.include "asm86.h"
.include "ti86asm.inc"
- .include "ti86abs.inc"
+ .include "ram86.inc"
.org _asm_exec_ram
- nop
- jp Start
- .dw $0001
- .dw Title
- .dw spr_ship
-Title: .db "Nemesis v0.4.720 by Shiar",0
-Start:
- jr init
-
-just_fired = $c0f9 ;byte
-temp1 = $c100 ;word
-
-;-------------------- init ----------------------------------------------------
+TEXT_MEM = _textShadow
+DELC_LEN = _undelBufLen ;$64 bytes long
+
+ nop
+ jp init
+ .dw $0001 ;description type 2 (= +YASicon)
+ .dw Title ;pointer to description
+ .dw spr_ship ;pointer to YAS icon
+
+Title: .db "Nemesis v0.91.95 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
-
-;-------------------- main menu -----------------------------------------------
-
- call Next_level
- jp play_game
-
-;-------------------- exit ----------------------------------------------------
-
-exit_game:
- ret
-
-;----------------------- game setup -------------------------------------------
-
-play_game:
-
-;---------------------- display setup ----------------------------------------
-
-set_up_display:
- call _clrLCD
- ld (_curCol),16
- ld (_curRow),6
- ld hl,txt_score
+ 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...
+ 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,VIDEO_MEM+16 ;...to one line from top
+ ld a,19 ;19 rows
+LogoLoop:
+ ld bc,16 ;set screen width
+ ldir ;display one line
+ dec a ;decrease line-counter
+ jr nz,LogoLoop ;repeat when counter is not yet zero
+
+menutext:
+ ld hl,$1608 ;just below logo
+ ld (_penCol),hl
+ ld hl,txt_about ;display "by Shiar (ICQ#43840958)"
+ call _vputs
+
+ ld hl,$0705 ;located one row above bottom
+ ld (_curRow),hl ;go there
+ ld hl,txt_1player ;display "ONE PLAYER"
call _puts
+ ld hl,$0706 ;below oneplayer text
+ ld (_curRow),hl
+ ld hl,txt_2players ;display "TWO PLAYERS"
+ call _puts
+
+ call _getkey ;wait for keypress
+ call New_game ;prepare level
;------------------------------------------------------------------------------
-;-------------------------- game loop -----------------------------------------
+;---------------------- game loop ---------------------------------------------
;------------------------------------------------------------------------------
game_main_loop:
ld hl,timer ;update time
- inc (hl)
+ inc (hl) ;increase by 1
+ ld b,(hl) ;new time
+
+ ld hl,RanPos ;random counter
+ ld a,(hl) ;random value
+ add a,b ;even more random by adding timer
+ ld (hl),a ;save even more random value back
Clear_screen:
- xor a
- ld hl,GRAPH_MEM+(16*12)
- ld b,a
+ xor a ;empty bitmask
+ ld hl,GRAPH_MEM ;screen location (top left)
+ ld b,$E0 ;loop 0E0h = 224 times = 256-32 for score-bar)
clearloop:
+ ld (hl),a ;clear four times (total = 224*4 = 896 bytes)
+ inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
- djnz clearloop
+ djnz clearloop ;repeat 224x
check_exitkey:
- ld a,%00111111 ;<exit> pressed?
- out (1),a
- nop
- nop
- in a,(1)
- bit 6,a
- jr z,quit ;yes: quit game
+ call GET_KEY
+ cp K_EXIT
+ jr z,quit
+ cp K_MORE
+ call z,Pause
+; ld a,%00111111 ;<exit> pressed?
+; out (1),a
+; nop \ nop
+; in a,(1)
+; bit 6,a ;test bit 6 = <EXIT>
+; 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_bullets ;move bullets
call Handle_enemies ;move enemies
- call Enemy_fires ;check for enemy fire
- call Enemy_bullets ;move bullets
+
+ 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 \ halt ;delay
+ halt \ halt ;delay
jr game_main_loop ;loop
-quit: ret
+;--------------------------- pause --------------------------------------------
+
+Pause:
+ ld hl,$0200 ;top left
+ ld (_curRow),hl
+ ld hl,txt_pressenter ;"Enter to continue"
+ call _puts ;display message
+pause:
+ call _getkey ;enter low-power mode and wait for key
+ cp kEnter ;keypressed = enter?
