-;------------------------------------------------------------------------------
-;---------------------- NEMESIS -----------------------------------------------
-;------------------------------------------------------------------------------
+;----------------------------------------------------------------------------
+;---------------------- NEMESIS ---------------------------------------------
+;----------------------------------------------------------------------------
; Title : Nemesis
; Version : 0.96
#define psh push ; ^:D
#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero
+;GRAPH_MEM = $C9FA ;display buffer
TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0
_clrWindow = $4a86 ;a new procedure from AsmStudio86 inc. files
_ex_ahl_bde = $45f3
;---------------------- in-game vars ----------------------------------------
just_fired = storepos+2 ; +2 ;counts how long a blast lasts
-curline = storepos+2 ; +2 ;used to display SFX
menuitem = storepos+2 ; +2 ;used to store menu location
hiscorepos = storepos+2 ; +2
-RanPos = storepos+3 ; +3 ;used for making random values
timer = storepos+4 ; +4 ;frame counter
;--------YOU
x = storepos+5 ; +5 ;your ship's position
;---------------------- init ------------------------------------------------
-level_name: .db 8,"nemesis0"
-
int_handler:
ex af,af'
in a,($03)
init: cal BUSY_OFF ;turns the run-indicator off, obviously
cal _clrScrn ;clean the screen
xor a ;ld a,0
- ld (iy+13),a ;don't affect TEXT_MEM and don't scroll screen
+ res 2,(iy+13) ;don't scroll the screen
cal _flushallmenus ;remove TI menus
- ld (_asapvar+1),a ;Asm( thinks it's the first time it runs Nems.
FixKeys: ;fixes some key problems like left+down bug
im 1
ld (de),a ;clear/n byte
inc de ;next
dnz AboveLogo ;repeat for the first line
-
ld bc,16*19 ;logo size
ldir ;display one line of 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 hl,16*$33+VIDEO_MEM ;$33 rows down
+ ld b,16*7 ;draw black 7 lines
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)
dnz underline ;repeat
- set 3,(iy+5) ;set white on black
- ld hl,$3320 ;near the bottom of the screen
- ld (_penCol),hl
- ld hl,txt_about ;display version and author (yes, that's me!)
- cal _vputs ;useful procedure if you want to display somtn
- res 3,(iy+5) ;return to default black on white
-
- ld hl,$3a1e ;below previous stuff
+ ld hl,_txt_email ;at the very bottom of tha screen
ld (_penCol),hl
ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!!
cal _vputs ;VERY important, so display in small font ?:}
+ set 3,(iy+5) ;set white on black
+ ld de,_txt_about ;near the bottom of the screen
+ ld (_penCol),de ;hl=txt_email++=txt_about
+ cal _vputs ;display version + me
+ res 3,(iy+5) ;return to default black on white
+
dispmenu:
ld de,$0304
ld (_curRow),de
cp K_DOWN
jr z,menuchange
cp K_EXIT
- jp z,game_over_nopop
+ jr z,menuexit
ld hl,_invert
cp K_F1
cal z,undo_invert
ld a,(menuitem)
dec a
- jr nz,startnewgame
- cal samelevel
- jr game_main_loop
+ cal nz,New_game
+ jp samelevel ;game_main_loop
+
+menuexit:
+ ld hl,0
+ ld (your_score),hl
+ jp game_over
menuchange:
ld a,(menuitem)
ld (hl),$B7 ;or a
ret
-startnewgame:
- cal New_game
-
;----------------------------------------------------------------------------
;---------------------- game loop -------------------------------------------
;----------------------------------------------------------------------------
game_main_loop: ;REPEATS FROM HERE EVERY FRAME
ld hl,timer ;update time
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
+ jr nz,Clear_screen ;continue when new time <> 0
ld hl,1 ;once every 256 frames, increase score by 1
cal scoreInc ;do it
-updaterandom:
- ld hl,RanPos ;random counter
- ld a,r ;add r register to randomize
- add a,(hl) ;add previous random value
- add a,b ;even more random by adding timer
- ld (hl),a ;save even more random value back
-
Clear_screen:
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!
+ ldir ;all clear!
ld a,(timer)
and %11
jr z,movestarsdone ;don't move stars once every 4 frames
-
cal movestars1 ;move the stars on the FRONT layer
cal movestars2 ;move the distant stars
-
movestarsdone:
ld a,(stars1) ;star positions (the missing byte...)
ld b,nrstars1 ;how many stars? now we know.
ld hl,starx1 ;points to the position of the stars
cal DisplayStars ;display front layer stars
-
ld a,(stars2) ;weren't you paying attention five lines ago?
ld b,nrstars2 ;that many?! whow!
ld hl,starx2 ;and there they are
and %00000110 ;isolate ground&ceiling
jr z,game_stuff ;both non-present
and %00000010 ;bit representing the presence of any ceiling
- cal nz,Handle_ceiling ;scroll the ceiling (if any)
- cal Handle_ground ;scroll the ground
+ cal nz,Handle_ceiling ;scroll the ceiling (if any) +check4collision
+ cal Handle_ground ;scroll the ground and check if we're dead
game_stuff:
+ cal Handle_Ship ;move you
ld a,(your_occ) ;are you 100% OK?
or a ;a=0??
jr nz,_gamestuff1 ;then don't check for movements/fires/...
