.dw Title ;pointer to description
.dw spr_ship ;pointer to YAS icon
-Title: .db "Nemesis v0.8.93 by Shiar",0
+Title: .db "Nemesis v0.9.94 by Shiar",0
just_fired = TEXT_MEM ;byte
temp1 = TEXT_MEM+1 ;word
call _puts
call _getkey ;wait for keypress
- call New_level ;prepare level
+ call New_game ;prepare level
;------------------------------------------------------------------------------
;---------------------- game loop ---------------------------------------------
game_main_loop:
ld hl,timer ;update time
- inc (hl)
+ inc (hl) ;increase by 1
+ ld b,(hl) ;new time
+
+ ld hl,RanPos ;random counter
+ ld a,(hl) ;random value
+ add a,b ;even more random by adding timer
+ ld (hl),a ;save even more random value back
Clear_screen:
xor a ;empty bitmask
call Fire_bullet ;check for fire
call Handle_enemies ;move enemies
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
+ halt ;\ halt ;delay
jr game_main_loop ;loop
;--------------------------- exit ---------------------------------------------
dec a ;next line
jr nz,displayloop ;loop 64x
- ld hl,$3946 ;Display Armor left
- ld (_penCol),hl ;place @ armorIcon
- ld a,(your_armor) ;load armor left
- add a,'0' ;make digit
- call _vputmap ;display char
-
ld hl,$396b ;Display Score
ld (_penCol),hl ;bottom right of screen
ld hl,(timer)
cp 34 ;last explosion frame?
jr 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:
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 a,%00111111 ;function keys (F1-F5)
out (1),a ;ask for them
- ld hl,just_fired ;usefull delay 10 clocks (nop\nop is 8)
+ nop \ nop ;delay 8 clocks
in a,(1) ;get zem!
bit 4,a ;test bit 4 = F1-key
jr z,fire ;fire pressed?
+ ld hl,just_fired
ld (hl),0 ;no: reset just_fired
- ret
+ bit 3,a ;test bit 3 = F2-key &&&
+ ret nz ;return if not
-fire: ld a,(hl) ;just_fired
- or a ;zero when first time
+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
+ 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:
+ ld (hl),0 ;reset pickups
+ jp disp_icons ;display n return
+
+fire: ld hl,RanPos ;random
+ inc (hl) ;update random counter
+ ld hl,just_fired
+ ld a,(hl) ;just_fired
+ or a ;zero when key just pressed (not already in)
ret nz ;return when already pressed
- ld (hl),1 ;set just_fired
+ inc (hl) ;set just_fired to 1
ld hl,ybullets
ld de,3
found_ybullet:
ld (hl),1 ;use bullet
- inc hl
- ld a,(x)
- add a,5
+ ld a,(x) ;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,(y) ;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
+
+ 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 --------------------------------------
bullet_2left:
ld a,(hl) ;d = X
- inc a ;move right
- cp 122 ;off screen? (x=127-5) &&&
- jr z,remove_bullet
- inc a ;move right
- cp 122 ;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 ;to y-pos
ld e,(hl) ;e = Y
+
ld ix,spr_bullet01
push de
call putsprite ;display bullet
pop de
+
+check_bullethits: ;INPUT: de=X,Y
ld b,nrenemies
ld hl,enemies
cp 10
jr nc,nohit
- xor a
push hl
ld hl,(temp1)
- ld (hl),a ;remove bullet
+ ld (hl),$00 ;remove bullet
pop hl
dec hl
djnz hit_enemies ;check next enemy
ret
+;--------------------------- handle torpedo -----------------------------------
+
+Handle_torp:
+ ld a,(torp_occ)
+ sub 2
+ ret m ;return if occ=0/1
+
+ ld hl,torp_pos ;x-position
+ ld a,(hl) ;load in a
+ inc a ;move right
+ cp 125 ;right edge reached
+ jr nc,remove_torp ;remove if x>125
+ ld (hl),a ;save new x
+ ld d,a
+
+ inc hl ;y-position
+ ld a,(hl)
+ inc a ;move down
+ cp 56 ;bottom reached
+ jr nc,remove_torp ;remove if y>40
+ ld (hl),a ;save new y
+ ld e,a
+
+ ld ix,spr_bullett1
+ push de
+ call putsprite ;display torpedo
+ pop de
+ jr check_bullethits ;check for hits with enemies
+
+remove_torp:
+ ld a,1
+ ld (torp_occ),a
+ ret
+
;--------------------------- level events -------------------------------------
Level_event:
;--------------------------- enemy fires --------------------------------------
Enemy_fires: ;de = x,y
+ push de
dec d
dec d ;d = x-2
inc e ;e = y+1
ld (hl),d ;set x-pos
inc hl
ld (hl),e ;set y-pos
+ pop de
ret
;----------------------------- enemy bullets ----------------------------------
ebullet_common:
ld e,(hl) ;e=y
- ld ix,spr_bullet11 ;display enemy bullet
+ ld ix,spr_bullete1 ;display enemy bullet
call putsprite
ebullet_hits:
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
dec a ;is it 1?
