 ; █████
- .db %11110000 ; ████
- .db %01111100 ; █████
+ .db 6,6 ;enemy type three
+ .db %01111100 ; █████
+ .db %11110000 ; ████
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %11110000 ; ████
+ .db %01111100 ; █████
spr_enemy04:
- .db 6,6 ;enemy type four
- .db %00111000 ; ███
- .db %01111100 ; █████
- .db %11111000 ; █████
- .db %11111000 ; █████
- .db %01111100 ; █████
- .db %00111000 ; ███
+ .db 6,6 ;enemy type four
+ .db %00111000 ; ███
+ .db %01111100 ; █████
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %01111100 ; █████
+ .db %00111000 ; ███
spr_enemy05:
- .db 7,6 ;enemy type four
- .db %00011110 ; ████
- .db %01111110 ; ██████
- .db %11111100 ; ██████
- .db %11111100 ; ██████
- .db %01111110 ; ██████
- .db %00011110 ; ████
+ .db 7,6 ;enemy type five
+ .db %00011110 ; ████
+ .db %01111110 ; ██████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111110 ; ██████
+ .db %00011110 ; ████
spr_enemy06:
- .db 7,6 ;enemy type four
- .db %00011100 ; ███
- .db %01111110 ; ██████
- .db %10111000 ; █ ███
- .db %10111000 ; █ ███
- .db %01111110 ; ██████
- .db %00011100 ; ███
+ .db 7,6 ;enemy type six
+ .db %00011100 ; ███
+ .db %01111110 ; ██████
+ .db %10111000 ; █ ███
+ .db %10111000 ; █ ███
+ .db %01111110 ; ██████
+ .db %00011100 ; ███
spr_enemy07:
- .db 8,6 ;enemy type four
+ .db 8,6 ;enemy type seven
+ .db %00011110 ; ████
+ .db %01111111 ; ███████
+ .db %10011100 ; █ ███
+ .db %10011100 ; █ ███
+ .db %01111111 ; ███████
+ .db %00011110 ; ████
+spr_boss01:
+ .db 16,10 ;boss type one
+ .db %00000001,%11111111 ; █████████
+ .db %00001111,%11111110 ; ███████████
+ .db %00111111,%11110000 ; ██████████
+ .db %01011111,%10000000 ; █ ██████
+ .db %10011111,%01000000 ; █ █████ █
+ .db %10011111,%01000000 ; █ █████ █
+ .db %01011111,%10000000 ; █ ██████
+ .db %00111111,%11110000 ; ██████████
+ .db %00001111,%11111110 ; ███████████
+ .db %00000001,%11111111 ; █████████
+
+
+spr_enemy08:
+ .db 8,6 ;enemy type eight
.db %00011110 ; ████
.db %01111111 ; ███████
enemy00:.db %10011100 ; █ ███
.db %00000010,1,1,0
enemy02: ;#2 HP:1 app:halflure
.db %00000010,2,3,0
-enemy03: ;#3 HP:1 app:random moving
- .db %00000011,3,1,0
+enemy03: ;#3 HP:1 app:lure
+ .db %00001111,3,2,0
+
enemy04: ;#4 HP:2 app:lure
.db %00000110,4,2,0
enemy05: ;#5 HP:2 app:random moving
- .db %00000111,5,1,0
+ .db %00000111,5,3,0
enemy06: ;#6 HP:3 app:lure moving
.db %00001011,6,2,0
-enemy07: ;#7 HP:6 app:halflure moving
- .db %00010111,7,3,0
+
+enemy07: ;#7 HP:7 app:halflure moving
+ .db %00011011,7,3,0
;----------------------------- level info -------------------------------------
-level01:
- .db $01,$1b,$2f ;enemy nr ; enemy frequency ; next lvl
-level02: ;frequency must be odd if halfluring!
- .db $02,$11,$4b
+ ;format: enemy nr; enemy frequency; next lvl; level_move; level_fire
+ ;tunnel size; groundtype; 17_ground; 17_ceiling; stars1; stars2
+level01: ;efrequency must be odd if halfluring!
