From 938caf41e59da4bbacbb541631ed9bae35aaab02 Mon Sep 17 00:00:00 2001 From: Mischa Poslawsky Date: Fri, 3 Sep 1999 23:27:36 +0200 Subject: [PATCH] version 0.8: pickups, enemy improvements, invulnerability + contrast is increased one level at startup (and restored on exit) + invulnerable for a sec when you enter the game (inv-pickup later) + when in invulnerable-mode, your ship look different! + at the beginning you get three *hitpoints* so you can be hit 3 times * bottomline icons are now 16 pixels wide and 7 pixels high! + hitpoint icon added: displays nr. of hps left next to a nice picture * maximum invulnerability-time increased (can last upto 1024 frames) + when invulnerable-mode has nearly expired, your ship flashes! * again a lot of optimizations esp. in size ('bout 100 bytes) + pickups! 10% chance a destroyed enemy changes into an armor-pickup # code optimization caused some bullets to reappear as "fake" bullets * pickups can't be destroyed by bullets (they pass right through it) ^ version 0.7 + enemies move individually, not all at the same time! Looks very nice # titlescreen background is cleared (looked weird in Rascall and TIOS) + enemies fire at a ### rate instead of firing at will (too random) # moving enemies dont move off the screen top/bottom (they wait there) + seven playable levels going easy to hard (including moving enemies) # xtraInfo data wasn't reset when a moving enemy entered the game * longer delay when level's completed (NextLevel screen came too soon) --- nemesis.z80 | 886 ++++++++++++++++++++++++++++++++++------------------ 1 file changed, 582 insertions(+), 304 deletions(-) diff --git a/nemesis.z80 b/nemesis.z80 index 00d0554..1eb93b9 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -3,27 +3,38 @@ .org _asm_exec_ram +TEXT_MEM = _textShadow + nop - jp Start - .dw $0001 - .dw Title - .dw spr_ship -Title: .db "Nemesis v0.6.825 by Shiar",0 -Start: jr init + jp init + .dw $0001 ;description type 2 (= +YASicon) + .dw Title ;pointer to description + .dw spr_ship ;pointer to YAS icon + +Title: .db "Nemesis v0.8.93 by Shiar",0 -just_fired = $c0f9 ;byte -temp1 = $c100 ;word +just_fired = TEXT_MEM ;byte +temp1 = TEXT_MEM+1 ;word +RanPos = TEXT_MEM+3 ;byte ;---------------------- init -------------------------------------------------- init: - call _runindicoff + call _runindicoff ;turn the run-indicator off, obviously + call _clrLCD ;clean the screen + + ld a,(CONTRAST) ;load current contrast level + cp $1f ;if already at maximum... + jr z,skipdarken ;...then skip level increase + inc a ;otherwise increase contrast level +skipdarken: + out (2),a ;set it ;---------------------- main menu --------------------------------------------- LogoPut: ld hl,logo_nemesis ;from... - ld de,$FC00+16 ;...to one line from top + ld de,VIDEO_MEM+16 ;...to one line from top ld a,19 ;19 rows LogoLoop: ld bc,16 ;set screen width @@ -77,8 +88,8 @@ check_exitkey: out (1),a nop \ nop in a,(1) - bit 6,a - jr z,quit ;yes: quit game + bit 6,a ;test bit 6 = + jr z,quit ;yes: quit game game_stuff: call Level_event ;insert enemies @@ -90,16 +101,21 @@ game_stuff: call Enemies_hit ;check for collision with enemies call Display_Screen ;display all - halt \ halt ;delay +; halt \ halt ;delay jr game_main_loop ;loop -quit: ret +;--------------------------- exit --------------------------------------------- + +quit: + ld a,(CONTRAST) ;load original contrast level + out (2),a ;and set it back + ret ;quit Nemesis :( -;---------------------- display ----------------------------------------------- +;--------------------------- display ------------------------------------------ Display_Screen: ld hl,GRAPH_MEM ;from storage (top left) - ld de,$fc00 ;to screen (top left) + ld de,VIDEO_MEM ;to screen (top left) ld a,56 ;display height = 64 bytes (minus 8 for bar) displayloop: ld bc,16 ;display width = 16 bytes (16*8bits=256pixels) @@ -107,13 +123,33 @@ displayloop: dec a ;next line jr nz,displayloop ;loop 64x - ld hl,$3a6b ;Display Score - ld (_penCol),hl + ld hl,$3946 ;Display Armor left + ld (_penCol),hl ;place @ armorIcon + ld a,(your_armor) ;load armor left + add a,'0' ;make digit + call _vputmap ;display char + + ld hl,$396b ;Display Score + ld (_penCol),hl ;bottom right of screen ld hl,(timer) ld h,0 - jp _D_HL_DECI + +_D_HL_DECI: ;------- display 5-digit value ------- + ld de,savestr+4 ;savenr saves number string + ld b,5 ;five digits +ldhld: call UNPACK_HL ;one digit of hl + add a,'0' ;make number + ld (de),a ;save into savenr + dec de ;point to next digit + djnz ldhld ;repeat for all digits + + ld hl,savestr + call _vputs ;display string ret +savestr: + .db "SHIAR",0 + ;------------------------- handle ship ---------------------------------------- Handle_Ship: @@ -133,48 +169,65 @@ Handle_Ship: ok: ld a,%01111110 out (1),a - nop \ nop - in a,(1) ld hl,y - rra - ld b,a + in a,(1) + rra ;rotate right (put last bit in c) + ld b,a ;we need a jr c,no_down ld a,(hl) - inc a - cp 50 ;56-6 = bottom of screen + cp 49 ;55-6 = bottom of screen jr z,no_down + inc a ld (hl),a no_down: dec hl - rr b + rr b ;because we now use b, it's rr instead of rra jr c,no_left ld a,(hl) - sub 1 ; doesn't affect c-flag + sub 1 ; doesn't affect c-flag jr c,no_left ;-1 = left side ld (hl),a no_left: - rr b + rr b jr c,no_right ld a,(hl) - inc a - cp 122 ;128-6 = right side + cp 121 ;127-6 = right side jr z,no_right + inc a ld (hl),a no_right: - ld d,(hl) + ld d,(hl) inc hl rr b jr c,no_up ld a,(hl) sub 1 ; doesn't affect carry-flag jr c,no_up ;-1 = top of screen - ld (hl),a -no_up: ld ix,spr_ship01 - -display_common: - ld e,(hl) - jp drw_spr ;ret + ld (hl),a ;save new y + +no_up: ld e,(hl) + ld ix,spr_ship01 ;ship sprite + ld hl,your_inv ;invulnerable? + ld a,(hl) ;load time in a + or a ;is it 0? + jp z,putsprite ;yes so ship = normal (display \ ret) + + ld b,a ;save inv-time + ld a,(timer) ;load frame nr. + and %00000011 ;a=0 once every four frames + jr nz,not_time ;a<>0 = not time to update counter + dec (hl) ;decrease inv-time left +not_time: + and %00000010 ;a switches 0<->1 every 2 frames + jr z,no_flicker ;don't show normal sprite anyway + ld a,b ;pop inv-time + and %11110000 ;inv-time <16 ticks left? + jp z,putsprite ;yes: display normal sprite + +no_flicker: + ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix) + jp putsprite ;ret exploding_you: srl a ;half the framerate @@ -193,32 +246,44 @@ explosion_stuff: inc hl ld d,(hl) inc hl - jr display_common + ld e,(hl) + jp putsprite damage_you: - ld a,1 ;set to explode (1st frame) - ld (your_occ),a + 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 (hl),a ;no, so save decreased hp + ret ;and return +no_armor: + ld a,%01 ;occ %xxxxxx01 = explode + ld (your_occ),a ;set to explode ret ;------------------------- fire bullet ---------------------------------------- Fire_bullet: - ld a,%00111111 - out (1),a - ld a,(your_occ) - or a + ld a,(your_occ) ;are you 100% OK? + or a ;a=0?? ret nz ;return if not normal stat - ld hl,just_fired - in a,(1) - bit 4,a + + ld a,%00111111 ;function keys (F1-F5) + out (1),a ;ask for them + ld hl,just_fired ;usefull delay 10 clocks (nop\nop is 8) + in a,(1) ;get zem! + bit 4,a ;test bit 4 = F1-key jr z,fire ;fire pressed? - ld (hl),0 ;not fired + ld (hl),0 ;no: reset just_fired ret -fire: ld a,(hl) - or a ;can't fire when 1 - ret nz - ld (hl),1 ;just fired +fire: ld a,(hl) ;just_fired + or a ;zero when first time + ret nz ;return when already pressed + ld (hl),1 ;set just_fired ld hl,ybullets ld de,3 @@ -259,30 +324,30 @@ scan_bullets: ld (temp1),hl ld a,(hl) inc hl - dec a - call z,bullet_type1 + dec a ;type 1? + call z,bullet_2left ;yes: 2left pop hl pop bc ld de,3 - add hl,de - djnz scan_bullets + add hl,de ;3 x + djnz scan_bullets ;next bullet (loop) ret -bullet_type1: +bullet_2left: ld a,(hl) ;d = X inc a ;move right - cp 121 ;off screen? (x=127-5-1) + cp 122 ;off screen? (x=127-5) &&& jr z,remove_bullet inc a ;move right - cp 121 ;off screen? + cp 122 ;off screen? jr z,remove_bullet ld (hl),a ;save new pos. ld d,a - inc hl + inc hl ;to y-pos ld e,(hl) ;e = Y ld ix,spr_bullet01 push de - call drw_spr ;display bullet + call putsprite ;display bullet pop de ld b,nrenemies ld hl,enemies @@ -294,7 +359,11 @@ hit_enemies: ;Hits with normal enemies and %00000010 jr z,nohit ;no hit when enemy_occ <> 2/3 - inc hl + inc hl ;enemy type + ld a,(hl) + or a ;enemy #0 = pickup + jr z,nohit ;yes: don't