;------------------------------------------------------------------------------
;---------------------- NEMESIS -----------------------------------------------
;------------------------------------------------------------------------------
-; >>> NEMESIS <<< Version 0.95 BETA by SHIAR
+; >>> NEMESIS <<< Version 0.96 BETA by SHIAR
; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
; Title : Nemesis
-; Version : 0.95
-; Release Date : 22.X.99
-; Filename : nemesis.86p (5321)
+; Version : 0.96
+; Release Date : 30.X.99
+; Filename : nemesis.86p (4836) nemesis0.86p (888)
; Author(s) : Shiar
; Email Address : shiar0@hotmail.com
; ICQ ; #43840958
#include "asm86.h"
#include "ti86asm.inc" ;standard ti86 romcalls
#include "ti86abs.inc" ;used to save hiscores and so
-#include "ti86un .inc" ;_dispahl and _shracc
.org _asm_exec_ram
#define cal call ;just to make it harder for you to understand
#define psh push ; ^:D
+#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero
TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0
-
-storepos = $8000 ;120 OF 165
-storepos2 = $8100 ;141 OF 167
+_clrWindow = $4a86 ;a new procedure from AsmStudio86 inc. files
+_ex_ahl_bde = $45f3
+_shracc = $4383
+_dispahl = $4a33
+_asapvar = $d6fc
+
+storepos = _asm_exec_ram+6000 ;120 OF 165
+storepos2 = _asm_exec_ram+6200 ;141 OF 167
+exlevel = _asm_exec_ram+6400 ;784+OF 2.7kb
+
+XLlevelsdata = exlevel+8 ;size: upto 1016 bytes
+XLweapondata = exlevel+1024 ;size: always 64 byte
+XLenemytable = exlevel+1088 ;size: always 16 byt
+XLenemyinfos = exlevel+1104 ;size: always 64 by
+XLsprenemies = exlevel+1168 ;size: like 128 b (upto 1kb)
;---------------------- in-game vars ------------------------------------------
-temp1 = storepos ;$C0FA-C0FB ;temp (2 bytes) bullet
+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
eventtime = storepos+10 ;+10 ;enemy frequency
eventleft = eventtime+1 ;+11 ;nr. of enemies still to come
nextevent = eventleft+1 ;+12 ;time to next event
-pickuptimer = nextevent+1 ;+13 ;counts when to place a pickup
-level_enemy = pickuptimer+1 ;+14 ;enemy type
-level_move = level_enemy+1 ;=
+level_enemy = nextevent+1 ;+13 ;enemy type
+level_info = level_enemy+1 ;+14 ;info (see below)
+level_move = level_info+1 ;+15 ;=
level_fire = level_move+1 ;+16
; **
;--------OBJECTS
;^-----------------------------------<1 ;-120=$78
nrenemies = 10 ;max. nr of enemies
-enemies = storepos2 ; +0 ;info about each enemy (4byt)
-add2enemy = nrenemies*4 ;size of "enemies"
-enemiesxtra = enemies+add2enemy ;+40 ;more info 'bout enemies (4)
+enemysize = 6
+enemies = storepos2 ; +0 ;info about each enemy (6byt)
nrybuls = 10
-ybullets = enemiesxtra+add2enemy ;+80 ;60 bytes = 20(state,x,y)
+ybullets = enemies+(nrenemies*6) ;+80 ;60 bytes = 20(state,x,y)
nrebuls = 10
ebullets = ybullets+(nrybuls*3) ;+110 ;30 bytes = 10(state,x,y)
ybuls = ebullets+(nrebuls*3) ;+140
;^-----------------------------------<2 ;-141=$8D
-;level_move:
-; %1 (directfire) 1 (ground) 1 (ceiling) 1 (diagfire) 1111 (move)
+;level_info:
+; [0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
;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) $11 (bullettype)
+; [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)]
+; [ship type or explosion frame] [x] [y] [move] [fire]
;---------------------- introduction ------------------------------------------
.dw Title ;pointer to description (all shells)
.dw Icon ;pointer to YAS icon
-Title: .db "Nemesis v0.95 by Shiar",0
+Title: .db "Nemesis v0.96 by Shiar",0
Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes
.db %11100000 ; ███
;---------------------- init --------------------------------------------------
+level_name: .db 8,"nemesis0"
+
StartFix:
im 1
ld hl,$D400
init: cal BUSY_OFF ;turns the run-indicator off, obviously
cal _clrScrn ;clean the screen
- xor a ;<ld a,0>: reset:
+
+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:
ld (iy+13),a ;don't affect TEXT_MEM and don't scroll screen
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
AboveLogo:
ld (de),a ;clear/n byte
inc de ;next
- djnz AboveLogo ;repeat for the first line
+ dnz AboveLogo ;repeat for the first line
ld bc,16*19 ;logo size
ldir ;display one line of logo
underline:
ld (hl),a ;draw one piece of the divider-line
inc hl ;move right (8 pixels = 1 byte)
- djnz underline ;repeat
+ dnz underline ;repeat
set 3,(iy+5) ;set white on black
ld hl,$3320 ;near the bottom of the screen
ld a,(menuitem)
dec a
- cal z,Story
- cal New_game ;prepare level
+ jr nz,startnewgame
+ cal Continue_game
+ jr game_main_loop
+
+startnewgame:
+ cal New_game
jr game_main_loop
menuchange:
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
+ ld a,(level_info) ;level info
