level_enemy = nextevent+1 ; +7 ;enemy type
level_info = level_enemy+1 ; +8 ;info (see below)
level_move = level_info+1 ; +9 ;=
+time2invert = level_move+1 ;+10 ;time until b<>w switch
; ;--------OBJECTS
spacespace = storepos+19 ;+19
groundinfo = spacespace+1 ;+20
jr z,menuchange
cp K_EXIT
jr z,menuexit
- ld hl,_invert
cp K_F1
- cal z,undo_invert
- cp K_F2
cal z,do_invert
cp K_ENTER
jr nz,menuloop
ld a,(menuitem)
dec a
- cal nz,New_game
- jp samelevel ;game_main_loop
+ cal nz,New_game ;NEW GAME
+ jp samelevel ;CONTINUE: game_main_loop
menuexit:
ld hl,0
ld (menuitem),a
jr menuloop
-do_invert:
- ld (hl),$2F ;cpl
- ret
-undo_invert
- ld (hl),$B7 ;or a
+do_invert: ;invert screen (b<>w); destr:b
+ psh hl
+ ld b,a ;psh a
+ ld hl,_invert
+ ld a,$98
+ xor (hl) ;$2F (cpl) <-> $B7 (or a)
+ ld (hl),a
+ ld a,b ;pop a
+ pop hl
ret
;----------------------------------------------------------------------------
game_main_loop: ;REPEATS FROM HERE EVERY FRAME
ld hl,timer ;update time
inc (hl) ;increase by 1
- jr nz,Clear_screen ;continue when new time <> 0
- ld hl,1 ;once every 256 frames, increase score by 1
- cal scoreInc ;do it
+ ld a,(hl)
+ and %11111
+ ld hl,1 ;once every 32 frames, increase score by 1
+ cal z,scoreInc ;do it
Clear_screen:
ld hl,GRAPH_MEM ;move from (hl) = top left
cal Level_event ;insert enemies
cal Display_Screen ;display all
+ ld b,1
+___:
halt ;delay
+ dnz ___
jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
inc_weapdamage:
jr z,ground_tunnel ;tunnel effect
ground_boring:
ld a,(groundpos) ;type 0
+ jr newground+1
ground_tunnel:
ld a,(groundpos+14)
ld d,a
ld hl,spacespace
-
- ld bc,$201 ;range=1..3
- cal Random ;a=1-3
- dec a
- jr z,newground ;same if a=1
- dec a
- jr z,gtunneldown ;down if a=2
-gtunnelup: ;up if a=3
- ld a,(hl)
+ ld bc,$500 ;range=0..4
+ cal Random ;a=0..4
+ dec a ;a=-1..3
+ dec a ;a=-2..2
+ ld b,a
+ add a,(hl) ;add to spacesize (so +2..-2)
+ cp 10
+ jr c,newground ;>=0 then don't change
+ ld c,a
+ ld a,d
+ add a,b ;new position
or a
- jr z,newground ;a>=0 (a=0 actually)
- inc (hl)
- inc d
- jr newground
-gtunneldown:
- ld a,1
- cp d
- jr z,newground
- dec d
- dec (hl)
+ jr z,newground ;may not be 0 (=256)
+ cp -10
+ jr nc,newground ;and not be <0 (>246)
+diffground:
+ ld d,a
+ ld (hl),c
newground:
ld a,d
ld (groundpos+15),a ;save new byte on the right
ld b,16 ;display width = 16 bytes (16*8bits=256pixels)
displaytloop:
ld a,(hl) ;copy byte from (hl)
-_invert:
- cpl ;xor $ff: invert byte (white<=>black)
+_invert: ;SMC: cpl <-> or a
+ cpl ;xor $ff: invert byte (white<=>black)
ld (de),a ;to (de)
inc hl \ inc de ;next byte
dnz displaytloop ;16x hl >> de
dec c ;next line
- jr nz,displayloop ;loop 64x
+ jr nz,displayloop ;loop 56x
+
+ ld hl,time2invert
+ ld a,(hl)
+ or a ;(time2invert)=0:
+ jr z,noinvert ; do nothing
+ dec a ;otherwise decrease
+ cal z,do_invert ;if it became 0 then invert
+ ld (hl),a ;save new value
+noinvert:
ld hl,$396b ;Display Score
ld (_penCol),hl ;bottom right of screen
inc a ;no! next (explosion)frame
ld (your_occ),a ;save
- cp 34 ;last explosion frame?
