From e12ec63eec39485c7ad2f9e459b602634a0fdb4d Mon Sep 17 00:00:00 2001 From: Mischa Poslawsky Date: Sat, 9 Sep 2000 23:38:22 +0200 Subject: [PATCH] version 0.99: armor pickups, bullet hit, finishing touches * 10 bytes off by optimizing main menu a little * and optimizations to hiscore name handling saved another 17 bytes! * score increased by 1 per placed enemy, instead of time (otherwise you could just evade bosses for a long time for very high score) * findpixel optimized (or rather un-unoptimized: restored to original) # ground fixed again (and optimized for tunnel only) # prevents exploding more than once (not dieing while inside ground) * some unneccessary pushes removed + final boss also fires moving mines (just up/down-enemies) * on collision less damage to enemy, more to you (bosses too simple) * normal pickups will increase armor and shield directly (no [alpha]) + a large pickup'll appear at the end of a level which will select your next upgrade: beamweapon, laser, multiple/tailbeam/up-double + a small explosion is displayed when enemy's hit but not destroyed # _all_ multiples appear at your position at start of level # bug in selecting multiples fixed (recent bug) + getting passed 3rd upgrade (4 pickups) increases score by 250! - second icon integrated in 5th, first two icons removed (unused now) * the armor bar is now 5 pixels in height; very visible # if selecting upgrade or starting level, charge bar wasn't displayed --- nemesis.txt | 56 +-- nemesis.z80 | 1085 ++++++++++++++++++++++++++++----------------------- 2 files changed, 628 insertions(+), 513 deletions(-) diff --git a/nemesis.txt b/nemesis.txt index d7afe98..fae3488 100644 --- a/nemesis.txt +++ b/nemesis.txt @@ -1,11 +1,10 @@ ------------------------------------------------------------------------------ Title : Nemesis - Version : 0.99.829 Beta - Release Date : 29.VIII.00 - Filename : nemesis.86p (size 7kB) + Version : 0.99.99 Beta + Release Date : 9.IX.00 + Filename : nemesis.86p (size 6939) Author(s) : Shiar Email Address : shiar0@hotmail.com - ICQ : #43840958 Web Page : http://www.shiar.org Description : cool arcade-shoot-em-up-game Where to get this game : www.shiar.org | ticalc.org @@ -15,7 +14,7 @@ >>>>>>> NOTE ON V.99 --------------------------------------------------------- Dear betatester, please do not give this game away to others. This beta has -ten levels, and should not crash your calc. Report any bugs or imperfections +ten levels, and should never crash your calc. Report any bugs or imperfections to me. Thanks, and have fun! @@ -36,6 +35,7 @@ the last two are HARDCORE-ships, which have a lot less armor than the others. CONTINUE GAME later, you'll start at that level. In the game itself you just have to keep yourself from getting destroyed. +The following keys might come in handy: ARROWS : move your ship 2nd : fire weapons @@ -44,38 +44,38 @@ CONTINUE GAME later, you'll start at that level. GRAPH : teacher/boss! (press graph again to resume) EXIT : whooo, what does _this_ button do? - After destroying several enemies, pickups will appear. Collect them to -upgrade your vessel. The highlighted icon in the score bar (bottom) can be -activated by pressing ALPHA (see next section). - - The upper bar on the left shows your hitpoints left (armor). The bar below -that shows the current power of your weapon. + At the bottom you can see the current power of your weapon, your lives left, +armor left, your upgrades and score. >>>>>>> UPGRADES ------------------------------------------------------------- - ARMOR+SHIELD -Will increase your armor and activate the shield for a short time. The shield -will reduce any damage, and completely absorb enemy bullets in normal mode. + Flying over a small pickup will increase your armor and activate the shield +for a short time. The shield will reduce any damage, and completely absorb +enemy bullets in normal mode. + + After defeating a boss, a larger pickup will appear, which you can use to +upgrade your ship. These upgrades are: + 1 - BEAM: The standard weapon all vessels are equipped with. Selecting this +icon will upgrade your weapon to a more powerful one. This can only be done +nine times. - TAILBEAM / UP DOUBLE -Depending on the vessel you fly with, this activates either a tail beam (a -bullet going backwards) or up double (bullet going up 45 degrees). This extra -weapon can not be selected when you have lasers. + 2 - LASER: A direct weapon which replaces the beam-weapon. Can also be +upgraded upto nine times. - BEAM -The standard weapon all vessels are equipped with. Selecting this icon will -upgrade your weapon to a more powerful one. This can only be done nine times. + 3 - TAILBEAM / UP DOUBLE: Depending on the vessel you fly with, this +activates either a tail beam (a bullet going backwards) or up double (bullet +going up 45 degrees). This extra weapon is only available when your ship is +equipped with a beam weapon. - LASER -A direct weapon which replaces the beam-weapon. Can also be upgraded upto -nine times. + - MULTIPLES: or "options". Will be selected if you've got lasers. These +will follow your ship and fire when you do, effectively doubling your damage. +You can have four of them. - MULTIPLES -Or "options". Can only be selected together with lasers. These will follow -your ship and fire when you do, effectively doubling your damage. You can -have four of them. + 4 - SCORE: If you collect four pickups, your score will be increased by 250 +points. This is for the real hardcore shmuppers who don't need no skinkin' +upgrades, >>>>>>> BETA STUFF ----------------------------------------------------------- diff --git a/nemesis.z80 b/nemesis.z80 index 63dd144..3cbb88e 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -7,15 +7,13 @@ ;!!! This source should only be used for learning practises, do not !!! ;!!! alter it, and certainly never distribute an altered version!! !!! -;TO DO: levels 11,12,13 | draw bosses 12 and 13 (41/42) -; store B<>W mode | ship info at ship selection screen -; store ship sprite pointers as word | look over &&& markings +;TO DO: levels 12 and 13 | draw bosses 12 and 13 (41/42) ;---------------------- nemesis.z80 start ----------------------------------- #include "asm86.h" #include "ti86asm.inc" ;standard ti86 romcalls -#include "ti86abs.inc" ;used to save hiscores and so +#include "ti86abs.inc" ;used to save hiscores and stuff .org _asm_exec_ram @@ -23,8 +21,9 @@ #define psh push ; ^:D #define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero -dispbuffer = $81FA ;= $C9FA ;virtual screen -;VIDEO_MEM = $FC00 ;tha big scareen +#define teacherkey ;compiled with teacher key: 88 bytes extra + +dispbuffer = $8400 ;$C9FA ;virtual screen (MUST be mod$400=0!!) _clrWindow = $4a86 ;_clrLCD and _clrScrn _ex_ahl_bde = $45f3 ;exchange values between AHL and BDE @@ -85,7 +84,7 @@ lvlenemies = ebullets+(nrebuls*3) ;-1032 .dw Title ;pointer to description (all shells) .dw Icon ;pointer to YAS icon -Title: .db "Nemesis v0.99.829 by SHIAR",0 +Title: .db "Nemesis v0.99.99 by SHIAR",0 Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 7bytes .db %11100000 ; ███ @@ -171,52 +170,47 @@ underline: dispmenu: ld de,$0304 ld (_curRow),de - ld hl,txt_menu1 + ld hl,txt_menu1 ;NEW GAME cal _puts ld de,$0305 ld (_curRow),de - ld hl,txt_menu2 + ld hl,txt_menu2 ;CONTINUE GAME cal _puts menuloop: ld a,0 ;current menu item (0 or 1); 0 by default menuitem =$-1 - ld h,$01 + ld h,$01 ;selector (*) x-coord. = 1 add a,4 - ld l,a - - ld a,5 - ld (_curRow),hl - cal _putc - - ld a,(menuitem) - ld h,$01 - sub 5 - neg - ld l,a - - ld a,32 - ld (_curRow),hl + ld l,a ;y-coord. = sel menu item + 4 = 4/5 + ld (_curRow),hl ;set position + ld a,5 ;'*' + cal _putmap ;mark selected menu item + + ld a,l ;y-pos 4/5 + xor 1 ;invert (4=5; 5=4) + ld (_curRow),a ;set new row position + ld a,32 ;' ' (empty, just remove any * present) cal _putc cal getsomekeys ;read keys (z if enter/2nd pressed) + ld hl,menuitem jr z,start_tha_freakin_game cp K_EXIT - jr z,menuexit + jr z,menuexit ;exit goes to the g/o screen (first score=0) cp K_UP - jr z,menuchange - cp K_DOWN - jr nz,menuloop + jr z,menuchange ;up changes selected menu item + cp K_DOWN ;down as well + jr nz,menuloop ;anything else just loops menuchange: - ld hl,menuitem - ld a,(hl) + ld a,(hl) ;(menuitem) xor 1 ;0=1; 1=0 ld (hl),a ;set new menu item - jr menuloop + jr menuloop ;continue looping start_tha_freakin_game: - ld a,(menuitem) - dec a + ld a,(hl) ;(menuitem) + dec a ;new game=0; so that gives -1 = NZ cal nz,New_game ;NEW GAME jp samelevel ;CONTINUE: game_main_loop @@ -255,10 +249,6 @@ mode_invert: game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time inc (hl) ;increase by 1 - ld a,(hl) - and %11111 - ld hl,1 ;once every 32 frames, increase score by 1 - cal z,scoreInc ;do it Clear_screen: ld hl,dispbuffer ;move from (hl) = top left @@ -326,8 +316,10 @@ check_selkey: out (1),a in a,(1) ;our precious keys +#ifdef teacherkey ;should we check for the teacherkey? bit 6,a ;'bout the GRAPH key... cal z,Teacher ;you didn't _press_ it, did you?!? +#endif rla ;test bit7 so we know f ALPHA has been pressed cal nc,select ;yeppy, select the currently selected upgrade @@ -376,7 +368,7 @@ weapdamage =$-1 disp_charge: ;display charge bar - ld hl,(59*16)+VIDEO_MEM+3 + ld hl,(58*16)+VIDEO_MEM+3 ld b,3 chargebarclr: dec hl @@ -421,33 +413,23 @@ Handle_ground: ld de,groundpos ;to (one byte to the left) ldir ;LoaDIncreaseRepeat = scroll! - ld a,(groundinfo) ;what kind of ground - dec a ;type 1: - jr z,ground_tunnel ;tunnel effect -ground_boring: - ld a,(groundpos) ;type 0 - jr newground+1 - -ground_tunnel: - ld a,(groundpos+14) - ld d,a + ld a,(groundpos+14) ;last ground on right + ld d,a ;as default ground ld hl,spacespace ld bc,$500 ;range=0..4 cal Random ;a=0..4 dec a ;a=-1..3 dec a ;a=-2..2 ld b,a - add a,(hl) ;add to spacesize (so +2..-2) - cp 10 - jr c,newground ;>=0 then don't change + add a,(hl) ;substract to spacesize + cp 57 + jr nc,newground ;if nothing left then don't change ld c,a - ld a,d - add a,b ;new position - or a + add a,b ;add offset (2 higher/lower) => new position + or a ;=0? jr z,newground ;may not be 0 (=256) - cp -10 - jr nc,newground ;and not be <0 (>246) -diffground: + cp -10 ;>246? + jr nc,newground ;and not be <0 ld d,a ld (hl),c newground: @@ -469,12 +451,11 @@ groundloopright: ld a,(de) ;height of current byte ld b,a ;save in b - ld de,16 ;to substract to go one line up + ld de,-16 ;to substract to go one line up ld a,%11111111 ;bitmask black - or a groundloopup: ld (hl),a ;display black byte - sbc hl,de ;go up (sbc must be used for 16-bit sub) + add hl,de ;go up (sbc must be used for 16-bit sub) dnz groundloopup ;and loop >groundpos< times ld b,c ;pop b used by groundloopup @@ -510,12 +491,6 @@ Handle_ceiling: ld de,ceilingpos ;to (one byte to the left) ldir ;LoaDIncreaseRepeat = scroll! - ld a,(groundinfo) ;what kind of ceiling - dec a ;type 1: - jr z,ceiling_tunnel ;tunnel effect -ceiling_boring: - -ceiling_tunnel: ld a,(ceilingpos+14) ld d,a ;d=new ceiling ld hl,spacespace @@ -551,7 +526,7 @@ Display_ceiling: psh hl ceilingloopright: - ld c,b ;push b for groundloopup + ld c,b ;push b for ceilingloopdown pop hl \ inc hl ;get screen position and go one right pop de \ inc de ;get height info and set to the next byte psh de \ psh hl ;save these for the next time @@ -564,13 +539,13 @@ ceilingloopright: ceilingloopdown: ld (hl),a ;display black byte add hl,de ;go down - dnz ceilingloopdown ;and loop >groundpos< times + dnz ceilingloopdown ;and loop >ceilingpos< times - ld b,c ;pop b used by groundloopup + ld b,c ;pop b used by ceilingloopdown dnz ceilingloopright ;loop right for entire screen (16x) pop hl \ pop hl ;restore stack -CheckCeiling: ;check for collision with the ground +CheckCeiling: ;check for collision with the ceiling ld a,(x) ;your x srl a ;x/2 srl a ;x/4 @@ -675,6 +650,8 @@ setcontrast: ;--------------------------- teacher ---------------------------------------- +#ifdef teacherkey ;can be disabled to save space if not needed + ;DO NOT RELEASE NEMESIS COMPILED W/O TEACHERKEY!!!!! Teacher: ld (iy+12),5 ;enable flashing cursor cal _clrWindow ;top left @@ -693,16 +670,16 @@ teacherloop: cal releasekeys jp disp_icons ;+ret -teacherans: - ld a,' ' - cal _putc +teacherans: ;enter displays the answer + ld a,' ' ;the cursor could still be displayed (█) + cal _putc ;so remove it by displaying a ' ' over it ld hl,$0701 - ld (_curRow),hl - ld hl,txt_teacherans - cal _puts - jr teacherloop - + ld (_curRow),hl ;below the equation, aligned right + ld hl,txt_teacherans ;the answer text + cal _puts ;display + jr teacherloop ;and continue loop +#endif ;--------------------------- exit ------------------------------------------- @@ -928,6 +905,10 @@ explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite ;----hit---- damage_you: ;damages you B points + ld a,(your_occ) ;return if already dead (prevents exploding + or a ; twice, or stucking in exploding state) + ret nz ;0 = you're normal + ld a,(hardcore) ;hardcore mode? or a jr z,damageok ;0 = no = don't modify @@ -959,7 +940,7 @@ newarmor: Place_multiples: ld hl,your_prevpos ;place all previous positions - ld b,mm*7+1 ;all saved positions of them (14 per multiple) + ld b,mm*7+2 ;all saved positions of them (14 per multiple) place_multiples: ld (hl),e ;set prev-x to d inc hl ;next @@ -972,9 +953,9 @@ place_multiples: inc_armor: ld a,(your_armor) ;load current armor - cp 50-6 ;may not become >=50 + cp maxarmor-5 ;may not become >=maxarmor jr c,doincarmor ;ok then just add 6 - ld a,49-6 ;set to maximum (6 will be added below) + ld a,maxarmor-6 ;set to maximum (6 will be added below) doincarmor: add a,6 ;add 6 to armor ld (your_armor),a ;change armor @@ -986,43 +967,25 @@ select: 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 -select1: - ld (hl),a ;reset pickups - cal inc_armor ;increase armor (like at end of level) - ld a,30 ;activate shield for 30*4=120 frames - ld (your_shield),a - jr disp_icons ;display and return -select2: - dec a ;is it 2? - jr nz,select3 ;no, carry on - ld (hl),a ;reset (otherwise could be used to cheat) - ld a,(de) ;(your_weapon) - cp maxweapon - jr nc,disp_icons ;no beam with laser - ld a,(your_extramode) ;indicates whether this is tailbeam/double - ld (your_extra),a ;ready extra beam - jr disp_icons ;display 'n return -select3: - dec a ;is it 3? - jr nz,select4 ;no, carry on + + jr nz,selectlaser ;no, carry on ld (hl),a ;reset pickups ld a,(de) ;(your_weapon) inc a ;next cp maxweapon - jr c,selected3 ;weapon OK + jr c,selectedbeam ;weapon OK jr z,disp_icons ;weapon maxed out xor a ;laser was selected: set to first weapon -selected3: +selectedbeam: ld (de),a ;set new weapon cal loadweapon ;load it (damage and stuff) xor a ld (your_multiples),a ;no multiples with beam jr disp_icons ;display n return -select4: - dec a ;is it 4? - jr nz,select5 ;no, carry on again - ld (hl),a ;reset pickups +selectlaser: + dec a ;is it 2? + ld (hl),0 ;reset pickups + jr nz,selectextra ;no, carry on again ld (your_extra),a ;no extra beams (tailbeam/up-double) ld a,(de) ;(your_weapon) cp maxweapon ;upgrade from bullet? @@ -1035,13 +998,10 @@ upgradelaser: ld (de),a cal loadweapon jr disp_icons ;display + return -select5: - dec a ;is it 5? - jr nz,select6 ;no, carry on once more - ld (hl),a ;reset pickups +selectextra: ld a,(de) ;(your_weapon) cp maxweapon+1 ;laser or beams? - jr c,disp_icons ;if beams used then no multiples + jr c,selectXbeam ;if beamweap then no multiples but extra beam ld hl,your_multiples ld a,(hl) ;multiples you already got and %1111 ;reset movebit so (your_multiples)=real value @@ -1054,17 +1014,17 @@ enoughmultiples: dec a ;if this is your first multiple then... cal z,Place_multiples ;reset multiples positions jr disp_icons ;display, return -select6: - ld (hl),0 ;reset pickups -; jr disp_icons +selectXbeam: + ld a,(your_extramode) ;indicates whether this is tailbeam/double + ld (your_extra),a ;ready extra beam +; jr disp_icons ;display 'n return ;--------------------------- show icon -------------------------------------- -disp_icons: - psh bc \ psh de \ psh hl \ psh ix ;&&& - +disp_icons: ;destroyes: abcdehlix + ld a,VIDEO_MEM/$400 ;directly on screen + ld (PutWhere),a ;place icons at normal screen 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 a,%11111111 ;horizontal line mask cal drawline ;draw divider-line @@ -1074,7 +1034,7 @@ disp_icons: cal drawline ;clear scorebar disp_lives: - ld de,5 ;(0,5) + ld de,$003C ;(0,4) ld a,(your_lives) ;nr of lives or a jr z,displivesdone ;no lives @@ -1091,22 +1051,6 @@ displivesloop: displivesdone: cal disp_armor ;display bar - ld ix,spr_icon01 ;torpedoIcon - ld de,$1901 ;icon #1 - cal putwidesprite ;display icon - - ld ix,spr_icon00 - ld a,(your_extra) - or a - jr z,no_tail - ld ix,spr_icon02a ;tailbeamIcon - dec a - jr z,no_tail ;(your_extra)=1 = tailbeam - ld ix,spr_icon02b ;updoubleIcon -no_tail: - ld de,$2901 ;icon #2 - cal putwidesprite ;display - ld ix,spr_icon00 ld a,(your_weapon) ;ur weapon cp maxweapon ;laser? @@ -1121,8 +1065,8 @@ no_tail: cal _vputmap ;display char ld ix,spr_icon03 ;bulletIcon no_bullets: - ld de,$3901 ;icon #3 - cal putwidesprite ;display icon + ld de,$3939 ;icon #1 + cal putwidesprite ;display icon (beamweap) ld ix,spr_icon00 ;emptyIcon pop af ;ld a,(your_weapon) @@ -1136,20 +1080,29 @@ no_bullets: cal _vputmap ;display char ld ix,spr_icon04 ;laserIcon no_laser: - ld de,$4901 ;icon #4 - cal putwidesprite + ld de,$4939 ;icon #2 + cal putwidesprite ;(laser) ld ix,spr_icon00 ;emptyIcon - ld a,(your_multiples) - and %111 - jr z,no_multiples - ld ix,spr_icon05 -no_multiples: - ld de,$5901 ;icon #5 + ld a,(your_multiples) ;number of multiples + and %111 ;<8 + jr z,no_multiples ;none, check for beam extras + ld ix,spr_icon05 ;multiples-icon + jr no_tail ;display +no_multiples: ;no multiples + ld a,(your_extra) ;extra weapon + or a ;0? + jr z,no_tail ;nothing + ld ix,spr_icon02a ;tailbeamIcon + dec a + jr z,no_tail ;(your_extra)=1 = tailbeam + ld ix,spr_icon02b ;updoubleIcon +no_tail: ;display + ld de,$5939 ;icon #3 cal putwidesprite ld ix,spr_dividerline - ld de,$6901 + ld de,$6939 cal putwidesprite ld a,(your_pickup) ;pickups taken @@ -1158,64 +1111,74 @@ no_multiples: add a,a ;picks*4 add a,a ;picks*8 add a,a ;picks*$10 - add a,$09 ;add 0ah - ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59) - ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) + add a,$29 ;add 29h + ld d,a ;y-pos = picks * $10 + $29 (3a,4a,5a) + ld e,$39 ;x-pos = bottom (3a39,4a39,5a39) ld ix,spr_icon cal putwidesprite iconsdone: - ld hl,dispbuffer ;normal game-screen - ld (PutWhere),hl ;set sprite-position to normal screen + ld a,dispbuffer/$400 ;normal game-screen + ld (PutWhere),a ;set sprite-position to normal screen + jp disp_charge ;display weapon charge bar - pop ix \ pop hl \ pop de \ pop bc - ret disp_armor: ld de,16 ;line size - ld hl,(57*16)+VIDEO_MEM+3 - ld b,3 -armorbarclr: - dec hl - ld (hl),0 - add hl,de - ld (hl),0 - sbc hl,de - dnz armorbarclr - - ld a,(your_armor) ;load your armor (<50) - srl a ;/2 (<25) - ld c,a ;psh a - and %11111000 ;clear last three bits - rra ;so we can use rotate instead of shift right - rra ;which saves 3(-2) bytes and speed - rra ;/8: don't display last 3 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 ($39*16)+VIDEO_MEM - ld (hl),%11111111 ;draw a piece of the bar - add hl,de ;one down (resets carry) - ld (hl),%11111111 ;same piece - sbc hl,de ;up again - inc hl ;next position - dnz armorbar ;loop it b times - -noarmorbar: - ld a,c ;pop a + ld hl,(58*16)+VIDEO_MEM+6 + ld c,5 ;5 lines down +armorbarclrY: + ld b,4 ;four bytes right + psh hl +armorbarclrX: + ld (hl),0 ;clear + dec hl ;next byte + dnz armorbarclrX ;4x + pop hl ;old position + add hl,de ;one pixel down + dec c ;5x + jr nz,armorbarclrY ;loop + + ld hl,VIDEO_MEM+(58*16)+6 + ld a,(your_armor) ;load your armor (3 = place an enemy inc hl ;nextevent located behind eventleft - ld (hl),193 ;set delay + ld (hl),193 ;3: set delay for next boss to appear ret ;don't place any more enemies standby_event: @@ -1642,11 +1630,14 @@ standby_event: ld de,enemysize xor a chk_enemyleft: - add hl,de + add hl,de ;go to next enemy cp (hl) ;0 = no enemy present - jr nz,enemyleft - dnz chk_enemyleft - ret + jr nz,enemyleft ;if enemy present (<>0) then quit checking + dnz chk_enemyleft ;loop for all enemies + ld hl,nextevent ;time 'til next event + ld (hl),157 ;next time to check is in 157 turns/frames + inc a ;no enemies left: place upgrade pickup + jr place_enemy ;place enemy #1(=a) = big pickup enemyleft: ld hl,eventleft inc (hl) @@ -1654,6 +1645,8 @@ enemyleft: place_ranenemy: + ld hl,1 ;increase score by 1 + cal scoreInc ld bc,0 ;0..nrlvlenemies nrlvlenemies =$-1 ;=nr of enemies minus 1 cal Random ;random enemy b..b+c = 0..nrenemies-1 @@ -1751,7 +1744,7 @@ find_ebullet: found_ebullet: ld a,c sub 6 - jr c,bulletok ;type #0-5 = done (normal/diag) + jp c,bulletok ;type #0-5 = done (normal/diag) or a jr z,bulletaiming ;type #6 = aiming = type#2..5 dec a @@ -1760,8 +1753,26 @@ found_ebullet: jr z,bulletdouble ;type #8 = double dec a jr z,bulletquad ;type #9 = quad + dec a + jr z,bulletdquad ;type #10 = double-quad + dec a + jr z,bulletran ;type #11 = random -bulletdquad: +firesenemies: ;type #12 = mine / Dquad + ld a,(timer) + rra ;if odd turn (50% chance) + jr c,bulletdquad ;then fire 6x + ld a,bossenemy ;otherwise place enemy #[bossenemy] + jp place_enemy + +bulletran: + ld c,1 + ld b,4 + cal Random + ld (hl),a + jr _bulletok + +bulletdquad: ;type #10 = double-quad cal bulletquad ;fire type #1 to 5 inc hl ld a,e @@ -1775,7 +1786,7 @@ bulletdquad: ld e,a ;offset 10 down (5 total) jr enemy_fires_again -bulletquad: +bulletquad: ;type #9 = quad cal bullettriple ;fire type #1, 4 and 5 inc hl ;next bullet ld c,2 ;type #2 = down @@ -1784,7 +1795,7 @@ bulletquad: ld c,3 ;type #3 = up jr enemy_fires_again -bulletdouble: +bulletdouble: ;type #8 = double dec e ;one up ld c,1 ;type #1 cal bulletok ;fire bullet @@ -1793,9 +1804,9 @@ bulletdouble: inc e ;two px down jr enemy_fires_again ;find and fire another bullet -bullettriple: - ld c,1 ;type #1 = normal - cal bulletok ;fire +bullettriple: ;type #7 = triple + ld (hl),1 ;type #1 = normal + cal _bulletok ;fire inc hl ;next bullet ld c,4 ;type #4 = down 50% cal enemy_fires_again @@ -1803,26 +1814,28 @@ bullettriple: ld c,5 ;type #5 = up 50% jr enemy_fires_again -bulletaiming: +bulletaiming: ;type #6 = aiming = type#2..5 ld a,(y) sub e ;a = yourY-bulY = pixels bullet is above you add a,10 jp p,bulletnotup ;jump when 10 pixels below you or higher - ld c,5 ;go slightly down + ld (hl),5 ;go slightly down add a,10 ;10 to 20 pixels below you - jp p,bulletok ;yes: all done. - ld c,3 ;otherwise move down even more - jr bulletok + jp p,_bulletok ;yes: all done. + ld (hl),3 ;otherwise move down even more + jr _bulletok bulletnotup: - ld c,1 ;normal bullet... + ld (hl),1 ;normal bullet... sub 20 ;...when... - jp m,bulletok ;...10 pixels below you to 20 pixels above - ld c,4 ;bullet going slightly up... + jp m,_bulletok ;...10 pixels below you to 20 pixels above + ld (hl),4 ;bullet going slightly up... sub 10 ;...when... - jr c,bulletok ;...20 to 30 pixels above you + jr c,_bulletok ;...20 to 30 pixels above you ld c,2 ;else (more than 30 pixels) move up more + bulletok: ld (hl),c ;set bullet direction +_bulletok: inc hl ld (hl),d ;set x-pos inc hl @@ -2163,7 +2176,7 @@ check_collision: ld a,(hl) and %10 ;enemy status (%11=normal; %10=pickup) jr z,check_next ;2 or 3 = ok, otherwise: next enemy - inc hl ;enemy# + inc hl ;@sprite collide_enemy: ;&&& include in Handle_enemy proc cal find_sprite @@ -2189,31 +2202,38 @@ collide_enemy: ;&&& include in Handle_enemy proc dec hl ;@occ take_pickup: - psh hl ;we need hl - ld hl,2 ;increase score by 2 - cal scoreInc - pop hl ;we're done - ld a,(hl) ;load enemy occ rra ;if occ = %10 (can't be %00) then pickup jr c,collide ;otherwise normal enemy so you collide - - psh hl + ld (hl),0 ;remove + rra ;skip this bit (=%1) + rra ;this bit specifies the pickup ID (big/small) + jr nc,armorpickup ;%0 = pickup increases armor and shield + ;%1 = pickup selects (next) upgrade ld hl,your_pickup ;your pickups ld a,(hl) ;current inc a ;go to next - cp 6 ;pickups >=6 + cp 4 ;pickups >=4? jr c,not_maxpickup - ld a,1 ;yes: reset to pickup 1 + psh hl ;too much pickups + ld hl,250 + cal scoreInc ;increase score by 250 + pop hl + ld a,1 ;and reset to pickup #1 not_maxpickup: ld (hl),a ;save new + psh de cal disp_icons ;display altered pickupicons - pop hl - - xor a ;set to 0 = gone - ld (hl),a ;remove + pop de ;ld de,$0707 jr check_next ;all done, next.. +armorpickup: + cal inc_armor ;increase armor (like at end of level) + ld a,30 ;activate shield for 30*4=120 frames + ld (your_shield),a + cal disp_icons ;display status bar (new armor value) + jr check_next + collide: ld a,(hl) sub auch_ecollide @@ -2227,11 +2247,11 @@ enemydamaged: ;damage to enemy delivered cal damage_you check_next: - pop hl - ld bc,enemysize - add hl,bc - pop bc - dnz check_collision + pop hl ;current enemy base (unaltered) + ld bc,enemysize ;bytes per enemy + add hl,bc ;pointer to next enemy + pop bc ;restore counter + dnz check_collision ;loop for all enemies ret ;--------------------------- story ------------------------------------------ @@ -2271,14 +2291,14 @@ storyLine: ret dostory: - cal storyPage ;do some story - ld a,(hl) ;load next byte in a - inc a ;set z-flag if a = $ff - jr nz,dostory ;otherwise loop + cal storyPage ;do some story + ld a,(hl) ;load next byte in a + inc a ;set z-flag if a = $ff + jr nz,dostory ;otherwise loop inc hl - inc hl ;set hl to beginning of the level - ld (levelp),hl ;set the level-pointer - ret ;and return + inc hl ;set hl to beginning of the level + ld (levelp),hl ;set the level-pointer + ret ;and return ;--------------------------- SFX -------------------------------------------- @@ -2426,14 +2446,14 @@ findenemyspecs: ;enemy #a specs in (hl); in:b=0; out:ac=? ;--------------------------- game over / new game / death ------------------- -chartable: - .db 0,".<>!",0,0,0,0 ;down,L,R,up - .db 0,"xtoje0",0 ;enter..clear - .db " wsnid9",0 ;(-)..custom - .db "zvrmhc8",0 ;dot..del - .db "yuqlgb7#" ;0..xvar - .db $D9,"-pkfa6'" ;on..alpha - .db "54321*",0,$D0 ;F5..more +chartable: ;use chartable-1 and add GET_KEY scancode + .db ".