;------------------------------------------------------------------------------
;---------------------- NEMESIS -----------------------------------------------
;------------------------------------------------------------------------------
-
-; >>> NEMESIS <<< Version 0.94 BETA by SHIAR
-; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-; SHIAR *** shiar0@hotmail.com *** ICQ#43840958 *** come.to/shiar
+; >>> NEMESIS <<< Version 0.95 BETA by SHIAR
; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-; DESCRIPTION: Fast+cool arcade-game based on the old MSX-game
-; CALC: TI-86 only
-; FILES: 86P (3624) Z80 (62443)
-; BETA: I hope to release the full game around december 1999
+; Title : Nemesis
+; Version : 0.95
+; Release Date : 22.X.99
+; Filename : nemesis.86p (5321)
+; Author(s) : Shiar
+; Email Address : shiar0@hotmail.com
+; ICQ ; #43840958
+; Web Page : come.to/shiar
+; Description : cool arcade-shoot-em-up-game (release 12/99)
+; Where to get this game : www.ticalc.org
+; Other games by author : N/A
+
; ABOUT: This source should only be used for learning practises, do not
; alter it, and certainly do not distribute an altered version!!
-; &&& marks uncertainties or things to optimize
+; NOTE: &&& marks uncertainties or things to optimize
;---------------------- nemesis.z80 start -------------------------------------
- .include "asm86.h"
- .include "ti86asm.inc"
- .include "ti86abs.inc"
+#include "asm86.h"
+#include "ti86asm.inc" ;standard ti86 romcalls
+#include "ti86abs.inc" ;used to save hiscores and so
+#include "ti86un .inc" ;_dispahl and _shracc
.org _asm_exec_ram
#define cal call ;just to make it harder for you to understand
#define psh push ; ^:D
-_dispahl = $4A33
+TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0
-TEXT_MEM = $C0F9 ;-$C1A0 ;_textShadow ;167 bytes ($A7)
-DELC_LEN = $C012 ;-$C076 ;_undelBufLen ;100 bytes ($64)
+storepos = $8000 ;120 OF 165
+storepos2 = $8100 ;141 OF 167
;---------------------- in-game vars ------------------------------------------
-just_fired = TEXT_MEM ;$C0F9 ;counts how long a blast lasts
-curline = TEXT_MEM ;$C0F9 ;used to display SFX
-menuitem = TEXT_MEM ;$C0F9
-temp1 = TEXT_MEM+1 ;$C0FA-C0FB ;(2 bytes)
-RanPos = TEXT_MEM+3 ;$C0FC ;used for making random values
-timer = TEXT_MEM+4 ;$C0FD ;frame counter
-
-x = TEXT_MEM+5 ;$C0FE ;your ship's position
-y = x+1 ;$C0FF ;your y-pos
-firex = TEXT_MEM+7 ;$C100 ;(1 byte)
-firey = firex+1 ;$C101 ;(1 byte)
-mx = TEXT_MEM+9 ;$C102 ;position of multiple#1
-my = mx+1 ;$C103 ;multiple y-pos
-
-bossx = $8001
-bossy = bossx+1
-bossmy = bossy+1
-
-level_enemy = TEXT_MEM+11 ;$C104 ;enemy type
-eventtime = TEXT_MEM+12 ;$C105 ;enemy frequency
-eventleft = TEXT_MEM+13 ;$C106 ;nr. of enemies still to come
-nextevent = TEXT_MEM+14 ;$C107 ;time to next event
-pickuptimer = TEXT_MEM+15 ;$C108 ;counts when to place a pickup
-level_occ = TEXT_MEM+16 ;$C109
-level_move = $8010
-level_fire = $8011
-
-spacespace = $8012
-groundinfo = spacespace+1 ;$8013
-groundpos = groundinfo+1 ;$8014 $10
-ceilingpos = groundpos+16 ;$8023 $10
-stars1 = ceilingpos+16 ;$8033
-stars2 = stars1+1 ;$8034
-
-nrybullets = 20
-ybullets = TEXT_MEM+17 ;$C10A ;60 bytes = 20(state,x,y)
-nrebullets = 10
-ebullets = ybullets+(nrybullets*3) ;30 bytes = 10(state,x,y)
-
-your_locpos = ebullets+(nrebullets*3) ;position in your_prevpos table
-your_prevpos = your_locpos+1 ;saves previous positions (32d)
-
+temp1 = storepos ;$C0FA-C0FB ;temp (2 bytes) bullet
+
+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
+y = x+1 ; +6 ;your y-pos
+firex = y+1 ; +7 ;(1 byte)
+firey = firex+1 ; +8 ;(1 byte)
+ ; **
+ ;--------LEVEL
+eventtime = storepos+10 ;+10 ;enemy frequency
+eventleft = eventtime+1 ;+11 ;nr. of enemies still to come
+nextevent = eventleft+1 ;+12 ;time to next event
+pickuptimer = nextevent+1 ;+13 ;counts when to place a pickup
+level_enemy = pickuptimer+1 ;+14 ;enemy type
+level_move = level_enemy+1 ;=
+level_fire = level_move+1 ;+16
+ ; **
+ ;--------OBJECTS
+spacespace = storepos+19 ;+19
+groundinfo = spacespace+1 ;+20
+groundpos = groundinfo+1 ;+21 $10
+ceilingpos = groundpos+16 ;+37 $10
+ ; ^^ ;--------STARS
+stars1 = ceilingpos+16 ;+53
+stars2 = stars1+1 ;+54
nrstars1 = 7
-starx1 = your_prevpos+32 ;ends at C192
+starx1 = storepos+55 ;+55
nrstars2 = 7
-starx2 = starx1+(nrstars1*2) ;ends at C1A0
-
-nrenemies = 10
-enemies = DELC_LEN+1
-add2enemy = nrenemies*4
-enemiesxtra = enemies+add2enemy
-
+starx2 = starx1+(nrstars1*2) ;+69
+ ; ^^ ;--------MULTIPLES
+mx = starx2+(nrstars2*2) ;+83 ;position of multiple#1
+my = mx+1 ;+84 ;multiple y-pos
+m2x = my+1 ;+85
+m2y = m2x+1 ;+86
+your_locpos = m2y+1 ;+87 ;position in your_prevpos tabl
+your_prevpos = your_locpos+1 ;+88 ;save previous positions (32d)
+
+;^-----------------------------------<1 ;-120=$78
+
+nrenemies = 10 ;max. nr of enemies
+enemies = storepos2 ; +0 ;info about each enemy (4byt)
+add2enemy = nrenemies*4 ;size of "enemies"
+enemiesxtra = enemies+add2enemy ;+40 ;more info 'bout enemies (4)
+
+nrybuls = 10
+ybullets = enemiesxtra+add2enemy ;+80 ;60 bytes = 20(state,x,y)
+nrebuls = 10
+ebullets = ybullets+(nrybuls*3) ;+110 ;30 bytes = 10(state,x,y)
+
+ybuls = ebullets+(nrebuls*3) ;+140
+
+;^-----------------------------------<2 ;-141=$8D
+;level_move:
+; %1 (directfire) 1 (ground) 1 (ceiling) 1 (diagfire) 1111 (move)
;enemies:
; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving)
; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y)
.dw Title ;pointer to description (all shells)
.dw Icon ;pointer to YAS icon
-Title: .db "Nemesis v0.94 by Shiar",0
+Title: .db "Nemesis v0.95 by Shiar",0
Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes
.db %11100000 ; ███
;---------------------- init --------------------------------------------------
-init:
- cal BUSY_OFF ;turns the run-indicator off, obviously
- cal CLEARLCD ;clean the screen
+StartFix:
+ im 1
+ ld hl,$D400
+ ld de,$D401
+ ld bc,$0100
+ ld (hl),$D3
+ ldir
+ ld hl,int_handler
+ ld de,$D3D3
+ ld bc,int_end-int_handler
+ ldir
+ ld a,$D4
+ ld i,a
+ im 2
+ ret
+
+int_handler:
+ ex af,af'
+ in a,($03)
+ bit 3,a
+ jp z,$0039
+ res 0,a
+ out ($03),a
+ jp $0039
+int_end:
+
+init: cal BUSY_OFF ;turns the run-indicator off, obviously
+ cal _clrScrn ;clean the screen
xor a ;<ld a,0>: reset:
- ld (iy+13),a ;>system vars
- ld (DELC_LEN),a ;>buffer so we can use the space to store vars
+ ld (iy+13),a ;don't affect TEXT_MEM and don't scroll screen
+ ld (_asapvar+1),a ;Asm( thinks it's the first time it runs Nems.