call nz,moving_enemy ;2 = moving enemy
-ymove_done:
dec hl ;@x
ld (hl),d ;store new x
- push hl
- push de ;save registers for firing-use
- call putsprite ;display sprite @ix
- pop de ;restore (destroyed by putsprite)
- pop hl
-
check_enemyfire:
+ ld a,c ;a = enemy type
+ or a ;type 0? (pickup)
+ jr z,firing_done ;pickups don't fire
+
ld bc,add2enemy+1-2 ;offset of <xtra enemy info: fire>
add hl,bc ;go there (@hl)
dec (hl) ;decrease counter till next blast
ld a,(hl) ;load new counter
or a ;has it reached zero?
- jr nz,next_enemy ;finished if not
+ jr nz,firing_done ;finished if not
add a,64 ;re-set counter for next blast
ld (hl),a ;save
call Enemy_fires ;fires bullet
+firing_done:
+ push de ;save registers for firing-use
+ call putsprite ;display sprite @ix
+ pop de ;restore (destroyed by putsprite)
+
next_enemy:
pop hl
ld bc,$0004
;--------------------------- moving enemies -----------------------------------
moving_enemy:
-movetype_updown: ;&&&
+movetype_updown:
ld bc,add2enemy
add hl,bc
or a
jr nz,collide ;enemy when <>0
- ld a,(your_armor)
- inc a
- ld (your_armor),a
+ push hl
+ ld hl,your_pickup ;your pickups
+ ld a,(hl) ;current
+ inc a ;go to next
+ cp 3 ;pickups >3
+ 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
djnz check_collision
ret
-;--------------------------- game over ----------------------------------------
+;--------------------------- show icon ----------------------------------------
+
+disp_icons:
+ ld hl,VIDEO_MEM+(16*57);57 rows down = seven rows from bottom
+ ld b,16*7 ;draw 16x (screen width) 7x (height)
+cleanline:
+ ld a,%00000000 ;blank line mask
+ ld (hl),a ;draw one piece of the divider-line
+ inc hl ;move right (8 pixels = 1 byte)
+ djnz cleanline ;repeat (16bytes * 7rows * 8pixels)
+
+ ld hl,VIDEO_MEM+(56*16)
+ ld (PutWhere),hl
+
+ call disp_lives
+
+ ld ix,spr_icon01 ;armorIcon
+ ld de,$1a01 ;icon #1
+ call putwidesprite ;display icon
+ call disp_armor ;display value
+
+ ld ix,spr_icon00
+ ld a,(torp_occ)
+ or a
+ jr z,no_torp
+ ld ix,spr_icon02 ;torpedoIcon
+no_torp:
+ ld de,$2a01 ;icon #2
+ call putwidesprite ;display
+
+ ld ix,spr_icon00 ;
+ ld de,$3a01 ;icon #3
+ call putwidesprite
+ ld ix,spr_icon00 ;emptyIcon
+ ld de,$4a01 ;icon #4
+ call putwidesprite
+ ld ix,spr_icon00 ;emptyIcon
+ ld de,$5a01 ;icon #5
+ call putwidesprite
+
+ ld a,(your_pickup) ;pickups taken
+ add a,a ;picks*2
+ ret z ;return if no pickups
+ add a,a ;picks*4
+ add a,a ;picks*8
+ add a,a ;picks*$10
+ add a,$0a ;add 0ah
+ ld d,a ;y-pos = picks * $10 + $0a (1a,2a,3a,4a,5a)
+ ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01)
+
+ ld ix,spr_icon
+ call putwidesprite
+ ret
+
+disp_armor:
+ ld hl,$3926 ;Display Armor left
+ ld (_penCol),hl ;place @ armorIcon
+ ld a,(your_armor) ;load armor left
+ add a,'0' ;make digit
+ call _vputmap ;display char
+ ret
+
+disp_lives:
+ ld hl,$3900 ;display Lives
+ ld (_penCol),hl ;bottom left
+ ld hl,savestr+2
+ ld (hl),'L'
+ inc hl
+ ld (hl),'x'
+ inc hl
+
+ ld a,(lives) ;nr of lives in a
+ add a,'0' ;make digit
+ ld (hl),a
+ dec hl \ dec hl
+ call _vputs ;display on screen
+ ret
+
+;--------------------------- game over / new game / death ---------------------
game_over:
call _clrLCD ;clear screen
ld hl,txt_gameover
call _puts ;display "GAME OVER"
- ld hl,lives
- dec (hl) ;decrease lives
-
ld b,$20
wait2: halt \ halt
djnz wait2 ;delay
call _getkey ;wait for keypress