+ jr nz,pause ;no, wait some more
+ ret ;continue
+
+;--------------------------- exit ---------------------------------------------
-;---------------------- display -----------------------------------------------
+quit:
+ ld a,(CONTRAST) ;load original contrast level
+ out (2),a ;and set it back
+ ld (iy+13),6
+ ret ;quit Nemesis :(
+
+;--------------------------- display ------------------------------------------
Display_Screen:
- ld a,64 ;Display Image
- ld hl,GRAPH_MEM+(16*12)
- ld de,$fc00
+ ld hl,GRAPH_MEM ;from storage (top left)
+ ld de,VIDEO_MEM ;to screen (top left)
+ ld a,56 ;display height = 64 bytes (minus 8 for bar)
displayloop:
- ld bc,12
- ldir
- inc de
- inc de
- inc de
- inc de
- dec a
- jr nz,displayloop
+ ld bc,16 ;display width = 16 bytes (16*8bits=256pixels)
+ ldir ;16x de >> hl
+ dec a ;next line
+ jr nz,displayloop ;loop 64x
- ld hl,$1006 ;Display Score
- ld (_curRow),hl
+ ld hl,$396b ;Display Score
+ ld (_penCol),hl ;bottom right of screen
ld hl,(timer)
-; jp _D_HL_DECI
+ ld h,0
+
+_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:
or a
jr z,ok ;0 = normal stat
-; dec a
-; ld (your_status),a
-; ld hl,(lives)
-; ld a,l
-; or h
-; jr nz,ok
-; pop af
-; ret
+ inc a ;next (explosion)frame
+ ld (your_occ),a ;save
+
+ cp 34 ;last explosion frame?
+ jp c,exploding_you ;not yet: display explosion
+ cp 40 ;delay finished?
+ jp z,You_die ;yes = game over
+ ret ;don't display anything
ok:
ld a,%01111110
out (1),a
ld hl,y
in a,(1)
- rra
- ld b,a
+ rra ;rotate right (put last bit in c)
+ ld b,a ;we need a
jr c,no_down
ld a,(hl)
- inc a
- cp 73 ;y < 73
+ 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)
- dec a
- jr z,no_left ;x > 0
+ sub 1 ;<dec a> 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 89 ;x < 89
+ 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)
- dec a
- cp 15 ;y > 15
- jr z,no_up
- ld (hl),a
-no_up: ld ix,spr_ship01
+ sub 1 ;<dec a> doesn't affect carry-flag
+ jr c,no_up ;-1 = top of screen
+ 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?
+ jr z,handle_multiples ;yes so ship = normal (display \ continue)
+
+ 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?
+ 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)
+
+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
-display_common:
- ld e,(hl)
- jp drw_spr
+ 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
-;you_not_normal:
-; ld a,(your_status)
-; dec a
-; ld (your_status),a
-; inc a
-; and 14
-; xor 14
-; ld hl,x-1
+ ld ix,spr_multiple ;sprite of the multiple
+ jp putsprite ;display it + <ret>
+
+exploding_you:
+ srl a ;half the framerate
+ dec a ;first frame is 1>inc>srl>dec = 0
+ ld hl,x-1
explosion_stuff:
rra
inc hl
ld d,(hl)
inc hl
- jr display_common
+ ld e,(hl)
+ jp putsprite
damage_you:
+ 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
+ call disp_armor ;and display new value
+ 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
+ nop \ nop ;delay 8 clocks
+ in a,(1) ;get zem!
+ bit 4,a ;test bit 4 = F1-key
jr z,fire ;fire pressed?
- ld (hl),0 ;not fired
- ret
+ ld hl,just_fired
+ ld (hl),0 ;no: reset just_fired
+ bit 3,a ;test bit 3 = F2-key &&&
+ ret nz ;return if not
+
+select:
+ ld hl,your_pickup ;select pickups
+ ld a,(hl) ;load pickups taken so far
+ dec a ;is it 1?
+ jr nz,select2 ;no, carry on
+ 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
+select2:
+ dec a ;is it 2?
+ jr nz,select3 ;no, carry on
+ ld (hl),a ;reset pickups
+ inc a ;a=1
+ ld (torp_occ),a ;ready torpedoes
+ jp disp_icons ;display 'n return
+select3:
+ 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
+ ld hl,just_fired
+ ld a,(hl) ;just_fired
+ or a ;zero when key just pressed (not already in)
+ 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) ;<ex h,l>
+ ld h,a ; ^^^^^^
+ ld (firex),hl ;set firepos
+ ;blast again and <ret>
+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
-fire: ld a,(hl)
- or a ;can't fire when 1
- ret nz
- ld (hl),1 ;just fired
+ 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 ;<ex d,e>
+ 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
found_ybullet:
ld (hl),1 ;use bullet
- inc hl
- ld a,(x)
- add a,5
+ 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 a,(y)
- add a,2
- inc hl
+ ld e,a ;save torp-x in e
+
+ 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 --------------------------------------
Handle_bullets:
ld hl,ybullets
- ld b,10
+ ld b,nrybullets
scan_bullets:
push bc
push hl
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 <inc hl>
+ djnz scan_bullets ;next bullet (loop)
ret
-bullet_type1:
+bullet_2left:
ld a,(hl) ;d = X
- inc a ;move right
- cp $5a ;off screen?
- jr z,remove_bullet
- inc a ;move right
- cp $5a ;off screen?