- ld a,(level_info) ;the same level info
- and %00000110 ;isolate ground&ceiling again
- jr z,check_keys ;no ceiling nor ground
- and %00000010 ;this bit will tell us if there is a ceiling
- cal nz,CheckCeiling ;if there is, check it
- cal CheckGround ;check for collision with the ground
-
check_keys:
ld a,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
out (1),a ;ask for them
check_exitkey:
bit 6,a ;test bit 6 = exit-key = EXIT
- jp z,game_over_nopop ;<exit> pressed, so be it
+ jp z,game_over ;<exit> pressed, so be it
check_morekey: ;another unused label... poor compiler
bit 7,a ;test bit 7 = more-key = PAUSE
cal z,Pause ;yes, go to pause
cal inc_weapdamage
_gamestuff1:
- cal Handle_Ship ;move you
- cal Handle_bullets ;move your bullets
- cal Handle_torp ;move your torpedo
-
cal Handle_enemies ;move enemies
+
+ cal Handle_bullets ;move your bullets + check for hits
cal Enemy_bullets ;move enemy bullets
+ cal Handle_torp ;the same for your torpedo (assuming u have 1)
cal Level_event ;insert enemies
cal Display_Screen ;display all
- halt ;delay
+ halt ;delay
jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
inc_weapdamage:
ld a,0
weapincs =$-1
inc a
- cp 31
- ret nc ;return if increased 16 times or more already
- ld (weapincs),a
+ cp 97 ;max. 96 times (=96/16=6 increases)
+ ret nc ;return if already maxed
+ ld (weapincs),a ;save new incs
- ld b,1
+ and %11110000 ;clear last 4 bits so no cf when rotating
+ ;btw: AND resets cf
+ rra ;rotate acting as shift (srl a) but just 1B
+ rra
+ rra
+ rra ;increase once just every 16 turns
+ ld b,a ;times to increase
+incthedamage:
+ add a,1 ;increase damage for one increase
+weapdaminc =$-1
+ dnz incthedamage ;a=total increase damage
+ ld b,1 ;minimal damage
weapdamage =$-1
- add a,b
-
- ld (curweapdamage),a
+ add a,b ;a=total damage
+ ld (curweapdamage),a ;safe the current damage
+ cal disp_charge
ret
;--------------------------- ground -----------------------------------------
ld (groundpos+15),a
ld hl,spacespace
- ld a,(RanPos)
- ld b,a
- bit 1,a
- jr z,ground_previous
- bit 2,a
- jr z,gtunneldown
-gtunnelup:
+ ld bc,$201 ;range=1..3
+ cal Random ;a=1-3
+ dec a
+ jr z,ground_previous ;same if a=1
+ dec a
+ jr z,gtunneldown ;down if a=2
+gtunnelup: ;up if a=3
ld a,(hl)
or a
jr z,ground_previous ;a>=0 (a=0 actually)
ld a,(hl)
cp -25
jr nc,Display_ground
- ld a,b
+ ld a,b ;&&&random
and %1
ld b,0
jr nz,gtunnelup
ld b,c ;pop b used by groundloopup
dnz groundloopright ;loop right for entire screen (16x)
pop hl \ pop hl ;restore stack
- ret
CheckGround: ;check for collision with the ground
ld a,(x)
ld (ceilingpos+15),a
ld hl,spacespace
- ld a,(RanPos)
- ld b,a
- bit 4,a
- jr z,ceiling_previous
- bit 5,a
- jr z,ctunnelup
-ctunneldown:
+ ld bc,$201 ;range=1..3
+ cal Random ;a=1-3
+ dec a
+ jr z,ceiling_previous ;1:same
+ dec a
+ jr z,ctunnelup ;2:up
+ctunneldown: ;3:down
ld a,(hl)
or a
jr z,ceiling_previous
ld b,c ;pop b used by groundloopup
dnz ceilingloopright ;loop right for entire screen (16x)
pop hl \ pop hl ;restore stack
- ret
CheckCeiling: ;check for collision with the ground
ld a,(x) ;your x
and %00001111
cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1
jr nz,newstarok
- cal Random5016
+ cal RandomY
newstarok:
ld (ix),l
;--------------------------- exit -------------------------------------------
-quit:
- im 1 ;release keyfix procedure
- ld (iy+13),3 ;use textshadow (TEXT_MEM) and scrolling
-
+quit: im 1 ;release keyfix procedure
+ set 2,(iy+13) ;set back screen scrolling
+ xor a
+ ld (_asapvar+1),a ;next Asm( run will reload the program
ld hl,GRAPH_MEM ;graph-screen location
ld de,GRAPH_MEM+1
- ld (hl),0
+ ld (hl),a
ld bc,1024-1 ;do it 1024 times = entire screen
ldir
-
jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the
;_clrScrn) AND also executes _homeup and ret
;--------------------------- display ----------------------------------------
Display_Screen:
- ld hl,GRAPH_MEM ;from storage (top left)
- ld de,VIDEO_MEM ;to screen (top left)
+ ld hl,GRAPH_MEM ;from buffer (top left)
+ ld de,VIDEO_MEM ;to real screen (top left)
ld c,56 ;display height = 64 bytes (minus 8 for bar)
displayloop:
ld b,16 ;display width = 16 bytes (16*8bits=256pixels)
ld hl,$396b ;Display Score
ld (_penCol),hl ;bottom right of screen
- ld hl,(score)
+ ld hl,(your_score)
_D_HL_DECI: ;------- display 5-digit value -------
ld de,savestr+4 ;savenr saves number string
jp z,You_die ;yes = game over
ret ;don't display anything
+;----move----
ok: ;we are
ld a,%01111110 ;get arrow keys
out (1),a ;it's cold outside
jr nc,no_right
ld (hl),a
no_right:
- ld d,(hl)
+ ld d,(hl) ;d=x
inc hl
rr b
jr c,no_up
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
+no_up: ld e,(hl) ;e=y
+ ld ix,spr_ship01 ;normal 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)
+ jr z,disp_ship ;yes so ship = normal (display \ continue)
ld a,(timer) ;load frame nr.
and %00000111 ;a=0 once every four frames
dec (hl) ;decrease inv-time left
not_time:
and %00000100 ;a switches 0<->1 every 2 frames
- jr z,handle_multiples ;show normal ship
+ jr z,disp_ship ;show normal ship
inv_flicker:
- ld ix,spr_ship01i ;don't display ship
-
-handle_multiples:
+ ld ix,spr_ship01i ;display invulnerable ship
+disp_ship:
+ psh de ;save your position for multiples
cal putsprite ;display your ship
+ pop de
+;----multiples----
+
+handle_multiples:
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
- 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)
+ and %100 ;move the multiples??? (=move bit set?)
+ 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
+ inc a ;a=a+1 (next position)
and %00001111 ;if a>15 then a=a-16
ld (hl),a ;save new a
add a,a ;a=a*2
ld hl,your_prevpos ;previous positions
add hl,bc ;16 turns ago
- ld d,(hl) ;old x-pos
+ ld b,(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
+ ld c,(hl) ;old y-pos
+ ld (mx),bc ;save multiple position in (mx)
+ ld (hl),e ;save current pos. for 16 turns into the future
+ dec hl ;yes...
+ ld (hl),d ;...both
mult_adv:
- ld de,(mx)
+ ld de,(mx)
ld ix,spr_multiple ;sprite of the multiple
jp putsprite ;display it + <ret>
+;----explode----
+
exploding_you:
srl a ;half the framerate
dec a ;first frame is 1>inc>srl>dec = 0
ld hl,x-1
-explosion_stuff:
- rra
- add a,a
- add a,a
+explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos--
+ and %11111110
add a,a
+ add a,a ;frame*8
ld c,a
- ld b,0
- ld ix,spr_explosion
- add ix,bc
+ 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)
+ ld d,(hl) ;load xpos
inc hl
- ld e,(hl)
- jp putsprite
+ ld e,(hl) ;and y
+ jp putsprite ;and display it too
+
+;----hit----
damage_you: ;damages you B points
ld a,(your_inv) ;invulnerability left?