-;--------------------------- new game -----------------------------------------
+ pop hl ;=ret (game_over was called from a procedure)
+ ret ;quit to TI-OS or shell
-New_level:
- xor a ;a=0
- ld a,3
- ld (your_armor),a ;no armor
- xor a
- 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
+ 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_pickup),a ;reset pickups
+ 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
+ inc (hl) ;increase it
ld hl,(levelp) ;level pointer
inc hl
inc hl
inc hl ;update to point to next level
ld (levelp),hl ;save
+nonext_level:
+ ld a,80
+ ld (nextevent),a ;time to first enemy appearance
+
+ ld hl,(levelp) ;level pointer
ld a,(hl) ;load new level-enemy type
ld (eventenemy),a ;set level-enemy
inc hl
ld (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
;--------------------------- setup game ---------------------------------------
djnz wait ;delay
call _getkey ;wait for keypress
- ld ix,spr_icon00 ;empty icon
- ld de,$1a01 ;icon #1
- call putwidesprite ;display
- ld ix,spr_icon00 ;emptyIcon
- ld de,$2a01 ;icon #2
- call putwidesprite
-; ld ix,spr_icon02 ;emptyIcon
-; ld de,$3a01 ;icon #3
-; call putwidesprite
- ld ix,spr_icon00 ;emptyIcon
- ld de,$4a01 ;icon #4
- call putwidesprite
- ld ix,spr_icon00 ;emptyIcon
- ld de,$5a01 ;icon #5
- call putwidesprite
-
- ld ix,spr_icon02 ;armorIcon
- ld de,$3a01 ;bottom mid
- call putwidesprite ;display
-
- ld hl,GRAPH_MEM ;from storage (top left)
- ld de,VIDEO_MEM+(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,$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
+ call _clrLCD ;clear screen
+ call disp_icons ;display bottom icons
ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom
ld b,16 ;draw 16x (screen width)
ld a,(hl)
ld (wsmc1+1),a
ld (wsmc2+1),a
-
- ld hl,GRAPH_MEM
+ ld hl,(PutWhere)
ld a,e
add a,a
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_bullet01:
.db 5,3 ;your bullets
.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 -------------------------------------------
;--------------------------------------- bar -----------------------------------
+spr_icon:
+ .db 16,7 ;unused .......:.......:
+ .db %11111111,%11111111 ; ████████████████
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11000000,%00000001 ; ██ █
+ .db %11111111,%11111111 ; ████████████████
spr_icon00:
.db 16,7 ;unused .......:.......:
.db %10101010,%10101010 ; █ █ █ █ █ █ █ █
.db %11010101,%01010101 ; ██ █ █ █ █ █ █ █
.db %10101010,%10101010 ; █ █ █ █ █ █ █ █
spr_icon01:
+ .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 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 ;laser ........:.......:
+ .db %10000000,%00000000 ; █
+ .db %10110001,%01000000 ; █ ██ █ █
+ .db %10111011,%10000000 ; █ ███ ███
+ .db %10011101,%11111111 ; █ ███ ██████████
+ .db %10111011,%10000000 ; █ ███ ███
+ .db %10110001,%01000000 ; █ ██ █ █
+ .db %10000000,%00000000 ; █
+spr_icon04:
.db 16,7 ;invulnerable....:.......:
.db %10000000,%01010100 ; █ O O O
.db %10011110,%00101010 ; █ OOOO O O O
.db %10111111,%00010101 ; █ OOOOOOO O O O
.db %10111000,%00101010 ; █ OOO O O O
.db %10011110,%01010100 ; █ OOOO O O O
-spr_icon02:
- .db 16,7 ;armor ; .......:.......:
- .db %10001111,%10000000 ; █ █████
- .db %10010000,%01000100 ; █ █ █ XXX
- .db %10101110,%00101010 ; █ █ ███ █ XXX
- .db %10100111,%10101010 ; █ █ ████ █ XXX
- .db %10101110,%00101010 ; █ █ ███ █ XXX
