nop
jp Start
- .dw $0000
+ .dw $0001
.dw Title
-Title: .db "Nemesis v0.3.719 by Shiar",0
+ .dw spr_ship
+Title: .db "Nemesis v0.4.720 by Shiar",0
Start:
jr init
;-------------------- main menu -----------------------------------------------
+ call Next_level
jp play_game
;-------------------- exit ----------------------------------------------------
;----------------------- game setup -------------------------------------------
play_game:
- ld hl,stored_data_start
- ld bc,variables_end-stored_data_start-1
;---------------------- display setup ----------------------------------------
set_up_display:
call _clrLCD
-
- ld hl,in_game_text
- ld b,3
-l11: ld a,(hl)
- ld (_curCol),a
- inc hl
- ld a,(hl)
- ld (_curRow),a
- inc hl
+ ld (_curCol),16
+ ld (_curRow),6
+ ld hl,txt_score
call _puts
- djnz l11
-
-in_game_text:
- .db 16,0,"LIVES",0
- .db 16,3,"LEVEL",0
- .db 16,6,"SCORE",0
-
-str_question:
- .db "-----",0
;------------------------------------------------------------------------------
;-------------------------- game loop -----------------------------------------
xor a
ld hl,GRAPH_MEM+(16*12)
ld b,a
- ld a,(background)
clearloop:
ld (hl),a
inc hl
dec a
jr nz,displayloop
-; ld hl,$1007 ;Display Score
-; ld (_curRow),hl
-; ld hl,(score)
+ ld hl,$1006 ;Display Score
+ ld (_curRow),hl
+ ld hl,(timer)
; jp _D_HL_DECI
ret
cp 15 ;y > 15
jr z,no_up
ld (hl),a
-no_up: ld ix,spr_ship
+no_up: ld ix,spr_ship01
display_common:
ld e,(hl)
jr display_common
damage_you:
- or %10101010
- ld (background),a
ret
;------------------------- fire bullet ----------------------------------------
push hl
ld a,(hl)
- and %00000001
- jr z,nohit ;no hit when enemy_occ <> 1
+ and %00000010
+ jr z,nohit ;no hit when enemy_occ <> 2/3
inc hl
inc 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),2 ;set to explode
+ ld (hl),$01 ;set to explode
inc hl
ld (hl),a ;explosionFrame 0
pop hl
ret
hpleft:
- dec a
- add a,a
- add a,a
- inc a ;HP*4+1 = occ 1
+ ld a,b
+ sub %00000100 ;decrease HP by one
ld (hl),a ;save
pop hl
ret
inc de
inc de
ld a,(de)
- or a
+ or a ;0 = no enemy present
jr nz,chk_noenemy
- inc de
- ld a,(hl)
- ld (de),a ;type
+ ld a,(hl) ;type
ld hl,enemy01
ld c,a
ld b,0
add hl,bc
- add hl,bc
add hl,bc ;hl = enemy specs
- dec de
- ld a,(hl) ;load hitpoints
- or 1 ;set type 1 (normal) enemy
+ ld a,(hl) ;load hitpoints+occ of this enemy class
ld (de),a ;occ
+ inc hl
inc de
+ ld a,(hl) ;load movement+type of this enemy class
+ ld (de),a ;type
+
inc de
- ld a,$5a
+ ld a,$5a ;appear at right edge of screen
ld (de),a ;x
inc de
ld a,(hl)
ld (de),a ;y
- inc hl ;+0
+ inc hl ;@ next event
ld a,(hl)
- cp $ff
+ cp $ff ;255 = end marker
jp z,Next_level
- ld (nextevent),a
+ ld (nextevent),a ;else time to next event
inc hl
- ld (curevent),hl
+ ld (curevent),hl ;update pointer
ret
;--------------------------- enemy fires --------------------------------------
dec c ;c = x-2
inc hl
ld a,(hl) ;y-pos
- add a,5
- ld e,a ;e = y+5
+ inc a
+ ld e,a ;e = y+1
ld b,10
ld hl,ebullets
Handle_enemies:
ld hl,enemies
- ld b,20
+ ld b,20 ;loop 20x
handle_enemy:
push bc
ld a,(hl)
and %00000011
jr z,next_enemy ;occ "no enemy" 0
- and %00000001
- jr z,exploding_enemy ;occ "exploding" 2
+ dec a
+ jr z,exploding_enemy ;occ "exploding" 1
+ ld b,0
+ dec a
+ jr z,normal_enemy ;occ "normal" 2
-normal_enemy: ;occ "normal" 1
+moving_enemy: ;occ "moving" 3
+ ld b,1
+
+normal_enemy:
inc hl
ld a,(hl) ;type
add a,a
add a,a
add a,a
ld c,a ;type*8 = offset
- inc hl
- ld d,(hl) ;x
- inc hl
- ld e,(hl) ;y
- ld a,d
- or a
- jr z,next_enemy
- dec a
+ inc hl
+ ld a,(hl) ;x
+ dec a ;move left
+ jp m,remove_enemy ;off screen
+ jr z,remove_enemy ;"
ld d,a
- jr z,remove_enemy