ld (PutWhere),hl
pop ix \ pop de
ret ;and return
-
no_armor:
ld a,%01 ;occ %xxxxxx01 = explode
- ld (your_occ),a ;set to explode
+ ld (your_occ),a ;too bad, you're dead meat
ret
;------------------------- place multiples ----------------------------------
inc ix
inc ix
ld c,(ix)
- xor a
- cp c
- cal nz,fire_ybullet
+ cal fire_ybullet
inc ix
inc ix
ld c,(ix)
- xor a
- cp c
- cal nz,fire_ybullet
+ cal fire_ybullet
ret
fire_torp:
ld (torp_pos),de ;save torpedo position (in de)
ret
+;-----fire LASER-----
fire_laser: ;yes, fire that laser instead
ld a,(firex) ;a = your x-pos
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 (hl),%11111111
inc hl ;Go to next byte
dnz drawlaser
-
-; ld a,(just_fired) ;fired for how long
-; cp 4 ;if 4th turn
-; ret nz ;then do damage, otherwise quit
-
handle_laser:
ld a,(firex)
ld d,a ;d was divided, so reload the laser-x
check_laserhits: ;de = (x,y)
ld b,nrenemies
ld hl,enemies+1
-
laserhits: ;Hits with normal enemies
psh 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
jr z,enemy_lashit ;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_lashit ;a-e>0 = hit
-
+ add a,5 ;add enemy height&&&
+ jp m,nolashit ;a-e>0 = hit
+enemy_lashit:
+ ld a,1 ;damage
+ cal enemy_hit
+ jr nolashit
nolashit:
pop hl
ld a,b ;psh bc
dnz laserhits ;check all enemies
ret
-enemy_lashit: ;&&&before nolashit
- ld a,1 ;damage
- cal enemy_hit
- jr nolashit
+;-----fire BULLET-----
fire_ybullet:
ld hl,ybullets
ret ;so ret twice
found_ybullet:
+ xor a
+ cp c
+ ret z
ld (hl),c ;use the bullet and set correct bullet-type
inc hl ;@damage
ld (hl),1 ;set bullet damage
ld hl,XLbullettable ;pointer to first bullet
srl a
srl a ;per 4
- inc a ;must be at least 1
-nextbulletlook:
- inc hl ;next bullet sprite pointer
- dec a ;for each 4 points of damage
- jr nz,nextbulletlook
- ld d,a ;ld d,0
- ld a,(hl) ;load pointer offset
- ld e,a ;convert to 16bit
+ ld d,0
+ ld e,a ;->16bit (de=a)
+ add hl,de ;point to correct bullet offset
+ ld a,(hl) ;load bullet offset
+ ld e,a ;convert to 16bit (d=0)
ld ix,spr_bullet01 ;first sprite
add ix,de ;add offset (go to correct sprite)
pop de ;saved position
+
+ ld a,(ix) ;bullet x-size
+ ld (bulletxsize),a ;used at check_bullethits
+ ld a,(ix+1) ;bullet y-size...
+ ld (bulletysize),a ;...too
+
psh de ;but will be altered so save again
cal putsprite ;display bullet
- pop de
+ pop de ;position (used for check_bullethits)
cal check_bullethits
or a ;enemy #0 = pickup
jr z,nohit ;yes: don't destroy
- psh de
- cal find_sprite
- pop de
+ cal find_sprite ;set ix to the sprite of this enemy
- inc hl
+ inc hl ;@x
ld a,(hl) ;check x
- sub d
- sub 5
- jp p,nohit
- add a,5
- add a,(ix)
- jp m,nohit
+ sub d ;minus bullet x-position
+ ld b,a ;psh a
+ sub 5 ;minus bullet x-size
+bulletxsize =$-1
+ jp p,nohit ;miss
+ ld a,b ;pop a
+ add a,(ix) ;add enemy width
+ jp m,nohit ;miss
- inc hl
+ inc hl ;@y
ld a,(hl) ;check y
- sub e
- sub 3
- jp p,nohit
- add a,3
- add a,(ix+1)
- jp m,nohit
-
+ sub e ;minus bullet y-position
+ ld b,a ;psh a
+ sub 3 ;substract bullet height
+bulletysize =$-1
+ jp p,nohit ;nope, missed it
+ ld a,b ;pop a
+ add a,(ix+1) ;add enemy height
+ jp m,nohit ;missed after all
+
+ ;---bullet hits enemy (auch-time!)---
psh hl
ld hl,0 ;@bulletType
temp1 =$-2
ld bc,enemysize
add hl,bc
pop bc
- dnz hit_enemies ;check next enemy
+ dnz hit_enemies ;check next enemy
ret
-enemy_hit: ;in:a=damage;hl=enemy+y
+enemy_hit: ;*in:a=damage;hl=enemy+y
add a,a ;a=damage to inflict
add a,a ;first 2 bits used for occ.
ld b,a
ld (de),a ;save enemy type
inc de ;set x-pos
- psh de
cal find_sprite
- pop de
ld a,128 ;appear at right edge of screen
sub (ix) ;minus the width of this enemy (not offscreen)
ld (de),a ;= x-position (save)
lure_enemy: ;2nd possibility: luring enemy
ld a,(y) ;place at same y-pos as YOUR ship
jr ypos_OK
-
random_enemy:
- ld b,e ;b will be added to random-value
- cal Random50 ;make a (in a) random value 0-51
-
+ ld bc,256*51 ;range=0..51
+ cal Random
+; ld b,e ;b will be added to random-value
+; cal Random50 ;make a (in a) random value 0-51
ypos_OK: ;random value successfully created
ld (de),a ;save y-position
exploding_enemy:
inc hl
- psh hl
- ld a,(hl)
- cal explosion_stuff ;display explosion
- pop hl
-
ld a,(hl)
- cp 15
+ cp 16
jr z,remove_enemy ;remove when at last frame
inc a
ld (hl),a ;next frame
+ cal explosion_stuff ;display explosion
jr next_enemy
;--------------------------- moving enemies ---------------------------------
inc hl
collide_enemy: ;&&& include in Handle_enemy proc
- psh de
cal find_sprite
- pop de
inc hl
ld a,(hl) ;check x match
sub e ;enemy position minus yours minus 7
jp p,check_next
add a,6
- add a,(ix)
+ add a,(ix) ;enemy width
jp m,check_next
inc hl
sub d ;same as with x-check
jp p,check_next
add a,6
- add a,(ix+1)
+ add a,(ix+1) ;enemy height
jp m,check_next
dec hl
dec hl
and %11111100
jr z,destroy_enemy
ld a,(hl)
- sub %00000100
+ sub collidedamage
ld (hl),a
collide_done:
- ld b,4 ;damage
+ ld b,collidedamage ;damage
cal damage_you
check_next:
jr z,storyLine
psh hl
- ld hl,VIDEO_MEM
- ld de,GRAPH_MEM
- ld bc,1024
+ ld hl,VIDEO_MEM ;copy text
+ ld de,GRAPH_MEM ;to GRAPH_MEM
+ ld bc,1024 ;entire screen
ldir
cal _clrLCD
pop hl
;--------------------------- SFX --------------------------------------------
-CDoSFX:
- ld hl,VIDEO_MEM
- ld de,GRAPH_MEM
- ld bc,1024
- ldir
- ld b,64
- ld a,-1
-
-DoSFX: ;ins: a=beginLine b=nrOfLines
+DoSFX: ;in:a=beginLine;b=nrOfLines
ld (curline),a
SFXframe:
psh bc
- ld a,(curline) ;get line number
+ ld a,0 ;get line number
+curline =$-1
inc a ;go to the next line
ld (curline),a ;update