+ and %00000110 ;isolate ground&ceiling
jr z,game_stuff ;both non-present
- and %00100000 ;bit representing the presence of any ceiling
+ and %00000010 ;bit representing the presence of any ceiling
cal nz,Handle_ceiling ;scroll the ceiling (if any)
cal Handle_ground ;scroll the ground
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
+ ld a,(level_info) ;the same level info
+ and %00000110 ;isolate ground&ceiling again
jr z,check_keys ;no ceiling nor ground
- and %00100000 ;this bit will tell us if there is a ceiling
+ and %00000010 ;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
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
+ dnz groundloopup ;and loop >groundpos< times
ld b,c ;pop b used by groundloopup
- djnz groundloopright ;loop right for entire screen (16x)
+ dnz groundloopright ;loop right for entire screen (16x)
pop hl \ pop hl ;restore stack
ret
neg
cp (hl)
ret nc
+ ld b,5
jp damage_you
;--------------------------- ceiling ------------------------------------------
ceilingloopdown:
ld (hl),a ;display black byte
add hl,de ;go down
- djnz ceilingloopdown ;and loop >groundpos< times
+ dnz ceilingloopdown ;and loop >groundpos< times
ld b,c ;pop b used by groundloopup
- djnz ceilingloopright ;loop right for entire screen (16x)
+ dnz ceilingloopright ;loop right for entire screen (16x)
pop hl \ pop hl ;restore stack
ret
srl a ;x/2
srl a ;x/4
srl a ;x/8 (current ceiling-byte)
- inc a
+ inc a ;correction
+
ld l,a ;hl = a
ld h,0 ;"
ld de,ceilingpos ;first ceiling-byte
inc a
cp (hl) ;compare with ceiling
ret nc ;carry if ceiling is above you
+ ld b,5
jp damage_you ;otherwise you don't wanna be in that ship
;--------------------------- move stars ---------------------------------------
ld d,(hl)
ld (de),a
inc hl
- djnz DisplayStars
+ dnz DisplayStars
ret ;let's comment this: returns
movestars2:
ld (ix),l
ld (ix+1),h
inc ix \ inc ix
- djnz movestars_loop
+ dnz movestars_loop
ret ;for stupid people, here's another comment...
;--------------------------- pause --------------------------------------------
Teacher:
ld (iy+12),5 ;enable flashing cursor
- cal _clrLCD
- ld hl,$0000 ;top left
- ld (_curRow),hl
+ cal _clrScrn
+ cal _homeup ;top left
ld hl,txt_teacher
cal _puts ;display message
- ld hl,TEXT_MEM+15
- ld a,(hl)
- psh af
- ld a,(TEXT_MEM+42)
- psh af
- ld a,' '
- ld (hl),a
- ld (TEXT_MEM+42),a
-
teacherloop:
cal _getkey ;enter low-power mode and wait for key
cp kEnter ;enter pressed?
jr nz,teacherloop ;no, wait some more
ld (iy+12),0 ;disable cursor
- pop af
- ld (TEXT_MEM+42),a
- pop af
- ld (TEXT_MEM+15),a
- cal disp_icons
- ret ;continue
+ jp disp_icons ;+ret
teacherans:
ld a,' '
ld bc,1024-1 ;do it 1024 times = entire screen
ldir
- cal _clrScrn ;as _clrLCD but also clears TEXT_MEM
- cal _homeup ;set cursor to top-left
- ret ;quit Nemesis :(
-
+ 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:
displaytloop:
ld a,(hl) ;copy byte from (hl)
_invert:
- xor $ff ; } ;invert byte (white<=>black) &&&&
+ xor $ff ; } ;invert byte (white<=>black)
ld (de),a ;to (de)
inc hl \ inc de ;next byte
- djnz displaytloop ;16x hl >> de
+ dnz displaytloop ;16x hl >> de
dec c ;next line
jr nz,displayloop ;loop 64x
add a,'0' ;make number
ld (de),a ;save into savenr
dec de ;point to next digit
- djnz ldhld ;repeat for all digits
+ dnz ldhld ;repeat for all digits
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
+ jp _vputs ;the only thing left to do is to display it
savestr: ;@here the score will be stored
.db "00000",0 ;don't worry, it's just temporary
no_adv: and %11111011 ;reset move bit
adv_ok: ld (your_multiples),a
- ld a,b ;pop a (keys)
+ ld a,(timer) ;framecounter
+ and %1 ;switches 0<>1 each frame
+ inc a ;a = 1 or 2 (1.5 avg)
+ ld c,a ;c = your_speed
+
+ ld a,b ;pop a (keys)
rra ;rotate right (put last bit in c)
ld b,a ;we need a later
jr c,no_down
ld a,(hl)
- cp 49 ;55-6 = bottom of screen
- jr z,no_down
- inc a
+ add a,c
+ cp 50 ;56-6 = bottom of screen
+ jr nc,no_down
ld (hl),a
no_down:
dec hl
rr b ;because we now use b, it's rr instead of rra
jr c,no_left
ld a,(hl)
- sub 1 ;<dec a> doesn't affect c-flag
+ sub c ;<dec a> doesn't affect c-flag
jr c,no_left ;-1 = left side
ld (hl),a
no_left:
rr b
jr c,no_right
ld a,(hl)
- cp 121 ;127-6 = right side
- jr z,no_right
- inc a
+ add a,c
+ cp 122 ;128-6 = right side
+ jr nc,no_right
ld (hl),a
no_right:
ld d,(hl)
rr b
jr c,no_up
ld a,(hl)
- sub 1 ;<dec a> doesn't affect carry-flag
+ sub c ;<dec a> doesn't affect carry-flag
jr c,no_up ;-1 = top of screen
ld (hl),a ;save new y
ld e,(hl)
jp putsprite
-damage_you:
+damage_you: ;damages you B points
ld a,(your_inv) ;invulnerability left?
or a
ret nz ;return if inv>0
ld hl,your_armor ;armor left
- ld a,(hl) ;check
- dec a ;is it 0?
