From 360b8ba326a96e75e72b2dee8992072578565ec3 Mon Sep 17 00:00:00 2001 From: Mischa Poslawsky Date: Sun, 18 Jul 1999 00:00:00 +0200 Subject: [PATCH] version 0.1: collision detection # no crash when level restarts for the third time * exit-procedure updated, unnecessary stuff/keychecks removed - alot of unused code removed + different types of enemies (just look different) + collision detection!! enemy ships disappear when you hit them --- nemesis.z80 | 774 +++++++++++++++++++++++++++------------------------- 1 file changed, 402 insertions(+), 372 deletions(-) diff --git a/nemesis.z80 b/nemesis.z80 index 259db9b..79042be 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -6,20 +6,14 @@ jp Start .dw $0000 .dw Title -Title: .db "Nemesis v0.01 by Shiar",0 -Start: call _runindicoff - -TEXT_MEM = $c0f9 -temp1 = $c120 -StringPlace = $c180 -jpf1 = $c200 - +Title: .db "Nemesis v0.1.718 by Shiar",0 +Start: + jr init ;-------------------- init ---------------------------------------------------- init: - set 0,(iy+3) - ld (iy+13),0 + call _runindicoff ;-------------------- main menu ----------------------------------------------- @@ -41,18 +35,16 @@ play_game: set_up_display: call _clrLCD - ld hl,in_game_text - ld b,3 -l11: ld a,(hl) - ld (_curCol),a - inc hl - ld a,(hl) - ld (_curRow),a - inc hl - call _puts - djnz l11 - -;------------------------ in-game texts --------------------------------------- + ld hl,in_game_text + ld b,3 +l11: ld a,(hl) + ld (_curCol),a + inc hl + ld a,(hl) + ld (_curRow),a + inc hl + call _puts + djnz l11 in_game_text: .db 16,0,"LIVES",0 @@ -62,165 +54,163 @@ in_game_text: str_question: .db "-----",0 +;------------------------------------------------------------------------------ ;-------------------------- game loop ----------------------------------------- +;------------------------------------------------------------------------------ game_main_loop: - ld hl,timer + ld hl,timer ;update time inc (hl) +Clear_screen: xor a ld hl,GRAPH_MEM+(16*12) ld b,a -csl: ld (hl),a +clearloop: + ld (hl),a inc hl ld (hl),a inc hl ld (hl),a inc hl - djnz csl + djnz clearloop + +check_exitkey: + ld a,%00111111 ; pressed? + out (1),a + nop + nop + in a,(1) + bit 6,a + jr z,quit ;yes: quit game + +game_stuff: + call Level_event ;insert enemies + call Handle_Ship ;move you + call Handle_enemies ;move enemies + call Enemies_hit ;check for collision with enemies + + call Display_Screen ;display all +; halt \ halt \ halt ;delay + jr game_main_loop ;loop - call Level_event - call Handle_Ship - call Handle_enemies - call Display_Screen - call Misc_Keys - jr game_main_loop +quit: ret ;---------------------- display ----------------------------------------------- Display_Screen: - ld a,64 ;Display Image + ld a,64 ;Display Image ld hl,GRAPH_MEM+(16*12) ld de,$fc00 -dsl: ld bc,12 +displayloop: + ld bc,12 ldir inc de inc de inc de inc de dec a - jr nz,dsl + jr nz,displayloop - ld hl,$1007 ;Display Score - ld (_curRow),hl - ld hl,(score) -; jp _D_HL_DECI +; ld hl,$1007 ;Display Score +; ld (_curRow),hl +; ld hl,(score) +; jp _D_HL_DECI ret ;------------------------- handle ship ---------------------------------------- Handle_Ship: - ld a,(your_status) - bit 4,a - jr nz,you_not_normal - or a - jr z,ok - dec a - ld (your_status),a - ld hl,(lives) - ld a,l - or h - jr nz,ok - pop af - ret -ok: - ld a,%01111110 - out (1),a - ld hl,y - in a,(1) - rra - ld b,a - - jr c,no_down - ld a,(hl) - inc a - cp 73 ;y < 73 - jr z,no_down - ld (hl),a -no_down: dec hl - rr b - jr c,no_left - ld a,(hl) - dec a - jr z,no_left ;x > 0 - ld (hl),a -no_left: rr b - jr c,no_right - ld a,(hl) - inc a - cp 89 ;x < 89 - jr z,no_right - ld (hl),a -no_right:ld d,(hl) - inc hl - rr b - jr c,no_up - ld a,(hl) - dec a - cp 15 ;y > 15 - jr z,no_up - ld (hl),a -no_up: - ld ix,spr_ship - -display_common: - ld e,(hl) - jp drw_spr - -you_not_normal: - - ld hl,(score) - ld de,-6 - add hl,de - ld a,255 - cp h - jr nz,_ok_ - ld hl,0 -_ok_: ld (score),hl - ld a,(your_status) - dec a - ld (your_status),a - inc a - and 14 - xor 14 - ld hl,x-1 - -explosion_stuff: - rra - add a,a - add a,a - add a,a - ld c,a - ld b,0 - ld ix,spr_explosion - add ix,bc - inc hl - ld d,(hl) - inc hl - jr display_common + ld a,(your_status) +; bit 4,a +; jr nz,you_not_normal + or a + jr z,ok +; dec a +; ld (your_status),a +; ld hl,(lives) +; ld a,l +; or h +; jr nz,ok +; pop af +; ret -;---------------------------- handle keys ------------------------------------- +ok: + ld a,%01111110 + out (1),a + ld hl,y + in a,(1) + rra + ld b,a -Misc_Keys: - ld a,$BF - out (1),a - nop - nop - in a,(1) - rla - rla - jr nc,e_exit + jr c,no_down + ld a,(hl) + inc a + cp 73 ;y < 73 + jr z,no_down + ld (hl),a +no_down: + dec hl + rr b + jr c,no_left + ld a,(hl) + dec a + jr z,no_left ;x > 0 + ld (hl),a +no_left: + rr b + jr c,no_right + ld a,(hl) + inc a + cp 89 ;x < 89 + jr z,no_right + ld (hl),a +no_right: + ld d,(hl) + inc hl + rr b + jr c,no_up + ld a,(hl) + dec a + cp 15 ;y > 15 + jr z,no_up + ld (hl),a +no_up: ld ix,spr_ship - ld a,$FD - out (1),a - nop - nop - in a,(1) - rra - bit 5,a - ret nz -e_exit: pop af - ret +display_common: + ld e,(hl) + jp drw_spr + +;you_not_normal: +; ld hl,(score) +; ld de,-6 +; add hl,de +; ld a,255 +; cp h +; jr nz,_ok_ +; ld hl,0 +;_ok_: ld (score),hl +; ld a,(your_status) +; dec a +; ld (your_status),a +; inc a +; and 14 +; xor 14 +; ld hl,x-1 + +;explosion_stuff: +; rra +; add a,a +; add a,a +; add a,a +; ld c,a +; ld b,0 +; ld ix,spr_explosion +; add ix,bc +; inc hl +; ld d,(hl) +; inc hl +; jr display_common ;--------------------------- level events ------------------------------------- @@ -232,29 +222,41 @@ Level_event: ret nz do_event: - ld hl,(curevent) - inc hl - - ld de,enemies - dec de - dec de -search_noenemy: + ld hl,(curevent) ;+1 + ld de,enemies-4 +chk_noenemy: + inc de + inc de inc de inc de ld a,(de) - cp $ff - jr nz,search_noenemy + or a + jr nz,chk_noenemy + + ld a,$01 + ld (de),a ;occ + inc de + + ld a,(hl) + ld (de),a ;type + inc de ld a,$5a - ld (de),a + ld (de),a ;x inc de + + inc hl ;+2 ld a,(hl) - ld (de),a + ld (de),a ;y - inc hl - ld (curevent),hl + inc hl ;+0 ld a,(hl) + cp $ff + jp z,Next_level ld (nextevent),a + + inc hl ;+1 + ld (curevent),hl ret ;--------------------------- handle enemies ----------------------------------- @@ -264,9 +266,17 @@ Handle_enemies: handle_enemy: push hl - ld d,(hl) + + ld a,(hl) + cp 1 + jr nz,next_enemy + inc hl - ld e,(hl) + ld c,(hl) ;type + inc hl + ld d,(hl) ;x + inc hl + ld e,(hl) ;y ld a,d or a @@ -279,10 +289,14 @@ handle_enemy: dec hl ld (hl),d ld ix,spr_enemy01 + ld b,$00 + add ix,bc call drw_spr jr next_enemy remove_enemy: + dec hl + dec hl dec hl ld (hl),$0000 @@ -290,151 +304,148 @@ next_enemy: pop hl inc hl inc hl + inc hl + inc hl ld a,(hl) cp $ff jr nz,handle_enemy ret +;--------------------------- check collision ---------------------------------- + +Enemies_hit: + ld de,(x) ;e = X, d = Y + ld hl,enemies-4 +check_next: + inc hl + inc hl + inc hl + inc hl + + ld a,(hl) + cp $ff + ret z ;-1 = no more enemies + push hl + cp 1 + jr nz,nocrash ;1 = enemy + + inc hl + inc