ld l,a
- ld h,0
- add hl,hl
+ ld h,0 ;hl=a
add hl,hl
add hl,hl
add hl,hl
+ add hl,hl ;*16 (a pixels down=a*16)
ld b,h ;save hl for later
ld c,l
- ld de,VIDEO_MEM
+ ld de,VIDEO_MEM ;where to put sfx
add hl,de ;go to ymin
- ld d,h
- ld e,l
+ ex de,hl ;put into de again
ld hl,GRAPH_MEM
add hl,bc ;hl->logo
- ld a,(curline) ;Calculate how many lines to draw
- ld c,a
- ld a,64
- sub c
- ld b,a
+ sub 64 ;a=a-64
+ neg ;a=64-a (lines from bottom)
+
+; ld c,a ;c=a=(curline)
+; ld a,64
+; sub c ;lines from bottom
SFXdisp: ;display this frame on screen
- ld a,b ;psh b (a will not be used)
ld bc,16 ;one line (=16 bytes, you'd know by now)
ldir ;display (copy actually)
ld bc,-16 ;go up one line (not on screen)
add hl,bc ;so the same line will be displayed
- ld b,a ;pop b
- dnz SFXdisp ;repeat until whole screen is displayed
+ dec a ;counter
+ jr nz,SFXdisp ;repeat until whole screen is displayed
ld b,8
SFXdelay:
- halt
- dnz SFXdelay
+ halt ;delay
+ dnz SFXdelay ;8x
- pop bc
+ pop bc ;counter
dnz SFXframe
ret
ld c,a ;psh a
srl a ;/2
srl a ;/4
- srl a ;/8: don't display last 2 bits of a (later)
+ srl a ;/8: don't display last 3 bits of a (later)
jr z,noarmorbar ;if a=0 then it would loop 256x so skip it
ld b,a ;loop b=a times
armorbar: ;starting at ($39*16)+VIDEO_MEM
ld (hl),a ;draw this last byte
ret
+disp_charge:
+ ld hl,(58*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)
+ ld c,a ;psh a
+ srl a ;/2
+ srl a ;/4
+ srl a ;/8: don't display last 3 bits of a (later)
+ jr z,nochargebar ;if a=0 then it would loop 256x so skip it
+ ld b,a ;loop b=a times
+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
+nochargebar:
+ ld a,c ;pop a
+ and %111 ;display last bits of chargebar
+ ret z ;if armor=0 then bit = %00000000 (don't disp)
+ ld b,a ;into B
+ xor a ;bit = %00000000
+chargebarbit:
+ scf ;set carry flag
+ rra ;rotates A right and sets bit 7 (c-flag)
+ dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100)
+chargebarready: ; (an if B=3 then a=%11100000)
+ ld (hl),a ;draw this last byte
+ ret
+
disp_lives:
ld hl,$3A00 ;display Lives
ld (_penCol),hl ;bottom left
;--------------------------- proc -------------------------------------------
-Random5016:
- cal Random50 ; a = 0..50
- inc a ; a = 1..51
+Random: ;a=b<random<b+c; destr:none
+ ld a,r
+ add a,0 ;increase last value by 0-255 (r)
+ranseed =$-1
+ ld (ranseed),a ;save for next time
+ and %01111110
+ cp b ;a>=b
+ jr nc,Random ;then add again
+ add a,c ;a<b; a=a+c
+ ret
+
+RandomY: ;HL = random Y 0..50 right side ((1..51)*16-1)
+ psh bc
+ ld bc,1+50*256 ;range=1..51
+ cal Random ;a = 1..51
ld h,0
ld l,a ;hl = 1..51
- add hl,hl ;hl = 1..51 * 2
- add hl,hl ;hl = 1..51 * 4
- add hl,hl ;hl = 1..51 * 8
+ add hl,hl
+ add hl,hl
+ add hl,hl
add hl,hl ;hl = 1..51 * 16 (left side at random y)
- dec hl ;hl = 1..51 * 16 (" at right side of screen)
+ dec hl ;hl = 0..50 * 16 (" at right side of screen)
ld de,GRAPH_MEM
add hl,de ;position on screen
+ pop bc
ret
-Random50:
- cal Random
- cp 51 ;y may not be more than 50
- ret c ;OK if a<51
- and %00111111 ;a = 0..63
- sub 13 ;a = -13..50
- ret nc ;OK if a>=0
- add a,13+(50-12) ;a = -13..-1 >=> 0..12 >=> 39..50
- ret
-
-Random:
- ld a,(RanPos) ;a handy random-var.
- ld hl,x ;add your x-coord for randomness
- adc a,(hl)
- inc hl ;add your y-coord for randomness
- adc a,(hl)
- ld (RanPos),a ;save altered random-var
- ret ;RanPos also in #a
-
scoreInc:
psh bc
- ld bc,(score)
+ ld bc,(your_score)
add hl,bc
- ld (score),hl
+ ld (your_score),hl
pop bc
ret
-find_sprite: ;destroyed: de ix
+find_sprite: ;in:hl=enemy+type | out:ix=sprite to enemy
+ psh de
psh hl
ld e,(hl) ;e = enemy type
ld d,0 ;de = e
ld hl,XLenemytable ;hl = @sprites offset-table
add hl,de ;points to offset of current enemy offset
ld e,(hl) ;de = @enemy offset
- ld d,0
- ld ix,XLsprenemies ;first enemy sprite
+ ld ix,spr_enemy00 ;first enemy sprite
add ix,de ;add offset for current enemy
add ix,de ;twice (offset stored as offset/2)
pop hl
+ pop de
ret
BLACKLCD:
set 3,(iy+5) ;set white on black
ret
-waitnokeypressed:
- halt \ halt
- cal GET_KEY
- or a
- jr nz,waitnokeypressed
+releasekeys:
+ halt
+ ld a,%10000000 ;all key-masks
+ out (1),a
+ in a,(1)
+ inc a ;cp %11111111 (no keys pressed)
+ jr nz,releasekeys ;keep waitin
+ cal GET_KEY ;clear buffer
ret
-Decompress: ;hl=source(compressed) de=dest(decompressed)
- ld a,(hl)
- bit 7,a
- jr z,compressed
- inc hl
- and %01111111
- ld b,0
- ld c,a
- ldir
- jr Decompress
-compressed:
- psh af
- or %11111100
- ld b,a
- inc hl
- ld c,(hl)
- inc hl
- pop af
- and %01111100
- rrca
- rrca
- or a
- ret z
- psh hl
- ld h,d
- ld l,e
- add hl,bc
- inc a
- inc a
- ld b,0
- ld c,a
- ldir
- pop hl
- jr Decompress
-
;--------------------------- game over / new game / death -------------------
chartable:
- .db 0,"!<>^",0,0,0,0
- .db 0,"xtoje0",0 ;enter..clear
- .db " wsnid9",0 ;(-)..custom
- .db "zvrmhc8",0 ;dot..del
- .db "yuqlgb7x" ;0..xvar
- .db 0,"-pkfa6'" ;on..alpha
- .db "54321.",0,0 ;F5..more
-
-own_name:
- .db 7,"nemesis"
+ .db 0,".<>!",0,0,0,0 ;down,L,R,up
+ .db 0,"xtoje0",0 ;enter..clear
+ .db " wsnid9",0 ;(-)..custom
+ .db "zvrmhc8",0 ;dot..del
+ .db "yuqlgb7#" ;0..xvar
+ .db $D9,"-pkfa6'" ;on..alpha
+ .db "54321*",0,$D0 ;F5..more
save_hi:
- ld hl,own_name-1 ;find own variable
+ ld hl,_asapvar ;find own variable
rst 20h ;cal _ABS_MOV10TOOP1
rst 10h ;cal _FINDSYM
ret c ;not found? who cares...
jp _RAM_PAGE_1
save_lvl:
- ld hl,own_name-1 ;find own variable
+ ld hl,_asapvar ;find own variable
rst 20h ;cal _ABS_MOV10TOOP1
rst 10h ;cal _FINDSYM
ret c ;not found? who cares...
