From be2ebe4c671979ac316e66a78d1f481273725767 Mon Sep 17 00:00:00 2001 From: Mischa Poslawsky Date: Tue, 7 Sep 1999 15:30:12 +0200 Subject: [PATCH] version 0.91: lasers, multiple + LASERS!!!! four pickups and youll fire laserbeams instead of bullets * multiple enemies can be hit at once, very usefull when firing lasers + MULTIPLE!! like the (shadow)multiple from MSX-Nemesis. for 5 pickups you get an multiple following you, firing bullets & lasers like you * most data (enemy positions) stored at TEXT_MEM & DELC_LEN positions instead of in program, saving A LOT of bytes in program-size - at release of 0.91 bullets didn't work, laser is used instead --- nemesis.z80 | 360 ++++++++++++++++++++++++++++++++++++++++++---------- 1 file changed, 293 insertions(+), 67 deletions(-) diff --git a/nemesis.z80 b/nemesis.z80 index cefd4d0..fe86778 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,27 +1,50 @@ .include "asm86.h" .include "ti86asm.inc" + .include "ram86.inc" .org _asm_exec_ram TEXT_MEM = _textShadow +DELC_LEN = _undelBufLen ;$64 bytes long - nop - jp init + nop + jp init .dw $0001 ;description type 2 (= +YASicon) .dw Title ;pointer to description .dw spr_ship ;pointer to YAS icon -Title: .db "Nemesis v0.9.94 by Shiar",0 +Title: .db "Nemesis v0.91.95 by Shiar",0 just_fired = TEXT_MEM ;byte temp1 = TEXT_MEM+1 ;word RanPos = TEXT_MEM+3 ;byte +firex = TEXT_MEM+4 ;byte +firey = firex+1 ;byte +mx = TEXT_MEM+6 ;byte +my = mx+1 ;byte +your_locpos = TEXT_MEM+8 ;byte +your_prevpos = TEXT_MEM+9 ;16 words + +nrybullets = 10 +ybullets = your_prevpos+32 ;20 x (state,x,y) +nrebullets = 10 +ebullets = ybullets+(nrybullets*3) ;10 x (state,x,y) + +nrenemies = 10 +enemies = DELC_LEN + ; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) + ; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) +add2enemy = nrenemies*4 +enemiesxtra = enemies+add2enemy ;---------------------- init -------------------------------------------------- init: call _runindicoff ;turn the run-indicator off, obviously call _clrLCD ;clean the screen + ld (iy+13),0 + xor a + ld (DELC_LEN),a ld a,(CONTRAST) ;load current contrast level cp $1f ;if already at maximum... @@ -90,32 +113,52 @@ clearloop: djnz clearloop ;repeat 224x check_exitkey: - ld a,%00111111 ; pressed? - out (1),a - nop \ nop - in a,(1) - bit 6,a ;test bit 6 = - jr z,quit ;yes: quit game + call GET_KEY + cp K_EXIT + jr z,quit + cp K_MORE + call z,Pause +; ld a,%00111111 ; pressed? +; out (1),a +; nop \ nop +; in a,(1) +; bit 6,a ;test bit 6 = +; jr z,quit ;yes: quit game game_stuff: call Level_event ;insert enemies call Handle_Ship ;move you - call Fire_bullet ;check for fire call Handle_enemies ;move enemies + + call Fire_bullet ;check for fire call Handle_bullets ;move your bullets call Handle_torp ;move your torpedo call Enemy_bullets ;move enemy bullets call Enemies_hit ;check for collision with enemies call Display_Screen ;display all - halt ;\ halt ;delay + halt \ halt ;delay jr game_main_loop ;loop +;--------------------------- pause -------------------------------------------- + +Pause: + ld hl,$0200 ;top left + ld (_curRow),hl + ld hl,txt_pressenter ;"Enter to continue" + call _puts ;display message +pause: + call _getkey ;enter low-power mode and wait for key + cp kEnter ;keypressed = enter? + jr nz,pause ;no, wait some more + ret ;continue + ;--------------------------- exit --------------------------------------------- quit: ld a,(CONTRAST) ;load original contrast level out (2),a ;and set it back + ld (iy+13),6 ret ;quit Nemesis :( ;--------------------------- display ------------------------------------------ @@ -162,7 +205,7 @@ Handle_Ship: ld (your_occ),a ;save cp 34 ;last explosion frame? - jr c,exploding_you ;not yet: display