version 0.97 pre: reinternalise levels, minor updates
authorMischa Poslawsky <nemesis@shiar.org>
Tue, 20 Jun 2000 22:00:00 +0000 (00:00 +0200)
committerMischa Poslawsky <nemesis@shiar.org>
Wed, 18 Mar 2009 02:55:13 +0000 (03:55 +0100)
# bullets do damage in all levels
* more armor at armor-upgrade and extra armor at end of a level
- internal levels again (no need for external, safer/smaller)
# some registers not correctly pushed/popped
* several optimizations (init.procs some bytes smaller)

nemesis.z80
nemesis0.z80 [deleted file]

index feb535d97c841c372dba435c1df9a09f3bc0354a..24c7366fd00d6fd0378474c933fa3664520bb575 100644 (file)
@@ -40,18 +40,9 @@ _asapvar     = $d6fc
 
 storepos       = _asm_exec_ram+6000            ;120 OF 165
 storepos2      = _asm_exec_ram+6200            ;141 OF 167
-exlevel                = _asm_exec_ram+6400            ;784+OF 2.7kb
-
-XLlevelsdata   = exlevel+8                     ;size: upto 1016 bytes
-XLweapondata   = exlevel+1024                  ;size: always 64 byte
-XLenemytable   = exlevel+1088                  ;size: always 16 byt
-XLenemyinfos   = exlevel+1104                  ;size: always 64 by
-XLsprenemies   = exlevel+1168                  ;size: like  128 b (upto 1kb)
 
 ;---------------------- in-game vars ------------------------------------------
 
-temp1          = storepos              ;+0+1   ;temp (2 bytes) bullet
-
 just_fired     = storepos+2            ; +2    ;counts how long a blast lasts
 curline                = storepos+2            ; +2    ;used to display SFX
 menuitem       = storepos+2            ; +2    ;used to store menu location
@@ -95,22 +86,23 @@ your_prevpos        = your_locpos+1         ;+88    ;save previous positions (32d)
 
 ;^-----------------------------------<1        ;-120=$78
 
-nrenemies      = 10                            ;max. nr of enemies
+enemies                = storepos2             ;  +0   ;info about each enemy (6byt)
 enemysize      = 7
-enemies                = storepos2             ; +0    ;info about each enemy (6byt)
+nrenemies      = 10                            ;max. nr of enemies
 
-nrybuls                = 10
-ybullets       = enemies+(nrenemies*6) ;+80    ;60 bytes = 20(state,x,y)
-nrebuls                = 10
+ybullets       = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,x,y)
+nrybuls                = 32                    ; +80\
 ebullets       = ybullets+(nrybuls*3)  ;+110   ;30 bytes = 10(state,x,y)
+nrebuls                = 16
 
 ybuls          = ebullets+(nrebuls*3)  ;+140
+maxbullets = 32
 
 ;^-----------------------------------<2        ;-141=$8D
 ;level_info:
 ;      [0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
 ;enemies:
-;      [HP] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)]
+;      [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)]
 ;      [ship type or explosion frame] [x] [y] [move] [fire]
 
 ;---------------------- introduction ------------------------------------------
@@ -137,22 +129,6 @@ Icon:      .db 8,1                 ;icon for YAS: width = 1byte; height = 9bytes
 
 level_name: .db 8,"nemesis0"
 
-StartFix:
-       im  1
-       ld  hl,$D400
-       ld  de,$D401
-       ld  bc,$0100
-       ld  (hl),$D3
-       ldir
-       ld  hl,int_handler
-       ld  de,$D3D3
-       ld  bc,int_end-int_handler
-       ldir
-       ld  a,$D4
-       ld  i,a
-       im  2
-       ret
-
 int_handler:
        ex  af,af'
        in  a,($03)
@@ -165,52 +141,38 @@ int_end:
 
 init:  cal BUSY_OFF            ;turns the run-indicator off, obviously
        cal _clrScrn            ;clean the screen
-
-Loadlevel:
-       ld  hl,level_name-1     ;find own variable
-       rst 20h                 ;cal _ABS_MOV10TOOP1
-       rst 10h                 ;cal _FINDSYM
-       ret c                   ;not found? who cares...
-
-       cal _ex_ahl_bde
-       cal _SET_ABS_SRC_ADDR
-       xor a
-       ld  hl,exlevel
-       cal _SET_ABS_DEST_ADDR
-       ld  hl,4+4
-       cal _SET_MM_NUM_BYTES
-       cal _mm_ldir
-
-       ld  hl,(exlevel+4+2)
-       cal _SET_MM_NUM_BYTES
-       cal _mm_ldir
-
-       xor a
-       ld  hl,XLweapondata
-       cal _SET_ABS_DEST_ADDR
-       ld  hl,272
-       cal _SET_MM_NUM_BYTES
-       cal _mm_ldir            ;save done (cal \ ret)
-
-setup: xor a                   ;<ld a,0>: reset:
+       xor a                   ;ld a,0
        ld (iy+13),a            ;don't affect TEXT_MEM and don't scroll screen
+       cal _flushallmenus      ;remove TI menus
        ld (_asapvar+1),a       ;Asm( thinks it's the first time it runs Nems.
-       cal StartFix
-setcontrast:
-       ld  a,(CONTRAST)        ;load current contrast level
-       cp  $1f                 ;if already at maximum...
-       jr  z,skipdarken        ;...then skip level increase
-       inc a                   ;otherwise increase contrast level
-skipdarken:
-       out (2),a               ;set it
+
+FixKeys:                       ;fixes some key problems like left+down bug
+       im  1
+       ld  a,$D4
+       ld  bc,$0100
+       ld  h,a
+       ld  l,c                 ;ld hl,$D400
+       ld  d,a
+       ld  e,b                 ;ld de,$D401
+       dec a                   ;ld a,$D3
+       ld  (hl),a
+       ldir
+       ld  hl,int_handler
+       ld  d,a
+       ld  e,a                 ;ld de,$D3D3
+       ld  bc,int_end-int_handler
+       ldir
+       inc a                   ;ld a,$D4
+       ld  i,a
+       im  2
 
