.include "asm86.h"
.include "ti86asm.inc"
+ .include "ram86.inc"
+ .include "ti86abs.inc"
.org _asm_exec_ram
- nop
- jp Start
- .dw $0001
- .dw Title
- .dw spr_ship
-Title: .db "Nemesis v0.6.820 by Shiar",0
-Start: jr init
-
-just_fired = $c0f9 ;byte
-temp1 = $c100 ;word
+TEXT_MEM = _textShadow
+DELC_LEN = _undelBufLen ;$64 bytes long
+_dispahl = $4a33
+
+ nop
+ jp init
+ .dw $0001 ;description type 2 (= +YASicon)
+ .dw Title ;pointer to description
+ .dw spr_ship ;pointer to YAS icon
+
+Title: .db "Nemesis v0.93.911 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 = 20
+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
+ ; $11 (move) $11 (fire)
;---------------------- init --------------------------------------------------
init:
- call _runindicoff
+ 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 $1f ;if already at maximum...
+ jr z,skipdarken ;...then skip level increase
+ inc a ;otherwise increase contrast level
+skipdarken:
+ out (2),a ;set it
;---------------------- main menu ---------------------------------------------
LogoPut:
ld hl,logo_nemesis ;from...
- ld de,$FC00+16 ;...to one line from top
+ ld de,VIDEO_MEM+16 ;...to one line from top
ld a,19 ;19 rows
LogoLoop:
ld bc,16 ;set screen width
dec a ;decrease line-counter
jr nz,LogoLoop ;repeat when counter is not yet zero
-menutext:
- ld hl,$1608 ;just below logo
+ ld hl,VIDEO_MEM+(16*$39)+4 ;$39 rows down, 4 cols right (4*8=$20)
+ ld b,$8 ;draw 8x one byte = 8*8 = 64 pixels wide
+ ld a,%11111111 ;horizontal line mask
+underline:
+ ld (hl),a ;draw one piece of the divider-line
+ inc hl ;move right (8 pixels = 1 byte)
+ djnz underline ;repeat (16bytes * 8pixels =128= screen width)
+
+ set 3,(iy+5)
+ ld hl,$3320 ;near the bottom of the screen
ld (_penCol),hl
- ld hl,txt_about ;display "by Shiar (ICQ#43840958)"
+ ld hl,txt_about ;display version and author (yes, that's me!)
call _vputs
+ res 3,(iy+5)
- 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
+ ld hl,$3a1e ;below previous stuff
+ ld (_penCol),hl
+ ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!!
+ call _vputs ;VERY important, so display in small font ?:}
call _getkey ;wait for keypress
- call New_level ;prepare level
+ call New_game ;prepare level
;------------------------------------------------------------------------------
;---------------------- game loop ---------------------------------------------
;------------------------------------------------------------------------------
-game_main_loop:
+game_main_loop: ;REPEATS FROM HERE EVERY FRAME
ld hl,timer ;update time
- inc (hl)
+ inc (hl) ;increase by 1
+ ld b,(hl) ;new time, save for rand# upd. (no flag change)
+ jr nz,updaterandom ;continue when new time <> 0
+ ld hl,1 ;once every 256 frames, increase score by 1
+ call scoreInc ;do it
+
+updaterandom:
+ ld hl,RanPos ;random counter
+ ld a,(hl) ;random value
+ add a,b ;even more random by adding timer
+.db $80+7 ;<add a,r>
+ ld (hl),a ;save even more random value back
Clear_screen:
- xor a ;empty bitmask
- ld hl,GRAPH_MEM ;screen location (top left)
- ld b,$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 ;repeat 224x
+ ld hl,GRAPH_MEM ;move from (hl) = top left
+ ld (hl),$00 ;first pixel will be copied all over the screen
+ ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen
+ ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar)
+ ldir ;clear!
+
+check_keys:
+ ld a,%00111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
+ out (1),a ;ask for them
+ nop \ nop ;delay 8 clocks
+ in a,(1) ;get zem!
check_exitkey:
- ld a,%00111111 ;<exit> pressed?
- out (1),a
- nop \ nop
- in a,(1)
- bit 6,a
- jr z,quit ;yes: quit game
+ bit 6,a ;test bit 6 = exit-key = EXIT
+ jp z,game_over_nopop ;<exit> pressed, so be it
+check_morekey:
+ bit 7,a ;test bit 7 = more-key = PAUSE
+ call z,Pause ;yes, go to pause
+
+check_firekey:
+ bit 5,a ;test bit 5 = 2nd-key = FIRE
+ ld hl,game_stuff ;where to continue after executing Fire_bullet
+ push hl ;push hl on stack (instead of call Fire_bullet)
+ jp z,Fire_bullet ;fire smtn (bulletstorplasersmultiples+stuff..)
+ pop hl ;no call to Fire_bullet made, so pop stack
+ ld hl,just_fired ;no:
+ ld (hl),0 ;reset just_fired
game_stuff:
call Level_event ;insert enemies
call Handle_Ship ;move you
- call Fire_bullet ;check for fire
call Handle_enemies ;move enemies
+
+ ld a,(your_occ) ;are you 100% OK?
+ or a ;a=0??
+ jr nz,activesdone ;then don't check for movements/fires/...
+
+ ld a,%01011111 ;look at first column of keys (ALPHA to STO)
+ out (1),a ;gimme gimme
+ nop \ nop ;what's taking you so long
+ in a,(1) ;at last... our precious keyzzz...
+ ;old: <bit 7,a \ call z,select> now see this:
+ rla ;test bit 7 so we know f ALPHA has been pressed
+ call nc,select ;yeppy, select the currently selected upgrade
+ call Enemies_hit ;check for collision with enemies
+
+activesdone:
call Handle_bullets ;move your bullets
+ call Handle_torp ;move your torpedo
call Enemy_bullets ;move enemy bullets
- call Enemies_hit ;check for collision with enemies
call Display_Screen ;display all
- halt \ halt ;delay
- jr game_main_loop ;loop
+ halt ;delay
+
+ jr game_main_loop ;LOOP
-quit: ret
+;--------------------------- pause --------------------------------------------
-;---------------------- display -----------------------------------------------
+Pause:
+ ld hl,$0200 ;top left
+ ld (_curRow),hl
+ ld hl,txt_pressenter ;"Enter to continue"
+ call _puts ;display message
+pause:
+ call _getkey ;enter low-power mode and wait for key
+ cp kEnter ;keypressed = enter?