destroy + inc hl ld a,(hl) ;check x sub d @@ -325,9 +394,15 @@ hit_enemies: ;Hits with normal enemies and %11111100 ;occ/4 = HP left ; jump ld (hl),%01 ;set to explode + + ld a,(RanPos) ;use random var + and %01011011 ;matches 0 100/2/2/2/2/2=3% of the time + jr nz,pickupdone ;otherwise just explode + ld (hl),%00000110 ;change it into a pickup (with 2 HP) +pickupdone: inc hl ld b,(hl) ;save enemy type - ld (hl),a ;explosionFrame 0 + ld (hl),$00 ;explosionFrame 0 pop hl ret @@ -339,7 +414,8 @@ hpleft: pop hl ret -nohit: pop hl +nohit: + pop hl inc hl inc hl inc hl @@ -367,7 +443,7 @@ Level_event: dec a ;has it reached 1? jr nz,do_event ;nope: wait for enemies to leave inc hl ;nextevent located behind eventleft - ld (hl),109 ;set delay + ld (hl),119 ;set delay ret ;don't place any more enemies do_event: @@ -381,28 +457,68 @@ chk_noenemy: or a ;0 = no enemy present jr nz,chk_noenemy +place_enemy: ld a,(eventenemy) ;enemy type to place (lvl) - ld hl,enemy01 ;enemy 1 specs - ld c,a + ld hl,enemy00 ;enemy 1 specs + add a,a ;a=type*2 + add a,a ;a=type*4 + ld c,a ;c=type ld b,0 ;bc = enemy nr. - add hl,bc ;add 2*bc add hl,bc ;hl = enemy specs ld a,(hl) ;load hitpoints+occ of this enemy class ld (de),a ;occ - inc hl - inc de + inc hl ;next enemyInfo byte + inc de ;next byte of current enemy ld a,(hl) ;load movement+type of this enemy class ld (de),a ;enemy type - inc de ;_________ + inc de ;set x-pos ld a,122 ;appear at right edge of screen (128-6) ld (de),a ;= x-position - inc de ;_________ - ld a,51 ;random number <51 - call Random ;create! - ld (de),a ;= y-position - ret + + inc de ;set y-pos + inc hl ;where to place?? + ld a,(hl) ;load placeInfo + dec a ;is it 1? + jr z,random_enemy ;yes: create random value <51 in a + dec a ;is it 2? + jr z,lure_enemy ;yes: create a 100% luring enemy + ;otherwise? +halflure_enemy: ;yes (of course it is): pick one (50% lure) + ld a,(timer) ;look at frame-number + and %00000001 ;make random if odd frame nr. + jr nz,random_enemy ;1st possibility: random enemy +lure_enemy: ;2nd possibility: luring enemy + ld a,(y) ;place at same y-pos as YOUR ship + jr ypos_OK + +random_enemy: + call Random ;make a (in a) random value 0-255 + cp 51 ;y may not be more than 51 + jr c,ypos_OK ;OK if a<51 + and %00111111 ;a = 0..63 + sub 13 ;a = -13..50 + jr c,random_enemy ;not OK if a<0 + +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 + ld (hl),1 ;set move-counter to 1 + inc hl ;hl to + ld (hl),1 ;set time-to-fire to 1 frame (fires directly) + ret ;return + +Random: + ld a,(RanPos) ;a handy random-var. + ld hl,x ;add your x-coord for randomness + adc a,(hl) + ld hl,y ;add your y-coord for randomness + adc a,(hl) + ld (RanPos),a ;save altered random-var + ret ;RanPos also in #a ;--------------------------- enemy fires -------------------------------------- @@ -417,14 +533,12 @@ find_ebullet: ld a,(hl) or a jr z,found_ebullet ;0 = not used - inc hl - inc hl - inc hl + inc hl \ inc hl \ inc hl djnz find_ebullet ;look next bullet ret found_ebullet: - ld (hl),1 ;use bullet + ld (hl),1 ;use bullet &&& inc hl ld (hl),d ;set x-pos inc hl @@ -439,32 +553,43 @@ Enemy_bullets: handle_bullet: push bc push hl - ld a,(hl) - or a - jr nz,enemy_bullet + ld a,(hl) ;load bulletType in a + or a ;is it 0? + jr nz,enemy_bullet ;no: handle bullet next_bullet: - pop hl + pop hl ;do not move the pop bc - inc hl - inc hl - inc hl + inc hl \ inc hl \ inc hl djnz handle_bullet ret enemy_bullet: - inc hl - ld a,(hl) ;bullet x - dec a - jp m,remove_ebullet ;off screen? - jr z,remove_ebullet ;" - dec a ;move left - ld (hl),a - ld d,a ;d=x - inc hl + ld b,a ;save type + 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)? + jr z,remove_ebullet ;yes, remove bullet + dec (hl) ;move one left + dec (hl) ;and another one + ld d,(hl) ;d=x + inc hl ;@y + + ld a,b ;restore type + dec a ;type 1? + jr z,ebullet_common ;normal bullet + +ebullet_down: + ld a,(timer) + rra + jr c,ebullet_common + inc (hl) + +ebullet_common: ld e,(hl) ;e=y ld ix,spr_bullet11 ;display enemy bullet - call drw_spr + call putsprite +ebullet_hits: ld a,(your_occ) or a jr nz,next_bullet ;0 = you're normal @@ -489,9 +614,9 @@ enemy_bullet: call damage_you ;HIT!! remove_ebullet: - dec hl - ld (hl),0 ;bullet > unused - jr next_bullet + pop hl ;hl could be destroyed by damage_you + ld (hl),0 ;bullet > unused + jr next_bullet+1 ;next bullet (SKIP THE = one byte) ;--------------------------- handle enemies ----------------------------------- @@ -508,14 +633,9 @@ handle_enemy: jr z,next_enemy ;occ "no enemy" 0 dec a jr z,exploding_enemy ;occ "exploding" 1 - ld b,1 - dec a - jr z,normal_enemy ;occ "normal" 2 - -moving_enemy: ;occ "moving" 3 - ld b,0 + ld b,a ;b=2 if moving, otherwise b=1 -normal_enemy: +normal_enemy: ;occ "normal" 2 or "moving" 3 inc hl push hl @@ -525,63 +645,45 @@ normal_enemy: add hl,de ;points to offset of current enemy offset ld e,(hl) ;de = @enemy offset - ld ix,spr_enemy01 ;first enemy sprite + ld ix,spr_enemy00 ;first enemy sprite add ix,de ;add offset for current enemy pop hl inc hl ld a,(hl) ;x dec a ;move left - jp m,remove_enemy ;off screen + jr c,remove_enemy ;off screen jr z,remove_enemy ;" ld d,a inc 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 + ld a,b ;moving state was stored in b earlier + dec a ;is it 1? + call nz,moving_enemy ;2 = moving enemy ymove_done: dec hl ;@x ld (hl),d ;store new x - push de ;save registers - call drw_spr ;display sprite @ix - pop de ;restore (destroyed by drw_spr) + push hl + push de ;save registers for firing-use + call putsprite ;display sprite @ix + pop de ;restore (destroyed by putsprite) + pop hl + +check_enemyfire: + ld bc,add2enemy+1-2 ;offset of + add hl,bc ;go there (@hl) + dec (hl) ;decrease counter till next blast + ld a,(hl) ;load new counter + or a ;has it reached zero? + jr nz,next_enemy ;finished if not - ld a,$ff ;fire frequency - call Random ;random value < a - dec a ;fire if 1 - call z,Enemy_fires ;fires bullet - jr next_enemy ;finished + add a,64 ;re-set counter for next blast + ld (hl),a ;save + call Enemy_fires ;fires bullet -remove_enemy: - pop hl - ld (hl),$0000 ;bye bye enemy - push hl next_enemy: pop hl ld bc,$0004 @@ -590,6 +692,12 @@ next_enemy: djnz handle_enemy ret +remove_enemy: + pop hl + ld (hl),$0000 ;bye bye enemy + push hl + jr next_enemy + exploding_enemy: inc hl push hl @@ -604,6 +712,39 @@ exploding_enemy: ld (hl),a ;next frame jr next_enemy +;--------------------------- moving enemies ----------------------------------- + +moving_enemy: +movetype_updown: ;&&& + ld bc,add2enemy + add hl,bc + + ld a,(hl) + dec a + jr nz,move_updated + add a,128 +move_updated: + ld (hl),a + + or a ;reset carry flag + sbc hl,bc + and %00100000 + jr z,movedown + +moveup: + ld a,(hl) ;load y-position + dec a ;decrease y-pos (=move up) + ret m ;don't move off the screen (y<0) + ld (hl),a ;save new y-pos + ret ;finish +movedown: + ld a,(hl) ;load current y + inc a ;increase y-pos + cp 55 ;compare with bottom + ret nc ;return if it has passed that line (>40) + ld (hl),a ;otherwise save new position + ret ;and return + ;--------------------------- check collision ---------------------------------- Enemies_hit: @@ -619,11 +760,25 @@ check_collision: ld a,(hl) and %00000010 jr z,check_next ;2 or 3 = ok - inc hl + +collide_enemy: +; push hl +; push bc +; ld hl,enemy00 ;enemy 1 specs +; add a,a ;a=type*2 +; add a,a ;a=type*4 +; ld c,a ;c=type +; ld b,0 ;bc = 4 * enemy nr. +; add hl,bc ;hl = enemy specs +; ld a,(hl) ;load size byte +; pop bc +; pop hl +; ld c,a ;save size in c + inc hl ld a,(hl) ;check x match - sub e + sub e ;enemy position minus yours add a,6 jp m,check_next cp 12 @@ -631,14 +786,29 @@ check_collision: inc hl ld a,(hl) ;check y match - sub d + sub d ;same as with x-check add a,6 jp m,check_next cp 12 jr nc,check_next - dec hl dec hl + +take_pickup: + ld a,(hl) ;load enemy type + or a + jr nz,collide ;enemy when <>0 + + ld a,(your_armor) + inc a + ld (your_armor),a + + dec hl ;to enemy occ + xor a ;set to 0 = gone + ld (hl),a ;remove + jr check_next ;all done, next.. + +collide: xor a ld (hl),a ;explosionFrame 0 dec hl @@ -676,6 +846,9 @@ wait2: halt \ halt New_level: xor a ;a=0 + ld a,3 + ld (your_armor),a ;no armor + xor a ld hl,x ;begin position x=... ld (hl),a ;...