explosion + jp c,exploding_you ;not yet: display explosion cp 40 ;delay finished? jp z,You_die ;yes = game over ret ;don't display anything @@ -212,7 +255,7 @@ no_up: ld e,(hl) 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) + jr z,handle_multiples ;yes so ship = normal (display \ continue) ld b,a ;save inv-time ld a,(timer) ;load frame nr. @@ -224,11 +267,42 @@ not_time: 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 + jr handle_multiples ;yes: display normal sprite and continue no_flicker: ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix) - jp putsprite ;ret + +handle_multiples: + call putsprite ;display your ship + + ld a,(your_multiples) ;do you have multiples + or a ;no? + ret z ;then don't handle them either + + ld hl,your_locpos ;location to save this position + ld a,(hl) ;load a + inc a ;a=a+1 + and %00001111 ;if a>15 then a=a-16 + ld (hl),a ;save new a + add a,a ;a=a*2 + ld c,a ;de=a + ld b,0 + + ld hl,your_prevpos ;previous positions + add hl,bc ;16 turns ago + ld d,(hl) ;old x-pos + inc hl ;and + ld e,(hl) ;old y-pos + ld (mx),de ;save multiple position in (mx) + + ld a,(y) ;load new y-pos + ld (hl),a ;save it for 16 turns in the future + dec hl ;and + ld a,(x) ;load new x-pos + ld (hl),a ;save that too + + ld ix,spr_multiple ;sprite of the multiple + jp putsprite ;display it + exploding_you: srl a ;half the framerate @@ -289,7 +363,7 @@ select: ld a,(hl) ;load pickups taken so far dec a ;is it 1? jr nz,select2 ;no, carry on - ld (hl),a ;reset pickups + ld (hl),a ;reset pickups (a=0) ld hl,your_armor ;change armor inc (hl) ;increase HPs by one jp disp_icons ;display and return @@ -301,8 +375,27 @@ select2: ld (torp_occ),a ;ready torpedoes jp disp_icons ;display 'n return select3: - ld (hl),0 ;reset pickups + dec a ;is it 3? + jr nz,select4 ;no, carry on + ld (hl),a ;reset pickups jp disp_icons ;display n return +select4: + dec a ;is it 4? + jr nz,select5 ;no, carry on again + ld (hl),a ;reset pickups + inc a ;a=1 + ld (your_laser),a ;ready laser + jp disp_icons ;display + return +select5: + dec a ;is it 5? + jr nz,select6 ;no, carry on once more + ld (hl),a ;reset pickups + inc a + ld (your_multiples),a + jp disp_icons ;display, return +select6: + ld (hl),0 ;reset pickups + jp disp_icons ;display/return fire: ld hl,RanPos ;random inc (hl) ;update random counter @@ -312,9 +405,107 @@ fire: ld hl,RanPos ;random ret nz ;return when already pressed inc (hl) ;set just_fired to 1 + ld hl,(x) ;yes: first fire from ship position (x) + ld (firex),hl ;set firepos + ld a,(your_multiples) ;any multiples? + dec a ;nope? + jr nz,fireany ;then just fire somethin' + call fireany ;and blast + ld hl,(my) ;then, fire from multiple position (mx) + ld a,(mx) ; + ld h,a ; ^^^^^^ + ld (firex),hl ;set firepos + ;blast again and +fireany: + ld a,(your_laser) ;do you have laser? + dec a ;1=yes + jr nz,fire_ybullet ;no, just fire a bullet + +fire_laser: ;yes, fire that laser instead + ld a,(firex) ;a = your x-pos + ld d,a + + ld hl,GRAPH_MEM ;save-location + ld a,(firey) ;y-coord + add a,3 ;at middle of your ship (y+3) + ld e,a ;save laser-y in e + add a,a ;y*2 + add a,a ;y*4 + add a,a ;y*8 + rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) + add a,a ;y*16 (width of screen) + rl b ;b=b*2+overflow (if y>64 then bc=bc+512) + inc a ;8 pixels to right (a=even so no overflow) + + srl d ;X/2 + srl d ;X/4 + srl d ;X/8 + add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow) + jr nc,_nolc ;jump if no carry = no overflow = a<=255 + inc b ;a>255 so increase bc by 256 +_nolc: ld c,a ;c = (Y*16+X/8) mod 256 + add hl,bc ;bc = Y*16+X/8 + + ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) + sub d ;minus x-start (d=X/8) + ld b,a + ld c,0 +drawlaser: + ld (hl),%11111111 + inc hl ;Go to next byte + djnz drawlaser + +handle_laser: + ld a,(firex) + ld d,a ;d was divided, so reload the laser-x + +check_laserhits: ;de = (x,y) + ld ix,nolashit + ld b,nrenemies + ld hl,enemies + +laserhits: ;Hits with normal enemies + push hl + + ld a,(hl) + and %00000010 + jr z,nolashit ;no hit when enemy_occ <> 2/3 + + inc hl ;enemy type + ld a,(hl) + or a ;enemy #0 = pickup + jr z,nolashit ;yes: don't destroy + + inc hl + ld a,(hl) ;check x + sub d + jp m,nolashit ;no hit when enemy is left of you + + inc hl + ld a,(hl) ;check y + sub e + jp z,enemy_hit ;a-e=0 = laser on top line of enemy = hit + jr nc,nolashit ;a-e>0 = enemy above laser = no hit + add a,5 ;add enemy height + jp p,enemy_hit ;a-e>0 = hit + +nolashit: + pop hl + inc hl ;go to next enemy + inc hl + inc hl + inc hl + djnz laserhits ;check all enemies + + ld a,d ; + ld d,e + ld e,a + jr fire_torp ;fire torpedoes as well + +fire_ybullet: ld hl,ybullets ld de,3 - ld b,10 + ld b,nrybullets find_ybullet: ld a,(hl) or a @@ -325,26 +516,26 @@ find_ybullet: found_ybullet: ld (hl),1 ;use bullet - ld a,(x) ;your x-pos + ld a,(firex) ;your x-pos add a,5 ;place bullet in front of you inc hl ;go to bullet-x ld (hl),a ;set x ld e,a ;save torp-x in e - ld a,(y) ;your y-pos + ld a,(firey) ;your y-pos add a,2 ;place bullet at the middle of your ship inc hl ;go to bullet-y ld (hl),a ;set y add a,3 ;place torpedo at bottom of ship ld d,a ;save torp-y in d +fire_torp: ld hl,torp_occ ;torpedo... ld a,(hl) ;load torpInfo dec a ;do you have (unused) torpedoes? ret nz ;nope (a must be 1) ld (hl),2 ;yes; use torpedo ld (torp_pos),de ;save torpedo position (in de) - ret ;------------------------ handle bullets -------------------------------------- @@ -356,7 +547,7 @@ remove_bullet: Handle_bullets: ld hl,ybullets - ld b,10 + ld b,nrybullets scan_bullets: push bc push hl @@ -391,6 +582,7 @@ bullet_2left: check_bullethits: ;INPUT: de=X,Y ld b,nrenemies ld hl,enemies + ld ix,nohit hit_enemies: ;Hits with normal enemies push hl @@ -425,11 +617,12 @@ hit_enemies: ;Hits with normal enemies ld (hl),$00 ;remove bullet pop hl +enemy_hit: dec hl dec hl dec hl ld a,(hl) ;occ - ld b,a ;push occ + ld c,a ;push occ and %11111100 ;occ/4 = HP left ; jump ld (hl),%01 ;set to explode @@ -440,18 +633,14 @@ hit_enemies: ;Hits with normal enemies ld (hl),%00000110 ;change it into a pickup (with 2 HP) pickupdone: inc hl - ld b,(hl) ;save enemy type ld (hl),$00 ;explosionFrame 0 - - pop hl - ret + jp (ix) hpleft: - ld a,b ;pop occ + ld a,c ;pop occ sub %00000100 ;decrease HP by one ld (hl),a ;save - pop hl - ret + jp (ix) nohit: pop hl @@ -601,7 +790,7 @@ Enemy_fires: ;de = x,y dec d ;d = x-2 inc e ;e = y+1 - ld b,10 + ld b,nrebullets ld hl,ebullets find_ebullet: ld a,(hl) @@ -624,7 +813,7 @@ found_ebullet: Enemy_bullets: ld hl,ebullets - ld b,10 + ld b,nrebullets handle_bullet: push bc push hl @@ -881,7 +1070,7 @@ take_pickup: ld hl,your_pickup ;your pickups ld a,(hl) ;current inc a ;go to next - cp 3 ;pickups >3 + cp 5 ;pickups >=5 jr c,not_maxpickup ld a,1 ;yes: reset to pickup 1 not_maxpickup: @@ -944,10 +1133,22 @@ no_torp: ld ix,spr_icon00 ; ld de,$3a01 ;icon #3 call putwidesprite + ld ix,spr_icon00 ;emptyIcon + ld a,(your_laser) + or a + jr z,no_laser + ld ix,spr_icon04 ;laserIcon +no_laser: ld de,$4a01 ;icon #4 call putwidesprite + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) + or a + jr z,no_multiples + ld ix,spr_icon05 +no_multiples: ld de,$5a01 ;icon #5 call putwidesprite @@ -1026,7 +1227,11 @@ You_die: xor a ;a=0 ld (your_armor),a ;no armor ld (torp_occ),a ;no torpedoes + inc a + ld (your_laser),a ;no laser + xor a ld (your_pickup),a ;reset pickups + ld (your_multiples),a ;no multiples jr nonext_level ;--------------------------- next level --------------------------------------- @@ -1065,6 +1270,16 @@ nonext_level: inc hl ;y=... ld (hl),24 ;...