cal _mm_ldir ;save done (cal \ ret)
jp _RAM_PAGE_1
-game_over:
- pop hl ;=ret (game_over was called from a procedure)
-game_over_nopop:
+game_over: ;stack=+0
cal BLACKLCD ;clear screen
- cal waitnokeypressed
ld hl,$0603
ld (_curRow),hl ;center
ld hl,txt_gameover
cal _puts ;display "GAME OVER"
+ cal releasekeys ;wait for all keys to be released
ld hl,$0007
ld (_curRow),hl
- ld de,(score)
+ ld de,(your_score)
ld hl,(hiscore)
cal CP_HL_DE
jr nc,no_hiscore
ld (ix),a
cal _putc
inc ix
- cal waitnokeypressed
+ cal releasekeys
jr enter_name_loop
backup:
xor a ;clear a (Ahl will be displayed)
ld hl,$1006 ;bottom-1 right
ld (_curRow),hl ;set
- ld hl,(score) ;your score
+ ld hl,(your_score) ;your score
cal _dispahl ;display it (a=0)
ld hl,$314b ;bottom-1 right before score ^^
cal _getkey ;wait for keypress
jp quit ;restore some things and return to TI-OS/shell
-New_game:
+New_game: ;stack must be +1 (so change the jp in cal :)
xor a ;ld a,0
- ld (score),a ;reset score
- ld (score+1),a ;reset score (0)
+ ld (your_score),a ;reset score
+ ld (your_score+1),a ;reset score (0)
ld (torp_occ),a ;no torpedoes
ld (your_weapon),a ;no laser
ld (your_pickup),a ;reset pickups
ld (your_multiples),a ;no multiples
inc a ;ld a,1
ld (level),a ;reset level nr (#1)
- ld hl,XLlevelsdata ;set level pointer to level#1
+ ld hl,level00 ;set level pointer to level#1
ld (levelp),hl ;reset level pointer
inc a ;ld a,2
ld (your_weapon),a ;default weapon
ld (your_lives),a ;3 lives (4 will be decreased @ You_die)
ld (pickuptimer),a ;next pickup after 4 enemies destroyed
-You_die:
+You_die: ;stack must be +1
+ pop hl ;restore stack
ld a,12
ld (your_armor),a ;12 HPs/shields
ld a,(your_lives) ;load lives left
dec a ;decrease lives
ld (your_lives),a ;if lives=0ffh GO
- jp c,game_over
+ inc a ;if -1 then zf set now
+ jp z,game_over ;and game's over
jr samelevel
;--------------------------- next level -------------------------------------
-Next_level:
+Next_level: ;stack must be +1
+ pop hl
ld a,(your_armor) ;load current armor
cp 25-8 ;may not become >=25
jr c,addok ;ok then just add 8
ld ix,starx1
ld b,nrstars1
cal placestars
- ld hl,RanPos
- inc (hl)
ld ix,starx2
ld b,nrstars2
cal placestars
ld (hl),a ;reset your ship (not exploding)
inc hl ;hl = your_inv
ld (hl),25 ;set 25*4=100 frames invulnerable
- ld hl,x ;begin position x=...
- ld (hl),a ;...=a=0=left
- inc hl ;y=...
- ld a,24 ;...=24=middle
- ld (hl),a ;your y
+ ld de,$1800
+ ld (x),de ;begin position (x,y)
+ cal Place_multiples ;place all multiple-positions at that (0,24)
ld a,(torp_occ)
or a ;no torpedoes?
ld a,1 ;if so, set to "ready to fire" (=1)
torpsclear:
- ld de,$0018 ;x=0, y=24 (like you..)
-; cal Place_multiples ;place all multiple-positions at (0,24)
-
ld hl,enemies ;remove all enemies and bullets
ld (hl),0 ;clear first byte
ld de,enemies+1 ;copy this to the next byte
;--------------------------- setup game -------------------------------------
game_setup:
- cal BLACKLCD
- ld hl,$0703
- ld (_curRow),hl ;center
+ cal BLACKLCD ;white on black
ld hl,txt_level
+ ld de,$0703
+ ld (_curRow),de ;center
cal _puts ;display "LEVEL "
- ld a,(level)
+ ld a,(level) ;current level
ld l,a
- ld h,$00
-
- cal UNPACK_HL
- add a,'0'
- ld b,a
- cal UNPACK_HL
- add a,'0'
+ ld h,0 ;in hl
+ cal UNPACK_HL ;create first digit
+ add a,'0' ;0-9
+ ld b,a ;into b
+ cal UNPACK_HL ;second digit
+ add a,'0' ;0-9
cal _putc ;display second digit
ld a,b
cal _putmap ;display first digit
- ld hl,$0904
- ld (_curRow),hl ;display lives left below level nr
ld hl,txt_lives ;bar text: "Lx0"...
+ ld de,$0904
+ ld (_curRow),de ;display lives left below level nr
+ cal _puts
ld a,(your_lives) ;lives left
- add a,'0' ;make value
- ld (txt_lives+3),a ;add to text
- cal _puts ;display the string
- res 3,(iy+5) ;set white on black
+ add a,'0' ;make value 0='0'
+ cal _putc
+ cal releasekeys ;wait for user to release all keys
+ ld hl,txt_savekey ;"Press [F1] to save"
+ ld de,$3A46 ;bottom-right
+ ld (_penCol),de
+ cal _vputs
+
+ res 3,(iy+5) ;set white on black
cal _getkey ;wait for keypress
cp kF1
cal z,save_lvl
cal _clrLCD ;clear screen
- jp disp_icons ;display bottom icons +ret
+ cal disp_icons ;display bottom icons +ret
+ jp game_main_loop
placestars:
- cal Random5016 ;a = (0..50)*16 = random y-pos
+ cal RandomY ;a = random y-pos 1..bottom
ld a,b ;a = b = star nr. = 1..7
add a,a ;a = 2b = 2..14
ld d,0
ld e,a ;de = a = 2-14
- add hl,de ;add to random y => random pos anywhere
+ or a
+ sbc hl,de ;substract from random y => random pos anywhere
ld (ix),l ;save x-pos (l)
ld (ix+1),h ;save y-pos (h)
ld (weapdamage),a ;damage of bullets
inc hl
ld a,(hl)
-; ld (weapdaminc),a ;damage increase
+ ld (weapdaminc),a ;damage increase
ret
;--------------------------- putsprite --------------------------------------
spr_ship01:
.db 7,7 ;ship alpha class
- .db %01111000 ; ████
- .db %11100000 ; ███
- .db %01111100 ; █████
- .db %11110010 ; ████ █
- .db %01111100 ; █████
- .db %11100000 ; ███
- .db %01111000 ; ████
+ .db %01111000 ; ████
+ .db %11100000 ;███
+ .db %01111100 ; █████
+ .db %11110010 ;████ █
+ .db %01111100 ; █████
+ .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 ; █ █
+ .db 8,7
+ .db %01111010 ; ████ █
+ .db %11100001 ;███ █
+ .db %01111101 ; █████ █
+ .db %11110011 ;████ ██
+ .db %01111101 ; █████ █
+ .db %11100001 ;███ █
+ .db %01111010 ; ████ █
spr_ship02:
-; .db 7,7 ;ship beta class
-; .db %11100000 ; ███
-; .db %11110000 ; ████