+ .db $01,$1b,$2f,%00010000,255,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+level02:
+ .db $02,$13,$4b,%01010000,064,0,0
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
level03:
- .db $03,$1f,$3f
+ .db $03,$2d,$3f,%01100000,255,-9,1
+ .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20
+ .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18
+ .db -1,-1
+
level04:
- .db $04,$0d,$4f
+ .db $04,$11,$41,%00010000,057,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
level05:
- .db $05,$23,$3d
+ .db $05,$11,$45,%01010010,031,-7,1
+ .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2
+ .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
level06:
- .db $06,$1f,$39
+ .db $06,$19,$3a,%01110000,255,-4,1
+ .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
+ .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
level07:
- .db $07,$1d,$f9
+ .db $07,$09,$ff,%00010000,043,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
;----------------------------- logo -------------------------------------------
.end
.end
-;----------------------------- NEMESIS'86 by Shiar ----------------------------
-
-;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS
-;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.93.911
-;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · 11.IX.99
-;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only
-;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 3098 bytes on calc
-
-;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR
-;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958
-;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar0@hotmail.com
-;Homepage · · · · · · · · · · · · · · · · · · · · · · · · · · · · come.to/shiar
-
-;Notes:
-; <*> This game is not yet finished (BETA) and there may still be some bugs.
-; <*> I'll probably release the source when the game has been finished.
-; <*> Have fun, and have even more fun with the completed version of NEMESIS!
-;----------------------------- version history --------------------------------
+;------------------------------------------------------------------------------
-;0.01.717 -- 17.VII.99 -- size 909
-;
-; + used "Galaxian"-game engine (drawings, movement, enemy-routines)
-; + movement of ship over 3/4 screen (96 pixels; 32 pixels for score)
-; + enemies moving from right to left, appearing right at specified times
-;
-; 0.1.718 -- 18.VII.99 -- size 832
-;
-; # 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 1078
-;
-; + ability to fire bullets (F1). Enemies disappear on impact
-; * enemies explode instead of disappearing
-;
-; 0.3.719 -- 19.VII.99 -- size 1326
-;
-; * bullets appear correctly (not INSIDE your ship)
-; + some enemies can take multiple hits (differs per class)
-; + all enemies fire bullets at random
-; + if you're hit by bullet/enemy, you'll lose one hitpoint
-;
-; 0.4.720 -- 20.VII.99 -- size 1406
+;0.94.1008 -- 08.X.99 -- size 4531 (4456)
;
-; # 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 when at left side (instead of becoming invisible)
-; + displays level number before each level begins
+; + starfield background scrolling left (2 layers (front and back))
+; * enemies aim their bullets towards you: 5 different directions!
+; # removed some unintended <add a,a> instructions
+; * gamefield is now white on black instead of normal black on white!
+; + enemies can also move slowly, fast, very fast, or 1st fast then slow
+; # you can't fire when you're exploding
+; + GROUND scrolling at bottom. You die if you hit the ground (!!!)
+; (unlike the ground in version 0.925test there are NO bugs)
+; + ceiling scrolling at top, just like the ground
+; * ground and ceiling profile are different each level
+; * ground and/or ceiling can be non-present (speeding up cause skipped)
+; # no more BIG crash if enemies fire too much bullets ( >10)
+; + frequency of enemies firing bullets differs per level
+; * stars scroll at alternate speeds, different than any ship/pick (3/4)
+; + special effect displaying titlescreen (stole from Spaze Invaders'83)
+; * enemies can fire either directly on entering the level, or not
+; + "tunnel" (playfield) can narrow/grow at random (depending on level)
+; * minimum size of "tunnel" can be different per level
+; + menu at startup. select "NEW GAME" and "LOAD GAME" with up/down
+; - nemesis doesn't use the SpazeInvaders effect anymore (took too long)
+; + choosing new game will display a demo first (text will be displayed
+; with special effect [SI] saying the storyline will come soon)
+; * levels altered to be more challenging and different (seven levels)
+; # the usual bugs that come with new features removed (i think?)
+; * you get 5 shield-points at start and after death
;
-; 0.5.725 -- 25.VII.99 -- size 1703
;
-; * 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
-;
-; 0.6.820 -- 20.IIX.99 -- size 2077 -- MAJOR UPGRADE first release (not on web)
-;
-; * play field increased to full screen instead of 3/4
-; + bottom eight lines used for score (etc) display
-; - no more solid levels, enemies are placed at random
-; + enemies appear every x turns (depends on level)
-; # fixed bullets so they don't disappear at 3/4 of the screen
-; * A LOT of optimizations both in speed and size!!
-; + enemy type, frequency, and number specified per level
-; + bottom score bar displays score, lives and icons (to be used later)
-; * smarter enemy handling (so enemies have different sizes)
-; + bottom bar divided from playing field by a horizontal line
-; + five levels (and five enemies) made
-; # game vars reset at start and game over
-; + NEMESIS LOGO displayed at startup!! (also, program grew 350bytes ):
-; + version/credits string displayed below logo: v0.6.820 by shiar (ICQ#)
-;
-;0.61.825 -- 25.IIX.99 -- size 2085 -- small changes to v0.6
-;
-; # pointer to fifth ship corrected (ships in level 5 weren't displayed)
-; # calc doesn't crash anymore when game is continued after game over!!