 ;---------------------- main menu ---------------------------------------------
 
 LogoPut:
        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
+       ld  b,e                 ;ld b,16: one line
 AboveLogo:
        ld  (de),a              ;clear/n byte
        inc de                  ;next
@@ -219,14 +181,6 @@ AboveLogo:
        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  a,%11111111         ;horizontal line mask
@@ -280,7 +234,7 @@ menuloop:
        ld  (_curRow),hl
        cal _putc
 
-       halt \ halt \ halt \ halt
+       halt \ halt
 
        cal GET_KEY             ;wait for keypress
        cp  K_UP
@@ -300,11 +254,7 @@ menuloop:
        ld  a,(menuitem)
        dec a
        jr  nz,startnewgame
-       cal Continue_game
-       jr  game_main_loop
-
-startnewgame:
-       cal New_game
+       cal samelevel
        jr  game_main_loop
 
 menuchange:
@@ -314,12 +264,15 @@ menuchange:
        jr  menuloop
 
 do_invert:
-       ld  (hl),$EE
+       ld  (hl),$2F ;cpl
        ret
 undo_invert
-       ld  (hl),$E6
+       ld  (hl),$B7 ;or a
        ret
 
+startnewgame:
+       cal New_game
+
 ;------------------------------------------------------------------------------
 ;---------------------- game loop ---------------------------------------------
 ;------------------------------------------------------------------------------
@@ -384,11 +337,7 @@ game_stuff:
        cal CheckGround         ;check for collision with the ground
 
 check_keys:
-       cal GET_KEY
-       cp  K_GRAPH
-       cal z,Teacher
-
-       ld  a,%00111111         ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
+       ld  a,%10111111         ;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!
@@ -406,19 +355,23 @@ check_firekey:
        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
+       xor a                   ;no:
+       ld  (just_fired),a      ;reset just_fired
 
 check_selkey:
        ld  a,%01011111         ;look at first column of keys (ALPHA to STO)
        out (1),a               ;gimme
        nop \ nop               ;what's taking you so long
        in  a,(1)               ;at last... our precious keyzzz...
-                               ;old: <bit 7,a \ cal z,select> now see this:
+
+       bit 6,a                 ;'bout the GRAPH key...
+       cal z,Teacher           ;you didn't _press_ it, did you?!?
+
        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
+       cal inc_weapdamage
 
 _gamestuff1:
        cal Handle_Ship         ;move you
@@ -432,7 +385,22 @@ _gamestuff1:
        cal Display_Screen      ;display all
        halt                    ;delay
 
-       jp  game_main_loop      ;LOOP^^^^^^^^^^^^^
+       jp  game_main_loop      ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+inc_weapdamage:
+       ld  a,0
+weapincs =$-1
+       inc a
+       cp  31
+       ret nc                  ;return if increased 16 times or more already
+       ld  (weapincs),a
+
+       ld  b,1
+weapdamage =$-1
+       add a,b
+
+       ld  (curweapdamage),a
+       ret
 
 ;--------------------------- ground -------------------------------------------
 
@@ -736,9 +704,7 @@ teacherans:
 ;--------------------------- exit ---------------------------------------------
 
 quit:
-       im  1
-       ld  a,(CONTRAST)        ;load original contrast level
-       out (2),a               ;and set it back
+       im  1                   ;release keyfix procedure
        ld  (iy+13),3           ;use textshadow (TEXT_MEM) and scrolling
 
        ld  hl,GRAPH_MEM        ;graph-screen location
@@ -749,8 +715,7 @@ quit:
 
        jp  _clrWindow          ;as _clrLCD but also clears TEXT_MEM (like the
                                ;_clrScrn) AND also executes _homeup and ret
-; cal _clrScrn
-; jp  _homeup
+
 ;--------------------------- display ------------------------------------------
 