+ jr nz,pause ;no, wait some more
+ ret ;continue
+
+;--------------------------- exit ---------------------------------------------
+
+quit:
+ call _clrLCD ;clears screen
+ call _homeup ;set cursor to top-left
+ ld a,(CONTRAST) ;load original contrast level
+ out (2),a ;and set it back
+ ld (iy+13),6 ;restore system-flags
+ ret ;quit Nemesis :(
+
+;--------------------------- display ------------------------------------------
Display_Screen:
ld hl,GRAPH_MEM ;from storage (top left)
- ld de,$fc00 ;to screen (top left)
+ ld de,VIDEO_MEM ;to screen (top left)
ld a,56 ;display height = 64 bytes (minus 8 for bar)
displayloop:
ld bc,16 ;display width = 16 bytes (16*8bits=256pixels)
dec a ;next line
jr nz,displayloop ;loop 64x
- ld hl,$3a6b ;Display Score
- ld (_penCol),hl
- ld hl,(timer)
- ld h,0
- jp _D_HL_DECI
+ ld hl,$396b ;Display Score
+ ld (_penCol),hl ;bottom right of screen
+ ld hl,(score)
+
+_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 "00000",0
+
;------------------------- handle ship ----------------------------------------
Handle_Ship:
ld (your_occ),a ;save
cp 34 ;last explosion frame?
- jr c,exploding_you ;not yet: display explosion
+ jp c,exploding_you ;not yet: display explosion
cp 40 ;delay finished?
- jp z,game_over ;yes = game over
+ jp z,You_die ;yes = game over
ret ;don't display anything
ok:
ld a,%01111110
out (1),a
- nop \ nop
+ ld hl,y ;instead of nop\nop do something usefull
in a,(1)
- ld hl,y
- rra
- ld b,a
+
+ ld b,a ;push a (keys)
+ xor %11111111 ;inverted a = 0 if arrow-key has been pressed
+ ld a,(your_multiples)
+ jr z,no_adv ;if so, leave the multiples where they are
+ or %100 ;set move bit
+ jr adv_ok
+no_adv:
+ and %11111011 ;reset move bit
+adv_ok:
+ ld (your_multiples),a
+ ld a,b ;pop a (keys)
+
+ rra ;rotate right (put last bit in c)
+ ld b,a ;we need a
jr c,no_down
ld a,(hl)
- inc a
- cp 50 ;56-6 = bottom of screen
+ cp 49 ;55-6 = bottom of screen
jr z,no_down
+ inc a
ld (hl),a
no_down:
dec hl
- rr b
+ rr b ;because we now use b, it's rr instead of rra
jr c,no_left
ld a,(hl)
- sub 1 ;<dec 1> doesn't affect c-flag
+ 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 122 ;128-6 = right side
+ cp 121 ;127-6 = right side
jr z,no_right
+ inc a
ld (hl),a
no_right:
- ld d,(hl)
+ ld d,(hl)
inc hl
rr b
jr c,no_up
ld a,(hl)
sub 1 ;<dec a> doesn't affect carry-flag
jr c,no_up ;-1 = top of screen
- ld (hl),a
-no_up: ld ix,spr_ship01
+ 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 z,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
+ ld b,a ;save a for 2nd check
+ and %11 ;no? (last two bits = nr of multiples)
+ ret z ;then don't handle them either
-display_common:
- ld e,(hl)
- jp drw_spr ;ret
+ ld hl,y
+ ld a,b ;restore a (your_multiples)
+ and %100 ;move the multiples???
+ jr z,mult_adv ;nope, just let them (saves (y) in y, (x) in x)
+
+ 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 ;bc=2a
+ ld b,0
+
+ ld hl,your_prevpos ;previous positions
+ add hl,bc ;16 turns ago
+ ld d,(hl) ;old x-pos
+ inc hl ;and
+ ld e,(hl) ;old y-pos
+ ld (mx),de ;save multiple position in (mx)
+
+ ld a,(y) ;load new y-pos
+ ld (hl),a ;save it for 16 turns in the future
+ dec hl ;and
+ ld a,(x) ;load new x-pos
+ ld (hl),a ;save that too
+
+mult_adv:
+ ld de,(mx)
+ ld ix,spr_multiple ;sprite of the multiple
+ jp putsprite ;display it + <ret>
exploding_you:
srl a ;half the framerate
inc hl
ld d,(hl)
inc hl
- jr display_common
+ ld e,(hl)
+ jp putsprite
damage_you:
- ld a,1 ;set to explode (1st frame)
- ld (your_occ),a
+ ld a,(your_inv) ;invulnerability left?
+ or a
+ ret nz ;return if inv>0
+ ld hl,your_armor ;armor left
+ ld a,(hl) ;check
+ dec a ;is it 0?
+ jp m,no_armor ;yes, 0hp left so explode
+ ld (hl),a ;no, so save decreased hp
+ 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
+;------------------------- place multiples ------------------------------------
+
+Place_multiples
+ ld (mx),de ;set last multiple-position
+ ld hl,your_prevpos ;place all previous positions
+ ld b,16 ;all 16 of them
+place_multiples:
+ ld (hl),d ;set prev-x to d
+ inc hl ;next
+ ld (hl),e ;set prev-y to e
+ inc hl ;next
+ djnz place_multiples ;repeat
+ ret
+
+;------------------------- select upgrade -------------------------------------
+
+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
+ ld de,(x)
+ call Place_multiples
+ jp disp_icons ;display, return
+select6:
+ ld (hl),0 ;reset pickups
+ jp disp_icons ;display/return
+
;------------------------- fire bullet ----------------------------------------
Fire_bullet:
- ld a,%00111111
- out (1),a
- ld a,(your_occ)
- or a
- ret nz ;return if not normal stat
+ ld hl,RanPos ;random
+ inc (hl) ;update random counter
+
ld hl,just_fired
- in a,(1)
- bit 4,a
- jr z,fire ;fire pressed?