=a=0=left inc hl ;y=... @@ -710,14 +883,17 @@ Next_level: xor a ld (timer),a ;reset time - ld (your_occ),a ;reset your ship (not exploding) + ld hl,your_occ ;hl = your_occ + ld (hl),a ;reset your ship (not exploding) + inc hl ;hl = your_inv + ld (hl),50 ;set 50 frames invulnerable ;--------------------------- setup game --------------------------------------- game_setup: call _clrLCD ;clear screen ld a,%10111011 - ld hl,$fc00 ;screen location (top left) + ld hl,VIDEO_MEM ;screen location (top left) ld b,0 ;b = 0 (loop 0-1 = 0FFh = 256 times) clearloop2: inc a @@ -764,24 +940,28 @@ wait: halt \ halt djnz wait ;delay call _getkey ;wait for keypress - ld ix,spr_icon00 ;display icons - ld de,$1802 ;bottom left - call drw_spr - ld ix,spr_icon00 ;display icons - ld de,$2002 ;bottom left - call drw_spr - ld ix,spr_icon00 ;display icons - ld de,$2802 ;bottom left - call drw_spr - ld ix,spr_icon00 ;display icons - ld de,$3002 ;bottom left - call drw_spr - ld ix,spr_icon00 ;display icons - ld de,$3802 ;bottom left - call drw_spr + ld ix,spr_icon00 ;empty icon + ld de,$1a01 ;icon #1 + call putwidesprite ;display + ld ix,spr_icon00 ;emptyIcon + ld de,$2a01 ;icon #2 + call putwidesprite +; ld ix,spr_icon02 ;emptyIcon +; ld de,$3a01 ;icon #3 +; call putwidesprite + ld ix,spr_icon00 ;emptyIcon + ld de,$4a01 ;icon #4 + call putwidesprite + ld ix,spr_icon00 ;emptyIcon + ld de,$5a01 ;icon #5 + call putwidesprite + + ld ix,spr_icon02 ;armorIcon + ld de,$3a01 ;bottom mid + call putwidesprite ;display ld hl,GRAPH_MEM ;from storage (top left) - ld de,$fc00+(56*16) ;to screen (top left) + ld de,VIDEO_MEM+(56*16);to screen (top left) ld a,8 ;display height = 64 bytes (minus 8 for bar) displayloop3: ld bc,16 ;display width = 16 bytes (16*8bits=256pixels) @@ -789,7 +969,7 @@ displayloop3: dec a ;next line jr nz,displayloop3 ;loop 8x - ld hl,$3a00 ;display Lives + ld hl,$3900 ;display Lives ld (_penCol),hl ;bottom left ld hl,savestr+2 ld (hl),'L' @@ -803,26 +983,21 @@ displayloop3: dec hl \ dec hl call _vputs ;display on screen - ld hl,$fc00+(16*57) ;56 rows down = eight rows from bottom + ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom ld b,16 ;draw 16x (screen width) drawline: ld a,%11111111 ;horizontal line mask 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) - - ;ret -;--------------------------- exit --------------------------------------------- - -exit_game: - ret + ret ;--------------------------- putsprite ---------------------------------------- ;--------------------------- de =(X,Y) ---------------------------------------- offsets_table: - .db 128,64,32,16,%1000,%0100,%0010,%0001 -drw_spr: + .db 128,64,32,%10000,%01000,%00100,%00010,%00001 +putsprite: ld a,d ;a = X and %00000111 ;a = X mod 8 = bit nr. to mask ld hl,offsets_table ;pixel mask table @@ -831,17 +1006,15 @@ drw_spr: add hl,bc ;add to table ld a,(hl) ;a = pixel mask ld (_smc1+1),a ;alter pixel mask - ld (_smc1+1),a ld hl,GRAPH_MEM ;save-location ld a,e ;y-coord add a,a ;y*2 add a,a ;y*4 add a,a ;y*8 - ;b=0 - rl b + rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) add a,a ;y*16 (width of screen) - rl b + rl b ;b=b*2+overflow (if y>64 then bc=bc+512) srl d ;d/2 srl d ;d/4 srl d ;d/8 (8 bits in byte) ** c is set when overflow @@ -850,7 +1023,6 @@ drw_spr: 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 - ;optimize tip: reverse hl <-> bc (??) ld d,(ix) ld b,(ix+1) @@ -878,47 +1050,79 @@ _notedge: 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 +;--------------------------- 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,GRAPH_MEM + + 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: 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,16 ;Go to next line + add hl,bc + pop bc ;Restore data + djnz woloop ret - -;---------------------- display 5digit number --------------------------------- - -_D_HL_DECI: - push bc ;save bc - ld de,savestr+4 ;savenr saves number string - ld b,5 ;five digits -ldhld: call UNPACK_HL ;one digit of hl - add a,'0' ;make number - ld (de),a ;save into savenr - dec de ;point to next digit - djnz ldhld ;repeat for all digits -dis: ld hl,savestr - call _vputs - pop bc +wover_1: + ld c,(ix+2) + inc ix + djnz wiloop + dec ix + pop hl + ld bc,16 + add hl,bc + pop bc + djnz woloop ret -savestr: - .db "PAD98",0 - - ;------------------------------------------------------------------------------ ;------------------------------- sprites -------------------------------------- ;------------------------------------------------------------------------------ @@ -926,13 +1130,13 @@ savestr: spr_ship: .db 9,1 ;ship icon .db %11100000 ; ███ - .db %11111000 ; █████ + .db %01111000 ; ████ .db %00111110 ; █████ - .db %11111001 ; █████ █ - .db %11111001 ; █████ █ - .db %11111001 ; █████ █ + .db %01111001 ; ████ █ + .db %01111001 ; ████ █ + .db %01111001 ; ████ █ .db %00111110 ; █████ - .db %11111000 ; █████ + .db %01111000 ; ████ .db %11100000 ; ███ spr_ship01: @@ -944,6 +1148,16 @@ spr_ship01: .db %11111100 ; ██████ .db %11100000 ; ███ .db %01111000 ; ████ +spr_ship01i: + .db 7,7 ;ship alpha class + .db %01010000 ; █ █ + .db %10100000 ; █ █ + .db %01010100 ; █ █ █ + .db %10100010 ; █ █ █ + .db %01010100 ; █ █ █ + .db %10100000 ; █ █ + .db %01010000 ; █ █ + spr_ship02: .db 7,7 ;ship beta class .db %11000000 ; ██ @@ -960,7 +1174,7 @@ spr_bullet01: .db %11111000 ; ░▒▓████▒ .db %00110000 ; ░▒▓█▒ spr_bullet02: - .db 5,3 ;your bullets + .db 5,3 .db %11110000 ; ░▒▓███▒ .db %11111000 ; ░▒▓████▒ .db %11110000 ; ░▒▓███▒ @@ -991,23 +1205,23 @@ spr_explosion: .db %00011010 ; ██ █ .db 8,6 ;3 - .db %10110011 ; █ ██ ██ + .db %10110000 ; █ ██ .db %01001110 ; █ ███ .db %10110101 ; █ ██▒█▒█ .db %01000101 ; █ ▒█▒█ .db %00111110 ; █████ - .db %11011010 ; ██ ██ █ + .db %01011010 ; █ ██ █ .db 8,6 ;4 - .db %00101010 ; ▒ █▒█ █▒ + .db %00101010 ; ▒ █▒█ █ .db %01000110 ; █ ▒██ .db %10110101 ; █ ██ █ █ .db %01100110 ; ██ ██▒ .db %00111100 ; ████▒ - .db %01011001 ; ▒█ ██ ▒█ + .db %01011001 ; █ ██ ▒█ .db 8,6 ;5 - .db %01000001 ; █▒ ▒ ▒█ + .db %01000000 ; █▒ ▒ ▒ .db %00100101 ; ▒█ █▒█ .db %00010100 ; ▒ ▒█ █ ▒ .db %01000100 ; █▒ █ @@ -1015,7 +1229,7 @@ spr_explosion: .db %10011010 ; █▒ ██ █▒ .db 8,6 ;6 - .db %01000100 ; █ █ ▒ + .db %01000100 ; █ █ .db %00100000 ; ▒█ ▒ ▒ .db %00000001 ; ▒ ▒ █ .db %01000100 ; █ █ @@ -1041,36 +1255,36 @@ spr_explosion: ;--------------------------------------- bar ----------------------------------- spr_icon00: - .db 8,7 - .db %10101010 ; █ █ █ █ - .db %11010101 ; ██ █ █ █ - .db %10101010 ; █ █ █ █ - .db %11010101 ; ██ █ █ █ - .db %10101010 ; █ █ █ █ - .db %11010101 ; ██ █ █ █ - .db %10101010 ; █ █ █ █ + .db 16,7 ;unused .......:.......: + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ + .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ spr_icon01: - .db 8,7 - .db %10000000 ; █....... - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ + .db 16,7 ;invulnerable....:.......: + .db %10000000,%01010100 ; █ O O O + .db %10011110,%00101010 ; █ OOOO O O O + .db %10111000,%00010101 ; █ OOO O O O + .db %10111111,%10101010 ; █ OOOOOOO O O O + .db %10111111,%00010101 ; █ OOOOOOO O O O + .db %10111000,%00101010 ; █ OOO O O O + .db %10011110,%01010100 ; █ OOOO O O O spr_icon02: - .db 8,7 - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ - .db %10000000 ; █ + .db 16,7 ;armor ; .......:.......: + .db %10001111,%10000000 ; █ █████ + .db %10010000,%01000100 ; █ █ █ XXX + .db %10101110,%00101010 ; █ █ ███ █ XXX + .db %10100111,%10101010 ; █ █ ████ █ XXX + .db %10101110,%00101010 ; █ █ ███ █ XXX + .db %10010000,%01000100 ; █ █ █ XXX + .db %10001111,%10000000 ; █ █████ ;---------------------------- texts ------------------------------------------- -txt_about: .db "v0.6.825 ","by Shiar " +txt_about: .db "v0.8.93 ","by Shiar " .db "(ICQ#43840958)",0 txt_1player: .db "1 PLAYER",0 txt_2players: .db "2 PLAYERS",0 @@ -1094,7 +1308,9 @@ nextevent .db $50 ;time to next event score .dw $0000 your_occ .db $00 ;0=normal 1..16=exploding -lives .dw $0003 ;unused +your_inv .db $50 ;invincibility left +your_armor .db $13 ;HP left +lives .db $03 ; x .db $16 ;x-pos y .db $46 ;think about it.. hp .db $00 ;hitpoints left @@ -1102,16 +1318,17 @@ 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 = 20 +nrenemies = 10 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 +enemiesxtra .