 Display_Screen:
@@ -762,7 +727,7 @@ displayloop:
 displaytloop:
        ld  a,(hl)              ;copy byte from (hl)
 _invert:
-       xor $ff                 ;   }   ;invert byte (white<=>black)
+       cpl                     ;xor $ff: invert byte (white<=>black)
        ld  (de),a              ;to (de)
        inc hl \ inc de         ;next byte
        dnz displaytloop        ;16x hl >> de
@@ -993,12 +958,14 @@ select:
        jr  nz,select2          ;no, carry on
 select1:
        ld  a,(your_armor)      ;load current armor
-       cp  24                  ;is it >=24
-       ret nc                  ;then return (armor may not be 25 or more)
-       xor a
-       ld  (your_pickup),a     ;reset pickups (a=0)
-       ld  hl,your_armor       ;change armor
-       inc (hl)                ;increase HPs by one
+       cp  25-6                ;may not become >=25
+       jr  c,select1_          ;ok then just add 6
+       ld  a,25-6              ;set to maximum (6 will be added below)
+select1_:
+       add a,6                 ;add 6 to armor
+       ld  (your_armor),a      ;change armor
+       xor a                   ;ld a,0
+       ld  (your_pickup),a     ;reset pickups
        jp  disp_icons          ;display and return
 select2:
        dec a                   ;is it 2?
@@ -1017,17 +984,7 @@ select3:
        cp  10
        jp  nc,disp_icons       ;>=10
        ld  (hl),a
-
-       add a,a                 ;weap*2
-       add a,a                 ;    *4
-       add a,a                 ;    *8
-       ld  c,a
-       ld  b,0
-       ld  hl,XLweapondata-7
-       add hl,bc
-       ld  a,(hl)
-       ld  (ybuls),a
-
+        cal loadweapon
        jp  disp_icons          ;display n return
 select4:
        dec a                   ;is it 4?
@@ -1052,11 +1009,6 @@ select6:
 ;------------------------- fire bullet ----------------------------------------
 
 Fire_bullet:
-       ld  hl,RanPos           ;random
-       inc (hl)                ;update random counter
-
-;      ld  a,(laserlasts)
-;      ld  b,5
        ld  hl,just_fired
        ld  a,(hl)              ;just_fired
        cp  5                   ;already pressed?
@@ -1087,7 +1039,7 @@ fireany:
        dec a                   ;1=yes
        jr  z,fire_laser
 
-       ld  ix,XLweapondata-6
+       ld  ix,weapondata-6
        add a,a                 ;weap*2
        add a,a                 ;    *4
        add a,a                 ;    *8
@@ -1108,7 +1060,7 @@ fireany:
        ld  c,(ix)
        xor a
        cp  c
-       jr  nz,fire_ybullet
+       cal nz,fire_ybullet
        ret
 
 fire_torp:
@@ -1201,22 +1153,22 @@ nolashit:
        dnz laserhits           ;check all enemies
        ret
 
-enemy_lashit:
+enemy_lashit: ;&&&before nolashit
        cal enemy_hit
        jr  nolashit
 
 fire_ybullet:
        ld  hl,ybullets
        ld  de,3
-       ld  a,(ybuls)
-       ld  b,a
+       ld  b,maxbullets
 find_ybullet:
        ld  a,(hl)
        or  a
        jr  z,found_ybullet     ;0 = no bullet here
        add hl,de
        dnz find_ybullet        ;look next bullet
-       ret
+       pop hl                  ;don't try to fire any other bullets
+       ret                     ;so ret twice
 
 found_ybullet:
        ld  (hl),c              ;use the bullet and set correct bullet-type
@@ -1229,6 +1181,9 @@ found_ybullet:
        add a,(ix+1)            ;place bullet at the middle of your ship
        inc hl                  ;go to bullet-y
        ld  (hl),a              ;set y
+
+       xor a
+       ld  (weapincs),a        ;reset damage
        ret
 
 ;------------------------ handle bullets --------------------------------------
@@ -1287,8 +1242,7 @@ remove_bullet:
 
 Handle_bullets:
        ld  hl,ybullets
-       ld  a,(ybuls)
-       ld  b,a
+       ld  b,maxbullets
 scan_bullets:
        psh bc
        psh hl
@@ -1305,8 +1259,23 @@ scan_bullets:
        cal bullet_left         ;move bullet left
 
 display_bullet:
-       ld  ix,spr_bullet01
        psh de
+       ld  hl,XLbullettable    ;pointer to first bullet
+       ld  a,(curweapdamage)   ;bullet damage=size
+       srl a
+       srl a                   ;per 4
+       inc a                   ;must be at least 1
+nextbulletlook:
+       inc hl                  ;next bullet
+       dec a
+       jr  nz,nextbulletlook
+       ld  a,(hl)              ;load pointer offset
+       ld  d,0
+       ld  e,a                 ;convert to 16bit
+       ld  ix,spr_bullet01     ;first sprite
+       add ix,de               ;add offset (go to correct sprite)
+       pop de                  ;position saved
+       psh de                  ;but will be altered so save again
        cal putsprite           ;display bullet
        pop de
 
@@ -1328,6 +1297,7 @@ check_bullethits:         ;INPUT: de=X,Y; (temp1)=bullet
        ld  hl,enemies+1
 
 hit_enemies:                   ;Hits with normal enemies
+       psh bc                  ;enemy counter
        psh hl
 
        ld  a,(hl)
@@ -1362,18 +1332,17 @@ hit_enemies:                    ;Hits with normal enemies
        jp  m,nohit
 
        psh hl
-       ld  hl,(temp1)
-       ld  (hl),$00            ;remove bullet
+       xor a
+       ld  (0),a               ;remove bullet
+temp1 =$-2
        pop hl
 
        cal enemy_hit
-
 nohit:
        pop hl
-       ld  a,b                 ;psh bc
        ld  bc,enemysize
        add hl,bc
-       ld  b,a                 ;pop bc
+       pop bc
        dnz hit_enemies ;check next enemy
        ret
 
