From 72e8c5a67a25675fef374504dcd68c541103bc85 Mon Sep 17 00:00:00 2001 From: Mischa Poslawsky Date: Sun, 25 Jul 1999 19:02:14 +0200 Subject: [PATCH] version 0.5: moving enemies, some fixes * waits a sec at level display (in case of accidental keypress) * moving enemies (move up+down) # bullets removed correctly so they can be used again later * first level made # enemy weaponfire is fired from correct positions + your ship explodes on impact with ships/bullets * game over screen will be displayed just *after* your ship's gone + frame counter onscreen --- nemesis.z80 | 379 ++++++++++++++++++++++++++++++++++++---------------- 1 file changed, 263 insertions(+), 116 deletions(-) diff --git a/nemesis.z80 b/nemesis.z80 index 19d3b9e..cb0f3eb 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -9,43 +9,27 @@ .dw $0001 .dw Title .dw spr_ship -Title: .db "Nemesis v0.4.720 by Shiar",0 +Title: .db "Nemesis v0.5.725 by Shiar",0 Start: jr init just_fired = $c0f9 ;byte temp1 = $c100 ;word -;-------------------- init ---------------------------------------------------- +;---------------------- init -------------------------------------------------- init: call _runindicoff -;-------------------- main menu ----------------------------------------------- +;---------------------- main menu --------------------------------------------- - call Next_level - jp play_game - -;-------------------- exit ---------------------------------------------------- - -exit_game: - ret - -;----------------------- game setup ------------------------------------------- +;---------------------- game setup -------------------------------------------- play_game: - -;---------------------- display setup ---------------------------------------- - -set_up_display: - call _clrLCD - ld (_curCol),16 - ld (_curRow),6 - ld hl,txt_score - call _puts + call Next_level ;------------------------------------------------------------------------------ -;-------------------------- game loop ----------------------------------------- +;---------------------- game loop --------------------------------------------- ;------------------------------------------------------------------------------ game_main_loop: @@ -78,10 +62,9 @@ game_stuff: call Level_event ;insert enemies call Handle_Ship ;move you call Fire_bullet ;check for fire - call Handle_bullets ;move bullets call Handle_enemies ;move enemies - call Enemy_fires ;check for enemy fire - call Enemy_bullets ;move bullets + call Handle_bullets ;move your bullets + call Enemy_bullets ;move enemy bullets call Enemies_hit ;check for collision with enemies call Display_Screen ;display all @@ -109,7 +92,8 @@ displayloop: ld hl,$1006 ;Display Score ld (_curRow),hl ld hl,(timer) -; jp _D_HL_DECI + ld h,0 + jp _D_HL_DECI ret ;------------------------- handle ship ---------------------------------------- @@ -119,14 +103,14 @@ Handle_Ship: or a jr z,ok ;0 = normal stat -; dec a -; ld (your_status),a -; ld hl,(lives) -; ld a,l -; or h -; jr nz,ok -; pop af -; ret + inc a ;next (explosion)frame + ld (your_occ),a ;save + + cp 34 ;last explosion frame? + jr c,exploding_you ;not yet: display explosion + cp 54 ;delay finished? + jp z,game_over ;yes = game over + ret ;don't display anything ok: ld a,%01111110 @@ -172,16 +156,12 @@ no_up: ld ix,spr_ship01 display_common: ld e,(hl) - jp drw_spr + jp drw_spr ;ret -;you_not_normal: -; ld a,(your_status) -; dec a -; ld (your_status),a -; inc a -; and 14 -; xor 14 -; ld hl,x-1 +exploding_you: + srl a ;half the framerate + dec a ;first frame is 1>inc>srl>dec = 0 + ld hl,x-1 explosion_stuff: rra @@ -198,6 +178,8 @@ explosion_stuff: jr display_common damage_you: + ld a,1 ;set to explode (1st frame) + ld (your_occ),a ret ;------------------------- fire bullet ---------------------------------------- @@ -284,7 +266,7 @@ bullet_type1: push de call drw_spr ;display bullet pop de - ld b,20 + ld b,nrenemies ld hl,enemies hit_enemies: ;Hits with normal enemies @@ -321,7 +303,7 @@ hit_enemies: ;Hits with normal enemies dec hl dec hl ld a,(hl) ;occ - ld b,a + ld b,a ;push occ srl a srl a ;occ/4 = HP left jr nz,hpleft @@ -332,7 +314,7 @@ hit_enemies: ;Hits with normal enemies ret hpleft: - ld a,b + ld a,b ;pop occ sub %00000100 ;decrease HP by one ld (hl),a ;save pop hl @@ -372,6 +354,7 @@ chk_noenemy: ld c,a ld b,0 add hl,bc + add hl,bc add hl,bc ;hl = enemy specs ld a,(hl) ;load hitpoints+occ of this enemy class ld (de),a ;occ @@ -399,37 +382,17 @@ chk_noenemy: inc hl ld (curevent),hl ;update pointer - ret + + or a ;no delay + jr z,do_event + ret ;no more events for now ;--------------------------- enemy fires -------------------------------------- -Enemy_fires: - ld a,r - and %01111111 - cp 19 - ret p - - add a,a - add a,a - ld c,a - ld b,0 ;bc = a*4 - ld hl,enemies - add hl,bc ;hl = enemy - ld a,(hl) - or a - ret z ;return if no enemy - dec a - dec a - ret z ;or exploding enemy - inc hl - inc hl - ld c,(hl) ;enemy x-pos - dec c - dec c ;c = x-2 - inc hl - ld a,(hl) ;y-pos - inc a - ld e,a ;e = y+1 +Enemy_fires: ;de = x,y + dec d + dec d ;d = x-2 + inc e ;e = y+1 ld b,10 ld hl,ebullets @@ -446,7 +409,7 @@ find_ebullet: found_ebullet: ld (hl),1 ;use bullet inc hl - ld (hl),c ;set x-pos + ld (hl),d ;set x-pos inc hl ld (hl),e ;set y-pos ret @@ -471,7 +434,6 @@ next_bullet: djnz handle_bullet ret - enemy_bullet: inc hl ld a,(hl) ;bullet x @@ -509,9 +471,7 @@ enemy_bullet: jr nc,next_bullet call damage_you ;HIT!! - remove_ebullet: - dec hl dec hl ld (hl),0 ;bullet > unused jr next_bullet @@ -520,7 +480,7 @@ remove_ebullet: Handle_enemies: ld hl,enemies - ld b,20 ;loop 20x + ld b,nrenemies ;loop 20x handle_enemy: push bc @@ -531,16 +491,20 @@ handle_enemy: jr z,next_enemy ;occ "no enemy" 0 dec a jr z,exploding_enemy ;occ "exploding" 1 - ld b,0 + ld b,1 dec a jr z,normal_enemy ;occ "normal" 2 moving_enemy: ;occ "moving" 3 - ld b,1 + ld b,0 normal_enemy: inc hl ld a,(hl) ;type + and %11100000 ;move-type + add a,b ;add move bit from occ + ld b,a ;save in b + ld a,(hl) ;type add a,a add a,a add a,a @@ -554,18 +518,62 @@ normal_enemy: ld d,a inc hl - ld a,(hl) ;y - ;;;;;;;;;;;;;;;; ; - ld (hl),a ;store new y - ld e,a - - dec hl + ld e,(hl) ;y + ld a,b ;%xxx00001=moving -0=normal + dec a + jr z,ymove_done ;skip y-move + +; srl a +; ld b,a ;b = %0xxx0000 (move stat) + ld a,(timer) + and %00010000 ;switches 0<>1 every 16 turns +; add a,b ;a = new move stat +; add a,a +; ld b,a ;b = %xxx00000 (new move stat*2) + +; dec hl \ dec hl +; ld a,(hl) ;type +; and %00011111 ;reset move-type +; add a,b ;set new move-type +; ld (hl),a +; inc hl \ inc hl ;@y + +; and %00100000 + jr z,movedown +moveup: dec (hl) ;decrease y-pos + jr ymove_done +movedown: + inc (hl) ;increase y-pos + +ymove_done: + dec hl ;@x ld (hl),d ;store new x ld ix,spr_enemy01 ld b,$00 add ix,bc - call drw_spr - jr next_enemy + +; push hl ;save