- ld (hl),0 ;not fired
- ret
+ ld a,(hl) ;just_fired
+ cp 5 ;already pressed?
+ ret z ;return when already pressed (=5)
+ inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5)
+ ld a,(your_laser) ;if you have bullets.....
+ or a ;(0=no laser)
+ jr nz,fireOK
+ ld (hl),5 ;.....then can't fire next turn (go to 5 imm.)
+
+fireOK:
+ ld hl,(x) ;yes: first fire from ship position (x)
+ ld (firex),hl ;set firepos
+ ld a,(your_multiples) ;any multiples?
+ and %11 ;nope?
+ jr z,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
+
+ 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
-fire: ld a,(hl)
- or a ;can't fire when 1
- ret nz
- ld (hl),1 ;just fired
+ 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 121 ;off screen? (x=127-5-1)
- jr z,remove_bullet
- inc a ;move right
- cp 121 ;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
+
+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 ;push occ
+ 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,(pickuptimer) ;counts enemies destroyed
+ dec a ;enough destroyed for a pickup?
+ jr nz,pickupdone ;otherwise just explode
+ ld (hl),%00000110 ;change it into a pickup (with 2 HP)
+ ld a,18 ;reset enemies counter (18 hits = next)
+pickupdone:
+ ld (pickuptimer),a ;save new enemiescounter value
inc hl
- ld b,(hl) ;save enemy type
- ld (hl),a ;explosionFrame 0
+ ld (hl),$00 ;explosionFrame 0
- pop hl
- ret
+ ld hl,1 ;increase score by one
+ call scoreInc
+ jp (ix)
hpleft:
- ld a,b ;pop occ
+ ld a,c ;pop occ
sub %00000100 ;decrease HP by one
ld (hl),a ;save
- pop hl
- ret
+ jp (ix)
-nohit: pop hl
+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
+ jp check_bullethits ;check for hits with enemies
+
+remove_torp:
+ ld a,1
+ ld (torp_occ),a
+ ret
+
;--------------------------- level events -------------------------------------
Level_event:
dec a ;has it reached 1?
jr nz,do_event ;nope: wait for enemies to leave
inc hl ;nextevent located behind eventleft
- ld (hl),109 ;set delay
+ ld (hl),119 ;set delay
ret ;don't place any more enemies
do_event:
or a ;0 = no enemy present
jr nz,chk_noenemy
+place_enemy:
ld a,(eventenemy) ;enemy type to place (lvl)
- ld hl,enemy01 ;enemy 1 specs
- ld c,a
+ ld hl,enemy00 ;enemy 1 specs
+ add a,a ;a=type*2
+ add a,a ;a=type*4
+ ld c,a ;c=type
ld b,0 ;bc = enemy nr.
- add hl,bc ;add 2*bc
add hl,bc ;hl = enemy specs
ld a,(hl) ;load hitpoints+occ of this enemy class
ld (de),a ;occ
- inc hl
- inc de
+ inc hl ;next enemyInfo byte
+ inc de ;next byte of current enemy
ld a,(hl) ;load movement+type of this enemy class
ld (de),a ;enemy type
- inc de ;_________
+ inc de ;set x-pos
ld a,122 ;appear at right edge of screen (128-6)
ld (de),a ;= x-position
- inc de ;_________
- ld a,51 ;random number <51
- call Random ;create!
- ld (de),a ;= y-position
- ret
+
+ inc de ;set y-pos
+ inc hl ;where to place??
+ ld a,(hl) ;load placeInfo
+ dec a ;is it 1?
+ jr z,random_enemy ;yes: create random value <51 in a
+ dec a ;is it 2?
+ jr z,lure_enemy ;yes: create a 100% luring enemy
+ ;otherwise?
+halflure_enemy: ;yes (of course it is): pick one (50% lure)
+ ld a,(timer) ;look at frame-number
+ and %00000001 ;make random if odd frame nr.
+ jr nz,random_enemy ;1st possibility: random enemy
+lure_enemy: ;2nd possibility: luring enemy
+ ld a,(y) ;place at same y-pos as YOUR ship
+ jr ypos_OK
+
+random_enemy:
+ call Random ;make a (in a) random value 0-255
+ cp 51 ;y may not be more than 51
+ jr c,ypos_OK ;OK if a<51
+ and %00111111 ;a = 0..63
+ sub 13 ;a = -13..50
+ jr c,random_enemy ;not OK if a<0
+
+ypos_OK: ;random value successfully created
+ ld (de),a ;save y-position
+
+ ld hl,add2enemy-3 ;offset to xtra enemy info
+ add hl,de ;hl points to <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: ;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),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
call damage_you ;HIT!!
remove_ebullet:
- dec hl
- ld (hl),0 ;bullet > unused
- jr next_bullet
+ pop hl ;hl could be destroyed by damage_you
+ ld (hl),0 ;bullet > unused
+ jr next_bullet+1 ;next bullet (SKIP THE <POP HL> = one byte)
;--------------------------- handle enemies -----------------------------------
jr z,next_enemy ;occ "no enemy" 0
dec a
jr z,exploding_enemy ;occ "exploding" 1
- ld b,1
- dec a
- jr z,normal_enemy ;occ "normal" 2
+ ld b,a ;b=2 if moving, otherwise b=1
-moving_enemy: ;occ "moving" 3
- ld b,0
-
-normal_enemy:
+normal_enemy: ;occ "normal" 2 or "moving" 3
inc hl
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_enemy01 ;first enemy sprite
+ ld ix,spr_enemy00 ;first enemy sprite
add ix,de ;add offset for current enemy
pop hl
inc hl
ld a,(hl) ;x
dec a ;move left
- jp m,remove_enemy ;off screen
+ jr c,remove_enemy ;off screen
jr z,remove_enemy ;"
ld d,a
inc hl
ld e,(hl) ;y
- ld a,b ;%xxx00001=moving -0=normal
- dec a
- jr z,ymove_done ;skip y-move
+ ld a,b ;moving state was stored in b earlier
+ dec a ;is it 1?