- jr z,remove_bullet
+ cp 122 ;off screen? (x>128-5)
+ jr nc,remove_bullet
+ add a,2 ;move 2 2 the right
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,20
+
+check_bullethits: ;INPUT: de=X,Y
+ ld b,nrenemies
ld hl,enemies
+ ld ix,nohit
hit_enemies: ;Hits with normal enemies
push hl
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
cp 10
jr nc,nohit
- xor a
push hl
ld hl,(temp1)
- ld (hl),a ;remove bullet
+ ld (hl),$00 ;remove bullet
pop hl
+enemy_hit:
dec hl
dec hl
dec hl
ld a,(hl) ;occ
- ld b,a
- srl a
- srl a ;occ/4 = HP left
- jr nz,hpleft
- ld (hl),$01 ;set to explode
+ ld c,a ;push occ
+ and %11111100 ;occ/4 = HP left ;<srl a\srl a
+ jr nz,hpleft ;not zero -> 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 (hl),a ;explosionFrame 0
- pop hl
- ret
+ ld (hl),$00 ;explosionFrame 0
+ jp (ix)
hpleft:
- ld a,b
+ ld a,c ;pop occ
sub %00000100 ;decrease HP by one
ld (hl),a ;save
- pop hl
- ret
+ jp (ix)
-nohit: pop hl
+nohit:
+ pop hl
inc hl
inc hl
inc hl
djnz hit_enemies ;check next enemy
ret
+;--------------------------- handle torpedo -----------------------------------
+
+Handle_torp:
+ ld a,(torp_occ)
+ sub 2
+ ret m ;return if occ=0/1
+
+ ld hl,torp_pos ;x-position
+ ld a,(hl) ;load in a
+ inc a ;move right
+ cp 125 ;right edge reached
+ jr nc,remove_torp ;remove if x>125
+ ld (hl),a ;save new x
+ ld d,a
+
+ inc hl ;y-position
+ ld a,(hl)
+ inc a ;move down
+ cp 56 ;bottom reached
+ jr nc,remove_torp ;remove if y>40
+ ld (hl),a ;save new y
+ ld e,a
+
+ ld ix,spr_bullett1
+ push de
+ call putsprite ;display torpedo
+ pop de
+ jr check_bullethits ;check for hits with enemies
+
+remove_torp:
+ ld a,1
+ ld (torp_occ),a
+ ret
+
;--------------------------- level events -------------------------------------
Level_event:
- ld a,(nextevent)
- dec a
- ld (nextevent),a
- or a
- ret nz
+ ld hl,nextevent ;time to next event <ld a,(nextevent)
+ dec (hl) ;decrease counter <dec a
+ ld a,(hl) ;look at counter <ld (nextevent),a
+ or a ;has it reached zero?
+ ret nz ;nope: get outta here!
+
+ ld a,(eventtime) ;enemy frequency (lvl)
+ ld (nextevent),a ;set time to next event
+ ld hl,eventleft
+ dec (hl) ;update enemy-counter
+
+ ld a,(hl) ;look at counter
+ or a ;has it reached 0?
+ jp z,Next_level ;yes: level finished
+ dec a ;has it reached 1?
+ jr nz,do_event ;nope: wait for enemies to leave
+ inc hl ;nextevent located behind eventleft
+ ld (hl),119 ;set delay
+ ret ;don't place any more enemies
do_event:
- ld hl,(curevent)
ld de,enemies-4
chk_noenemy:
inc de
or a ;0 = no enemy present
jr nz,chk_noenemy
- ld a,(hl) ;type
- ld hl,enemy01
- ld c,a
- ld b,0
- add hl,bc
+place_enemy:
+ ld a,(eventenemy) ;enemy type to place (lvl)
+ 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 ;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 ;type
-
- inc de
- ld a,$5a ;appear at right edge of screen
- ld (de),a ;x
- inc de
-
- ld hl,(curevent)
- inc hl
- ld a,(hl)
- ld (de),a ;y
-
- inc hl ;@ next event
- ld a,(hl)
- cp $ff ;255 = end marker
- jp z,Next_level
- ld (nextevent),a ;else time to next event
-
- inc hl
- ld (curevent),hl ;update pointer
- ret
+ ld (de),a ;enemy type
+
+ inc de ;set x-pos
+ ld a,122 ;appear at right edge of screen (128-6)
+ ld (de),a ;= x-position
+
+ 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 <xtra info: move>
+ ld (hl),1 ;set move-counter to 1
+ inc hl ;hl to <xtra info: fire>
+ 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 --------------------------------------
-Enemy_fires:
- ld a,r
- and %01111111
- cp 19
- ret p
-
- add a,a
- add a,a
- ld c,a
- ld b,0 ;bc = a*4
- ld hl,enemies
- add hl,bc ;hl = enemy
- ld a,(hl)
- or a
- ret z ;return if no enemy
- dec a
- dec a
- ret z ;or exploding enemy
- inc hl
- inc hl
- ld c,(hl) ;enemy x-pos
- dec c
- dec c ;c = x-2
- inc hl
- ld a,(hl) ;y-pos
- inc a
- ld e,a ;e = y+1
+Enemy_fires: ;de = x,y
+ push de
+ dec d
+ dec d ;d = x-2
+ inc e ;e = y+1
- ld b,10
+ ld b,nrebullets
ld hl,ebullets
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),c ;set x-pos
+ ld (hl),d ;set x-pos
inc hl
ld (hl),e ;set y-pos
+ pop de
ret
;----------------------------- enemy bullets ----------------------------------
Enemy_bullets:
ld hl,ebullets
- ld b,10
+ ld b,nrebullets
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 hl>
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
+ ld ix,spr_bullete1 ;display enemy bullet
+ call putsprite
+ebullet_hits:
ld a,(your_occ)
or a
jr nz,next_bullet ;0 = you're normal
jr nc,next_bullet
call damage_you ;HIT!!