@@ -1381,16 +1350,27 @@ enemy_hit:
        dec hl
        dec hl
        dec hl
-       ld  a,(hl)              ;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  a,1                 ;damage to inflict
+curweapdamage =$-1
+       rla
+       rla                     ;*4
+       ld  b,a
+       ld  a,(hl)              ;load occ
+       sub b                   ;decrease HP (if <0 then c is set)
+       ld  (hl),a              ;save (no flag-changes)
+       dec hl                  ;goto hp64; no change in c
+       ld  a,(hl)              ;load; no c-change
+       sbc a,0                 ;if c then decrease a
+       ld  (hl),a              ;save back the new value
+       ret nc                  ;if a>=0 then return, otherwise explode
+
+       inc hl                  ;goto occ again
+       ld  (hl),%01            ;set to explode
        ld  a,(pickuptimer)     ;counts enemies destroyed
        dec a                   ;enough destroyed for a pickup?
        jr  nz,pickupdone       ;otherwise just explode
-       ld  (hl),%00000110      ;change it into a pickup (with 2 HP)
+       ld  (hl),%110           ;change it into a pickup (with 2 HP)
        ld  a,18                ;reset enemies counter (18 hits = next)
 pickupdone:
        ld  (pickuptimer),a     ;save new enemiescounter value
@@ -1400,12 +1380,6 @@ pickupdone:
        ld  hl,1                ;increase score by one
        jp  scoreInc            ;+ret
 
-hpleft:
-       ld  a,c                 ;pop occ
-       sub %00000100           ;decrease HP by one
-       ld  (hl),a              ;save
-       ret
-
 ;--------------------------- handle torpedo ----------------------------------
 
 Handle_torp:
@@ -1505,9 +1479,7 @@ chk_noenemy:
        add hl,bc
        cp  (hl)                ;(hl) = 0 ??
        jr  nz,chk_noenemy      ;jump if enemy present (non-0)
-
-       ld  d,h
-       ld  e,l
+       ex  de,hl               ;de=hl=usable enemy
 
 place_enemy:
        ld  a,(level_enemy)     ;enemy type to place (lvl)
@@ -1520,8 +1492,9 @@ place_enemy:
        ld  a,(hl)              ;load hitpoints+occ of this enemy class
        ld  (de),a              ;save occ
 
+       inc hl                  ;next enemyInfo byte
        dec de                  ;goto hp
-       xor a
+       ld  a,(hl)              ;load hp64
        ld  (de),a              ;save hp64
        inc de                  ;next byte (or previous): occ again
 
@@ -2135,7 +2108,7 @@ SFXdelay:
        halt
        dnz SFXdelay
 
-       pop  bc
+       pop bc
        dnz SFXframe
        ret
 
@@ -2414,7 +2387,8 @@ save_hi:
         cal _SET_ABS_SRC_ADDR
         ld  hl,storehi_end-storehi_start
         cal _SET_MM_NUM_BYTES
-        jp  _mm_ldir           ;save done (cal \ ret)
+        cal _mm_ldir           ;save done (cal \ ret)
+       jp  _RAM_PAGE_1
 
 save_lvl:
        ld  hl,own_name-1       ;find own variable
@@ -2432,8 +2406,8 @@ save_lvl:
        cal _SET_ABS_SRC_ADDR
        ld  hl,storesave_end-storesave_start
        cal _SET_MM_NUM_BYTES
-       jp  _mm_ldir            ;save done (cal \ ret)
-       ret
+       cal _mm_ldir            ;save done (cal \ ret)
+       jp  _RAM_PAGE_1
 
 game_over:
        pop hl                  ;=ret (game_over was called from a procedure)
@@ -2556,9 +2530,6 @@ restore_line:
        cal _getkey             ;wait for keypress
        jp  quit                ;restore some things and return to TI-OS/shell
 
-Continue_game:
-       jr  nonext_level
-
 New_game:
        xor a                   ;ld a,0
        ld  (score),a           ;reset score
@@ -2577,23 +2548,26 @@ New_game:
        ld  (your_lives),a      ;3 lives (4 will be decreased @ You_die)
        ld  (pickuptimer),a     ;next pickup after 4 enemies destroyed
 
-       xor a
-       cp  (hl)
-       cal z,dostory
-
 You_die:
        ld  a,12
-       ld  (your_armor),a      ;5 HPs/shields
-       ld  hl,your_lives
-       dec (hl)                ;decrease lives
-       ld  a,(hl)              ;load lives left
-       inc a                   ;if lives=0ffh then a=0
-       jp  z,game_over         ;if so, game's over
-       jr  nonext_level
+       ld  (your_armor),a      ;12 HPs/shields
+       ld  a,(your_lives)      ;load lives left
+       dec a                   ;decrease lives
+       ld  (your_lives),a      ;if lives=0ffh GO
+       jp  c,game_over
+       jr  samelevel
 
 ;--------------------------- next level ---------------------------------------
 
 Next_level:
+       ld  a,(your_armor)      ;load current armor
+       cp  25-8                ;may not become >=25
+       jr  c,addok             ;ok then just add 8
+       ld  a,25-8              ;set to maximum (8 will be added below)
+addok:
+       add a,8                 ;add 8 to armor
+       ld  (your_armor),a      ;change armor
+
        ld  hl,level            ;level number
        ld  a,(hl)
        inc a
@@ -2612,26 +2586,15 @@ Next_level:
        add hl,bc               ;update to point to next level
        ld  (levelp),hl         ;save
 