+ call nz,moving_enemy ;2 = moving enemy
-; srl a
-; ld b,a ;b = %0xxx0000 (move stat)
- ld a,(timer)
- and %00010000 ;switches 0<>1 every 16 turns
-; add a,b ;a = new move stat
-; add a,a
-; ld b,a ;b = %xxx00000 (new move stat*2)
-
-; dec hl \ dec hl
-; ld a,(hl) ;type
-; and %00011111 ;reset move-type
-; add a,b ;set new move-type
-; ld (hl),a
-; inc hl \ inc hl ;@y
-
-; and %00100000
- jr z,movedown
-moveup: dec (hl) ;decrease y-pos
- jr ymove_done
-movedown:
- inc (hl) ;increase y-pos
-
-ymove_done:
dec hl ;@x
ld (hl),d ;store new x
+ ld a,c ;a = enemy type
+ or a ;type 0? (pickup)
+ jr nz,check_enemyfire ;no, a normal enemy; let em fire
+ ld a,(timer) ;load time
+ and %1 ;move left once every 2 turns
+ jr z,firing_done ;don't move now
+ inc d ;increase x-position (don't move this turn)
+ inc (hl) ;and save it
+ jr firing_done ;continue
+
+check_enemyfire:
+ 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
- push de ;save registers
- call drw_spr ;display sprite @ix
- pop de ;restore (destroyed by drw_spr)
+ add a,64 ;re-set counter for next blast
+ ld (hl),a ;save
+ call Enemy_fires ;fires bullet
- ld a,$ff ;fire frequency
- call Random ;random value < a
- dec a ;fire if 1
- call z,Enemy_fires ;fires bullet
- jr next_enemy ;finished
+firing_done:
+ push de ;save registers for firing-use
+ call putsprite ;display sprite @ix
+ pop de ;restore (destroyed by putsprite)
-remove_enemy:
- pop hl
- ld (hl),$0000 ;bye bye enemy
- push hl
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 a,(your_occ)
- or a ;0 = you're normal
- ret nz
-
ld de,(x) ;e = X, d = Y
ld hl,enemies
ld b,nrenemies ;check all 20 enemies
ld a,(hl)
and %00000010
jr z,check_next ;2 or 3 = ok
-
inc hl
+
+collide_enemy:
+; push hl
+; push bc
+; ld hl,enemy00 ;enemy 1 specs
+; add a,a ;a=type*2
+; add a,a ;a=type*4
+; ld c,a ;c=type
+; ld b,0 ;bc = 4 * enemy nr.
+; add hl,bc ;hl = enemy specs
+; ld a,(hl) ;load size byte
+; pop bc
+; pop hl
+; ld c,a ;save size in c
+
inc hl
ld a,(hl) ;check x match
- sub e
+ sub e ;enemy position minus yours
add a,6
jp m,check_next
cp 12
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
+
+ push hl ;we need hl
+ ld hl,2 ;increase score by 2
+ call scoreInc
+ pop hl ;we're done
+
+ 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 6 ;pickups >=6
+ 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
-;--------------------------- game over ----------------------------------------
+;--------------------------- update score -------------------------------------
+
+scoreInc:
+ push bc
+ ld bc,(score)
+ add hl,bc
+ ld (score),hl
+ pop bc
+ 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)
+ xor a ;blank line mask
+cleanline:
+ 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,$1901 ;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,$2901 ;icon #2
+ call putwidesprite ;display
+
+ ld ix,spr_icon03 ;emptyIcon
+ ld de,$3901 ;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,$4901 ;icon #4
+ call putwidesprite
+
+ ld ix,spr_icon00 ;emptyIcon
+ ld a,(your_multiples)
+ and %11
+ jr z,no_multiples
+ ld ix,spr_icon05
+no_multiples:
+ ld de,$5901 ;icon #5
+ call putwidesprite
+
+ ld ix,spr_icon03
+ ld de,$6901
+ 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,$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)
+
+ ld ix,spr_icon
+ call putwidesprite
+ ret
+
+disp_armor:
+ ld hl,$3925 ;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 ---------------------
+own_name:
+ .db $12,7,"nemesis"
+
+save_hi:
+ ld hl,own_name ; Find own variable
+ xor a
+ call _ABS_MOV10TOOP1
+ call _FINDSYM
+ ret c ; If not found, give up
+
+ ld a,b ; Save the stored section
+ ld h,d
+ ld l,e
+ ld b,0
+ ld de,4+stored_data_start-_asm_exec_ram
+ add hl,de
+ adc a,b
+ call _SET_ABS_DEST_ADDR
+ ld a,0
+ ld hl,stored_data_start
+ call _SET_ABS_SRC_ADDR
+ ld hl,stored_data_end-stored_data_start
+ call _SET_MM_NUM_BYTES
+ call _mm_ldir
+
+ ret
game_over:
+ pop hl ;=ret (game_over was called from a procedure)
+game_over_nopop:
call _clrLCD ;clear screen
ld hl,$0603
ld (_curRow),hl ;center
ld hl,txt_gameover
call _puts ;display "GAME OVER"
+ xor a ;clear a (AHL will be displayed)
+ ld hl,$1006 ;bottom-1 right
+ ld (_curRow),hl ;set
+ ld hl,(score) ;your score
+ call _dispahl ;display it (a=0)
+ ld hl,$314b ;bottom-1 right before score ^^
+ ld (_penCol),hl ;set
+ ld hl,txt_score ;"Score"
+ call _vputs ;display (small)
+
+ ld hl,$1007 ;bottom right
+ ld (_curRow),hl ;set
+ ld hl,(hiscore) ;hi-score
+ call _dispahl ;display
+ ld hl,$3946 ;bottom right before hiscore ^^
+ ld (_penCol),hl ;set
+ ld hl,txt_hiscore ;"Hiscore"
+ call _vputs ;display (small)
+
+ ld de,(score)
+ ld hl,(hiscore)
+ call CP_HL_DE
+ jr nc,no_hiscore
+ ld (hiscore),de
+
+no_hiscore:
+ call save_hi
+
ld b,$20
wait2: halt \ halt
djnz wait2 ;delay
call _getkey ;wait for keypress
+ jp quit ;restore some things and return to TI-OS/shell
-;--------------------------- new game -----------------------------------------
-
-New_level:
- xor a ;a=0
- ld hl,x ;begin position x=...