<>!",0,0,0,0 ;down,L,R,up + .db 0,"xtoje0",0 ;enter..clear + .db " wsnid9",0 ;(-)..custom + .db "zvrmhc8",0 ;dot..del + .db "yuqlgb7#" ;0..xvar + .db $D9,"-pkfa6'" ;on..alpha + .db "54321",$D0,0,'*' ;F5..F1,2nd,exit,more save_lvl: ld hl,storesave_end-storesave_start @@ -2481,79 +2501,71 @@ game_over: ;stack=+0 ld hl,$0007 ld (_curRow),hl - ld de,(your_score) - ld hl,(hiscore) - cal CP_HL_DE - jr nc,no_hiscore - ld (hiscore),de + ld de,(your_score) ;current score + ld hl,(hiscore) ;hiscore + cal CP_HL_DE ;de<=hl means no hiscore (or same) + jr nc,no_hiscore ;skip the new hiscore part + ld (hiscore),de ;otherwise save current score as new hiscore -ask_hiname: - ld ix,hiname - ld a,9 - ld (hiscorepos),a +ask_hiname: ;and ask for new hiscore name + ld ix,hiname ;where to store the hiscore name + ld a,9 ;max. length <9 + ld (hiscorepos),a ;current char (counts backwards 9-1) enter_name_loop: - ld a,'_' - cal _putc - ld hl,_curCol - dec (hl) + ld a,'_' ;cursor appearance + cal _putmap ;display (do not advance cursorpos) nokeypressed: - cal getsomekeys - jr z,nomore - or a - jr z,nokeypressed + cal getsomekeys ;wait for any key + jr z,nomore ;if [enter] or [2nd] pressed we're all done - cp K_DEL - jr z,backup - cp K_EXIT + ld hl,hiscorepos ;string position + cp K_DEL ;[DEL] functions as "backspace" + jr z,backup ;delete previous char if pressed + cp K_EXIT ;exit also ends name jr z,nomore - ld hl,hiscorepos - ld b,(hl) - dec b - jr z,nokeypressed - ld (hl),b + ld b,(hl) ;(hiscorepos) + dec b ;next position (counts backwards) + jr z,nokeypressed ;if it's 1 (became 0) then don't add no more + ld (hl),b ;otherwise save new string position - ld hl,chartable + ld hl,chartable-1 ;chars to add for each key ld e,a - ld d,0 - add hl,de - ld a,(hl) - or a - jr z,nokeypressed - - ld (ix),a - cal _putc - inc ix - cal releasekeys - jr enter_name_loop - -backup: - ld hl,hiscorepos - ld a,(hl) - cp 9 - jr nc,nokeypressed - inc (hl) - - dec ix - ld (ix),' ' - ld a,32 - cal _putc + ld d,0 ;de = key pressed + add hl,de ;add so we know which char to add for this key + ld a,(hl) ;load in a + or a ;if it's 0 then + jr z,nokeypressed ;don't add anything afterall + + ld (ix),a ;save new char + cal _putc ;and also display on screen + inc ix ;goto next char + cal releasekeys ;wait for the key to be released + jr enter_name_loop ;and continue the loop + +backup: ;backspace + ld a,(hl) ;(hiscorepos) + cp 9 ;9 means begin (0 total chars) + jr nc,nokeypressed ;nothing to remove so continue loop + inc (hl) ;otherwise pos one back + + dec ix ;and string to previous char as well + ld a,32 ;remove cursor + cal _putmap ;by replacing it by ' ' ld hl,_curCol - dec (hl) - dec (hl) - jr enter_name_loop - -nomore: - ld a,' ' - cal _putc - ld (ix),0 - cal save_hi - jr hiscoredone - -no_hiscore: - ld hl,hiname + dec (hl) ;cursor one back + jr enter_name_loop ;continue name loop + +nomore: ;name's done + ld a,' ' ;remove cursor + cal _putc ;(or actually replace with ' ') + ld (ix),0 ;end of string marker (zero-terminated) + cal save_hi ;store hiscore with name in real program + jr hiscoredone ;continue with game over screen + +no_hiscore: ;no new hiscore + ld hl,hiname ;just display old name cal _puts - hiscoredone: xor a ;clear a (Ahl will be displayed) ld hl,$1006 ;bottom-1 right @@ -2607,8 +2619,8 @@ invshiploop: New_game: ;stack must be +1 (so change the jp in cal :) cal _clrLCD - ld hl,VIDEO_MEM - ld (PutWhere),hl ;will be reset after displaying iconbar + ld a,VIDEO_MEM/$400 + ld (PutWhere),a ;will be reset after displaying iconbar ld ix,spr_ship01 ;first ship: sprite ld de,$0105 ;position ld b,4 ;number of ships to display @@ -2664,16 +2676,16 @@ selectshiploop: pop bc cp K_DOWN jr nz,selnotdown - inc b + inc b ;move selection down selnotdown: cp K_UP jr nz,selnotup - dec b + dec b ;move selection up selnotup: - ld a,b - and %11 - ld b,a - jr selectship + ld a,b ;new selection + and %11 ;must be 0..3 + ld b,a ;in b again + jr selectship ;loop startthenewgame: ld hl,spr_ship01-(spr_ship02-spr_ship01) @@ -2734,7 +2746,7 @@ Next_level: ;stack must be +1 ld b,0 ;advance one level ld c,(hl) add hl,bc ;passed the enemies - ld c,10 + ld c,9 add hl,bc ;update to point to next level ld (levelp),hl ;save @@ -2786,8 +2798,8 @@ samelevel: ld (eventleft),a ;set nr of events left inc hl ld de,level_info - ld c,5 ;5xLDI: loads (level_info) (spacespace) - ldir ; (groundinfo) (stars1) (stars2) + ld c,4 ;5xLDI: loads (level_info) (spacespace) + ldir ; (stars1) (stars2) ld a,1 ld b,32 ;fill (groundpos) and (ceilingpos) fillground: @@ -3021,7 +3033,8 @@ findpixel: ld a,e ;a=e=Y add a,a add a,a ;add a,a is 7 cycles faster than add hl,hl - ld h,0 ;switch to hl now (Y<64) + ld h,dispbuffer/$400 ;switch to hl (Y<64) & set base to dispbuffer +PutWhere =$-1 ;screen base position/$400 (where x+y=0) ld l,a ;hl=4*Y ld a,d ;a=d=X rra ;RRA: carry flag must be reset! @@ -3041,9 +3054,6 @@ findpixel: xor a FPbit =$+1 set 0,a - ld de,dispbuffer ;screen base position (where x+y=0) -PutWhere =$-2 - add hl,de ret ;---------------------------------------------------------------------------- @@ -3128,8 +3138,8 @@ spr_ship04i: auch_bullet = 1 ;damage to you when hit by an enemy bullet auch_ground = 5 ;the same when you hit the ground/ceiling -auch_collide = 3 ;when you hit an enemy -auch_ecollide = 2*4 ;damage to both the enemy that hit you (skip bit 0/1) +auch_collide = 4 ;when you hit an enemy +auch_ecollide = 2*4 ;damage to the enemy that hit you (skip bit 0/1) spr_multiple: .db 6,6 ;multiples @@ -3151,70 +3161,102 @@ spr_multiple2: ;-------------------------------- explosions -------------------------------- +spr_hit: +hitsprites = 5 ;btw: sprites stored backwards + .db 5,4 ;5 + .db %10101000 ;█▒█ █ + .db %00001000 ;▒ ▒█ + .db %10000000 ;█ ▒ ▒ + .db %10101000 ;█▒█▒█ + + .db 5,4 ;4 + .db %01001000 ; █▒▒█ + .db %11010000 ;██ █▒ + .db %00101000 ;▒ █ █ + .db %11010000 ;██▒█ + + .db 5,4 ;3 + .db %00110000 ; ██ + .db %10011000 ;█ ██ + .db %10001000 ;█ ▒▒█ + .db %00110000 ; ▒██ + + .db 5,4 ;2 + .db %00100000 ;▒ █▒ + .db %00001000 ; ▒▒ █ + .db %10110000 ;█▒██ + .db %01000000 ;▒█ ▒ + + .db 4,4 ;1 + .db %10010000 ;█ █ + .db %01100000 ; ██ + .db %01100000 ; ██ + .db %10010000 ;█ █ + spr_explosion: - .db 8,6 ;1 + .db 8,5 ;1 .db %00000000 - .db %00011100 ; ███ - .db %00111110 ; █████ - .db %01010110 ; █ █ ██ - .db %00111000 ; ███ + .db %00011100 ; ███ + .db %00111110 ; █████ + .db %01010110 ; █ █ ██ + .db %00111000 ; ███ .db %00000000 .db 8,6 ;2 - .db %00110000 ; ██ - .db %01001110 ; █ ▒███ - .db %10111110 ; █ █████ - .db %01001111 ; █ ▒████ - .db %00111000 ; ███ - .db %00011010 ; ██ █ + .db %00110000 ; ██ + .db %01001110 ; █ ▒███ + .db %10111110 ;█ █████ + .db %01001111 ; █ ▒████ + .db %00111000 ; ███ + .db %00011010 ; ██ █ .db 8,6 ;3 - .db %10110000 ; █ ██ - .db %01001110 ; █ ███ - .db %10110101 ; █ ██▒█▒█ - .db %01000101 ; █ ▒█▒█ - .db %00111110 ; █████ - .db %01011010 ; █ ██ █ + .db %10110000 ;█ ██ + .db %01001110 ; █ ███ + .db %10110101 ;█ ██▒█▒█ + .db %01000101 ; █ ▒█▒█ + .db %00111110 ; █████ + .db %01011010 ; █ ██ █ .db 8,6 ;4 - .db %00101010 ; ▒ █▒█ █ - .db %01000110 ; █ ▒██ - .db %10110101 ; █ ██ █ █ - .db %01100110 ; ██ ██▒ - .db %00111100 ; ████▒ - .db %01011001 ; █ ██ ▒█ + .db %00101010 ;▒ █▒█ █ + .db %01000110 ; █ ▒██ + .db %10110101 ;█ ██ █ █ + .db %01100110 ; ██ ██▒ + .db %00111100 ; ████▒ + .db %01011001 ; █ ██ ▒█ .db 8,6 ;5 - .db %01000000 ; █▒ ▒ ▒ - .db %00100101 ; ▒█ █▒█ - .db %00010100 ; ▒ ▒█ █ ▒ - .db %01000100 ; █▒ █ - .db %00010010 ; ▒█▒▒█ - .db %10011010 ; █▒ ██ █▒ + .db %01000000 ; █▒ ▒ ▒ + .db %00100101 ; ▒█ █▒█ + .db %00010100 ;▒ ▒█ █ ▒ + .db %01000100 ; █▒ █ + .db %00010010 ; ▒█▒▒█ + .db %10011010 ;█▒ ██ █▒ .db 8,6 ;6 - .db %01000100 ; █ █ - .db %00100000 ; ▒█ ▒ ▒ - .db %00000001 ; ▒ ▒ █ - .db %01000100 ; █ █ - .db %00100010 ; █▒ █ - .db %01001000 ; ▒█ ▒█ ▒ + .db %01000100 ; █ █ + .db %00100000 ; ▒█ ▒ ▒ + .db %00000001 ; ▒ ▒ █ + .db %01000100 ; █ █ + .db %00100010 ; █▒ █ + .db %01001000 ;▒█ ▒█ ▒ .db 8,6 ;7 - .db %00001000 ; ▒ █▒ - .db %11000010 ; ██ ▒ █ - .db %00000000 ; ▒ - .db %00100000 ; ▒█ ▒ - .db %00000001 ; ▒ ▒█ - .db %00110000 ; ▒██▒ + .db %00001000 ; ▒ █▒ + .db %11000010 ;██ ▒ █ + .db %00000000 ; ▒ + .db %00100000 ; ▒█ ▒ + .db %00000001 ; ▒ ▒█ + .db %00110000 ; ▒██▒ .db 8,6 ;8 - .db %00000100 ; ▒█ - .db %00000000 ; ▒▒ ▒ - .db %01000000 ; █ - .db %00000000 ; ▒ - .db %00000010 ; █▒ - .db %00100100 ; █▒ █ + .db %00000100 ; ▒█ + .db %00000000 ;▒▒ ▒ + .db %01000000 ; █ + .db %00000000 ; ▒ + .db %00000010 ; █▒ + .db %00100100 ; █▒ █ spr_yexplosion: .db 8,5 ;1 @@ -3265,9 +3307,6 @@ bullettable: .db (spr_bullet11-spr_bullet01) ;40 .db (spr_bullet12-spr_bullet01) ;44 .db (spr_bullet13-spr_bullet01) ;48 - .db (spr_bullet13-spr_bullet01) ;52 - .db (spr_bullet13-spr_bullet01) ;56 - .db (spr_bullet13-spr_bullet01) ;60 spr_bullet01: .db 2,1 @@ -3358,26 +3397,26 @@ spr_bullete1: ;direction: 001=straight forward; 010=up; 011=1/2up; 100=down; 101=1/2down ; 111=laser (speed=duration 00010-00000) -weapondata: - .db 1,1,%00110010,3,%00000000,0,%00000000,0 ;1 single beam - .db 3,1,%00110011,3,%00000000,0,%00000000,0 ;2 fast single - .db 1,1,%00110010,0,%00110010,6,%00000000,0 ;3 double - .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple - .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5 - .db 6,2,%01110011,2,%10010100,2,%00110011,2 ;6 - .db 9,3,%01110100,2,%10010100,2,%00110100,2 ;7 - .db 13,3,%01110110,2,%10010110,2,%00110110,2 ;8 - .db 18,4,%01110110,2,%10010110,2,%00110110,2 ;9 +weapondata: ;max = 9x6; 15x5; 21x4; 27x3 + .db 2,1,%00110010,3,%00000000,0,%00000000,0 ;1 single + .db 3,1,%00110011,3,%00000000,0,%00000000,0 ;2 fast + .db 2,1,%00110010,0,%00110010,6,%00000000,0 ;3 double + .db 2,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple + .db 3,2,%00110011,2,%10010010,2,%01110010,2 ;5 + .db 4,2,%01110011,2,%10010011,2,%00110011,2 ;6 + .db 5,3,%01110100,2,%10010100,2,%00110100,2 ;7 + .db 7,4,%01110101,2,%10010101,2,%00110101,2 ;8 + .db 9,6,%01110110,2,%10010110,2,%00110110,2 ;9 maxweapon = 9 - .db 1,1,%11100100,3,%00000000,0,%00000000,0 ;1 single laser - .db 2,3,%11100011,3,%00000000,0,%00000000,0 ;2 short - .db 1,2,%11100100,3,%11100000,4,%00000000,0 ;3 fat - .db 1,2,%11100101,0,%11100000,6,%00000000,0 ;4 double - .db 3,4,%11100011,3,%00000000,0,%00000000,0 ;5 short - .db 1,2,%11100100,3,%11100000,6,%11100000,0 ;6 triple - .db 1,3,%11101010,3,%11100000,6,%11100000,0 ;7 triple long - .db 2,4,%11100101,2,%11100000,4,%00000000,0 ;8 double - .db 2,1,%11101011,3,%11100000,2,%11100000,4 ;9 big fat long + .db 1,1,%11100100,3,%00000000,0,%00000000,0 ;1 single (1x1x3) + .db 2,3,%11100011,3,%00000000,0,%00000000,0 ;2 short (2x1x2) + .db 1,2,%11100100,3,%11100000,4,%00000000,0 ;3 fat (1x2x3) + .db 1,2,%11100101,0,%11100000,6,%00000000,0 ;4 double (1x2x4) + .db 4,4,%11100011,3,%00000000,0,%00000000,0 ;5 short (4x1x2) + .db 1,2,%11100100,3,%11100000,6,%11100000,0 ;6 triple (1x3x3) + .db 1,3,%11101000,3,%11100000,6,%11100000,0 ;7 triple long (1x3x7) + .db 2,5,%11100101,2,%11100000,4,%00000000,0 ;8 double (2x2x4) + .db 1,8,%11101011,3,%11100000,2,%11100000,4 ;9 big fat long (1x3x10) maxlaser = 18 tailbeam = %00101101 ;180 degrees doublebeam = %01010010 ;45 degrees @@ -3444,6 +3483,7 @@ spr_icon01: .db %01111010 .db %11110010 .db %11100100 +maxarmor = 63 ;maximum HPs you can get spr_icon02a: .db 16,7 ;tailbeam.......:.......: .db %10000000 ;█ ▒ @@ -3530,7 +3570,7 @@ spr_dividerline: txt_email: .db "www.shiar.org ",127 ;title screen .db " shiar0@hotmail.com",0 _txt_email = $3A01 ;$3A1E=just email -txt_about: .db "v0.99.829 ",127," by Shiar",0 ;right behind txt_email +txt_about: .db "v0.99.99 ",127," by Shiar",0 ;right behind txt_email _txt_about = $3321 txt_menu1: .db "NEW GAME",0 txt_menu2: .db "CONTINUE",0 @@ -3553,8 +3593,10 @@ txt_pause: .db " ",6,"/",7," ",$1C,"contrast; " _txt_pause = $020B txt_pressenter: .db "Enter to continue",0 ;pause _txt_pressenter = $0201 +#ifdef teacherkey txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher txt_teacherans: .db Lneg,"14.6549373495",0 +#endif ;---------------------------- save data ------------------------------------- @@ -3563,7 +3605,7 @@ hiscore .dw 0 ;default hiscore hiname .db "shiar.99",0 ; " " name storehi_end: -invertmode: cpl ;saves B<>W mode setting cpl +invertmode: cpl ;/or a ;saves B<>W mode setting cpl storesave_start: ;--SAVED GAME-- defs: your_ship .dw spr_ship01 ;your sprite (^invertmode^) sprs1 @@ -3575,9 +3617,9 @@ your_score .dw 0 ;current score 0 your_pickup .db 0 ;pickups already picked up 0 your_occ .db 0 ;0=normal 1..16=exploding 0 your_shield .db 0 ;invincibility left 0 -your_armor .db 24 ;HP left 12 +your_armor .db 24 ;HP left 24 your_lives .db 3 ;lives left 3 -your_weapon .db 3 ;current weapon upgrade 0 +your_weapon .db 17 ;current weapon upgrade 0 your_multiples .db 0 ;multiples present 0 your_extra .db 0 ;extra beam present 0 hardcore .db 0 ;hardcore mode if non-0 0 @@ -3590,7 +3632,7 @@ time2invert: .db 0 ;time until b<>w switch (0 at startup) ;format:boss: [moveType] [enemyType] ; @level: [nr.dif.enemies]x [enemy nr] ; [min. enemy frequency] [enemy frequency max.inc] -; [next lvl (=nrenemies+4)] [level_info: 1:ceiling 1:ground] +; [next lvl (=nrenemies+4)] [level_info: 000000 1:ceiling 1:ground] ; [tunnel size] [groundtype] [stars1] [stars2] ;efrequency must be odd if halfluring! @@ -3600,24 +3642,24 @@ levelstart: ;[y-pos] [x-pos] [text,0] [SFX lines; 0=more text] [-1=end] .db 31,9,"been sent to intercept you",0,31-25+6,-1 .db 30 -level00:.db 5,2,4,2,1,1 +level00:.db 5,3,5,3,2,2 .db 28,73,13 - .db %00,0,0,1,1 + .db %00,0,1,1 .db 31 ;boss for level01 -level01:.db 2,2,4 ;enemies +level01:.db 2,3,5 ;enemies .db 26,70,20 - .db %00,0,0,1,1 + .db %00,0,1,1 .db 32 -level02:.db 3,2,3,4 +level02:.db 3,3,4,5 .db 20,60,60 - .db %00,0,0,1,1 + .db %00,0,1,1 .db 33 -level03:.db 4,3,4,5,6 +level03:.db 4,4,5,6,7 .db 17,40,75 - .db %00,0,0,1,1 + .db %00,0,1,1 .db 0 .db 1,1,"Long-Range scanners are ", @@ -3631,43 +3673,54 @@ level03:.db 4,3,4,5,6 ;---- approaching asteroid belt .db 34 -level04:.db 5,7,7,8,10,11 +level04:.db 5,8,8,9,11,12 .db 17,27,70 - .db %00,0,0,1,1 + .db %00,0,1,1 -;---- light asteroid belt +;---- inside .db 35 -level05:.db 7,9,10,8,10,11,11,13 +level05:.db 7,10,11,9,11,12,12,14 .db 12,24,80 - .db %00,0,0,1,1 + .db %00,0,1,1 -;---- inside asteroid belt .db 36 -level06:.db 10,9,10,11,11,13,12,12,13,14,14 +level06:.db 10,10,11,12,12,14,13,13,14,15,15 .db 7,18,180 - .db %00,0,0,1,1 + .db %00,0,1,1 +;out .db 37 -level07:.db 4,15,16,17,5 +level07:.db 4,16,17,18,6 .db 22,29,62 - .db %00,0,0,1,1 ;-1=%11111111=line + .db %00,0,1,1 ;-1=%11111111=line .db 38 -level08:.db 5,15,16,17,18,18 +level08:.db 5,16,17,18,19,19 .db 20,38,57 - .db %00,0,0,1,1 + .db %00,0,1,1 .db 39 -level09:.db 3,18,19,20 +level09:.db 3,19,20,21 .db 19,63,57 - .db %00,0,0,1,1 + .db %00,0,1,1 + + .db 40 +level10:.db 7,22,23,24,24,24,25,26 + .db 20,22,63 + .db %00,0,1,1 + +;endlevel + .db 41 +level11:.db 1,26 + .db 20,20,80 + .db %00,0,1,1 .db 0,1,1,"That`s all folks...",0,0 .db 20,50,"for now...",0,20-0+6,-1 -endlevel = 10 +endlevel = 12 -pickupfreq = 10 +pickupfreq = 19 ;------------------------------ enemies ------------------------------------- @@ -3676,61 +3729,67 @@ pickupfreq = 10 ;occ: 00=no enemy; 01=exploding (sprite=frame); 10=pickup; 11=enemy ;appearances: 1=random; 2=lure; 3=halflure ;movetypes: 1=updown; 2=1/4x; 3=1/2x; 4=3/4x; 5=3/2x; 6=2x; 7=ylure50%; -; 7=ylure; 8=ylure50%; 9=x; 10=x+y-lure 50%; 11=-1/2x; 12=-1x -;firetypes: 1=normal; 6=aiming; 7=triple; 8=double +; 8=ylure; 9=ylure50%; 10=x+y-lure 50%; 11=-1/2x; 12=-1x +;firetypes: 1=normal; 6=aiming; 7=triple; 8=double; 9=quad; 10=dquad; 11=ran enemyspecs: ;10 bytes/enemy | max.enemies <64 | sprites use <768 bytes - .db 0,%00000110,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;pickup -;1-6=basic enemies , , , , , , , , - .db 0,%00000111,spr_enemyE0&255,spr_enemyE0/256,128,1,00,12, 0,1 ;intro - .db 0,%00010011,spr_enemyE1&255,spr_enemyE1/256,128,1,00,10, 0,1 ;weak - .db 0,%00110011,spr_enemyE4&255,spr_enemyE4/256,128,1,03, 6,50,1 ;slow - .db 0,%00100111,spr_enemyE2&255,spr_enemyE2/256,128,1,00, 1, 0,1 - .db 0,%00101111,spr_enemyE3&255,spr_enemyE3/256,128,3,00,19,39,8 ;heavy - .db 0,%00101011,spr_enemyE5&255,spr_enemyE5/256,128,3,05, 1, 0,1 ;fast -;7-9=backwards enemies , , , , , , , , - .db 0,%00011111,spr_enemyB1&255,spr_enemyB1/256,000,3,11,19,92,1 - .db 0,%00101111,spr_enemyB2&255,spr_enemyB2/256,000,1,12,11,45,1 - .db 0,%00110111,spr_enemyB3&255,spr_enemyB3/256,000,1,11,10,41,8 ;small -;10-14=asteroid , , , , , , , , - .db 0,%00100111,spr_enemyA1&255,spr_enemyA1/256,128,1,04, 0, 0,1 - .db 0,%00111111,spr_enemyA2&255,spr_enemyA2/256,128,1,00, 0, 0,1 - .db 0,%01011011,spr_enemyA3&255,spr_enemyA3/256,128,1,05, 0, 0,1 - .db 1,%00001011,spr_enemyA4&255,spr_enemyA4/256,128,1,03, 0, 0,1 ;slow+hard - .db 0,%00111111,spr_enemyA4&255,spr_enemyA4/256,128,1,06, 0, 0,1 -;15-20=improved enemies, , , , , , , , - .db 0,%01001011,spr_enemyG1&255,spr_enemyG1/256,128,3,00, 3,40,1 - .db 0,%01011111,spr_enemyG2&255,spr_enemyG2/256,128,3,00, 1,36,1 - .db 0,%00110011,spr_enemyG5&255,spr_enemyG5/256,128,1,01, 9,52,1 ;updown - .db 0,%01111011,spr_enemyG3&255,spr_enemyG3/256,128,3,04, 7,99,7 ;3x - .db 0,%10110111,spr_enemyG4&255,spr_enemyG4/256,128,2,01,17, 0,7 ;updown3x - .db 0,%10001011,spr_enemyG6&255,spr_enemyG6/256,128,2,07,62,60,8 ;lure -;21-29=unused, , , , , , , , , - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;21 - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;22 - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;23 - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;24 - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;25 - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;26 +;0-1=pickups + .db 0,%00000010,spr_enemyP1&255,spr_enemyP1/256,128,2,03, 0, 0,1 ;pickup + .db 0,%00000110,spr_enemyP2&255,spr_enemyP2/256,128,2,03, 0, 0,1 ;bigpickup +;2-7=basic enemies , , , , , , , , + .db 0,%00001011,spr_enemyE0&255,spr_enemyE0/256,128,1,00,12, 0,1 ;intro + .db 0,%00100011,spr_enemyE1&255,spr_enemyE1/256,128,1,00,10, 0,1 ;weak + .db 0,%01100011,spr_enemyE4&255,spr_enemyE4/256,128,1,03, 6,50,1 ;slow + .db 0,%01001011,spr_enemyE2&255,spr_enemyE2/256,128,1,00, 1, 0,1 + .db 0,%01011011,spr_enemyE3&255,spr_enemyE3/256,128,3,00,19,39,8 ;heavy + .db 0,%01010011,spr_enemyE5&255,spr_enemyE5/256,128,3,05, 1, 0,1 ;fast +;8-10=backwards enemies, , , , , , , , + .db 0,%00111011,spr_enemyB1&255,spr_enemyB1/256,000,3,11,19,92,1 + .db 0,%01011011,spr_enemyB2&255,spr_enemyB2/256,000,1,12,11,45,1 + .db 0,%01101011,spr_enemyB3&255,spr_enemyB3/256,000,1,11,10,41,8 ;small +;11-15=asteroid , , , , , , , , + .db 0,%01001011,spr_enemyA1&255,spr_enemyA1/256,128,1,04, 0, 0,1 + .db 0,%01111011,spr_enemyA2&255,spr_enemyA2/256,128,1,00, 0, 0,1 + .db 0,%10110011,spr_enemyA3&255,spr_enemyA3/256,128,1,05, 0, 0,1 + .db 1,%00010011,spr_enemyA4&255,spr_enemyA4/256,128,1,03, 0, 0,1 ;slow+hard + .db 0,%01111011,spr_enemyA4&255,spr_enemyA4/256,128,1,06, 0, 0,1 +;16-21=improved enemies, , , , , , , , + .db 0,%10010011,spr_enemyG1&255,spr_enemyG1/256,128,3,00, 3,40,1 + .db 0,%10111011,spr_enemyG2&255,spr_enemyG2/256,128,3,00, 1,36,1 + .db 0,%01100011,spr_enemyG5&255,spr_enemyG5/256,128,1,01, 9,52,1 ;updown + .db 0,%11110011,spr_enemyG3&255,spr_enemyG3/256,128,3,04, 7,99,7 ;3x + .db 1,%01101011,spr_enemyG4&255,spr_enemyG4/256,128,2,01,17, 0,7 ;updown3x + .db 1,%00010011,spr_enemyG6&255,spr_enemyG6/256,128,2,07,62,60,8 ;lure +;22-26=hi-speed , , , , , , , , + .db 1,%00010011,spr_enemyS2&255,spr_enemyS2/256,128,2,05, 3,32,8 ;fast + .db 0,%11111011,spr_enemyS1&255,spr_enemyS1/256,128,3,07, 2,28,1 ;lure + .db 1,%00101011,spr_enemyS4&255,spr_enemyS4/256,128,3,06, 0, 0,1 ;vfast+nofire + .db 1,%01110011,spr_enemyS3&255,spr_enemyS3/256,128,1,07, 1,20,8 ;lure + .db 0,%11011011,spr_enemyS2&255,spr_enemyS2/256,128,2,01, 3,7,11 ;updown+ran +;27-28=unused, , , , , , , , , .