+ cal StartFix
ld a,(CONTRAST) ;load current contrast level
cp $1f ;if already at maximum...
jr z,menuchange
cp K_EXIT
jp z,game_over_nopop
+ ld hl,_invert
+ cp K_F1
+ cal z,undo_invert
+ cp K_F2
+ cal z,do_invert
cp K_ENTER
jr nz,menuloop
ld (menuitem),a
jr menuloop
+do_invert:
+ ld (hl),$EE
+ ret
+undo_invert
+ ld (hl),$E6
+ ret
+
;------------------------------------------------------------------------------
;---------------------- game loop ---------------------------------------------
;------------------------------------------------------------------------------
updaterandom:
ld hl,RanPos ;random counter
- ld a,r
- add a,(hl) ;random value
+ ld a,r ;add r register to randomize
+ add a,(hl) ;add previous random value
add a,b ;even more random by adding timer
-;.db $80+7 ;<add a,r>
ld (hl),a ;save even more random value back
Clear_screen:
ld a,(timer)
and %11
- jr z,movestarsdone
+ 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 far, far away
+ cal movestars2 ;move the distant stars
movestarsdone:
ld a,(stars1) ;star positions (the missing byte...)
cal CheckGround ;check for collision with the ground
check_keys:
+ cal GET_KEY
+ cp K_GRAPH
+ cal z,Teacher
+
ld a,%00111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5)
out (1),a ;ask for them
nop \ nop ;delay 8 clocks
in a,(1) ;get zem!
-check_exitkey: ;why give it a label? i dunno, i'm just crazy
+check_exitkey:
bit 6,a ;test bit 6 = exit-key = EXIT
jp z,game_over_nopop ;<exit> pressed, so be it
-check_morekey: ;again, another unused label... poor compiler
+check_morekey: ;another unused label... poor compiler
bit 7,a ;test bit 7 = more-key = PAUSE
cal z,Pause ;yes, go to pause
check_selkey:
ld a,%01011111 ;look at first column of keys (ALPHA to STO)
- out (1),a ;gimme gimme
+ out (1),a ;gimme
nop \ nop ;what's taking you so long
in a,(1) ;at last... our precious keyzzz...
;old: <bit 7,a \ cal z,select> now see this:
cal Handle_bullets ;move your bullets
cal Handle_torp ;move your torpedo
- cal Handle_enemies ;move enemies
+ cal Handle_enemies ;move enemies
cal Enemy_bullets ;move enemy bullets
-; ld a,(level_occ)
-; or a
-; jr nz,bosslevel ;levelocc<>0 so no
-
cal Level_event ;insert enemies
- jr _gamestuff2
-bosslevel:
- cal Handle_boss
-_gamestuff2:
cal Display_Screen ;display all
halt ;delay
- jp game_main_loop ;LOOP
+ jp game_main_loop ;LOOP
;--------------------------- ground -------------------------------------------
ld bc,15 ;scroll all 16 bytes minus one (teh new byte)
ld hl,groundpos+1 ;from..
ld de,groundpos ;to (one byte to the left)
-; ld a,(de) ;load byte on left (will be lost after scroll)
ldir ;LoaDIncreaseRepeat = scroll!
ld a,(groundinfo) ;what kind of ground
jr ground_boring
ground_tunnel:
- ld a,(groundpos+14)
- 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
+ ld a,(groundpos+14)
+ 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 a,(hl)
- or a
- jr z,ground_previous ;a>=0 (a=0 actually, because a<0 = a>0)
- inc (hl)
- ld a,(groundpos+15)
- inc a
- jr newground
+ ld a,(hl)
+ or a
+ jr z,ground_previous ;a>=0 (a=0 actually)
+ inc (hl)
+ ld a,(groundpos+15)
+ inc a
+ jr newground
gtunneldown:
- ld a,(groundpos+15)
- dec a
- jr z,ground_previous
- dec (hl)
- jr newground
+ ld a,(groundpos+15)
+ dec a
+ jr z,ground_previous
+ dec (hl)
+ jr newground
ground_previous:
ld a,(groundpos+14) ;type 1
jr ceiling_boring
ceiling_tunnel:
- ld a,(ceilingpos+14)
- 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
+ ld a,(ceilingpos+14)
+ 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 a,(hl)
- or a
- jr z,ceiling_previous
- inc (hl)
- ld a,(ceilingpos+15)
- inc a
- jr newceiling
+ ld a,(hl)
+ or a
+ jr z,ceiling_previous
+ inc (hl)
+ ld a,(ceilingpos+15)
+ inc a
+ jr newceiling
ctunnelup:
- ld a,(ceilingpos+15)
- dec a
- jr z,ceiling_previous
- dec (hl)
- jr newceiling
+ ld a,(ceilingpos+15)
+ dec a
+ jr z,ceiling_previous
+ dec (hl)
+ jr newceiling
ceiling_previous:
ld a,(ceilingpos+14) ;type 1
and %00001111
cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1
jr nz,newstarok
- ld de,16
- add hl,de
+ cal Random5016
newstarok:
ld (ix),l
jr nz,pause ;no, wait some more
ret ;continue
+;--------------------------- teacher ------------------------------------------
+
+Teacher:
+ ld (iy+12),5 ;enable flashing cursor
+ cal _clrLCD
+ ld hl,$0000 ;top left
+ ld (_curRow),hl
+ ld hl,txt_teacher
+ cal _puts ;display message
+
+ ld hl,TEXT_MEM+15
+ ld a,(hl)
+ psh af
+ ld a,(TEXT_MEM+42)
+ psh af
+ ld a,' '
+ ld (hl),a
+ ld (TEXT_MEM+42),a
+
+teacherloop:
+ cal _getkey ;enter low-power mode and wait for key
+ cp kEnter ;enter pressed?