-
remove_ebullet:
- dec hl
- 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 <POP HL> = one byte)
;--------------------------- handle enemies -----------------------------------
Handle_enemies:
ld hl,enemies
- ld b,20 ;loop 20x
+ ld b,nrenemies ;handle all enemies
handle_enemy:
push bc
jr z,next_enemy ;occ "no enemy" 0
dec a
jr z,exploding_enemy ;occ "exploding" 1
- ld b,0
- dec a
- jr z,normal_enemy ;occ "normal" 2
-
-moving_enemy: ;occ "moving" 3
- ld b,1
+ ld b,a ;b=2 if moving, otherwise b=1
-normal_enemy:
+normal_enemy: ;occ "normal" 2 or "moving" 3
inc hl
- ld a,(hl) ;type
- add a,a
- add a,a
- add a,a
- ld c,a ;type*8 = offset
+ push hl
+
+ ld e,(hl) ;e = enemy type
+ ld c,e ;c = e
+ ld d,0 ;de = e
+ ld hl,sprites ;hl = @sprites offset-table
+ add hl,de ;points to offset of current enemy offset
+ ld e,(hl) ;de = @enemy offset
+
+ 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 a,(hl) ;y
- ;;;;;;;;;;;;;;;; ;
- ld (hl),a ;store new y
- ld e,a
+ ld e,(hl) ;y
+ ld a,b ;moving state was stored in b earlier
+ dec a ;is it 1?
+ call nz,moving_enemy ;2 = moving enemy
- dec hl
+ dec hl ;@x
ld (hl),d ;store new x
- ld ix,spr_enemy01
- ld b,$00
- add ix,bc
- call drw_spr
- jr next_enemy
-remove_enemy:
- pop hl
- ld (hl),$0000 ;bye bye enemy
- push hl
+check_enemyfire:
+ ld a,c ;a = enemy type
+ or a ;type 0? (pickup)
+ jr z,firing_done ;pickups don't fire
+
+ ld bc,add2enemy+1-2 ;offset of <xtra enemy info: fire>
+ 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,firing_done ;finished if not
+
+ add a,64 ;re-set counter for next blast
+ ld (hl),a ;save
+ call Enemy_fires ;fires bullet
+
+firing_done:
+ push de ;save registers for firing-use
+ call putsprite ;display sprite @ix
+ pop de ;restore (destroyed by putsprite)
+
next_enemy:
pop hl
ld bc,$0004
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
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:
ld de,(x) ;e = X, d = Y
ld hl,enemies
- ld b,20 ;check all 20 enemies
+ ld b,nrenemies ;check all 20 enemies
check_collision:
push hl
ld a,(hl)
and %00000010
- jr z,check_next ;2/3 = ok
-
+ 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
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
+
+ push hl
+ ld hl,your_pickup ;your pickups
+ ld a,(hl) ;current
+ inc a ;go to next
+ cp 5 ;pickups >=5
+ jr c,not_maxpickup
+ ld a,1 ;yes: reset to pickup 1
+not_maxpickup:
+ ld (hl),a ;save new
+ call disp_icons ;display altered pickupicons
+ pop hl
+
+ 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
djnz check_collision
ret
+;--------------------------- show icon ----------------------------------------
+
+disp_icons:
+ ld hl,VIDEO_MEM+(16*57);57 rows down = seven rows from bottom
+ ld b,16*7 ;draw 16x (screen width) 7x (height)
+cleanline:
+ ld a,%00000000 ;blank line mask
+ ld (hl),a ;draw one piece of the divider-line
+ inc hl ;move right (8 pixels = 1 byte)
+ djnz cleanline ;repeat (16bytes * 7rows * 8pixels)
+
+ ld hl,VIDEO_MEM+(56*16)
+ ld (PutWhere),hl
+
+ call disp_lives
+
+ ld ix,spr_icon01 ;armorIcon
+ ld de,$1a01 ;icon #1
+ call putwidesprite ;display icon
+ call disp_armor ;display value
+
+ ld ix,spr_icon00
+ ld a,(torp_occ)
+ or a
+ jr z,no_torp
+ ld ix,spr_icon02 ;torpedoIcon
+no_torp:
+ ld de,$2a01 ;icon #2
+ call putwidesprite ;display