- jp m,no_armor ;yes, 0hp left so explode
+ ld a,(hl) ;load hp in A
+ sub b ;decrease hp by B
+ jp m,no_armor ;<0hp left so explode
ld (hl),a ;no, so save decreased hp
cal disp_armor ;and display new value
ld a,(your_pickup) ;how many pickups do you have?
dec a ;is the armor-icon selected
ret nz ;return if not
- psh hl
+
+ psh de \ psh ix ;&&& just2Bsave
ld hl,VIDEO_MEM+(16*56)
ld (PutWhere),hl
ld ix,spr_icon ;if so, highlight armorIcon again
cal putwidesprite ;display icon
ld hl,GRAPH_MEM
ld (PutWhere),hl
- pop hl
+ pop ix \ pop de
ret ;and return
+
no_armor:
ld a,%01 ;occ %xxxxxx01 = explode
ld (your_occ),a ;set to explode
inc hl ;next
ld (hl),e ;set prev-y to e
inc hl ;next
- djnz place_multiples ;repeat
+ dnz place_multiples ;repeat
ret
;------------------------- select upgrade -------------------------------------
ld hl,your_pickup ;select pickups
ld a,(hl) ;load pickups taken so far
dec a ;is it 1?
+ ret m ;return if it's 0 (no pickups)
jr nz,select2 ;no, carry on
- ld (hl),a ;reset pickups (a=0)
+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
jp disp_icons ;display and return
add a,a ; *8
ld c,a
ld b,0
- ld hl,weapons-7
+ ld hl,XLweapondata-7
add hl,bc
ld a,(hl)
ld (ybuls),a
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?
ret z ;return when already pressed (=5)
+
inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5)
ld a,(your_weapon) ;if you have bullets.....
dec a ;(1=laser)
dec a ;1=yes
jr z,fire_laser
- ld ix,weapons-6
+ ld ix,XLweapondata-6
add a,a ;weap*2
add a,a ; *4
add a,a ; *8
drawlaser:
ld (hl),%11111111
inc hl ;Go to next byte
- djnz drawlaser
+ dnz drawlaser
- ld a,(just_fired) ;fired for how long
- cp 4 ;if 4th turn
- ret nz ;then do damage, otherwise quit
+; ld a,(just_fired) ;fired for how long
+; cp 4 ;if 4th turn
+; ret nz ;then do damage, otherwise quit
handle_laser:
ld a,(firex)
nolashit:
pop hl
- inc hl ;go to next enemy
- inc hl
- inc hl
- inc hl
- djnz laserhits ;check all enemies
+ ld a,b ;psh bc
+ ld bc,enemysize
+ add hl,bc ;go to next enemy
+ ld b,a ;pop bc
+ dnz laserhits ;check all enemies
ret
enemy_lashit:
or a
jr z,found_ybullet ;0 = no bullet here
add hl,de
- djnz find_ybullet ;look next bullet
+ dnz find_ybullet ;look next bullet
ret
found_ybullet:
;------------------------ handle bullets --------------------------------------
bullet_left:
- ld a,125
+ ld a,124
sub b
cp (hl) ;off screen? (x>128-5)
jr c,remove_bullet
ld a,(hl) ;a = X
- add a,b ;move 2 2 the right
+ add a,b ;move b to the right
ld (hl),a ;save new pos.
ld d,a ;d = X
remove_bullet:
dec hl
ld (hl),0 ;dump this bullet!
- pop hl ;&&&
+ pop hl
jr next_ybullet
-Handle_bullets: ;&&&>>
+Handle_bullets:
ld hl,ybullets
ld a,(ybuls)
ld b,a
inc hl
inc hl
inc hl
- djnz scan_bullets ;next bullet (loop)
+ dnz scan_bullets ;next bullet (loop)
ret
;--------------------------- check bullethits --------------------------------
nohit:
pop hl
- inc hl
- inc hl
- inc hl
- inc hl
- djnz hit_enemies ;check next enemy
+ ld a,b ;psh bc
+ ld bc,enemysize
+ add hl,bc
+ ld b,a ;pop bc
+ dnz hit_enemies ;check next enemy
ret
enemy_hit:
ld (hl),$00 ;explosionFrame 0
ld hl,1 ;increase score by one
- cal scoreInc
- ret
+ jp scoreInc ;+ret
hpleft:
ld a,c ;pop occ
ld (hl),123 ;set delay
ret ;don't place any more enemies
-place_boss: ;&&&
- ld hl,(levelp)
- dec hl
- ld a,(hl)
+place_boss:
+ ld hl,(levelp) ;the leveldata (including the boss)
+ dec hl ;points to leveldata\boss\enemynr
+ ld a,(hl) ;load it
ld (level_enemy),a ;set new enemy (boss)
- dec hl
- ld a,(hl)
- ld (level_move),a ;set boss movement (very slow)
- dec hl
- ld a,(hl)
- ld (level_fire),a ;set rapid fire
- cal do_event
- ret
+ dec hl ;points to level\boss\movement
+ ld a,(hl) ;load
+ ld (level_move),a ;set boss movement
+ dec hl ;@level\boss\firefreq
+ ld a,(hl) ;load in a
+ ld (level_fire),a ;set firefrequency
+ jp do_event ;+ret
standby_event:
ld b,nrenemies
- ld de,enemies-4
+ ld hl,enemies-enemysize
+ ld de,enemysize
chk_enemyleft:
- inc de
- inc de
- inc de
- inc de
- ld a,(de)
+ add hl,de
+ ld a,(hl)
or a ;0 = no enemy present
jr nz,enemyleft
- djnz chk_enemyleft
+ dnz chk_enemyleft
ret
enemyleft:
+ ld hl,eventleft
inc (hl)
ret
do_event:
- ld de,enemies-4
+ ld hl,enemies-enemysize
+ ld bc,enemysize
+ xor a ;a=0
chk_noenemy:
- inc de
- inc de
- inc de
- inc de
- ld a,(de)
- or a ;0 = no enemy present
- jr nz,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
place_enemy:
ld a,(level_enemy) ;enemy type to place (lvl)
- ld hl,enemy00 ;enemy 1 specs
+ ld hl,XLenemyinfos-4 ;enemy "0" specs (1 before enemy #1)
add a,a ;a=type*2
add a,a ;a=type*4
ld c,a ;c=type
- ld b,0 ;bc = enemy nr.