+ jr z,teacherans
+ cp kGrMenu ;keypressed = graph?
+ jr nz,teacherloop ;no, wait some more
+
+ ld (iy+12),0 ;disable cursor
+ pop af
+ ld (TEXT_MEM+42),a
+ pop af
+ ld (TEXT_MEM+15),a
+ cal disp_icons
+ ret ;continue
+
+teacherans:
+ ld a,' '
+ cal _putc
+
+ ld hl,$0701
+ ld (_curRow),hl
+ ld hl,txt_teacherans
+ cal _puts
+ jr teacherloop
+
+
;--------------------------- exit ---------------------------------------------
quit:
- cal CLEARLCD ;clears screen
- cal _homeup ;set cursor to top-left
+ im 1
ld a,(CONTRAST) ;load original contrast level
out (2),a ;and set it back
- ld (iy+13),6 ;restore system-flags
+ ld (iy+13),3 ;use textshadow (TEXT_MEM) and scrolling
+
+ ld hl,GRAPH_MEM ;graph-screen location
+ ld de,GRAPH_MEM+1
+ ld (hl),0
+ ld bc,1024-1 ;do it 1024 times = entire screen
+ ldir
+
+ cal _clrScrn ;as _clrLCD but also clears TEXT_MEM
+ cal _homeup ;set cursor to top-left
ret ;quit Nemesis :(
;--------------------------- display ------------------------------------------
ld b,16 ;display width = 16 bytes (16*8bits=256pixels)
displaytloop:
ld a,(hl) ;copy byte from (hl)
-; xor $ff ; } ;invert byte (white<=>black) &&&&
+_invert:
+ xor $ff ; } ;invert byte (white<=>black) &&&&
ld (de),a ;to (de)
inc hl \ inc de ;next byte
djnz displaytloop ;16x hl >> de
jr c,no_left ;-1 = left side
ld (hl),a
no_left:
- rr b
+ rr b
jr c,no_right
ld a,(hl)
cp 121 ;127-6 = right side
or a ;is it 0?
jr z,handle_multiples ;yes so ship = normal (display \ continue)
- ld b,a ;save inv-time
ld a,(timer) ;load frame nr.
- and %00000011 ;a=0 once every four frames
+ and %00000111 ;a=0 once every four frames
jr nz,not_time ;a<>0 = not time to update counter
dec (hl) ;decrease inv-time left
not_time:
- and %00000010 ;a switches 0<->1 every 2 frames
- jr z,no_flicker ;don't show normal sprite anyway
- ld a,b ;pop inv-time
- and %11110000 ;inv-time <16 ticks left?
- jr z,handle_multiples ;yes: display normal sprite and continue
-
-no_flicker:
- ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix)
+ and %00000100 ;a switches 0<->1 every 2 frames
+ jr z,handle_multiples ;show normal ship
+inv_flicker:
+ ld ix,spr_ship01i ;don't display ship
handle_multiples:
cal putsprite ;display your ship
jp m,no_armor ;yes, 0hp left so explode
ld (hl),a ;no, so save decreased hp
cal disp_armor ;and display new value
+
+ ld a,(your_pickup) ;how many pickups do you have?
+ dec a ;is the armor-icon selected
+ ret nz ;return if not
+ psh hl
+ ld hl,VIDEO_MEM+(16*56)
+ ld (PutWhere),hl
+ ld ix,spr_icon ;if so, highlight armorIcon again
+ ld de,$1901 ;position
+ cal putwidesprite ;display icon
+ ld hl,GRAPH_MEM
+ ld (PutWhere),hl
+ pop hl
ret ;and return
no_armor:
ld a,%01 ;occ %xxxxxx01 = explode
dec a ;is it 3?
jr nz,select4 ;no, carry on
ld (hl),a ;reset pickups
+ ld hl,your_weapon
+ ld a,(hl)
+ inc a
+ cp 10
+ jp nc,disp_icons ;>=10
+ ld (hl),a
+
+ add a,a ;weap*2
+ add a,a ; *4
+ add a,a ; *8
+ ld c,a
+ ld b,0
+ ld hl,weapons-7
+ add hl,bc
+ ld a,(hl)
+ ld (ybuls),a
+
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
+ ld (your_weapon),a ;ready laser
jp disp_icons ;display + return
select5:
dec a ;is it 5?
cp 5 ;already pressed?
ret z ;return when already pressed (=5)
inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5)
- ld a,(your_laser) ;if you have bullets.....
- or a ;(0=no laser)
- jr nz,fireOK
+ ld a,(your_weapon) ;if you have bullets.....
+ dec a ;(1=laser)
+ jr z,fireOK
ld (hl),5 ;.....then can't fire next turn (go to 5 imm.)
fireOK:
ld (firex),hl ;set firepos
;blast again and <ret>
fireany:
- ld a,(your_laser) ;do you have laser?
+ cal fire_torp ;&&&
+
+ ld a,(your_weapon) ;do you have laser?
dec a ;1=yes
- jr nz,fire_ybullet ;no, just fire a bullet
+ jr z,fire_laser
+
+ ld ix,weapons-6
+ add a,a ;weap*2
+ add a,a ; *4
+ add a,a ; *8
+ ld c,a
+ ld b,0
+ add ix,bc
+
+ ld c,(ix)
+ cal fire_ybullet
+ inc ix
+ inc ix
+ ld c,(ix)
+ xor a
+ cp c
+ cal nz,fire_ybullet
+ inc ix
+ inc ix
+ ld c,(ix)
+ xor a
+ cp c
+ jr nz,fire_ybullet
+ ret
+
+fire_torp:
+ ld de,(firex)
+ 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
+
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
inc hl ;Go to next byte
djnz 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 ix,nolashit
ld b,nrenemies
ld hl,enemies
inc hl
ld a,(hl) ;check y
sub e
- jp z,enemy_hit ;a-e=0 = laser on top line of enemy = hit
+ 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_hit ;a-e>0 = hit
+ jp p,enemy_lashit ;a-e>0 = hit
nolashit:
pop hl
inc hl
inc hl
djnz laserhits ;check all enemies
+ ret
- ld a,d ;<ex d,e>
- ld d,e
- ld e,a
- jr fire_torp ;fire torpedoes as well
+enemy_lashit:
+ cal enemy_hit
+ jr nolashit
fire_ybullet:
ld hl,ybullets
ld de,3
- ld b,nrybullets
+ ld a,(ybuls)
+ ld b,a
find_ybullet:
ld a,(hl)
or a
ret
found_ybullet:
- ld (hl),1 ;use bullet
+ ld (hl),c ;use the bullet and set correct bullet-type
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 e,a ;save torp-x in e
ld a,(firey) ;your y-pos
- add a,2 ;place bullet at the middle of your ship
+ add a,(ix+1) ;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 --------------------------------------
+bullet_left:
+ ld a,125
+ sub b
+
+ cp (hl) ;off screen? (x>128-5)
+ jr c,remove_bullet
+ ld a,(hl) ;a = X
+ add a,b ;move 2 2 the right
+ ld (hl),a ;save new pos.