+
+ 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
+
+ ld a,(your_pickup) ;pickups taken
+ add a,a ;picks*2
+ ret z ;return if no pickups
+ add a,a ;picks*4
+ add a,a ;picks*8
+ add a,a ;picks*$10
+ add a,$0a ;add 0ah
+ ld d,a ;y-pos = picks * $10 + $0a (1a,2a,3a,4a,5a)
+ ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01)
+
+ ld ix,spr_icon
+ call putwidesprite
+ ret
+
+disp_armor:
+ ld hl,$3926 ;Display Armor left
+ ld (_penCol),hl ;place @ armorIcon
+ ld a,(your_armor) ;load armor left
+ add a,'0' ;make digit
+ call _vputmap ;display char
+ ret
+
+disp_lives:
+ ld hl,$3900 ;display Lives
+ ld (_penCol),hl ;bottom left
+ ld hl,savestr+2
+ ld (hl),'L'
+ inc hl
+ ld (hl),'x'
+ inc hl
+
+ ld a,(lives) ;nr of lives in a
+ add a,'0' ;make digit
+ ld (hl),a
+ dec hl \ dec hl
+ call _vputs ;display on screen
+ ret
+
+;--------------------------- game over / new game / death ---------------------
+
+game_over:
+ call _clrLCD ;clear screen
+ ld hl,$0603
+ ld (_curRow),hl ;center
+ ld hl,txt_gameover
+ call _puts ;display "GAME OVER"
+
+ ld b,$20
+wait2: halt \ halt
+ djnz wait2 ;delay
+ call _getkey ;wait for keypress
+
+ pop hl ;=ret (game_over was called from a procedure)
+ ret ;quit to TI-OS or shell
+
+New_game:
+ xor a ;score 0
+ ld (score),a ;reset score
+ inc a ;level #1
+ ld (level),a ;reset level nr
+ ld hl,level01 ;set level pointer to level#1
+ ld (levelp),hl ;reset level pointer
+ ld hl,lives ;starting lives
+ ld (hl),4 ;3 lives (will be decreased @ You_die)
+
+You_die:
+ ld hl,lives
+ dec (hl) ;decrease lives
+ ld a,(hl) ;load lives left
+ inc a ;if lives=0ffh then a=0
+ jr z,game_over ;if so, game's over
+
+ 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 ---------------------------------------
Next_level:
- ld hl,Leveldata+1 ;reset level data
- ld (curevent),hl
+ ld hl,level ;level number
+ inc (hl) ;increase it
+ ld hl,(levelp) ;level pointer
+ inc hl
+ inc hl
+ inc hl ;update to point to next level
+ ld (levelp),hl ;save
+nonext_level:
+ ld a,80
+ ld (nextevent),a ;time to first enemy appearance
+
+ ld hl,(levelp) ;level pointer
+ ld a,(hl) ;load new level-enemy type
+ ld (eventenemy),a ;set level-enemy
+ inc hl
+ ld a,(hl) ;load new appearance-time
+ ld (eventtime),a ;set
+ inc hl
+ ld a,(hl) ;load nr of enemies in this level
+ ld (eventleft),a ;set nr of events left
+
+ xor a
+ ld (timer),a ;reset time
+ 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
+ ld hl,x ;begin position x=...
+ ld (hl),a ;...=a=0=left
+ 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:
call _clrLCD ;clear screen
+ ld a,%10111011
+ ld hl,VIDEO_MEM ;screen location (top left)
+ ld b,0 ;b = 0 (loop 0-1 = 0FFh = 256 times)
+clearloop2:
+ inc a
+ ld (hl),a ;clear four times (total = 256*4 = 1024 bytes)
+ inc hl
+ ld (hl),a
+ inc hl
+ xor $ff
+ ld (hl),a
+ inc hl
+ ld (hl),a
+ inc hl
+ xor $ff
+ djnz clearloop2 ;repeat 256x
+
ld hl,$0703
ld (_curRow),hl ;center
ld hl,txt_level
call _puts ;display "LEVEL "
ld a,(level)
- inc a ;increase level nr.
- ld (level),a
ld l,a
ld h,$00
add a,'0'
call _putc ;display second digit
ld a,b
- call _putc ;display first digit
+ call _putmap ;display first digit
+
+ ld hl,$0904
+ ld (_curRow),hl ;display lives left below level nr
+ ld hl,txt_lives ;bar text: "Lx0"...