- ld (hl),a ;...=a=0=left
- inc hl ;y=...
- ld (hl),24 ;...=24=middle
- ld (level),a ;reset level nr
+New_game:
+ xor a ;score 0
ld (score),a ;reset score
- ld hl,level01-3 ;set level pointer to level#1
+ ld (score+1),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
+ ld (your_laser),a ;no laser
+ ld (your_pickup),a ;reset pickups
+ ld (your_multiples),a ;no multiples
+ jr nonext_level
;--------------------------- next level ---------------------------------------
Next_level:
- ld hl,level
- inc (hl) ;increase level nr.
- ld a,80
- ld (nextevent),a ;time to first enemy appearance
+ ld hl,level ;level number
+ ld a,(hl)
+ inc a
+ ld (hl),a
ld hl,(levelp) ;level pointer
inc hl
inc hl ;update to point to next level
ld (levelp),hl ;save
+ ld h,0 ;increase score....
+ ld l,a ;by level number
+ ld bc,20
+ add hl,bc ;plus 20
+ call scoreInc ;update score
+
+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
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
+
+ ld a,(torp_occ)
+ or a ;no torpedoes?
+ jr z,torpsclear ;then just continue (=0)
+ ld a,1 ;if so, set to "ready to fire" (=1)
+torpsclear:
+
+ ld de,$0018 ;x=0, y=24 (like you..)
+ call Place_multiples ;place all multiple-positions at (0,24)
+
+ ld hl,ybullets ;clear your/enemy bullets
+ ld (hl),a ;clear first byte
+ ld de,ybullets+1 ;and copy this byte to the next byte
+ ld bc,(nrybullets+nrebullets)*3-1 ;bc times (all bullets)
+ ldir
+
+ ld hl,enemies ;and remove all enemies as well
+ ld (hl),a ;clear first byte
+ ld de,enemies+1 ;point to the next
+ ld bc,add2enemy+nrenemies*2 ;clear enemy-info + enemiesxtra
+ ldir
;--------------------------- setup game ---------------------------------------
game_setup:
call _clrLCD ;clear screen
ld a,%10111011
- ld hl,$fc00 ;screen location (top left)
+ ld hl,VIDEO_MEM ;screen location (top left)
ld b,0 ;b = 0 (loop 0-1 = 0FFh = 256 times)
clearloop2:
inc a
djnz wait ;delay
call _getkey ;wait for keypress
- ld ix,spr_icon00 ;display icons
- ld de,$1802 ;bottom left
- call drw_spr
- ld ix,spr_icon00 ;display icons
- ld de,$2002 ;bottom left
- call drw_spr
- ld ix,spr_icon00 ;display icons
- ld de,$2802 ;bottom left
- call drw_spr
- ld ix,spr_icon00 ;display icons
- ld de,$3002 ;bottom left
- call drw_spr
- ld ix,spr_icon00 ;display icons
- ld de,$3802 ;bottom left
- call drw_spr
-
- ld hl,GRAPH_MEM ;from storage (top left)
- ld de,$fc00+(56*16) ;to screen (top left)
- ld a,8 ;display height = 64 bytes (minus 8 for bar)
-displayloop3:
- ld bc,16 ;display width = 16 bytes (16*8bits=256pixels)
- ldir ;16x de >> hl
- dec a ;next line
- jr nz,displayloop3 ;loop 8x
-
- ld hl,$3a00 ;display Lives
- ld (_penCol),hl ;bottom left
- ld hl,savestr+2
- ld (hl),'L'
- inc hl
- ld (hl),'x'
- inc hl
-
- ld a,(lives) ;nr of lives in a
- add a,'0' ;make digit
- ld (hl),a
- dec hl \ dec hl
- call _vputs ;display on screen
+ call _clrLCD ;clear screen
+ call disp_icons ;display bottom icons
- ld hl,$fc00+(16*57) ;56 rows down = eight rows from bottom
- ld b,15 ;draw 16x (screen width)
-drawline:
+ ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom
+ ld b,16 ;draw 16x (screen width)
ld a,%11111111 ;horizontal line mask
+drawline:
ld (hl),a ;draw one piece of the divider-line
inc hl ;move right (8 pixels = 1 byte)
djnz drawline ;repeat (16bytes * 8pixels =128= screen width)
-
- ;ret
-;--------------------------- exit ---------------------------------------------
-
-exit_game:
- ret
+ ret
;--------------------------- putsprite ----------------------------------------
;--------------------------- de =(X,Y) ----------------------------------------
offsets_table:
- .db 128,64,32,16,%1000,%0100,%0010,%0001
-drw_spr:
+ .db 128,64,32,%10000,%01000,%00100,%00010,%00001
+putsprite:
ld a,d ;a = X
and %00000111 ;a = X mod 8 = bit nr. to mask
ld hl,offsets_table ;pixel mask table
add hl,bc ;add to table
ld a,(hl) ;a = pixel mask
ld (_smc1+1),a ;alter pixel mask
- ld (_smc1+1),a
ld hl,GRAPH_MEM ;save-location
ld a,e ;y-coord
add a,a ;y*2
add a,a ;y*4
add a,a ;y*8
- ;b=0
- rl b
+ rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256)
add a,a ;y*16 (width of screen)
- rl b
+ rl b ;b=b*2+overflow (if y>64 then bc=bc+512)
srl d ;d/2
srl d ;d/4
srl d ;d/8 (8 bits in byte) ** c is set when overflow
inc b ;a>255 so increase bc by 256
_n1: ld c,a ;c = (Y*16+X/8) mod 256
add hl,bc ;bc = Y*16+X/8
- ;optimize tip: reverse hl <-> bc (??)