-; .db %01111100 ; █████
-; .db %01110010 ; ███ █
-; .db %01111100 ; █████
-; .db %11110000 ; ████
-; .db %11100000 ; ███
+ .db 7,7 ;ship beta class
+ .db %11100000 ;███
+ .db %11110000 ;████
+ .db %01111100 ; █████
+ .db %01110010 ; ███ █
+ .db %01111100 ; █████
+ .db %11110000 ;████
+ .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 8,7
+ .db %11100010 ;███ █
+ .db %11110001 ;████ █
+ .db %01111101 ; █████ █
+ .db %01110011 ; ███ ██
+ .db %01111101 ; █████ █
+ .db %11110001 ;████ █
+ .db %11100010 ;███ █
+
+spr_ship03:
+ .db 7,7 ;ship gamma class
+ .db %11111000 ;█████
+ .db %01100000 ; ██
+ .db %11111100 ;██████
+ .db %11100110 ;███ ██
+ .db %11111100 ;██████
+ .db %01100000 ; ██
+ .db %11111000 ;█████
+spr_ship03i:
+ .db 8,7
+ .db %11111010 ;█████ █
+ .db %01100001 ; ██ █
+ .db %11111101 ;██████ █
+ .db %11100111 ;███ ███
+ .db %11111101 ;██████ █
+ .db %01100001 ; ██ █
+ .db %11111010 ;█████ █
+
+spr_ship04:
+ .db 7,7 ;ship delta class
+ .db %11000000 ; ██
+ .db %11110000 ; ████
.db %11111100 ; ██████
+ .db %01100010 ; ██ █
.db %11111100 ; ██████
- .db %01111000 ; ████
-
-;--------------------------------- bullets ----------------------------------
-
-spr_bullet01:
- .db 5,3 ;dam=0-3
- .db %00110000 ; ▒██
- .db %01001000 ; ▒█ ▒█
- .db %00110000 ; ▒██
-spr_bullet02:
- .db 5,3 ;dam=4-7
- .db %00110000 ; ▒██
- .db %01101000 ; ▒██▒█
- .db %00110000 ; ▒██
-spr_bullet03:
- .db 5,3 ;dam=8-11
- .db %00110000 ; ▒██
- .db %11101000 ;▒███▒█
- .db %00110000 ; ▒██
-spr_bullet04:
- .db 5,3 ;dam=8-11
- .db %00110000 ; ▒██
- .db %11111000 ;▒█████
- .db %00110000 ; ▒██
-spr_bullet05:
- .db 5,3 ;dam=8-11
- .db %01110000 ; ▒███
- .db %11111000 ;▒█████
- .db %01110000 ; ▒███
-spr_bullet06:
- .db 5,3
- .db %11110000 ;▒████
- .db %11111000 ;▒█████
- .db %11110000 ;▒████
-spr_bullett1:
- .db 4,3 ;▒▒▒
- .db %11100000 ;▒███
.db %11110000 ; ████
- .db %01110000 ; ███
+ .db %11000000 ; ██
+spr_ship04i:
+ .db 8,7
+ .db %11000010 ; ██ █
+ .db %11110001 ; ████ █
+ .db %11111101 ; ██████ █
+ .db %01100011 ; ██ ██
+ .db %11111101 ; ██████ █
+ .db %11110001 ; ████ █
+ .db %11000010 ; ██ █
-spr_bullete1:
- .db 4,3 ;enemy bullets
- .db %01100000 ; ▒█▓▒░
- .db %11110000 ; ▒███▓▒░
- .db %01100000 ; ▒█▓▒░
+spr_multiple:
+ .db 6,5 ;multiples
+ .db %01111000 ; ████
+ .db %11001100 ; ██ ██
+ .db %10000100 ; █ █
+ .db %11001100 ; ██ ██
+ .db %01111000 ; ████
;-------------------------------- explosion ---------------------------------
.db %00000000 ;
.db %00000000 ;
+;--------------------------------- bullets ----------------------------------
+
+spr_bullet01:
+ .db 2,1
+ .db %11000000 ;▒██
+spr_bullet02:
+ .db 4,2
+ .db %11110000 ;▒████
+spr_bullet03:
+ .db 2,2
+ .db %11000000 ;▒██
+ .db %11000000 ;▒██
+spr_bullet04:
+ .db 3,2
+ .db %11100000 ;▒███
+ .db %11100000 ;▒███
+spr_bullet05:
+ .db 4,3
+ .db %01100000 ; ▒██
+ .db %11110000 ;▒████
+ .db %01100000 ; ▒██
+spr_bullet06:
+ .db 5,3
+ .db %00110000 ; ▒██
+ .db %11111000 ;▒█████
+ .db %00110000 ; ▒██
+spr_bullet07:
+ .db 5,3
+ .db %01110000 ; ▒███
+ .db %11111000 ;▒█████
+ .db %01110000 ; ▒███
+spr_bullet08:
+ .db 5,3
+ .db %11110000 ;▒████
+ .db %11111000 ;▒█████
+ .db %11110000 ;▒████
+spr_bullet09:
+ .db 5,4
+ .db %00010000 ; ▒█
+ .db %10111000 ;▒█▒███
+ .db %01111000 ; ▒████
+ .db %00010000 ; ▒█
+spr_bullet10:
+ .db 6,4
+ .db %00111000 ; ▒███
+ .db %01111100 ; ▒█████
+ .db %11111100 ;▒██████
+ .db %00110000 ; ▒██
+spr_bullet11:
+ .db 7,5
+ .db %00011000 ; ▒██
+ .db %11111100 ;▒██████
+ .db %00111110 ; ▒█████
+ .db %01111100 ; ▒█████
+ .db %00011000 ; ▒██
+spr_bullet12:
+ .db 7,6
+ .db %00110000 ; ▒██
+ .db %11111100 ;▒██████
+ .db %00111110 ; ▒█████
+ .db %01111110 ; ▒██████
+ .db %11111100 ;▒██████
+ .db %00111000 ; ▒███
+spr_bullet13:
+ .db 8,8
+ .db %00111100 ; ▒████
+ .db %11111110 ;▒███████
+ .db %01111111 ; ▒███████
+ .db %00011111 ; ▒█████
+ .db %01111111 ; ▒███████
+ .db %11111110 ;▒███████
+ .db %00111100 ; ▒████
+spr_bullett1:
+ .db 4,3 ;▒▒▒
+ .db %11100000 ;▒███
+ .db %11110000 ; ████
+ .db %01110000 ; ███
+
+spr_bullete1:
+ .db 4,3 ;enemy bullets
+ .db %01100000 ; ██▒
+ .db %11110000 ;████▒
+ .db %01100000 ; ██▒
+
+XLbullettable:
+ .db (spr_bullet01-spr_bullet01) ;0
+ .db (spr_bullet02-spr_bullet01) ;4
+ .db (spr_bullet03-spr_bullet01) ;8
+ .db (spr_bullet04-spr_bullet01) ;12
+ .db (spr_bullet05-spr_bullet01) ;16
+ .db (spr_bullet06-spr_bullet01) ;20
+ .db (spr_bullet07-spr_bullet01) ;24
+ .db (spr_bullet08-spr_bullet01) ;28
+ .db (spr_bullet09-spr_bullet01) ;32
+ .db (spr_bullet10-spr_bullet01) ;36
+ .db (spr_bullet11-spr_bullet01) ;40
+ .db (spr_bullet12-spr_bullet01) ;44
+ .db (spr_bullet13-spr_bullet01) ;48
+ .db (spr_bullet13-spr_bullet01) ;52
+ .db (spr_bullet13-spr_bullet01) ;56
+ .db (spr_bullet13-spr_bullet01) ;60
+
+;format:[min.damage] [dam.inc] [0000:direction 0000:speed] [offset]
+;damage = min.damage + dam.inc*incs (0<=incs<=6)
+maxnrweapons = 8+1
+weapondata:
+ .db 1,1,%00000010,2,%00000000,0,%00000000,0 ;single fire
+ .db 3,1,%00000011,2,%00000000,0,%00000000,0 ;fast single
+ .db 1,1,%00000010,0,%00000010,5,%00000000,0 ;double
+ .db 1,1,%00010010,2,%00110010,2,%01000010,2 ;triple
+ .db 3,2,%00010011,2,%00110011,2,%01000011,2
+ .db 5,3,%00010011,2,%00110011,2,%01000100,2
+ .db 7,4,%00010100,2,%00110100,2,%01000100,2
+ .db 12,5,%00010110,2,%00110110,2,%01000110,2
+
+collidedamage = 4
+
;------------------------------------ bar -----------------------------------