+ ld d,a ;d = X
+
+ inc hl ;to y-pos
+ ld a,c
+ cal _shracc
+ dec a
+ jr z,bullet_noymove
+ dec a
+ jr z,bullet_up
+ dec a
+ jr z,bullet_halfup
+ dec a
+ jr z,bullet_down
+
+bullet_halfdown:
+ ld a,(timer)
+ and 1
+ jr z,bullet_noymove
+bullet_down:
+ ld a,(hl)
+ inc a
+ cp 55
+ jr z,bullet_noymove
+ ld (hl),a
+bullet_halfup:
+ ld a,(timer)
+ and 1
+ jr z,bullet_noymove
+bullet_up:
+ ld a,(hl)
+ dec a
+ jr z,bullet_noymove
+ ld (hl),a
+bullet_noymove:
+ ld e,(hl) ;e = Y
+ ret
+
remove_bullet:
dec hl
ld (hl),0 ;dump this bullet!
- ret
+ pop hl ;&&&
+ jr next_ybullet
-Handle_bullets:
+Handle_bullets: ;&&&>>
ld hl,ybullets
- ld b,nrybullets
+ ld a,(ybuls)
+ ld b,a
scan_bullets:
psh bc
psh hl
- ld (temp1),hl
+ ld (temp1),hl ;needed for check_bullethits
ld a,(hl)
inc hl
- dec a ;type 1?
- cal z,bullet_2left ;yes: 2left
- pop hl
- pop bc
- ld de,3
- add hl,de ;3 x <inc hl>
- djnz scan_bullets ;next bullet (loop)
- ret
-bullet_2left:
- ld a,(hl) ;d = X
- 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
+ or a
+ jp z,next_ybullet ;bulletType=0 >> no bullet
- inc hl ;to y-pos
- ld e,(hl) ;e = Y
+ ld c,a
+ and %1111
+ ld b,a
+ cal bullet_left ;move bullet left
+display_bullet:
ld ix,spr_bullet01
psh de
cal putsprite ;display bullet
pop de
-check_bullethits: ;INPUT: de=X,Y
+ cal check_bullethits
+
+next_ybullet:
+ pop hl
+ pop bc
+ inc hl
+ inc hl
+ inc hl
+ djnz scan_bullets ;next bullet (loop)
+ ret
+
+;--------------------------- check bullethits --------------------------------
+
+check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet
ld b,nrenemies
ld hl,enemies
- ld ix,nohit
hit_enemies: ;Hits with normal enemies
psh hl
or a ;enemy #0 = pickup
jr z,nohit ;yes: don't destroy
+ psh de
+ cal find_sprite
+ pop de
+
inc hl
ld a,(hl) ;check x
sub d
+ sub 5
+ jp p,nohit
add a,5
+ add a,(ix)
jp m,nohit
- cp 8
- jr nc,nohit
inc hl
ld a,(hl) ;check y
sub e
- add a,5
+ sub 3
+ jp p,nohit
+ add a,3
+ add a,(ix+1)
jp m,nohit
- cp 10
- jr nc,nohit
psh hl
ld hl,(temp1)
ld (hl),$00 ;remove bullet
pop hl
+ cal enemy_hit
+
+nohit:
+ pop hl
+ inc hl
+ inc hl
+ inc hl
+ inc hl
+ djnz hit_enemies ;check next enemy
+ ret
+
enemy_hit:
dec hl
dec hl
ld hl,1 ;increase score by one
cal scoreInc
- jp (ix)
+ ret
hpleft:
ld a,c ;pop occ
sub %00000100 ;decrease HP by one
ld (hl),a ;save
- jp (ix)
-
-nohit:
- pop hl
- inc hl
- inc hl
- inc hl
- inc hl
- djnz hit_enemies ;check next enemy
ret
-;--------------------------- handle torpedo -----------------------------------
+;--------------------------- handle torpedo ----------------------------------
Handle_torp:
ld a,(torp_occ)
or a ;has it reached 0?
jp z,Next_level ;yes: level finished
dec a ;has it reached 1?
- jr nz,do_event ;nope: wait for enemies to leave
+ jr z,standby_event ;yes: wait until no enemies present/left
+ dec a ;has it reached 2?
+ jr z,place_boss ;yep: place the BigBossTM!
+ dec a ;has it reached 3?
+ jr nz,do_event ;nope: >3 = place an enemy
inc hl ;nextevent located behind eventleft
ld (hl),123 ;set delay
ret ;don't place any more enemies
+place_boss: ;&&&
+ ld hl,(levelp)
+ dec hl
+ ld a,(hl)
+ ld (level_enemy),a ;set new enemy (boss)
+ dec hl
+ ld a,(hl)
+ ld (level_move),a ;set boss movement (very slow)
+ dec hl
+ ld a,(hl)
+ ld (level_fire),a ;set rapid fire
+ cal do_event
+ ret
+
+standby_event:
+ ld b,nrenemies
+ ld de,enemies-4
+chk_enemyleft:
+ inc de
+ inc de
+ inc de
+ inc de
+ ld a,(de)
+ or a ;0 = no enemy present
+ jr nz,enemyleft
+ djnz chk_enemyleft
+ ret
+enemyleft:
+ inc (hl)
+ ret
+
+
do_event:
ld de,enemies-4
chk_noenemy:
inc hl ;next enemyInfo byte
inc de ;next byte of current enemy
- ld a,(hl) ;load movement+type of this enemy class
+ ld a,(hl) ;load enemy class (nr)
ld (de),a ;enemy type
inc de ;set x-pos
- ld a,122 ;appear at right edge of screen (128-6)
+ 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
inc de ;set y-pos
jr ypos_OK
random_enemy:
- cal Random ;make a (in a) random value 0-255
- cp 51 ;y may not be more than 51
- jr c,ypos_OK ;OK if a<51
- and %00111111 ;a = 0..63
- sub 13 ;a = -13..50
- jr c,random_enemy ;not OK if a<0
+ 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
ld (hl),a ;type 1
ret ;return
-Random:
- ld a,(RanPos) ;a handy random-var.