ld d,(ix)
ld b,(ix+1)
djnz _oloop
ret
-;---------------------- random ------------------------------------------------
-
-Random: ; Creates a random number 0 <= x < A
- push bc
- push de
- push hl
- ld b,a
- ld a,r
- add a,a
- ld hl,0
- ld d,0
- ld e,a
-RMul:
- add hl,de
- djnz RMul
- ld a,h
- pop hl
- pop de
- pop bc
+;--------------------------- putbigsprite -------------------------------------
+
+putwidesprite:
+ ld a,d
+ and 7
+ ld hl,offsets_table
+ ld c,a
+ ld b,0
+ add hl,bc
+ ld a,(hl)
+ ld (wsmc1+1),a
+ ld (wsmc2+1),a
+ ld hl,(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
-
-;---------------------- display 5digit number ---------------------------------
-
-_D_HL_DECI:
- push bc ;save bc
- ld de,savestr+4 ;savenr saves number string
- ld b,5 ;five digits
-ldhld: call UNPACK_HL ;one digit of hl
- add a,'0' ;make number
- ld (de),a ;save into savenr
- dec de ;point to next digit
- djnz ldhld ;repeat for all digits
-dis: ld hl,savestr
- call _vputs
- pop bc
+wover_1:
+ ld c,(ix+2)
+ inc ix
+ djnz wiloop
+ dec ix
+ pop hl
+ ld bc,16
+ add hl,bc
+ pop bc
+ djnz woloop
ret
-savestr:
- .db "PAD98",0
-
-
;------------------------------------------------------------------------------
;------------------------------- sprites --------------------------------------
;------------------------------------------------------------------------------
spr_ship:
.db 9,1 ;ship icon
.db %11100000 ; ███
- .db %11111000 ; █████
+ .db %01111000 ; ████
.db %00111110 ; █████
- .db %11111001 ; █████ █
- .db %11111001 ; █████ █
- .db %11111001 ; █████ █
+ .db %01111001 ; ████ █
+ .db %01111001 ; ████ █
+ .db %01111001 ; ████ █
.db %00111110 ; █████
- .db %11111000 ; █████
+ .db %01111000 ; ████
.db %11100000 ; ███
spr_ship01:
.db %11111100 ; ██████
.db %11100000 ; ███
.db %01111000 ; ████
+spr_ship01i:
+ .db 7,7 ;ship alpha class
+ .db %01010000 ; █ █
+ .db %10100000 ; █ █
+ .db %01010100 ; █ █ █
+ .db %10100010 ; █ █ █
+ .db %01010100 ; █ █ █
+ .db %10100000 ; █ █
+ .db %01010000 ; █ █
+
spr_ship02:
.db 7,7 ;ship beta class
- .db %11000000 ; ██
+ .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 %11111000 ; ░▒▓████▒
.db %00110000 ; ░▒▓█▒
spr_bullet02:
- .db 5,3 ;your bullets
+ .db 5,3
.db %11110000 ; ░▒▓███▒
.db %11111000 ; ░▒▓████▒
.db %11110000 ; ░▒▓███▒
+spr_bullett1:
+ .db 4,3 ;▒▒▒
+ .db %11100000 ;▒███
+ .db %11110000 ; ████
+ .db %01110000 ; ███
-spr_bullet11:
- .db 3,3 ;enemy bullets
- .db %01000000 ; ▒▓▒░
- .db %11100000 ; ▒██▓▒░
- .db %01000000 ; ▒▓▒░
+spr_bullete1:
+ .db 4,3 ;enemy bullets
+ .db %01100000 ; ▒█▓▒░
+ .db %11110000 ; ▒███▓▒░
+ .db %01100000 ; ▒█▓▒░
;---------------------------------------- explosion -------------------------------------------
.db %00011010 ; ██ █
.db 8,6 ;3
- .db %10110011 ; █ ██ ██
+ .db %10110000 ; █ ██
.db %01001110 ; █ ███
.db %10110101 ; █ ██▒█▒█
.db %01000101 ; █ ▒█▒█
.db %00111110 ; █████
- .db %11011010 ; ██ ██ █
+ .db %01011010 ; █ ██ █
.db 8,6 ;4
- .db %00101010 ; ▒ █▒█ █▒
+ .db %00101010 ; ▒ █▒█ █
.db %01000110 ; █ ▒██
.db %10110101 ; █ ██ █ █
.db %01100110 ; ██ ██▒
.db %00111100 ; ████▒
- .db %01011001 ; ▒█ ██ ▒█
+ .db %01011001 ; █ ██ ▒█
.db 8,6 ;5
- .db %01000001 ; █▒ ▒ ▒█
+ .db %01000000 ; █▒ ▒ ▒
.db %00100101 ; ▒█ █▒█
.db %00010100 ; ▒ ▒█ █ ▒
.db %01000100 ; █▒ █
.db %10011010 ; █▒ ██ █▒
.db 8,6 ;6
- .db %01000100 ; █ █ ▒
+ .db %01000100 ; █ █
.db %00100000 ; ▒█ ▒ ▒
.db %00000001 ; ▒ ▒ █
.db %01000100 ; █ █
;--------------------------------------- bar -----------------------------------
+spr_icon:
+ .db 16,7 ;selected .......:.......:
+ .db %11111111,%11111111 ; ████████████████
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11111111,%11111111 ; ████████████████
spr_icon00:
- .db 8,7
- .db %10101010 ; █ █ █ █
- .db %11010101 ; ██ █ █ █
- .db %10101010 ; █ █ █ █
- .db %11010101 ; ██ █ █ █
- .db %10101010 ; █ █ █ █
- .db %11010101 ; ██ █ █ █
- .db %10101010 ; █ █ █ █
+ .db 16,7 ;unused .......:.......:
+ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
+ .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
+ .db %10101010,%10101010 ; █ █ █ █ █ █ █ █
spr_icon01:
- .db 8,7
- .db %10000000 ; █.......