-spr_iconhalf:
- .db 16,7 ;selected .......:
- .db %11111111 ; ████████
- .db %00000001 ; █
- .db %00000001 ; █
- .db %00000001 ; █
- .db %00000001 ; █
- .db %00000001 ; █
- .db %11111111 ; ████████
spr_icon:
.db 16,7 ;selected .......:.......:
.db %11111111,%11111111 ; ████████████████
.db 8,7
.db 128,128,128,128,128,128,128 ;128 = %10000000
-;-------------------------- weapondata --------------------------------------
-
-;format:[unused] [ybuls(max.bullets)] [0000:direction 0000:speed] [offset]
-maxnrweapons = 8+1
-weapondata:
- .db 2,1,%00000010,2,%00000000,0,%00000000,0 ;single fire
- .db 2,1,%00000011,2,%00000000,0,%00000000,0 ;fast single
- .db 16,2,%00000010,0,%00000010,5,%00000000,0 ;double
- .db 16,1,%00010010,2,%00110010,2,%01000010,2 ;triple
- .db 16,1,%00010011,2,%00110011,2,%01000011,2
- .db 16,1,%00010011,2,%00110011,2,%01000100,2
- .db 16,1,%00010100,2,%00110100,2,%01000101,2
- .db 16,1,%00010100,2,%00110100,2,%01000101,2
-
;---------------------------- texts -----------------------------------------
-txt_about: .db " v0.96.A30",127,"by Shiar",0
-txt_email: .db "shiar0@hotmail.com",0
+txt_email: .db "www.shiar.org ",127 ;title screen
+ .db " shiar0@hotmail.com",0
+_txt_email = $3A01 ;$3A1E=just email
+txt_about: .db " v0.97.624 ",127," by Shiar",0 ;right behind txt_email
+_txt_about = $331F
txt_menu1: .db "NEW GAME",0
txt_menu2: .db "CONTINUE",0
-txt_level: .db "LEVEL ",0
-txt_gameover: .db "GAME OVER!",0
+txt_level: .db "LEVEL ",0 ;new level screen
+txt_lives: .db "Lx0",0
+txt_savekey: .db "Press [F1] to save",0
+
+txt_gameover: .db "GAME OVER!",0 ;game over screen
txt_score: .db "Score",0
txt_hiscore: .db "Hiscore",0
-txt_lives: .db "Lx0?",0
-txt_pressenter: .db "Enter to continue",0
-txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0
+txt_pressenter: .db "Enter to continue",0 ;pause
+txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0 ;boss
txt_teacherans: .db Lneg,"14.2063168184",0
;---------------------------- save data -------------------------------------
storesave_start:
level .db $01 ;level number
-levelp .dw XLlevelsdata ;pointer to level data
+levelp .dw level01 ;pointer to level data
pickuptimer .db $04 ;counts when to place a pickup
-score .dw $0000
+your_score .dw $0000
your_pickup .db $00
your_occ .db $00 ;0=normal 1..16=exploding
;XLlevelsdata:---------------------------------------------------------------
-XLlevelsdata:
+level00:
.db 0
.db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06
.db $1b,$1d,"storyline coming soon..." ,0,0,$1d,$06
.db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
.db 1,1
-;XLenemytable:---------------------------------------------------------------
-XLbullettable:
- .db (spr_bullet01-spr_bullet01) ;0
- .db (spr_bullet01-spr_bullet01) ;4
- .db (spr_bullet02-spr_bullet01) ;8
- .db (spr_bullet02-spr_bullet01) ;12
- .db (spr_bullet03-spr_bullet01) ;16
- .db (spr_bullet03-spr_bullet01) ;20
- .db (spr_bullet03-spr_bullet01) ;24
- .db (spr_bullet04-spr_bullet01) ;28
- .db (spr_bullet04-spr_bullet01) ;32
- .db (spr_bullet04-spr_bullet01) ;36
- .db (spr_bullet05-spr_bullet01) ;40
- .db (spr_bullet05-spr_bullet01) ;44
- .db (spr_bullet05-spr_bullet01) ;48
- .db (spr_bullet06-spr_bullet01) ;52
- .db (spr_bullet06-spr_bullet01) ;56
- .db (spr_bullet06-spr_bullet01) ;60
-
-XLenemytable:
- .db $00 ;00
- .db (spr_enemy01-spr_enemy00)/2 ;01
- .db (spr_enemy02-spr_enemy00)/2 ;02
- .db (spr_enemy03-spr_enemy00)/2 ;03
- .db (spr_enemy04-spr_enemy00)/2 ;04
- .db (spr_enemy05-spr_enemy00)/2 ;05
- .db (spr_enemy06-spr_enemy00)/2 ;06
- .db (spr_enemy07-spr_enemy00)/2 ;07
- .db (spr_boss01 -spr_enemy00)/2 ;08
- .db (spr_boss02 -spr_enemy00)/2 ;09
- .db (spr_enemy08-spr_enemy00)/2 ;0A
- .db (spr_enemy00-spr_enemy00)/2 ;0B
- .db (spr_enemy00-spr_enemy00)/2 ;0C
- .db (spr_enemy00-spr_enemy00)/2 ;0D
- .db (spr_enemy00-spr_enemy00)/2 ;0E
- .db (spr_enemy00-spr_enemy00)/2 ;0F
-
-;XLenemyinfos:---------------------------------------------------------------
-XLenemyinfos:
-
-;format: [000000:HP 00:occ] [HP64] [appearance(ypos)] [unused]
-
- .db %00100110,0,1,1 ;#1 HP:1 app:random
- .db %00101010,0,2,3 ;#2 HP:1 app:halflure
- .db %00001111,0,3,2 ;#3 HP:1 app:lure
-
- .db %00000110,0,4,2 ;#4 HP:2 app:lure
- .db %00000111,0,5,3 ;#5 HP:2 app:random moving
- .db %00001011,0,6,2 ;#6 HP:3 app:lure moving
-
- .db %00011011,0,7,3 ;#7 HP:7 app:halflure moving
-
- .db %00110011,1,8,1 ;boss1
- .db %00111011,0,9,3 ;boss2
-
- .db %00000000,0,0,0
- .db %00000000,0,0,0
- .db %00000000,0,0,0
- .db %00000000,0,0,0
- .db %00000000,0,0,0
- .db %00000000,0,0,0
- .db %00000000,0,0,0
-
-;XLsprenemies:---------------------------------------------------------------
-XLsprenemies:
+;------------------------------ enemies -------------------------------------
spr_enemy00:
.db 8,8 ;pickup
.db %10011100 ; █ ███
.db %01111111 ; ███████
.db %00011110 ; ████
+spr_enemy08:
+ .db 8,6 ;enemy type seven
+ .db %00011110 ; ████
+ .db %01111111 ; ███████
+ .db %10011100 ; █ ███
+ .db %10011100 ; █ ███
+ .db %01111111 ; ███████
+ .db %00011110 ; ████
-spr_boss01:
+spr_boss0_1:
.db 16,10 ;boss type one
.db %00000001,%11111111 ; █████████
.db %00001111,%11111110 ; ███████████
.db %00111111,%11110000 ; ██████████
.db %00001111,%11111110 ; ███████████
.db %00000001,%11111111 ; █████████
-spr_boss02:
+spr_boss0_2:
.db 16,10 ;boss type:one :
.db %11111110,%00000000 ; ███████
.db %00001111,%10001111 ; █████ ████