registers + push de + call drw_spr ;display + pop de ;restore (destroyed by drw_spr) +; pop hl + +; dec hl +; ld b,(hl) ;type +; and %00011111 ;enemy class +; ld hl,enemy01 ;all enemies' specs +; inc b ;next enemy's specs +; ld c,$00 +; add hl,bc +; add hl,bc +; add hl,bc ;go there +; dec hl ;last byte of this enemy's specs + + ld a,$ff ;fire frequency + call Random ;random value < a + dec a ;fire if 1 + call z,Enemy_fires ;fires bullet + jr next_enemy remove_enemy: pop hl @@ -602,7 +610,7 @@ Enemies_hit: ld de,(x) ;e = X, d = Y ld hl,enemies - ld b,20 ;check all 20 enemies + ld b,nrenemies ;check all 20 enemies check_collision: push hl ld a,(hl) @@ -675,7 +683,48 @@ Next_level: wait: halt \ halt djnz wait ;delay call _getkey ;wait for keypress + jr game_setup ;prepare display and vars + ret + +;--------------------------- game over ---------------------------------------- + +game_over: + ld hl,Leveldata+1 ;reset level data + ld (curevent),hl + + call _clrLCD ;clear screen + ld hl,$0603 + ld (_curRow),hl ;center + ld hl,txt_gameover + call _puts ;display "GAME OVER" + + ld b,$20 +wait2: halt \ halt + djnz wait2 ;delay + call _getkey ;wait for keypress + jr game_setup ;prepare display and vars + ret + +;---------------------- setup game -------------------------------------------- + +game_setup: + call _clrLCD + ld hl,$1005 + ld (_curRow),hl + ld hl,txt_score ;display "SCORE" + call _puts ;display texts + xor a + ld (timer),a ;reset time + ld (level),a ;level 1 + ld hl,Leveldata+1 + ld (curevent),hl ;reset level + ld hl,(Leveldata) + ld (nextevent),hl + ;ret +;---------------------- exit -------------------------------------------------- + +exit_game: ret ;--------------------------- putsprite ---------------------------------------- @@ -735,7 +784,28 @@ _notedge:djnz _iloop djnz _oloop ret - +;---------------------- random ------------------------------------------------ + +Random: ; Creates a random number 0 <= x < A + push bc + push de + push hl + ld b,a + ld a,r + add a,a + ld hl,0 + ld d,0 + ld e,a +RMul: + add hl,de + djnz RMul + ld a,h + pop hl + pop de + pop bc + ret + +;------------------------ _D_HL_DECI: push bc @@ -766,14 +836,16 @@ up_data: .db "PAD98",0 ;------------------------------- sprites -------------------------------------- spr_ship: - .db 7,1 ;ship icon - .db %11000000 ; ██ - .db %11110000 ; ████ - .db %01111100 ; █████ - .db %01110010 ; ███ █ - .db %01111100 ; █████ - .db %11110000 ; ████ - .db %11000000 ; ██ + .db 9,1 ;ship icon + .db %11100000 ; ███ + .db %11111000 ; █████ + .db %00111110 ; █████ + .db %11111001 ; █████ █ + .db %11111101 ; ██████ █ + .db %11111001 ; █████ █ + .db %00111110 ; █████ + .db %11111000 ; █████ + .db %11100000 ; ███ spr_ship01: .db 7,7 ;ship alpha class @@ -893,6 +965,7 @@ spr_icon02: txt_title: .db "* * NEMESIS * *",0 txt_level: .db "LEVEL ",0 +txt_gameover: .db "GAME OVER!",0 txt_score: .db "SCORE",0 ;---------------------------- save data --------------------------------------- @@ -906,8 +979,8 @@ nextevent .db (Leveldata) ;time to next event score .dw $0000 -your_occ .db $00 ;0=normal 1=exploding 2=gone -lives .dw $0003 ;unused +your_occ .db $00 ;0=normal 1..16=exploding +;lives .dw $0003 ;unused x .db $16 ;x-pos y .db $46 ;think about it.. hp .db $00 ;hitpoints left @@ -915,11 +988,16 @@ hp .db $00 ;hitpoints left ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y) ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y) +nrenemies = 32 enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 + .