+ ld b,0 ;bc = enemy nr.&&&XX
add hl,bc ;hl = enemy specs
ld a,(hl) ;load hitpoints+occ of this enemy class
- ld (de),a ;occ
+ ld (de),a ;save occ
inc hl ;next enemyInfo byte
inc de ;next byte of current enemy
ld a,(hl) ;load enemy class (nr)
- ld (de),a ;enemy type
+ ld (de),a ;save enemy type
inc de ;set x-pos
psh de
pop de
ld a,128 ;appear at right edge of screen
sub (ix) ;minus the width of this enemy (not offscreen)
- ld (de),a ;= x-position
+ ld (de),a ;= x-position (save)
inc de ;set y-pos
inc hl ;where to place??
ypos_OK: ;random value successfully created
ld (de),a ;save y-position
- ld hl,add2enemy-3 ;offset to xtra enemy info
- add hl,de ;hl points to <xtra info: move>
- ld (hl),1 ;set move-counter to 1
- inc hl ;hl to <xtra info: fire>
+ inc de ;set move
+ ld a,1 ;movecounter = 1
+ ld (de),a ;&&&(hl),1 better?
- 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
+ inc de ;set fire
+ ld a,(level_info)
+ and %00000001 ;bit meaning directfire
+ jr nz,ffireOK ;(a=time-to-fire) = 1 frame (fires directly)
+ ld a,(level_fire) ;set ttf to normal nr of frames
+ffireOK:ld (de),a ;save fire
ret ;return
;--------------------------- enemy fires --------------------------------------
or a
jr z,found_ebullet ;0 = not used
inc hl \ inc hl \ inc hl
- djnz find_ebullet ;look next bullet
+ dnz find_ebullet ;look next bullet
ret
found_ebullet:
ld b,%1100
- ld a,(level_move)
- and %10000000
+ ld a,(level_info)
+ and %00001000
jr z,bulletok
ld a,(y)
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
+ ld a,(level_info)
+ and %11110000
+ or b
+ ld (hl),a ;set bullet direction
inc hl
ld (hl),d ;set x-pos
inc hl
psh bc
psh hl
ld a,(hl) ;load bulletType in a
- or a ;is it 0?
- jr nz,enemy_bullet ;no: handle bullet
+ and %1111 ;select direction-bits
+ jr nz,enemy_bullet ;non-0: handle bullet
next_bullet:
pop hl ;do not move the <pop hl>
pop bc
inc hl \ inc hl \ inc hl
- djnz handle_bullet
+ dnz handle_bullet
ret
enemy_bullet:
- ld b,a ;save type
+ ld b,a ;save type&%1111
inc hl ;bullet x
ld a,(hl) ;check if it has reached the left side of scrn
and %11111110 ;it is <2 (0 or 1)?
inc hl ;@y
ld a,b ;restore type
- cp %1100 ;&&& use <bit ?,a>
+ cp %1100 ;is it a normal bullet? (cp = faster than bit)
jr z,ebullet_common ;type %1100: normal bullet
- and %111
+ and %111 ;isolate important bits
jr z,ebullet_down ;type %1000: moving down
dec a
jr z,ebullet_up ;type %1001: moving up
cp 9
jr nc,next_bullet
+ pop hl ;points to bullettype again
+ psh hl ;and save it again (ivm call to damage_you)
+ ld a,(hl) ;load bullettype
+ cal _shracc ;isolate damage-bits (%1111???? -> %00001111)
+ ld b,a ;set damage-amount
cal damage_you ;HIT!!
remove_ebullet:
pop hl ;hl could be destroyed by damage_you
jr firing_done ;continue
check_enemyfire:
- ld bc,add2enemy+1-2 ;offset of <xtra enemy info: fire>
- add hl,bc ;go there (@hl)
+ inc hl ;go to <y>
+ inc hl ;go to <move>
+ inc hl ;go to <fire>
dec (hl) ;decrease counter till next blast
- ld a,(hl) ;load new counter
+ ld a,(hl) ;&&&doesn't seem efficient to me
or a ;has it reached zero?