- .db %10010000,%01000100 ; █ █ █ XXX
- .db %10001111,%10000000 ; █ █████
;---------------------------- texts -------------------------------------------
-txt_about: .db "v0.8.93 ","by Shiar "
+txt_about: .db "v0.9.94 ","by Shiar "
.db "(ICQ#43840958)",0
txt_1player: .db "1 PLAYER",0
txt_2players: .db "2 PLAYERS",0
stored_data_start:
+PutWhere .dw GRAPH_MEM ;where to put the wide sprites
+
timer .db $00 ;frame counter
level .db $00 ;level number
levelp .dw level01 ;pointer to level data
score .dw $0000
+your_pickup .db $00
your_occ .db $00 ;0=normal 1..16=exploding
your_inv .db $50 ;invincibility left
your_armor .db $13 ;HP left
-lives .db $03 ;
+lives .db $04 ;
x .db $16 ;x-pos
y .db $46 ;think about it..
hp .db $00 ;hitpoints left
+torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt
+torp_pos .dw $0000 ;torpedo position (x,y)
+
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)
.db spr_enemy07-spr_enemy00
spr_enemy00:
- .db 6,5 ;pickup
- .db %11111100 ; ██████
- .db %10010100 ; █ █ █
- .db %11111100 ; ██████
- .db %10010100 ; █ █ █
- .db %11111100 ; ██████
+ .db 7,5 ;pickup
+ .db %11111110 ; ███████
+ .db %10011010 ; █ ██ █
+ .db %11111110 ; ███████
+ .db %10011010 ; █ ██ █
+ .db %11111110 ; ███████
spr_enemy01:
.db 6,6 ;enemy type one
.db %00111100 ; ████
level04:
.db $04,$0d,$4f
level05:
- .db $05,$2d,$3d
+ .db $05,$25,$3d
level06:
- .db $06,$2b,$39
+ .db $06,$23,$39
level07:
- .db $07,$25,$f9
+ .db $07,$1f,$f9
;----------------------------- logo -------------------------------------------
;----------------------------- NEMESIS'86 by Shiar ----------------------------
;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS
-;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.8.93
-;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · · 3.IX.99
+;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.9.94
+;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · · 4.IX.99
;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only
-;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2417 bytes on calc
+;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2694 bytes on calc
;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR
;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958
; + 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)
-
-;To FIX: pickups fire bullets!?!
+;
+; 0.9.94 -- 04.IX .99 -- size 2693
+;
+; # pickups no longer fire bullets like normal enemies
+; + <halt>s added so the game runs slower and looks better
+; + TORPEDOES!!! Bullets that fire downwards! Just like in Nemesis
+; * a pickup selects the next icon on bottom bar instead of increasing hp
+; + an icon can be taken by pressing F2. second icon selects torpedoes
+; + first icon increases armor, icon 3 and 4 are unused for now
+; * selecting an unused icon (3+4) resets pickups like icon 1 and 2
+; * when you're destroyed, you loose one life instead of going game over
+; you also loose all upgrades and pickups, but remain in the same level
+; * random is more randomized, no more "tricks" to fool the randomizer
+; # after game over the game is terminated instead of continuing+crashing
+; - no more armor to start with. you'll have to collect them on your own
+; * of course optimizations and a few tiny bug fixes (not important)
+; * increased the size of the enemy bullets so they're better to see
; + added - removed * changed # bug fixed