+ ld a,(lives) ;lives left
+ add a,'0' ;make value
+ ld (txt_lives+3),a ;add to text
+ call _puts ;display the string
ld b,$20
wait: halt \ halt
djnz wait ;delay
call _getkey ;wait for keypress
- ret
+ call _clrLCD ;clear screen
+ call disp_icons ;display bottom icons
+
+ 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
;--------------------------- putsprite ----------------------------------------
+;--------------------------- de =(X,Y) ----------------------------------------
offsets_table:
- .db 128,64,32,16,8,4,2,1
-drw_spr:
- ld a,d
- and 7
- ld hl,offsets_table
- ld c,a
- ld b,0
- add hl,bc
- ld a,(hl)
- ld (_smc1+1),a
-
- ld (_smc1+1),a
- ld hl,GRAPH_MEM
- ld a,e
- add a,a
- add a,e
- add a,a
- rl b
- add a,a
- rl b
- srl d
- srl d
- srl d
- add a,d
- jr nc,_n1
- inc b
-_n1: ld c,a
- add hl,bc
+ .db 128,64,32,%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
+ ld c,a ;bit nr.
+ ld b,0 ;word
+ add hl,bc ;add to table
+ ld a,(hl) ;a = pixel mask
+ ld (_smc1+1),a ;alter pixel mask
+
+ 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
+ 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)
+ srl d ;d/2
+ srl d ;d/4
+ srl d ;d/8 (8 bits in byte) ** c is set when overflow
+ add a,d ;a = (Y*16+X/8) mod 256
+ jr nc,_n1 ;jump if no carry = no overflow = a<=255
+ 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
ld d,(ix)
ld b,(ix+1)
or (hl)
ld (hl),a
ld a,e
-_noplot: rrca
+_noplot:rrca
jr nc,_notedge ;Test if edge of byte reached
inc hl ;Go to next byte
-_notedge:djnz _iloop
+_notedge:
+ djnz _iloop
pop hl ;Restore address
- ld bc,12 ;Go to next line
+ ld bc,16 ;Go to next line
add hl,bc
pop bc ;Restore data
djnz _oloop
ret
+;--------------------------- 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,(PutWhere)
+
+ 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
+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
-
-_D_HL_DECI:
- push bc
- ld de,up_data+4
- ld b,5
-ldhld: call UNPACK_HL
- add a,'0'
- ld (de),a
- dec de
- djnz ldhld
- ld hl,up_data
- ld b,4
-lis: ld a,(hl)
- cp '0'
- jr nz,dis
- ld (hl),' '
- inc hl
- djnz lis
-dis: ld hl,up_data
- call _puts
- pop bc
- ret
-
-up_data: .db "PAD98",0
-
-
-
+;------------------------------------------------------------------------------
;------------------------------- sprites --------------------------------------
+;------------------------------------------------------------------------------
spr_ship:
- .db 7,1 ;ship icon
- .db %11000000 ; ██
- .db %11110000 ; ████
- .db %01111100 ; █████
- .db %01110010 ; ███ █
- .db %01111100 ; █████
- .db %11110000 ; ████
- .db %11000000 ; ██
+ .db 9,1 ;ship icon
+ .db %11100000 ; ███
+ .db %01111000 ; ████
+ .db %00111110 ; █████
+ .db %01111001 ; ████ █
+ .db %01111001 ; ████ █
+ .db %01111001 ; ████ █
+ .db %00111110 ; █████
+ .db %01111000 ; ████
+ .db %11100000 ; ███
spr_ship01:
.db 7,7 ;ship alpha class
- .db %01110000 ; ███
+ .db %01111000 ; ████
.db %11100000 ; ███
.db %11111100 ; ██████
.db %11110010 ; ████ █
.db %11111100 ; ██████
.db %11100000 ; ███
- .db %01110000 ; ███
+ .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 ; ██
+ .db %11100000 ; ███
.db %11110000 ; ████
.db %01111100 ; █████
.db %01110010 ; ███ █
.db %01111100 ; █████
.db %11110000 ; ████
- .db %11000000 ; ██
+ .db %11100000 ; ███
+spr_ship02i:
+ .db 7,7 ;ship beta class
+ .db %01000000 ; █
+ .db %10100000 ; █ █
+ .db %01010100 ; █ █ █
+ .db %00100010 ; █ █
+ .db %01010100 ; █ █ █
+ .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 ; ░▒▓█��
- .db %11111000 ; ░▒▓████��
- .db %00110000 ; ░▒▓█��
+ .db %00110000 ; ░▒▓█��
+ .db %11111000 ; ░▒▓████��
+ .db %00110000 ; ░▒▓█��
spr_bullet02:
- .db 5,3 ;your bullets
- .db %11110000 ; ░▒▓████
- .db %11111000 ; ░▒▓█████
- .db %11110000 ; ░▒▓████
+ .db 5,3
+ .db %11110000 ; ░▒▓███▒
+ .db %11111000 ; ░▒▓████▒
+ .db %11110000 ; ░▒▓███▒
+spr_bullett1:
+ .db 4,3 ;▒▒▒
+ .db %11100000 ;▒███
+ .db %11110000 ; ████
+ .db %01110000 ; ███
+
+spr_bullete1:
+ .db 4,3 ;enemy bullets
+ .db %01100000 ; ▒█▓▒░
+ .db %11110000 ; ▒███▓▒░
+ .db %01100000 ; ▒█▓▒░
-spr_bullet11:
- .db 3,3 ;enemy bullets
- .db %01000000 ; █▓▒░
- .db %11100000 ; ███▓▒░
- .db %01000000 ; █▓▒░
+;---------------------------------------- explosion -------------------------------------------
spr_explosion:
.db 8,6 ;1
.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 ; █▒ █
.db %10011010 ; █▒ ██ █▒
.db 8,6 ;6
- .db %01000100 ; █ █ ▒
+ .db %01000100 ; █ █
.db %00100000 ; ▒█ ▒ ▒
.db %00000001 ; ▒ ▒ █
.db %01000100 ; █ █
.db %00000010 ; █▒
.db %00100100 ; █▒ █
+;--------------------------------------- bar -----------------------------------
+
+spr_icon:
+ .db 16,7 ;unused .......:.......:
+ .db %11111111,%11111111 ; ████████████████
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11111111,%11111111 ; ████████████████
+spr_icon00:
+ .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 5,4
- .db %00100000 ; █
- .db %10101000 ; █ █ █
- .db %11111000 ; █████
- .db %01110000 ; ███
+ .db 16,7 ;armor ; .......:.......:
+ .db %10001111,%10000000 ; █ █████
+ .db %10010000,%01000000 ; █ █ █ ▒▒▒
+ .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒
+ .db %10100111,%10100000 ; █ █ ████ █ ▒▒▒
+ .db %10101110,%00100000 ; █ █ ███ █ ▒▒▒
+ .db %10010000,%01000000 ; █ █ █ ▒▒▒
+ .db %10001111,%10000000 ; █ █████
spr_icon02:
- .db 5,4
- .db %00000000 ; ███
- .db %00000000 ; ██ ██
- .db %00000000 ; █ █
- .db %00000000 ;
+ .db 16,7 ;torpedo .......:.......:
+ .db %10111000,%00010101 ; █ ███ █ █ █
+ .db %10011100,%00010101 ; █ ███ █ █ █
+ .db %10111000,%01001010 ; █ ███ █ █ █
+ .db %10000000,%11101010 ; █ ███ █ █
+ .db %11100001,%11100101 ; ███ ████ █ █
+ .db %10011000,%11110101 ; █ ██ ████ █ █
+ .db %11100110,%00110010 ; ███ ██ ██ █
+spr_icon03:
+ .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 %10110010,%10000000 ; █ ██ █ █
+ .db %10111011,%00000000 ; █ ███ ██
+ .db %10011101,%11111111 ; █ ███ █████████
+ .db %10111011,%00000000 ; █ ███ ██
+ .db %10110010,%10000000 ; █ ██ █ █
+ .db %10000000,%00000000 ; █
+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_title: .db "* * NEMESIS * *",0
+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_score: .db "SCORE",0
+txt_gameover: .db "GAME OVER!",0
+txt_lives: .db "Lx0?",0
+txt_pressenter: .db "Enter to continue",0
;---------------------------- save data ---------------------------------------
stored_data_start:
-level .db $00 ;level number
+PutWhere .dw GRAPH_MEM ;where to put the wide sprites
+
timer .db $00 ;frame counter
-curevent .dw Leveldata+1 ;next event
-nextevent .db (Leveldata) ;time to next event
+level .db $00 ;level number
+levelp .dw level01 ;pointer to level data
+
+eventenemy .db $02 ;enemy type
+eventtime .db $15 ;enemy frequency
+eventleft .db $00 ;nr. of enemies still to come
+nextevent .db $50 ;time to next event
score .dw $0000
-your_occ .db $00 ;0=normal 1=exploding 2=gone
-lives .dw $0003 ;unused
+your_pickup .db $00
+your_occ .db $00 ;0=normal 1..16=exploding
+your_inv .db $50 ;invincibility left
+your_armor .db $13 ;HP left
+lives .db $04 ;
x .db $16 ;x-pos
y .db $46 ;think about it..
