-;---------------------------- enemy data --------------------------------------
-
-sprites:
- .db $00
- .db (spr_enemy01-spr_enemy00)/2
- .db (spr_enemy02-spr_enemy00)/2
- .db (spr_enemy03-spr_enemy00)/2
- .db (spr_enemy04-spr_enemy00)/2
- .db (spr_enemy05-spr_enemy00)/2
- .db (spr_enemy06-spr_enemy00)/2
- .db (spr_enemy07-spr_enemy00)/2
- .db (spr_boss01 -spr_enemy00)/2
- .db (spr_boss02 -spr_enemy00)/2
- .db (spr_enemy08-spr_enemy00)/2
+;header:----------------------------------------------------------------------
+
+ .db $c9,0 ;ret \ nop = nemesis-header
+ .dw lend-lstart ;levelsdata-size = 134h = 308d < 505d
+
+;XLlevelsdata:----------------------------------------------------------------
+
+;format:[enemy nr] [enemy frequency] [next lvl] [level_info] [level_move]
+; [level_fire] [tunnel size] [groundtype] [16_ground] [16_ceiling]
+; [stars1] [stars2]
+
+lstart:
+ .db 0
+ .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06
+ .db $1b,$1d,"storyline coming soon..." ,0,0,$1d,$06
+ .db $09,$19,"the Nemesis saga continues",0,1
+ .db $2e,$21,"with NEMESIS 86" ,0,1
+ .db $52,$36,"by Shiar" ,0,0,$19,$23
+ .db $ff
+
+ .db $15,$07,$08 ;fireFreq; moveType; enemyType
+level01: ;efrequency must be odd if halfluring!
+ .db $01,$1b,$2f,%00010001,0,255,0,0 ;0f>>2f ; 7
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16
+ .db 1,1 ; 2
+ .db $10,$07,$09 ; 3
+
+ .db 0
+ .db $01,01,"And the storyline conti",
+ .db "nues.....",0,1
+ .db $01,09,"You decide to fly close",
+ .db " to the",0,1
+ .db $01,15,"surface of a nearby pl",
+ .db "anet =)",0,0,1,20
+ .DB $FF
+
+ .db $10,$07,$09 ; 3
+level02: ;44
+ .db $02,$13,$4b,%00100101,0,064,0,0
+ .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+ .db $0E,$07,$09
-spr_enemy00:
- .db 7,5 ;pickup
- .db %11111110 ; ███████
- .db %11111110 ; ███████
- .db %11000110 ; ██ ██
- .db %11111110 ; ███████
- .db %11111110 ; ███████
.db 0
+ .db $01,01,"Blablabla...",0,1
+ .db $01,34,"this storyline sux",0,0,1,39
+ .DB $FF
+
+ .db $0E,$07,$09
+level03:
+ .db $03,$2d,$3f,%00000110,0,255,-9,1
+ .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20
+ .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18
+ .db -1,-1
+
+ .db $0D,$07,$08
+level04:
+ .db $04,$11,$41,%00000001,0,057,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+ .db $0C,$07,$09
+level05:
+ .db $05,$11,$45,%00000101,%10,031,-7,1
+ .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2
+ .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+ .db $0B,$07,$08
+level06:
+ .db $06,$19,$3a,%00000111,0,255,-4,1
+ .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
+ .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+
+ .db $08,$07,$09
+level07:
+ .db $07,$09,$ff,%00000001,0,043,0,0
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
+ .db 1,1
+lend:
+
+;XLweapondata:----------------------------------------------------------------
+
+;format:[unused] [ybuls(max.bullets)] [0000:direction 0000:speed] [offset]
+
+ .db 0,3,%00000010,2,%00000000,0,%00000000,0 ;single fire
+ .db 0,3,%00000011,2,%00000000,0,%00000000,0 ;fast single fire
+ .db 0,6,%00000010,0,%00000010,5,%00000000,0 ;double fire
+ .db 0,9,%00010010,2,%00110010,2,%01000010,2 ;triple fire
+ .db 0,10,%00010011,2,%00110011,2,%01000011,2 ;triple fire
+ .db 0,10,%00010011,2,%00110011,2,%01000100,2 ;triple fire
+ .db 0,10,%00010100,2,%00110100,2,%01000101,2 ;triple fire
+ .db 0,10,%00010100,2,%00110100,2,%01000101,2 ;triple fire
+
+;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:----------------------------------------------------------------