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;27 .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;28 - .db 0,%00000011,spr_enemy00&255,spr_enemy00/256,128,2,03, 0, 0,1 ;29 +;29=final boss' enemy + .db 0,%11110011,spr_enemyM1&255,spr_enemyM1/256,128,3,01, 0, 0,1 ;lure +bossenemy = 29 ;30-34=first bosses , , , , , , , , - .db 1,%00100011,spr_boss01 &255,spr_boss01 /256,127,1,09,35,50,7 ;triple - .db 1,%00101011,spr_boss02 &255,spr_boss02 /256,127,1,09,20,12,1 ;small - .db 1,%00111111,spr_boss03 &255,spr_boss03 /256,127,1,09,15,11,8 ;normal - .db 1,%01001111,spr_boss04 &255,spr_boss04 /256,127,3,10,10,11,1 ;moving - .db 0,%11111111,spr_boss05 &255,spr_boss05 /256,127,2,10, 1, 4,1 ;weak+rapidfire + .db 2,%01000111,spr_boss01 &255,spr_boss01 /256,127,1,09,35,50,7 ;triple + .db 2,%01010011,spr_boss02 &255,spr_boss02 /256,127,1,09,20,12,1 ;small + .db 2,%01111011,spr_boss03 &255,spr_boss03 /256,127,1,09,15,11,8 ;normal + .db 2,%10011111,spr_boss04 &255,spr_boss04 /256,127,3,10,10,11,1 ;moving + .db 1,%11111011,spr_boss05 &255,spr_boss05 /256,127,2,10, 1, 4,1 ;weak+rapidfire ;35-36=asteroid bosses , , , , , , , , - .db 2,%00001011,spr_bossA1 &255,spr_bossA1 /256,127,1,10,36,14,6 - .db 2,%00110011,spr_bossA1 &255,spr_bossA1 /256,127,2,10,28,12,6 -;37-40=big bosses , , , , , , , , - .db 2,%00000011,spr_boss07 &255,spr_boss07 /256,127,3,08,31, 8,7 - .db 2,%00100111,spr_boss06 &255,spr_boss06 /256,127,3,08,13, 7,7 - .db 2,%00100111,spr_boss08 &255,spr_boss08 /256,127,1,08,18, 8,9 ;quad - .db 2,%10010011,spr_boss09 &255,spr_boss09 /256,127,1,08,21, 9,10 ;6x + .db 4,%00010111,spr_bossA1 &255,spr_bossA1 /256,127,1,10,36,14,6 + .db 4,%01101111,spr_bossA1 &255,spr_bossA1 /256,127,2,10,28,12,6 +;37-41=big bosses , , , , , , , , + .db 4,%00010111,spr_boss07 &255,spr_boss07 /256,127,3,08,31, 8,7 + .db 5,%00101011,spr_boss06 &255,spr_boss06 /256,127,3,08,13, 7,7 + .db 6,%10001111,spr_boss08 &255,spr_boss08 /256,127,1,08,18, 8,9 ;quad + .db 7,%00101011,spr_boss09 &255,spr_boss09 /256,127,1,08,21, 9,10 ;6x + .db 9,%11011011,spr_boss09 &255,spr_boss09 /256,127,1,08,12,11,12 ;enemies spr_enemy00: +spr_enemyP1: .db 10,8 ;pickup .db %00111111 ; ██████ .db %01100001 ; ██ ██ @@ -3748,6 +3807,27 @@ spr_enemy00: .db %01000000 .db %01000000 .db %10000000 +spr_enemyP2: + .db 11,9 ;big pickup + .db %00111111 ; ███████ + .db %01100000 ; ██ ██ + .db %10001110 ;█ ███ █ + .db %10111011 ;█ ███ ███ █ + .db %10100000 ;█ █ █ █ + .db %10111011 ;█ ███ ███ █ + .db %10001110 ;█ ███ █ + .db %01100000 ; ██ ██ + .db %00111111 ; ███████ + .db 9 + .db %10000000 + .db %11000000 + .db %00100000 + .db %10100000 + .db %10100000 + .db %10100000 + .db %00100000 + .db %11000000 + .db %10000000 spr_enemyE0: .db 6,7 ;weak @@ -3993,6 +4073,16 @@ spr_enemyN5: .db %01010010 ; █ █ █ .db %01111100 ; ████ +spr_enemyM1: + .db 8,7 ;mine + .db %00111100 ; ████ + .db %01011010 ; █ ██ █ + .db %11111111 ;████████ + .db %01001010 ; █ █ █ + .db %11111111 ;████████ + .db %01011010 ; █ ██ █ + .db %00111100 ; ████ + spr_boss01: .db 9,12 ;.......:.2.....: .db %00000111 ; ████ @@ -4013,7 +4103,7 @@ spr_boss01: .db %00000000 .db %00000000 .db %10000000 - .db %00000000 + .db %00000000 ;...what a waste of space... .db %00000000 .db %10000000 .db %00000000 @@ -4139,7 +4229,7 @@ spr_bossA1: .db %11110000 .db %11110000 .db %11000000 -spr_boss06: +spr_boss06: ;modelled after a Nemesis][MSX boss .db 16,15 ;.......:.......: .db %00001111 ; █████ .db %00111110 ; █████ █████ @@ -4156,7 +4246,7 @@ spr_boss06: .db %01111101 ; █████ █ ███████ .db %00111110 ; █████ █████ .db %00001111 ; █████ - .db 15 ;modelled after a Nemesis][MSX boss + .db 15 .db %10000000 .db %11111000 .db %01111111 @@ -4172,7 +4262,7 @@ spr_boss06: .db %01111111 .db %11111000 .db %10000000 -spr_boss07: +spr_boss07: ;modelled after a Nemesis][MSX boss .db 16,18 ;.......:.......: .db %00000000 ; █ █ .db %00000111 ; ███ ███ @@ -4193,7 +4283,7 @@ spr_boss07: .db %00000011 ; ████ █ .db %00000111 ; ███ ███ .db 19 ; █ █ - .db %01010000 ;modelled after a Nemesis][MSX boss + .db %01010000 .db %01110000 .db %11010000 .db %10110000 @@ -4393,7 +4483,7 @@ logo_nemesis: ; # after pause weapon will not be fired ; # teacher key fixed (waits for GRAPH to be release before&after) ; -; 0.99.829 -- 29.VIII.00 -- size 6861 +; 0.99.99 -- 9.IX.00 -- size 6936 ; ; + you can have upto FOUR multiples! (~20 pixels apart) ; * some optimizations: keycall, menu handling, port nops removed, @@ -4441,7 +4531,32 @@ logo_nemesis: ; * enemy sprite pointers stored as words (thus increasing sprite table ; length from 768B to 65kB, and increasing sprite calculation speed) ; * hardcore mode does _more_ than doubled damage (bulletsdamage +1) +; * 10 bytes off by optimizing main menu a little +; * and optimizations to hiscore name handling saved another 17 bytes! +; * score increased by 1 per placed enemy, instead of time (otherwise +; you could just evade bosses for a long time for very high score) +; * findpixel optimized (or rather un-unoptimized: restored to original) +; # ground fixed again (and optimized for tunnel only) +; # prevents exploding more than once (not dieing while inside ground) +; * some unneccessary pushes removed +; + final boss also fires moving mines (just up/down-enemies) +; * on collision less damage to enemy, more to you (bosses too simple) +; * normal pickups will increase armor and shield directly (no [alpha]) +; + a large pickup'll appear at the end of a level which will select +; your next upgrade: beamweapon, laser, multiple/tailbeam/up-double +; + a small explosion is displayed when enemy's hit but not destroyed +; # _all_ multiples appear at your position at start of level +; # bug in selecting multiples fixed (recent bug) +; + getting passed 3rd upgrade (4 pickups) increases score by 250! +; - second icon integrated in 5th, first two icons removed (unused now) +; * the armor bar is now 5 pixels in height; very visible +; # if selecting upgrade or starting level, charge bar wasn't displayed +; +; 1.00.99 -- 9.IX.00 -- size 6936 +; +; + ... +; ; ; + added - removed * changed # bug fixed -;bullet handling: (255/enemy)+419+putsprite cycles per bullet +;bullet handling: (255/enemy)+419+putsprite cycles per bullet \ No newline at end of file -- 2.30.0