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,$0000,$0000 +add2enemy = 40 ; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) ; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) @@ -1120,11 +1337,21 @@ enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 sprites: .db $00 - .db spr_enemy02-spr_enemy01 - .db spr_enemy03-spr_enemy01 - .db spr_enemy04-spr_enemy01 - .db spr_enemy05-spr_enemy01 - + .db spr_enemy01-spr_enemy00 + .db spr_enemy02-spr_enemy00 + .db spr_enemy03-spr_enemy00 + .db spr_enemy04-spr_enemy00 + .db spr_enemy05-spr_enemy00 + .db spr_enemy06-spr_enemy00 + .db spr_enemy07-spr_enemy00 + +spr_enemy00: + .db 6,5 ;pickup + .db %11111100 ; ██████ + .db %10010100 ; █ █ █ + .db %11111100 ; ██████ + .db %10010100 ; █ █ █ + .db %11111100 ; ██████ spr_enemy01: .db 6,6 ;enemy type one .db %00111100 ; ████ @@ -1134,11 +1361,10 @@ spr_enemy01: .db %01110000 ; ███ .db %00111100 ; ████ spr_enemy02: - .db 8,7 ;enemy type two + .db 8,6 ;enemy type two .db %00111111 ; █████ .db %01111000 ; ████ .db %11111100 ; ██████ - .db %11111110 ; ███████ .db %11111100 ; ██████ .db %01111000 ; ████ .db %00111111 ; █████ @@ -1166,30 +1392,55 @@ spr_enemy05: .db %11111100 ; ██████ .db %01111110 ; ██████ .db %00011110 ; ████ +spr_enemy06: + .db 7,6 ;enemy type four + .db %00011100 ; ███ + .db %01111110 ; ██████ + .db %10111000 ; █ ███ + .db %10111000 ; █ ███ + .db %01111110 ; ██████ + .db %00011100 ; ███ +spr_enemy07: + .db 8,6 ;enemy type four + .db %00011110 ; ████ + .db %01111111 ; ███████ +enemy00:.db %10011100 ; █ ███ + .db %10011100 ; █ ███ + .db %01111111 ; ███████ + .db %00011110 ; ████ -enemy01: ;HP:1 move:- fire:- - .db %00000010,%00000000 ;first two enemy bytes -enemy02: ;HP:1 move:1 fire:1.5% - .db %00000010,%00000001 -enemy03: ;HP:2 move:- fire:3% - .db %00000110,%00000010 -enemy04: ;HP:5 move:- fire:6% - .db %00010010,%00000011 -enemy05: ;HP:10 move:- fire:25% - .db %00100111,%00000100 + ;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:random moving + .db %00000011,3,1,0 +enemy04: ;#4 HP:2 app:lure + .db %00000110,4,2,0 +enemy05: ;#5 HP:2 app:random moving + .db %00000111,5,1,0 +enemy06: ;#6 HP:2 app:lure moving + .db %00000111,6,2,0 +enemy07: ;#7 HP:4 app:halflure moving + .db %00001111,7,3,0 ;----------------------------- level info ------------------------------------- level01: - .db $00,$15,$30 ;enemy nr ; enemy frequency ; next lvl -level02: - .db $01,$11,$4c + .db $01,$1b,$2f ;enemy nr ; enemy frequency ; next lvl +level02: ;frequency must be odd if halfluring! + .db $02,$11,$4b level03: - .db $02,$19,$40 + .db $03,$1d,$3f level04: - .db $03,$0f,$50 + .db $04,$0d,$4f level05: - .db $04,$2e,$3e + .db $05,$2d,$3d +level06: + .db $06,$2b,$39 +level07: + .db $07,$25,$f9 ;----------------------------- logo ------------------------------------------- @@ -1222,50 +1473,50 @@ logo_nemesis: ;----------------------------- NEMESIS'86 by Shiar ---------------------------- ;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS -;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.6.825 -;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · 20.IIX.99 +;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.8.93 +;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · · 3.IX.99 ;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only -;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2077 bytes on calc +;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2417 bytes on calc ;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR ;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958 -;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar@wishmail.net +;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar0@hotmail.com ;Homepage · · · · · · · · · · · · · · · · · · coming soon (www.wish.net/~shiar) -;Beta: yes · · still to come: lives, armor, powerups, more levels, enemies... -;Sound: no · · · · · · · · · · · · don't know if i'll make sounds... we'll see -;Fun: yes · · · · · although not yet finished, the game is playable: 5 levels -;Bugs: yes crashes after death; press at GameOver-screen. Send me more -;Source: no · · · · · · · · not yet, will be released when Nemesis is finished +;Notes: +; <*> This game is not yet finished (BETA) and there may still be some bugs. +; <*> Source will be released when the game has been finished. +; <*> Have fun, and have even more fun with the completed version of NEMESIS! ;----------------------------- version