.include "asm86.h"
.include "ti86asm.inc"
+ .include "ram86.inc"
.org _asm_exec_ram
TEXT_MEM = _textShadow
+DELC_LEN = _undelBufLen ;$64 bytes long
- nop
- jp init
+ nop
+ jp init
.dw $0001 ;description type 2 (= +YASicon)
.dw Title ;pointer to description
.dw spr_ship ;pointer to YAS icon
-Title: .db "Nemesis v0.8.93 by Shiar",0
+Title: .db "Nemesis v0.91.95 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 = 10
+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
;---------------------- init --------------------------------------------------
init:
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...
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
djnz clearloop ;repeat 224x
check_exitkey:
- ld a,%00111111 ;<exit> pressed?
- out (1),a
- nop \ nop
- in a,(1)
- bit 6,a ;test bit 6 = <EXIT>
- jr z,quit ;yes: quit game
+ call GET_KEY
+ cp K_EXIT
+ jr z,quit
+ cp K_MORE
+ call z,Pause
+; ld a,%00111111 ;<exit> pressed?
+; out (1),a
+; nop \ nop
+; in a,(1)
+; bit 6,a ;test bit 6 = <EXIT>
+; jr z,quit ;yes: quit game
game_stuff:
call Level_event ;insert enemies
call Handle_Ship ;move you
- call Fire_bullet ;check for fire
call Handle_enemies ;move enemies
+
+ call Fire_bullet ;check for fire
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
+;--------------------------- pause --------------------------------------------
+
+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:
ld a,(CONTRAST) ;load original contrast level
out (2),a ;and set it back
+ ld (iy+13),6
ret ;quit Nemesis :(
;--------------------------- display ------------------------------------------
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)
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 hl,your_inv ;invulnerable?
ld a,(hl) ;load time in a
or a ;is it 0?
- jp z,putsprite ;yes so ship = normal (display \ ret)
+ jr z,handle_multiples ;yes so ship = normal (display \ continue)
ld b,a ;save inv-time
ld a,(timer) ;load frame nr.
jr z,no_flicker ;don't show normal sprite anyway
ld a,b ;pop inv-time
and %11110000 ;inv-time <16 ticks left?
- jp z,putsprite ;yes: display normal sprite
+ jr handle_multiples ;yes: display normal sprite and continue
no_flicker:
ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix)
- jp putsprite ;ret
+
+handle_multiples:
+ call putsprite ;display your ship
+
+ ld a,(your_multiples) ;do you have multiples
+ or a ;no?
+ ret z ;then don't handle them either
+
+ 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 ;de=a
+ 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
+
+ ld ix,spr_multiple ;sprite of the multiple
+ jp putsprite ;display it + <ret>
exploding_you:
srl a ;half the framerate
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 (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
+ jp disp_icons ;display, return
+select6:
+ ld (hl),0 ;reset pickups
+ jp disp_icons ;display/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,(x) ;yes: first fire from ship position (x)
+ ld (firex),hl ;set firepos
+ ld a,(your_multiples) ;any multiples?
+ dec a ;nope?
+ jr nz,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
+
+ 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
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
+ ld ix,nohit
hit_enemies: ;Hits with normal enemies
push hl
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 (hl),%00000110 ;change it into a pickup (with 2 HP)
pickupdone:
inc hl
- ld b,(hl) ;save enemy type
ld (hl),$00 ;explosionFrame 0
-
- pop hl
- ret
+ 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
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 b,10
+ ld b,nrebullets
ld hl,ebullets
find_ebullet:
ld a,(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
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 5 ;pickups >=5
+ 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 a,(your_laser)
+ or a
+ jr z,no_laser
+ ld ix,spr_icon04 ;laserIcon
+no_laser:
+ ld de,$4a01 ;icon #4
+ call putwidesprite
+
+ ld ix,spr_icon00 ;emptyIcon
+ ld a,(your_multiples)
+ or a
+ jr z,no_multiples
+ ld ix,spr_icon05
+no_multiples:
+ 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_game:
+ xor a ;score 0
+ ld (score),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
-New_level:
xor a ;a=0
- ld a,3
ld (your_armor),a ;no armor
+ ld (torp_occ),a ;no torpedoes
+ inc a
+ ld (your_laser),a ;no laser
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
- ld (score),a ;reset score
- ld hl,level01-3 ;set level pointer to level#1
- ld (levelp),hl ;reset level pointer
+ 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
+ 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
+
+ xor a ;reset previous positions
+ ld hl,your_prevpos ;place all previous positions
+ ld b,16 ;all 16 of them
+place_multiples:
+ ld (hl),a ;set prev-x to 0
+ inc hl ;next
+ ld (hl),24 ;set prev-y to 24
+ inc hl ;next
+ djnz place_multiples ;repeat
;--------------------------- 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_multiple:
+ .db 6,4 ;multiples
+ .db %01111000 ; ████
+ .db %11111100 ; ██████
+ .db %11111100 ; ██████
+ .db %01111000 ; ████
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 ;invulnerable....:.......:
- .db %10000000,%01010100 ; █ O O O
- .db %10011110,%00101010 ; █ OOOO O O O
- .db %10111000,%00010101 ; █ OOO O O O
- .db %10111111,%10101010 ; █ OOOOOOO 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 %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 ; .......:.......:
+ .db %10000000,%01010100 ; █
+ .db %10011110,%00101010 ; █
+ .db %10111000,%00010101 ; █
+ .db %10111111,%10101010 ; █
+ .db %10111111,%00010101 ; █
+ .db %10111000,%00101010 ; █
+ .db %10011110,%01010100 ; █
+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,%11100111 ; █ ████ ███
+ .db %10000001,%11100000 ; █ ████
+ .db %10000011,%10000000 ; █ ███
+ .db %10011000,%00000000 ; █ ██
+ .db %10111100,%01110000 ; █ ████ ███
+ .db %10011000,%00000000 ; █ ██
;---------------------------- texts -------------------------------------------
-txt_about: .db "v0.8.93 ","by Shiar "
+txt_about: .db "v0.91.95 ","by Shiar "
.db "(ICQ#43840958)",0
txt_1player: .db "1 PLAYER",0
txt_2players: .db "2 PLAYERS",0
txt_level: .db "LEVEL ",0
txt_gameover: .db "GAME OVER!",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
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
-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 = 10
-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
-
-enemiesxtra .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
-add2enemy = 40
-
-; %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 --------------------------------------
.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
+;
+; 0.91.95 -- 05.IX .99 -- size 2797
+;
+; + 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
; + added - removed * changed # bug fixed