-; + lives are decreased when ship is destroyed
-; # last eight pixels of divider line are shown correctly now
-;
-; 0.7.92 -- 02.IX .99 -- size 2303 -- optimizations and pickups
-;
-; + contrast is increased one level at startup (and restored on exit)
-; + invulnerable for a sec when you enter the game (inv-pickup later)
-; + when in invulnerable-mode, your ship look different!
-; + at the beginning you get three *hitpoints* so you can be hit 3 times
-; * bottomline icons are now 16 pixels wide and 7 pixels high!
-; + hitpoint icon added: displays nr. of hps left next to a nice picture
-; * maximum invulnerability-time is increased (can last upto 1024 frames)
-; + when invulnerable-mode has nearly expired, your ship flashes!
-; * again a lot of optimizations esp. in size ('bout 100 bytes)
-; + pickups! 10% chance a destroyed enemy changes into an armor-pickup
-; # code optimization caused some bullets to reappear as "fake" bullets
-; * pickups can't be destroyed by bullets (they pass right through it)
-;
-; 0.8.93 -- 03.IX .99 -- size 2433 -- small improvements and bugfixes
-;
-; + enemies move individually, not all at the same time!! Looks very nice
-; # titlescreen background is cleared (looked weird in Rascall and TI-OS)
-; + enemies fire at a ### rate instead of firing at will (too random)
-; # moving enemies don't move off the screen top/bottom (they wait there)
-; + seven playable levels going easy to hard (including moving enemies)
-; # xtraInfo data wasn't reset when a moving enemy entered the game
-; * longer delay when level is completed (NextLevel screen came too soon)
-;
-; 0.9.94 -- 04.IX .99 -- size 2693 -- FIRST MAJOR (BETA) RELEASE; on websites
-;
-; # pickups no longer fire bullets like normal enemies
-; + <halt>s added so the game runs slower and looks better
-; + TORPEDOES!!! Bullets that fire downwards! Just like in Nemesis
-; * a pickup selects the next icon on bottom bar instead of increasing hp
-; + an icon can be taken by pressing F2. second icon selects torpedoes
-; + first icon increases armor, icon 3 and 4 are unused for now
-; * selecting an unused icon (3+4) resets pickups like icon 1 and 2
-; * when you're destroyed, you loose one life instead of going game over
-; you also loose all upgrades and pickups, but remain in the same level
-; * random is more randomized, no more "tricks" to fool the randomizer
-; # after game over the game is terminated instead of continuing+crashing
-; - 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 -- good improvements (upgrades); beta rel.
-;
-; + 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
-;
-; 0.92.98 -- 08.IX .99 -- size 2831 -- beta released to testers
-;
-; + all bullets and enemies are removed at the start of a level
-; # you can fire bullets again (no more laser at startup)
-; * pickups aren't given at random, but appear every x enemies destroyed
-; # solved a minor bug in invulnerability flashing display
-; * clearScreen procedure improved (faster and smaller)
-; # fifth icon couldn't be selected (so no multiples selectable). fixed
-; * laserbeam lasts 5 turns (laser wasnt good enough compared to bullets)
-;
-;0.93.911 -- 11.IX .99 -- size 3098
-;
-; # torpedo-upgrade was cleared when firing torpedo at the end of a level
-; * pickups move away half the speed of enemies (one pixel every 2 turns)
-; # fixed a bug causing some calcs to crash on quit
-; # contrast was not restored after game over (remained one step darker)
-; * fire key changed from F1 to 2ND, select key changed from F2 to ALPHA
-; * improved key-checking procedureS (much faster, smaller, better, yea)
-; * changed title screen, displays version white on black and my e-mail
-; + score count!! simple system: one point for an enemy destroyed, two
-; for collision, and one point every 256 frames. plus level clear bonus
-; + saves HISCORE!!! At game-over screen your- and hi-score are displayed
-; * Game over screen will be displayed before quit after pressing <exit>
-; + screen is cleared and cursor moved to top-left on quit
-; * multiples move only when YOU move, just like the original MSX-Nemesis
-; * multiple is placed at your position when selected/at start of level
-; * minor changes in iconbar (3rd icon is empty, line between 5th/score)
-
-
; + added - removed * changed # bug fixed
+