=24=middle + xor a ;reset previous positions + ld hl,your_prevpos ;place all previous positions + ld b,16 ;all 16 of them +place_multiples: + ld (hl),a ;set prev-x to 0 + inc hl ;next + ld (hl),24 ;set prev-y to 24 + inc hl ;next + djnz place_multiples ;repeat + ;--------------------------- setup game --------------------------------------- game_setup: @@ -1313,6 +1528,13 @@ spr_ship02i: .db %10100000 ; █ █ .db %01000000 ; █ +spr_multiple: + .db 6,4 ;multiples + .db %01111000 ; ████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111000 ; ████ + spr_bullet01: .db 5,3 ;your bullets .db %00110000 ; ░▒▓█▒ @@ -1441,33 +1663,43 @@ spr_icon02: .db %10011000,%11110101 ; █ ██ ████ █ █ .db %11100110,%00110010 ; ███ ██ ██ █ spr_icon03: - .db 16,7 ;laser ........:.......: + .db 16,7 ; .......:.......: + .db %10000000,%01010100 ; █ + .db %10011110,%00101010 ; █ + .db %10111000,%00010101 ; █ + .db %10111111,%10101010 ; █ + .db %10111111,%00010101 ; █ + .db %10111000,%00101010 ; █ + .db %10011110,%01010100 ; █ +spr_icon04: + .db 16,7 ;laser .......:.......: .db %10000000,%00000000 ; █ - .db %10110001,%01000000 ; █ ██ █ █ - .db %10111011,%10000000 ; █ ███ ███ - .db %10011101,%11111111 ; █ ███ ██████████ - .db %10111011,%10000000 ; █ ███ ███ - .db %10110001,%01000000 ; █ ██ █ █ + .db %10110010,%10000000 ; █ ██ █ █ + .db %10111011,%00000000 ; █ ███ ██ + .db %10011101,%11111111 ; █ ███ █████████ + .db %10111011,%00000000 ; █ ███ ██ + .db %10110010,%10000000 ; █ ██ █ █ .db %10000000,%00000000 ; █ -spr_icon04: - .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_icon05: + .db 16,7 ;multiple .......:.......: + .db %10000011,%10000000 ; █ ███ + .db %10000001,%11100111 ; █ ████ ███ + .db %10000001,%11100000 ; █ ████ + .db %10000011,%10000000 ; █ ███ + .db %10011000,%00000000 ; █ ██ + .db %10111100,%01110000 ; █ ████ ███ + .db %10011000,%00000000 ; █ ██ ;---------------------------- texts ------------------------------------------- -txt_about: .db "v0.9.94 ","by Shiar " +txt_about: .db "v0.91.95 ","by Shiar " .db "(ICQ#43840958)",0 txt_1player: .db "1 PLAYER",0 txt_2players: .db "2 PLAYERS",0 txt_level: .db "LEVEL ",0 txt_gameover: .db "GAME OVER!",0 txt_lives: .db "Lx0?",0 +txt_pressenter: .db "Enter to continue",0 ;---------------------------- save data --------------------------------------- @@ -1495,27 +1727,11 @@ x .db $16 ;x-pos y .db $46 ;think about it.. hp .db $00 ;hitpoints left +your_laser .db $01 ;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) -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 = 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 -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) - ;---------------------------- enemy data -------------------------------------- sprites: @@ -1784,6 +2000,16 @@ logo_nemesis: ; - no more armor to start with. you'll have to collect them on your own ; * of course optimizations and a few tiny bug fixes (not important) ; * increased the size of the enemy bullets so they're better to see +; +; 0.91.95 -- 05.IX .99 -- size 2797 +; +; + LASERS!!!!! four pickups and you fire laserbeams instead of bullets +; * multiple enemies can be hit at once, very usefull when firing lasers +; + MULTIPLE!! like the (shadow-)multiple from MSX-Nemesis. for 5 pickups +; you get an multiple following you, firing bullets and lasers like you +; * most data (enemy positions) stored at TEXT_MEM and DELC_LEN positions +; instead of in program, saving A LOT of bytes in program-size +; - at release of 0.91 bullets didn't work, laser is used instead ; + added - removed * changed # bug fixed -- 2.30.0