.db %00001111,%10001111 ; █████ ████
.db %11111110,%00000000 ; ███████
+XLenemytable:
+ .db $00 ;00
+ .db (spr_enemy01-spr_enemy00)/2 ;01
+ .db (spr_enemy02-spr_enemy00)/2 ;02
+ .db (spr_enemy03-spr_enemy00)/2 ;03
+ .db (spr_enemy04-spr_enemy00)/2 ;04
+ .db (spr_enemy05-spr_enemy00)/2 ;05
+ .db (spr_enemy06-spr_enemy00)/2 ;06
+ .db (spr_enemy07-spr_enemy00)/2 ;07
+ .db (spr_boss0_1-spr_enemy00)/2 ;08
+ .db (spr_boss0_2-spr_enemy00)/2 ;09
+ .db (spr_enemy08-spr_enemy00)/2 ;0A
+ .db (spr_enemy00-spr_enemy00)/2 ;0B
+ .db (spr_enemy00-spr_enemy00)/2 ;0C
+ .db (spr_enemy00-spr_enemy00)/2 ;0D
+ .db (spr_enemy00-spr_enemy00)/2 ;0E
+ .db (spr_enemy00-spr_enemy00)/2 ;0F
-spr_enemy08:
- .db 8,6 ;enemy type eight
- .db %00011110 ; ████
- .db %01111111 ; ███████
- .db %10011100 ; █ ███
- .db %10011100 ; █ ███
- .db %01111111 ; ███████
- .db %00011110 ; ████
+;format: [000000:HP 00:occ] [HP64] [appearance(ypos)] [unused]
+XLenemyinfos:
+ .db %00100110,0,1,1 ;#1 HP:1 app:random
+ .db %00101010,0,2,3 ;#2 HP:1 app:halflure
+ .db %00001111,0,3,2 ;#3 HP:1 app:lure
+
+ .db %00000110,0,4,2 ;#4 HP:2 app:lure
+ .db %00000111,0,5,3 ;#5 HP:2 app:random moving
+ .db %00001011,0,6,2 ;#6 HP:3 app:lure moving
+
+ .db %00011011,0,7,3 ;#7 HP:7 app:halflure moving
+
+ .db %00110011,1,8,1 ;boss1
+ .db %00111011,0,9,3 ;boss2
+
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
+ .db %00000000,0,0,0
;----------------------------------------------------------------------------
;----------------------------- logo ------------------------------------------
;----------------------------------------------------------------------------
;----------------------------------------------------------------------------
-; 0.95.A22 -- 22.X.99 -- size 5321
-;
-; * total size of enemy-sprites can now be 510 bytes (space = doubled!)
-; # bullets hit enemies correctly that aren't 6x6; even the 16x10 bosses!
-; * at g/o or nextlevel checks for keys released instead of waiting abit
-; + name stored with hiscore (max. 8 chars, Shiar.95 by default)
-; + when entering hi-name DEL goes back one char (with check 4 no chars)
-; # program is reloaded at start so some score-bugs solved! (_asapvar=0)
-; * at death, upgrades and pickups AREN'T removed! (just armor=0)
-; # bullet is not displayed after being removed anymore
-; # armor-icon stays hilighted when armor is decreased
-; * when stars move off screen, they are placed at a NEW y-pos!
-; * the starting x-positions of stars are not random, so the stars are
-; spread all over screen. y is still random and changes during game
-; * make_random functions smaller and used by different procs
-; # MAJOR BUG! a "random" value was placed somewhere in mem thus
-; creating bugs like unexplained loss of armor and stuff! (I think)
-;
-; 0.96.A31 -- 31.X.99 -- size 4836 + 888
-;
-; # if you were hit when armor-icon selected, prog did weird stuff
-; + armor-bar (shows armor as a black line left at bottom)
-; # bugs involving armor-bar changing armor to a wrong value
-; # YES!!! the saving-bugs were caused by mmldir: it reset all data
-; at mem $8000, so data is now stored at asmexecram+6000 instead!
-; * external levels. All leveldata is loaded from "nemesis0"-var
-; * some optimization (like cal\ret>jp + unused code removed/shortened)
-; * storyline is loaded from level-file (will be compressed later..)
-; + story can be _between_ levels, not only at the start of a new game
-; * "new game" and "continue" in main menu are swapped (new comes 1st)
-; * enemy bullets can do more than one damage: differs per level
-; * collision does 4 damage, ground does 5, you start with 12 armor
-; # running the level-file no longer crashes your calc but just returns
-; * you now move 1.5 pixels per frame! this way you can outrun enemies
-; * hellofajob but enemy-data is now stored at one location in 6 bytes,
-; instead of two 4-byte spaces 40 bytes apart! (cleaner code; faster)
-; * ground/ceiling/stars are continued when at boss (c00l level 3 boss)
-;
-; 0.97.622 -- 06.VI.99 -- size 5kb
+; 0.97.624 -- 24.VI.00 -- size 5803
;
; # bullets do damage in all levels
; * more armor at armor-upgrade and extra armor at end of a level
; - internal levels again (no need 4 external, safer/smaller)
; # some registers not correctly pushed/popped
; * several optimizations (init.procs some bytes smaller)
+; # enemies hit with hitpoints left disappeared (one pop too much...)
; + bullets "charge up" (more damage) when not firing
; + more powerful bullets have different sprites (larger=more damage)
+; # multiples appear at your position (begin level/just selected)
+; # when invulnerable multiples acted weird
+; # no more error at activation after APD off after running Nemesis
+; # saves correctly if own name ain't "nemesis" + some bytes smaller
+; # screen wasn't always entirely cleared after quit
+; * waits until all keys have been released after death
+; + different bullets sizes will miss if they're too small
+; + at level start "press F1 to save"-text will be displayed
+; * w3.shiar.org displayed at title screen, black bar behind version nr
+; # score to 0 when exit pressed at main menu
+; # no residual story-text in first frame of game
+; # game doesn't continue again after death (stack messed up)
+; # game over when lives<0 (didn't work in v0.96+)
+; * using some self-modifiing code (so it's smaller)
;
;
; + added - removed * changed # bug fixed
\ No newline at end of file