-       xor a
-       cp  (hl)
-       cal z,dostory
-
-nonext_level:
-       ld  a,(your_weapon)
-       add a,a                 ;weap*2
-       add a,a                 ;    *4
-       add a,a                 ;    *8
-       ld  c,a
-       ld  b,0
-       ld  hl,XLweapondata-7
-       add hl,bc
-       ld  a,(hl)
-       ld  (ybuls),a           ;max number of bullets (varies per weap.class)
-
+samelevel:
        ld  a,80
        ld  (nextevent),a       ;time to first enemy appearance
 
        ld  hl,(levelp)         ;level pointer
+       xor a
+       cp  (hl)
+       cal z,dostory
+
        ld  a,(hl)              ;load new level-enemy type
        ld  (level_enemy),a     ;set level-enemy
        inc hl
@@ -2743,11 +2706,27 @@ placestars:
        dnz placestars          ;repeat for all stars
        ret
 
+loadweapon:
+       ld  a,(your_weapon)
+       add a,a                 ;weap*2
+       add a,a                 ;    *4
+       add a,a                 ;    *8
+       ld  c,a
+       ld  b,0
+       ld  hl,weapondata-16
+       add hl,bc
+       ld  a,(hl)
+       ld  (weapdamage),a      ;damage of bullets
+        inc hl
+        ld  a,(hl)
+;        ld  (weapdaminc),a    ;damage increase
+       ret
+
 ;--------------------------- putsprite ----------------------------------------
 ;--------------------------- de =(X,Y) ----------------------------------------
 
 offsets_table:
-       .db 128,64,32,%10000,%01000,%00100,%00010,%00001
+       .db $80,$40,$20,$10,8,4,2,1
 putsprite:
        ld  a,d                 ;a = X
        and %00000111           ;a = X mod 8 = bit nr. to mask
@@ -2770,7 +2749,7 @@ putsprite:
        srl d                   ;d/4
        srl d                   ;d/8 (8 bits in byte) ** c is set when overflow
        add a,d                 ;a = (Y*16+X/8) mod 256
-       jp  nc,_n1              ;jump if no carry = no overflow = a<=255
+       jr  nc,_n1              ;jump if no carry = no overflow = a<=255
        inc b                   ;a>255 so increase bc by 256
 _n1:   ld  c,a                 ;c = (Y*16+X/8) mod 256
        add hl,bc               ;bc = Y*16+X/8
@@ -2784,13 +2763,13 @@ _oloop: psh bc                  ;Save # of rows
        inc ix
 _smc1: ld  a,1                 ;Load pixel mask
 _iloop:        sla c                   ;Test leftmost pixel
-       jp  nc,_noplot          ;See if a plot is needed
+       jr  nc,_noplot          ;See if a plot is needed
        ld  e,a                 ;OR pixel with screen
        or  (hl)
        ld  (hl),a
        ld  a,e
 _noplot:rrca
-       jp  nc,_notedge         ;Test if edge of byte reached
+       jr  nc,_notedge         ;Test if edge of byte reached
        inc hl                  ;Go to next byte
 _notedge:
        dnz _iloop
@@ -2888,14 +2867,6 @@ spr_ship01:
        .db %01111000   ;  ████
 spr_ship01i:
        .db 7,7         ;ship alpha class
-       .db %00000000   ;
-       .db %00000000   ;
-       .db %00000000   ;
-       .db %00000000   ;
-       .db %00000000   ;
-       .db %00000000   ;
-       .db %00000000   ;
-
        .db %01010000   ;  █ █
        .db %10100000   ; █ █
        .db %01010100   ;  █ █ █
@@ -3106,6 +3077,19 @@ spr_dividerline:
        .db 8,7
        .db 128,128,128,128,128,128,128 ;128 = %10000000
 
+;-------------------------- weapondata ----------------------------------------
+
+;format:[unused] [ybuls(max.bullets)] [0000:direction 0000:speed] [offset]
+weapondata:
+       .db 2,1,%00000010,2,%00000000,0,%00000000,0     ;single fire
+       .db 2,1,%00000011,2,%00000000,0,%00000000,0     ;fast single
+       .db 16,2,%00000010,0,%00000010,5,%00000000,0    ;double
+       .db 16,1,%00010010,2,%00110010,2,%01000010,2    ;triple
+       .db 16,1,%00010011,2,%00110011,2,%01000011,2
+       .db 16,1,%00010011,2,%00110011,2,%01000100,2
+       .db 16,1,%00010100,2,%00110100,2,%01000101,2
+       .db 16,1,%00010100,2,%00110100,2,%01000101,2
+
 ;---------------------------- texts -------------------------------------------
 
 txt_about:     .db " v0.96.A30",127,"by Shiar",0
@@ -3130,12 +3114,12 @@ laserlasts      .db 5
 
 storehi_start:
 hiscore                .dw $0000
-hiname         .db "Shiar.96",0
+hiname         .db "Shiar.97",0
 storehi_end:
 
 storesave_start:
 level          .db $01                 ;level number
-levelp         .dw XLlevelsdata+4      ;pointer to level data
+levelp         .dw XLlevelsdata        ;pointer to level data
 pickuptimer    .db $04                 ;counts when to place a pickup
 score          .dw $0000
 