- ld hl,x ;add your x-coord for randomness
- adc a,(hl)
- ld hl,y ;add your y-coord for randomness
- adc a,(hl)
- ld (RanPos),a ;save altered random-var
- ret ;RanPos also in #a
-
;--------------------------- enemy fires --------------------------------------
Enemy_fires: ;de = x,y
dec d ;d = x-2
inc e ;e = y+1
- ld b,nrebullets
+ ld b,nrebuls
ld hl,ebullets
find_ebullet:
ld a,(hl)
Enemy_bullets:
ld hl,ebullets
- ld b,nrebullets
+ ld b,nrebuls
handle_bullet:
psh bc
psh hl
normal_enemy: ;occ "normal" 2 or "moving" 3
inc hl
- psh 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
- ld e,(hl) ;de = @enemy offset
-
- ld ix,spr_enemy00 ;first enemy sprite
- add ix,de ;add offset for current enemy
- pop hl
+ ld c,(hl) ;c = enemy type = de
+ cal find_sprite
inc hl
ld a,(hl) ;x
dec a ;is it 1?
cal nz,moving_enemy ;2 = moving enemy
+ ld (hl),e
dec hl ;@x
ld (hl),d ;store new x
ld a,c ;a = enemy type
cal Enemy_fires ;fires bullet
pop de ;restore (destroyed by Enemy_fires)
firing_done:
- cal putsprite ;display sprite @ix
+ cal putwidesprite ;display sprite @ix
next_enemy:
pop hl
moving_enemy:
ld a,(level_move)
and %1111
- jr z,movetype_updown
+ jr z,movetype_updown ;type 0
dec a
- jr z,movetype_vslow
+ jr z,movetype_vslow ;1
dec a
- jr z,movetype_fast
+ jr z,movetype_fast ;2
+ dec a
+ jr z,movetype_vfast ;3
+ dec a
+ jr z,movetype_smart ;4
dec a
- jr z,movetype_vfast
+ jr z,movetype_lure ;5
+ dec a
+ jr z,movetype_slowlure ;6
+ dec a
+ jr z,movetype_stoplure ;7
+; dec a
+; jr z,movetype_fulllure ;8
+
+movetype_fulllure:
+ inc d
+ ld a,(timer)
+ and 1
+ ret z
+ cal movetype_lure
+ ld a,(x)
+ cp d
+ jr c,lure_left
+lure_right:
+ inc d
+ ret
+lure_left:
+ dec d
+ ret
+
+movetype_stoplure:
+ inc d
+ jr movetype_slowlure
+
+movetype_slowlure:
+ ld a,(timer)
+ and 1
+ ret z
+
+movetype_lure:
+ ld a,(y)
+ cp e
+ jr c,lure_up
+lure_down:
+ inc e
+ ret
+lure_up:
+ dec e
+ ret
movetype_smart:
ld bc,add2enemy
dec d ;move left
ret nz ;finished
pop hl ;restore stack (no ret used)
- jr remove_enemy ;remove this enemy (off screen)
+ jp remove_enemy ;remove this enemy (off screen)
movetype_updown:
ld bc,add2enemy
or a ;reset carry flag
sbc hl,bc
and %00100000
- ld a,(hl) ;load current y-position
+ ld a,(hl);&&&ld a,e ;load current y-position
jr z,movedown
moveup: dec a ;decrease y-pos (=move up)
ret m ;don't move off the screen (y<0)
- ld (hl),a ;save new y-pos
+ dec e ;save new y-pos
ret ;finish
movedown:
inc a ;increase y-pos
cp 55 ;compare with bottom
ret nc ;return if it has passed that line (>40)
- ld (hl),a ;otherwise save new position
+ inc e ;otherwise save new position
ret ;and return
;--------------------------- check collision ----------------------------------
Enemies_hit:
- ld de,(x) ;e = X, d = Y
+ ld hl,(x) ;e = X, d = Y
+ ld de,$0707 ;add 7 to both d and e
+ add hl,de
+ ld d,h
+ ld e,l ;e = X+7, d = Y+7
+
ld hl,enemies
ld b,nrenemies ;check all 20 enemies
check_collision:
jr z,check_next ;2 or 3 = ok
inc hl
-collide_enemy:
-; psh hl
-; psh bc
-; ld hl,enemy00 ;enemy 1 specs
-; add a,a ;a=type*2
-; add a,a ;a=type*4
-; ld c,a ;c=type
-; ld b,0 ;bc = 4 * enemy nr.
-; add hl,bc ;hl = enemy specs
-; ld a,(hl) ;load size byte
-; pop bc
-; pop hl
-; ld c,a ;save size in c
+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
+ sub e ;enemy position minus yours minus 7
+ jp p,check_next
add a,6
+ add a,(ix)
jp m,check_next
- cp 12
- jr nc,check_next
inc hl
ld a,(hl) ;check y match
sub d ;same as with x-check
+ jp p,check_next
add a,6
+ add a,(ix+1)
jp m,check_next
- cp 12
- jr nc,check_next
dec hl
dec hl
take_pickup:
- ld a,(hl) ;load enemy type
-
psh hl ;we need hl
ld hl,2 ;increase score by 2
cal scoreInc
pop hl ;we're done
+ ld a,(hl) ;load enemy type
or a
jr nz,collide ;enemy when <>0
ld (hl),a ;remove
jr check_next ;all done, next..
+destroy_enemy:
+ ld (hl),%01 ;set to explode
+ inc hl
+ ld (hl),0 ;explosionFrame 0
+ jr collide_done
+
collide:
- xor a
- ld (hl),a ;explosionFrame 0
dec hl
- inc a
- ld (hl),a ;set to explode
- cal damage_you ;auch!