- .db %10000000 ; █
- .db %10000000 ; █
- .db %10000000 ; █
- .db %10000000 ; █
- .db %10000000 ; █
- .db %10000000 ; █
+ .db 16,7 ;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 8,7
- .db %10000000 ; █
- .db %10000000 ; █
- .db %10000000 ; █
- .db %10000000 ; █
- .db %10000000 ; █
- .db %10000000 ; █
- .db %10000000 ; █
+ .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 ;empty .......:.......:
+ .db %10000000,%00000000 ; █
+ .db %10000000,%00000000 ; █
+ .db %10000000,%00000000 ; █
+ .db %10000000,%00000000 ; █
+ .db %10000000,%00000000 ; █
+ .db %10000000,%00000000 ; █
+ .db %10000000,%00000000 ; █
+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,%11100110 ; █ ████ ██
+ .db %10000001,%11100000 ; █ ████
+ .db %10000011,%10000000 ; █ ███
+ .db %10011000,%00000000 ; █ ██
+ .db %10111100,%11000011 ; █ ████ ██ ██
+ .db %10011000,%00000000 ; █ ██
;---------------------------- texts -------------------------------------------
-txt_about: .db "v0.6.820 ","by Shiar "
- .db "(ICQ#43840958)",0
-txt_1player: .db "1 PLAYER",0
-txt_2players: .db "2 PLAYERS",0
+txt_about: .db " v0.93.911",127,"by Shiar",0
+txt_email: .db "shiar0@hotmail.com",0
txt_level: .db "LEVEL ",0
txt_gameover: .db "GAME OVER!",0
+txt_score: .db "Score",0
+txt_hiscore: .db "Hiscore",0
txt_lives: .db "Lx0?",0
+txt_pressenter: .db "Enter to continue",0
;---------------------------- save data ---------------------------------------
-stored_data_start:
+PutWhere .dw GRAPH_MEM ;where to put the wide sprites
timer .db $00 ;frame counter
level .db $00 ;level number
eventtime .db $15 ;enemy frequency
eventleft .db $00 ;nr. of enemies still to come
nextevent .db $50 ;time to next event
+pickuptimer .db $04
score .dw $0000
+stored_data_start:
+hiscore .dw $0000
+stored_data_end:
+your_pickup .db $00
your_occ .db $00 ;0=normal 1..16=exploding
-lives .dw $0003 ;unused
+your_inv .db $50 ;invincibility left
+your_armor .db $13 ;HP left
+lives .db $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)
-
-nrenemies = 20
-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,$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
-
-; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
-; %11111111 (ship type 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_enemy02-spr_enemy01
- .db spr_enemy03-spr_enemy01
- .db spr_enemy04-spr_enemy01
-
+ .db spr_enemy01-spr_enemy00
+ .db spr_enemy02-spr_enemy00
+ .db spr_enemy03-spr_enemy00
+ .db spr_enemy04-spr_enemy00
+ .db spr_enemy05-spr_enemy00
+ .db spr_enemy06-spr_enemy00
+ .db spr_enemy07-spr_enemy00
+
+spr_enemy00:
+ .db 7,5 ;pickup
+ .db %11111110 ; ███████
+ .db %11111110 ; ███████
+ .db %11000110 ; ██ ██
+ .db %11111110 ; ███████
+ .db %11111110 ; ███████
spr_enemy01:
.db 6,6 ;enemy type one
.db %00111100 ; ████
.db %01110000 ; ███
.db %00111100 ; ████
spr_enemy02:
- .db 8,7 ;enemy type two
+ .db 8,6 ;enemy type two
.db %00111111 ; █████
.db %01111000 ; ████
.db %11111100 ; ██████
- .db %11111110 ; ███████
.db %11111100 ; ██████
.db %01111000 ; ████
.db %00111111 ; █████
.db %11111100 ; ██████
.db %01111110 ; ██████
.db %00011110 ; ████
+spr_enemy06:
+ .db 7,6 ;enemy type four
+ .db %00011100 ; ███
+ .db %01111110 ; ██████
+ .db %10111000 ; █ ███
+ .db %10111000 ; █ ███
+ .db %01111110 ; ██████
+ .db %00011100 ; ███
+spr_enemy07:
+ .db 8,6 ;enemy type four
+ .db %00011110 ; ████
+ .db %01111111 ; ███████
+enemy00:.db %10011100 ; █ ███
+ .db %10011100 ; █ ███
+ .db %01111111 ; ███████
+ .db %00011110 ; ████
-enemy01: ;HP:1 move:- fire:-
- .db %00000010,%00000000 ;first two enemy bytes
-enemy02: ;HP:1 move:1 fire:1.5%
- .db %00000010,%00000001
-enemy03: ;HP:2 move:- fire:3%
- .db %00000110,%00000010
-enemy04: ;HP:5 move:- fire:6%
- .db %00010010,%00000011
-enemy05: ;HP:10 move:- fire:25%
- .db %00100111,%00000100
+ ;enemyInfo: %000000:HP %10:occ $00:type $00:app $00:unused
+enemy01: ;#1 HP:1 app:random
+ .db %00000010,1,1,0
+enemy02: ;#2 HP:1 app:halflure
+ .db %00000010,2,3,0
+enemy03: ;#3 HP:1 app:random moving
+ .db %00000011,3,1,0
+enemy04: ;#4 HP:2 app:lure
+ .db %00000110,4,2,0
+enemy05: ;#5 HP:2 app:random moving
+ .db %00000111,5,1,0
+enemy06: ;#6 HP:3 app:lure moving
+ .db %00001011,6,2,0
+enemy07: ;#7 HP:6 app:halflure moving
+ .db %00010111,7,3,0
;----------------------------- level info -------------------------------------
level01:
- .db $00,$15,$30 ;enemy nr ; enemy frequency ; next lvl
-level02:
- .db $01,$11,$4c
+ .db $01,$1b,$2f ;enemy nr ; enemy frequency ; next lvl
+level02: ;frequency must be odd if halfluring!