hl + ld a,(hl) ;check x match + sub e + add a,6 + jp m,nocrash + cp 12 + jr nc,nocrash + + inc hl + ld a,(hl) ;check y match + sub d + add a,6 + jp m,nocrash + cp 12 + jr nc,nocrash + + dec hl + dec hl + ld (hl),0 + dec hl + ld (hl),2 ;set to explode + +nocrash: + pop hl + jr check_next + +;--------------------------- next level --------------------------------------- + +Next_level: + ld hl,Leveldata+1 + ld (curevent),hl + ret + ;--------------------------- putsprite ---------------------------------------- offsets_table: - .db 128,64,32,16,8,4,2,1 -drw_spr: ld a,d - and 7 - ld hl,offsets_table - ld c,a - ld b,0 - add hl,bc - ld a,(hl) - ld (_smc1+1),a - - ld (_smc1+1),a - ld hl,GRAPH_MEM - ld a,e - add a,a - add a,e - 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 + .db 128,64,32,16,8,4,2,1 +drw_spr: + ld a,d + and 7 + ld hl,offsets_table + ld c,a + ld b,0 + add hl,bc + ld a,(hl) + ld (_smc1+1),a + + ld (_smc1+1),a + ld hl,GRAPH_MEM + ld a,e + add a,a + add a,e + 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) -_oloop: push bc ;Save # of rows - push hl ;Save screen address - ld b,d ;Load width - ld c,(ix+2) ;Load one line of image - inc ix -_smc1 ld a,1 ;Load pixel mask -_iloop: sla c ;Test leftmost pixel - jr nc,_noplot ;See if a plot is needed - ld e,a ;OR pixel with screen - or (hl) - ld (hl),a - ld a,e + ld d,(ix) + ld b,(ix+1) +_oloop: push bc ;Save # of rows + push hl ;Save screen address + ld b,d ;Load width + ld c,(ix+2) ;Load one line of image + inc ix +_smc1: ld a,1 ;Load pixel mask +_iloop: sla c ;Test leftmost pixel + 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 - jr nc,_notedge ;Test if edge of byte reached - inc hl ;Go to next byte -_notedge:djnz _iloop - pop hl ;Restore address - ld bc,12 ;Go to next line - add hl,bc - pop bc ;Restore data - djnz _oloop - ret + jr nc,_notedge ;Test if edge of byte reached + inc hl ;Go to next byte +_notedge:djnz _iloop + pop hl ;Restore address + ld bc,12 ;Go to next line + add hl,bc + pop bc ;Restore data + djnz _oloop + ret -;drw_sprw: - 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,GRAPH_MEM - - ld a,e - add a,a - add a,e - 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: push bc ;Save # of rows - push 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 -wnotedge -wsmc2: cp 1 - jr z,wover_1 - - djnz wiloop - pop hl ;Restore address - ld bc,12 ;Go to next line - add hl,bc - pop bc ;Restore data - djnz woloop - ret -wover_1: ld c,(ix+2) - inc ix - djnz wiloop - dec ix - pop hl - ld bc,12 - add hl,bc - pop bc - djnz woloop - ret -HL_Decimal: - ld (_penCol),de ;set display position - ld de,StringPlace+4 ;end of location to store string - ld b,5 ;digits -ConvLoop: - call UNPACK_HL ;value to string - add a,'0' - ld (de),a ;store char - dec de - djnz ConvLoop ;loop - ld hl,StringPlace ;display stored chars - call _vputs - ret +_D_HL_DECI: + push bc + ld de,up_data+4 + ld b,5 +ldhld: call UNPACK_HL + add a,'0' + ld (de),a + dec de + djnz ldhld + ld hl,up_data + ld b,4 +lis: ld a,(hl) + cp '0' + jr nz,dis + ld (hl),' ' + inc hl + djnz lis +dis: ld hl,up_data + call _puts + pop bc + ret +up_data: .db "PAD98",0 @@ -451,12 +462,10 @@ spr_ship: .db %11111000 spr_bullet01: - .db 3,5 - .db %01000000 - .db %11100000 - .db %11100000 - .db %11100000 - .db %11100000 + .db 5,3 + .db %11110000 + .db %11111000 + .db %11110000 spr_bullet02: .db 3,3 @@ -472,98 +481,113 @@ spr_enemy01: .db %11110000 .db %01110000 .db %00111100 +spr_enemy02: + .db 6,6 + .db %01111100 + .db %11110000 + .db %10111000 + .db %10111000 + .db %11110000 + .db %01111100 spr_explosion: - .db 8,6 - .db %00000000 - .db %00011100 - .DB %00111110 - .DB %01010110 - .DB %00111000 - .DB %00000000 - .db 8,6 - .db %00110000 - .db %01001110 - .DB %10111110 - .DB %01001111 - .DB %00111000 - .DB %00011010 - .db 8,6 - .db %11110011 - .db %01001110 - .DB %10110101 - .DB %01000101 - .DB %00111110 - .DB %11011010 - .db 8,6 - .db %11110011 - .db %01001110 - .DB %10110101 - .DB %01000101 - .DB %00111110 - .DB %11011010 - .db 8,6 - .db %01000001 - .db %00100110 - .DB %00010101 - .DB %01000100 - .DB %00010010 - .DB %10011010 - .db 8,6 - .db %01000010 - .db %00100000 - .DB %00000001 - .DB %01000100 - .DB %00100010 - .DB %10001010 - .db 8,6 - .db %00001000 - .db %11000010 - .DB %00000000 - .db %00100000 - .db %00000001 - .db %00110000 - .db 8,6 - .db %00000100 - .DB %00000000 - .DB %01000000 - .DB %00000000 - .db %00000001 - .db %00100100 + .db 8,6 + .db %00000000 + .db %00011100 + .db %00111110 + .db %01010110 + .db %00111000 + .db %00000000 + + .db 8,6 + .db %00110000 + .db %01001110 + .db %10111110 + .db %01001111 + .db %00111000 + .db %00011010 + + .db 8,6 + .db %11110011 + .db %01001110 + .db %10110101 + .db %01000101 + .db %00111110 + .db %11011010 + + .db 8,6 + .db %11110010 + .db %01001110 + .db %10110101 + .db %01000101 + .db %00111110 + .db %01011010 + + .db 8,6 + .db %01000001 + .db %00100110 + .db %00010101 + .db %01000100 + .db %00010010 + .db %10011010 + + .db 8,6 + .db %01000100 + .db %00100000 + .db %00000001 + .db %01000100 + .db %00100010 + .db %10001000 + + .db 8,6 + .db %00001000 + .db %11000010 + .db %00000000 + .db %00100000 + .db %00000001 + .db %00110000 + + .db 8,6 + .db %00000100 + .db %00000000 + .db %01000000 + .db %00000000 + .db %00000001 + .db %00100100 ;---------------------------- level data ------------------------------------- Leveldata: - .db $90,$40 - .db $90,$30 - .db $90,$20 - .db $90,$10 - .db $00,$00 + .db $10,$00,$40 ;$time (ff=end) $type $y-pos + .db $10,$08,$30 + .db $10,$08,$20 + .db $40,$00,$10 + .db $ff,$ff,$ff ;---------------------------- texts ------------------------------------------ title_message: - .db "G A L A X I A N",0 + .db "* * NEMESIS * *",0 ;---------------------------- save data -------------------------------------- stored_data_start: -curevent .dw Leveldata ;next event +curevent .dw Leveldata+1 ;next event nextevent .db (Leveldata) ;time to next event score .dw $0000 lives .dw $0003 -level .dw $0003 -x .db $46 +level .dw $0000 +x .db $16 y .db $46 -lasers .db $03 +shield .db $00 ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ebuls .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 -enemies .dw $3335,$2323,$4040,$ffff,$ffff - .dw $ffff,$ffff,$ffff,$ffff,$ffff - .dw 0,0,0,0,0 - .dw 0,0,0,0,0 - .dw 0,0,0,0,0,0,0,0,0,0 - .dw 0,0,0,0,0,0,0,0,0,$ffff +enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$ffff,$ffff +; 0011 2233 >> 0=occupation (0=no enemy 1=normal 2=exploding) +; 1=frame/ship 2=x 3=y boss_status .db 00 boss_pwr .db 00 @@ -589,11 +613,17 @@ stored_data_end: ;NEMESIS'86 by Shiar -;0.01.717 -- 17.VII.99 -- size 984 +; 0.01.717 -- 17.VII.99 -- size 984 ; ; + movement of ship over whole screen ; + enemies moving from right to left, appearing right at specified times - - +; +; 0.1.718 -- 18.VII.99 -- size 907 +; +; * no crash when level restarts for the third time +; * exit-procedure updated, unnecessary stuff/keychecks removed +; * alot of unused code removed +; + different types of enemies (just look different) +; + collision detection!! enemy ships disappear when you hit them -- 2.30.0