- ld (hl),e
+ inc hl
+ ld a,(hl) ;y
+ ;;;;;;;;;;;;;;;; ;
+ ld (hl),a ;store new y
+ ld e,a
+
dec hl
- ld (hl),d
+ ld (hl),d ;store new x
ld ix,spr_enemy01
ld b,$00
add ix,bc
jr next_enemy
remove_enemy:
- dec hl
- dec hl
-enemy_gone:
- dec hl
+ pop hl
ld (hl),$0000 ;bye bye enemy
-
+ push hl
next_enemy:
pop hl
ld bc,$0004
ld a,(hl)
cp 15
- jr z,enemy_gone ;remove when at last frame
+ jr z,remove_enemy ;remove when at last frame
inc a
ld (hl),a ;next frame
jr next_enemy
Enemies_hit:
ld a,(your_occ)
- or a
+ or a ;0 = you're normal
ret nz
ld de,(x) ;e = X, d = Y
- ld hl,enemies-4
-check_next:
- ld bc,$0004
- add hl,bc
-
- ld a,(hl)
- cp $ff
- ret z ;-1 = no more enemies
+ ld hl,enemies
+ ld b,20 ;check all 20 enemies
+check_collision:
push hl
- cp 1
- jr nz,nocrash ;1 = enemy
+ ld a,(hl)
+ and %00000010
+ jr z,check_next ;2/3 = ok
inc hl
inc hl
ld a,(hl) ;check x match
sub e
add a,6
- jp m,nocrash
+ jp m,check_next
cp 12
- jr nc,nocrash
+ jr nc,check_next
inc hl
ld a,(hl) ;check y match
sub d
add a,6
- jp m,nocrash
+ jp m,check_next
cp 12
- jr nc,nocrash
+ jr nc,check_next
dec hl
dec hl
- ld (hl),0 ;explosionFrame 0
+ xor a
+ ld (hl),a ;explosionFrame 0
dec hl
- ld (hl),2 ;set to explode
- call damage_you
+ inc a
+ ld (hl),a ;set to explode
+ call damage_you ;auch!
-nocrash:
+check_next:
pop hl
- jr check_next
+ inc hl
+ inc hl
+ inc hl
+ inc hl
+ djnz check_collision
+ ret
;--------------------------- next level ---------------------------------------
Next_level:
- ld hl,Leveldata+1
+ ld hl,Leveldata+1 ;reset level data
ld (curevent),hl
+
+ call _clrLCD ;clear screen
+ 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
+
+ call UNPACK_HL
+ add a,'0'
+ ld b,a
+ call UNPACK_HL
+ add a,'0'
+ call _putc ;display second digit
+ ld a,b
+ call _putc ;display first digit
+
+ ld b,$20
+wait: halt \ halt
+ djnz wait ;delay
+ call _getkey ;wait for keypress
+
ret
;--------------------------- putsprite ----------------------------------------
;------------------------------- sprites --------------------------------------
spr_ship:
- .db 7,7 ;your ship:
+ .db 7,1 ;ship icon
+ .db %11000000 ; ██
+ .db %11110000 ; ████
+ .db %01111100 ; █████
+ .db %01110010 ; ███ █
+ .db %01111100 ; █████
+ .db %11110000 ; ████
+ .db %11000000 ; ██
+
+spr_ship01:
+ .db 7,7 ;ship alpha class
.db %01110000 ; ███
.db %11100000 ; ███
.db %11111100 ; ██████
.db %11111100 ; ██████
.db %11100000 ; ███
.db %01110000 ; ███
+spr_ship02:
+ .db 7,7 ;ship beta class
+ .db %11000000 ; ██
+ .db %11110000 ; ████
+ .db %01111100 ; █████
+ .db %01110010 ; ███ █
+ .db %01111100 ; █████
+ .db %11110000 ; ████
+ .db %11000000 ; ██
spr_bullet01:
.db 5,3 ;your bullets
.db %11100000 ; ███▓▒░
.db %01000000 ; █▓▒░
-spr_enemy01:
- .db 6,6 ;enemy type one
- .db %00111100 ; ████
- .db %01110000 ; ███
- .db %11110000 ; ████
- .db %11110000 ; ████
- .db %01110000 ; ███
- .db %00111100 ; ████
-spr_enemy02:
- .db 6,6 ;enemy type two
- .db %01111100 ; █████
- .db %11110000 ; ████
- .db %10111000 ; █ ███
- .db %10111000 ; █ ███
- .db %11110000 ; ████
- .db %01111100 ; █████
-spr_enemy03:
- .db 6,6 ;enemy type three
- .db %00111000 ; ███
- .db %01111100 ; █████
- .db %11111000 ; █████
- .db %11111000 ; █████
- .db %01111100 ; █████
- .db %00111000 ; ███
-spr_enemy03:
- .db 6,6 ;enemy type three
- .db %00111000 ; ███
- .db %01111100 ; ██
- .db %11111000 ; █████
- .db %11111000 ; █████
- .db %01111100 ; █████
- .db %00111000 ; ███
-
spr_explosion:
.db 8,6 ;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 %11110011
- .db %01001110
- .db %10110101
- .db %01000101
- .db %00111110
- .db %11011010
+ .db %10110011 ; █ ██ ██
+ .db %01001110 ; █ ███
+ .db %10110101 ; █ ██▒█▒█