+ ld a,(hl)
+ and %11111100
+ jr z,destroy_enemy
+ ld a,(hl)
+ sub %00000100
+ ld (hl),a
+collide_done:
+ cal damage_you
check_next:
pop hl
djnz SFXframe
ret
-;--------------------------- handle boss -------------------------------------
-
-Handle_boss:
- ld hl,GRAPH_MEM
- ld (PutWhere),hl
- ld ix,spr_boss01
- ld hl,bossx
- ld d,(hl)
- inc hl
- ld e,(hl)
- jp putwidesprite
-
-;--------------------------- update score ------------------------------------
+;--------------------------- show icon ----------------------------------------
-scoreInc:
- psh bc
- ld bc,(score)
- add hl,bc
- ld (score),hl
- pop bc
+drawline:
+ ld (hl),a ;draw one piece of the divider-line
+ inc hl ;move right (8 pixels = 1 byte)
+ djnz drawline ;repeat (16bytes * 8pixels =128= screen width)
ret
-;--------------------------- show icon ----------------------------------------
-
disp_icons:
- ld hl,VIDEO_MEM+(16*57);57 rows down = seven rows from bottom
+ ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom
+ ld (PutWhere),hl ;place icons at bottom of normal screen
+ ld b,16 ;draw 16x (screen width)
+ ld a,%11111111 ;horizontal line mask
+ cal drawline ;draw divider-line
+
ld b,16*7 ;draw 16x (screen width) 7x (height)
xor a ;blank line mask
-cleanline:
- 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
+ cal drawline ;clear scorebar
cal disp_lives
ld de,$2901 ;icon #2
cal putwidesprite ;display
- ld ix,spr_icon03 ;emptyIcon
+ ld ix,spr_icon03 ;bulletIcon
ld de,$3901 ;icon #3
- cal putwidesprite
+ cal putwidesprite ;display icon
+ ld hl,$3945 ;position to display bullet-type digit
+ ld a,(your_weapon) ;digit
+ dec a ;minus one (1=laser)
+ cal _disp_armor ;display digit
ld ix,spr_icon00 ;emptyIcon
- ld a,(your_laser)
- or a
- jr z,no_laser
+ ld a,(your_weapon)
+ dec a
+ jr nz,no_laser
ld ix,spr_icon04 ;laserIcon
no_laser:
ld de,$4901 ;icon #4
ld de,$5901 ;icon #5
cal putwidesprite
- ld ix,spr_icon03
+ ld ix,spr_dividerline
ld de,$6901
cal putwidesprite
ld a,(your_pickup) ;pickups taken
add a,a ;picks*2 (sets z-flag)
- ret z ;return if no pickups
+ jr z,iconsdone ;return if no pickups
add a,a ;picks*4
add a,a ;picks*8
add a,a ;picks*$10
ld ix,spr_icon
cal putwidesprite
+iconsdone:
+ ld hl,GRAPH_MEM ;normal game-screen
+ ld (PutWhere),hl ;set sprite-position to normal screen
ret
disp_armor:
ld hl,$3925 ;Display Armor left
- ld (_penCol),hl ;place @ armorIcon
ld a,(your_armor) ;load armor left
+_disp_armor:
+ ld (_penCol),hl ;place @ armorIcon
add a,'0' ;make digit
cal _vputmap ;display char
ret
;--------------------------- proc ---------------------------------------------
+Random5016:
+ cal Random50 ; a = 0..50
+ inc a ; 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 ;hl = 1..51 * 16 (left side at random y)
+ dec hl ;hl = 1..51 * 16 (" at right side of screen)
+ ld de,GRAPH_MEM
+ add hl,de ;position on screen
+ 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)
+ add hl,bc
+ ld (score),hl
+ pop bc
+ ret
+
+find_sprite: ;destroyed: de ix
+ psh hl
+ ld e,(hl) ;e = enemy type
+ ld d,0 ;de = e
+ ld hl,sprites ;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,spr_enemy00 ;first enemy sprite
+ add ix,de ;add offset for current enemy
+ add ix,de ;twice (offset stored as offset/2)
+ pop hl
+ ret
+
BLACKLCD:
ld hl,VIDEO_MEM ;screen location (top left)
ld de,VIDEO_MEM+1
ld (hl),%11111111
- ld bc,1024 ;loop 1024 times = entire screen
+ ld bc,1024-1 ;do it 1024 times = entire screen
ldir
set 3,(iy+5) ;set white on black
ret
+waitnokeypressed:
+ halt \ halt
+ cal GET_KEY
+ or a
+ jr nz,waitnokeypressed
+ ret
+
+Decompress:
+ ld a,(hl)
+ bit 7,a
+ jr z,Compressed
+ inc hl
+ and 01111111b
+ 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 $12,7,"nemesis"
+ .db 7,"nemesis"
save_hi:
- ld hl,own_name ;find own variable
- xor a
- cal _ABS_MOV10TOOP1
- cal _FINDSYM
+ ld hl,own_name-1 ;find own variable
+ rst 20h ;cal _ABS_MOV10TOOP1
+ rst 10h ;cal _FINDSYM
ret c ;not found? who cares...
- ld a,b ;save the stored section
- ld h,d
- ld l,e
- ld b,0
- ld de,4+stored_data_start-_asm_exec_ram
- add hl,de
+ xor a
+ ld hl,4+stored_data_start-_asm_exec_ram
+ add hl,de ;hl=pointer to data in original prog
adc a,b
cal _SET_ABS_DEST_ADDR
- ld a,0
+ xor a
ld hl,stored_data_start
cal _SET_ABS_SRC_ADDR
ld hl,stored_data_end-stored_data_start
cal _SET_MM_NUM_BYTES
- cal _mm_ldir
- ret ;save done
+ jp _mm_ldir ;save done (cal \ ret)
game_over:
pop hl ;=ret (game_over was called from a procedure)
game_over_nopop:
cal BLACKLCD ;clear screen
+ cal waitnokeypressed
ld hl,$0603
ld (_curRow),hl ;center
ld hl,txt_gameover
cal _puts ;display "GAME OVER"
- xor a ;clear a (AHL will be displayed)
+ ld hl,$0007
+ ld (_curRow),hl
+
+ ld de,(score)
+ ld hl,(hiscore)
+ cal CP_HL_DE
+ jr nc,no_hiscore
+ ld (hiscore),de
+
+ask_hiname:
+ ld ix,hiname
+ ld a,9
+ ld (hiscorepos),a
+enter_name_loop:
+ ld a,'_'
+ cal _putc
+ ld hl,_curCol
+ dec (hl)
+nokeypressed:
+ halt \ halt
+ cal GET_KEY
+ or a
+ jr z,nokeypressed
+
+ cp K_DEL
+ jr z,backup
+ cp K_ENTER
+ jr z,nomore
+ cp K_EXIT
+ jr z,nomore
+
+ ld hl,hiscorepos
+ ld b,(hl)
+ dec b
+ jr z,nokeypressed
+ ld (hl),b
+
+ ld hl,chartable
+ ld e,a
+ ld d,0
+ add hl,de
+ ld a,(hl)
+ or a
+ jr z,nokeypressed
+
+ ld (ix),a
+ cal _putc
+ inc ix
+ cal waitnokeypressed
+ jr enter_name_loop
+
+backup:
+ ld hl,hiscorepos
+ ld a,(hl)
+ cp 9
+ jr nc,nokeypressed
+ inc (hl)
+
+ dec ix
+ ld (ix),' '
+ ld a,32
+ cal _putc
+ ld hl,_curCol
+ dec (hl)
+ dec (hl)
+ jr enter_name_loop
+
+nomore:
+ ld a,' '
+ cal _putc
+ ld (ix),0
+ cal save_hi
+ jr hiscoredone
+
+no_hiscore:
+ ld hl,hiname
+ cal _puts
+
+hiscoredone:
+ xor a ;clear a (Ahl will be displayed)
ld hl,$1006 ;bottom-1 right
ld (_curRow),hl ;set
ld hl,(score) ;your score
cal _dispahl ;display it (a=0)
+
ld hl,$314b ;bottom-1 right before score ^^
ld (_penCol),hl ;set
ld hl,txt_score ;"Score"
cal _vputs ;display (small)
res 3,(iy+5)
- ld de,(score)
- ld hl,(hiscore)
- cal CP_HL_DE
- jr nc,no_hiscore
- ld (hiscore),de
-
-no_hiscore:
- cal save_hi
+ ld b,16
+ ld de,16
+ ld hl,VIDEO_MEM+(49*16)-1
+restore_line:
+ set 1,(hl)
+ add hl,de
+ djnz restore_line
- ld b,$20
-wait2: halt \ halt
- djnz wait2 ;delay
cal _getkey ;wait for keypress
jp quit ;restore some things and return to TI-OS/shell
xor a ;score 0
ld (score),a ;reset score
ld (score+1),a ;reset score
+ 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 ;level #1
ld (level),a ;reset level nr
ld hl,level01 ;set level pointer to level#1
ld (levelp),hl ;reset level pointer
+ inc a ;ld a,2
+ ld (your_weapon),a ;default weapon
ld a,4
ld (your_lives),a ;3 lives (4 will be decreased @ You_die)
ld (pickuptimer),a ;next pickup after 4 enemies destroyed
+ inc a ;ld a,5
+ ld (your_armor),a
+ ld a,(weapons+1) ;max number of bullets (varies per weap.class)
+ ld (ybuls),a
You_die:
ld hl,your_lives
ld a,(hl) ;load lives left
inc a ;if lives=0ffh then a=0
jp 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_laser),a ;no laser
- ld (your_pickup),a ;reset pickups
- ld (your_multiples),a ;no multiples
- ld a,5 ;&&& betatest; remove when released!