+ .db $02,$11,$4b
level03:
- .db $02,$19,$40
+ .db $03,$1f,$3f
level04:
- .db $03,$0f,$50
+ .db $04,$0d,$4f
level05:
- .db $04,$2e,$3e
+ .db $05,$23,$3d
+level06:
+ .db $06,$1f,$39
+level07:
+ .db $07,$1d,$f9
;----------------------------- logo -------------------------------------------
;----------------------------- NEMESIS'86 by Shiar ----------------------------
;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS
-;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.6.820
-;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · 20.IIX.99
+;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.93.911
+;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · 11.IX.99
;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only
-;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2077 bytes on calc
+;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 3098 bytes on calc
;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR
-;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958
-;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar@wishmail.net
-;Homepage · · · · · · · · · · · · · · · · · · coming soon (www.wish.net/~shiar)
+;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958
+;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar0@hotmail.com
+;Homepage · · · · · · · · · · · · · · · · · · · · · · · · · · · · come.to/shiar
-;Beta: yes · · still to come: lives, armor, powerups, more levels, enemies...
-;Sound: no · · · · · · · · · · · · don't know if i'll make sounds... we'll see
-;Fun: yes · · · · · although not yet finished, the game is playable: 5 levels
-;Bugs: yes crashes after death; press <EXIT> at GameOver-screen. Send me more
-;Source: no · · · · · · · · not yet, will be released when Nemesis is finished
+;Notes:
+; <*> This game is not yet finished (BETA) and there may still be some bugs.
+; <*> I'll probably release the source when the game has been finished.
+; <*> Have fun, and have even more fun with the completed version of NEMESIS!
;----------------------------- version history --------------------------------
-;0.01.717 -- 17.VII.99 -- size 984
+;0.01.717 -- 17.VII.99 -- size 909
;
-; + movement of ship over whole screen
+; + used "Galaxian"-game engine (drawings, movement, enemy-routines)
+; + movement of ship over 3/4 screen (96 pixels; 32 pixels for score)
; + enemies moving from right to left, appearing right at specified times
;
-; 0.1.718 -- 18.VII.99 -- size 907
+; 0.1.718 -- 18.VII.99 -- size 832
;
; # no crash when level restarts for the third time
; * exit-procedure updated, unnecessary stuff/keychecks removed
-; * alot of unused code removed
+; - alot of unused code removed
; + different types of enemies (just look different)
; + collision detection!! enemy ships disappear when you hit them
;
-; 0.2.718 -- 18.VII.99 -- size 1153
+; 0.2.718 -- 18.VII.99 -- size 1078
;
; + ability to fire bullets (F1). Enemies disappear on impact
; * enemies explode instead of disappearing
;
-; 0.3.719 -- 19.VII.99 -- size 1401
+; 0.3.719 -- 19.VII.99 -- size 1326
;
; * bullets appear correctly (not INSIDE your ship)
; + some enemies can take multiple hits (differs per class)
; + all enemies fire bullets at random
; + if you're hit by bullet/enemy, you'll lose one hitpoint
;
-; 0.4.720 -- 20.VII.99 -- size 1481
+; 0.4.720 -- 20.VII.99 -- size 1406
;
; # collision detection fixed and optimized (much faster now!)
; + shell-icon added (YAS type)
; # enemies are removed when at left side (instead of becoming invisible)
; + displays level number before each level begins
;
-; 0.5.725 -- 25.VII.99 -- size 1778
+; 0.5.725 -- 25.VII.99 -- size 1703
;
; * waits a sec at level display (in case of accidental keypress)
-; * moving enemies (move up&down)
+; * moving enemies (move up+down)
; # bullets removed correctly so they can be used again later
; * first level made
; # enemy weaponfire is fired from correct positions
; * game over screen will be displayed just *after* your ship's gone
; + frame counter onscreen
;
-; 0.6.820 -- 20.IIX.99 -- size 2152 (2077 on calc)
+; 0.6.820 -- 20.IIX.99 -- size 2077 -- MAJOR UPGRADE first release (not on web)
;
; * play field increased to full screen instead of 3/4
; + bottom eight lines used for score (etc) display
; # 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#)
+;
+;0.61.825 -- 25.IIX.99 -- size 2085 -- small changes to v0.6
+;
+; # 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 -- optimizations and pickups
+;
+; + 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 -- small improvements and bugfixes
+;
+; + 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 -- FIRST MAJOR (BETA) RELEASE; on websites
+;
+; # 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 -- good improvements (upgrades); beta rel.
+;
+; + 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
+;
+; 0.92.98 -- 08.IX .99 -- size 2831 -- beta released to testers
+;
+; + all bullets and enemies are removed at the start of a level
+; # you can fire bullets again (no more laser at startup)
+; * pickups aren't given at random, but appear every x enemies destroyed
+; # solved a minor bug in invulnerability flashing display
+; * clearScreen procedure improved (faster and smaller)
+; # fifth icon couldn't be selected (so no multiples selectable). fixed
+; * laserbeam lasts 5 turns (laser wasnt good enough compared to bullets)
+;
+;0.93.911 -- 11.IX .99 -- size 3098
+;
+; # torpedo-upgrade was cleared when firing torpedo at the end of a level
+; * pickups move away half the speed of enemies (one pixel every 2 turns)
+; # fixed a bug causing some calcs to crash on quit
+; # contrast was not restored after game over (remained one step darker)
+; * fire key changed from F1 to 2ND, select key changed from F2 to ALPHA
+; * improved key-checking procedureS (much faster, smaller, better, yea)
+; * changed title screen, displays version white on black and my e-mail
+; + score count!! simple system: one point for an enemy destroyed, two
+; for collision, and one point every 256 frames. plus level clear bonus
+; + saves HISCORE!!! At game-over screen your- and hi-score are displayed
+; * Game over screen will be displayed before quit after pressing <exit>
+; + screen is cleared and cursor moved to top-left on quit
+; * multiples move only when YOU move, just like the original MSX-Nemesis
+; * multiple is placed at your position when selected/at start of level
+; * minor changes in iconbar (3rd icon is empty, line between 5th/score)
+
; + added - removed * changed # bug fixed