+ cp 64+1 ;last explosion frame? (1-16=1st;49-64=4th)
jp c,exploding_you ;not yet: display explosion
- cp 40 ;delay finished?
+ cp 64+16 ;delay finished?
jp z,You_die ;yes = game over
ret ;don't display anything
no_up: ld e,(hl) ;e=y
ld ix,spr_ship01 ;normal ship sprite
+your_shipspr =$-2
ld hl,your_inv ;invulnerable?
ld a,(hl) ;load time in a
or a ;is it 0?
and %00000100 ;a switches 0<->1 every 2 frames
jr z,disp_ship ;show normal ship
inv_flicker:
- ld ix,spr_ship01i ;display invulnerable ship
+ ld bc,spr_ship01i-spr_ship01
+ add ix,bc ;display invulnerable ship
disp_ship:
cal safeputsprite ;display your ship; save de
exploding_you:
srl a ;half the framerate
- dec a ;first frame is 1>inc>srl>dec = 0
+ srl a ;half that framerate
+ srl a ;and half again that framerate
ld hl,x-1
+ ld ix,spr_yexplosion ;base sprite
-explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos--
+explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite
and %11111110
add a,a
add a,a ;frame*8
ld c,a
ld b,0 ;bc=a
- ld ix,spr_explosion ;base sprite
add ix,bc ;go to correct sprite (each spr. is 8 bytes)
inc hl
ld d,(hl) ;load xpos
;----hit----
damage_you: ;damages you B points
- ld a,(your_inv) ;invulnerability left?
+ ld a,(your_inv) ;shield left?
or a
- ret nz ;return if inv>0
+ jr z,dothadamage ;no shield
+ srl b ;shield: half the damage
+dothadamage:
+ ld hl,time2invert
+ xor a ;a=0
+ cp (hl) ;no already inverted?
+ cal z,do_invert ;then invert screen
+ ld a,2
+ ld (hl),a ;change back 2 frames from now
+
ld hl,your_armor ;armor left
ld a,(hl) ;load hp in A
sub b ;decrease hp by B
jr z,found_ybullet ;0 = no bullet here
add hl,de
dnz find_ybullet ;look next bullet
- pop hl ;don't try to fire any other bullets
- ret ;so ret twice
+ ret ;none found, return don't fire
found_ybullet:
ld (hl),c ;use the bullet and set correct bullet-type
dec hl ;@x
dec hl ;@damage
ld a,(hl) ;bullet damage=size
- ld hl,XLbullettable ;pointer to first bullet
+ ld hl,bullettable ;pointer to first bullet
srl a
srl a ;per 4
ld d,0
or a ;has it reached zero?
ret nz ;nope: get outta here!