+
+;format: [000000:HP 00:occ] [type] [appearance(ypos)] [unused]
+
+ .db %00000010,1,1,0 ;#1 HP:1 app:random
+ .db %00000010,2,3,0 ;#2 HP:1 app:halflure
+ .db %00001111,3,2,0 ;#3 HP:1 app:lure
+
+ .db %00000110,4,2,0 ;#4 HP:2 app:lure
+ .db %00000111,5,3,0 ;#5 HP:2 app:random moving
+ .db %00001011,6,2,0 ;#6 HP:3 app:lure moving
+
+ .db %00011011,7,3,0 ;#7 HP:7 app:halflure moving
+
+ .db %00110011,8,1,0 ;boss1
+ .db %00111011,9,3,0 ;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:----------------------------------------------------------------
+
+spr_enemy00:
+ .db 8,8 ;pickup
+ .db %00011000 ; ██
+ .db %00011000 ; ██
+ .db %00011000 ; ██
+ .db %11111111 ; ████████
+ .db %11111111 ; ████████
+ .db %00011000 ; ██
+ .db %00011000 ; ██
+ .db %00011000 ; ██
spr_enemy01:
.db 6,6 ;enemy type one
.db 8,6 ;enemy type eight
.db %00011110 ; ████
.db %01111111 ; ███████
-enemy00:.db %10011100 ; █ ███
+ .db %10011100 ; █ ███
.db %10011100 ; █ ███
.db %01111111 ; ███████
.db %00011110 ; ████
- ;enemyInfo: %000000:HP %10:occ $00:type $00:app $00:unused
-enemy01: ;#1 HP:1 app:random
- .db %00000010,1,1,0
-enemy02: ;#2 HP:1 app:halflure
- .db %00000010,2,3,0
-enemy03: ;#3 HP:1 app:lure
- .db %00001111,3,2,0
-
-enemy04: ;#4 HP:2 app:lure
- .db %00000110,4,2,0
-enemy05: ;#5 HP:2 app:random moving
- .db %00000111,5,3,0
-enemy06: ;#6 HP:3 app:lure moving
- .db %00001011,6,2,0
-
-enemy07: ;#7 HP:7 app:halflure moving
- .db %00011011,7,3,0
-
-boss01:
- .db %00110011,8,1,0
-boss02:
- .db %00111011,9,3,0
-
-;----------------------------- level info -------------------------------------
-
- ;format: enemy nr; enemy frequency; next lvl; level_move; level_fire
- ;tunnel size; groundtype; 17_ground; 17_ceiling; stars1; stars2
-
- .db $15,$07,$08 ;fireFreq; moveType; enemyType
-level01: ;efrequency must be odd if halfluring!
- .db $01,$1b,$2f,%00010000,255,0,0 ;0f>>2f
- .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1
- .db $10,$07,$09
-level02:
- .db $02,$13,$4b,%01010000,064,0,0
- .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1
- .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1
- .db $0E,$07,$09
-level03:
- .db $03,$2d,$3f,%01100000,255,-9,1
- .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20
- .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18
- .db -1,-1
-
- .db $0D,$07,$08
-level04:
- .db $04,$11,$41,%00010000,057,0,0
- .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1
- .db $0C,$07,$09
-level05:
- .db $05,$11,$45,%01010010,031,-7,1
- .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2
- .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1
- .db 1,1
- .db $0B,$07,$08
-level06:
- .db $06,$19,$3a,%01110000,255,-4,1
- .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
- .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1
-
- .db $08,$07,$09
-level07:
- .db $07,$09,$ff,%00010000,043,0,0
- .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1
-
-weapons:
- .db 0,3,%00000010,2,%00000000,0,%00000000,0 ;single fire
- .db 0,3,%00000011,2,%00000000,0,%00000000,0 ;fast single fire
- .db 0,6,%00000010,0,%00000010,5,%00000000,0 ;double fire
- .db 0,9,%00010010,2,%00110010,2,%01000010,2 ;triple fire
- .db 0,10,%00010011,2,%00110011,2,%01000011,2 ;triple fire
- .db 0,10,%00010011,2,%00110011,2,%01000100,2 ;triple fire
- .db 0,10,%00010100,2,%00110100,2,%01000101,2 ;triple fire
+;-----------------------------------------------------------------------------
+ .end
+.end
\ No newline at end of file