jr nz,firing_done ;finished if not
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
+ inc hl ;next byte = bullettype &&&
psh de ;save registers for firing-use
cal Enemy_fires ;fires bullet
pop de ;restore (destroyed by Enemy_fires)
firing_done:
- cal putwidesprite ;display sprite @ix
+ cal putwidesprite ;display sprite @ix
next_enemy:
pop hl
- ld bc,$0004
+ ld bc,enemysize
add hl,bc
pop bc
- djnz handle_enemy
+ dnz handle_enemy
ret
remove_enemy:
pop hl
ld (hl),$0000 ;bye bye enemy
- psh hl
- jr next_enemy
+ jr next_enemy+1 ;continue AFTER pop hl (already done)
exploding_enemy:
inc hl
moving_enemy:
ld a,(level_move)
- and %1111
+ and a
jr z,movetype_updown ;type 0
dec a
jr z,movetype_vslow ;1
ret
movetype_smart:
- ld bc,add2enemy
- add hl,bc
-
+ inc hl ;hl =@ <move>
ld a,(timer)
- and %1111
- ld a,(hl)
+ and %1111 ; |
+ ld a,(hl) ;&&& \|/
jr nz,smartupdate
inc a
smartupdate:
ld (hl),a
or a ;reset carry flag
- sbc hl,bc
+ dec hl ;reset hl to <y>
and %11111100
jr z,movetype_fast
jp remove_enemy ;remove this enemy (off screen)
movetype_updown:
- ld bc,add2enemy
- add hl,bc
-
+ inc hl ;@ <move>
ld a,(hl)
dec a
jr nz,move_updated
ld (hl),a
or a ;reset carry flag
- sbc hl,bc
+ dec hl ;@ <y>
and %00100000
ld a,(hl);&&&ld a,e ;load current y-position
jr z,movedown
sub %00000100
ld (hl),a
collide_done:
+ ld b,4 ;damage
cal damage_you
check_next:
pop hl
- inc hl
- inc hl
- inc hl
- inc hl
- djnz check_collision
+ ld a,b ;psh bc
+ ld bc,enemysize
+ add hl,bc
+ ld b,a ;pop bc
+ dnz check_collision
ret
;--------------------------- story -------------------------------------------
pop hl
ret
-Story:
- ld hl,story01-1
- cal storyPage
- cal storyPage
- cal storyPage
- ret
+dostory:
+ cal storyPage ;do some story
+ inc hl ;look at next hl
+ ld a,(hl) ;load in a
+ dec hl ;restory hl
+ inc a ;set z-flag if a = $ff
+ jr nz,dostory ;otherwise loop
-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
+ ld bc,5 ;story ends
+ add hl,bc ;set hl to beginning of the level
+ ld (levelp),hl ;set the level-pointer
+ ret ;and return
;--------------------------- SFX ---------------------------------------------
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
+ dnz SFXdisp ;repeat until whole screen is displayed
ld b,8
SFXdelay:
halt
- djnz SFXdelay
+ dnz SFXdelay
pop bc
- djnz SFXframe
+ dnz SFXframe
ret
;--------------------------- show icon ----------------------------------------
drawline:
ld (hl),a ;draw one piece of the divider-line
inc hl ;move right (8 pixels = 1 byte)
- djnz drawline ;repeat (16bytes * 8pixels =128= screen width)
+ dnz drawline ;repeat (16bytes * 8pixels =128= screen width)
ret
disp_icons:
+ psh bc \ psh de \ psh hl \ psh ix ;&&&
+
ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom
ld (PutWhere),hl ;place icons at bottom of normal screen
ld b,16 ;draw 16x (screen width)
ld ix,spr_icon01 ;armorIcon
ld de,$1901 ;icon #1
cal putwidesprite ;display icon
- cal disp_armor ;display value
+ cal disp_armor ;display bar
ld ix,spr_icon00
ld a,(torp_occ)
ld hl,$3945 ;position to display bullet-type digit
ld a,(your_weapon) ;digit
dec a ;minus one (1=laser)
- cal _disp_armor ;display digit
+ ld (_penCol),hl ;set location
+ add a,'0' ;make digit
+ cal _vputmap ;display char
ld ix,spr_icon00 ;emptyIcon
ld a,(your_weapon)
iconsdone:
ld hl,GRAPH_MEM ;normal game-screen
ld (PutWhere),hl ;set sprite-position to normal screen
+
+ pop ix \ pop hl \ pop de \ pop bc
ret
disp_armor:
- ld hl,$3925 ;Display Armor left
- ld a,(your_armor) ;load armor left
-_disp_armor:
- ld (_penCol),hl ;place @ armorIcon
- add a,'0' ;make digit
- cal _vputmap ;display char
+ ld hl,(57*16)+VIDEO_MEM+3
+ ld b,3
+armorbarclr:
+ dec hl
+ ld (hl),0
+ dnz armorbarclr
+
+ ld a,(your_armor) ;load your armor
+ ld c,a ;psh a
+ srl a ;/2
+ srl a ;/4
+ srl a ;/8: don't display last 2 bits of a (later)
+ jr z,noarmorbar ;if a=0 then it would loop 256x so skip it
+ ld b,a ;loop b=a times
+armorbar: ;starting at ($39*16)+VIDEO_MEM
+ ld (hl),%11111111 ;draw a piece of the bar
+ inc hl ;next position
+ dnz armorbar ;loop it b times
+
+noarmorbar:
+ ld a,c ;pop a
+ and %111 ;display last bits of armor
+ ret z ;if armor=0 then bit = %00000000 (don't disp)
+ ld b,a ;into B
+ xor a ;bit = %00000000
+armorbarbit:
+ scf ;set carry flag
+ rra ;rotates A right and sets bit 7 (c-flag)
+ dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100)
+armorbarready: ; (an if B=3 then a=%11100000)
+ ld (hl),a ;draw this last byte
ret
disp_lives:
- ld hl,$3900 ;display Lives
+ ld hl,$3A00 ;display Lives
ld (_penCol),hl ;bottom left
ld hl,savestr+2
ld (hl),'L'
add a,'0' ;make digit
ld (hl),a
dec hl \ dec hl
- cal _vputs ;display on screen
- ret
+ jp _vputs ;display on screen +ret
;--------------------------- proc ---------------------------------------------
psh hl
ld e,(hl) ;e = enemy type
ld d,0 ;de = e
- ld hl,sprites ;hl = @sprites offset-table
+ ld hl,XLenemytable ;hl = @sprites offset-table
add hl,de ;points to offset of current enemy offset
ld e,(hl) ;de = @enemy offset
ld d,0
- ld ix,spr_enemy00 ;first enemy sprite
+ ld ix,XLsprenemies ;first enemy sprite
add ix,de ;add offset for current enemy
add ix,de ;twice (offset stored as offset/2)
pop hl
jr nz,waitnokeypressed
ret
-Decompress:
+Decompress: ;hl=source(compressed) de=dest(decompressed)
ld a,(hl)
bit 7,a
- jr z,Compressed
+ jr z,compressed
inc hl
- and 01111111b
+ and %01111111
ld b,0
ld c,a
ldir
jr Decompress
-Compressed:
+compressed:
psh af
or %11111100
ld b,a
ret c ;not found? who cares...