- ld a,0 ;enemy frequency (lvl)
-eventtime =$-1
+ ld bc,0 ;enemy frequency (lvl)
+eventtime =$-2
+ cal Random
ld (nextevent),a ;set time to next event
ld hl,eventleft
dec (hl) ;update enemy-counter
jr z,remove_enemy ;remove when at last frame
inc a
ld (hl),a ;next frame
+ dec a ;1-16 -> 0-15
+ ld ix,spr_explosion ;base sprite
cal explosion_stuff ;display explosion
jr next_enemy
xor a ;blank line mask
cal drawline ;clear scorebar
- cal disp_lives
+disp_lives:
+ ld de,5 ;(0,5)
+ ld a,(your_lives) ;nr of lives
+ or a
+ jr z,displivesdone ;no lives
+ ld b,a
+displivesloop:
+ psh bc
+ ld ix,spr_lship
+ cal safeputsprite ;put li'l ship
+ ld a,lshipsize+1
+ add a,d
+ ld d,a ;x=x+5
+ pop bc
+ dnz displivesloop ;one ship per life
+displivesdone:
ld ix,spr_icon01 ;armorIcon
ld de,$1901 ;icon #1
ret
disp_armor:
+ ld de,16 ;line size
ld hl,(57*16)+VIDEO_MEM+3
ld b,3
armorbarclr:
dec hl
ld (hl),0
+ add hl,de
+ ld (hl),0
+ sbc hl,de
dnz armorbarclr
ld a,(your_armor) ;load your armor
ld b,a ;loop b=a times
armorbar: ;starting at ($39*16)+VIDEO_MEM
ld (hl),%11111111 ;draw a piece of the bar
+ add hl,de ;one down (resets carry)
+ ld (hl),%11111111 ;same piece
+ sbc hl,de ;up again
inc hl ;next position
dnz armorbar ;loop it b times
dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100)
armorbarready: ; (an if B=3 then a=%11100000)
ld (hl),a ;draw this last byte
+ add hl,de
+ ld (hl),a ;and just below
ret
disp_charge:
- ld hl,(58*16)+VIDEO_MEM+3
+ ld hl,(59*16)+VIDEO_MEM+3
ld b,3
chargebarclr:
dec hl
ld (hl),0
dnz chargebarclr
+
ld a,(weapincs) ;load bar size (0-80)
srl a ;half the size (0-40)
srl a ;again half that size (0-20 pixels)
chargebar: ;starting at ($39*16)+VIDEO_MEM
ld (hl),%11111111 ;draw a piece of the bar
inc hl ;next position
- dnz armorbar ;loop it b times
+ dnz chargebar ;loop it b times
nochargebar:
ld a,c ;pop a
and %111 ;display last bits of chargebar
ld (hl),a ;draw this last byte
ret
-disp_lives:
- ld hl,$3A00 ;display Lives
- ld (_penCol),hl ;bottom left
- ld hl,savestr+2
- ld (hl),'L'
- inc hl
- ld (hl),'x'
- inc hl
-
- ld a,(your_lives) ;nr of lives in a
- add a,'0' ;make digit
- ld (hl),a
- dec hl \ dec hl
- jp _vputs ;display on screen +ret
-
;--------------------------- proc -------------------------------------------
Random: ;a=c<random<b+c; destr:none
- ld a,r
- add a,0 ;increase last value by 0-255 (r)
-ranseed =$-1
- ld (ranseed),a ;save for next time
- cp b ;a>=b
- jr nc,Random ;then add again
+ psh hl
+ ld hl,rancount ;amount to increase with (0-255)
+randomloop:
+ inc (hl) ;change for next time
+ ld a,r ;value $0-7F (can be _anything_ so watch out!)
+ add a,0 ;add to last random value
+ranseed =$-1 ;SMC :P
+ add a,(hl) ;add the changing increase value
+ ;(this is because R can be anything;
+ ; ie always be even so freeze when a must be 1<=a<=1)
+ ld (ranseed),a ;save for next time
+ cp b ;a>=b
+ jr nc,randomloop ;then add again
add a,c ;a<b; a=a+c
+ pop hl
ret
+rancount: .db 0
RandomY: ;HL = random Y 0..50 right side ((1..51)*16-1)
psh bc
- ld bc,1+50*256 ;range=1..51
+ ld bc,50*256+1 ;range=1..51
cal Random ;a = 1..51
ld h,0
ld l,a ;hl = 1..51
New_game: ;stack must be +1 (so change the jp in cal :)
xor a ;ld a,0
+ ld (time2invert),a ;keep the screen as it is
ld (your_score),a ;reset score
ld (your_score+1),a ;reset score (0)
ld (torp_occ),a ;no torpedoes
ld b,0 ;advance one level
ld c,(hl)
add hl,bc ;passed the enemies
- ld c,1+6+32+4
+ ld c,1+7+32+4
add hl,bc ;update to point to next level