@@ -3145,12 +3129,267 @@ your_inv       .db $00                 ;invincibility left
 your_armor     .db $0a                 ;HP left
 your_lives     .db $03                 ;
 
-your_weapon    .db $02                 ;laser avail: 0=no, 1=yes
+your_weapon    .db $02                 ;weapon: 0=no, 1=laser, 2+=bullet n+1
 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)
 storesave_end:
 
+
+;XLlevelsdata:----------------------------------------------------------------
+XLlevelsdata:
+
+       .db 0
+       .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
+       .db $ff
+
+;format:[enemy nr] [enemy frequency] [next lvl]
+;      [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
+;      [level_move] [level_fire] [tunnel size] [groundtype] [16_ground]
+;      [16_ceiling] [stars1] [stars2]
+
+       .db $15,$07,$08                 ;fireFreq; moveType; enemyType
+level01:                               ;efrequency must be odd if halfluring!
+       .db $01,$1b,$2f,%00010001,0,255,0,0 ;0f>>2f             ; 7
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1                     ;16
+       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1                     ;16
+       .db 1,1                                                 ; 2
+       .db $10,$07,$09                                         ; 3
+
+       .db 0
+       .db $01,01,"And the storyline conti",
+               .db "nues.....",0,1
+       .db $01,09,"You decide to fly close",
+               .db " to the",0,1
+       .db $01,15,"surface of a nearby pl",
+               .db "anet =)",0,0,1,20
+       .db $FF
+
+       .db $10,$07,$09                                         ; 3
+level02:                                                       ;44
+       .db $02,$13,$4b,%00100101,0,064,0,0
+       .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
+       .db $0E,$07,$09
+
+       .db 0
+       .db $01,01,"Blablabla...",0,1
+       .db $01,34,"this storyline sux",0,0,1,39
+       .DB $FF
+
+       .db $0E,$07,$09
+level03:
+       .db $03,$2d,$3f,%00010110,0,255,-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
+
+       .db $0D,$07,$08
+level04:
+       .db $04,$11,$41,%00100001,0,057,0,0
+       .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
+       .db $0C,$07,$09
+level05:
+       .db $05,$11,$45,%00100101,%10,031,-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
+       .db $0B,$07,$08
+level06:
+       .db $06,$19,$3a,%00100111,0,255,-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
+
+       .db $08,$07,$09
+level07:
+       .db $07,$09,$ff,%00100001,0,043,0,0
+       .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
+
+;XLenemytable:----------------------------------------------------------------
+XLbullettable:
+       .db (spr_bullet01-spr_bullet01)
+       .db (spr_bullet01-spr_bullet01)
+       .db (spr_bullet01-spr_bullet01)
+       .db (spr_bullet01-spr_bullet01)
+       .db (spr_bullet01-spr_bullet01)
+       .db (spr_bullet01-spr_bullet01)
+       .db (spr_bullet02-spr_bullet01)
+       .db (spr_bullet02-spr_bullet01)
+       .db (spr_bullet02-spr_bullet01)
+       .db (spr_bullet02-spr_bullet01)
+       .db (spr_bullet02-spr_bullet01)
+       .db (spr_bullet02-spr_bullet01)
+       .db (spr_bullet02-spr_bullet01)
+       .db (spr_bullet02-spr_bullet01)
+       .db (spr_bullet02-spr_bullet01)
+       .db (spr_bullet02-spr_bullet01)
+       .db (spr_bullet02-spr_bullet01)
+       .db (spr_bullet02-spr_bullet01)
+       .db (spr_bullet02-spr_bullet01)
+       .db (spr_bullet02-spr_bullet01)
+       .db (spr_bullet02-spr_bullet01)
+
+XLenemytable:
+       .db $00                         ;00
+       .db (spr_enemy01-spr_enemy00)/2 ;01
+       .db (spr_enemy02-spr_enemy00)/2 ;02
+       .db (spr_enemy03-spr_enemy00)/2 ;03
+       .db (spr_enemy04-spr_enemy00)/2 ;04
+       .db (spr_enemy05-spr_enemy00)/2 ;05
+       .db (spr_enemy06-spr_enemy00)/2 ;06
+       .db (spr_enemy07-spr_enemy00)/2 ;07
+       .db (spr_boss01 -spr_enemy00)/2 ;08
+       .db (spr_boss02 -spr_enemy00)/2 ;09
+       .db (spr_enemy08-spr_enemy00)/2 ;0A
+       .db (spr_enemy00-spr_enemy00)/2 ;0B
+       .db (spr_enemy00-spr_enemy00)/2 ;0C
+       .db (spr_enemy00-spr_enemy00)/2 ;0D
+       .db (spr_enemy00-spr_enemy00)/2 ;0E
+       .db (spr_enemy00-spr_enemy00)/2 ;0F
+
+;XLenemyinfos:----------------------------------------------------------------
+XLenemyinfos:
+
+;format: [000000:HP 00:occ] [HP64] [appearance(ypos)] [unused]
+
+       .db %00100110,0,1,1     ;#1     HP:1    app:random
+       .db %00101010,0,2,3     ;#2     HP:1    app:halflure
+       .db %00001111,0,3,2     ;#3     HP:1    app:lure
+
+       .db %00000110,0,4,2     ;#4     HP:2    app:lure
+       .db %00000111,0,5,3     ;#5     HP:2    app:random      moving
+       .db %00001011,0,6,2     ;#6     HP:3    app:lure        moving
+
+       .db %00011011,0,7,3     ;#7     HP:7    app:halflure    moving
+
+       .db %00110011,1,8,1     ;boss1
+       .db %00111011,0,9,3     ;boss2
+
+       .db %00000000,0,0,0
+       .db %00000000,0,0,0
+       .db %00000000,0,0,0
+       .db %00000000,0,0,0
+       .db %00000000,0,0,0
+       .db %00000000,0,0,0
+       .db %00000000,0,0,0
+
+;XLsprenemies:----------------------------------------------------------------
+XLsprenemies:
+
+spr_enemy00:
+       .db 8,8                         ;pickup
+       .db %00011000                   ;    ██
+       .db %00011000                   ;    ██
+       .db %00011000                   ;    ██
+       .db %11111111                   ; ████████
+       .db %11111111                   ; ████████
+       .db %00011000                   ;    ██
+       .db %00011000                   ;    ██
+       .db %00011000                   ;    ██
+
+spr_enemy01:
+       .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                   ;    █████
+spr_enemy03:
+       .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                   ;   ███
+spr_enemy05:
+       .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 six
+       .db %00011100                   ;    ███
+       .db %01111110                   ;  ██████
+       .db %10111000                   ; █ ███
+       .db %10111000                   ; █ ███
+       .db %01111110                   ;  ██████
+       .db %00011100                   ;    ███
+spr_enemy07:
+       .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_boss02:
+       .db 16,10                       ;boss type:one   :
+       .db %11111110,%00000000         ; ███████
+       .db %00001111,%10001111         ;     █████   ████
+       .db %00111111,%11100011         ;   █████████   ██
+       .db %01001111,%11111110         ;  █  ███████████
+       .db %10001101,%01111100         ; █   ██ █ █████
+       .db %10001101,%01111100         ; █   ██ █ █████
+       .db %01001111,%11111110         ;  █  ███████████
+       .db %00111111,%11100011         ;   █████████   ██
+       .db %00001111,%10001111         ;     █████   ████
+       .db %11111110,%00000000         ; ███████
+
+
+spr_enemy08:
+       .db 8,6         ;enemy type eight
+       .db %00011110   ;    ████
+       .db %01111111   ;  ███████
+       .db %10011100   ; █  ███
+       .db %10011100   ; █  ███
+       .db %01111111   ;  ███████
+       .db %00011110   ;    ████
+
+;-----------------------------------------------------------------------------
 ;----------------------------- logo -------------------------------------------
 