xor a
- ld hl,4+stored_data_start-_asm_exec_ram
+ ld hl,4+storehi_start-_asm_exec_ram
add hl,de ;hl=pointer to data in original prog
adc a,b
cal _SET_ABS_DEST_ADDR
xor a
- ld hl,stored_data_start
+ ld hl,storehi_start
cal _SET_ABS_SRC_ADDR
- ld hl,stored_data_end-stored_data_start
+ ld hl,storehi_end-storehi_start
cal _SET_MM_NUM_BYTES
jp _mm_ldir ;save done (cal \ ret)
+save_lvl:
+ ld hl,own_name-1 ;find own variable
+ rst 20h ;cal _ABS_MOV10TOOP1
+ rst 10h ;cal _FINDSYM
+ ret c ;not found? who cares...
+
+ xor a
+ ld hl,4+storesave_start-_asm_exec_ram
+ add hl,de ;hl=pointer to data in original prog
+ adc a,b
+ cal _SET_ABS_DEST_ADDR
+ xor a
+ ld hl,storesave_start
+ cal _SET_ABS_SRC_ADDR
+ ld hl,storesave_end-storesave_start
+ cal _SET_MM_NUM_BYTES
+ jp _mm_ldir ;save done (cal \ ret)
+ ret
+
game_over:
pop hl ;=ret (game_over was called from a procedure)
game_over_nopop:
restore_line:
set 1,(hl)
add hl,de
- djnz restore_line
+ dnz 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 ;score 0
+ xor a ;ld a,0
ld (score),a ;reset score
- ld (score+1),a ;reset score
+ ld (score+1),a ;reset score (0)
ld (torp_occ),a ;no torpedoes
ld (your_weapon),a ;no laser
ld (your_pickup),a ;reset pickups
ld (your_multiples),a ;no multiples
- inc a ;level #1
- ld (level),a ;reset level nr
- ld hl,level01 ;set level pointer to level#1
+ inc a ;ld a,1
+ ld (level),a ;reset level nr (#1)
+ ld hl,XLlevelsdata ;set level pointer to level#1
ld (levelp),hl ;reset level pointer
inc a ;ld a,2
ld (your_weapon),a ;default weapon
ld a,4
ld (your_lives),a ;3 lives (4 will be decreased @ You_die)
ld (pickuptimer),a ;next pickup after 4 enemies destroyed
- inc a ;ld a,5
- ld (your_armor),a
- ld a,(weapons+1) ;max number of bullets (varies per weap.class)
- ld (ybuls),a
+
+ 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
ld (hl),a
- ld hl,(levelp) ;level pointer
- ld bc,5+32+4+3 ;advance one level
- add hl,bc ;update to point to next level
- ld (levelp),hl ;save
-
+ add a,a
+ add a,a
ld h,0 ;increase score....
- ld l,a ;by level number
+ ld l,a ;by level number * 4
ld bc,20
add hl,bc ;plus 20
cal scoreInc ;update score
+ ld hl,(levelp) ;level pointer
+ ld bc,5+32+4+4 ;advance one 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)
+
ld a,80
ld (nextevent),a ;time to first enemy appearance
ld a,(hl) ;load nr of enemies in this level
ld (eventleft),a ;set nr of events left
inc hl
+ ld a,(hl) ;
+ ld (level_info),a ;
+ inc hl
ld a,(hl) ;movement of enemies in this level
ld (level_move),a ;do it
inc hl
ld hl,enemies ;remove all enemies and bullets
ld (hl),0 ;clear first byte
ld de,enemies+1 ;copy this to the next byte
- ld bc,(add2enemy*2)+((nrybuls+nrebuls)*3)-1
- ldir ;clear enemy-info + enemiesxtra + all bullets
+ ld bc,(nrenemies*enemysize)+((nrybuls+nrebuls)*3)-1
+ ldir ;clear enemies + bullets (y/e)
;--------------------------- setup game ---------------------------------------
res 3,(iy+5) ;set white on black
cal _getkey ;wait for keypress
+ cp kF1
+ cal z,save_lvl
- cal CLEARLCD ;clear screen
- cal disp_icons ;display bottom icons
- ret
+ cal _clrLCD ;clear screen
+ jp disp_icons ;display bottom icons +ret
placestars:
cal Random5016 ;a = (0..50)*16 = random y-pos
ld (ix),l ;save x-pos (l)
ld (ix+1),h ;save y-pos (h)
inc ix \ inc ix ;next star
- djnz placestars ;repeat for all stars
+ dnz placestars ;repeat for all stars
ret
;--------------------------- 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
- jr nc,_n1 ;jump if no carry = no overflow = a<=255
+ jp 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
inc ix
_smc1: ld a,1 ;Load pixel mask
_iloop: sla c ;Test leftmost pixel
- jr nc,_noplot ;See if a plot is needed
+ jp 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
- jr nc,_notedge ;Test if edge of byte reached
+ jp nc,_notedge ;Test if edge of byte reached
inc hl ;Go to next byte
_notedge:
- djnz _iloop
+ dnz _iloop
pop hl ;Restore address
ld bc,16 ;Go to next line
add hl,bc
pop bc ;Restore data
- djnz _oloop
- ret
+ dnz _oloop
+ ret ;<jp>s are used instead of <jr> = faster
;--------------------------- putbigsprite -------------------------------------
putwidesprite:
- ld a,d
- and 7
- ld hl,offsets_table
- ld c,a
- ld b,0
- add hl,bc
- ld a,(hl)
- ld (wsmc1+1),a
- ld (wsmc2+1),a
- ld hl,(PutWhere)
-
- ld a,e
- add a,a
- add a,a
- add a,a
-
- rl b
- add a,a
- rl b
- srl d
- srl d
- srl d
- add a,d
- jr nc,n1
- inc b
-n1: ld c,a
- add hl,bc
-
- ld d,(ix)
- ld b,(ix+1)
-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
-wsmc1: ld a,1 ;Load pixel mask
-wiloop: sla c ;Test leftmost pixel
- jr nc,wnoplot ;See if a plot is needed
- ld e,a ;OR pixel with screen
- or (hl)