+ .db %01000101 ; █ ▒█▒█
+ .db %00111110 ; █████
+ .db %11011010 ; ██ ██ █
.db 8,6 ;4
- .db %11110010
- .db %01001110
- .db %10110101
- .db %01000101
- .db %00111110
- .db %01011010
+ .db %00101010 ; ▒ █▒█ █▒
+ .db %01000110 ; █ ▒██
+ .db %10110101 ; █ ██ █ █
+ .db %01100110 ; ██ ██▒
+ .db %00111100 ; ████▒
+ .db %01011001 ; ▒█ ██ ▒█
.db 8,6 ;5
- .db %01000001
- .db %00100110
- .db %00010101
- .db %01000100
- .db %00010010
- .db %10011010
+ .db %01000001 ; █▒ ▒ ▒█
+ .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 %10001000
+ .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 %00000001
- .db %00100100
-
-;---------------------------- enemy types -------------------------------------
-
-enemy01: .db %00000000,$ff,$ff ;$hits $fire frequency
-enemy02: .db %00000100,$ff,$ff
-enemy03: .db %00001000,$ff,$ff
-
-;---------------------------- 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,$00,$10
- .db $10,$00,$18
- .db $0e,$00,$20
- .db $0c,$00,$28
- .db $0a,$00,$30
- .db $08,$00,$38
- .db $06,$00,$40
- .db $04,$00,$48
- .db $2a,$00,$20
- .db $ff,$ff,$ff
+ .db %00000100 ; ▒█
+ .db %00000000 ; ▒▒ ▒
+ .db %01000000 ; █
+ .db %00000000 ; ▒
+ .db %00000010 ; █▒
+ .db %00100100 ; █▒ █
+
+spr_icon01:
+ .db 5,4
+ .db %00100000 ; █
+ .db %10101000 ; █ █ █
+ .db %11111000 ; █████
+ .db %01110000 ; ███
+spr_icon02:
+ .db 5,4
+ .db %00000000 ; ███
+ .db %00000000 ; ██ ██
+ .db %00000000 ; █ █
+ .db %00000000 ;
;---------------------------- texts -------------------------------------------
-title_message:
- .db "* * NEMESIS * *",0
+txt_title: .db "* * NEMESIS * *",0
+txt_level: .db "LEVEL ",0
+txt_score: .db "SCORE",0
;---------------------------- save data ---------------------------------------
stored_data_start:
-level .dw $0000 ;level number
-background .db %00000001 ;level background
-timer .dw $0000
+level .db $00 ;level number
+timer .db $00 ;frame counter
curevent .dw Leveldata+1 ;next event
nextevent .db (Leveldata) ;time to next event
x .db $16 ;x-pos
y .db $46 ;think about it..
hp .db $00 ;hitpoints left
-your_status .db $00,$00 ;unused
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)
.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
-; 0011 2233 >> 0=occupation (and %00000011: 0=no enemy 1=normal 2=exploding)
-; 1=frame/ship 2=x 3=y
-variables_end:
+; %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)
-stored_data_end:
+;---------------------------- enemy data --------------------------------------
+
+spr_enemy01:
+ .db 6,6 ;enemy type one
+ .db %00111100 ; ████
+ .db %01110000 ; ███
+ .db %11110000 ; ████
+ .db %11110000 ; ████
+ .db %01110000 ; ███
+ .db %00111100 ; ████
+spr_enemy02:
+ .db 6,6 ;enemy type two
+ .db %00111000 ; ███
+ .db %01100000 ; ██
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01100000 ; ██
+ .db %00111000 ; ███
+spr_enemy03:
+ .db 6,6 ;enemy type three
+ .db %01111100 ; █████
+ .db %11110000 ; ████
+ .db %11111000 ; █████
+ .db %11111000 ; █████
+ .db %11110000 ; ████
+ .db %01111100 ; █████
+spr_enemy04:
+ .db 6,6 ;enemy type four
+ .db %00111000 ; ███
+ .db %01111100 ; █████
+ .db %11111000 ; █████
+ .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
+
+;----------------------------- end --------------------------------------------
.end
+.end
-;NEMESIS'86 by Shiar
+;----------------------------- NEMESIS'86 by Shiar ----------------------------
+;----------------------------- version history --------------------------------
;0.01.717 -- 17.VII.99 -- size 984
;
; + 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
+;
+; * 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)
+; + displays level number before each level begins