 logo_nemesis:
@@ -3220,6 +3459,14 @@ logo_nemesis:
 ;        instead of two 4-byte spaces 40 bytes apart! (cleaner code; faster)
 ;      * ground/ceiling/stars are continued when at boss (c00l level 3 boss)
 ;
+; 0.97.B12 -- 12.XI.99 -- size
+;
+;      # bullets do damage in all levels
+;      * more armor at armor-upgrade and extra armor at end of a level
+;      - internal levels again (no need, safer/smaller)
+;      # some registers not correctly pushed/popped
+;      * several optimizations (init.procs some bytes smaller)
+;
 ;
 ;       + added        - removed       * changed       # bug fixed
 
diff --git a/nemesis0.z80 b/nemesis0.z80
deleted file mode 100644 (file)
index 93816e9..0000000
+++ /dev/null
@@ -1,250 +0,0 @@
-;header:----------------------------------------------------------------------
-
-       .db $c9,0                       ;ret \ nop = nemesis-header
-       .dw lend-lstart                 ;levelsdata-size = 134h = 308d < 505d
-
-;XLlevelsdata:----------------------------------------------------------------
-
-;format:[enemy nr] [enemy frequency] [next lvl] [level_info] [level_move]
-;      [level_fire] [tunnel size] [groundtype] [16_ground] [16_ceiling]
-;      [stars1] [stars2]
-
-lstart:
-       .db 0
-       .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
-       .db $ff
-
-       .db $15,$07,$08                 ;fireFreq; moveType; enemyType
-level01:                               ;efrequency must be odd if halfluring!
-       .db $01,$1b,$2f,%00010001,0,255,0,0 ;0f>>2f             ; 7
-       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1                     ;16
-       .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1                     ;16
-       .db 1,1                                                 ; 2
-       .db $10,$07,$09                                         ; 3
-
-       .db 0
-       .db $01,01,"And the storyline conti",
-                       .db "nues.....",0,1
-       .db $01,09,"You decide to fly close",
-                       .db " to the",0,1
-       .db $01,15,"surface of a nearby pl",
-                       .db "anet =)",0,0,1,20
-       .DB $FF
-
-       .db $10,$07,$09                                         ; 3
-level02:                                                       ;44
-       .db $02,$13,$4b,%00100101,0,064,0,0
-       .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
-       .db $0E,$07,$09
-
-       .db 0
-       .db $01,01,"Blablabla...",0,1
-       .db $01,34,"this storyline sux",0,0,1,39
-       .DB $FF
-
-       .db $0E,$07,$09
-level03:
-       .db $03,$2d,$3f,%00000110,0,255,-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
-
-       .db $0D,$07,$08
-level04:
-       .db $04,$11,$41,%00000001,0,057,0,0
-       .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
-       .db $0C,$07,$09
-level05:
-       .db $05,$11,$45,%00000101,%10,031,-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
-       .db $0B,$07,$08
-level06:
-       .db $06,$19,$3a,%00000111,0,255,-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
-
-       .db $08,$07,$09
-level07:
-       .db $07,$09,$ff,%00000001,0,043,0,0
-       .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
-lend:
-
-;XLweapondata:----------------------------------------------------------------
-
-;format:[unused] [ybuls(max.bullets)] [0000:direction 0000:speed] [offset]
-
-       .db 0,3,%00000010,2,%00000000,0,%00000000,0     ;single fire
-       .db 0,3,%00000011,2,%00000000,0,%00000000,0     ;fast single fire
-       .db 0,6,%00000010,0,%00000010,5,%00000000,0     ;double fire
-       .db 0,9,%00010010,2,%00110010,2,%01000010,2     ;triple fire
-       .db 0,10,%00010011,2,%00110011,2,%01000011,2    ;triple fire
-       .db 0,10,%00010011,2,%00110011,2,%01000100,2    ;triple fire
-       .db 0,10,%00010100,2,%00110100,2,%01000101,2    ;triple fire
-       .db 0,10,%00010100,2,%00110100,2,%01000101,2    ;triple fire