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 ; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) ; %111 (move ptrn) 11111 (ship or explosion frame) %11111111 (x) %11111111 (y) @@ -960,19 +1038,76 @@ spr_enemy04: .db %01111100 ; █████ .db %00111000 ; ███ -enemy01: - .db %00000010,%00000000 ;first two enemy bytes -enemy02: - .db %00000010,%00100001 -enemy03: - .db %00000110,%00000010 -enemy04: - .db %00010010,%00000010 +enemy01: ;HP:1 move:- fire:- + .db %00000010,%00000000,%00000000 ;first two enemy bytes +enemy02: ;HP:1 move:1 fire:1.5% + .db %00000011,%00100001,%01111111 +enemy03: ;HP:2 move:- fire:3% + .db %00000110,%00000010,%00001111 +enemy04: ;HP:5 move:- fire:6% + .db %00010010,%00000011,%00000011 +enemy05: ;HP:10 move:- fire:25% + .db %00100111,%00000100,%00000011 ;---------------------------- level data -------------------------------------- -Leveldata: - .db $01,$01,$40 ;$time (ff=end) $type $y-pos +Leveldata: ;time,enemyclass,ypos + .db $0d,$00,$38 ;first wave (bottom) + .db $00,$00,$40 + .db $00,$00,$48 + .db $1e,$00,$10 ;second wave (top) + .db $00,$00,$18 + .db $00,$00,$20 + .db $1e,$00,$24 ;third wave (middle) + .db $00,$02,$2c + .db $00,$00,$34 + + .db $0d,$00,$10 ;top & bottom + .db $00,$00,$4a + .db $2a,$01,$2d ;middle: moving + .db $0c,$02,$2d ; 3HP + .db $0b,$02,$2d ; 3HP + .db $09,$00,$27 ;two 1HP behind him + .db $00,$00,$33 + .db $09,$02,$21 ;two 3HP behind them + .db $00,$02,$39 + .db $09,$02,$1b ;and two 3HP behind them + .db $00,$02,$3f + + .db $15,$03,$11 ;one vertical line of 8HPs + .db $00,$03,$19 + .db $00,$03,$21 + .db $00,$03,$29 + .db $00,$03,$31 + .db $00,$03,$39 + .db $00,$03,$41 + .db $00,$03,$49 + + .db $0c,$02,$11 ;one vertical line of 3HPs + .db $00,$02,$19 + .db $00,$02,$21 + .db $00,$02,$29 + .db $00,$02,$31 + .db $00,$02,$39 + .db $00,$02,$41 + .db $00,$02,$49 + + .db $0c,$00,$11 ;one vertical line of 1HPs + .db $00,$00,$19 + .db $00,$00,$21 + .db $00,$00,$29 + .db $00,$00,$31 + .db $00,$00,$39 + .db $00,$00,$41 + .db $00,$00,$49 + + + + + + + + .db $f1,$01,$40 .db $10,$00,$30 .db $10,$02,$20 .db $40,$01,$10 @@ -1012,7 +1147,7 @@ Leveldata: ; ; 0.1.718 -- 18.VII.99 -- size 907 ; -; * no crash when level restarts for the third time +; # 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) @@ -1032,11 +1167,23 @@ Leveldata: ; ; 0.4.720 -- 20.VII.99 -- size 1481 ; -; * collision detection fixed and optimized (much faster now!) +; # collision detection fixed and optimized (much faster now!) ; + shell-icon added (YAS type) ; * code optimizations, some data "compression" ; * explosion looks better, and some vars removed/smaller -; * enemies are removed if at left side (instead of becoming invisible) +; # enemies are removed if at left side (instead of becoming invisible) ; + displays level number before each level begins +; +; 0.5.725 -- 25.VII.99 -- size 1778 +; +; * waits a sec at level display (in case of accidental keypress) +; * moving enemies (move up&down) +; # bullets removed correctly so they can be used again later +; * first level made +; # enemy weaponfire is fired from correct positions +; + your ship explodes on impact with ships/bullets +; * game over screen will be displayed just *after* your ship's gone +; + frame counter onscreen +; - +; + added - removed * changed # bug fixed -- 2.30.0