- ld (your_armor),a
jr nonext_level
;--------------------------- next level ---------------------------------------
ld (hl),a
ld hl,(levelp) ;level pointer
- ld bc,5+32+4 ;advance four bytes (=one level)
+ ld bc,5+32+4+3 ;advance one level
add hl,bc ;update to point to next level
ld (levelp),hl ;save
inc hl
ld de,spacespace
- ld bc,36
+ ld bc,17+17+2
ldir
-; xor a
-; ld (level_occ),a ;no boss (yet)
-
ld ix,starx1
ld b,nrstars1
cal placestars
ld hl,your_occ ;hl = your_occ
ld (hl),a ;reset your ship (not exploding)
inc hl ;hl = your_inv
- ld (hl),50 ;set 50 frames invulnerable
+ 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 (bossy),a ;and y of boss
- ld a,80
- ld (bossx),a
ld a,(torp_occ)
or a ;no torpedoes?
torpsclear:
ld de,$0018 ;x=0, y=24 (like you..)
- cal Place_multiples ;place all multiple-positions at (0,24)
+; cal Place_multiples ;place all multiple-positions at (0,24)
- ld hl,ybullets ;clear your/enemy bullets
- ld (hl),a ;clear first byte
- ld de,ybullets+1 ;and copy this byte to the next byte
- ld bc,(nrybullets+nrebullets)*3-1 ;bc times (all bullets)
- ldir
-
- ld hl,enemies ;and remove all enemies as well
- ld (hl),a ;clear first byte
- ld de,enemies+1 ;point to the next
- ld bc,add2enemy+nrenemies*2 ;clear enemy-info + enemiesxtra
- ldir
+ ld hl,enemies ;remove all enemies and bullets
+ ld (hl),0 ;clear first byte
+ ld de,enemies+1 ;copy this to the next byte
+ ld bc,(add2enemy*2)+((nrybuls+nrebuls)*3)-1
+ ldir ;clear enemy-info + enemiesxtra + all bullets
;--------------------------- setup game ---------------------------------------
cal _puts ;display the string
res 3,(iy+5) ;set white on black
- ld b,$20
-wait: halt \ halt
- djnz wait ;delay
cal _getkey ;wait for keypress
cal CLEARLCD ;clear screen
cal 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,%11111111 ;horizontal line mask
-drawline:
- ld (hl),a ;draw one piece of the divider-line
- inc hl ;move right (8 pixels = 1 byte)
- djnz drawline ;repeat (16bytes * 8pixels =128= screen width)
- ret
-
+ ret
placestars:
- add a,b
- rlca \ rlca
- ld hl,(RanPos)
- add a,(hl)
- xor %00100100
- rlca
- ld (hl),a
-
- ld h,0 ; l = 0
- ld l,a ;hl = 0..255
- add hl,hl ;hl = 0..510
- ld c,a ;hl = 0..765
-
- ld a,r ;a = 0..255
- rra ;a = 0..127
+ cal Random5016 ;a = (0..50)*16 = random y-pos
+ ld a,b ;a = b = star nr. = 1..7
+ add a,a ;a = 2b = 2..14
ld d,0
- ld e,a
- add hl,de
- ld e,c
- add hl,de
+ ld e,a ;de = a = 2-14
+ add hl,de ;add to random y => random pos anywhere
- ld de,GRAPH_MEM
- add hl,de
-
- ld (ix),l
- ld (ix+1),h
- inc ix \ inc ix
- djnz placestars
+ ld (ix),l ;save x-pos (l)
+ ld (ix+1),h ;save y-pos (h)
+ inc ix \ inc ix ;next star
+ djnz placestars ;repeat for all stars
ret
;--------------------------- putsprite ----------------------------------------
inc b ;a>255 so increase bc by 256
_n1: ld c,a ;c = (Y*16+X/8) mod 256
add hl,bc ;bc = Y*16+X/8
-
+
ld d,(ix)
ld b,(ix+1)
_oloop: psh bc ;Save # of rows
jr nc,n1
inc b
n1: ld c,a
- add hl,bc
+ add hl,bc
- ld d,(ix)
- ld b,(ix+1)
+ ld d,(ix)
+ ld b,(ix+1)
woloop: psh bc ;Save # of rows
psh hl ;Save screen address
ld b,d ;Load width
.db 7,7 ;ship alpha class
.db %01111000 ; ████
.db %11100000 ; ███
- .db %11111100 ; ██████
+ .db %01111100 ; █████
.db %11110010 ; ████ █
- .db %11111100 ; ██████
+ .db %01111100 ; █████
.db %11100000 ; ███
.db %01111000 ; ████
spr_ship01i:
.db 7,7 ;ship alpha class
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+
.db %01010000 ; █ █
.db %10100000 ; █ █
.db %01010100 ; █ █ █
;---------------------------------------- explosion -------------------------------------------
-spr_explosion:
+spr_explosion:
.db 8,6 ;1
.db %00000000
.db %00011100 ; ███
.db %00000010 ; █▒
.db %00100100 ; █▒ █
+spr_yexplosion:
+ .db 8,6 ;8
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+ .db %00000000 ;
+
;--------------------------------------- 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 %10011000,%11110101 ; █ ██ ████ █ █
.db %11100110,%00110010 ; ███ ██ ██ █
spr_icon03:
- .db 8,7 ;empty .......:
- .db %10000000 ;00000000 ; █
- .db %10000000 ;00000000 ; █
- .db %10000000 ;00000000 ; █
- .db %10000000 ;00000000 ; █
- .db %10000000 ;00000000 ; █
- .db %10000000 ;00000000 ; █
- .db %10000000 ;00000000 ; █
+ .db 16,7 ;bullets .......:.......:
+ .db %10000000,%11000000 ; █ ██
+ .db %10000011,%11100000 ; █ █████ ▒▒▒
+ .db %10011000,%11000000 ; █ ██ ██ ▒▒▒
+ .db %11111100,%00000000 ; ██████ ▒▒▒
+ .db %10011000,%11000000 ; █ ██ ██ ▒▒▒
+ .db %10000011,%11100000 ; █ █████ ▒▒▒
+ .db %10000000,%11000000 ; █ ██
spr_icon04:
.db 16,7 ;laser .......:.......:
.db %10000000,%00000000 ; █
.db %10011000,%00000000 ; █ ██
.db %10111100,%11000011 ; █ ████ ██ ██
.db %10011000,%00000000 ; █ ██
+spr_dividerline:
+ .db 8,7
+ .db 128,128,128,128,128,128,128 ;128 = %10000000
;---------------------------- texts -------------------------------------------
-txt_about: .db " v0.94.A08",127,"by Shiar",0
+txt_about: .db " v0.95.A22",127,"by Shiar",0
txt_email: .db "shiar0@hotmail.com",0
txt_menu1: .db "CONTINUE",0
txt_menu2: .db "NEW GAME",0
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_teacherans: .db Lneg,"14.2063168184",0