-
-;XLenemytable:----------------------------------------------------------------
-
-       .db $00                         ;00
-       .db (spr_enemy01-spr_enemy00)/2 ;01
-       .db (spr_enemy02-spr_enemy00)/2 ;02
-       .db (spr_enemy03-spr_enemy00)/2 ;03
-       .db (spr_enemy04-spr_enemy00)/2 ;04
-       .db (spr_enemy05-spr_enemy00)/2 ;05
-       .db (spr_enemy06-spr_enemy00)/2 ;06
-       .db (spr_enemy07-spr_enemy00)/2 ;07
-       .db (spr_boss01 -spr_enemy00)/2 ;08
-       .db (spr_boss02 -spr_enemy00)/2 ;09
-       .db (spr_enemy08-spr_enemy00)/2 ;0A
-       .db (spr_enemy00-spr_enemy00)/2 ;0B
-       .db (spr_enemy00-spr_enemy00)/2 ;0C
-       .db (spr_enemy00-spr_enemy00)/2 ;0D
-       .db (spr_enemy00-spr_enemy00)/2 ;0E
-       .db (spr_enemy00-spr_enemy00)/2 ;0F
-
-;XLenemyinfos:----------------------------------------------------------------
-
-;format: [000000:HP 00:occ] [type] [appearance(ypos)] [unused]
-
-       .db %00000010,1,1,0     ;#1     HP:1    app:random
-       .db %00000010,2,3,0     ;#2     HP:1    app:halflure
-       .db %00001111,3,2,0     ;#3     HP:1    app:lure
-
-       .db %00000110,4,2,0     ;#4     HP:2    app:lure
-       .db %00000111,5,3,0     ;#5     HP:2    app:random      moving
-       .db %00001011,6,2,0     ;#6     HP:3    app:lure        moving
-
-       .db %00011011,7,3,0     ;#7     HP:7    app:halflure    moving
-
-       .db %00110011,8,1,0     ;boss1
-       .db %00111011,9,3,0     ;boss2
-
-       .db %00000000,0,0,0
-       .db %00000000,0,0,0
-       .db %00000000,0,0,0
-       .db %00000000,0,0,0
-       .db %00000000,0,0,0
-       .db %00000000,0,0,0
-       .db %00000000,0,0,0
-
-;XLsprenemies:----------------------------------------------------------------
-
-spr_enemy00:
-       .db 8,8                         ;pickup
-       .db %00011000                   ;    ██
-       .db %00011000                   ;    ██
-       .db %00011000                   ;    ██
-       .db %11111111                   ; ████████
-       .db %11111111                   ; ████████
-       .db %00011000                   ;    ██
-       .db %00011000                   ;    ██
-       .db %00011000                   ;    ██
-
-spr_enemy01:
-       .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                   ;    █████
-spr_enemy03:
-       .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                   ;   ███
-spr_enemy05:
-       .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 six
-       .db %00011100                   ;    ███
-       .db %01111110                   ;  ██████
-       .db %10111000                   ; █ ███
-       .db %10111000                   ; █ ███
-       .db %01111110                   ;  ██████
-       .db %00011100                   ;    ███
-spr_enemy07:
-       .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_boss02:
-       .db 16,10                       ;boss type:one   :
-       .db %11111110,%00000000         ; ███████
-       .db %00001111,%10001111         ;     █████   ████
-       .db %00111111,%11100011         ;   █████████   ██
-       .db %01001111,%11111110         ;  █  ███████████
-       .db %10001101,%01111100         ; █   ██ █ █████
-       .db %10001101,%01111100         ; █   ██ █ █████
-       .db %01001111,%11111110         ;  █  ███████████
-       .db %00111111,%11100011         ;   █████████   ██
-       .db %00001111,%10001111         ;     █████   ████
-       .db %11111110,%00000000         ; ███████
-
-
-spr_enemy08:
-       .db 8,6         ;enemy type eight
-       .db %00011110   ;    ████
-       .db %01111111   ;  ███████
-       .db %10011100   ; █  ███
-       .db %10011100   ; █  ███
-       .db %01111111   ;  ███████
-       .db %00011110   ;    ████
-
-;-----------------------------------------------------------------------------
-
-       .end
-.end
\ No newline at end of file