ld (levelp),hl ;save
samelevel:
+ ld hl,(your_ship)
+ ld (your_shipspr),hl
+
ld a,80
ld (nextevent),a ;time to first enemy appearance
ld de,lvlenemies ;table of enemies
ldir ;load enemies to table
ld a,(hl) ;load new appearance-time
- ld (eventtime),a ;set
+ ld (eventtime),a
+ inc hl
+ ld a,(hl)
+ ld (eventtime+1),a ;set
inc hl
ld a,(hl) ;load nr of enemies in this level
ld (eventleft),a ;set nr of events left
ld a,1 ;if so, set to "ready to fire" (=1)
torpsclear:
+ ld a,(your_weapon)
+ cal loadweapon
+
ld hl,enemies ;remove all enemies and bullets
ld (hl),0 ;clear first byte
ld de,enemies+1 ;copy this to the next byte
;b=5: a=%00000111
;b=6: a=%00000011
;b=7: a=%00000001
- res 7,d ;subtract 128, if X was -1 (255) it is now 127
+ res 7,d ;X+128 (right side of screen)
dec e ;Y--
jr CSdisplay ;done clipping
.db %00100100 ; █▒ █
spr_yexplosion:
- .db 8,6 ;8
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
- .db %00000000 ;
+ .db 8,5 ;1
+ .db %00000000
+ .db %00101100 ; █ ██
+ .db %00011110 ; ████
+ .db %00110100 ; ██ █
+ .db %00011000 ; ██
+ .db %00000000
+
+ .db 8,5 ;2
+ .db %00111000 ; ███
+ .db %01011100 ; █ ███
+ .db %10010111 ;█ █ ███
+ .db %01000110 ; █ ██
+ .db %00111000 ; ███
+ .db %00000000
+
+ .db 8,6 ;3
+ .db %00111100 ; ████
+ .db %01001111 ; █ ████
+ .db %10100011 ;█ █ ██
+ .db %11000110 ;██ ██
+ .db %01110101 ; ███ █ █
+ .db %00111000 ; ███
+
+ .db 8,6 ;4
+ .db %00110110 ; ██ ██
+ .db %00000101 ; █ █
+ .db %11000001 ;██ █
+ .db %01100001 ; ██ █
+ .db %11000010 ;██ █
+ .db %01010001 ; █ █ █
;--------------------------------- bullets ----------------------------------
.db %11110000 ;████▒
.db %01100000 ; ██▒
-XLbullettable:
+bullettable:
.db (spr_bullet01-spr_bullet01) ;0
.db (spr_bullet02-spr_bullet01) ;4
.db (spr_bullet03-spr_bullet01) ;8
;------------------------------------ bar -----------------------------------
+spr_lship:
+ .db 5,3
+ .db %11100000
+ .db %01111000
+ .db %11100000
+lshipsize = 5
+
spr_icon:
.db 16,7 ;selected .......:.......:
.db %11111111 ; ████████████████
level .db $01 ;level number
levelp .dw level01 ;pointer to level data
pickuptimer .db $04 ;counts when to place a pickup
-your_score .dw $0000
+your_ship .dw spr_ship04 ;your sprite
+your_score .dw $0000 ;current score
your_pickup .db $04
your_occ .db $00 ;0=normal 1..16=exploding
torp_pos .dw $0000 ;torpedo position (x,y)
storesave_end:
-
;XLlevelsdata:---------------------------------------------------------------
level00:
.db 0 ;story identifier
.db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06
- .db $1b,$1d,"storyline coming soon..." ,0,0,$1d,$06
- .db $09,$19,"the Nemesis saga continues",0,1
- .db $2e,$21,"with NEMESIS 86" ,0,1
+ .db $1b,$1d,"STORYLINE COMING SOON" ,0,0,$1d,$06
+ .db $09,$19,"STORYLINE COMING SOON" ,0,1
+ .db $2e,$21,"**** NEMESIS 86" ,0,1
.db $52,$36,"by Shiar" ,0,0,$19,$23
.db $ff ;story end
;format:[nr.dif.enemies]x [enemy nr]
-; [enemy frequency] [next lvl]
+; [min. enemy frequency] [enemy frequency max.inc] [next lvl]
; [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire]
; [level_move] [tunnel size] [groundtype]
; [16_ground] [16_ceiling] [stars1] [stars2]
.db $07,$08 ;moveType; enemyType
level01: ;efrequency must be odd if halfluring!
- .db 3,$01,$02,$03
- .db $1b,$2f,%00010000
- .db 0
- .db 0,0
+ .db 3,1,2,3
+ .db 6,10,180,%00000000
+ .db 2,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db $07,$08 ;moveType; enemyType
+level02: ;efrequency must be odd if halfluring!