history -------------------------------- -;0.01.717 -- 17.VII.99 -- size 984 +;0.01.717 -- 17.VII.99 -- size 909 ; -; + movement of ship over whole screen +; + used "Galaxian"-game engine (drawings, movement, enemy-routines) +; + movement of ship over 3/4 screen (96 pixels; 32 pixels for score) ; + enemies moving from right to left, appearing right at specified times ; -; 0.1.718 -- 18.VII.99 -- size 907 +; 0.1.718 -- 18.VII.99 -- size 832 ; ; # no crash when level restarts for the third time ; * exit-procedure updated, unnecessary stuff/keychecks removed -; * alot of unused code removed +; - alot of unused code removed ; + different types of enemies (just look different) ; + collision detection!! enemy ships disappear when you hit them ; -; 0.2.718 -- 18.VII.99 -- size 1153 +; 0.2.718 -- 18.VII.99 -- size 1078 ; ; + ability to fire bullets (F1). Enemies disappear on impact ; * enemies explode instead of disappearing ; -; 0.3.719 -- 19.VII.99 -- size 1401 +; 0.3.719 -- 19.VII.99 -- size 1326 ; ; * bullets appear correctly (not INSIDE your ship) ; + some enemies can take multiple hits (differs per class) ; + all enemies fire bullets at random ; + if you're hit by bullet/enemy, you'll lose one hitpoint ; -; 0.4.720 -- 20.VII.99 -- size 1481 +; 0.4.720 -- 20.VII.99 -- size 1406 ; ; # collision detection fixed and optimized (much faster now!) ; + shell-icon added (YAS type) @@ -1274,10 +1525,10 @@ logo_nemesis: ; # enemies are removed when at left side (instead of becoming invisible) ; + displays level number before each level begins ; -; 0.5.725 -- 25.VII.99 -- size 1778 +; 0.5.725 -- 25.VII.99 -- size 1703 ; ; * waits a sec at level display (in case of accidental keypress) -; * moving enemies (move up&down) +; * 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 @@ -1285,7 +1536,7 @@ logo_nemesis: ; * game over screen will be displayed just *after* your ship's gone ; + frame counter onscreen ; -; 0.6.820 -- 20.IIX.99 -- size 2152 (2077 on calc) +; 0.6.820 -- 20.IIX.99 -- size 2077 ; ; * play field increased to full screen instead of 3/4 ; + bottom eight lines used for score (etc) display @@ -1302,12 +1553,39 @@ logo_nemesis: ; + NEMESIS LOGO displayed at startup!! (also, program grew 350bytes ): ; + version/credits string displayed below logo: v0.6.820 by shiar (ICQ#) ; -; 0.6.825 -- 25.IIX.99 -- size 2160 (2085 on calc) +; 0.6.825 -- 25.IIX.99 -- size 2085 ; ; # pointer to fifth ship corrected (ships in level 5 weren't displayed) ; # calc doesn't crash anymore when game is continued after game over!! ; + lives are decreased when ship is destroyed ; # last eight pixels of divider line are shown correctly now +; +; 0.7.92 -- 02.IX .99 -- size 2303 +; +; + contrast is increased one level at startup (and restored on exit) +; + invulnerable for a sec when you enter the game (inv-pickup later) +; + when in invulnerable-mode, your ship look different! +; + at the beginning you get three *hitpoints* so you can be hit 3 times +; * bottomline icons are now 16 pixels wide and 7 pixels high! +; + hitpoint icon added: displays nr. of hps left next to a nice picture +; * maximum invulnerability-time is increased (can last upto 1024 frames) +; + when invulnerable-mode has nearly expired, your ship flashes! +; * again a lot of optimizations esp. in size ('bout 100 bytes) +; + pickups! 10% chance a destroyed enemy changes into an armor-pickup +; # code optimization caused some bullets to reappear as "fake" bullets +; * pickups can't be destroyed by bullets (they pass right through it) +; +; 0.8.93 -- 03.IX .99 -- size 2433 +; +; + enemies move individually, not all at the same time!! Looks very nice +; # titlescreen background is cleared (looked weird in Rascall and TI-OS) +; + enemies fire at a ### rate instead of firing at will (too random) +; # moving enemies don't move off the screen top/bottom (they wait there) +; + seven playable levels going easy to hard (including moving enemies) +; # xtraInfo data wasn't reset when a moving enemy entered the game +; * longer delay when level is completed (NextLevel screen came too soon) + +;To FIX: pickups fire bullets!?! ; + added - removed * changed # bug fixed -- 2.30.0