- ld (hl),a
- ld a,e
+ ld a,d
+ and 7
+ ld hl,offsets_table
+ ld c,a
+ ld b,0
+ add hl,bc
+ ld a,(hl)
+ ld (wsmc1+1),a
+ ld (wsmc2+1),a
+ ld hl,(PutWhere)
+
+ ld a,e
+ add a,a
+ add a,a
+ add a,a
+
+ rl b
+ add a,a
+ rl b
+ srl d
+ srl d
+ srl d
+ add a,d
+ jr nc,n1
+ inc b
+n1: ld c,a
+ add hl,bc
+
+ ld d,(ix)
+ ld b,(ix+1)
+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
+wsmc1: ld a,1 ;Load pixel mask
+wiloop: sla c ;Test leftmost pixel
+ jr nc,wnoplot ;See if a plot is needed
+ ld e,a ;OR pixel with screen
+ or (hl)
+ ld (hl),a
+ ld a,e
wnoplot:
rrca
- jr nc,wnotedge ;Test if edge of byte reached
- inc hl ;Go to next byte
+ jr nc,wnotedge ;Test if edge of byte reached
+ inc hl ;Go to next byte
wnotedge:
-wsmc2: cp 1
- jr z,wover_1
-
- djnz wiloop
- pop hl ;Restore address
- ld bc,16 ;Go to next line
- add hl,bc
- pop bc ;Restore data
- djnz woloop
+wsmc2: cp 1
+ jr z,wover_1
+
+ dnz wiloop
+ pop hl ;Restore address
+ ld bc,16 ;Go to next line
+ add hl,bc
+ pop bc ;Restore data
+ dnz woloop
ret
wover_1:
- ld c,(ix+2)
- inc ix
- djnz wiloop
- dec ix
- pop hl
- ld bc,16
- add hl,bc
- pop bc
- djnz woloop
+ ld c,(ix+2)
+ inc ix
+ dnz wiloop
+ dec ix
+ pop hl
+ ld bc,16
+ add hl,bc
+ pop bc
+ dnz woloop
ret
;------------------------------------------------------------------------------
.db %10101010,%10101010 ; █ █ █ █ █ █ █ █
spr_icon01:
.db 16,7 ;armor ; .......:.......:
- .db %10001111,%10000000 ; █ █████
- .db %10010000,%01000000 ; █ █ █ ▒▒▒
- .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒
- .db %10100111,%10100000 ; █ █ ████ █ ▒▒▒
- .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒
- .db %10010000,%01000000 ; █ █ █ ▒▒▒
- .db %10001111,%10000000 ; █ █████
+ .db %10000111,%11110000 ; █ ███████
+ .db %10011000,%00001100 ; █ ██ ██
+ .db %10110011,%11000110 ; █ ██ ████ ██
+ .db %10110000,%11110110 ; █ ██ ████ ██
+ .db %10110011,%11000110 ; █ ██ ████ ██
+ .db %10011000,%00001100 ; █ ██ ██
+ .db %10000111,%11110000 ; █ ███████
spr_icon02:
.db 16,7 ;torpedo .......:.......:
.db %10111000,%00010101 ; █ ███ █ █ █
;---------------------------- texts -------------------------------------------
-txt_about: .db " v0.95.A22",127,"by Shiar",0
+txt_about: .db " v0.96.A30",127,"by Shiar",0
txt_email: .db "shiar0@hotmail.com",0
-txt_menu1: .db "CONTINUE",0
-txt_menu2: .db "NEW GAME",0
+txt_menu1: .db "NEW GAME",0
+txt_menu2: .db "CONTINUE",0
txt_level: .db "LEVEL ",0
txt_gameover: .db "GAME OVER!",0
;---------------------------- save data ---------------------------------------
PutWhere .dw GRAPH_MEM ;where to put the wide sprites
-level .db $00 ;level number
-levelp .dw $0000 ;pointer to level data
-
-score .dw $0000
+laserlasts .db 5
-stored_data_start:
+storehi_start:
hiscore .dw $0000
-hiname .db "Shiar.95",0
-stored_data_end:
+hiname .db "Shiar.96",0
+storehi_end:
+
+storesave_start:
+level .db $01 ;level number
+levelp .dw XLlevelsdata+4 ;pointer to level data
+pickuptimer .db $04 ;counts when to place a pickup
+score .dw $0000
your_pickup .db $00
your_occ .db $00 ;0=normal 1..16=exploding
your_inv .db $00 ;invincibility left
-your_armor .db $05 ;HP left
-your_lives .db $00 ;
+your_armor .db $0a ;HP left
+your_lives .db $03 ;
-your_weapon .db $00 ;laser avail: 0=no, 1=yes
+your_weapon .db $02 ;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)
-
-#include nemesis0.z80
+storesave_end:
;----------------------------- logo -------------------------------------------
;------------------------------------------------------------------------------
-; 0.94.A08 -- 08.X.99 -- size 4531 (4456)
-;
-; + 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
-;
-; 0.95.A13 -- 13.X.99 -- size 4656
-;
-; + BOSSES! at the end of a level a huge enemy will appear
-; * bosses will move towards you, slowly. level=done when boss destroyed
-; + normal enemies can also try to ram your ship (like bosses do)
-; * when colliding with an enemy, his armor will decrease (if any)
-;
-; 0.95.A17 -- 17.X.99 -- size 4965
-;
-; # fix: bullets at right side weren't removed on time (1pix too late)
-; * each level has it's own boss
-; + your bullets can have different speeds/directions
-; + third icon selects bullet-upgrade: single, faster, double, triple
-; * number of bullets varies per bullet-class (type 1 is max. 2 bullets)
-; * all temp. vars are stored in TEXT_MEM and TEXT_MEM2 (anti-crash:)
-;
-; 0.95.A18 -- 18.X.99 -- size 5052
-;
-; # vertical line next to score at game over screen removed (minor)
-; # some unintended pixels at icon bar now gone (joy, joy)
-; # number of bullets of a new weapon is loaded correctly
-; # cleans GRAPH_MEM (Graph-screen) and TEXT_MEM (calculate screen)!