;---------------------------- save data ---------------------------------------
stored_data_start:
hiscore .dw $0000
+hiname .db "Shiar.95",0
stored_data_end:
your_pickup .db $00
your_occ .db $00 ;0=normal 1..16=exploding
your_inv .db $00 ;invincibility left
-your_armor .db $00 ;HP left
+your_armor .db $05 ;HP left
your_lives .db $00 ;
-your_laser .db $00 ;laser avail: 0=no, 1=yes
+your_weapon .db $00 ;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 --------------------------------------
-
-sprites:
- .db $00
- .db spr_enemy01-spr_enemy00
- .db spr_enemy02-spr_enemy00
- .db spr_enemy03-spr_enemy00
- .db spr_enemy04-spr_enemy00
- .db spr_enemy05-spr_enemy00
- .db spr_enemy06-spr_enemy00
- .db spr_enemy07-spr_enemy00
- .db spr_enemy08-spr_enemy00
-
-spr_enemy00:
- .db 7,5 ;pickup
- .db %11111110 ; ███████
- .db %11111110 ; ███████
- .db %11000110 ; ██ ██
- .db %11111110 ; ███████
- .db %11111110 ; ███████
-spr_enemy01:
- .db 6,6 ;enemy type one
- .db %00111100 ; ████
- .db %01110000 ; ███
- .db %11110000 ; ████
- .db %11110000 ; ████
- .db %01110000 ; ███
- .db %00111100 ; ████
-spr_enemy02:
- .db 8,6 ;enemy type two
- .db %00111111 ; █████
- .db %01111000 ; ████
- .db %11111100 ; ██████
- .db %11111100 ; ██████
- .db %01111000 ; ████
- .db %00111111 ; █████
-spr_enemy03:
- .db 6,6 ;enemy type three
- .db %01111100 ; █████
- .db %11110000 ; ████
- .db %11111000 ; █████
- .db %11111000 ; █████
- .db %11110000 ; ████
- .db %01111100 ; █████
-spr_enemy04:
- .db 6,6 ;enemy type four
- .db %00111000 ; ███
- .db %01111100 ; █████
- .db %11111000 ; █████
- .db %11111000 ; █████
- .db %01111100 ; █████
- .db %00111000 ; ███
-spr_enemy05:
- .db 7,6 ;enemy type five
- .db %00011110 ; ████
- .db %01111110 ; ██████
- .db %11111100 ; ██████
- .db %11111100 ; ██████
- .db %01111110 ; ██████
- .db %00011110 ; ████
-spr_enemy06:
- .db 7,6 ;enemy type six
- .db %00011100 ; ███
- .db %01111110 ; ██████
- .db %10111000 ; █ ███
- .db %10111000 ; █ ███
- .db %01111110 ; ██████
- .db %00011100 ; ███
-spr_enemy07:
- .db 8,6 ;enemy type seven
- .db %00011110 ; ████
- .db %01111111 ; ███████
- .db %10011100 ; █ ███
- .db %10011100 ; █ ███
- .db %01111111 ; ███████
- .db %00011110 ; ████
-spr_boss01:
- .db 16,10 ;boss type one
- .db %00000001,%11111111 ; █████████
- .db %00001111,%11111110 ; ███████████
- .db %00111111,%11110000 ; ██████████
- .db %01011111,%10000000 ; █ ██████
- .db %10011111,%01000000 ; █ █████ █
- .db %10011111,%01000000 ; █ █████ █
- .db %01011111,%10000000 ; █ ██████
- .db %00111111,%11110000 ; ██████████
- .db %00001111,%11111110 ; ███████████
- .db %00000001,%11111111 ; █████████
-
-
-spr_enemy08:
- .db 8,6 ;enemy type eight
- .db %00011110 ; ████
- .db %01111111 ; ███████
-enemy00:.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
-
-;----------------------------- level info -------------------------------------
-
- ;format: enemy nr; enemy frequency; next lvl; level_move; level_fire
- ;tunnel size; groundtype; 17_ground; 17_ceiling; stars1; stars2
-level01: ;efrequency must be odd if halfluring!
- .db $01,$1b,$2f,%00010000,255,0,0
- .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
-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
-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
-
-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
-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
-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
-
-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
+#include nemesis0.z80
;----------------------------- logo -------------------------------------------
;------------------------------------------------------------------------------
-;0.94.1008 -- 08.X.99 -- size 4531 (4456)
+; 0.94.A08 -- 08.X.99 -- size 4531 (4456)
;
; + starfield background scrolling left (2 layers (front and back))
; * enemies aim their bullets towards you: 5 different directions!
; # the usual bugs that come with new features removed (i think?)
; * you get 5 shield-points at start and after death
;
+; 0.95.A13 -- 13.X.99 -- size 4656
+;
+; + BOSSES! at the end of a level a huge enemy will appear
+; * bosses will move towards you, slowly. level=done when boss destroyed
+; + normal enemies can also try to ram your ship (like bosses do)
+; * when colliding with an enemy, his armor will decrease (if any)
+;
+; 0.95.A17 -- 17.X.99 -- size 4965
+;
+; # fix: bullets at right side weren't removed on time (1pix too late)
+; * each level has it's own boss
+; + your bullets can have different speeds/directions
+; + third icon selects bullet-upgrade: single, faster, double, triple
+; * number of bullets varies per bullet-class (type 1 is max. 2 bullets)
+; * all temp. vars are stored in TEXT_MEM and TEXT_MEM2 (anti-crash:)
+;
+; 0.95.A18 -- 18.X.99 -- size 5052
+;
+; # vertical line next to score at game over screen removed (minor)
+; # some unintended pixels at icon bar now gone (joy, joy)
+; # number of bullets of a new weapon is loaded correctly
+; # cleans GRAPH_MEM (Graph-screen) and TEXT_MEM (calculate screen)!
+; # data not stored at TEXT_MEM2 but now at _asm_exec_ram+5100
+;
+; 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!
+;
;
; + added - removed * changed # bug fixed