+ .db 3,4,5,6
+ .db 30,1,40,%00010000
+ .db 0,0,0
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
.db 1,1
.db $FF
.db $07,$09
-level02:
+level03:
.db 1,$02
- .db $13,$4b,%00100100,0,0,0
- .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1
+ .db $13,40,$4b,%00100100,0,-5,1
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
.db 1,1
.db $FF
.db $07,$09
-level03:
+level03a:
.db 1,$03
.db $2d,$3f,%00010110,0,-9,1
.db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20
;------------------------------ enemies -------------------------------------
-;format: [000000:HP 00:occ] [HP64] [sprite] [appearance(ypos)]
+;format: [HP64] [000000:HP 00:occ] [sprite] [appearance(ypos)]
; [time2fire] [firefreq] [0] [0]
enemyspecs:
- .db 0,%00100110,(spr_enemy01-spr_enemy00)/2,1,10,10,0,0 ;#1
- .db 0,%00101010,(spr_enemy02-spr_enemy00)/2,3,20,20,0,0 ;#2
- .db 0,%00001111,(spr_enemy03-spr_enemy00)/2,2,100,5,0,0 ;#3
+ .db 0,%00100110,(spr_enemy01-spr_enemy00)/2,1,0,0,0,0 ;#1
+ .db 0,%00111111,(spr_enemy02-spr_enemy00)/2,1,0,0,0,0 ;#2
+ .db 0,%01011010,(spr_enemy03-spr_enemy00)/2,1,0,0,0,0 ;#2
+
+ .db 0,%00100110,(spr_enemy04-spr_enemy00)/2,1,1,46,0,0 ;#1
+ .db 0,%00101010,(spr_enemy05-spr_enemy00)/2,3,39,13,0,0 ;#2
+ .db 0,%00001111,(spr_enemy06-spr_enemy00)/2,2,87,5,0,0 ;#3
.db 0,%00000110,(spr_enemy04-spr_enemy00)/2,2,0,0,0,0 ;#4
.db 0,%00000111,(spr_enemy05-spr_enemy00)/2,3,0,0,0,0 ;#5
.db 0,%00011011,(spr_enemy07-spr_enemy00)/2,3,0,0,0,0 ;#7
.db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,1,15,10,0,0 ;boss1
- .db 1,%11001011,(spr_boss0_2-spr_enemy00)/2,3,10,8,0,0 ;boss2
+ .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,3,10,8,0,0 ;boss2
.db 0,%00000000,0,0,0,0,0,0
.db 0,%00000000,0,0,0,0,0,0
.db %00011000 ; ██
spr_enemy01:
+ .db 7,6 ;enemy type one
+ .db %00011000 ; ██
+ .db %01111100 ; █████
+ .db %11111110 ;███████
+ .db %11111110 ;███████
+ .db %11111100 ;██████
+ .db %01110000 ; ███
+spr_enemy02:
+ .db 8,7 ;enemy type two
+ .db %00111100 ; ████
+ .db %01111110 ; ██████
+ .db %01111111 ; ███████
+ .db %11111111 ;████████
+ .db %11111111 ;████████
+ .db %11110110 ;████ ██
+ .db %01100000 ; ██
+ .db 0
+spr_enemy03:
+ .db 8,8 ;enemy type three
+ .db %00011110 ; ████
+ .db %01110011 ; ███ ██
+ .db %01111101 ; █████ █
+ .db %11111111 ;████████
+ .db %11111110 ;███████
+ .db %11111110 ;████████
+ .db %01111110 ; ███████
+ .db %00011100 ; ███
+spr_enemy04:
.db 6,6 ;enemy type one
.db %00111100 ; ████
.db %01110000 ; ███
.db %11110000 ; ████
.db %01110000 ; ███
.db %00111100 ; ████
-spr_enemy02:
+spr_enemy05:
.db 8,6 ;enemy type two
.db %00111111 ; █████
.db %01111000 ; ████
.db %11111100 ; ██████
.db %01111000 ; ████
.db %00111111 ; █████
-spr_enemy03:
+spr_enemy06:
.db 6,6 ;enemy type three
.db %01111100 ; █████
.db %11110000 ; ████
.db %11111000 ; █████
.db %11110000 ; ████
.db %01111100 ; █████
-spr_enemy04:
+spr_enemy06A:
.db 6,6 ;enemy type four
.db %00111000 ; ███