-; # data not stored at TEXT_MEM2 but now at _asm_exec_ram+5100
-;
; 0.95.A22 -- 22.X.99 -- size 5321
;
; * total size of enemy-sprites can now be 510 bytes (space = doubled!)
; spread all over screen. y is still random and changes during game
; * make_random functions smaller and used by different procs
; # MAJOR BUG! a "random" value was placed somewhere in mem thus
-; creating bugs like unexplained loss of armor and stuff!
+; creating bugs like unexplained loss of armor and stuff! (I think)
+;
+; 0.96.A31 -- 31.X.99 -- size 4836 + 888
+;
+; # if you were hit when armor-icon selected, prog did weird stuff
+; + armor-bar (shows armor as a black line left at bottom)
+; # bugs involving armor-bar changing armor to a wrong value
+; # YES!!! the saving-bugs were caused by mmldir: it reset all data
+; at mem $8000, so data is now stored at asmexecram+6000 instead!
+; * external levels. All leveldata is loaded from "nemesis0"-var
+; * some optimization (like cal\ret>jp + unused code removed/shortened)
+; * storyline is loaded from level-file (will be compressed later..)
+; + story can be _between_ levels, not only at the start of a new game
+; * "new game" and "continue" in main menu are swapped (new comes 1st)
+; * enemy bullets can do more than one damage: differs per level
+; * collision does 4 damage, ground does 5, you start with 12 armor
+; # running the level-file no longer crashes your calc but just returns
+; * you now move 1.5 pixels per frame! this way you can outrun enemies
+; * hellofajob but enemy-data is now stored at one location in 6 bytes,
+; instead of two 4-byte spaces 40 bytes apart! (cleaner code; faster)
+; * ground/ceiling/stars are continued when at boss (c00l level 3 boss)
;
;
; + added - removed * changed # bug fixed
-;---------------------------- enemy data --------------------------------------
-
-sprites:
- .db $00
- .db (spr_enemy01-spr_enemy00)/2
- .db (spr_enemy02-spr_enemy00)/2
- .db (spr_enemy03-spr_enemy00)/2
- .db (spr_enemy04-spr_enemy00)/2
- .db (spr_enemy05-spr_enemy00)/2
- .db (spr_enemy06-spr_enemy00)/2
- .db (spr_enemy07-spr_enemy00)/2
- .db (spr_boss01 -spr_enemy00)/2
- .db (spr_boss02 -spr_enemy00)/2
- .db (spr_enemy08-spr_enemy00)/2
+;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
-spr_enemy00:
- .db 7,5 ;pickup
- .db %11111110 ; ███████
- .db %11111110 ; ███████
- .db %11000110 ; ██ ██
- .db %11111110 ; ███████
- .db %11111110 ; ███████
.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 8,6 ;enemy type eight
.db %00011110 ; ████
.db %01111111 ; ███████
-enemy00:.db %10011100 ; █ ███
+ .db %10011100 ; █ ███
.db %10011100 ; █ ███
.db %01111111 ; ███████
.db %00011110 ; ████
- ;enemyInfo: %000000:HP %10:occ $00:type $00:app $00:unused
-enemy01: ;#1 HP:1 app:random
- .db %00000010,1,1,0
-enemy02: ;#2 HP:1 app:halflure
- .db %00000010,2,3,0
-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 %00000111,5,3,0
-enemy06: ;#6 HP:3 app:lure moving
- .db %00001011,6,2,0
-
-enemy07: ;#7 HP:7 app:halflure moving
- .db %00011011,7,3,0
-
-boss01:
- .db %00110011,8,1,0
-boss02:
- .db %00111011,9,3,0
-
-;----------------------------- level info -------------------------------------
-
- ;format: enemy nr; enemy frequency; next lvl; level_move; level_fire
- ;tunnel size; groundtype; 17_ground; 17_ceiling; stars1; stars2
-
- .db $15,$07,$08 ;fireFreq; moveType; enemyType
-level01: ;efrequency must be odd if halfluring!
- .db $01,$1b,$2f,%00010000,255,0,0 ;0f>>2f
- .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 $10,$07,$09
-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
- .db $0E,$07,$09
-level03:
- .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
-
- .db $0D,$07,$08
-level04:
- .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
- .db $0C,$07,$09
-level05:
- .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
- .db $0B,$07,$08
-level06:
- .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
-
- .db $08,$07,$09
-level07:
- .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
-
-weapons:
- .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
+;-----------------------------------------------------------------------------
+ .end
+.end
\ No newline at end of file