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)
-
-enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
- .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
- .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
- .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
- .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
-
-; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
-; %111 (move ptrn) 11111 (ship or explosion frame) %11111111 (x) %11111111 (y)
-
+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)
;---------------------------- enemy data --------------------------------------
+sprites:
+ .db $00
+ .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 7,5 ;pickup
+ .db %11111110 ; ███████
+ .db %10011010 ; █ ██ █
+ .db %11111110 ; ███████
+ .db %10011010 ; █ ██ █
+ .db %11111110 ; ███████
spr_enemy01:
.db 6,6 ;enemy type one
.db %00111100 ; ████
.db %01110000 ; ███
.db %00111100 ; ████
spr_enemy02:
- .db 6,6 ;enemy type two
- .db %00111000 ; ███
- .db %01100000 ; ██
+ .db 8,6 ;enemy type two
+ .db %00111111 ; █████
+ .db %01111000 ; ████
.db %11111100 ; ██████
.db %11111100 ; ██████
- .db %01100000 ; ██
- .db %00111000 ; ███
+ .db %01111000 ; ████
+ .db %00111111 ; █████
spr_enemy03:
.db 6,6 ;enemy type three
.db %01111100 ; █████
.db %11111000 ; █████
.db %01111100 ; █████
.db %00111000 ; ███
-
-enemy01:
- .db %00000010,%00000000 ;first two enemy bytes
-enemy02:
- .db %00000010,%00100001
-enemy03:
- .db %00000110,%00000010
-enemy04:
- .db %00010010,%00000010
-
-;---------------------------- level data --------------------------------------
-
-Leveldata:
- .db $01,$01,$40 ;$time (ff=end) $type $y-pos
- .db $10,$00,$30
- .db $10,$02,$20
- .db $40,$01,$10
- .db $01,$00,$44
- .db $15,$01,$31
- .db $04,$02,$38
- .db $05,$00,$40
- .db $03,$00,$2f
- .db $04,$00,$3a
- .db $12,$02,$10
- .db $10,$03,$18
- .db $0e,$03,$20
- .db $0c,$03,$28
- .db $0a,$02,$30
- .db $08,$02,$38
- .db $06,$01,$40
- .db $04,$00,$48
- .db $2a,$00,$20
- .db $ff,$ff,$ff
+spr_enemy05:
+ .db 7,6 ;enemy type four
+ .db %00011110 ; ████
+ .db %01111110 ; ██████
+ .db %11111100 ; ██████
+ .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 ; ████
+
+ ;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 $01,$1b,$2f ;enemy nr ; enemy frequency ; next lvl
+level02: ;frequency must be odd if halfluring!
+ .db $02,$11,$4b
+level03:
+ .db $03,$1d,$3f
+level04:
+ .db $04,$0d,$4f
+level05:
+ .db $05,$25,$3d
+level06:
+ .db $06,$23,$39
+level07:
+ .db $07,$1f,$f9
+
+;----------------------------- logo -------------------------------------------
+
+logo_nemesis:
+.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000
+.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000
+.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000
+.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000
+.db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%00000111,%10001111,%00011110,%11111111,%000001111,%11111111,%01111011,%11111111,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11110000,%00000111,%10001111,%00011110,%11110000,%000000000,%00001111,%01111000,%00000011,%11000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000111,%11010001
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00011011
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101
+.db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001
;----------------------------- end --------------------------------------------
.end
.end
+;----------------------------- NEMESIS'86 by Shiar ----------------------------
+;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS
+;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.9.94
+;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · · 4.IX.99
+;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only
+;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2694 bytes on calc
+;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR
+;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958
+;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar0@hotmail.com
+;Homepage · · · · · · · · · · · · · · · · · · coming soon (www.wish.net/~shiar)
-;----------------------------- NEMESIS'86 by Shiar ----------------------------
+;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
+; # 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!)
+; # collision detection fixed and optimized (much faster now!)
; + shell-icon added (YAS type)
; * code optimizations, some data "compression"
; * explosion looks better, and some vars removed/smaller
-; * enemies are removed if at left side (instead of becoming invisible)
+; # enemies are removed when at left side (instead of becoming invisible)
; + displays level number before each level begins
+;
+; 0.5.725 -- 25.VII.99 -- size 1703
+;
+; * waits a sec at level display (in case of accidental keypress)
+; * moving enemies (move up+down)
+; # bullets removed correctly so they can be used again later
+; * first level made
+; # enemy weaponfire is fired from correct positions
+; + your ship explodes on impact with ships/bullets
+; * game over screen will be displayed just *after* your ship's gone
+; + frame counter onscreen
+;
+; 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
+; - no more solid levels, enemies are placed at random
+; + enemies appear every x turns (depends on level)
+; # fixed bullets so they don't disappear at 3/4 of the screen
+; * A LOT of optimizations both in speed and size!!
+; + enemy type, frequency, and number specified per level
+; + bottom score bar displays score, lives and icons (to be used later)
+; * smarter enemy handling (so enemies have different sizes)
+; + bottom bar divided from playing field by a horizontal line
+; + five levels (and five enemies) made
+; # game vars reset at start and game over
+; + 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 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)
+;
+; 0.9.94 -- 04.IX .99 -- size 2693
+;
+; # pickups no longer fire bullets like normal enemies
+; + <halt>s added so the game runs slower and looks better
+; + TORPEDOES!!! Bullets that fire downwards! Just like in Nemesis
+; * a pickup selects the next icon on bottom bar instead of increasing hp
+; + an icon can be taken by pressing F2. second icon selects torpedoes
+; + first icon increases armor, icon 3 and 4 are unused for now
+; * selecting an unused icon (3+4) resets pickups like icon 1 and 2
+; * when you're destroyed, you loose one life instead of going game over
+; you also loose all upgrades and pickups, but remain in the same level
+; * random is more randomized, no more "tricks" to fool the randomizer
+; # after game over the game is terminated instead of continuing+crashing
+; - 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