.db %01111100 ; █████
.db %11111000 ; █████
.db %01111100 ; █████
.db %00111000 ; ███
-spr_enemy05:
+spr_enemy07:
.db 7,6 ;enemy type five
.db %00011110 ; ████
.db %01111110 ; ██████
.db %11111100 ; ██████
.db %01111110 ; ██████
.db %00011110 ; ████
-spr_enemy06:
+spr_enemy08:
.db 7,6 ;enemy type six
.db %00011100 ; ███
.db %01111110 ; ██████
.db %10111000 ; █ ███
.db %01111110 ; ██████
.db %00011100 ; ███
-spr_enemy07:
+spr_enemy09:
.db 8,6 ;enemy type seven
.db %00011110 ; ████
.db %01111111 ; ███████
.db %10011100 ; █ ███
.db %01111111 ; ███████
.db %00011110 ; ████
-spr_enemy08:
+spr_enemy10:
.db 8,6 ;enemy type seven
.db %00011110 ; ████
.db %01111111 ; ███████
.db %00011110 ; ████
spr_boss0_1:
+ .db 16,19 ;boss type one :
+ .db %00000000 ; █ █
+ .db %00000111 ; ███ ███
+ .db %00000011 ; ████ █
+ .db %00000001 ; ██ ██
+ .db %00000011 ; ███ ██
+ .db %00000000 ; █████
+ .db %00010111 ; █ ██████████
+ .db %00111111 ; ██████ ██ ██
+ .db %11111000 ;█████ ██ █ ███
+ .db %00001111 ; █████ ██ █ █
+ .db %11111000 ;█████ ██ █ ███
+ .db %00111111 ; ██████ ██ ██
+ .db %00010111 ; █ ██████████
+ .db %00000000 ; █████
+ .db %00000011 ; ███ ██
+ .db %00000001 ; ██ ██
+ .db %00000011 ; ████ █
+ .db %00000111 ; ███ ███
+ .db %00000000 ; █ █
+ .db 19
+ .db %01010000
+ .db %01110000
+ .db %11010000
+ .db %10110000
+ .db %10110000
+ .db %11111000
+ .db %11111110
+ .db %01101100
+ .db %11010111
+ .db %10110101
+ .db %11010111
+ .db %01101100
+ .db %11111110
+ .db %11111000
+ .db %10110000
+ .db %10110000
+ .db %11010000
+ .db %01110000
+ .db %01010000
+ .db 0
+spr_boss0_2:
.db 16,10 ;boss type one :
.db %00000001 ; █████████
.db %00001111 ; ███████████
.db %11110000
.db %11111110
.db %11111111
-spr_boss0_2:
+ .db 0
+spr_boss0_3:
.db 16,10 ;boss type:one :
.db %11111110 ; ███████
.db %00001111 ; █████ ████
.db %11100011
.db %10001111
.db %00000000
+ .db 0
;----------------------------------------------------------------------------
;----------------------------- logo ------------------------------------------
; * the frequency an enemy fires bullets is defined per enemy
; + wide clipped sprites implemented (width 1-16 pixels)
; # bosses first move left until x=100, otherwise they'd be off-screen
+; * at status bar left below ships are displayed for lives left
+; * armor bar is two pixels high (better visible)
+; # bullet overflow fixed again (>63 bullets fired)
+; # correct weapon loaded when continuing a saved game
+; # game doesn't freeze when generating a random value <=1
+; * you explode in a different way than the enemies
+; + screen inverts for a brief time when you are hit!
+; # stats-bar was messed up when ya got 0 lives left
+; * new (big) boss; "asteroids" level #1
+; * score increased once every 32 frames (instead of 256)
+; # ground fixed for new random routine (smaller routine; incs -2 to 2)
;
;
; + added - removed * changed # bug fixed
\ No newline at end of file